Post by Deleted on Aug 31, 2013 4:00:41 GMT
Twin fights! - shared health, more orcs!
The Kor'kron Dark Shaman is a twin-style boss encounter, Earthbreaker Haromm and Wavebinder Kardris, who share health and engage your raid at the same time. At the start of the fight, in addition to facing the two shaman, your raid will also face their mounts, Darkfang and Bloodclaw. Due to their low health, the mounts will die quickly, leaving the raid to fight the two bosses.
The difficulty of the fight escalates as you progress. Initially, each boss only has one ability. However, as their health decreases, additional abilities become available to them. The bosses each gain a new ability upon reaching 90%, 80%, and 70% health. Moreover, upon reaching 25% health, the bosses will gain a buff that increases their damage and haste by 25%
Overview of mechanics
The main fight consists of the two shaman bosses, but first your going to have to deal with the two wolf mounts. They both have the same two abilities;
Swipe - is a frontal cone attack that deals Physical damage in a small cone.
Rend - is a stacking bleed effect
Shaman Abilities
100-80% Health
Initially, the bosses simply deal damage to their tanks, requiring a tank switch.
When the bosses reach 90% health, they begin using their first special abilities.
Haromm begins casting Toxic Mist on random raid members. The healers have to respond to this ability by doing extra healing on affected players, but other than this there is nothing else to handling Toxic Mist.
Kardris begins casting Toxic Storm , and summoning Toxic Tornadoes. Since these move around, your raid members will have to always be aware of their surroundings, and they will have to avoid them at all times. As the fight goes on, the number of tornadoes present will increase, causing your raid to have less and less space. This acts a soft enrage timer.
80-70% Health
At 80% health, Haromm begins casting Foul Stream. This ability deals very high damage to any players it hits, and, once more, your raid members will have to be prepared to react quickly to their surroundings. All players have to do is move out of the affected area quickly.
Kardris begins casting Foul Geyser at 80% health. This ability is the most problematic one in the entire fight. The resulting Foul Slimes cannot be tanked in melee range due to their very high damage aura present within 3 yards of them, so they will need to be kited. Tanks who can reliably generate solid threat at range, so Brewmaster Monks, are good for this task. Alternatively, you could have them kited around by a ranged DPS player, such as a Hunter or a Mage.
While we believe that your raid will have a much easier time in the fight if you kill these adds each time they spawn, it may also be possible to have them constantly kited around and ignored by your DPS players.
Considering the fact that Foul Geyser deals damage in an area around Kardris while it is being channeled, and that the adds that spawn have a damaging aura as well, it is best to separate the bosses before each Foul Geyser cast so that no melee DPS players take unnecessary damage.
70%-25% Health
At 70% health, Haromm begins casting Ashen Wall. Like with most of the other abilities in this fight, players will simply have to immediately move away from where the wall is placed. It appears that Haromm summons these adds at his location, and if this turns out to be the case on live severs, you will want to tank Haromm near the outside of the arena after he reaches 70% health. This is because, as we said, the Ash Elementalsappear to last indefinitely(they did not seem to last indefinitely on ptr testing), so they will impose an increasing space restriction on your raid the longer the fight goes on. For this reason, you should try to organize the Ashen Walls as efficiently as possible.
Kardris begins casting Falling Ash at 70% health, and this ability is very easy to deal with. Players have around 30 seconds to make sure that they are not standing within the marked area on the ground, which is more than enough time. When the fiery projectile of the ability lands, the entire raid will take a moderate amount of Fire damage for which the healers must be prepared.
Sub-25% Health
When the bosses reach 25% health, their damage increases by 25%. This part of the fight will be the most difficult one, because your raid will be running low on space (due to the Ashen Wall and the increasing number of Toxic Storm clouds) and probably also on mana. Defensive cooldowns are best used here, but aside from this, the strategy does not change.
