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Remove the forums we dont ever use?

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Total Votes : 10


6. Kologarn

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6. Kologarn Empty 6. Kologarn

Post  Ronab Tue Apr 07, 2009 9:20 pm

6. Kologarn Kologarn-s

Kologarn is a boss in Ulduar just past the stairs up from the Antechamber. He is fought on the semicircular platform preceding The Shattered Walkway. Kologarn must be killed to access the second part of the interior section of the instance, containing the Watchers, Auriaya, General Vezax, and Yogg-Saron. When Kologarn dies, his body forms The Shattered Walkway which allows access to this area of the instance.



General Statistics:

Race: Titan (Giant)
Health Points:
Torso: 20,917,000
Arms: 5.22 million
Killing an arm takes away approimately 15% of the HP of the torso.
Level: ?? (boss)
Melee Damage: Approximately 23,000 on a Naxxramas geared tank.
Enrage: Unsure as of yet.

Abilities

Focused Eyebeam: Two beams, one from each of Kologarn's eyes, appear to the right and left of a targeted player, then converge and follow the player, dealing 4000 damage every second in a 3 yard radius.

Overhead Smash: Once every 10-15 seconds, Kologarn uses this ability, which deals damage and applies the stacking debuff Crunch Armor to his target.

One-Armed Overhead Smash: Kologarn's Smash diminishes in power when he loses one of his arms. It still applies the same degree of stacking armor reduction.

If both of Kologarn's arms are destroyed, he will channel Stone Shout until one of them respawns. This is a fairly significant AoE, dealing about 3000 DPS to all players in the raid.

Petrifying Breath: Inflicts 18,750 to 21,250 (Heroic Mode), 14,063 to 15,936 (Normal Mode), Nature damage every 1 sec and increases damage taken by 20% for 8 sec.
This ability is only used when no one is in melee range.

Right Arm

Stone Grip: Grabs 1-3 random people from the raid not including the MT into Kologarn's right hand and deals 4000 damage to them per second. The tooltip reads that 450,000 damage must be done to the Right Arm before Stone Gripped players are let free, but many guilds, including Fusion, have reported players being let out earlier. The Stone Grip debuff on a player reads "May break from damage to Kologarn's Right Arm," which may indicate that being freed from the arm is a random chance increased up to 100% as damage is done to the arm. Additionally, when one Stone Gripped player dies the rest are released. Further information, parsing, and testing may be necessary for a definitive answer to Stone Grip mechanics.

When the right arm dies, Kologarn's HP decreases by 15% (about 3.5 million HP), and 4 Rubble adds spawn that hit for about 4k melee damage and also cast Rumble, an AoE damage move. Rubble can be stunned. The right arm respawns in about 15-30 seconds.


Left Arm
Shockwave: The left arm periodically (about once every 25 seconds) sweeps across the raid, dealing 12k Nature damage.

When the left arm dies, Kologarn's HP decreases by 15% (about 3.5 million HP), and 4 Rubble adds spawn that hit for about 4k melee damage and also cast Rumble, an AoE damage move. Rubble can be stunned. The left arm respawns in about 15-30 seconds.


Strategy:
Kologarn's Left Arm is totally ignored. Each time players are Stone Gripped by Kologarn's Right Arm, raid DPS is applied to the arm until the players are freed, then returns to Kologarn. Currently, the arms will die with Kologarn and spawn Rubble, so the adds need to be taken care of after the kill.

The best tanks to use on Kologarn are Death Knights and Druids. The boss attacks slowly and for large amounts, particularly with Crunch Armor up. The combination of attack pattern and the nature of the debuff make Warriors and Paladins inferior tanks in a min/max context on this boss. Tanks will need to taunt when the previous tank receives 2 stacks of crunch armor. Should the offtank become gripped the main tank may need to pop cooldowns to survive, or have the rubble tank step in and taunt the boss for the duration.

As Rubble can be stunned to interupt the Rumble cast, the tank best suited for tanking them is a warrior due to Shockwave.

The raid should be spread around the semicircular platform in front of Kologarn with enough room for individual players to maneuver should they be targeted by Focused Eyebeam. Focused Eyebeam is not unlike the Sunwell boss Felmyst's laser in that the best way of avoiding it is for the targeted player to head in one direction while those in the oncoming player's/beam's path get out of the way.


