Kologarn

akolen's picture

Kologarn Abilities
Health Points: 20,900,000 (heroic), 5,200,000 (normal)
Overhead Smash - Decreases target’s armor by 25% for 30 seconds. Stackable up to 4 times.
Petrifying Breath - Channeled cast that deals 18,750-21,250 nature damage per second, 4 second channel. Applies a debuff that increases damage taken by 20% for 8 seconds. This ability is used only when no players are within melee range.
Focused Eyebeam - Launches beams into the raid from his eyes, deals 3,700-4,300 nature damage to players within a 3 yard radius.
Left Arm:
Health Points: 5,200,000 (heroic), 1,200,000 (normal)
Shockwave - Hits the entire raid, dealing 11,563-13,437 nature damage.
Right Arm:
Health Points: 5,200,000 (heroic), 1,200,000 (normal)
Stonegrip - Stuns a random player, deals 3,700-4,300 damage per second until that player dies or until 450,000 damage has been dealt to the arm.
Kologarn Boss Strategy
First and foremost, it’s important to know that Kologarn will remain completely stationary, you cannot turn him what-so-ever. If there are no melee players within his range Kologarn will cast petrifying breath (detailed above).

In order to tank Kologarn you’ll need 3 geared tanks. These tanks will stand on top of each other and participate in a taunt rotation. After one tank has 2 stacks overhead smash another tank should taunt, allowing this debuff to drop. Repeat as necessary. It’s of absolute most importance that all 3 tanks stay alive.

In addition to simply dealing with the main boss Kologarn also has 2 arms. These arms have special abilities that deal out damage to the raid. The left arm will hit the entire raid for 12,000 damage periodically. The right arm will periodicaly pick up a player and deal damage to them until that arm has taken 450,000 damage. Healers will need to focus heals on the player in the arm’s grasp.

If you kill an arm a set of earth elementals will spawn. These should be killed promptly. The left and right arms are both on a 60 second respawn timer. In respawning health is siphioned from the boss to regenerate the arms.

Comments

Thought's picture

@ Mon, 20/04/2009 - 22:36

Destressed's picture

@ Tue, 21/04/2009 - 10:29

taken from bosskillers:

Raid Strategy
As the raid walks up the stairwell from the Antechamber, they will see a missing bridge called The Shattered Walkway. Kologarn will rise up into the broken bridge space (out of nowhere, apparently) and face the raid. Everyone should move beyond the doorframe into the platform facing Kologarn. The boss is immobile (this means that ranged DPS can't pull aggro!) and cannot be turned - he always faces the same direction and melee DPS cannot get behind him since the bridge is "missing." To pull, simply have the first MT charge in!

Kologarn raid positions
(picture)

The strategy for killing Kologarn is quite simple and can be described in four easy steps:

1. Kill Kologarn's Right Arm (The arm on the raid's left).
2. Kill the Rubble adds.
3. DPS Kologarn until the Right Arm regenerates.
4. Repeat Steps 1-3 until Kologarn dies!

It typically takes 3-4 cycles to get through all of Kologarn's HP.

The Left Arm deals substantial raid damage but does not truly endanger the lives of your raid members. The Right Arm, on the other hand, needs to continuously take damage to free raid members caught in Stone Grip. Because of this, killing the Right Arm every time it is alive is the best strategy for quick success. Additionally, damage done to the Right Arm is almost 100% replicated onto Kologarn each time the Arm dies, meaning little to no DPS is lost by killing the Arm. Over the course of the fight, probably 30%, 45%, or 60% of your damage to Kologarn will come from Arm deaths, with the rest being made up during the "in between" phases while the Right Arm and its Rubble adds are dead.

The positioning diagram is the first key to this fight. The diagram is designed to show how the raid can spread out in the available space while giving everyone a path to the back wall. Any player should be able to reach the back wall of the room without running over another player. This way, Eye Beam kiting becomes easy: Simply run straight backwards and then kite sideways along the back wall, where no one is positioned. There is plenty of time to react to the Eye Beams and do this so that no one ever takes damage from Eye Beams. This makes the fight much easier. The diagram also shows the location of the off tank "AoE pit" where Rubble adds are tanked. Everyone needs to stay well away from this spot because the Rubble is absolutely deadly to any non-tank caught in melee range of their Stone Novas.

