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{{Stub/NPC}}
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{{Stub/Strategy}}
 
{{npcbox
 
{{npcbox
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|name = Karsh Steelbender
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| image =
 
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|image = Karsh Steelbender.jpg
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| name = Applebough
 
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| title = Fruit Vendor
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|title=Twilight Armorer
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| gender =
+
|race = Drakonid
  +
|creature = Dragonkin
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| race = Treant
 
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| creature = Humanoid
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| level = 82
  +
| type = Elite<br />87 Elite (heroic)
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| level = 75
 
  +
| health = 893,000<br />4,979,640 (heroic)
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| type =
 
 
|location = [[Blackrock Caverns]]
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| aggro = {{aggro|1|1}}
 
 
|faction = Combat
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| affiliation = [[Kirin Tor]]
 
 
|status=Killable
| faction = Neutral
 
  +
|instance=Blackrock Caverns
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| occupation = Vendor
 
| location = [[Dalaran]]
 
| status = Alive
 
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| relatives =
 
 
}}
 
}}
   
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'''Karsh Steelbender''' is the third and an optional boss of [[Blackrock Caverns]] in ''[[World of Warcraft: Cataclysm]]''. He is a [[black dragonflight|black]] [[drakonid]].
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'''Applebough''' is a [[Treant]] vendor located in Dalaran.
 
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Besides the normal fruits, this vendor also sells [[Dalaran Apple Bowl]] for 4[[File:Gold.png]] and [[Fresh Apple Juice]] for 85[[File:Money-silver-14x14.png]].
 
