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Ulduar Boss Strat Threads: Flame Leviathan - Razorscale - Ignis the Furnace Master - XT-002 Deconstructor - Kologarn - The Iron Council - Boss Stat - Auriaya - Hodir - Thorim - Freya - Mimiron - General Vezax - Yogg-Saron - Algalon the Observer

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Old April 04, 2009, 08:34 PM   #1 (permalink)

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Crest
70 Undead Warlock
Aman'thul Oceania PvE
Profile: Blizzard Armory

Post Kologarn - Boss Strat

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Kologarn

Kologarn is the third of the “required” bosses in Ulduar. (The first being Flame Leviathan, and the second is XT002 Deconstructor) If Kologarn isn't killed, then you will not be able to progress deeper into Ulduar, as it is his shattered body that makes up the bridge (called “The Shattered Bridge”) which allows you to proceed further into the instance.

Hard Mode
There is currently no hard mode associated with Kologarn.

General Information
After you teleport into the Antechamber of Uduar, you will need to clear some trash. These are relatively easy to take down with with a co-ordinated raid group.

Rune Etched Sentry
Link:Rune Etched Sentry
Hitpoints: Normal 670k, Heroic – 1.4 million
Notes: These are probably the hardest of the trash that needs clearing. They come in pairs and need to be tanked at the same time, away from each other, and facing away from the raid.
  • Flaming Rune - Deals 5363 to 5637 Fire damage per 1 sec. to enemies within 3 yards, for 10 sec.
  • Lava Burst - You hurl molten lava at the target, dealing Fire damage. Normal: 8788 to 10212 damage, Heroic: 12025 to 13975 damage.
  • Runed Flame Jets - The Jets of Flame Inflicts Fire damage every 1 sec for 5 sec in a 15 yard cone infront of the caster. Normal: 12675 to 13325 damage, Heroic: 19500 to 20500 damage.
Sanctum Sentry
Link: Sanctum Sentry
Hitpoints: Normal 330k, Heroic -550k
Abilities
  • Rip Flesh - A deadly attack that inflicts Physical damage every 2 sec for 20 sec. Stacks up to 100 times. Normal: 2313 to 2687 damager every 2 seconds, Heroic: 4625 to 5375 every 2 seconds
  • Savage Pounce (normal) - A savage pounce that inflicts 5550 to 6450 Physical damage and an additional 3700 to 4300 Physical damage every 1 sec for 5 sec.
  • Savage Pounce (heroic) - A savage pounce that inflicts 7400 to 8600 Physical damage and an additional 6013 to 6987 Physical damage every 1 sec for 5 sec.
Lightning Charged Iron Dwarf
Link: Lightning Charged Iron Dwarf
Hitpoints: Normal - 470k, Heroic – 740k.
Notes: Can be MCed, Polyed, trapped and Sapped in Normal.
Abilities
  • Lightning Charged - Attacks have a chance to cast Ball Lightning.
  • Ball Lightning (normal) - Inflicts 2925 to 3075 Nature damage jumping up to 5 times.
  • Ball Lightning (heroic): Inflicts 7313 to 7687 Nature damage jumping up to 10 times.
Chamber Overseer
Link: Chamber Overseer
Hitpoints: Normal - 1.1 million, Heroic – 1.5 million.
Notes: These mobs don't hit particularly hard, just watch out for their AE effects.
Abilities
  • Devastating Leap - Leaps at an enemy, inflicting Physical damage and stunning all nearby enemies. Normal: 6500 damage, Heroic: 14625 to 15375 damage. This can only target players 10 yards or further from them.
  • Staggering Roar - Inflicts Physical damage to enemies in a cone in front of the caster. Normal: 14625 to 15375 damage, Heroic: 18525 to 19475 damage.
  • Displacement Device - Creates a lightning ball that will hover over and chase members in the raid. It does an AoE of about ~200/half sec on normal mode.
Hardened Iron Golem
Link: Hardened Iron Golem
Hitpoints: Normal – 400k, Heroic 740k.
Notes: Cannot be rooted, but can be banished and cycloned.
Abilities
  • Harden Fists - Gives the caster an additional 100% damage per hit for 10 sec., but roots it in place.
  • Rune Punch - Massive blow that inflicts damage and imprints a Rune in the target's skin that slows attack speed by 50%. Normal: 11100 to 12900 damage, Heroic: 18500 to 21500 damage.
Iron Mender
Link: Iron Mender
Hitpoints: Normal – 340k, Heroic 540k
Notes: Can be CCed in Normal. Poly, Sap, Trap or MC.
Abilities
  • Electro Shock - A massive shock of Electricity that inflicts Nature damage and knocks the target to the ground. Normal: 8775 to 9225 damage, Heroic: 11700 to 12300 damage.
  • Fuse Lightning - Infects an enemy for 10 sec., causing it to inflict Nature damage to its nearby allies every 2 sec. Normal: 3238 to 3762 every 2 seconds, Heroic: 6013 to 6987 every 2 seconds
  • Fuse Metal - Heals a friendly target every 1 sec for 5 sec. Normal: 19500 to 20500 every 1 second, Heroic: 48750 to 51250 every 1 second
After clearing the trash, you will reach a T instersection with double stairs leading up. The Iron Council is on the left, and the Algalon encounter is on the right. (you won't be able to trigger the Algalon encounter until you've cleared every boss in Ulduar on hard mode) Kologarn is up the stairs and in the next room. There is a waiting area up the top of the stairs where players can stand without triggering the encounter. Once players step into the main room the encounter will be started.

