13 - Paragons of the Klaxxi
Mehguy — Thu, 08/15/2013 - 13:03
Holy FUCKBALLS! This is gonna be a long one! Strap yourselves in and get ready!!
Paragons of the Klaxxi is the 13th encounter of the Siege of Orgrimmar raid, and 2nd encounter of the DOWNFALL (YEAAAAA BUDDY!) LFR
For a detailed view of the abilities and loot table across LFR/Flex/10/25 please CLICK HERE
General Strategy/Overview
This fight is a 9 (YES 9!!!) Boss council/gauntlet fight. Thankfully, each of these bosses have varying, yet relatively low health each. Each has their own unique (sometimes confusing) abilities. And when one is killed, the others that are currently active regen to FULL health, aka Protectors of the Endless in TOES. Only 3 bosses are active at a time, and the order in which they spawn changes weekly, but remains the same for that week (similar to Spirit Kings in MSV).
General abilities
- Paragon's Purpose - Whenever a Klaxxi is defeated, all other active Klaxxi heal to full health and gain a 10% stacking dmg increase. Ideally, even if you get the easiest Klaxx boss first, you wont want to keep him alive for the entire fight as eventually its dmg will get crazy.
- Ready to Fight - Klaxxi that are not currently engaged in the fight will have this Aura on them, letting you know which one will be the next to join in the encounter.
- Power of the Paragons (raid warning) - After a Klaxxi is dead, one player may click on the corpse to receive additional power for the fight. A player may ONLY take 1 ability during the encounter, and the Klaxxi's power is determined by a particular class/role for that fight. i.e. some Klaxxi only give a healer buff, others a DPS buff, etc.
Bosses and abilities (fuck me......)
- Kil'ruk the Wind-Reaver
- Exposed Veins (Tank warning) - Debuff that increases dmg taken from Xaril (yes, a different boss) by 10% per stack.
- Gouge (Tank/Healer warning) - Stuns current target and immediately casts Mutilate
- Mutilate (Tank/Healer warning) - Deals massive damage to his target. Best to use CD before the Gouge is applied.
- Death from Above - Leaps in the air and crashes down on a random player, dealing dmg to all players with 5 yards.
- Reave - Leaps to a random player and begins to spin in place, pulling all players to him dealing phys dmg for 9 sec. The further away a player is, the less dmg they receive.
- Angel of Death (raid DPS ability) - The DPS player who activates this ability will leap forward to a fixed location (assuming like Heroic Leap) and deal phys dmg to enemies within 10 yards of impact. This can be used to break the shielding on a Hungry Kunchong add.
- Xaril the Poisoned Mind
- Tenderizing Strikes - Debuff that increases dmg taken from Kil'ruk by 10% per stack.
- Toxic Injection - when he joins the fight, will randomly inject players with a colored toxin - Red, Blue, Yellow.
- Choose Catalyst - Will randomly select a catalyst and strike all members affected by that colored toxin with its specific effect.
- RED - When activated, explodes for ~600k fire dmg to all players within 10 yards. Players SPREAD!
- BLUE - When activated, the catalyst explodes, dealing ~800k frost dmg split amongts all players within 10 yards. Can only be split amongst 2 players in 10-man, 3 in 25-man. SO, if you have 2 people affected by BLUE, you will need to have each of them paired with either a RED or YELLOW infected player when their Catalyst goes off.
- YELLOW - When activated, forms a poison cloud at the affected players feet for 30 seconds. Players in the cloud receive ~450k nature dmg/sec.
- PURPLE (possibly Heroic only) - Blue/Red toxin players form a ring of fire under them, which explodes outwards. Players affected will not be damage, but other players will have to avoid the rings.
- ORANGE (possibly Heroic only) - Yellow/Red toxin players will be forced to run forward, leaving a fire line behind them for 40 sec. Players who step in the lines receive ~375k fire dmg every sec they stand in the line.
- GREEN (possibly Heroic only) - Blue/Yellow toxin players will form a toxic cloud that floats around randomly. Players who enter it receive ~110k nature dmg per sec. Continuing to stand in the fog increases dmg received from the fog by 50% for 20 sec.
