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The Wizard of Oz



This is one of three possible plays one can go through in the opera house.  When Barnes, the NPC whom starts the event, beings making his speech he gives one of three sets of dialogue, depending on the lines said this will determine what event you face.

This is the dialogue for the Wizard of Oz:

Welcome Ladies and Gentlemen to this evening’s presentation!

Tonight we plumb the depths of the human soul as we join a lost, lonely girl trying desperately – with the help of her lonely companions – to find her way home.

But she is pursued… by a wicked malevolent crone!

Will she survive? Will she prevail? And now… on with the show!

This fight puts you up against six bosses, five are within the first phase and then a second phase with the final boss.  The first five is
Dorothee, Strawman, Roar, Tinhead, and Tito.  The sixth and final boss is The Crone.

Each boss has a number of abilities, unique strengths and weaknesses which you’ll need to exploit to win.  Overall the first phase is also the hardest part, given the larger number of targets.

Dorothee


Dorothee is the first boss to be activated and pretty much the cue or sign that the fight has begun.  Dorothee has no treat list, meaning she’s untankable.  She’ll randomly target players and cast waterbolts, each dealing around 1500-2500 damage and utilize an AoE fear.

Roar


The second boss to make his way into combat, Roar can be rather dangerous should you not control him correctly.  He hits like a truck and can easily take out anyone who’s not the main or off-tank in a couple hits.  The controlling element is that he’s vulnerable to fear, and
therefore easy enough to lock down

Strawman


The thirdboss to begin combat, Strawman is only capable of one special ability, a melee stun attack.  Other than this he’s easy enough to kill as his weakness is a vulnerability to fire, making him disoriented everytime he’s hit with fire damage.

Tinhead


Tinhead, the fourth and final boss to activate.  This guy hits hard and cleaves like crazy making him extremely dangerous should he run into a clump of healers or other such low-armor/health players.  His main weakness is a growing Rust debuff that decreases his movement speed over time, making him easy enough to kite.

Tito


Tito is Dorothee’s dog, summoned once all four of the bosses are active already.  The dog actually hits quite hard and has a silence ability to boot, what with his lack of any weakness he needs to be tanked.

Act II:

The Crone


The crone will enter the stage once all the bosses of phase 1 are down.  She casts a chain lightning spell that bounces between players increasing in damage, much like Maiden of Virtues holy wrath, and this makes it imperative that your raid spread out somewhat.

Additonally a cyclone will continue whirling about the stage for the entirety of the fight, picking up players and eventually dropping them as it moves on.  Just watch out for this and move as needed to avoid it.

The Fight


One thing about this encounter is that there’s no pulling nor special positioning required per say, rather the bosses will In general come to you instead and all that’s required is whomever is assigned to a particular boss pick them up as fast as possible.

As soon as the play has begun and Dorothee goes active you’ll have a brief amount of time before the others start awakening as well, it’s recommended that you try and burn down Dorothee as quickly as possible due to her inability to be tanked and the fear.

Roar should be approached by a tank and beat on to build up some threat before the warlock to fear him moves in.  This is to prevent him from breaking fear and rushing the warlock, therefore the warlock has enough time to re-apply fear.

Beyond that we have the strawman, whom is easy enough to deal with should you have either a fire mage or destruction warlock lock him down with fire spells.  Should you so desire you can of course throw a tank on him, it’s just easier to lock him down with fire damage.

Finally, Tinhead, who needs to be picked up by a tank immediately.  Given his cleave and high damage output Tinhead should be pulled away from the raid as much as possible to prevent him running back and cleaving a group of casters and so on.

Overtime he’ll develop the rust debuff, some say this is due to frost spells, others that it happens normally, either way once this does develop enough you can have a frost mage simply kite him about until the time comes to take him down.

Tito should spawn about fifteen-sixteen or so seconds after Tinhead has become active, and needs a tank on him the moment he spawns.  At this point, Strawman should be locked down by fire damage, Roar chain feared, and Tinhead kited.  Dorothee may or may not still be getting burned down, either way you might need both of your tanks taking on up to two targets each.

As for kill orders, Dorothee has the most raid breaking potential what with her fear ability, causing tanks to run wild and the bosses they were on wreaking the rest of the raid.  After her should come Tito, Strawman, Tinhead, and finally Roar whom is the least dangerous given his complete and easy controllability.

The Crone – Act II


The crone takes center stage when she appears, just have a tank jump on her and begin the spank soon afterwards.  Yeah, this is just a tank n’ spank fight thankfully except for the slight requirement to move out of the cyclones path as you tank her, otherwise it’s easy enough.  Beyond that her only other quirk is the chain lightning, spread out and it shouldn’t do too much.

 

 

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