Kologarn
The room where the encounter takes place is relatively small. Kologarn himself is not in the room, but standing on a lower level. All you can see is his upper torso, arms, and head. He will always be facing towards the raid, and players can't stand behind him. However, he doesn't appear to parry players, so this shouldn't pose any real problems.

Kologarn's arms are counted as separate mobs for this fight, and each one can be targetted and killed to stop him from using the special abilities that they confer. However, they will respawn after a period of time (approximately 30 seconds for each arm) and killing both arms gives Kologarn other abilities. When an arm is destroyed, it spawns four Rubble, and reduces Kologarn's hitpoints by the amount the arm had.Although the arms are separate entities in terms of damage, they do not have separate threat tables.

He has approximately 6 million hit points on normal, and 15 million hitpoints on heroic mode. Each arm has ~550k hitpoints on normal, and 2.3 million hitpoints on heroic mode.

He does have an enrage timer, but we haven't hit it yet, nor has anyone reported what it actually is. This is a relatively easy fight (for Ulduar) so long as everyone is on the ball.

Abilities – Normal Mode
  • Overhead Smash (two arms up)- Instant attack that gives target a 25% armor decrease for 45 seconds. Stacks up to 4 times to 100%. (Debuff is called Crunch Armor) Damage is 125% of weapon damage.
  • One-Armed Overhead Smash (one arm up)- Instant attack that gives target a 25% armor decrease for 45 seconds. Stacks up to 4 times to 100%. (Debuff is called Crunch Armor) Damage is 100% of weapon damage.
  • Petrifying Breath (only cast when he has no melee target in range) - 4 second channel cast that causes 14063 to 15937 Nature damage per second and applies Brittle Skin, a debuff that increases damage taken by 20% for 8 seconds.
  • Focused Eyebeam (only targets players not in melee range) - Shoots beams out of his eyes towards the raid, dealing 2775 to 3225 Nature damage to a single player, and all players within 3 yards.
  • Stone Shout (only available when both arms are destroyed) - Hurls a jagged rock shard, inflicting 1084 to 1216 Physical damage to any enemies within 50000 yards of the target.
Left arm
  • Shockwave - Sweeps the entire raid in the room, dealing 8788 to 10212 Nature damage.
Right arm
  • Stone Grip - Grabs a random player in the raid and stuns them, dealing 3238 to 3762 damage per second until that player is dead or the arm has sustained 150,000 damage. If the arm hasn't sustained enough damage to cause it to release the player after approximately 10 seconds, then the arm will use Squeezed Lifeless.
  • Squeezed Lifeless (Only applied by the right arm after 10 seconds of Stone Grip) - Kologarn squeezes the target of its remaining life, dealing 82875 to 87125 Physical damage.
Abilities – Heroic Mode
  • Overhead Smash (two arms up)- Instant attack that gives target a 25% armor decrease for 45 seconds. Stacks up to 4 times to 100%. (Debuff is called Crunch Armor) Damage is 125% of weapon damage.
  • One-Armed Overhead Smash (one arm up)- Instant attack that gives target a 25% armor decrease for 45 seconds. Stacks up to 4 times to 100%. (Debuff is called Crunch Armor) Damage is 100% of weapon damage.
  • Petrifying Breath - 4 second channel cast that causes 14063 to 15937 Nature damage per second and applies Brittle Skin, a debuff that increases damage taken by 20% for 8 seconds. (only cast when he has no melee target in range)
  • Focused Eyebeam (only targets players not in melee range) - Shoots beams out of his eyes towards the raid, dealing 2775 to 3225 Nature damage to a single player, and all players within 3 yards.
  • Stone Shout (only available when both arms are destroyed) - Hurls a jagged rock shard, inflicting 1084 to 1216 Physical damage to any enemies within 50000 yards of the target.
Left arm
  • Shockwave - Sweeps the entire raid in the room, dealing 11,563 to 13,437 Nature damage.
Right arm
  • Stone Grip - Grabs three random players in the raid and stuns them, dealing to 5,300 to 5,600 damage per second until the players are dead or the arm has sustained 450,000 damage. If the arm hasn't sustained enough damage to cause it to release the player after approximately 10 seconds, then the arm will use Squeezed Lifeless.
  • Squeezed Lifeless (Only applied by the right arm after 10 seconds of Stone Grip) - Kologarn squeezes the target of its remaining life, dealing 82875 to 87125 Physical damage.
The fight itself is relatively straightforward, and, depending on which arm you choose to kill (or don't kill any) changes the type of fight.

