- This topic has 10 replies, 3 voices, and was last updated 7 years, 2 months ago by
Scabbrox.
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Kin’garoth
Heroic
Fight happens in big circular room with boss stationary in the middle. Two phases (boss and adds) alternate to the end.
Phase 1 – Boss Phase 2 – adds - Forging Strike (Tanks)
- Reverberating Strike (Raid)
- Diabolic Bombs (Tanks Soak – Raid Avoid)
- Ruiner (Raid)
- Garothi Annihilator
- Garothi Decimator
- Garothi Demolisher
- Apocalypse Blast (Raid)
- Flames of the Forge (Healers)
Phase 1 (Boss)
Forging Strike is the tank swap mechanic. Boss simply hits highest in threat and everybody else in 5y radius for 11M physical damage and leaves debuff which triples next Forging Strike. Switch after each stack – 2 is possible with big CD in emergencies.
Reverberating Strike slaps random melee and leaves a permanent ‘totem’ on the ground which will do 3M fire damage AOE pulse with every later Reverberating Strike in 5y radius. Melee needs to stay 5y apart at all times in boss phase to avoid getting more than one person hit by this. Diabolic Bomb creates big purple ball that circles around the boss on the platform at fixed orbit. Touching these explode it and deal damage to whole raid based on proximity. Idea is that people with some damage reduction cooldowns go pop these when the balls are on other side of the boss and raid is at full health to reduce the number of these balls. Heroic and mythic modes have 3 balls spawning at the same time. Good way to handle these is the two tanks are on opposite sides of the boss and the offtank who’s alone on the far side will blow these up one by one when it’s safe. Ruiner is a beam that does 360 degree sweep of green crap in either direction around the boss like in many places before. It’s long cast after boss turns to certain direction so this should be easy to avoid.
Phase 2 (Adds)
Phase 2 lasts for 40 seconds and during that time boss takes 99% reduced damage. Three big adds will spawn (only two in normal mode with one wing empty) around the boss in NW, East and SW corners evenly spaced around the platform. When phase 1 resumes after 40 seconds raid needs to be out of the little nooks where the adds are and back into the main platform or they will take fatal damage. Best way to handle these is raid split into two equal groups and kill off their own adds, then together handle the third. The three adds glow in different colors marking their powers for handy reference. All three adds take increased damage first 30 seconds after spawning.
Apocalypse Blast rains green shit from the sky targeting random raid members. Move out of the circles to avoid damage. Whole raid also takes unavoidable damage from Flames of the Forge.
Garothi Annihilator (Green) drops green Annihilation soak circles around the room near raid. One person each or whole raid takes damage. Damage of the soaking is not shared so having more than one person is bad. Garothi Decimator (Red) rains Decimation on random people. This is big red circles which will explode after short time. Everybody hug this add and people affliced by Decimation move out of raid. Garothi Demolisher (Purple) targets big purple-ish Demolish soaking circle around few random people. Everybody inside share 10M shadow damage so it needs at least three people to soak (less with cooldowns). Overlapping these circles will give fatal damage to people who stand in multiple circles. Each phase 2 have different set of adds spawning.
- Demolisher, Annihilator, Decimator
- Recommended to kill of Demolisher & Annihilator first leaving Decimator for phase 1
- Demolisher, Annihilator, Annihilator
- Recommended to kill of Demolisher & Annihilator first leaving second Annihilator for phase 1
- Decimator, Decimator, Annihilator
- Recommended to kill of Decimator & Annihilator first leaving second Decimator for phase 1
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Mythic changes
Boss empowers one of his main abilities for later active phases depending on which add was killed last. Killing same add last twice will increase boss damage by 25% and depending on raid DPS we’ll have 4-5 add phases meaning 1 or 2 stacks of extra damage. This can be considered as soft enrage mechanic.
Annihilator (Green, East) Empowered Ruiner will also rain down Annihilation Missiles at the same time (those small soaking circles from Annihilator). This ability is supposedly hardest to handle by far, so we don’t want to get it at any point. Decimator (Red, South) Empowered Reverberating Strike spawns multiple exploding totems instead of just one. Makes spreading out around boss bit trickier, but not impossible. Demolisher (Purple, North) Empowered Diabolic Bomb gives 7 second “increase shadow damage by 100%” debuff when you blow up the bombs, so same person can’t do more than one without full immunity. Need to wait for the debuff to fall off before you can soak another bomb. Tanks take turns on opposite side of the boss and soak bombs starting from closest to middle when the raid is at full health and theres no other mechanics like Ruiner coming in. Phase 1 works exactly like heroic with one change. Tanks stand on opposite sides of the boss, and raid stacks in two spots between the tanks. This means four “groups” that are equal distance from each other. Reason is minimizing damage that comes from tanks soaking the bombs.
