First of all, we start of with some quests you can get, and some links:
Alliance
Disarmament: http://www.wowhead.com/?quest=13205
You have to get 5 Vrykul Weapons in Utgarde Keep, don't be scared, there are enough for the whole group.
Into Utgarde!: http://www.wowhead.com/?quest=11252
For this one you only have to kill the last boss: Ingvar the Plunderer.
Horde
A Score to Settle: http://www.wowhead.com/?quest=11272
You have to kill the first boss, Prince Keleseth, to complete this quest
Disarmament: http://www.wowhead.com/?quest=13206
Works the same as the Alliance quest, but it's NOT a neutral quest, you have to get it somewhere else.
Ingvar Must Die: http://www.wowhead.com/?quest=11262
Same objective as Into Utgarde! for the Alliance.
Neutral
Proof of Demise: Ingvar the Plunderer: http://www.wowhead.com/?quest=13245
This is the Daily Heroic for Utgarde Keep.
Now off with the first boss, Prince Keleseth!
Prince Keleseth
Drops
Dragon Stabler's Gauntlets
Reinforced Velvet Helm
Keleseth's Blade of Evocation
Abilities
Health: 192,200 HP
* Shadow Bolt: Deals 2975 to 4025 shadow damage. Has a 40 yard range and 2 second cast time. (Deals 5950 to 8050 shadow damage on Heroic.)
* Raises 5 undead skeletons with approximately 7,000 HP. They will cast Decrepify (Reduce strength by 100 and movement speed by 30%) on their target. All methods of undead CC work on them. Once they have all been killed, they will respawn.
* Casts Frost Tomb. Immobilizes the target for 20 seconds and causes 400 damage per second. Frost Tombs have roughly 7,000 HP and can be DPSed. Mages can Blink out of the prison, and it is immune to Frost damage.
Strategy
It is important to mind the random Frost Tomb applied to players, these can be burnt down and should be if your party is low on healing. A Frost Tomb does approximately 8000 damage which leaves most level 70’s either dead or very close to it. In addition to Frost Tombs, the prince will summon 5 skeletons which can be crowd controlled, make sure they are grouped up when they die because they will be resurrected periodically throughout the fight and it’s easier to control them if they’re in a group.
If the entire group stands directly in front of the tank then the skeletons and ice blocks will stay in the same place - this means the tank can maintain agro on skeletons with their AOE move and both the tank and melee can easily take down ice blocks without having to move.
Paladin Tanks are arguably the best suited tank for this, as they can bubble out of the Frost Tomb and use specific UD killing moves like Holy wrath to easily pick up the skeleton adds. This boss is relatively easy, however should not be underestimated. Challenging shout/roar is useful when the adds spawn.
On to Skarvald the Constructor and Dalronn the Controller!
Skarvald the Constructor and Dalronn the Controller
Drops
Skarvald's Dragonskin Habergeon
Arm Blade of Augelmir
Chestplate of the Northern Lights
Abilities
Skarvald the Constructor:
Health: 96,100 HP
* Charge: Charges an enemy, inflicting 35% of the caster's normal damage and stuns the opponent for 2 sec.
* Stone Strike: Inflicts 100% of normal weapon damage and knocks back the enemy.
Dalronn the Controller:
Health: 96,100 HP
* Debilitate: Debilitates the target, lowering melee attack, spell casting, movement, and ranged attack speeds by 50%. Deals 750 Shadow damage every 2 sec sec. for 8 sec.
* Shadowbolt: Hurls a bolt of dark magic at an enemy, inflicting 2700 to 3300 Shadow damage.
Strategy
Kill Order
One school of thought is that they should both die at roughly the same time. This strategy involves DPSing Skarvald down to 10%, kill Dalronn, and then finish off Skarvald. This is because Skarvald will randomly charge players, and when his spirit spawns it will do the same, usually towards the healer. Since the spirit has no aggro table, he may stay on the healer until the fight finishes.
