Warrior / Cleric / Necro — The D4 Cazic Clear
Hammackj's on-camera D4 Cazic-Thule kill — 77k HP boss, finished at 1% health and 2% mana at 50 in +5 gear with no Sky items. Invenom Bolt carried; the necro pet parsed 21% raw.
Overview
Documented from Hammackj's on-camera D4 Cazic-Thule clear. Compiled guide, not his official write-up.
The kill: 77,000 HP boss, finished at 1% health and 2% mana, at level 50 in +5 gear with no Sky items. Stance-dancing Defensive against Balanced juggles the roughly 17-second Promise Renewal complete heal against the mana bar. Invenom Bolt carried the damage — poison lands where fire and magic get resisted — with the Blood Boil offhand proc second and melee near nothing under the weapon tuning of that patch.
The necro pet put up 21% of total damage raw, and a Shaman-Puma'd version parses around 40%. No slow in this trio: Hammackj expected Innoruuk to stop it without a Midnight Mallet click-slow, so this one is proven on Cazic and unproven against the last wall.
Stances & Invocations
Stance
Defensive
Incoming physical damage −50%, magical −20%. Every point reduced consumes equal endurance, reduced by Strategy skill.
Warrior, Paladin, Shadow Knight
Balanced
All incoming damage −10%, chance to hit +10%. Endurance regen (excluding out-of-combat bonus) is doubled; the regen modifier stays active out of combat even when the stance isn't.
Warrior, Paladin, Ranger, Shadow Knight, Monk, Bard, Rogue, Beastlord, Berserker
Invocation
Recovery
Mana regen doubled and spells cost 5% less mana. Out-of-combat regen unaffected; the regen modifier stays active out of combat even when the invocation isn't.
Cleric, Paladin, Ranger, Shadow Knight, Druid, Bard, Shaman, Necromancer, Wizard, Magician, Enchanter, Beastlord
OverChannel
Cast spells get a −150 resist adjust plus another −15 per non-hybrid caster class, at 10% of the spell's mana cost in endurance.
Cleric, Paladin, Ranger, Shadow Knight, Druid, Bard, Shaman, Necromancer, Wizard, Magician, Enchanter, Beastlord
The stance dance IS the fight — Defensive while the heal cools, Balanced when the mana math demands the regen.
Key Abilities
Necromancer
| # | Name | Note |
|---|---|---|
| 1 | Invenom Bolt SPELL | The carry — poison lands where fire and magic bounce |
| 2 | Lifetap line SPELL | Margin between heals |
Cleric
| # | Name | Note |
|---|---|---|
| 1 | Promise Renewal SPELL | The ~17-second complete heal the whole fight orbits |
Warrior
| # | Name | Note |
|---|---|---|
| 1 | Taunt ABILITY | Anchor duty |
Targets
| Target | Zone | Note |
|---|---|---|
| Cazic-Thule | Plane of Fear | D4 on camera — 77k HP, 1% health left |
Playstyle Notes
The whole fight is the stance dance against the Promise Renewal timer. Invenom early and keep it stacked, pet in before the pull so it holds the add pattern, and accept that the last 10% is a mana-math problem you solved before the pull or didn't.
AA Priorities
- Steadfast Will (max) — Stun immunity — the heal must finish casting
- Dot crit — Invenom scaling
- Healing crits — Promise Renewal
Gear Notes
| Item | Source | Detail |
|---|---|---|
| XR gear race pieces | Dropped | The AC-cap chase that made the margin |
| Steadfast-will stun immunity | Other | AA-backed — heals must land |
| Midnight Mallet | Dropped | Click slow — the missing piece for Innoruuk attempts |
Pros & Cons
- A logged D4 kill on the second-hardest boss with no Sky gear
- Poison damage walks through Cazic resists that stop fire and magic builds
- Puma-compatible pet lane adds 40% parses when a Shaman visits the third slot
- No slow — Innoruuk is expected to wall it without a click-slow item
- Written pre-July-14 patch
- The margin was 1% health and 2% mana — this is the ceiling, not a farm loop