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Hex Lord Malacrass



This guy not only hits for a decent amount of damage purely in melee but also has an amazing amount of health backed up by devastating abilities, many of them AoE’s that make healing quite an intensive and difficult process.

Spirit Bolt


This is an extremely annoying spell, Malacrass will channel this for a total of ten seconds, hitting everyone in the raid with spirit bolts for 450 shadow damage every half-second leading to a total of 9,000 damage.

This can be somewhat resisted via shadow resistance and will need to be countered by utilizing mass healing spells such as circle of healing.

Siphon Soul


Once Malacrass has finished his spirit bolt channeling spell he’ll randomly select one raid member to drain.  Once a victim is selected he will steal several of the drained players abilities, some can be worthless, others make the fight quite harder, it all depends upon the drained players spec and what abilities they have.

Power Drain


After a few minutes of fighting Malacrass will begin using his AoE damage drain on the raid.  Everytime this is cast it increases his damage by 10% and reduces the entire raids by 1% per player, this will stack and continually be used every 40 seconds after spirit bolt and siphon soul.

The Four Guards


Malacrass will have four guards with him, mobs randomly chosen from a pool of possible minions, much like Moroes in Karazhan.  Although not all information is confirmed at this point it should be fairly certain in dealing with them.

Lord Raadan


A large dragonkin warrior that uses a flame breath attack as well as frequent Thunderclaps, he is however controllable by druids via sleep but should be killed at some point to prevent annoying breaks or resists.

Darkheart


An undead wraith that has a number of shadow spells as well as a fear to utilize beyond his straight up melee attacks.  This guy is annoying and should be shackled/CC’d for as long as you can.

Thurg


A simple ogre brute, he hits hard and all but should just be sheeped to keep him under control.

Koragg


Another hard hitter but in this guys case you’ll have to shackle him as he’s undead.

Gazakroth


A fireball flinging imp that doesn’t really pose much of a problem, his fireballs only hit for around 500 damage or so and he can be banished so lock him down.  Luckily as well his health is quite small so it’s easy enough to burn him down.

Alyson Antille


A female blood elf priest that heals the other guards as well as Malacrass himself, interrupt her every time if possible and burn her down.  Sheep is also an option for keeping her locked down if needed.

Slither


This guy fires off poison bolt volleys in a frontal cone effect range, so keep him facing away from any groups of players to prevent stacking damage.  The volleys also leave a poison DoT that can be cleansed, much like the dragonkin this guy can be slept by a druid.

The Fight


First things first, your initial pull/fight start has to go perfectly smoothly or else you can easily ruin your chances of success with a stray mob or two running wild throughout the raid and more importantly healers.

Should you get this off correctly you’re left with the decision on whether to kill certain adds first or last as well as whom you leave up.  There are a few easy choices for first kills purely due to the fact that they can only be held by shaky CC, that is Lord Radaan and Slither, both of them can only be put to sleep which is quite the weak and breakable CC.

Beyond that there are a few others who you may or may not want to drop with priority, those being all the undead and the imp, the undead depend entirely upon how many priests you have to shackle them with, the imp is a banished mob which is fairly strong CC but still it’s up to you.

Another thing, should you get both undead and have on priest you obviously have to drop one, but in case you have enough priests to deal with them I’d suggest dropping them regardless, priests will definitely be busy healing and could use one less concern in this fight.

General priority for killing the adds will always be decided purely by your raid make-up and therefore presence or lack of CC for any given type of add.  Once you’ve decided upon a course of action, quickly burn down whatever adds you have to kill as the longer they live the more time Malacrass has to wreak havoc upon your raid.

As soon as all the adds are dropped or controlled you have to begin burning down Malacrass, his damage will steadily increase via the power drain and yours will drop to the extent of simply being burned down yourself by the boss.

Healers are extremely important and stressed throughout the fight, his massive damage AoE’s and ability stealing making things far more difficult than most any other boss fights in the dungeon.  Basically if you let the boss stand to long his damage will simply become too much for healers to handle and you die.

Keep all eyes on whomever Malacrass steals his abilities from and counter them best as possible, get a good rhythm going and keep up high DPS throughout the fight.  Do all this and you should be able to come out victor, never slow down lest you get overwhelmed.

 

 

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