Crimson Halls Guides


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The Blood Prince Council is a fight against the various Blood Princes that you have faced and defeated earlier in the expansion. The three are: Keleseth from Utgarde Keep, Taldaram from Ahn’kahet, and Valanar from Naxxanar. Here however you must fight all three at once since they are now resurrected as undead minions of the Lich King.

The encounter uses several mechanics, not the least of which is the use of a ranged tank. The three bosses all need to be tanked individually, however two can be tanked normally and one needs to be tanked by a ranged tank since he can hit for too much damage to heal in melee. Taldaram and Valanar are tanked normally while Keleseth is tanked at range. A Warlock with a large health pool makes for a solid ranged tank.

The other major mechanics in the fight are the shared health pools for the bosses, and the invulnerability of two out of three of the bosses. At any given time only one boss can be hurt due to the Invocation of Blood ability. The boss that currently has the invocation is the only one that will have a health bar and therefore the only one that can be hurt. While the invocation is on that Prince they will also be empowered and cause significantly more damage.

Each boss has his own abilities as well, and there is a lot going on in the fight so pay attention at all times throughout the fight. The main thing to get right though is to stay spread out and to switch DPS targets quickly. Once you get used to the abilities and reactions to them the fight gets far less hectic.

Keleseth is the simplest of the bosses to tank since his only real abilities are to spawn Dark Nuclei around the room and to hit the tank with Shadow Lances. In addition if you get too close to Keleseth he will hit for more damage than you can take. The shadow lances are nothing to sneeze at either as they can hit for roughly 20,000 normally and up to almost 100,000 damage while empowered. Luckily the dark nuclei grant a buff to anyone near them that reduces shadow damage taken by 35%; however they also cause damage over time to the player and themselves.

Valanar’s other ability is his Shock Vortex which is cast on a random target and shown by a glowing glyph on the ground. Players will have a few seconds to clear the area and if not away from the mark by roughly 15 yards will suffer big damage and be flung away. If cast while empowered everyone within 30 yards will be have a vortex spawn at their feet. This means that everyone will need to clear away or be hit by multiple vortexes.

Once everyone understands and can work around the different abilities, the main part of the fight is switching DPS quickly from one boss to the other as each becomes empowered. The most important part is switching cleanly and quickly between the bosses, while still maintaining separation from each other. After a few attempts players will start to get the hang of it, and it soon becomes second nature.

Heroic Mode – Blood Prince Council
In heroic mode the princes hit harder and have more health as is normal in a heroic mode. Here they have roughly 1/3 more health. All of the physical damage goes up substantially as well as the damage caused by the Princes abilities. Most abilities do almost double the damage and require everyone to be on top of what is going on. Glittering sparks hits for double normal damage and slows you by 40% instead of 20%. Kinetic orbs drop faster and do more damage when they hit the ground. Empowered flames move faster and do double damage, meaning that anyone hit can be killed if other players do not get in the way.

The main change to the fight however, is the addition of a new ability called Shadow Prison. This ability puts a stacking debuff on anyone that moves and does 500 damage per second lasting for 10 seconds. This means that if you moved for 8 seconds you would be taking 4000 damage for the next 10 seconds. It will clear once you are stationary for long enough that the debuff wears off. All the damage it causes is shadow damage so shadow resistance helps greatly. This changes the mechanics of the fight a little since you will want to stay stationary as much as possible instead of moving around a lot like you do in a normal mode fight.

Blood-Queen Lana’thel has a huge amount of health and is a very hard DPS check. Bite orders need to be worked out to maximize DPS done. Also because at some point you will run out of players to bite, it is important to allow your biggest DPS to continue to bite players longer than your lower DPS. You are likely to get to a point right at the end with 2-3 players mind controlled in a mad race to down her before enrage.

The Blood-Queen also has a brief air phase at roughly two and a half minutes into the fight, where she will move to the center of the room and fly into the air. While in the air she casts a volley of Bloodbolts that will hit all players three times. Because of the damage these cause to anyone nearby spacing is critical or you will wipe. As soon as she starts moving for the center ranged needs to move back so allow the tanks and melee room to spread out.

As you can see the fight requires careful spacing most of the time, with periods of movement mixed in where players must either congregate or separate more. It also requires communication on who has which buff and the priority for the next bite. This fight is definitely a challenge to get by as the movement required defiantly lowers DPS’s possible output, yet they still need to put out crazy high numbers. The buff helps but only so much, numbers that I have seen thrown around by guilds and in logs where it has been done is DPS averaging 10k in 25 person raids and 8k in 10 person raids. You will certainly have some DPS much higher than that due to having the buff most of the fight, but other DPS will obviously be much lower. It is a hard fight.