SoO Heroic - Kor'kron Dark Shaman

Strategies for SoO.
Damoli
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SoO Heroic - Kor'kron Dark Shaman

Post by Damoli »

Icy-veins heroic mode tactics:

Differences From Normal Mode:

In addition to the mobs doing increased damage and having increased health, each of the two bosses gains a new ability when they reach 95% health.
•Earthbreaker Haromm gains Iron Tomb Icon Iron Tomb. Iron Tomb creates a tomb (a solid, stationary object that blocks movement and lasts until the end of the fight) at the location of a random raid member. When the tomb is created, all players in a 3-yard radius take a very high amount of Physical damage, and they are knocked up slightly. Aside from this initial effect, the Iron Tomb does not do anything.
•Wavebinder Kardris gains Iron Prison Icon Iron Prison. Iron Prison is a debuff that is applied to a random raid member. The debuff lasts for 60 seconds, during which time it is harmless. However, when it expires, the affected player takes 100% of their maximum health as Physical damage (although this is not reduced by armor).


The strategy for the fight remains similar to that for Normal mode, but a few changes have to be made to account for the Heroic-only mechanics, and for the very high damage of certain abilities.

To get the easiest part out of the way, we will talk about how to handle the Iron Prison Icon Iron Prison debuff. Since the damage from Iron Prison is not reduced by armor, players will not survive it even if they are topped off. This means that, in order to survive, they will need not only to be topped off, but also to use defensive cooldowns or to have a Power Word: Shield (or other damage-absorption effect) placed on them when the debuff is about to expire.

Handling Iron Tomb Icon Iron Tomb only requires that your raid is spread out at least 3 yards apart, so that as few players as possible are affected by the damage a tomb does when it spawns.

As far as the overall strategy for the phase is concerned, there are multiple options that have proven to be viable in certain situations. Despite this fact, we will only present in detail the strategy that we feel is most accessible to raid groups who are at the start of their progression on this encounter.

The abilities of the two bosses are limited by a maximum range. This means that, for instance, Earthbreaker Haromm cannot cast an ability on a raid member who is too far away. In Heroic mode, the most difficult part of the fight is dealing with overlapping abilities. The result of this is that the easiest strategy is to separate the two bosses, tanking them as far apart from one another as possible. This will almost guarantee that each boss will only cast their abilities on the raid members near them, making everything much simpler.

You will need to use 3 tanks for this fight, since Haromm requires a tank switch, and with Kardris' tank being so far away, 2 tanks cannot perform this task alone. We recommend that your raid assigns 2 tanks and a healer to Haromm, tanking him in a location that is far from Kardris (up on the hill is a popular location). For the entire fight, these tanks will perform a tank switch, while they are kept alive by the healer. These players will only be confronted with Haromm's abilities, which they should be able to handle with relative ease. On the other side of the fighting area, the rest of the raid will be fighting Kardris. Regarding the Foul Slimes, we advise you to simply have players with good AoE damage kill them as soon as they spawn.

The damage of Falling Ash is very high in Heroic mode, making it practically mandatory to use a defensive raid cooldown each time this spell is about to be cast.

Fatboss video guide for 10 man heroic:
Damoli
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Re: SoO Heroic - Kor'kron Dark Shaman

Post by Damoli »

TL;DR version:

Boss fight works almost exactly like normal, send 2 tanks and a healer (maybe 2 as suggested in the video, need trial to determine) away with Haromm. Make sure to keep a 3 yard range to eachother to avoid unnessecary Iron Tomb damage.
Rest of the raid battle Kardris in the main area. AoE the slimes quickly when they spawn, avoid all the usual stuff and make sure to use a defensive CD or some sort of absorb on ppl with Iron Prison just before its due to expire. (BoP negates the damage, but leaves the debuff so apply at end of duration. PW:S can absorb a good bit of it)
Highly encouraged to use a raid save when Falling Ash is about to hit.
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Re: SoO Heroic - Kor'kron Dark Shaman

Post by Nephesh »

Damoli wrote:Collect lootz.
That sounds both a promise and a challenge! :lol:
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Re: SoO Heroic - Kor'kron Dark Shaman

Post by Nephesh »

Just made a few images after reading/watching a few hc tactics icy veins/youtube/etc.