Once the first MT is in and building threat, the whole raid should simply follow their assignments (notes on healing assignments and the tanking rotation are given below) while avoiding the Eye Beam as described just above. The entire raid should focus DPS on the Right Arm, which will cause players that Kologarn grabs with Stone Grip to be freed within just a few seconds. Once the Arm dies, Rubble will spawn and should be picked up by the off-tank and dragged to the designated AoE pit, where it should be quickly killed by ranged casters. A tank with a high number of cooldowns, such as a Death Knight, is optimal for this job as they can use those cooldowns for every set of Rubble, meaning the damage they take will be much lower. Meanwhile, the melee stack should attack Kologarn and the ranged DPS should switch to Kologarn once the Rubble has died. Immediately after the first pack of Rubble dies is a great time to use Bloodlust / Heroism.

While all of this is going on, Kologarn is still using his various other abilities. Overhead Smash (both versions) makes an MT rotation necessary for tanking Kologarn himself - this is described in detail in the tanking section below. In addition, the Overhead Smash Tremor deals AoE damage to any melee DPS standing on top of the tank and needs to be healed. Meanwhile, the entire raid takes damage (as described in the abilities section) from the Left Arm's Arm Sweep ability every 10-15 seconds. All of this damage needs to be healed through and doesn't go away at any point during the fight.

The Right Arm will respawn 50 seconds after it was destroyed. At this point, simply repeat this sequence until Kologarn is dead, killing the Right Arm, followed by Rubble, all while avoiding the Eye Beams and healing through the raid damage, and you will win!

Notes for DPS
As described above, DPS classes in this fight have an easy job:

1) Kill Right Arm.
2) Kill Rubble adds.
3) DPS Kologarn
4) Go back to step #1.

There are only a few things to add specifically here:

- Kologarn can only be attacked from the front. If you have extra expertise gear lying around, expertise is about twice as valuable on this fight (due to parries) as it normally is.

- Bloodlust is best used to lessen the length of one of the "Arm" phases. It is probably best to save Heroism / Bloodlust until the second Right Arm phase, to help pass this high damage phase quickly for the sake of healers who may be low on mana at this point.

- DPS absolutely must pay attention to Eye Beams if they are at range. It is 100% possible to avoid all Eye Beam damage and not drag the beam over any other raid member. This is the most important job a ranged DPS player has in this fight.

Healing Assignments
Healers should be split up into 3 teams: two MT healers, two Stone Grip healers, and two raid healers. If your raid has 7 healers, assign the 7th to the MT. If you only have 5, then assign 1 healer to Stone Grip, 1 to raid healing, and 1 to cover both as necessary. Priests in particular should be assigned to MT healing for their available tank saving cooldowns (more on this below).

As described above, there are three main sources of damage in the fight: Stone Grip, Arm Sweep, and normal MT damage (which can be spiky with reduced armor debuffs). Each of these require dedicated healers because of their frequency or intensity. By the time a player is Stone Gripped, it's too late for other healers to react - the raid needs healers ready to land heals on the Stone Gripped player immediately. Set up Grid or your raid frames to recognize the Stone Grip debuff; this helps a ton. Raid healers should be able to heal the entire raid for ~10k damage every 8 seconds, while the MT healers should be good at coordinating with the tanks about their armor debuff rotation. If just two MTs are used in the tank rotation, then the tank healers should be prepared to use tank saving cooldowns like Pain Suppression or Guardian Spirit in case a tank ever receives a 3 stack of the Overhead Smash debuff.

Finally, the healers assigned to Stone Grip should heal the Rubble adds OT once the Right Arm dies, and then help heal the MTs or top off the raid during the interim period before the Right Arm regenerates.

Tanking Rotations
This fight has, at any given time, one MT and one OT (who only comes into play when an arm is destroyed to pick up Rubble adds.) The arms themselves merely grant different abilities to Kologarn, but do not need independent tanks.

