Blood Prince Council - Icecrown Citadel boss guide

Guide to the Bloody Council in the Central League: fighting three San'layn princes at the same time, Blood Spell mechanics, tactics, placement and loot.

Icecrown Citadel
10N10HC25N25HC

Review

Bloody Council is the first battle of the Crimson Hall in the Central League, the eighth encounter. This is a council battle against three San'layn princes - Valanar (NPC 37970), Keleseth (37972) and Taldaram (37973), standing in the hall at the same time. All three share a common HP pool, but at each moment the damage is counted only to the prince who has the Invocation of Blood. Every 45 seconds, the buff jumps to the next prince, enhancing one of his abilities, and the raid switches to a new target.

General tips
  • A battle without phases is about constantly switching to the prince with the Blood Spell (every 45 sec).
  • Spread is mandatory: range and heals stand as far apart as possible around the room, but within range of each other.
  • Don't turn Taldaram to face the raid due to the cone of Blinding Sparks.
  • Don't let Valanar's kinetic bombs fall to the ground - constantly damage them/send pets.

Abilities

Blood Spell
Other
Every 45 seconds, the Darkfallen Orb strengthens one of the princes and switches damage to him. Only the strengthened prince receives damage to the total HP pool - the damage on the other two is not counted. Valanar is always the first to strengthen.
Action: Switch to the Prince with Blood Spell. For each buff, keep raid CDs ready.
Dungeon of Darkness
Debuff HC
Hardmode only. Any movement deals 350 Shadow damage initially and adds a stack that increases Shadow damage taken by 500 per stack (up to 10 stacks). Stand motionless for 10 seconds - the stacks disappear. This is not a DoT, but an increase in damage from movement.
Action: Move minimally and strictly according to plan, use Nitro Boosts. If you're stuck on stacks and in danger, just stop.
Shadow Spear
Tank
Keleseth continuously throws a Shadow Bolt at his target for 19,013–19,987 Shadow damage.
Action:Keleseth's tank carries 5-6 Dark Cores for the sake of the -35% dark damage debuff, otherwise the spears will kill.
Spear of Sinister Shadows
Tank F.1 | when Keleseth empowered
Empowered Keleseth unleashes an irresistible bolt for 95,063–99,937 dark damage at its target.
Action:The tank uses personal or external CD (eg Pain Suppression) for each reinforced spear. Heels coordinate the CD on the tank.
Shadow Resonance
Tank
Keleseth summons Dark Nucleus every 10 seconds. The core hits the last person who attacked it (there is no threat table), and gives a debuff: 1000 dark damage every 3 sec for each core, but -35% of dark damage received per stack.
Action: Keleseth's tank (warlock/DK with DoTs) gains and holds 5-6 DoTs cores. DoTs keep the cores 'glued' to the tank.
Dazzling Sparks
Debuff
Taldaram fires a cone of sparks at a random target. Debuff on all affected: 16,720–18,480 fire damage over 8 sec and -40% movement speed.
Action: Dispel quickly (ideally Mass Dispel priest). Do not turn Taldaram to face the raid.
Witchfire
Raid damage
Taldaram creates a Ball of Flame above his head every 30 sec and launches it at a random target. When hit, an explosion (Flames) causes up to 12,000 fire damage to the raid - the damage depends on the size of the ball. Every second the ball hits nearby people (Ball of Flames Periodic) and decreases.
Action: The target of the ball runs as far as possible from the boss; the raid stands between the boss and the target so that the ball passes through the players and shrinks.
Hot witch flame
Raid damage F.1 | when Taldaram empowered
A stronger version of Sorcerer's Flame. An empowered ball (Ball of Inferno Flame) at full size deals up to 65,000 fire damage (Empowered Flare) - the ENTIRE raid must hit it.
Action: The target goes as far as possible and hits personal CD. The raid gets in the way of the ball and hits it. Ideal moment for a raid CD (Divine Guardian, Aura Mastery + Fire Resistance Aura).
Kinetic Bomb
Raid damage
Valanar creates glowing orbs that slowly descend to the floor. Touching the floor = explosion ~20,000 damage and knocking back the entire raid. Direct damage to the bomb is absorbed and thrown higher.
Action: Constantly drop bombs; assign hunter/warlock pets to hit the orbs one at a time, without letting them fall.
Concussive Vortex
Raid damage
Valanar creates a white vortex at a random point. After 3 seconds, nearby players explode: knockback and 12,000 physical damage. damage The whirlwind pulses for ~20 seconds, knocking back and injuring anyone nearby.
Action: Don't stand in the center of the vortex; if necessary, temporarily move the boss away from the whirlwind.
Mighty Whirlwind
Raid damage F.1 | when Valanar empowered
An enhanced whirlwind after a 4.5 sec cast targets ALL players: deals ~5000 physical damage. damage and knocks back anyone within 12 yards of others. One of the most common reasons for wipe.
Action: Assign spread points in advance and spread out on the cast. A good place for a raid CD (Divine Guardian).