Another is that with his casting times Dalronn is by far the easier of the pair to heal through and really doesn't have an aggro table anyway. This strategy involves having the tank build aggro on both bosses, but all DPS goes onto Dalronn. Once he dies you ignore his spirit and focus all attention on Skarvald.
There are no strategies that involve killing Skarvald first, unless you plan to wipe.
Positioning and Distance
* If the group stays on top of the tank Skarvald will not charge and the tank can continue to maintain aggro.
One way to kill the pair is to position the entire group inside Skarvald's minimum intercept range. This eliminates the complications introduced by his charging and turns the fight into a standard tank and spank.
The other way is to tank the bosses right next to each other so the melee cannot be intercepted, but place the ranged DPS and healers as far away as possible. When Skarvald intercepts one of the ranged characters he will immediately re-aggro the tank (assuming the tank is top threat) and the time he spends running back to the tank is time he won't spend causing damage.
Time for Ingvar the Plunderer, Last boss!
Ingvar the Plunderer
Drops
Holistic Patchwork Breeches
Ingvar's Monolithic Cleaver
Overlaid Chain Spaulders
Abilities
Health: 120,015 HP (phase 1); 120,015 HP (phase 2)
Phase 1
* Staggering Roar: 2188-2812 damage to all enemies within 60 yards, interrupting any spells being cast for 6 sec. 2s cast, 2s cooldown
* Smash: 13125-16875 physical damage to all enemies within a 10 yard cone in front of the caster. 3s cast, 2s cooldown. This can be easily avoided by stepping left or right, and when the casting is over, move back in front of Ingvar.
* Cleave: Inflicts 150% of normal melee damage to an enemy and its nearest ally.
* Enrage: Increases attack speed by 5% and size by 5% per cast. Stacks up to 50 times.
Phase 2: Resurrection by Annhylde the Caller
* Dreadful Roar: 3063-3937 shadow damage to all enemies within 60 yards, interrupting any spells being cast for 8 seconds. In addition, targets will take 5% more shadow damage. This effect can stack up to 40 times. 2s cast, 2s cooldown
* Woe Strike: Deals 200% of normal melee damage and inflicts the target a curse known as Woe Strike. Any direct healing the target receives while afflicted with Woe Strike deals 1313-1687 Shadow damage to the healer. This effect lasts for 20 seconds or until the curse is dispelled.
* Dark Smash: Deals 8750-11250 Shadow damage to all enemies within a 10 yard cone in front of the caster. In addition, deals 1750 to 2250 Shadow damage to all enemies, knocking them down for 2 seconds. 3s cast, 2s cooldown. See "Smash" to avoid it's damage.
* Shadow Axe: Throws your Shadow Axe at a random target. The axe will arrive at the target and spin in place for 10 sec, dealing 1750 to 2250 damage per second to all nearby enemies.
Heroic
Same abilities as normal but now Dark Smash affects an area around the caster.
Strategy
Tanking Tactics
* Tank Ingvar so that he is facing away from the group if possible.
* Tank Ingvar near a pillar.
* When Ingvar casts (Dark) Smash you can avoid the effect by either dodging the effect in the middle of his animation (he jumps) or by LOSing Ingvar with a pillar.
# It is critical for the tank to move out of the 10 yards range in time (should be no problem since both abilities have a 3 second cast).
# Run directly away from any melee class behind him so that you don't accidentally turn him towards them (his (Dark) Smash is a cone and will most likely kill them instantly).
* When Ingvar the Damned (Phase 2) throws his axe move Ingvar away from it so it doesn't kill the melee.
Melee DPS Tactics
* It is essential that any melee class apart from the tank stays behind him.
* When he casts Smash (Phase 1) move back to make sure you're not hit by it accidentally.
* When Ingvar throws his axe (Phase 2) make sure you don't stand in the whirling axe. It will kill you.
* When he casts Dark Smash (Phase 2) use a pillar to LOS Ingvar to reduce or negate the shadow damage.
* Be ready to run.
