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Following past the Curator's Area, you will find yourself in a series of libraries full of Ethereals, Arcane Robots, and Ghosts. These monsters don't do much of anything you haven't seen before in this zone, except for the Mana Warp elementals. For these, Death Coil, Fear, Stun them at low health to prevent them from exploding for 5500 damage to all nearby. Leave them until the end on these packs. Thankfully, they're not plentiful.

You will eventually reach the Guardian's Library, and inside, the obstacle preventing you from teleporting up here from the entrance, the Shade of Aran.

Facts

The Shade of Aran has 900,000 HP - he is a required monster for the main Karazhan questline.

Abilities

Frostbolt - 3 seconds cast time, ~4000 damage and slowing effect
Fireball - 3 seconds cast time, ~ 4000 damage
Arcane Missiles - Channeled for 5 seconds, 1500 damage each, totalling 7500 damage
Chains of Ice - 10 second stun
Slow - reduces movement speed for 10 seconds
AoE Counterspell - 10 yards from Aran, does it very often, watch out for it if a caster.
Flame Wreath - 5 second cast, makes 3 raid members have a fiery aura. If anyone touches this aura from inside or outside, everyone suffers 8000-9000 fire damage, it is very important not to move when this is active.
Blizzard - 1700 damage per tick, don't be near it, moves in a circular motion throughout the room.
Arcane Explosion - pulls everyone close to him, casts slow and charges an arcane explosion, walk out of this fast to the corners or you will die.
Water Elementals - at 40%, he summons 4 water elementals that do 1000-2000 waterbolts for 40 seconds or until they die. Banish, and fear is suggested.

Mana Recovery - When the Shade of Aran is under 30% mana, he will polymorph the whole raid and begin drinking, then pyroblast the whole raid for 7000 fire damage. If he is interrupted while drinking, he will use a pot and do the pyroblast anyway. Only does this once per battle, next time he will just use a mana pot and continue.

If you take more than 15 minutes to kill him, he will wipe the raid with his Shadows of Aran move.

Strategy

Have everyone take a healthstone and a major HP potion!

Spread your raid out, and have your melee take turns interrupting his normal casts except for Arcane Missiles, since this is easily healable. Go all out, since the Shade of Aran is mostly untankable in the fact he will be attacking random people in the raid, just have them proceed normally and do their best from the start. Aran should be fought at the middle by Melee.

Every 30 seconds, he will cast either Blizzard or Flamewreath. For Blizzard, designate a raid member to follow around behind the Blizzard so you do not get hit. If you're getting hit, head to the center to the other side, you will be counterspelled, but you will survive the Blizzard.

Flamewreath just make sure to stay in place and not move. If you explode, someone moved! you may cast spells and bandage during this, but not move.

Every 10 seconds or so he will pull everyone to him and try to blow you up with his Arcane Explosion, just move out to the sides to avoid it as quickly as possible. You will be slowed, but you have time anyway.

Ideally, try to either kill him fast enough so he is nowhere near empty mana-wise when 40% hits so you can deal with the elementals (they have 10,000 HP each if you want to try and kill them, or just banish/fear), or wait until he runs out to head to the 40% mark. Once he polymorphs and drinks, everyone must use their healthstone as they get hit with the pyroblast or risk being targetted randomly and dying!

Once the elementals are done, just continue normally until he's dead. The elemental spawn is the hard part of the fight, should you conquer that and master staying alive, this boss will not be a problem.

So what does the Shade of Aran drop?

Boots of the Incorrupt
Cloth - Feet
134 Armor
+24 Stamina
+24 Intellect
+23 Spirit
Equip: Restores 8 mana per 5 sec.
Equip: Increases healing done by spells and effects by up to 57.

Boots of the Infernal Coven
Cloth - Feet
134 Armor
+27 Stamina
+27 Intellect
+23 Spirit
Equip: Increases damage and healing done by magical spells and effects by up to 34.

Drape of the Dark Reavers
Back
97 Armor
+24 Agility
+21 Stamina
Equip: Improves hit rating by 17.
Equip: Increases attack power by 34.

Aran's Soothing Sapphire
Held In Off Hand
+22 Intellect
Equip: Increases healing done by spells and effects by up to 51.
Equip: Restores 8 mana per 5 sec.

Pauldrons of the Justice-Seeker
Plate - Shoulder
1087 Armor
+23 Stamina
+26 Intellect
Equip: Improves spell critical strike rating by 22.
Equip: Increases healing done by spells and effects by up to 57.
Equip: Restores 7 mana per 5 sec.

Mantle of the Mind Flayer
Cloth - Shoulder
146 Armor
+33 Stamina
+29 Intellect
Equip: Increases damage and healing done by magical spells and effects by up to 35.
Equip: Increases your spell penetration by 23.

Pendant of the Violet Eye
Trinket
+40 Intellect
Use: Each spell cast within 20 seconds will grant a stacking bonus of 21 mana regen per 5 sec. Expires after 20 seconds.

Rapscallion Boots
Binds when picked up
Leather - Feet
250 Armor
+26 Stamina
Equip: Improves critical strike rating by 24.
Equip: Increases attack power by 82.

Tirisfal Wand of Ascendancy
Wand - Ranged
169 - 314 Shadow Damage
+10 Stamina
+9 Intellect
Equip: Improves spell hit rating by 11.
Equip: Increases damage and healing done by magical spells and effects by up to 15.

Steelspine Faceguard
Mail - Head
659 Armor
+36 Agility
+34 Stamina
+34 Intellect
Equip: Increases attack power by 62.
Equip: Restores 9 mana per 5 sec.

Shermanar Great-Ring
Unique
Finger
223 Armor
+36 Stamina
Equip: Increases defense rating by 23.

Saberclaw Talisman
Neck
+21 Agility
+33 Stamina
Equip: Increases attack power by 46.

Formula: Enchant Weapon - Sunfire
Binds when picked up
Requires Enchanting (375)
Use: Learn how to permanently enchant a Melee Weapon to increase the damage done by your arcane and fire spells by up to 50.


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Last Updated: Mar 13, 2016

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