You have to register before you can post on our site.



Latest Threads
A guild games (for real this time)
Last Post: Zlinka
05-20-2020 06:34 PM
» Replies: 1
» Views: 3674
Alliance-Horde pet exchange
Last Post: Zlinka
05-16-2020 07:11 AM
» Replies: 3
» Views: 3112
Last Post: Zlinka
05-14-2020 02:51 PM
» Replies: 1
» Views: 2867
Last Post: Zlinka
05-07-2020 05:13 PM
» Replies: 1
» Views: 3088
Last Post: Zlinka
04-22-2020 07:17 AM
» Replies: 3
» Views: 4193

Who's Online
There are currently no members online.

Kin'garoth is a two-phase encounter, with an "up" phase when he engages the raid, and a "down" phase when he shields himself and begins the construction of powerful adds.  During the first "up" phase he'll engage the raid alone, but in subsequent "up" phases he will be accompanied by the adds he builds over the course of the fight.

During the "down" phases we will split into two equal groups, which will each enter a construction bay to kill a construct.  He builds three constructs in three bays but we can't get them all -- we'll try to kill two of them before the phase ends.

The encounter takes place on a narrow ring with three construction bays leading off of it.  


Kin'Garoth's abilities

Forging Strike:  anti-tank ability. Does damage with a 5 yard radius, + debuff.

Reverberating Strike:  targets a random player, does damage with a 5 yard radius AND leaves a permanent zone that explodes for heavy damage on targets within 5 yards each time subsequent Reverberating Strikes are cast.

Diabolic Bombs: spawned in sets of 3, they orbit the platform.  They detonate if they contact a player and do damage to all players within 200 yards, but the damage done is reduced by distance.

Ruiner:  Kin'garoth targets a random player with a channeled laser that can travel in either direction around the circle.  Anyone hit by Ruiner will take massive damage.  Ruiner travels about a third of the circle before the channel concludes.

Shattering Strike: light raid-wide damage.

After the first down phase, Kin'garoth will be joined by constructs that he builds during the up phase.  These constructs are:

Garothi Constructs

Feedback Overload:  when a construct dies, it removes 4% of Kin'garoth's maximum health, ignoring all damage reductions.

Garothi Annihilators cast Annihilation, which is a rain of missiles that need to be soaked.  Players hit will absorb the missile and take moderate damage, but any missile that isn't soaked triggers Annihilation Blast which does raid-wide damage.

Garothi Decimators target random raid members with Decimation, which applies a debuff that expires after 5 seconds and does raid-wide damage plus additional damage to everyone within 10 yards.  (We need to run from these!)

Garth Demolishers target random raid members with Demolish, which applies debuff that expires after 6 seconds and inflicts massive damage split between all allies within a 10-yard radius, and increases Shadow damage taken.  (We need to stack on these!).


Kin'garoth's abilities

Kin'garoth will shield himself with Apocalypse Protocol, which reduces his damage taken by 99%.  He will open his three construction bays and begin construction of the three Garothi Constructs.  This phase lasts 40 seconds.

During this phase Kin'garoth will cast Initializing, a 30-second cast at the end of which the constructs will become active.  Constructs take increased damage during this 30 second cast.  They start with 30 stacks of a debuff that increases damage done to them.  These stacks decay over the course of the 30 second cast of Initializing until all the stacks are gone and the constructs become active.

In addition to this, we will have to deal with the following abilities:

Apocalypse Blast targets random players.  An 8-yard zone will spawn beneath the targeted player's feet, get out of it before the impact.

Flames of the Forge deals moderate damage every 2 seconds during this phase.

Purging Protocol:  Inflicts moderate damage on players in the construction bays at the end of the phase.  After 5 seconds, the bays close and any player still inside is instantly killed.


FIRST UP PHASE.  This phase lasts about 35 seconds.

The boss is in the center of the room.  The tanks should stand near the Decimator bay (at about 5 o'clock on the ring).  The two tanks should always be at least 5 Yards apart to avoid splitting damage and debuffs from Forging Strike.

The current off-tank can also occasionally soak Diabolic Bombs as they travel around the platform.  Do this liberally during the first Up Phase.

The rest of the raid should occupy about half of the ring starting to the left of the tanks in front of the Demolisher Bay. Leave the other half of the circle empty.

The raid should maintain a 5 yard spread at all times to avoid extra damage from Reverberating Strike.  Avoid the detonation zones too.