Start is like we're used to. Just send 2 tanks and 1 or 2 healers to the top with Haromm.
Position the healers near the gate so they can drop the first Tombs over there.
The Kardris group should start near the entrance so they have plenty of room towards the spawn building to avoid any dangerous stuff.
Having an absorb shield healer in the Kardris group can be very helpfull!
Allso.. This is a Ranged fight. try to bring as little melee power as possible to this fight during progression (sorry melee ppl)
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When the bosses near 50%, have the Haromm healer(s) position themselves behind Haromm and lower on the ramp leading to the exit gate. Have them stand on either side of the road and have them walk down a few steps every time a Tomb is being cast.
At this point Haromm will allso start casting Ashen walls. Have the tanks stack them as close to eachother as possible while walking down, following the healers.
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During the phase where the bosses are between 50% and 25% the ashen walls will spawn on the road near the exit and the Tombs will spawn on either side of that road (if the Haromm tanks and healers position themselves correctly)
The Kardris group will mostly have to deal with standard abilities that will deal more damage than usual. Just avoid them while slowly move towards the spawn location of the Shaman and use saves when needed.
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The additional Heroic mechanics are also likely to come into play prior to the splitting up of the groups, so beware of Iron Tomb and Iron Prison. These abilities come into play when the Dark Shaman reach 95% health, pretty much unavoidable whilst cleaving the wolves down, but not a big concern.

Iron Tomb: Haromm uses this on random non-tank raid members and is denoted by a grey ground AoE giving a short time to move off without taking any damage and creating a solid Tomb at the same location. If there are fewer than 2 non-tank targets in range of Haromm when Iron Tomb is used, it will be forced to target a tank.

Iron Prison: Kardris applies Iron Prison debuff the however as it has a 1 minute timer before expiring, this will not actually come into play until the groups are in their separate locations. When the debuff expires, it will effectively deal a players entire healthpool in damage to them, however this can be reduced by mitigation abilities, immunities or absorb shields being in place on the effected player as the Iron Prison debuff expires.


Summary
Haromm Group
  • Stay with the Kardris group until the wolves are dead, then split up, heading North.
  • Iron Tomb starts at 95%, drop the Tombs as shown on the positioning diagrams to save space.
    Important! the bosses will most likely go below 95% when killing the wolves, so keep spread out a little bit and move away from any earthquake like stuff!!
  • Toxic Mist debuff starts when bosses hit 85%, it deals high amounts of damage towards the end of it's duration.
  • Foul Stream starts being used when bosses hit 65%, make sure it only hits the targeted player when dropped and ensure they strafe out of it immediately to avoid multiple ticks of the damage.
  • Ashen Wall starts being used at 50%, they should be dropped in line with each other, perpendicular to the direction of the ramp, to conserve space.
  • Falling Ash also starts being used at 50%, a member of the Kardris group will give a countdown prior to the detonation and mitigation abilities should be used to survive the Falling Ash damage in combination with the Toxic Mist DoT ticks and any other abilities which are coinciding the time shortly before or after the Falling Ash blast.
  • Heroism at 25% when the bosses go into a Blood Frenzy. Second pot and all damage cooldowns should be lined up for use at this point and try to have all tanking cooldowns up to deal with the significantly increased damage as well.
  • As soon as any player in the Haromm group dies, the remaining players should head down towards the Kardris group and tank swap between the Haromm and Kardris tanks to avoid the bosses resetting.
:!:


