07-02-2015, 01:48 PM
This is a single-phase encounter in which we fight Kilrogg himself, and a number of adds that spawn frequently. To defeat the encounter, we need to kill Kilrogg without getting overwhelmed by the adds.
In addition to this, there is a special realm, called the Death Realm, that several members may enter at once, by standing in a frontal cone ability that Kilrogg occasionally uses. In this realm the objective is to kill enemies and survive as long as possible, in order to gain two damage & healing buffs that may be used outside the realm.
Fight Mechanics
When the encounter starts, we must deal with the boss and with the first round of adds that spawns. Through the rest of the fight, waves of adds will spawn every 45 seconds. In addition, one of Kilrogg’s main abilities will spawn an add whenever it is used.
Fel Corruption: This is a passive aura that is active from very early in the fight (it starts when the first Hulking Terror spawns). Fell Corruption acts as a resource, with a maximum capacity of 1—. Each raid member can track their own Fel Corruption level using the power bar provided in-game. Several abilities during the fight cause players to gain Fel Corruption, and one ability lets players reduce their Fel Corruption. Additionally, Fel Corruption decays slowly over time if no Hulking Terror adds are alive.
Fel Corruption has two effects: first, it deals fire damage every second to all raid members, with the amount of damage proportional to the overall amount of of Fel Corruption on the raid. Secondly, if any raid member reaches 100 Fel Corruption, they instantly become permanently mind controlled.
Kilrogg’s abilities
* Shred Armor: anti-tank ability that applies a stacking debuff. The debuff is NOT applied to tanks who have an active mitigation cooldown en effect at the time Shred Armor is used. If the tank does not use mitigation to avoid the debuff, then this ability requires a tank switch.
* Heart Seeker: Targeted attack against one random player that damages and applies a 30 sec DoT to everyone standing between the boss and the target. When the targeted member is hit, a pool of “Blood Spatter” appears beneath the player.
— Blood Spatter is a short-lived void zone.
— It spawns Blood Globules, which move towards Kilrogg, and if they reach him they inflict massive raid-wide damage on the whole raid. They are low-health adds that can be CC’d but not tanked.
— It also spawns Fel Blood Globules which have more health and deal more damage if they reach Kilrogg, AND they heal him for 15% if they reach him. Fel Blood Globules spawn instead of Blood Globules IF the player hit by Heart Seeker has any Fel Corruption.
* Death Throes deals heavy raid-wide fire damage every 2 seconds for 6 seconds, which is reduced the further away you are from him. With each tick of damage a green area is marked underneath each raid member. Each green area is hit by a projectile shortly after appearing. This deals high damage to any players in the green area.
* Kilrogg also buffs himself with Death’s Door, which is a stacking buff that increases Kilrogg’s damage done by Death Throes, making each Death Throes more difficult than the last.
* Visions of Death: Marks a green cone-shaped area in front of hi, and places three runes on the ground inside that area. After a few seconds, one raid member standing in each rune is KILLED (reduced to 0 health, but without actually dying or losing buffs) and teleported to the Death Realm. If a rune is UNOCCUPIED by any raid member, the entire raid takes lethal fire damage.
Adds
Throughout the fight, adds will spawn in waves about every 45 seconds. Each wave consists of 2-3 Salivating Bloodthirsters and 1 Hulking Terror.
Salivating Bloodthirsters are low-health adds that can be CC’d but not tanked. They have no abilities, but as soon as they spawn they move toward a green pool on the ground (where Kilrogg stands before we pull him). If they reach it, they become Hulking Terrors. Each time the adds spawn one of them spawns right on the blood pool and transforms instantly into a Hulking Terror (the one mentioned above).
Hulking Terrors can be tanked, but not CC’d. They have much more health than the Bloodthirsters. Hulking Terror abilities:
* Savage Strikes: anti-tank ability that deals moderate frontal cone damage and applies 2 points of Fel Corruption to all affected players every 0.5 seconds for 4 seconds.