* Plant DoT effects - poison, Rip, tear, Mangle, bleed effects, Seal of Corruption, etc - anything that keeps hitting while running is helpful.
* Don't expect high damage output.
Ranged DPS and Healing Tactics
* Make sure you stand at least far enough away you don't accidentally eat a (Dark) Smash.
* (non-healers) When Ingvar casts Dark Smash (Phase 2) LOS him with a pillar to reduce or avoid the shadow damage.
* (healers) When Ingvar casts Dark Smash (Phase 2) your ability to LOS him with a pillar is directly proportional to your ability to keep the tank alive if you get knocked down out of LOS. LOS your tank at your own risk.
* If Ingvar throws his axe at you, don't stand in the Magical Axe of Whirly-Doom effect. It will kill you.
* When Ingvar casts his roar stop casting. If you don't you'll be eating an 8 second school lock-out (enemy casting bars work wonders).
Pet Classes
* When Ingvar casts Smash or Dark Smash call your pet back to you. If the pet gets smashed it will eat the huge hit and probably die, as well as deal significant damage to the rest of the group.
* Never under any circumstances should uncontrollable Guardian-type pets be used. They tend to get (Dark) Smashed and kill the group (I'm looking at you Army of the Dead!)
General Advice
* Save and use any CD's for the beginning of phase 2 when Ingvar's damage output is higher and he deals shadow damage.
* Melee DPS should have ~9000 health.
* After killing Ingvar the 1st time, he will be resurrected. This cannot be prevented and it marks the beginning of Phase 2. Between the two phases, you cannot eat or drink - Be ready to bandage, Innervate, click the lightwell, get the tank a new healthstone, etc at this time.
* Melee pets normally would try to attack from behind. However, if the pet is killed frequently by the Smash/Dark Smash, it should be called back when the boss is casting Smash/Dark Smash, or kept by their owner's side.
* Shadowfiend, elementals, and all similar moves, should be used straight away during phase 2.
* Low DPS groups or any group that loses one or two members during the fight will likely see healers and caster go OOM due to the boss's substantial damage. Shadow priests' Vampiric Touch/Vampiric Embrace can be unbelievably useful as it helps keep the ranged dpsers life at a manageable level.
Group Composition Tips
* Shadow resistance is extremely helpful for this encounter. Including a class that can provide it should be a top priority.
* More than 1 melee DPS can make for a difficult fight.
* Any class that can provide off-healing can greatly ease the burden on the primary healer's mana pool.
* Priests are very helpful for this encounter - lightwell can really make this encounter smoother. Casters, healers, and ranged dps can stay near the lightwell for the duration of the fight, allowing the healer to concentrate on keeping the tank alive.
That was it ^^ Hope for you you had some nice drops
.
Here are some quotes of the bosses:
Prince Keleseth
On Aggro : Your blood is mine
Summoning Skeletons: Aranal, lidel! Their fate shall be yours!
Casting Frost Tomb : Not so fast.
Upon death : I join... the night.
Skarvald the Constructor and Dalronn the Controller
On Aggro (Skarvald) : Dalronn! See if you can muster the nerve to join my attack!
In reply (Dalronn) : By all means, don't assess the situation, you halfwit! Just jump into the fray!
(Dalronn is killed first) Dalronn's death : See... you... soon.
In reply (Skarvald) : Pagh! What sort of necromancer lets death stop him? I knew you were worthless!
(Skarvald is killed first) Skarvald's death: Not... over... yet.
In reply (Dalronn) : Skarvald, you incompetent slug! Return and make yourself useful!
Skarvald's death : A warrior's death.
Dalronn's death : There's no... greater... glory.
Ingvar the Plunderer
At the start of the encounter : I'll paint my face with your blood!
When killed for the first time : My life for the... death god!
When resurrected : I return! A second chance to carve out your skull!
Killing a player : Mjul orm agn gjor!
When killed for the second time: No! I can do... better! I can...
Well, that was it, hope you enjoyed it ^^