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Wizard of Oz Event Strategy Guide

by b420
This is the main guide for this boss. We will attempt to keep it up to date, so feedback is appreciated. This is copyright material. Please respect the work of the author and ourselves and do not copy it.

Introduction

The Wizard of Oz event is one of the three possible boss encounters from the Opera Hall event in Karazhan. There are a total of six mobs that will need to be dealt with during the fight including Dorothee, Strawman, Roar, Tinhead, Tito, and The Crone. This is not necessarily the kill order as the order will change depending on your group composition.

Group Composition

Group Composition is very important in this fight. The recommended group for this event would be two tanks, two mages, two warlocks, three healers, (one to two of which should be priests) and one hunter. However please keep in mind that this is the best possible group make up for this fight and different classes could of course be subbed out. As a general rule for this fight it is essential to have at least two people with the ability to cast some sort of fire and fear ability.

Overview and Preparation

The fight will be very hectic and chaotic for the first few times. There is a lot going on and a lot to be done. It is suggested to worry about your job and not what other people are doing as if you are worrying about others you may be distracted from your job and one mistake during this encounter could easily result in a wipe.

Consumables involved would be Ironshield Potions for the tanks to tank any of Dorothee's allies with the exception of Tito. Mana Potions are also helpful for healers due to the fight's length and the amount that some of the adds can hit tanks for.

When The Crone spawns, if a hunter is available make sure he/she turns on Nature Protection Aura. Also, paladins should have Frost Resistance Aura on until Dorothee dies at which point any paladins should switch to Devotion Aura to help tanks when it becomes time to tank Dorothee's allies as they can hit very hard. Shamans should use any totems to help DPS as the faster Dorothee and her allies are killed, the less time there is to make mistakes. If a warlock is being used to kite Strawman it will help to have an imp out to assist in disorienting him. Hunters' pets will not serve much help here for anything besides the additional DPS.

Dorothee, her Allies, and The Crone


Dorothee

Dorothee does not have a controllable aggro list. She casts frost bolts randomly at members of the raid until she is killed. Her frost bolts hit for an average of 2,300 frost damage.

Strawman

Strawman has a high amount of armor and hits fairly hard. He becomes disoriented when hit with a fire spell.

Tinhead

Tinhead also has a large amount of armor and hits by far the hardest of anyone in the encounter. He also has a very powerful "Cleave" which should not prove to be any trouble since he should not be in melee range of anyone for too long. He periodically receives a debuff called "Rust" which stacks up to eight times slowing his movement speed by 10% per stack. This debuff is received automatically, and is not caused by any player spells or abilities.

Roar

Roar hits very hard and extremely quickly. He also casts a debuff which reduces his target's armor by 5000. However, Roar is susceptible to fear and can also be feared by a hunter as he is a beast.

Tito

Tito is summoned by Dorothee mid fight. He is not much to worry about unless a tank does not gain aggro on him. He will kill healers first and hits for around 900-1200 and 1600 critical strikes on cloth; and he hits quite often.

The Crone

After Dorothee and her adds are dead The Crone will spawn. If you are lucky you will get a few seconds to drink before The Crone spawns, however you will not have enough time to resurrect any dead players. There will be a Tornado which circles around the room dealing nature damage and knocking anyone whom it comes into contact with up into the air. It moves slowly and communication will make avoiding it simple. The Crone will also cast a Chain Lightning which does not deal much damage; but it is very wise to spread out around the room to prevent it being chained to multiple people.


Strategy


Layout for fighting Dorothee and her companions

In order to start the fight you must talk to Barnes the Stage Manager directly outside of the stage's entrance door. Once you talk to him he will walk onto the stage to address the audience of undead. Once his speech is over the curtain will open and Dorothee and her allies will come into view. They will not agro simultaneously; Dorothee will attack first, followed by Roar, Strawman, and finally Tinhead. They will all agro within a few seconds of each other. Here is the strategy to deal with Dorothee, her allies, and The Crone.

Dorothee

As mentioned above Dorothee has no controllable agro list so she will be frostbolting people at random. In most cases she should be the first to be killed as her frost bolts will become noticeably aggravating quickly while dealing with the others. She has very little health and armor so killing her should not take long.

Roar

Roar should be feared immediately once he joins the battle. A hunter can do this but the best choice is a warlock. Any priests in the raid should stand near the member who is fearing as Roar will occasionally run into the walls and cause some line of sight issues for the next fear. Priests should be ready to fear Roar if he gets too close to the member who is mainly fearing him as he will kill most non tanks in a few seconds. He also attacks extremely fast, making it even harder to cast if he gets in melee range. Roar should usually be the second to die as the line of sight issues from him running into walls can be dangerous.

Strawman

Strawman should be kited around from the beginning by a member with fire spells (preferably a mage or a warlock) with little to no cooldown on the spells. If you are having trouble kiting him around a hunter can place a trap down to also assist in disorienting him. Strawman can usually be the third to be killed after Dorothee and Roar.

Tinhead

Once the curtain goes up a tank should go up to Tinhead and be ready to get aggro on him quickly. The tank should hold aggro on Tinhead until there are enough debuff stacks on him for whoever will be kiting him to be able to do so. Attempting to kite Tinhead from the beginning will not work as it takes multiple stacks of "Rust" to make him kiteable. The tank will need tight heals while tanking Tinhead as he hits very hard. The moment Tinhead is kiteable the tank should get out of his melee range. The best choice to kite Tinhead would be a hunter, though any class with decent ranged damage can do it, or even the tank if you can spare him. Tinhead should be the last to die as he has the most HP and armor and is the most easily kited.

Tito

Tito will not be present at the beginning of the fight. Dorothee will summon him to the battle shortly after the encounter begins. He should be dealt with immediately after Dorothee is dead as he has very little hp and armor. He will not despawn if Dorothee is killed before him and he will attack healers first making him a priority to have a tank on once he is summoned. If Dorothee is killed fast enough you can have this fight without Tito at all, but don't build your strategy round that. Tito isn't a big problem.

This is only the suggested kill order. You may have to change it around due to your raid composition. However most of the time this is the suggested kill order. Also, in order for Roar to be feared or Strawman to be disoriented the spell cast on them must be the top rank of that spell.

The Crone


Layout for fighting The Crone

After Dorothee and her allies are killed, The Crone will spawn. Remember, you may be able to drink as you can be put out of combat after Dorothee and her allies are dead and you are waiting for The Crone to spawn. However, it will not be enough to resurrect a dead member of the raid.

Be vocal when the Crone is spawned and stay spread out. Make sure to tell players if the Tornado is coming their way. Stay spread out to avoid Chain Lightning spreading to multiple players and to avoid all the healers being hit by the Tornado at once and being knocked up into the air leaving your tank with no heals. The Tornado will knock you up in the air for a few seconds and you will take falling damage when you land, it is not much damage but it can be negated by slow falling, levitating, etc. Avoid the Tornado, stay spread out, don't pull aggro from your tank and the fight will be a breeze. She does not have much HP or armor so killing her should be quick. Dispatch of her and collect your loot.


Anything missing from this guide? Anything unclear or wrong? Got any questions or comments about it? Discuss it with us: Wizard of Oz Event Discussion

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Guide Author: b420
Guide Posted: 23rd Feb 07

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