   
  +
==Objective of==
== External links ==
 
  +
*{{questlong|neutral|82D|The Twilight Forge}}
{{elinks-NPC|29547}}
 
   
  +
==Abilities==
{{DEFAULTSORT:Applebough}}
 
  +
*{{abilities|Burning Metal|Inflicts Fire damage to the target. Causes Karsh's melee attacks to deal 1000 Fire damage per stack of Superheated Obsidian Armor.|image=Spell Fire SealOfFire}}
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*{{abilities|image=Spell Fire SealOfFire|Heat Wave|Inflicts 1000 Fire damage to nearby enemies per stack of Superheated Obsidian Armor on Karsh Steelbender.}}
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*{{abilities|image=Inv shield 04|Obsidian Armor|Obsidian alloy is nearly impervious to damage at normal temperatures. Reduces damage taken by 99%.}}
  +
*{{abilities|image=Spell Fire FireArmor|Superheated Obsidian Armor|Obsidian loses its damage mitigation properties when heated, but inflicts damage to nearby enemies and causes attacks to deal additional fire damage. Increases damage taken by Karsh by 10% and causes his attacks to deal 1000 Fire damage per stack. Stacks to 100.}}
  +
  +
==Strategy==
  +
Holding him in the central pillar of fire (or over Lava Pools in heroic) will make him gain stacks of Superheated Quicksilver Armor. He cannot be damaged until he has this buff.
  +
  +
When he gains a stack, he deals an amount of AoE fire damage on the party proportional to the number of stacks. Each stack also increases the damage done by his melee swing, and increases his total damage taken. Get too many stacks, and you will be doing more damage, but the healer will be overwhelmed leading to deaths.
  +
  +
5-6 stacks works easily enough.
  +
  +
When the buff expires, the circular grate over the lava explodes and is pretty much insta-death to anyone standing on it.
  +
  +
Heroic Mode:
  +
  +
There are two differences between normal and heroic mode: the damage done by the AOE pulse when Karsh gains a stack of Superheated Quicksilver is much more punishing, and when Superheated Quicksilver wears off three non-elite adds spawn.
  +
  +
The room must be prepared for the fight. Kill all the Troggs that surround the area Karsh patrols.
  +
  +
Superheated Quicksilver had a 10 second duration. The key to this fight is maximizing the time that Karsh spends with the Superheated Quicksilver debuff, while minimizing the number of AOE pulses he generates at a time. This should be done by attempting to add only one stack of Superheated Quicksilver at a time. The best way to do this is to have the kite tank him tangentially to the central pillar of fire, so he only dips his toe in for a moment as he walks past it. This will ensure that Karsh only pulses the AOE once, perhaps twice, making sure that the healer is not overwhelmed with raid healing. Skilled tanks can try to time Karsh's trips through the pillar of fire to occur immediately after he takes a melee swing; as the most common reason for Karsh getting multiple stacks of Superheated Quicksilver is him pausing to take a melee swing at the tank while in the pillar. This isn't necessary though; the healer should be able to handle two AOE pulses without much trouble. If Karsh ever gets more than two stacks of Superheated Quicksilver at a time, the tank has done something wrong.
  +
  +
Tanks should easily be able to handle 7 or 8 stacks of Superheated Quicksilver. More than that will depend on gear. When the debuff is allowed to wear off, Karsh will become invulnerable and three adds will spawn. Additionally, the outer ring will momentarily erupt with fire. The adds are non-elite and can easily be burned down; however when they die they will leave behind a pool of lava that persists for the duration of the fight. The pool of lava has the same properties as the pillar of fire; e.g. it will cause Karsh to gain stacks of Superheated Quicksilver. Adds should be kited by DPS to the outer part of the room and burned down (this is why Troggs should be killed before engaging Karsh). This will make sure that the party has plenty of room to maneuver when dealing with Karsh himself. The tank should just hold tight and wait to kite Karsh through the pillar of fire until all three adds are down and DPS is ready to resume.
  +
  +
==Quotes==
  +
;Aggro
  +
*{{text|yell|Bodies to test my armaments upon!}}
  +
  +
;Superheated Quicksilver Armor
  +
*{{text|yell|Feel the burn!}}
  +
  +
;Killing a player
  +
*{{text|yell|Merely an impurity in the compound!}}
  +
  +
;Death
  +
*{{text|yell|We number in the millions! Your efforts are wasted...}}
  +
  +
==Loot==
  +
{{lootbox|Normal
  +
|Bracers of Cooled Anger
  +
|Burned Gatherings
  +
|Heat Wave Leggings
  +
|Quicksilver Amulet
  +
|Steelbender's Masterpiece
  +
}}
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  +
{{lootbox|Heroic
  +
|Bracers of Cooled Anger (heroic)
  +
|Burned Gatherings (heroic)
  +
|Heat Wave Leggings (heroic)
  +
|Quicksilver Amulet (heroic)
  +
|Steelbender's Masterpiece (heroic)
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}}
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  +
==Related achievements==
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*{{achievementlong|Too Hot to Handle}}
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  +
==Videos==
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<youtube>OMYIDA29CNs</youtube>
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  +
===Heroic===
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<youtube>aqeEvnE7mD4</youtube>
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  +
==Notes==
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*In case the boss becomes too much of a problem to kill, hugging the left wall of the room allows the group to pass the boss, however you will lose out on loot (and 70 Justice Points on heroic mode). It could be argued however that it's better to have a chance on more Justice Points from later bosses.
  +
  +
== Patch changes ==
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*{{Patched|date=2010-12-21|bluenote=The duration of the Superheated Quicksilver Armor debuff on Karsh Steelbender is now 17 seconds, up from 12 seconds. The encounter was too hard to tank and went against our intended fight mechanics. The display for this buff may not properly update until a client-side patch is applied.|link=http://us.battle.net/wow/en/blog/1232869}}
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* {{Patch 4.0.3a|note=Added.}}
  +
 
==External links==
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<!-- Read http://www.wowpedia.org/Wowpedia:External_links before posting your links here.
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Links that do not conform to the rules will be DELETED.
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Repeat violations may result in a BAN.
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Have a nice day. :) -->
 
{{elinks-NPC|39698|armory=1}}
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{{DEFAULTSORT:Steelbender, Karsh}}
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[[Category:Drakonids]]
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[[Category:Bosses]]
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[[Category:Black Dragonflight]]
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[[Category:Blackrock Caverns mobs]]

Revision as of 17:19, 1 January 2011

MobKarsh Steelbender
Image of Karsh Steelbender
Title <Twilight Armorer>
Race Drakonid (Dragonkin)
Level 82 Elite
87 Elite (heroic)
Location Blackrock Caverns
Status Killable

Karsh Steelbender is the third and an optional boss of Blackrock Caverns in World of Warcraft: Cataclysm. He is a black drakonid.

Objective of

Abilities

  • Spell fire sealoffire Burning Metal — Inflicts Fire damage to the target. Causes Karsh's melee attacks to deal 1000 Fire damage per stack of Superheated Obsidian Armor.
  • Spell fire sealoffire Heat Wave — Inflicts 1000 Fire damage to nearby enemies per stack of Superheated Obsidian Armor on Karsh Steelbender.
  • Inv shield 04 Obsidian Armor — Obsidian alloy is nearly impervious to damage at normal temperatures. Reduces damage taken by 99%.
  • Spell fire firearmor Superheated Obsidian Armor — Obsidian loses its damage mitigation properties when heated, but inflicts damage to nearby enemies and causes attacks to deal additional fire damage. Increases damage taken by Karsh by 10% and causes his attacks to deal 1000 Fire damage per stack. Stacks to 100.

