Hyjal Summit - Kaz'rogal (Boss 3)

Started by Shadowwolf, May 20, 2008, 12:49:08 AM

Previous topic - Next topic

0 Members and 2 Guests are viewing this topic.

Shadowwolf

Links:
http://www.wowwiki.com/Kaz%27rogal

Video:
[youtube=500,425]2slx3RmSMKM[/youtube]

Abilities:

Wave Mobs:

Crypt Fiends
Shackle-able / Fear-able / Trap-able

  • ~170k HP
  • Melee - ~2k on plate
  • Spiders - sometimes shoot out tiny spiders at a random person in range. They do about 300-400 damage total.
  • Web - Occasionally web someone, immobilizing them for 10 seconds.

Ghouls
Shackle-able / Fear-able / Trap-able

  • ~140k HP
  • Melee - ~1.5k on plate
  • Cannibalise - When they go low on health, the ghouls will run to a corpse and start cannibalizing it, restoring about 7% of their health every 2 seconds, for 10 seconds.
  • Frenzy - 150% attack speed increase for 8 seconds
Stun, shackle or fear these when they Cannibalize as fast as you can to prevent it restoring health.

Shadowy Necromancers
Sheep-able / Fear-able / Trap-able

  • ~120k HP
  • Unholy Frenzy - Increases an ally's attack speed by 100% for 20 sec, but also inflicts 500 nature damage to that ally every 2 sec.
  • Shadow Bolt - A bolt of shadow dealing 2250-2750 to the current target.
  • Cripple - Increases the time between an enemy's attacks by 100% and decreases movement speed by 50%, in addition to reducing its strength by 50%. Lasts 15 sec. Can be dispelled.
  • Summon Skeletons - Summon a skeleton from a nearby corpse. They can be either a Skeleton Invader, with 32k HP, or a Skeleton Mage with 24k HP. One is a melee type, the other one is a caster. They are no real threat, just an irritation.

Banshee
Shackle-able / Fear-able / Trap-able

  • ~83k HP
  • Banshee Curse - Reduces chance to hit by 66% for 5 min. Decurseable.
  • Banshee Wail - Much like a Shadow Bolt, it causes 2475 to 3025 to the current target.
  • Anti-Magic Shell - Creates an anti-magic shield around the caster, absorbing up to 200,000 magic damage for 30 seconds. Can be purged.

Abominations
Shackle-able / Fear-able / Trap-able

  • ~180k HP
  • Melee - ~3k on plate
  • Poison Aura - Sometimes the Abomination will use a poison cloud-like ability, dealing roughly 750 damage to everyone around the Abomination every 3 seconds.

Gargoyles

  • ~120k HP
  • Melee - ~1.5k on plate
  • Gargoyle Strike - Deals 850 to 1150 nature damage to an enemy. The spell has a 35 yard range and a 1.5 second cast.
The Gargoyles will start in the air, out of melee range. Howoever, if they aggro someone and he goes out of their Gargoyle Strike range, they will land and follow by ground and remain grounded.

Frost Wyrm

  • ~330k HP
  • Frost Breath - A 3 second cast, 35 yard range ability that deals 2550 to 3450 frost damage to it's target and everyone in 8 yards around it, and slowing their movement speed by 50% for 6 seconds.
They will remain airborne until they die, and so cannot be damaged by melee. They will come in waves 6 and 7 from the direction of the 2 Towers where the tanks and Shadowy Necromancer DPS are.
Have them off tanked by a hunter / mage / warlock somewhere away from people.

Boss

Kaz'rogal

  • ~4.2m HP
  • Melee - 2-3k
  • Cleave - 10-12k to all melee in a frontal arc
  • War Stomp - 15 yard AoE, 1700-2500 damage plus 5 sec stun. Can be outranged.
  • [spell=31447]Mark of Kaz'rogal[/spell] - A debuff inflicted on all mana users in the raid. Drains 600 mana per second for 5 sec. If mana is reduced to zero by the debuff, the target detonates for 10,213 to 11,287 AoE damage. Resistable but not Dispellable.

Suggested Strategy:

Trash Waves
A hunter should be assigned to peeling off one weaker mob from every wave, like a Ghoul, and dragging it back to Jaina Proudmoore and the Riflemen, in order to make them join the fight as well since they are a great help. After the back NPCs have aggroed the kited mob, the hunter should try to kite it through the AoE area so it can take more damage.

If there is a mob attacking the NPCs, usually a group of 5-6 NPCs can successfully kill it on their own, but 1-2 will die in the process. Since they're valuable DPS it is a good idea to have any extra non-tank feral druids or warriors, or even the tank themselves, Taunt the mobs off the NPCs so they won't die.