* Fel Claws: passive ability that grants the Hulking Terrors’ melee attacks a chance to inflict 2 points of Fel Corruption on their current tank.
* Rending Howl: interruptible ability that deals high physical damage to the entire raid, AND applies a 10-second DoT to everybody. If interrupted, the Hulking Terrors’ casting speed is permanently INCREASED by 75%. This only applies to the casts, not melee attacks.
* Fel Rupture: ability used upon death. Deals heavy damage to all raid members close to the Hulking Terror, and launches Fel Spray (damage + 30 points of Fel Corruption) to the 5 closest players.
The Death Realm
Raid members that stand in the runes created by Killrogg’s Vissions of Death are teleported to the Death Realm. This is a room with 4 doors from which adds with modest health pools continuously spawn at an increasing rate.
Whenever an add is killed within the Death Realm, all DPS players inside the Death Realm gain a stack of Undying Resolve, which increases their damage done by 10% per stack for 1 minute. In addition, all healers inside the Death Realm gain a stack of Undying Salvation, increasing healing done by 10% per stack for 1 minute. This buff stacks up to 20 times, at which point players inside the Death Realm are automatically transported back into the main room.
Players who die inside the Death Realm are also taken back to the main room. They respawn alive with all their buffs still intact.
When healers leave the Death Realm they gain the Cleansing Aura buff for 1 minute. This reduces the Fel Corruption of nearby raid members. It’s indicated by a visual effect around the feet of the buffed healer.
Players inside the Death Realm will face the following adds:
* Hellblaze Imp. These cast Fel Blaze, an interruptible spell with a 10-sec cast time. Deals lethal fire damage to a random raid member inside the Death Realm.
* Hellblaze fiend. These cast Fel Flames, which cause the fiend to explode, killing itself and dealing heavy damage to everyone inside the Death Realm AND leaving behind a patch of Fel Flames on the floor.
* Hellblaze Mistress. These cast Cinder Breath, a frontal cone ability which does damage + applies a fire DoT.
Strategy: Basics
* Important targets must be killed as quickly as possible. These are the BLOOD GLOBULES and SALIVATING BLOODTHIRSTERS.
* A few assigned raid members must enter the Death Realm.
* Do not reach 100 Fel Corruption.
Strategy: Tanks
Both Kilrogg and the Hulking Terrors must be tanked, and require an occasional tank switch.
Kilrogg’s Shred Armor ability can be avoided entirely by his tank using active mitigation, so no tank switch is required until that tank has used all their active mitigation cooldowns (should not happen) or until the tank makes a mistake. At this point, tanks should swap as soon as the current tank has 1 stack of Shredded Armor.
The Hulking Terror’s Savage Strikes has two important consequences for tanks:
* Tanks must swap when the Fel Corruption of the Hulking Terror’s tank gets uncomfortably high. This will happen eventually as the Terror’s Savage Strikes will increase the tank’s Fel Corruptoin. When the Fel Corruption decays to comfortable levels, or after it has been reduced by a healer affected with Cleansing Aura, the other tank may take over again.
* Hulking Terrors must be faced away from the raid at all times, because Savage Strikes is a cone attack that applies Fel Corruption.
Positioning
Stack up behind Kilrogg Deadeye.
Players targeted by Heart Seeker should step to the side of the raid and run as far away as possible. This ensures that the resulting Blood Globule or Fel Blood Globule spawns as far away from the boss as possible. We will have a raid target up for people to run to.
Tanks may also need to sidestep to avoid getting hit by Heart Seeker.
The raid can remain stacked like this through most of the fight. The only time we need to spread out is for Death Throes.
For Death Throes, all raid members must move as far away from Kilrogg as possible. Additionally, they must keep moving in order to avoid the void zones they constantly leave behind, which explode almost immediately.
Handling the Adds
• Burst down the Globules as quickly as possible. CC helps slow them down, too.
* Burst down and CC the Salivating Bloodthirsters to prevent them from becoming Hulking Terrors.
