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 Shade of Akama

by Krinadon [US-Garona]

Overview

The dark part of Akama's soul that binds him to the service of Illidan must be destroyed.

Shade of Akama is a simple fight. The majority of the raid must manage tanking and killing adds while a small part of your raid burns through Shade of Akama's Channelers. When the Shade is released, your raid must average 17,000 DPS for one minute.

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Abilities

HP: 1,000,000

Melee: Shade of Akama will only hit Akama until either he or Akama dies.

Ashtongue Channeler
HP: 100,000
Channels Banish on Shade of Akama.

Ashtongue Sorcerer
HP: 100,000
Channels Banish on Shade of Akama.

Ashtongue Guardian
HP: 79,000
Melee:
Hits for about 4,000 on a tank.
Debilitating Strike: A melee strike that deals 100% weapon damage and reduces any melee damage done by the target by 75% for 5 seconds.

Ashtongue Spiritbinder
HP: 23,000
Melee:
Hits for about 2,000 on a tank.
Spirit Mend: A HoT that heals for 2,500 damage every 2 seconds for a total of 10 seconds.
Chain Heal: Heals up to 5 Ashtongue for ~8,000 damage.

Ashtongue Elementalist
HP: 23,000
Melee:
Hits for about 2,000 on a tank.
Rain of Fire: An AoE spell that deals 3,500 per second to any player inside its radius.

Ashtongue Rogue
HP: 28,000
Melee:
Hits for about 4,000 on a tank.
Debilitating Poison: A debuff that increases time between attacks by 50%, increases casting speed by 50%, and deals ~2,000 Nature damage every 2 seconds.

Preparation

Raid Composition

The following raid composition is recommended for Shade of Akama:

2 Tanks
1 Druid Tank
7 Healers
4 Melee DPS
1 Enhancement Shaman
2 Mages
2 Hunters
2 Warlocks
4 Other Ranged DPS (Preferably Shadow Priests and Elemental Shamans)

Assignments

/rw -- INC ASSIGNMENTS --
/raid East Group: [1 Tank, 2 Healers, 1 Mage, 1 Hunter, 1 Warlock, 1 Ranged DPS]
/raid West Group: [1 Tank, 2 Healers, 1 Mage, 1 Hunter, 1 Warlock, 1 Ranged DPS]
/raid Channeler Group: [4 Melee DPS, 1 Enhancement Shaman, 2 Ranged DPS]
/raid Guardian Group: [1 Druid Tank, 2 Healers]
/raid Raid Healer: [1 Healer]

Consumables

Druid Tank Use all HP consumables: Flask of Fortification and 30 stamina food.

DPS Use all DPS boosting consumables.

Positioning

The following diagrams illustrate the positions that should be used before the start of the event.

The following diagrams illustrate the positions that should be used before the start of the event.

East Group Stand by the east entrance.

West Group Stand by the west entrance.

Channeler Group Stand next to the northern-most Channeler.

Guardian Group Stand in the middle of the room.

Hunter Lay down a Frost Trap in front of your group's entrance.

On the Pull

Channeler Group Begin DPS'ing the Channelers immediately, as there is no threat from them and they do not use any attacking abilities.

Phase 1

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This phase lasts until Shade of Akama is no longer banished.

East Group When a set of 3 spawn (It will consist of 1 Ashtongue Rogue, 1 Ashtongue Elementalist, and 1 Ashtongue Spiritbinder), the group will kill the Spiritbinder, then Elementalist, then Rogue. If all of the adds are dead, the DPS can help the Channeler group by DPS'ing Channelers and Sorcerers.

West Group Do the same same as the East Group, but on the west side of the room.

Channeler Group DPS the Channelers down, starting at the Northern most Channeler and going counter-clockwise. Kill the Channelers first and then work on the Sorcerers. It also helps to assign someone to mark the next Channeler or Sorcerer that should be killed.

Guardian Group The Druid Tank assigned to this group should stand off to the side of Akama. When a Guardian spawns, the Druid Tank should use Faerie Fire to pull it once it's attackable in the center of the room, and tank it. The Druid Tank will take more and more damage the longer Phase 1 lasts, so its healers must be aware of that.

Hunter Continue to lay down Frost Traps where the 3 adds spawn, in front of your entryway, in order to slow them down.

Mage Frost Nova the 3 adds on your side in place when they spawn. Then Polymorph the Ashtongue Rogue, and keep it Polymorphed until the other adds have died.

DPS When there are only 3 Channelers or Sorcerers alive, Shade of Akama will slowly begin moving towards Akama. The less alive, the faster he moves. Once Shade of Akama is almost to Akama, all Raid DPS needs to stop what they are doing and immediately get in position to DPS Shade of Akama.

Phase 2

This phase begins when Shade of Akama reaches Akama and becomes attackable. Adds will stop spawning when this phase begins.

Your raid will have 60 seconds to kill Shade of Akama before he kills Akama, failing the event and causing it to reset.

Shaman Use Heroism or Bloodlust when Shade of Akama becomes attackable.

Warlock Make sure that both Curse of Recklessness and Curse of Shadows are up.

Warrior If you are not tanking adds, go into berserker stance with a DPS weapon and use Recklessness.

Raid Pop all cooldowns that will increase the raid's DPS as soon as Shade of Akama becomes attackable. If your raid can average 1100 DPS per DPS player (which is easily feasible if your gear is on-par for the difficulty of Black Temple), then Shade of Akama will die before Akama does and your raid will be victorious.


  
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