08 - General Nazgrim
Mehguy — Thu, 08/15/2013 - 12:55

General Nazgrim is the 8th encounter in the Siege of Orgrimmar raid, and the 4th/last encounter in the Gates of Retribution LFR.
For a detailed view of the abilities and loot table across FLR/Flex/10/25 please CLICK HERE
General Strategy/Overview
General Nazgrim is an overpowered warrior. He has 3 stances, has a rage bar and must use rage to utilize his abilities. His abilities cost certain amounts of rage, and the objective of the fight is to prevent letting him gain unnecessary rage so he only uses his lower rage cost/low threat abilities. He also calls upon various waves of adds that must be dealt with accordingly.
Stances (each lasts 1 minute then will switch to the next in line)
- Battle - Starts the encounter in this stance, generates 1 rage per sec
- Berzerker - Increases dmg dealt and received by 25%, and increases rage generation by 100%.
- Defensive - Reduces dmg taken by 10% and grants 2 rage when struck (supposedly only from frontal attacks). He cannot gain rage during this stance more than once every 2 seconds. Players affected by Sundering Blow (aka the Tanks) cannot cause Nazgrim to gain rage.
Nazgrim Abilities
- Standard Abilities (dont cost rage)
- Sundering Blow - deals ~660 phys dmg and reduces the targets armor by 10% for 1 minute. This ability generates 5 Rage, plus 5 additional Rage per stack of SB already on the target. Requires tank swapping.
- Bonecracker - Throws a mace at a random target, reducing their max health by 35% and placing a bleed DoT on the target dealing ~55k phys dmg every sec/30 secs.
- Rage Costing Abilities - Nazgrim will use abilities that cost the highest rage based on how much rage he has available, i.e. if he has 65 rage he will use his 50 rage ability first, not his 30 rage ability.
- Cooling Off - After Nazgrim uses an ability that costs rage, he will "cool off" for 15 secs. During this time he cannot use abilities that cost rage. So if he unleashes something big, there is some recovery time. BUT this can also allow him to pool rage to use another larger rage-costing ability.
- Heroic Shockwave (30 rage)- Leaps at a random player, dealing ~400k phys dmg within 10 yards of impact, and causes Aftershock
- Aftershock - Sends out 2 shockwaves/ground cracks from the point of the leaps impact in random directions. After a few seconds the cracks will erupt dealing ~400k fire dmg to players hit, and will give Nazgrim 3 rage per player hit.
- Kor'kron Banner (dps warning - 50 rage) - Places a banner that causes his adds attacks to generate 3 rage for Nazgrim. Banners have ~2.1 mil health and should be killed immediately upon spawn to prevent Nazgrim from gaining extra rage from adds..
- War Song (healer warning - 70 rage) - Unleashes a shout, dealing 65% max health dmg to ALL players.
- RAVAGE (very deadly - 100 rage) - Throws a whirling axe/blade that spins and moves around the room. Will remain through the duration of the fight and cannot be removed. Deals ~400k phs dmg to anyone within 6 yards (aka comes into contact with it) every 1 sec. Grants Nazgrim 5 rage for every player it hits.
Kor'kron Forces/adds - Nazgrim will call in waves of these mobs periodically through the fight. Will also summon an additional wave at 10% health. So if you already have a wave up at 11% and you push him, you will get that additional wave at 10% and get overwhelmed. He only appears to summon 2-3 adds at a time, so it varies. It also appears that at times, he can summon 2 of the same class, so watch out for double-Arcweaver or double-Warshaman spawns.
- Ogrimmar Faithful - These are adds that start out surrounding Nazgrim, can just be ignored/AoE'd down at the start of the fight.
- Kor'kron Assassin (TOP PRIORITY, extremely high burst dmg) - Rogue style mob, the capability to one shot players if they can get behind them.
- Stealth - Begin the fight stealthed, slowed movement speed by 50%.
- Backstab (death warning!!)- deals ~620-720k phys dmg to a player, but only if attacking from behind.
- Assassin's Mark - Fixates on a random target
- Kor'kron Arcweaver (2nd/3rd priority, high threat, burst dmg) - Arcane Mage mob.
- Arcane Shock (interruptable) - deals ~200k arcane dmg and increases arcane dmg dealt by the caster by 25% for 10 sec. Stacks up to 99.
- Magistrike - Calls down an arcane energy strike, deals ~200k arcane dmg on impact and 40k arcane dmg every 1 sec for 20 secs to enemies within the impact/area.
- Unstable Blink - Teleports 1-2 times in a random direction
- Kor'kron Warshaman (2nd/3rd priority, requires interrupts/dispells) - Annoying ass shaman.
- Earth Shield (dispellable) - Protects target with shield that heals them for 5% of max health when damge is taken.
- Empowered Chain Heal (interruptable) - Heals add for 10% of max health and jumps to nearby ally, increasing healing done by 50% per jump. Affects 5 targets max.
- Healing Tide Totem (DPS kill immediately) - Heals adds within 8 yars for 10% of max health every 3 sec.
- Kor'kron Ironblade (Last on priority, low threat, can be avoided at the start) - They wield 2-handed blades.
- Ironstorm - They DO some melee dmg, but primarily spam this and is a whirlwind dealing ~275k phys dmg to anyone it hits every 1 sec for 1 minute.
- Last Stand - increasing their max health by 25%. They will use this when they reach 25% health.
Yet again, another fight having to deal with proper add control and not getting hit by unnecessary crap.
Tanks swap off when appropriate.
Heroism would be best utilized whenever there are no adds up and he is just entering berserker stance as he takes the increased 25% dmg for 1 minute.
Try to keep him at low rage by not getting hit by extra abilities (i.e. the Aftershock from his Heroic Shockwave leap, or his Ravager whirling blades if he reached 100 rage). Also ensure to kill any adds quickly so if he drops banner, he does not gain extra rage from them.
DPS should primarily focus the Assassin mob as it is the most threatening.
Should designate 2-3 players (likely the OT/1DPS or OT/1Healer) to focus the Warshaman and Arcweaver so they can interrupt healing abilities and Arcane Shocks.


General Nazgrim: Ret Talents, Glyphs and Tips
Dragon — Tue, 08/20/2013 - 12:57Melee Note: With your lower CD on interrupt, it is highly likely that you will be asked to hop on the Archweaver adds and/or your Warshaman. DPS shamans and dk's that glyph icy touch (for dispels, likely blood tanks only) will be highly useful on the War Shaman, due to having both a short CD interrupt and a dispel.
This definitely looks like a fight where clemency will be useful to deal with the bleeds that Nazgrim throws out. That said, saving them for the rogue's backstab target might also be good.
Ret paladins will want Long Arm of the Law for running between adds here. Depending on uptime, you might also get more out of lights hammer than you will out of execution sentence. Judge how often the adds are staying alive in your raid and how clumped up they are.