* Interrupt the Hulking Terror’s Rending Howl. It is feasible for the Terror's tank to do this. Each interrupted Howl makes the next one faster, so at some point they become uninterruptible. Don’t hold off on interrupting them, though.
* When Hulking Terrors cast Fel Rupture, raid members get away from them to avoid gaining Fel Corruption.
Handling the Death Realm
* The best classes and specs to go in are those with powerful DPS cooldowns, as they can capitalize best on the damage bonus they receive. Each Visions of Death should have 2 DPS and 1 Healer go through, and possibly 3 DPS.
* As Visions of Death is cast multiple times, most DPS and healers will end up going through.
* Inside the Death Realm, the objective is to stay alive and kill adds until they reach 20 stacks of Undying Resolve or Undying Salvation, at which point they’ll be sent back.
* Healers should use healing cooldowns, if it means they can exit the Death Realm with another 10% boost to damage and healing from the players inside.
* Once out of the Death Realm, DPS players should use their damage buff to kill high-priority targets.
* Healers exiting the Death Realm should strategically place themselves near players with high Fel Corruption. High Fel Corruption players should seek out these healers.
Managing Fel Corruption
We don’t have a lot of power over Fel Corruptoin. Mostly, the tank needs to face the Hulking Terrors away from the raid. Next, raid members with high Fel Corruptoin should stand near healers with Cleasing Aura.
If a player becomes mind controlled due to reaching 100 Fel Corruption, they should be killed. It is not yet known whether rezzing them will reset their Fel Corruption or drop Mind Control.
Bloodlust
We’ll use it at the start.
Learning the Fight
* By executing the Death Realm phase well, the encounter will be made easier as numerous stacks of buffs are applied to players.
* The adds have higher priority than the boss.
* Important tasks, in order of importance:
1) Interrupt Rending Howl until it becomes impossible to do so.
2) Get as far away as possible from Kilrogg if you are targeted with Heart Seeker
3) Kill order: Blood Globules -> Salivating Bloodthirsters -> Hulking Terrors -> Kilrogg Deadeye
4) Minimize damage taken from Death Throes by getting away from Kilrogg and staying in motion
In addition to this, there is a special realm, called the Death Realm, that several members may enter at once, by standing in a frontal cone ability that Kilrogg occasionally uses. In this realm the objective is to kill enemies and survive as long as possible, in order to gain two damage & healing buffs that may be used outside the realm.
Fight Mechanics
When the encounter starts, we must deal with the boss and with the first round of adds that spawns. Through the rest of the fight, waves of adds will spawn every 45 seconds. In addition, one of Kilrogg’s main abilities will spawn an add whenever it is used.
Fel Corruption: This is a passive aura that is active from very early in the fight (it starts when the first Hulking Terror spawns). Fell Corruption acts as a resource, with a maximum capacity of 1—. Each raid member can track their own Fel Corruption level using the power bar provided in-game. Several abilities during the fight cause players to gain Fel Corruption, and one ability lets players reduce their Fel Corruption. Additionally, Fel Corruption decays slowly over time if no Hulking Terror adds are alive.
Fel Corruption has two effects: first, it deals fire damage every second to all raid members, with the amount of damage proportional to the overall amount of of Fel Corruption on the raid. Secondly, if any raid member reaches 100 Fel Corruption, they instantly become permanently mind controlled.
Kilrogg’s abilities
* Shred Armor: anti-tank ability that applies a stacking debuff. The debuff is NOT applied to tanks who have an active mitigation cooldown en effect at the time Shred Armor is used. If the tank does not use mitigation to avoid the debuff, then this ability requires a tank switch.
* Heart Seeker: Targeted attack against one random player that damages and applies a 30 sec DoT to everyone standing between the boss and the target. When the targeted member is hit, a pool of “Blood Spatter” appears beneath the player.
— Blood Spatter is a short-lived void zone.
— It spawns Blood Globules, which move towards Kilrogg, and if they reach him they inflict massive raid-wide damage on the whole raid. They are low-health adds that can be CC’d but not tanked.