Rubble
Link: Rubble
Hitpoints: Normal - 50k, heroic - 140k
Notes: Four of these spawn after an arm is destroyed. Stunnable.

Abilities
  • Rumble - The rumbling Rubble inflicts 4625 to 5375 Physical damage to targets within 10 yards of the caster.
  • Stone Nova - The Stone Nova inflicts 7400 to 8600 Physical damage to targets within 10 yards of the caster increasing damage taken by 5% for 10 sec. The debuff stacks
Strategy

Suggested Raid Composition:

Normal Mode:

  • 2 tanks
  • 2-3 healers
  • 5-6 DPS
Heroic Mode:
  • 3 tanks
  • 6-7 healers
  • 15-16 DPS
Positioning
The positioning of the raid plays an important role in this fight, mainly with regards to avoiding the eye beam. Players should stand somewhat separated, with the melee spread in a half circle around Kologarn, and the ranged and healers in one or two lines standing at range. The entrance area to the room should be kept clear, as this is where the eye beams will be “kited” to by the targetted players. It is important to maintain this positioning after you have kited the beam, as you can be targetted multiple times in a row, and you want to avoid landing the splash damage from the beam on players around you.

Depending on what your raid wants to accomplish, there are several ways to handle this fight. However, when first learning it, it is recommended to destroy Kologarn's right arm. (on the left when facing him) This will make the fight easier on your healers, as it removes the focused fast damage from the Stone Grip. Destroying an arm will spawn four Rubble, which need to be picked up by the tank(s) and killed as quickly as possible to reduce the raid damage and the debuff stacks. Tanks will also need to be swapping agro on Kologarn's body after 1-2 stacks of the Crunch Armor debuff, otherwise they will be one-shot.

Once the right arm is destroyed, players can focus on Kologarn's body until the right arm respawns, at which point they must focus on the arm to destroy it again. The left arm can be ignored, as the damage it causes is healed through relatively easily, and destroying both arms causes him to begin casting Stone Shout, something you will want to avoid when learning the encounter.

Throughout the fight, Kologarn will be casting his eye beam quite regularly on ranged players. (basically, back to back) The Eye Beams starts as two beams that converge on the targetted player over a few seconds. This gives that player time to react and “kite” the beams. The beams move about the same speed as a running player, so it is possible (and highly recommended) that the player should kite the beam away from the rest of the raid. If you've followed the positioning correctly, players should be able to run out of Kolgarn's room into the antechamber directly above the stairs leading into Kologarn's room without taking damage, or damaging other raid players. The beam will eventually die out after 5-6 seconds. The damage from the beam can be healed through, but avoiding it is still the best solution.

