This is my first effort at a guide to Karazhan bosses; I see the same types of questions repeatedly asked during raids, and it just seems that current guides are not sufficiently detailed to guide raids through these fights. Two of my favorite guides for these instances are
The guide, with movie file, from Pillage
[url]http://karazhan_bosses_moroes.uber.com/[/url]
and Bosskillers various guides,
[url]http://www.bosskillers.com/cgi-bin/bbguild/index.cgi?sid=S4GqVCd2K6&action=bosspage&bossid=121 [/url]
These two provide a great background on the fight, and the movies are invaluable; the wowwiki is also a great resource for this fight, which takes some experience to complete due to the various adds that may be encountered with Moroes.
To begin with however, you have to clear this room; and there are both stationary and wandering pats. A cloaked party member can enter this room without detection and mark the wandering "waiters" which circle around the tables; there are always four, and at least two will make a circuit past the table at the entrance, which can lead to surprises; so just use all your raid marks to indicate those 4, and the table aoe groups which may or may not come with the wandering pats. This simplifies the job of the later pulls, since you can always find these mobs later through walls and you will be aware of their approach to avoid surprises.
Once the room is clear, you have the adds, or 'guests', on the raised area with Moroes. The simple approach is to double tank Moroes, and control the adds. The trick is in the crowd control, which depends highly on group composition.
There are two basic groups with Moroes; female casters, and male warriors/paladins. The basic rule is to control the males, and kill off the female casters first. Of the female casters, we typically designate kill order as Dorothea Miltstipe first; she is the shadow priestess, and can mana burn out a healer in a heartbeat, as well as doing tons of damage in a short time frame if not handled. Second in kill order is the other female caster, either the holy priest (Catriona Von’Linda) or holy pally (Keira Berrybuck). Their heals will mess with the kill order if they are not dealt with, although on their own neither do much damage, and die quickly since they are clothies.
The more specific approach that I want to explain is when you do not have 2 priests, and therefore two shackles for a caster and one warrior. That is an ideal situation, but more typical is a mixed group with at most one priest, or none at all.
Hunters can trap the two warriors; but the resist chance on these traps, and the shortened duration of traps, makes each trap attempt a liability to the group without a backup. By backup, I mean the following:
1. A good hunter can time out a trap sequence so the 2nd trap can be dropped at the same time the first one activates; they need a 30 second lead time, and a trap timer or the stopwatch function (/sw command) to time it accurately, but it can be done.
2. The second approach would be to safety trap with a second hunter, who would just stack another trap on the first activated trap.
3. Kiting; this is not as preferable to trapping, since kiting can lead to multiple raid deaths if for any reason the mob peels off to attack healers or other dps targets. A hunter can concussion shot one mob, then kite with pet and frost (not ice) traps, leading that mob around the room while the casters are killed off. This completely diverts a dps player off target, so skull (always dorothea milstipe) and triangle (second caster) die slower. and can potentially cause problems with traps or shackles.
4. Stuns/fears. This is least preferable, but can be done if you have a pally/rogue combination. A pally can fear undead, which is a real problem if the target leaves the room and resets your event. To avoid this, the loose mob can be pulled to the left side with Moroes and triangle; and then stunned by the pally or rogue, for enough time to cast fear. Spam fears can take over from there, repeatedly stunning and fearing that mob until the group is ready to tackle it. Two paladins for example can repeatedly stun and fear a mob like this; however they definitely have a resist factor that must be taken into account, just like the other mobs and trap or shackle resistance; nothing lasts as long as you want or expect, so everything requires safety trapping or constantly renewing shackles.
The warrior/pally mobs are high health/high armor targets, and not suitable for pet tanking. The damage they deal makes it unlikely any pet can withstand them for very long, even with heals from the master.
If things go to wrong, remember to run out of the room to reset the event. Moroes does have an enrage timer, and if too much of the group is down and dps drops below a point where he can reasonably be disposed of, it is time to run out and reset.
Our typical raid placement puts Moroes and triangle (second caster target) to left of his stage, near the wall. This avoids any complications from the tanks dealing with this target; and sticks triangle far enough to the side that a fear will not send her out of the room. Skull is typically tanked by an OT, like a ret pally or fury warrior, or by pets, or by a rogue repeatedly stunning while the group dps takes her down. Triangle can be feared during this process, and seems to return to the tank who pulled her originally.
Trap targets are placed to the right side of the room, to avoid aoe effects and conflicts with tank placement. Shackle targets are typically kept on th e stage where Moroes begins, so it is plain enough when a shackle breaks, and there is time to recast some control on that target.