— It also spawns Fel Blood Globules which have more health and deal more damage if they reach Kilrogg, AND they heal him for 15% if they reach him. Fel Blood Globules spawn instead of Blood Globules IF the player hit by Heart Seeker has any Fel Corruption.
* Death Throes deals heavy raid-wide fire damage every 2 seconds for 6 seconds, which is reduced the further away you are from him. With each tick of damage a green area is marked underneath each raid member. Each green area is hit by a projectile shortly after appearing. This deals high damage to any players in the green area.
* Kilrogg also buffs himself with Death’s Door, which is a stacking buff that increases Kilrogg’s damage done by Death Throes, making each Death Throes more difficult than the last.
* Visions of Death: Marks a green cone-shaped area in front of hi, and places three runes on the ground inside that area. After a few seconds, one raid member standing in each rune is KILLED (reduced to 0 health, but without actually dying or losing buffs) and teleported to the Death Realm. If a rune is UNOCCUPIED by any raid member, the entire raid takes lethal fire damage.
Adds
Throughout the fight, adds will spawn in waves about every 45 seconds. Each wave consists of 2-3 Salivating Bloodthirsters and 1 Hulking Terror.
Salivating Bloodthirsters are low-health adds that can be CC’d but not tanked. They have no abilities, but as soon as they spawn they move toward a green pool on the ground (where Kilrogg stands before we pull him). If they reach it, they become Hulking Terrors. Each time the adds spawn one of them spawns right on the blood pool and transforms instantly into a Hulking Terror (the one mentioned above).
Hulking Terrors can be tanked, but not CC’d. They have much more health than the Bloodthirsters. Hulking Terror abilities:
* Savage Strikes: anti-tank ability that deals moderate frontal cone damage and applies 2 points of Fel Corruption to all affected players every 0.5 seconds for 4 seconds.
* Fel Claws: passive ability that grants the Hulking Terrors’ melee attacks a chance to inflict 2 points of Fel Corruption on their current tank.
* Rending Howl: interruptible ability that deals high physical damage to the entire raid, AND applies a 10-second DoT to everybody. If interrupted, the Hulking Terrors’ casting speed is permanently INCREASED by 75%. This only applies to the casts, not melee attacks.
* Fel Rupture: ability used upon death. Deals heavy damage to all raid members close to the Hulking Terror, and launches Fel Spray (damage + 30 points of Fel Corruption) to the 5 closest players.
The Death Realm
Raid members that stand in the runes created by Killrogg’s Vissions of Death are teleported to the Death Realm. This is a room with 4 doors from which adds with modest health pools continuously spawn at an increasing rate.
Whenever an add is killed within the Death Realm, all DPS players inside the Death Realm gain a stack of Undying Resolve, which increases their damage done by 10% per stack for 1 minute. In addition, all healers inside the Death Realm gain a stack of Undying Salvation, increasing healing done by 10% per stack for 1 minute. This buff stacks up to 20 times, at which point players inside the Death Realm are automatically transported back into the main room.
Players who die inside the Death Realm are also taken back to the main room. They respawn alive with all their buffs still intact.
When healers leave the Death Realm they gain the Cleansing Aura buff for 1 minute. This reduces the Fel Corruption of nearby raid members. It’s indicated by a visual effect around the feet of the buffed healer.
Players inside the Death Realm will face the following adds:
* Hellblaze Imp. These cast Fel Blaze, an interruptible spell with a 10-sec cast time. Deals lethal fire damage to a random raid member inside the Death Realm.
* Hellblaze fiend. These cast Fel Flames, which cause the fiend to explode, killing itself and dealing heavy damage to everyone inside the Death Realm AND leaving behind a patch of Fel Flames on the floor.
* Hellblaze Mistress. These cast Cinder Breath, a frontal cone ability which does damage + applies a fire DoT.
Strategy: Basics
* Important targets must be killed as quickly as possible. These are the BLOOD GLOBULES and SALIVATING BLOODTHIRSTERS.