- Choose Catalyst - Will randomly select a catalyst and strike all members affected by that colored toxin with its specific effect.
- Caustic Blood - Melee strikes give a stacking debuff to the Tank, dealing 75k nature dmg per sec for 8 seconds PER stack. If this is allowed to stack to 10, it will cause Bloody Explosion.
- Bloody Explosion - If Caustic Blood stacks to 10, this will explode, dealing 100k fire dmg to the entire raid.
- Vast Apothecarial Knowledge (raid Healer ability) - The Healer who uses this ability will cause all healing done for the next 10 secs will leave Volatile Poultice on the primary target for an amount equal to all the healing done to them. The next time that target is damaged the Poultice will release the stored healing energy on the target.
- Kaz'tik the Manipulator
- Mesmerize - Kaz'tik will randomly mesmerize a player, forcing them to slowly walk towards one of his Hungry Kunchong adds. This will be noted by a yellow/gold line linking them.
- Hungry Kunchongs - Small adds that are summoned by the boss. When one dies, another will be spawned to take its place until Kaz'tik dies.
- Feed - Kaz'tik will mesmerize a player linking that player to one of the Kunchong adds. That player will slowly move towards the add. To break the mesmerize, the Kunchong must receive 30% of his max health in dmg.
- Devour Whole - If any player under Mesmerize gets too close to the Kunchong, they will be instantly killed and the add will get a full energy bar.
- Thick Shell - When not feeding (i.e. when they are small and do not have a full energy bar), the Kunchongs are immune to all dmg. Only the Angel of Death (see above) ability can break this shield.
- Molt - When a Kunchong gets full energy, it will transform into a Mature Kunchong.
- Cannot be taunted/tanked. Will attack any nearby player with Swipe, dealing ~675k phys dmg to all targets in front of it.
- Sonic Projection - Kaz'tik will select a random player and fire a sonic wave in their direction, can be dodged. Any player hit by this will receive ~350-400k phys dmg.
- Master of Puppets (raid DPS ability) - The DPS player who activates this ability will summon an immature kunchong to fight at their side for 40 sec.
- Korven the Prime
- Encase in Amber - If Korven or any other Klaxxi are below 50% health, he will shield them in amber for 10 sec. If the amber shield is not destroyed they will heal to full health. *This can be instantly destroyed using the Hurl Amber ability if you have killed Ka'roz already. If not, just kill it normally, it doesnt have much health.
- Shield Bash (Tank/Healer warning) - Slams the tank to the ground, stunning for 6 sec, unleashes Vicious Assault.
- Vicious Assault - Strikes 6 times at all targts in front of him, the first strike deals 300k phys dmg to the victim every 3 sec. Each successive strike deals stronger phys dmg. Likely will require Tank CD prior to Shield Bash or Tank swapping part-way through.
- Master of Amber (raid Tank ability) - The Tank using this ability can encase themselves in amber for 5 seconds. They are immune to all dmg during this time.
- Iyyokuk the Lucid (fuck trying to understand him)
- Diminish - Uses arcane energy to hit a randomly selected player by 34% of their CURRENT health (NOT MAX HEALTH). However, if a player only has 25% Max health remaining, Diminish will instantly kill them.
- Calculate - When he enters the fight, he will "perceive" the general attributes of all players, and will place "calcuated" marks on all players noted by a color, shape and number. Possible shapes are Mantid, Sword, Staff, Sonic Ring. Colors are Red, Purple, Blue, Green, Yellow. Numbers range form 1-5.
- Like I said... fuck trying to understand this shit.
- Insane Calculation: Fiery Edge - Iyyokuk will look at his calculations and will select an initial target. From this initial target, he will select all players matching that criteria will also be targetted. He will spawn fire lines between all members whose "criteria" match. Any player standing in the fire line will suffer Fire dmg. For the players connected by the lines, the dmg will decrease the further away from each other you are.
- The Dungeon Journal says that when he selects the initial player, then any player who matches 2 out of the 3 criteria's of the inital player will be linked. So... lets say he selects "Tucker" and his criteria given at the start of the fight was "Sword/Red/3", anybody who has either Sword/Red, Red/3 or Sword/3 (matching 2 out of the 3 possible criteria) will be the ones linked to him by the fire lines. I know... FUCK THIS GUY.
