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

09 - Malkorok

Mehguy's picture

Mehguy — Thu, 08/15/2013 - 12:56

Malkorok is the 9th encounter in the Siege of Orgrimmar raid, and 1st encounter in The Underhold LFR.

Malkorok volunteered to Garrosh to be infused with the power of Y'Shaarj, hence why he has a new character model.

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

General Strategy/Overview

This fight is a 2-phase (rotating) encounter, and is going to be heavily healer focused.  During Phase 1, the following is the primary object of note and healers must understand the mechanic.

  • Ancient Miasma (phase 1 only) - A mist that fills the room, which absorbs ALL healing done, but will instead created an Ancient Barrier.  Ancient Miasma also inflicts 24k shadow dmg every 2 secs.
    • Ancient Barrier - Whenever AM absorbs healing, it creates a barrier on the target, which absorbs dmg damage equal to the amount of healing absorbed.  The Barrier cannot absorb more healing than the players maximum health.
    • These barriers will be represented by a debuff, which will vary in color on your unit frames based on the shield strength.
      • Green - Full shielding
      • Yellow/orange - medium shielding (unknown - poss 50-99% shielding)
      • Red - low shielding (unknown - poss 1-49% shielding)

So, during Phase 1, players health CANNOT be healed.  Instead, any healing done will create a barrier on that player.  It is up to the healers to sustain full-health barriers on all players at all times.  If a player only has a 100k health barrier on them, and they receive a 400k hit, they will be down 300k health overall, and that health CANNOT be regained by any means until Phase 2.  Ensure that full health barriers are up at all times.  NOTE - also understand that the barriers go off of your MAX health, not the amount of health you currently have.  So if you have 150k health remaining out of 600k, you can still have a 600k health barrier on you.

Phase 1 (~2 min duration)

  1. Endless Rage - Malkorok has a rage bar and starts the fight at 0/100. He will gain rage as the fight progresses.  Once he reaches 100 rage he absorb all the Ancient Miasma in the room and will enter a Blood Rage, triggering phase 2.
  2. Arcing Smash - faces a random player and unleashes a conal attack, dealking ~480k dmg to all players in the cone.
  3. Seismic Slam - Slams the ground, dealing ~400k dmg to players in a 5 yard radius and knock them in the air.
  4. Breath of Y'Shaarj - Channels power of Y'Shaarj, causing areas that were affected by Arcing Smash to explode, dealing ~960k Shadow dmg.
  5. Imploding Energy - Summons 3 purple void zone areas (7 in 25-man) on random areas on the platform.  Explodes after 4 sec dealing ~360k shadow dmg to all players that stand in them.  HOWEVER, if a player does NOT stand in them, they explode dealing ~405k shadow damage (each) to the ALL players.  Must have designated players to stand in these when they appear.
  6. Fatal Strike (tank warning) - Debuff that increases dmg taken by 10% for 30 sec.  Requires tank swapping. Swap @ 15 stacks.
  7. Eradicate (enrage mechanic) - kills all players if not defeated within 6 minutes.

Phase 2 (~20-30 sec duration)

  1. Blood Rage - Triggered by Malkorok gaining 100 rage, will absorb all the Ancient Miasma and start phase 2.  His melee attacks will deal ~1.8mil dmg split amongst all players in a 180 degree arc effect in front of him.  Being in BR causes him to lose 5 rage per second, and when he reaches 0 rage, Phase 1 will start again and the raid will be affected by the Ancient Miasma again.
  2. Displaced Energy (dispellable) - Energy arcs off his body, affecting random players with this debuff.  This deals 200k shadow dmg every 3 sec for 9 sec.  When this expires or is dispelled, the energy explodes, dealing ~360k shadow dmg to players within 8 yards who are not affected by displaced energy.
    1. This ability is similar to Ionization on Heroic Jin'rokh the Breaker in ToT.  Except it does not affect all players at once, just players at random.  It appears to be best to have affected players run out of the grounp and be dispelled away from the raid, however, this will increase the damage the rest of the raid takes from Malkorok's melee while that person is out of the group.

These 2 phases rinse and repeat.

Nothing really to this fight to heavily explain.  You start out the fight, and when he does his large conal Arcing Smash use raid markers to identify the locations so you know where the Breath of Y'Shaarj will hit when they explode.  Designate raid members to stand in the Imploding Energy void zones when they appear.  And healers try to maintain full health shields on all players at all times.  Phase 2, stack and use raid wide def CDs to survive and dispell the debuff on appropriate members outside of the group.  This is a very dmg intensive encounter and will be very trying on the healers.

 





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Elapsed's picture

Holy Pally Tips

Elapsed — Thu, 09/26/2013 - 14:28

This fight is ALL about getting bubbles out on everyone EARLY and keeping them up. To that end I recomend at least 16k spirit and if you can a haste build (but not required, I did it with my haste only for the first extra tick of EF)

Holy Avenger is REQUIRED imho

Glyphs should be Lay On Hands, Protector of the innocent (A MUST FOR THIS ONE) and Glyph of Hand of Sacrifice

My Build for this one

At the start of the fight have healers assigned to specific members of your raid, The holy pally SHOULD be in charge of the tanks and melee (if the melee count is low enough)

Either you or a ret pally (we had Dragon do it) Lay on Hands the first tank RIGHT AWAY (have the tank range pull it to give you the second or two to pull this off)

Pop wings, divine favor, guardian, and Holy Avenger RIGHT AT 1 second before pull (also prepot with Kafa Press if you have it off CD) and start pumping shields into the melee (your first EF should go on the Main Tank after that it's up to you)

Use both holy shock and Flash of light with holy avenger up on your beacon to pump HP and EF's out. Once your group is covered start working on the raid, but watch for tank swaps and move your beacon, it will maintain a lot of the shielding on the tanks (but Divine Lights are a must as well)

 

If your raid set up the pools to be absorbed by specific ranged DPS have the Sacrifice ready for them, EVERYONE has some damage reduction CD now but not all are on short timers. Also if you're quick to it you can put a Hand of Protection on the person before they take fall damage.

Holy Avenger will come off CD sometime during the 2nd phase, save it for when the Miasma returns and you can use it again to pump EF's into the raid and get their bubbles up.

 

Personally I found I could EASILY absorb a pool near me with Divine Protection, and I would use my Devo Aura then too, it helped me and the others absorbing the pools. 

 

Oh pro tip, get Glyph of Falling Avenger and if he knocks you into the air with Wings you'll slow fall and take less damage to your personal bubble

badpenny's picture

Thanks for the tips!

badpenny — Thu, 09/26/2013 - 15:43

Appreciate the knowledge.

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