* A few assigned raid members must enter the Death Realm.
* Do not reach 100 Fel Corruption.
Strategy: Tanks
Both Kilrogg and the Hulking Terrors must be tanked, and require an occasional tank switch.
Kilrogg’s Shred Armor ability can be avoided entirely by his tank using active mitigation, so no tank switch is required until that tank has used all their active mitigation cooldowns (should not happen) or until the tank makes a mistake. At this point, tanks should swap as soon as the current tank has 1 stack of Shredded Armor.
The Hulking Terror’s Savage Strikes has two important consequences for tanks:
* Tanks must swap when the Fel Corruption of the Hulking Terror’s tank gets uncomfortably high. This will happen eventually as the Terror’s Savage Strikes will increase the tank’s Fel Corruptoin. When the Fel Corruption decays to comfortable levels, or after it has been reduced by a healer affected with Cleansing Aura, the other tank may take over again.
* Hulking Terrors must be faced away from the raid at all times, because Savage Strikes is a cone attack that applies Fel Corruption.
Positioning
Stack up behind Kilrogg Deadeye.
Players targeted by Heart Seeker should step to the side of the raid and run as far away as possible. This ensures that the resulting Blood Globule or Fel Blood Globule spawns as far away from the boss as possible. We will have a raid target up for people to run to.
Tanks may also need to sidestep to avoid getting hit by Heart Seeker.
The raid can remain stacked like this through most of the fight. The only time we need to spread out is for Death Throes.
For Death Throes, all raid members must move as far away from Kilrogg as possible. Additionally, they must keep moving in order to avoid the void zones they constantly leave behind, which explode almost immediately.
Handling the Adds
• Burst down the Globules as quickly as possible. CC helps slow them down, too.
* Burst down and CC the Salivating Bloodthirsters to prevent them from becoming Hulking Terrors.
* Interrupt the Hulking Terror’s Rending Howl. It is feasible for the Terror's tank to do this. Each interrupted Howl makes the next one faster, so at some point they become uninterruptible. Don’t hold off on interrupting them, though.
* When Hulking Terrors cast Fel Rupture, raid members get away from them to avoid gaining Fel Corruption.
Handling the Death Realm
* The best classes and specs to go in are those with powerful DPS cooldowns, as they can capitalize best on the damage bonus they receive. Each Visions of Death should have 2 DPS and 1 Healer go through, and possibly 3 DPS.
* As Visions of Death is cast multiple times, most DPS and healers will end up going through.
* Inside the Death Realm, the objective is to stay alive and kill adds until they reach 20 stacks of Undying Resolve or Undying Salvation, at which point they’ll be sent back.
* Healers should use healing cooldowns, if it means they can exit the Death Realm with another 10% boost to damage and healing from the players inside.
* Once out of the Death Realm, DPS players should use their damage buff to kill high-priority targets.
* Healers exiting the Death Realm should strategically place themselves near players with high Fel Corruption. High Fel Corruption players should seek out these healers.
Managing Fel Corruption
We don’t have a lot of power over Fel Corruptoin. Mostly, the tank needs to face the Hulking Terrors away from the raid. Next, raid members with high Fel Corruptoin should stand near healers with Cleasing Aura.
If a player becomes mind controlled due to reaching 100 Fel Corruption, they should be killed. It is not yet known whether rezzing them will reset their Fel Corruption or drop Mind Control.
Bloodlust
We’ll use it at the start.
Learning the Fight
* By executing the Death Realm phase well, the encounter will be made easier as numerous stacks of buffs are applied to players.
* The adds have higher priority than the boss.
* Important tasks, in order of importance:
1) Interrupt Rending Howl until it becomes impossible to do so.
2) Get as far away as possible from Kilrogg if you are targeted with Heart Seeker
3) Kill order: Blood Globules -> Salivating Bloodthirsters -> Hulking Terrors -> Kilrogg Deadeye
4) Minimize damage taken from Death Throes by getting away from Kilrogg and staying in motion