Ruiner will be cast once, right at the end of the first up phase.  Avoid Ruiner at all costs!  It's safe to pass through Ruiner by any means of teleportation.  Once Ruiner concludes the first Down Phase begins.


Each Down Phase lasts 40 seconds.  During the Down Phases we will try to kill the constructs that are under construction, starting with the Annihilator, then the Demolisher.

The raid will split into two balanced groups for each Down Phase.  One group will head to the Annihilator bay while the other heads to the Demolisher bay.  We can place warlock portals between them in case one group finishes first, in which case they can come help the other group.

Save DPS cooldowns for the Down Phases and do front-loaded burst damage to the Constructs as they take maximum damage at the beginning of this phase.


Kin'garoth will engage the raid once more, but this time he'll be joined by at least one of the constructs.  If we leave the Decimator alive, we'll have to deal with Decimation (run from 10-yard explosion) in addition to all of the regular abilities.

Prioritize the construct over Kin'garoth (but cleave and put damage on both if you can.)  Kill the construct as fast as possible.

If the Demolisher is up, we'll need to soak the Demolishes (get within 10 yards of targeted players), while if the Annihilator is up we'll need to soak all the Annihilation missiles (one player per missile).

The off-tank should hold the construct on the side the raid is on for efficient cleaves.

Tanks should soak the Diabolic Bombs as they go past.

We'll use Bloodlust during the first down phase.
Just a quick note about what we learned when we downed Kin'garoth before break:

1. We'll divide the raid into two equal groups and have each group hit one of the adds during the intermission.  This lets us utilize the damage-increasing debuff to maximum advantage and means that the adds don't live very long once the intermission ends.

(On our first set of attempts we'd tried hitting one add with the whole group, which let us get that first add down pretty quickly, but then the second add was up for a long time as there was no more debuff.)

2. Back out for the Ruiner beam attack.  The increased distance and spread means there's more time to react to his direction and less of a chance that he hits a clump of people and kills them all.
Heroic Kingaroth

Okay, here are the changes for heroic Kingaroth:

1. THREE orbs will orbit the platform, instead of two.  They need to be soaked by the off-tank.  This means more raid-wide damage.  Healers may need to use cooldowns to top off the raid while these are being soaked.

2.  We'll need to deal with THREE fel reaver adds in each Phase 2, instead of just two.  As we won't be able to kill all three before they activate, we'll split into two groups to get two of them, then we'll kill the third together.  There are three bays, I'll number them A-B-C with A being the first one on our left as we go in.  Here are the adds on heroic:

First intermission:  1 Demolisher (A), 1 Annihilator (B), 1 Decimator ©.  Wowhead recommends killing the Demolisher and Annihilator first (A and B), then the Decimator (Decimator = take red circle out).
--> A and B works

Second intermission:  1 Demolisher (A) and 2 Annihilators (B and C).  Wowhead recommends killing the Demolisher and 1 Annihilator (A and B-or-C), then the other Annihilator (Annihilator = soak green circles, one person each)
--> A and B works

Third intermission:  2 Decimators (A and C) and 1 Annihilator (B).  Wowhead recommends killing the Annihilator and 1 Decimator (A-or-C and B), then the other Decimator (Decimator = take red circle out).
--> A and B works

=>  To simplify the decisionskill the adds in A and B first, then C.  After first and third intermissions, take red circles out.  After second intermission, soak green circles.

3. Lastly, the damage dealt to the boss when a Fel Reaver add dies is reduced to 4% down from 6%.
Kin'garoth Fatboss guide:  https://www.youtube.com/watch?v=lrI0Eo3q6mc&t=133s

This is a damage-intensive fight so Fatboss recommends bringing an additional healer.

Phase 1:  have the raid spread loosely around one half of the circle.  Members should stay at least 5 yards away from the tanks, because Kin'garoth will smash the tanks with Forging Strike, which does a lot of damage to anyone within the animation AND applies a stacking debuff.  Tanks will need to taunt after a single stack.

After receiving a stack of Forging Strike, Fatboss recommends that the now off-tank go explode the orbiting bombs, ideally as far from the raid as possible.  Once the stack has dropped, re-taunt the boss and the tanks swap roles.

We know about Ruiner -- avoid it.

On a timer the boss will hit a melee player with Reverberating Strike.  This ability damages the target and anyone within 5 yards, AND leaves a permanent detonation charge on the ground (glowing orange device).  Each time Reverberating Strike is cast, these devices will ALSO pulse damage to anyone within 5 yards. ==> Keep clear from them at all times!