Last edited by Ronab on Thu Apr 09, 2009 9:32 pm; edited 4 times in total

Ronab
Gone, but not forgotten

Posts : 1133
Join date : 2008-10-26
Age : 34

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6. Kologarn Empty Re: 6. Kologarn

Post  Ronab Thu Apr 09, 2009 9:09 pm

Rubble:
These are dropped when an arm is killed.
Average Melee hit: Approximately 2,800 on a tanking class.
Abilities:
Rumble: The rumbling Rubble inflicts 7400 to 8600 (Heroic Mode), 4,625 to 5,375 (Normal Mode), Physical damage to targets within 10 yards of the caster.

Suggested Raid Composition:


3 tanks - Any two tanks will work for the boss himself, but having a 3rd who is AoE based tank will be useful for the Rubble.
6-7 healers - You should be fine with 6 healers, although while learning the encounter you can always bring a 7th if healing issues crop up.
15-16 dps - While this fight doesn't favor any specific kind of dps, melee do have a tiny advantage as they do not have to kite the Eye Beam.


Strategy:


Have your two tanks run into melee range. For the duration of the fight they will simply taunt off each other once the current threat target reaches two stacks of Overhead Smash, and maybe at times help tanking rubble when not tanking the boss. Currently it is possible for the non-targeted of the two to be Stone Gripped, in which case the current threat target might have to use a cooldown if his stack of Overhead Smash reach too high a number.

In addition to this the boss does a raid wide Shockwave sweep and he will cast Focused Eyebeam on people beyond a certain range. The healers and ranged dps should stand back in the middle area of the ledge and try to keep 3 yards away from each other. While the Shockwave shouldn't oneshot anyone at full hp, it is important to top people off afterwards in case of a Stone Grip or an Eyebeam. To avoid the Eyebeam the targeted player must kite the beam to either of the two clear sides of the platform. When you see a player targeted with the Focused Eyebeam, move away from him and give him a kite path, as the beam will damage anyone in a 3 yard range of the point of impact so it needs to be dragged away.

As for the dps, their primary target will be the right arm. This is the arm which will hold the Stone Gripped raid member, and it will be required to have the raid free them by doing the damage listed under it's ability tooltip. After a while the arm itself will die and drop a few earth elemental NPCs (Rubble), which will need to be tanked either by the tank currently not tanking Kologarn himself (on Normal Mode), or by the 3rd AoE based tank (Heroic Mode). Since these NPCs do an AoE damage ability around them, it is advised to have your melee simply move onto the boss torso itself and have the ranged AoE deal with them. Once the adds are dead all dps needs to focus on the boss until his arm respawns and at this point it is important to have cooldowns used, and if availible, a heroism. While the right arm is dead, he will not be using Stone Grip. The arm will respawn quickly, but you do not need to focus on it until he casts Stone Grip, so attempt to make use of the Heroism for as long as you can on the torso. Once Stone Grip has been cast move back to the right arm and repeat the pattern until the boss is dead.

Ronab
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Posts : 1133
Join date : 2008-10-26
Age : 34

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6. Kologarn Empty Re: 6. Kologarn

Post  Ronab Thu Apr 09, 2009 9:29 pm

[quote="Ronab"]Rubble:
These are dropped when an arm is killed.
Average Melee hit: Approximately 2,800 on a tanking class.
Abilities:
Rumble: The rumbling Rubble inflicts 7400 to 8600 (Heroic Mode), 4,625 to 5,375 (Normal Mode), Physical damage to targets within 10 yards of the caster.

Suggested Raid Composition:


3 tanks - Any two tanks will work for the boss himself, but having a 3rd who is AoE based tank will be useful for the Rubble.
6-7 healers - You should be fine with 6 healers, although while learning the encounter you can always bring a 7th if healing issues crop up.
15-16 dps - While this fight doesn't favor any specific kind of dps, melee do have a tiny advantage as they do not have to kite the Eye Beam.

https://www.youtube.com/watch?v=mDTUrbrq5es

Ronab
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Age : 34

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6. Kologarn Empty Re: 6. Kologarn

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