Depending on how fast the right arm is killed, he may have a chance to Stone Grip player(s). This causes damage relatively quickly (although not as quickly as Ignis's ability) and players should call out as soon as they are grabbed so that the healers know to keep them alive. If a player is Stone Gripped then DPS need to cause enough damage to make the arm drop the player. Failing to do so within ten seconds will cause Kologarm to instantly kill the player.

Notes
  • AE taunts when not in range of Kologarn's body will cause him to start casting Petrifying Breath, as he will switch target to the person who taunted, find them not in range, and begin casting. This is particularly relevant when picking up the adds after killing an arm.
  • You can avoid triggering the eye beams by having everyone standing in melee range of him, but this means your casters will be hit with an 8 second silence whenever he casts his Overhead Smash or One-Armed Overhead Smash.
  • For melee DPS, the hitbox for the arms is the same as the body. You can basically stand around the body and simply tab-target in order to DPS the arms. There is no need to move position.
  • Nature resist (totem or hunter aura) can help to reduce the damage taken by players from his Shockwave and Focused Eyebeam.
Warlock Role
Warlocks don't really have any extra roles in this fight. It's essentially a tank and spank for ranged DPS, with the occasional kiting of the eye beams, or screams for heals when Kologarn is molesting you with his Stone Grip.

Tips
  • Careful positioning of your demonic circle will allow you to kite the beam away, then teleport back to your DPS spot instantly, thus losing the minimum amount of damage.
  • The arms will take 4x damage from Drain Soul when they are below 25% health.
Videos
Tankspot's Video


25 man Kologarm
Warlock Loot - 10 Man
Loot doesn't actually drop from Kologarn, but rather from a Cache of Living Stone that spawns on the other side of the Shattered Bridge after killing him.
Warlock Loot - 25 Man
Achievements
The achievements are mostly the same on both normal and heroic modes. The heroic mode achievements simply append “Heroic:” to the achievement name, except for the “Disarmed” achievement.
  • With Open Arms - Defeat Kologarn without destroying either of his arms.
  • Disarmed (normal) - Destroy both of Kologarn's arms within 12 seconds and then defeat Kologarn.
  • Disarmed (heroic) - Destroy both of Kologarn's arms within 10 seconds and then defeat Kologarn.
  • If Looks Could Kill - Defeat Kologarn without any raid member being hit by Focused Eyebeams.
  • Rubble and Roll - Defeat Kologarn with 25 Rubble creatures alive.
Credits
Information compiled from WoWHead, WoWWiki, World of Raids, MMO Champion, StratFu, and the members of the Warlocks Den.

Changes
25/05/2009 Added member tips
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Last edited by Swoop; May 29, 2009 at 09:03 AM..
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Old April 18, 2009, 12:03 PM   #2 (permalink)

Character Info
Lathiel
80 Blood Elf Warlock
Chamber of Aspects Euro PvE
Guild: Penance
Profile: Blizzard Armory
Talent Spec: 3/14/54
re: Kologarn - Boss Strat

DC teleport is quite useful in this fight in respect to the eye beam attack. I placed my circle in the middle of the room, and whenever he focused on me, I just ran to one of the sides, waited for it to catch up to me and teleport back. Nice, quick, simple, easy.
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Old April 19, 2009, 04:17 PM   #3 (permalink)

Character Info
Relent
80 Human Warlock
Auchindoun US PvP
Guild: Simple
Profile: Blizzard Armory
Talent Spec: 0/13/58
re: Kologarn - Boss Strat

Yeah, you just have to pay attention like all other fights. We choose to dps the right arm down and then the body, as killing the left arm only hurts the raid (managing additional adds is more detrimental than the aoe damage dealt by the left arm).

