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Home › The Downfall Handbook › Downfall Raid Guides › Siege of Orgrimmar

07 - Kor'kron Dark Shaman

Mehguy's picture

Mehguy — Thu, 08/15/2013 - 12:55

Kor'kron Dark Shaman is the 7th encounter in the Siege of Orgrimmar raid, and 3rd encounter in the Gates of Retribution LFR.

For a detailed view of the abilities and loot table across LFR/Flex/10/25 please CLICK HERE

General Strategy/Overview

This is 2-boss council fight where the bosses share a health pool.  They begin the fight on Wolf mounts that are fairly neglible and should be focused down quickly at the start.  They start out with some basic abilities and will drop totems, granting new shamanistic abilities at 90/80/70% health (the DJ says its at 85/65/50% health, will have to see which is right when its live, but I tend to believe the videos).  These new abilities will persist through the remainder of the fight.  The totems that grant these abilities cannot be destroyed.

The fight primarily requires just good coordination and awareness as to where/when the abilities are used, and how to avoid their effects.

Shared Abilities

  • Spirit Link - Health pool is shared
  • Bloodlust - when they reach 25% health, they will Bloodlust and gain 25% increased haste and dmg until the fight concludes.

Darkfang and Bloodclaw - the Wolf mounts of the Dark Shaman.  Have fairly low health and should be focused at the start.  Should die quickly.

  • Swipe - deal ~300k phys dmg in a 8-yard cone in front of them
  • Rend - bleed DoT that deals 16k/sec for 15 secs.

Dark Shamans

  • Earthbreaker Haromm
    1. Froststorm Strike - Starter ability that deals ~325k frost dmg to the tank and causes the player to take 25% increased frost dmg for 30 secs.  Stacks.
    2. Toxic Mist (gained at 90% health) - Infects several players with toxin, dealing 50k nature dmg every 3 sec for 30 sec.  However, this Toxin also creates its own stacking Toxicity, and as the 30 seconds progress, the dmg increase from Toxicity increases by 10% per stack.  Cannot be dispelled or removed in any way.  Just needs to be outhealed.
    3. Foul Stream (gained at 80% health) - Creates a large/long poison line on the ground, dealing ~220k nature dmg to anyone who is in contact with it.
    4. Ashen Wall (gained at 70% health) - Summons a line of stationary Ash(earth) elementals that will attack any nearby enemies, dealing high dmg.
  • Wavebinder Kardris
    1. Froststorm Bolt - Starter ability, fires a frostbolt, dealing ~450k frost dmg to its target.
    2. Toxic Storm (gained at 90% health) - Summons a toxic storm that deals ~300k nature dmg to all players within 9 yards every 2 sec.  Will also spawn toxic tornadoes that swirl around the room, dealing ~300k nature dmg/1 sec to anyone within 5 yards and knocking them in the air.
    3. Foul Geyser (gained at 80% health) - Conjures toxic water pools that deal ~450k nature dmg to players within 3.5 yards every 0.5 secs/8 secs.  Each splash from these pools creage a Foul Slime add.
      1. Foul Slime - these slimes are coated in Foulness - dealing ~150k nature dmg to anyone within 3 yards every 1 sec.  Need to be kited and killed by ranged.  Noted by vids and forums as being the most problematic part of the fight.
    4. Falling Ash (gained at 70% health) - Sumons a large circle of Ash (noted by a large red circle on the ground) and will deal ~160k fire dmg to all players upon the impact of the Ash orb.  Players who are IN the red circle when the Ash orb hits will sustain ~1mil fire dmg.

Overall, yet another not-so complicated fight.  Just a council fight, kill their Wolf adds to start, then progressively bring them down while avoiding their abilities.  Several of which can be avoided completely, while others will require some strong healing.  Poison lines and the stationary earth elementals can be avoided, can just be a headache if you are trying to kite.  Toxic Tornadoes can be avoided and slimes are supposedly the most annoying as you are constantly on the move trying not to be in range to be hit.  The toxic debuff requires a lot of healing and the large fire circle just needs to NOT be entered.  Other than that, from video recommendations, Tanks should not need to trade taunt, as the one that gives the increased frost dmg debuff doesnt deal frost dmg primarily and makes the debuff trivial. Tanks should just take one boss each and stay on them through the entire fight. THIS MAY CHANGE WHEN IT GOES LIVE!
It appears the best strat is employed by the guild in the last vid (WARNING, they speak French). They take one boss (Haromm) down to one side of the room and essentially keep him there, keeping the poison and earth elemental lines away from the group that is kiting Kadris around the main room while they kite slimes, dodge tornadoes and the large fire circle.

 





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Dragon's picture

Kor'Kron Dark Shaman: Ret Paladin Talents, Glyphs, and Tips

Dragon — Tue, 08/20/2013 - 12:48

Take Unbreakable spirit just in case this fight. While we will likely not be able to bubble off toxicity, we will still want the reduced CD on Divine Protection and Lay on Hands for mitigating the magic damage we are taking. Do not glyph divine protection on this fight.

This fight might also be a good fight to use sacred shield on to further mitigate regular damage you are recieving. 

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