This last bit seems to be the hardest part of the fight. You have to kill the bosses as soon as possible, since their damage is increased significantly, while mainly dealing with the Geyser adds and the Ashen wall placement
Here are two vids showing the general fight and the kill on the PTR.
The Kor'kron Dark Shaman is a twin-style boss encounter, Earthbreaker Haromm and Wavebinder Kardris, who share health and engage your raid at the same time. At the start of the fight, in addition to facing the two shaman, your raid will also face their mounts, Darkfang and Bloodclaw. Due to their low health, the mounts will die quickly, leaving the raid to fight the two bosses.
The difficulty of the fight escalates as you progress. Initially, each boss only has one ability. However, as their health decreases, additional abilities become available to them. The bosses each gain a new ability upon reaching 90%, 80%, and 70% health. Moreover, upon reaching 25% health, the bosses will gain a buff that increases their damage and haste by 25%
Overview of mechanics
The main fight consists of the two shaman bosses, but first your going to have to deal with the two wolf mounts. They both have the same two abilities;
Swipe - is a frontal cone attack that deals Physical damage in a small cone.
Rend - is a stacking bleed effect
Shaman Abilities
100-80% Health
Initially, the bosses simply deal damage to their tanks, requiring a tank switch.
When the bosses reach 90% health, they begin using their first special abilities.
Haromm begins casting Toxic Mist on random raid members. The healers have to respond to this ability by doing extra healing on affected players, but other than this there is nothing else to handling Toxic Mist.
Kardris begins casting Toxic Storm , and summoning Toxic Tornadoes. Since these move around, your raid members will have to always be aware of their surroundings, and they will have to avoid them at all times. As the fight goes on, the number of tornadoes present will increase, causing your raid to have less and less space. This acts a soft enrage timer.
80-70% Health
At 80% health, Haromm begins casting Foul Stream. This ability deals very high damage to any players it hits, and, once more, your raid members will have to be prepared to react quickly to their surroundings. All players have to do is move out of the affected area quickly.
Kardris begins casting Foul Geyser at 80% health. This ability is the most problematic one in the entire fight. The resulting Foul Slimes cannot be tanked in melee range due to their very high damage aura present within 3 yards of them, so they will need to be kited. Tanks who can reliably generate solid threat at range, so Brewmaster Monks, are good for this task. Alternatively, you could have them kited around by a ranged DPS player, such as a Hunter or a Mage.
While we believe that your raid will have a much easier time in the fight if you kill these adds each time they spawn, it may also be possible to have them constantly kited around and ignored by your DPS players.
Considering the fact that Foul Geyser deals damage in an area around Kardris while it is being channeled, and that the adds that spawn have a damaging aura as well, it is best to separate the bosses before each Foul Geyser cast so that no melee DPS players take unnecessary damage.
70%-25% Health
At 70% health, Haromm begins casting Ashen Wall. Like with most of the other abilities in this fight, players will simply have to immediately move away from where the wall is placed. It appears that Haromm summons these adds at his location, and if this turns out to be the case on live severs, you will want to tank Haromm near the outside of the arena after he reaches 70% health. This is because, as we said, the Ash Elementals
Kardris begins casting Falling Ash at 70% health, and this ability is very easy to deal with. Players have around 30 seconds to make sure that they are not standing within the marked area on the ground, which is more than enough time. When the fiery projectile of the ability lands, the entire raid will take a moderate amount of Fire damage for which the healers must be prepared.
Sub-25% Health
When the bosses reach 25% health, their damage increases by 25%. This part of the fight will be the most difficult one, because your raid will be running low on space (due to the Ashen Wall and the increasing number of Toxic Storm clouds) and probably also on mana. Defensive cooldowns are best used here, but aside from this, the strategy does not change.
This last bit seems to be the hardest part of the fight. You have to kill the bosses as soon as possible, since their damage is increased significantly, while mainly dealing with the Geyser adds and the Ashen wall placement
Here are two vids showing the general fight and the kill on the PTR.