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Attuning a Death Knight for Karazhan

Author: Roboticus

To hold with my mission of solo DK progression, I can not simply ask someone else to open the door to Karazhan – I must get the key myself.  For those who never attuned to Kara, or simply forgot what it entails, below is a step-by-step of my attunement process.

Step 1: Initial Quests: Start your attunement by talking with Archmage Alturus standing outside of Kara.  He will send  you on two simple quests in the vicinity, followed by some more lengthy traveling quests.  The slowest part is getting to the Archmage located at the (now ruined) location of Old Dalaran.  PROTIP: Use your Death Gate to get to Acherus, then fly to South Shore/Tarren Mill.

Step 2: Shadow Labyrinth: This was my first real attempt at any old-world content, but it still went quite well.  Some of the packs of magic casters gave me trouble when they would flee, but otherwise getting to Murmur was quite easy.  Murmur himself required paying attention to his Sonic Boom ability, which I found out took off about 70% of my health.   Just run out of range when he starts to cast, but get back in ASAP.

Step 3: Steamvaults and Arcatraz: These instances only require partial clearing before you get to the Key Fragments.  For the Steamvault fragment, just keep to the right when you get in and jump in the first water  body you come to and swim to the bottom.  For Arcatraz, continue until you come to a ramp going upwards, the turn a u-turn to the right at the first open room.

Step 4: Caverns of Time: Curse whichever Blizzard designer that decided anyone doing the Caverns of Time must first do a quest that consists of following an excruciatingly slow NPC around the cavern for 10 minutes.  This aside, Durnholde Keep was a blast with freeing Thrall.  Running instances solo allows you the freedom and time to explore the surroundings, stop and listen to the music, and enjoy things at your own pace.

The Black Morass was challenging only in that I couldn’t speed up the timer and get to the next packs quicker.

Conclusions:

I can already see that adds and magic users will be harder than single, melee bosses.  A tank’s physical mitigation scales much more than magical mitigation.  Perhaps an unholy build will help on this front with added magic damage reduction and anti-magic zone.

Perhaps more difficult will be “gimmick fights.”  Blizzard often adds mechanics that are very easy to handle with a standard group, but more difficult if you don’t have the specific ability to counter the mechanic.  While I may be a tank/healer/dps rolled up into one, I am not a decurser, crowd controller or kiter.  We’ll see how this plays out.

Until then, on to Karazhan!

This entry was posted on Monday, May 18th, 2009 at 12:23 pm and is filed under Death Knight Soloing. You can follow any responses to this entry through the RSS 2.0 feed. Both comments and pings are currently closed.

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