Positioning

The bosses are placed approximately where they stand at the entrance: Taldaram is a little to the right, Keleseth is a little to the left, Valanar is lowered from the stairs to the center of the hall. Range and healers - antagonize the room as much as possible.

🛡 Tank
One tank takes Valanar and Taldaram (right/center) and takes them into a niche on the right, turning their back to the raid. Taldaram cannot be turned to face the raid.
✨ Healer
The healers will spread around the hall so as not to catch the Mighty Whirlwind with a pack. Priority - dispel Dazzling Sparks and CD on Keleseth's tank under the Spear of Ominous Shadows.
⚔DD
Range will spread out and watch for Taldaram's kinetic bombs and balls. Everyone switches strictly to the prince with the Blood Spell; a prince with 1 HP is the wrong target.

Role Tips

🛡 Tips for the tank
  • Keleseth's tank - warlock (with void protection) or DK with DoTs: recruit and keep 5-6 Dark Cores.
  • Under eachSpear of Sinister Shadows keep your defensive CD ready, coordinate with the healers.
  • The positioning of the bosses decides the battle - clearly understand where and why the RL is placing you.
✨ Tips for healer
  • Spread to avoid catchingMighty Whirlwind group.
  • Dispel quicklyDazzling Sparks (ideally Mass Dispel).
  • Coordinate raid cd onRoastwitch flame andMighty whirlwind, personal/external CD for a tank under a reinforced spear.
⚔ DD Tips
  • Range will spread toConcussive/Mighty Whirlwind didn't throw away the pack.
  • Followkinetic bombs Valanara; The hunter/warlock's pet hits the orb near the ground.
  • SoakaiteRoastwitch flame the entire raid - at full size the ball hits 65k.

Loot

SlotItemClassesNote
Weapons Tomb Sculptor WarriorDeath KnightPaladin Two-handed mace. 25N id 49919 / 25HC id 50603.
Weapons Kelesetov the tempter ShamanRogueHunter Fist in the second hand (Off-Hand Fist). 25N id 50184 / 25HC id 50710.
Hands Taldaram's Plate Gloves WarriorDeath KnightPaladin Plate gloves. 25N id 50075 / 25HC id 50716.
Ring Valanar's second signet ring WarriorDeath KnightPaladin Tanko-dd ring. 25N id 50170 / 25HC id 50714.
Ring Blood Red Ring of Healing PriestPaladinDruidShaman Hill ring. 25N id 50174 / 25HC id 50720.
Hands Ritualist San'layn's Gloves MageWarlockPriest Castu fabric gloves. 25N id 50176 / 25HC id 50722.
Head Supreme Ghoul Execution Bag RogueDruid Leather helmet dd. 25N id 50073 / 25HC id 50713.
Head Great Horned Earth Spirit Helm WarriorDeath KnightPaladin Plate helmet dd/tank. 25N id 50072 / 25HC id 50712.
Shoulders Shoulders of Icy Spikes DruidRogue Leather shoulders. 25N id 50171 / 25HC id 50715.
Wrists Secretkeeper's Bracers WarriorDeath KnightPaladin Plate wristbands. 25N id 50175 / 25HC id 50721.
Shoes Treads of the Wasteland HunterShaman Chainmail shoes. 25N id 50071 / 25HC id 50711.
Accessory Spool of Shadowsilk MageWarlockPriest Off-Hand cast. 25N id 50173 / 25HC id 50719.