Phase 2 (intermission):  An add will spawn in each of the three bays on heroic.  The types of adds that spawn in each bay are not random -- they follow a known sequence (see below).

We'll split the raid into two teams, each of which will go into a bay to kill the add there.

I'm going to name the bays Left (to the left of the entrance as we face the room), Right (to the right of the entrance as we face the room), and Back (opposite the entrance).  Last Thursday we marked the Left and Right bays with red and green raid markers and called them the "Christmas" group.  An Annihilator will ALWAYS spawn in the opposite bay in each intermission.  The Left and Right bays will vary.

We can choose where to send our teams based on which add we find the most challenging.  Last week we found the Annihilators most difficult, so we would want to kill those first.  As one always spawns in the bay opposite the door, one half the raid will always go there.  The next most challenging add may be the Demolisher (stack on circle).

Intermission 1:
Left:  Demolisher (stack for damage split)
Right:  Decimator (run circle out)
Opposite: Annihilator (soak green circles)

==> Christmas group go LEFT

Intermission 2:
Left:  Demolisher (stack for damage split)
Right: Annihilator (soak green circles)
Opposite:  Annihilator (soak green circles)

==> Christmas group go RIGHT.

Intermission 3:
Left:  Decimator (run circle out)
Right:  Decimator (run circle out)
Opposite:  Annihilator (soak green circles)

==>  Christmas group can go either way as both are Decimators.  To keep the alternating pattern, they can go LEFT.

Intermission 4:
Left: Demolisher
Right: Decimator
Opposite: Demolisher

==> Fatboss recommends killing off one of each.  So Opposite group can go opposite, and Christmas can go RIGHT.

Make sure when we deal with the Demolisher circles that the affected people don't stack with each other.  Fatboss recommends one circle being soaked by tanks and melee, and the other by ranged.

Kin'garoth will be doing ticking raid-wide damage to the entire raid during this intermission, AND there will be green swirl targeting areas on the ground which do a lot of damage when the missile impacts, so stay out of those.  Fatboss suggests saving healing cooldowns for this intermission phase.

Once a group has killed their own add, they should move to the THIRD add and start to work on it (not the second group's add).

Once the regular phase starts up again, drag the remaining adds under the boss and kill them off.
Here are some notes based on our experience from last week.

I think what we're dealing with is a mechanics fight rather than a DPS fight.  We need to handle the mechanics properly, and if we do that, the rest falls into place.  This means avoiding all the avoidable damage, and getting the adds down as fast as possible, rather than getting the last bit of DPS on the boss.

1.  Avoid all avoidable damage

Avoid Ruiner at all costs.  This means running out of inner ring a few seconds before Ruiner is cast.  Being further back will enable you to see the direction of Ruiner’s cast more clearly AND will give you more room to get away from it. Once it starts moving you can cut diagonally back to the inner ring to pick up speed and stay ahead of the beam.

* Detonate the bombs in a timely manner.  The current inactive tank should try to detonate bombs.  Healers can help detonate these as well (as can and DPS with immunities).  When there are two or three bombs in the same ring, we'll have to master the technique of popping just one of them at a time.

* Stay away from the devices.  These are static so they’re not hard to avoid, but we still need to stay away from them.

2. Get the adds down FAST

* Get into position near your bay ahead of time.  You should be at the door when it opens.  Note that Ruiner frequently sweeps people away from their bay.  This means that after Ruiner is finished, you need to take the time to get near your bay right away, and not later when it opens up.

Being at the entrance to the bay when it opens, instead of running across the ring to get there (possibly blowing a valuable speed cooldown), will gain you precious seconds on your add when it is MOST vulnerable to damage.  We need those seconds on the adds, not in transit!  This also allows healers to use AoE heals on the add groups, maximizing their output.

* If possible, reserve your speed cooldowns and personal DPS cooldowns for the THIRD add.  If the first adds are going down fast enough, then save your speed cooldown for getting to add #3 and your personal DPS cooldowns for getting #3 down.  

[* I propose putting a few high DPS on the third add right away, just to take advantage of the early damage buff.  So we’d have two big teams and a small strike team.  They will need a healer as well, if we try this strategy.  Note 4/19/18: this was not needed.  Getting onto the first add as soon as the door opened + reserving personal cooldowns for the third add was enough to get the third add down quickly.]

If we just stay alive and healthy through the Kingaroth phases, we can grind down much of his health simply by killing adds.  But we need to stay at full strength to do that!

Forum Jump:

Users browsing this thread: 1 Guest(s)
This forum uses Lukasz Tkacz MyBB addons.