However, because of the armor debuff Kologarn uses on the MT (see the Overhead Smash abilities) there need to be 1-2 extra tanks in position to Taunt Kologarn and take over the MT role, allowing the previous MT's stack of Overhead Smash debuffs to clear.

No matter which debuff the tanks are dealing with, tanks should rotate as soon as the current MT has a 2 stack of the armor debuff. Depending on Kologarn's "arm status" this can either be 40% or 50% armor reduction and last 25 or 40 seconds. Because of the "long" timer possibility, using three tanks in the MT rotation is recommended.

Tanks should be clear about which order they are going in and be clear in communicating that to their healer team so that the healers can switch healing targets immediately. In addition, if only two MTs are being used in the rotation, tanks should communicate when they plan to Taunt and let healers know when one of the MTs might have a 3 stack of Overhead Smash, meaning that they need shields, tank saving cooldowns, and very large heals to compensate for the incoming damage. This coordination is essential to survival, as Kologarn can casually kill any tank who has a 3 stack of the Smash debuff and who isn't properly cared for!

AttachmentSize
kologarn-diagram.jpg73.43 KB

akolen's picture

@ Tue, 21/04/2009 - 12:48

Tank amendment, we can help a little more....

1) Sunder stack on arm asap, will help the melee with physical DPS

2) OT attack arm as well, only on boss when arm isnt there so suggest we macro the taunt to /tar body (whatever this is called) and then taunt. Assuming this will work for your particular taunt mechanic.

Nice guide, we need to keep watch on bosskillers etc as they are starting to come on strong
Action for Ako, get guides up regularly based on more data being available.

--------------------------------------------------------

Fattest meatshield in WOW

"It's usually really easy to heal ako as he can take more hammer than a bag of nails"

Thought's picture

@ Tue, 21/04/2009 - 14:57

Recent In Game Fixes - 04/21

The Kologarn encounter has received the following changes: the speed of the Eyebeam has been decreased, the amount of damaged required to break a player from Stone Grip has been decreased, and slightly decreased the amount of damage done by Stone Grip.

Thought's picture

@ Wed, 22/04/2009 - 13:35

another fix:

Kologarn should no longer permanently despawn without being killed

http://forums.worldofwarcraft.com/thread.html?topicId=16474158165&sid=1

@ Wed, 22/04/2009 - 15:31

Melee positioning....anyone within melee range of the central body is not subject to eye beam, so, instead of huddling under the left arm, huddle under the body, but try to stay out of the area that the Rubble spawns.
Otherwise as soon as we master minimizing eye-beam damage...we win
Baalz

akolen's picture

@ Thu, 23/04/2009 - 13:29

4/22/09
The Stone Nova ability cast by Rubble in the Kologarn encounter has had it’s damage decreased, will now be mitigated by armor, but can no longer be blocked, dodged, or parried

--------------------------------------------------------

Fattest meatshield in WOW

"It's usually really easy to heal ako as he can take more hammer than a bag of nails"

Thought's picture

@ Fri, 01/05/2009 - 13:38

Kologarn

* Focused Eyebeam (10) now inflicts 2313 to 2687 nature damage. (Down from 2775 to 3225 damage)
* Focused Eyebeam (25) now inflicts 3238 to 3762 nature damage. (Down from 4163 to 4837 damage)
* Stone Grip Absorb (10) now absorbs 80,000 damage. (Down from 100,000)
* Stone Grip Absorb (25) now absorbs 380,000 damage. (Down from 480,000)
* Stone Grip (10) now deals 2925 to 3075 physical damage. (Down from 3700 to 4300 damage)
* Stone Grip (25) now deals 3413 to 3587 physical damage. (Down from 5363 to 5637 damage)
* Rumble now inflicts 3238 to 3862 Physical damage to targets within 7 yards. (Down from 4625 to 5375 damage to targets within 10 yards)
* Stone Nova now inflicts 5550 to 6450 physical damage. (Down from 7400 to 8600 damage)