Strategy

Holding him in the central pillar of fire (or over Lava Pools in heroic) will make him gain stacks of Superheated Quicksilver Armor. He cannot be damaged until he has this buff.

When he gains a stack, he deals an amount of AoE fire damage on the party proportional to the number of stacks. Each stack also increases the damage done by his melee swing, and increases his total damage taken. Get too many stacks, and you will be doing more damage, but the healer will be overwhelmed leading to deaths.

5-6 stacks works easily enough.

When the buff expires, the circular grate over the lava explodes and is pretty much insta-death to anyone standing on it.

Heroic Mode:

There are two differences between normal and heroic mode: the damage done by the AOE pulse when Karsh gains a stack of Superheated Quicksilver is much more punishing, and when Superheated Quicksilver wears off three non-elite adds spawn.

The room must be prepared for the fight. Kill all the Troggs that surround the area Karsh patrols.

Superheated Quicksilver had a 10 second duration. The key to this fight is maximizing the time that Karsh spends with the Superheated Quicksilver debuff, while minimizing the number of AOE pulses he generates at a time. This should be done by attempting to add only one stack of Superheated Quicksilver at a time. The best way to do this is to have the kite tank him tangentially to the central pillar of fire, so he only dips his toe in for a moment as he walks past it. This will ensure that Karsh only pulses the AOE once, perhaps twice, making sure that the healer is not overwhelmed with raid healing. Skilled tanks can try to time Karsh's trips through the pillar of fire to occur immediately after he takes a melee swing; as the most common reason for Karsh getting multiple stacks of Superheated Quicksilver is him pausing to take a melee swing at the tank while in the pillar. This isn't necessary though; the healer should be able to handle two AOE pulses without much trouble. If Karsh ever gets more than two stacks of Superheated Quicksilver at a time, the tank has done something wrong.

Tanks should easily be able to handle 7 or 8 stacks of Superheated Quicksilver. More than that will depend on gear. When the debuff is allowed to wear off, Karsh will become invulnerable and three adds will spawn. Additionally, the outer ring will momentarily erupt with fire. The adds are non-elite and can easily be burned down; however when they die they will leave behind a pool of lava that persists for the duration of the fight. The pool of lava has the same properties as the pillar of fire; e.g. it will cause Karsh to gain stacks of Superheated Quicksilver. Adds should be kited by DPS to the outer part of the room and burned down (this is why Troggs should be killed before engaging Karsh). This will make sure that the party has plenty of room to maneuver when dealing with Karsh himself. The tank should just hold tight and wait to kite Karsh through the pillar of fire until all three adds are down and DPS is ready to resume.

Quotes

Aggro
  • Bodies to test my armaments upon!
Superheated Quicksilver Armor
  • Feel the burn!
Killing a player
  • Merely an impurity in the compound!
Death
  • We number in the millions! Your efforts are wasted...

Loot

Normal
Heroic
  • Inv misc questionmark
    • Bracers of Cooled Anger (heroic)
    • This item is not yet in Wowpedia.
    • Contribute it using the Item Boilerplate.
    • Look up in: ω þ
  • Inv misc questionmark
    • Burned Gatherings (heroic)
    • This item is not yet in Wowpedia.
    • Contribute it using the Item Boilerplate.
    • Look up in: ω þ
  • Inv misc questionmark
    • Heat Wave Leggings (heroic)
    • This item is not yet in Wowpedia.
    • Contribute it using the Item Boilerplate.
    • Look up in: ω þ
  • Inv misc questionmark
    • Quicksilver Amulet (heroic)
    • This item is not yet in Wowpedia.
    • Contribute it using the Item Boilerplate.
    • Look up in: ω þ
  • Inv misc questionmark
    • Steelbender's Masterpiece (heroic)
    • This item is not yet in Wowpedia.
    • Contribute it using the Item Boilerplate.
    • Look up in: ω þ

Related achievements

Videos

Heroic

Notes

  • In case the boss becomes too much of a problem to kill, hugging the left wall of the room allows the group to pass the boss, however you will lose out on loot (and 70 Justice Points on heroic mode). It could be argued however that it's better to have a chance on more Justice Points from later bosses.

Patch changes

External links