The Hunter Kited mobs are the pre-AoE targets, which are killed while the tanks are building aggro, so that the NPC-aggroed mobs can die sooner and Jaina will use her AoE abilities to help you.

Each wave consists of about 10 to 14 mobs and they come roughly every 2 minutes.

If you kill the current wave before the next one comes, you'll be placed out of combat and you can drink and/or rest till the next one comes. In addition, if you manage to get out of combat, the Alliance NPCs will reset and recover their HP. Dead NPCs will not respawn.
In general, if you do not kill all mobs before the next wave, you'll get overrun in a wave or two at most. With good performance you should have about 10-15 seconds break before each wave.

[attachimg=1]

Wave 1
4 Abominations, 2 Banshees, 4 Ghouls, 2 Shadowy Necromancers.

Sheep a Shadowy Necromancer, Shackle the Banshees. Have 2 hunters pulling Ghouls to the tauren warrior and Thrall camps, then returning them to the raid. While the tanks are building aggro on the Ghouls and Abominations, have your melee start killing the Shadowy Necromancers and Banshees, making sure you have rogues/DPS warriors interrupting the Shadowy Necromancers' Shadow Bolts and Raise Dead abilities.

Tanks call for AoE when you think you have solid enough aggro, and mages/warlocks start to AoE. Melee can go help as soon as Shadowy Necromancers and Banshees are dead.

Wave 2
4 Ghouls, 10 Gargoyles

Have 3 hunters or 2 hunters and a warlock/mage pull the Gargoyles from their spot to the raid to ground them. If Thrall reset, pull one Ghoul over to him to engage him.

Have the tanks grab the Gargoyles from the hunters and tank them. As soon as you have good aggro, just AoE them. Kill off the Ghouls or a single Gargoyle while you wait for the aggro buildup.

Wave 3
6 Crypt Fiends, 4 Shadowy Necromancers, 4 Ghouls

Sheep the Shadowy Necromancers. Kite 2 Ghouls to the camps to pick up the warriors and Thrall. Melee should kill off 1-2 Shadowy Necromancers till there's enough aggro on the rest, then AoE. Kill off whatever's left.

Wave 4
6 Gargoyles, 6 Crypt Fiends, 2 Shadowy Necromancers

Sheep a Shadowy Necromancer, melee on the other one. Try to kill them both before the AoE.

Pull 2 Crypt Fiends to the tauren and Thrall camps, then back into the raid. Have 2 hunters pull the Gargoyles back to the raid .

Wave 5
4 Ghouls, 4 Shadowy Necromancers, 6 Abominations

Shackle an Abomination or two if you think you can't handle the damage. Sheep 2-3 Shadowy Necromancers, and kill off 1-2 before the AoE. Kite 2 Ghouls back to the tauren and Thrall camps then return them to to the raid. AoE when the tanks call for it, then finish off whatever's left alive.

Wave 6
8 Gargoyles, 1 Frost Wyrm

Have 3 hunters or 2 hunters and a warlock/mage pull the Gargoyles from their spot to the raid to ground them. Have the tanks grab the Gargoyles from the hunters and tank them. Kill them with melee and good AoE

Stronger single target ranged DPS should focus on the Frost Wyrm.

Make sure to have a Hunter or any high aggro caster hold aggro on the Frost Wyrm and be somewhere away from the raid to prevent extra damage from its attack.

Kill the Frost Wyrm and start AoE-ing the tanked targets.

Wave 7
Same tactics as for 6

Wave 8
2 Crypt Fiends, 6 Ghouls, 2 Banshees, 2 Shadowy Necromancers, 6 Abominations.

It's one big, bad wave; a mix of most of the mobs you've met so far.

Pull off 2 Ghouls to the tauren/Thrall camps. Sheep the Shadowy Necromancers and Shackle the Banshees. Focus fire on a Shadowy Necromancer or Banshee while the tanks build up aggro.

As soon as the tanks are confident in their aggro, AoE everything down, finish off what's left and drink before the boss.

Boss

[attachimg=2]

It doesn't matter too much where Kaz'rogal is tanked nor what your positions are, so long as the mana using classes are 10-15 yards away from each other to prevent multiple deaths from the Mark of Kaz'Rogal. Melee need to stand behind the boss to avoid his Cleave.

Moving him to engage the tauren warriors and Thrall in the battle is a useful bonus, even though Thrall will nearly always join the fights no matter what. If you have all the tauren still up, they provide a significant help. Together with Thrall they can do about 15% of the damage to the boss.

Give your tank about 10 seconds for aggro then start DPS-ing like mad. Give him more time if you happen to overaggro a lot.