Additional Note- If more than two dps die in this fight, your likelihood of downing him are very low. Losing critical mass on raid dps will make it so the right arm will always kill the next person it grabs. If too many die, just wipe it up and try again. Even so, it's not so hard to avoid the very minimal raid damage thats incoming.
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Old May 05, 2009, 11:49 AM   #4 (permalink)

Character Info
Möpli
69 Gnome Warlock
Tirion Euro PvE

re: Kologarn - Boss Strat

My guild needs alle dps it can get on the right arm, so as affli I take the body as my focus target and cast Curse of Doom on it whenever it's off cooldown and I'm not fighting the body itself. I found it to be too much hassle to keep Corruption and/or Curse of Agony active all the time when I should be dealing with the arm, but Curse of Doom only costs one second every minute so it's very useful. When the right arm is down I execute my normal rotation on the body, of course waiting for the Curse of Doom to tick if it hasn't already.
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Old May 22, 2009, 08:43 AM   #5 (permalink)

Character Info
Darklawdog
80 Gnome Warlock
Medivh US PvE
Guild: Imperìum
Profile: ArmoryLite
Talent Spec: dualspec
Re: Kologarn - Boss Strat

Does drain soul execute (4x damage) on the arms below 25%?
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Old May 28, 2009, 11:27 AM   #6 (permalink)

Character Info
Keldion
80 Blood Elf Warlock
Moon Guard US RP Guild: Rotten Luck
Profile: Blizzard Armory
Talent Spec: 3/13/55
Re: Kologarn - Boss Strat

Yes, Drain Soul will cause 4x damage on an arm if it is below 25% current health.
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Old June 13, 2009, 01:49 AM   #7 (permalink)

Character Info
Cologane
80 Undead Warlock
Cenarion Circle US RP Profile: Blizzard Armory
Talent Spec: 0/13/58
Re: Kologarn - Boss Strat

This is how we do the Disarmed achievement from the Warlock perspective.
Forsaken Dailies: Ulduar: Cologane vs Kologarn
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Old July 10, 2009, 04:22 PM   #8 (permalink)

Character Info
Mandalai
80 Human Warlock
Skullcrusher US PvP
Guild: Forgotten Prophets
Talent Spec: 56/0/10
Re: Kologarn - Boss Strat

Another suggestion is when the body is down to about 15% health, switch to killing the left arm and doing so should finish off the boss completely.

For warlocks it can become easy to get low on mana so watch your life taps - healers have a lot on their plate so they may not be so quick to revive you from a lifetap. Have mana and health pots galore to help yourself as much as possible.
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Old July 10, 2009, 04:36 PM   #9 (permalink)
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Character Info
Dyson
80 Human Warlock
Scilla US PvP
Guild: Eden
Profile: Blizzard Armory
Talent Spec: 0/13/58
Re: Kologarn - Boss Strat

Quote:
Originally Posted by mandalai View Post
Another suggestion is when the body is down to about 15% health, switch to killing the left arm and doing so should finish off the boss completely.

For warlocks it can become easy to get low on mana so watch your life taps - healers have a lot on their plate so they may not be so quick to revive you from a lifetap. Have mana and health pots galore to help yourself as much as possible.
I've never had a problem with healers not handling life tap well in this fight even in a pug but it could be that I was lucky. If you are having healer problem in addition to "mana and health pot galore", you might want to front-load your life taps so that you don't have to do it at a time when someone is likely to be grabbed or when the arm is destroyed and there's rubble to deal with and two tanks to heal or someone getting hit with eyebeams needing to be healed.

In any case, there is a lot of avoidable damage in this fight. Tank needs to take rubble off to the side away from people. People shouldn't be AOEing the rubble because it blows up when they die. AOE should be light, and then tank can concentrate on popping rubble 1 by 1. People should be running from eye beams early enough and not running into other people with eye beam. etc. Not avoiding avoidable damage will really ramp up your need for healing on the fight unnecessarily.

As to switching to the left arm... I guess that would assume the right arm is not up? Because you really need to be beating on the right arm when it is up in case someone does get gripped or you are gonna need to switch DPS to right arm which will slow DPS on left arm anyway.

With that said, a slight adjustment to the strategy will allow you to get Disarmed achievement. I think it's actually an easier strat anyway if you have the DPS for it. Get Kolo down to just below 30% and actually get right and left arms down to a low health. Then burn both within a few seconds of each other and Kolo will die. You will also avoid possibly one extra wave of rubble. But you will still need DPS to be prepared to switch to right arm to burn it for the duration of what is necessary to make him release the grip.
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