Kardris Group
  • Stay with the Haromm group until the wolves are dead, then split up, heading South.
  • Iron Prison starts when the bosses hit 95% health, when the debuff is about to expire the affected players need to have a mitigation cooldown, immunity or absorb shield on them to survive the hit.
    Important! Just like the iron tombs, you'll probably see Iron Prisons being cast while still killing the wolves. Having these two things combined might be tricky, but do take great care of this debuff!
  • Toxic Storm is added to Kardris' abilities when the bosses hit 85% health. The Kardris group should position themselves to drop Toxic Storms in convenient positions close to one another, without getting the raid trapped. Move as a group.
  • Foul Geyser starts when the bosses are brough down to 65% health, the tank should avoid standing near the slimes that spawn and keep moving until all the slimes have been summoned to avoid the AoE damage. The ranged DPS should quickly burn the slimes down.
  • Falling Ash is Kardris' next ability and activates once the bosses hit 50% health, it deals fairly high raid wide AoE fire damage when it detonates but does not pose a massive risk on it's own. The most important thing for managing Falling Ash, is counting down for the detonation so that the Haromm group know when it's going to hit them.
  • Heroism at 25% when the bosses go into a Blood Frenzy. Second pot and all damage cooldowns should be lined up for use at this point and try to have all tanking cooldowns up to deal with the significantly increased damage as well.
  • As soon as any player in the Haromm group dies, the Kardris group should head North towards the remaining Haromm group players and tank swap between the Haromm and Kardris tanks to avoid the bosses resetting.
:!:
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Re: SoO Heroic - Kor'kron Dark Shaman

Post by Tan »

NICE!!
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Re: SoO Heroic - Kor'kron Dark Shaman

Post by Erian »

Melee can go up the ramp too.

This is entirely about H control.

It helps if one of the ramp tanks calls out the green cross thingy, as H are busy moving/forming a wall.

H up the ramp need to use top-down camera.

3H is safer than 2H. The H up the ramp can be any flavour, but the H downstairs has to be disc.
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Re: SoO Heroic - Kor'kron Dark Shaman

Post by Nephesh »

Erian wrote:Melee can go up the ramp too.


3H is safer than 2H. The H up the ramp can be any flavour, but the H downstairs has to be disc.


DISC because of the Iron Prison debuff right?
And indeed.. Having the Melees up there might give us a decent chance in case we have to many of them.
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Erian
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Re: SoO Heroic - Kor'kron Dark Shaman

Post by Erian »

There is not much healing to be done down the ramp. Disc is essential for the iron prison debuff. Otherwise every toon down the ramp needs a personal save potentially every minute. Disc can also spec Halo which is a one-minute CD for falling ash, which happens later in the fight. Actually cascade might be even better, but it is months since I used it.

For healing down the ramp, make sure you have the iron prison debuff showing with a timer in Vuhdo. You need to shield the debuff target with 10 secs to go. There is a countdown from 60 secs, and normally 2 ppl will have the debuff, 30 seconds apart. The only complication is that toons reach 10 seconds at about the same time as toxic mist arrives, so pay attention and move as soon as toxic mist arrives and then shield the debuff target. There's plenty of time once you get used to it.

Most common cause of wipes from my experience on 10-man and 25-man:

down the ramp:
- random deaths because iron prison not shielded (healer error)
- not moving fast from toxic mist (all classes)

up the ramp
- healers have line-of-sight problems so tank dies
- healers forget to move out of foul stream (is why is helpful for tank to call this)

All this just takes practice until the healers get it.

Melee should be up the ramp with tanks as melee classes (including monk healer) don't get targeted by the iron tomb.

For a very skilled (at movement or HoTs) healer, you could get away with 1H up the ramp, especially druid or shammy, but you would wipe a lot learning the fight.
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Re: SoO Heroic - Kor'kron Dark Shaman

Post by Giruy »

Druid tanks should use symbiosis on a hunter to get Frost Trap, handy to have an extra slow AoE for the adds.

You can save a little healing mana as Hunters in general shouldn't need shielded, Deterrence is more than enough for the Tombs debuff.
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Re: SoO Heroic - Kor'kron Dark Shaman

Post by Erian »

Of course, when hunters forget, they die instantly :lol:
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