He sometimes does a War Stomp which really isn't that much of an issue, apart from the annoying damage. It can also be outranged by the melee.

The key to this fight is DPS. All out DPS. You need to kill him before he burns all your mana and then kills you.

Use Mana Potions,[item]Demonic Rune[/item], [item]Night Dragon's Breath[/item], and anything alse that can give you extra mana.

If you can organize it, Soulstone some mana-based DPS, or even a healer(if you think you'll lack healing) when they reach 0 mana and are going to die from the next mark.

In the beginning, he'll use his Mark of Kaz'rogal ability every 60 seconds, but he uses it more and more often as the fight progresses, with the gap decreasing by 10 seconds each time, to the point where it will virtually be cast continually. This puts an effective enrage timer on the boss of approximately 3 and a half minutes, so you need as much DPS as you can get.

Notes:

Only one tank required. Kaz'rogals hit box is just large enough that it's possible to melee him from outside the range of his warstomp.

All mana users should wear Shadow resistance gear, because the Mark of Kaz'rogal and all of its effects can be resisted. Only epic resistance gear should be worn though, it's not a good idea to nerf oneself too much. The whole raid should have the Shadow Protection buff from priests. Due to their low mana, protection paladins should take extra care not to hurt others when they explode from the Mark.

Mana management

Mana users need to do anything they can to keep their mana up. Blessing of Wisdom, [item]Flask of Mighty Restoration[/item] and [item]Blackened Sporefish[/item] as well as [item]Superior Mana Oil[/item] should all be in effect. Super Mana Potions should be used on every cooldown, starting as early as possible. Shadowfiends, Evocation, Mana Tide Totem, Innervate, etc must all be available. Mages may use Ice Block and Paladins may use Divine Shield before (or immediately after) being afflicted by Kaz'rogal's Mark, thus avoiding one completely. Heroism/Bloodlust can be used early (but not too early, watch aggro) so that the high mana cost can be recovered before the first mark, or can be used late, when death is inevitable anyways. Innervates should best be used on Shadow Priest(s). When a mana user runs low, it's a good idea to burn the last mana quickly, and then move to a safe spot, not to harm others.

Battle rezzes (Soulstone, Ankh etc.) are only of limited usefulness because raid members are rezzed without buffs and less than a full mana bar, therefore they usually die again on the next Mark. Nontheless, if used right after a Mark, a rez can mean one-half mana bar of nukes (or heals on the melee group), which can make the difference in a tight fight.

Class Comments

Tanks
Taunt loose mobs, don't let them get on the casters, and be ready for AoE Taunt if anything goes wrong.

Melee DPS
If you're not tanking any mobs, and you're a feral druid or fury warrior, make sure to Taunt mobs off the Horde NPCs if the NPCs get low on health. Your primary focus is Banshees and Shadowy Necromancers. On Kaz'Rogal do your best DPS.

Mages
On the non-Abomination waves, position is irrelevant. In Abomination waves it's crucial to be out of melee range of the Abominations. Sheep the Shadowy Necromancers, Counterspell their Shadowbolts, and keep an eye on the sheep. On Kaz'Rogal do your best DPS and do not go out of mana.

Warlocks
On the non-Abomination waves, position is irrelevant. In Abomination waves it's crucial to be out of melee range of the Abominations. Fear the Shadowy Necromancers if the sheeping isn't fast enough, but don't fear too much as chasing down the mobs saps raid DPS. On Kaz'Rogal do as much DPS as you can. Use Life Tap as much as you can so you don't go out of mana.

Hunters
You'll be kiting the undead mobs to the back of the raid, to engage Thrall and the other mobs in the back into the fight. Use Aspect of the Cheetah if you're having troubles, and don't let the mobs hit you. Kite the mobs through the AoE whenever you can. On Kaz'Rogal, use Aspect of the Viper and DPS as much as you can. Use Pets to help with the damage.

Healers
At the trash, simply keep the raid alive. Shamans and Paladins help out the AoE with Magma Totems, Holy Wrath, and Consecration. At Kaz'Rogal, use all your mana saving buffs and spells. Mana Tide Totems and Mana Spring are mandatory as you'd guess. Paladins be ready to use Lay on Hands on the tank when the raid healers go out of mana.
Come to the darkside, we have cookies.
"A flute with no holes is not a flute, and a donut with no hole is a danish" - Chevy Chase as Ty Webb in Caddyshack
"Be who you are and say what you feel, because those who mind don't matter, and those who matter don't mind."- Dr. Suess


Oilslick

Dang, now i need to go get my ipod to finish that song...that's GameMaster, lol.