The Blood Prince Council Strategy and Tactics
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WoW Guide - The Blood Prince Council Strategy and Tactics
The Blood Prince Council is a group of 3 of the strongest members of the San'layn, brought back by the Lich King to serve him once again. The princes Keleseth, Taldaram, and Valanar, easily dispatched by adventurers, now make their return in the Crimson Hall of Icecrown Citadel refreshed and empowered. The Council needs to be defeated in order to gain access to the Royal Quarters.The Blood Prince Council Strategy and Tactics : Overview
You will need at least two tanks, and one ranged DPS to play the third tank. The ranged tank will need to take care of Keleseth, while the two normal ones - of Valanir and Teldaram. Optionally in 25-man you can have your third tank just stay tank spec and play with Keleseth - higher health pool always helps when tanking. There will be no tank switching, so you can position the three princes where you want them in the beginning of the fight.
All three princes utilize different abilities, so the raid must adjust each time the Darkfallen Orb switches targets. Keleseth, tanked by the caster tank, will attack with Shadow Lance - a Shadow Bolt-like spell. He will also spawn Dark Nuclei around himself. The Nuclei follow normal threat rules, so it's important that your ranged tank grabs aggro on all of them, and keeps them nearby. They will cause the tank to suffer some damage every second, but will also reduce all shadow damage taken by 35%, possibly stacking. The second effect will significantly reduce the damage the caster takes from the Shadow Lances and Empowered Shadow Lances, while Keleseth is under the effect of Invocation of Blood. The Dark Nuclei will die on their own after some time, so it's also important that the caster tank doesn't damage them too much.
Prince Taldaram will require a normal tank. You can think of him as the fire-based prince of the encounter. He will use Glittering Sparks to everyone in a frontal cone, applying a DoT to everyone hit by the spell. The spell will probably target a random player, so spread out. The other spell he will use is Conjure Flame, similarly to the one he used in Ahn'Kahet. Taldaram will summon a flame sphere, that will fly to a random raid member. The longer the sphere flies, the less damage it will do on impact, so kite as much as you can. Note that any players near its path will also suffer some fire damage, so be careful where you can. When Empowered, this spell will only lower its damage when it hits other players, so you will need to kite in such a manner that other raiders can "tap" the sphere for a second or two, take some damage, and get away.
The last of the blood princes, Valanar, seems to be using mostly physical damage. His main attack is the Kinetic Bomb he summons in the air. DPS needs to keep attacking the bomb until it dies, so it stays in the air, because every time it falls to the ground, it explodes for ~10k damage before bouncing back up. His other spell, Shock Vortex, spawns a vortex near a random player. Everybody needs to move away from it or suffer damage and knockback. When Empowered, Shock Vortexes will spawn near all players, so everybody will need to move to a safe area, 13 yards away from where a vortex has spawned.
The Blood Prince Council Strategy and Tactics: Abilities
Keleseth
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Shadow Resonance - Summons a Dark Nucleus. The Nucleus channels Shadow Resonance into the nearest target within 15 yards.
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Shadow Resonance - Causes the target to suffer 1,000 Shadow damage every 3 seconds, and to take 35% less Shadow damage from all sources. Stacks (?).
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Shadow Lance - Inflicts 15,600 to 16,400 (25-player: 18,038 to 18,962) Shadow damage to his target. Empowered through Invocation of Blood.
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Empowered Shadow Lance - Inflicts 78,000 to 82,000 (25-player: 90,188 to 94,812) Shadow damage to his target. Used instead of Shadow Lance when under the effect of Invocation of Blood.
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Invocation of Blood - Allows Keleseth to cast Empowered Shadow Lance.
Taldaram
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Glittering Sparks - DoTs players in a frontal cone with Glittering Sparks, inflicting 3,230 to 3,570 (25-player: 3,705 to 4,095) Fire damage every 2 seconds for 8 seconds. Also reduces the movement speed of the affected targets by 20%.
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Conjure Flame - Conjures a ball of flames that flies through the air toward the target and explodes on impact. Empowered through Invocation of Blood.
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Conjure Empowered Flame - Conjures an empowered ball of flames that flies through the air toward the target and explodes on impact. As it moves, the ball of flames does Fire damage to nearby players and shrinks in size. Used when under the effect of Invocation of Blood.
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Empowered Flare - Inflicts 1,000 Fire damage every 1 second to players within 10 yards.
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Invocation of Blood - Allows Taldaram to cast Conjure Empowered Flame.
Valanar
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Kinetic Bomb - Summons a Kinetic Bomb. The bomb drifts toward the ground and explodes on contact. Every explosion sends the bomb back in the air and causes Kinetic Bombexplosion.
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Kinetic Bomb - Inflicts 9,000 to 11,000 (25-player: 9,900 to 12,100) Physical damage and knocks players back in 50 yards wide area.
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Shock Vortex - Summons a Shock Vortex that does damage and knocks player within 13 yards back. Empowered through Invocation of Blood.
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Shock Vortex - Inflicts 5,000 (25-player: 7,000) Physical damage and knocks players back.
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Empowered Shock Vortex - Summons Shock Vortices near all players within 30 yards. The vorticis inflict damage and knock the players back. Used instead of Shock Vortex when under the effect of Invocation of Blood.
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Shock Vortex - Inflicts 5,000 (25-player: 7,000) Physical damage and knocks players back.
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Invocation of Blood - Allows Valanar to use Empowered Shock Vortex
THIS INFORMATION COMES FROM WOWHEAD, UNTIL SUCH TIMES I HAVE COMPLETED MY OWN PERSONAL KILL OF THE BLOOD PRINCE COUNCIL AT WHICH POINT I WILL WRITE AND ORIGINAL ARTICLE.
Cybac
Last Updated on Saturday, 10 July 2010 23:09 Written by Cybac Thursday, 21 January 2010 13:56