Phase 2 adds will always spawn in same locations. Annihilator in East, Decimator South and Demolisher North. One group always kills Annihilator first, while the other group swaps between Decimator and Demolisher. Tanks need to clear bombs taking turns while the groups are killing their adds, and need to coordinate this with healers (do it when raid is at good health).
Add phases
- kill north and east, leaving south (decimator, red) last
- kill south and east, leaving north (demolisher, purple) last
- kill north and east, leaving south (decimator, red) last – clear only orbs in melee range after this point when boss gains the first 25% damage buff and all raid is stacking in melee including ranged
- kill north and east, leaving south (decimator, red) last – dont soak orbs, just dodge and boss gains another 25% damage buff… BL/TW here
- Pray we wont get here, and if we do, kill south and east and leave demolisher (north) last just like second add phase. Boss should die during p2. If boss is at really low health raid can just focus on getting one add down and win
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FatbossTV guide. Written explanation/transcript above.
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For our first tries on this we’re going to be trying the alternative kill order that seems to be more popular recently by killing the following adds last:
- Red
- Red
- Purple
- Purple
This means we’ll get two stacks of 25% extra damage sooner but will be able to clear the mines for longer.
Obviously if we have tank survival issues we may have to change back to the other strategy as listed above.
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The next boss after Imonar and pretty good chance we’ll get there this weekend so please read up and watch the Fatboss guide and Method kill video.
Supposedly a much easier boss than Imonar, we’ll still need to ensure we execute it properly and handle mechanics correctly so be ready.
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That Method video has kill order of Red, Red, Purple, Red, and they have 2 locks doing DPS on the last add with rest of the raid split in two.
They’re also soaking all bombs one by one until they get the fourth red debuff. Should do the same just to clean up.
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In terms of healing CDs :
2 minutes CDs (revival (2mn and 20secs in fact), AG, Avenging wrath, Holy avenger, …) can be used when we clear bombs and/or fight the adds. I think we should make a priority order, but i don’t know yet how many we would need. I’ve seen revival being used when we clear two bombs back to back, if we will do this.
3 minutes CDs (Tranq, Hymn, HTT, Aura mastery) should be used when killing the third add of each phase, when raid is “gathered” and taking a lot of damage. Tricky thing is the adds phases are spaced by 2 minutes each time, so we can’t use all of them each time. We could go maybe like 1+2+1+2 (we’ll reasonably have 4 adds phases). This could be :
-HTT (+Ascendance, which doubles HTT’s healing)
-Aura + Tranq
And alternate.
This could be different though, if i use the revival CD reduction leggo, and/or Hump’s speccing inner peace to have 2 minutes CD tranq. This way we could be sure to always have 2 major CDs for the end of the phase and this would always be tranq + revival. But when would we use 3 minutes CDs?
I still don’t know what would be best, probably first option since it gives more flexibility in talent and item choices (only kraax has to spec ascendance, and he’s doing it basicly) and i don’t know when we could use other major CDs at optimized times.
SLT should be kept to soak purple add ability and/or when we clear multiple bombs back to back.
That’s it for now from a healing perspective, and this is assuming i’ll play monk. If instead we decide to line up Poko, then i strongly advise Hump to spec inner peace, switch tranq with hymn for third adds, and use tranq when needed if raid’s taking big damage (back to back bombs, abilities to soak, whatever else …).
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Thanks for putting the time into this Sfex.
On the you v Poko thing, I guess this comes down to the range melee balance thing to some extent and yesterday we were very short on ranged.
Today should be a bit better as Elanquar will be there and whilst putting a couple of warlocks onto the third ad is the Method way, this could also be done with Demon Hunters and so Vossane & Rita/Bukav (assuming he comes today) could also work so we could return Poko to his normal role as DK and keep you on the monk which should be the somewhat stronger option healing wise whilst on damage terms you are both more or less equal.
We’ll certainly have two warriors at least so you can add in two Comm shouts as needed and I expect we’ll also have Sam in for Bukav so that’ll bring a Ret into it if this can be used in some way as well.
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Yet another guide, for those with short attention span 😛
Basically the same we’ve been doing, except some tweaking for tanking/raid placement we might wanna do to minimize movement and maximize add damage.
Watched few random recent videos, and they all clean up bombs first half of the fight and after that only melee range and whole raid stacks hugging the boss in the middle. People just need to learn to avoid the balls and it should be easy-ish kill.
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Thanks Jaaha.
Please watch all, very simple and clear. Plus the guy plays an awesome class/spec combo!
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