- Ingenious (raid healer ability) - The Healer who activates this ability can clone a healing spell to others. When active, the healing you do to your initial target will copy to other members of the raid of the same class/race. So if you heal a Human Warrior, you heal will copy to all the other Humans (regardless of class) and Warriors (regardless of race).
- Ka'roz the Locust
- Flash - Charges around the room. Any players in his path are hit with Whirling.
- Whirling - Affected players spin around, taking ~375k phy dmg per sec. Any additional players near the affected player will also be affected.
- Hurl Amber - Ka'roz will occasionally jump up to one of the upper platforms and throw Amber down at the raid. Wherever this lands will leave a large Amber pool, dealing ~350-400k nature dmg/sec to anyone in it.
- Strong Legs (raid DPS ability) - The DPS who activates this ability will leap up to the platform, once there you can Hurl Amber down at the bosses, dealing ~300k nature dmg to all enemies within 15 yards of impact. If there is no amber on that platform, or you throw the Amber, you will automatically jump down. This can also be used to instantly destroy the Amber shield that Korven uses to heal his allies.
- Flash - Charges around the room. Any players in his path are hit with Whirling.
- Skeer the Bloodseeker
- Hewn - Stacking debuff that causes dmg done by Rik'kal to be increased by 10% per stack.
- Bloodletting - Swings is weapon in an arc, dealing phys dmg to the target and spawning Blood Ooze adds to spawn (2 in 10-man, 3 in 25-man). Each blood will move quickly to a Klaxxi and heal them based on the health remaining on the Ooze. Appears in the videos that 4 spawned on 10-man difficulty PTR and were primarily ignored and healing was just ignored/dps'd through. May not be possible on live.
- Bloodthirsty (raid DPS ability) - The DPS player who activates this ability will have all of their attachs over the next 10 sec to have a CHANCE to spawn blood orbs that last for 30 seconds. Any player who walks through these orbs will heal for 10% of their max health.
- Rik'kal the Dissector
- Genetic Alteration - Stacking debuff that causes dmg done by Skeer to be increased by 10% per stack.
- Injection - Stacking debuff, injects target with a virus that deals 30k nature dmg/1 sec per stack. When the debuff expires, parasites will spawn and attack players at random. Will NOT hit tanks that are actively trying to mitigate damage.
- Amber Parasite - fixate on random players.
- Genetic Modifications - Rik'kals abilities allow the Parasites to fully regenerate their health after 10 secs.
- Feed - Parasites deal ~120k phys dmg/1 sec to their targets.
- Amber Parasite - fixate on random players.
- Mutate: Amber Scorpion - Tosses a vial at a random player, transforming them into an Amber Scorpion. While transformed, the player receives 75k nature dmg/1 sec and can only use the "vehicle" abilities. *Damage dealt as an Amber Scorpion is based on that players AP, Ranged AP, or SP, whichever is largest*.
- Claw - standard attack that deals 100% dmg
- Swipe - Cleave dmg that deals 150% dmg to all targets in front of player. Targets that are under the effect of Sting suffer 2x dmg.
- Sting - Places a DoT on the target, dealing nature dmg.
- Prey - Instantly kill the targetted Amber Parasite.
- Mad Scientist (raid DPS ability) - The DPS player who activates this ability will be transformed into a giant amber scorpion. MIGHT suffer a DoT due to the shock of the transformation. Lasts 30 secs.
- Hisek the Swarmkeeper
- Multi-Shot (healer warning) - Fires randomly at players for phys dmg
- Rapid Fire - Fires volleys in rapid succession, each shot firing faster than the last. Players caught in volley suffer ~450k phys dmg each sec they are in it.
- Aim - Selects player at random and stuns for 5 sec. If the player is within 45 yards of him, they will be knocked back until they are at least 45 yards away. After he is done "Aiming" at them, he will fire a beam of 4mil dmg (as per online Dungeon Journal) at all targets between him and his Aim target. The damage will be shared amongst all players equally, and each player hit will by the beam will create a sonic AoE at their location dealing ~200-240k phys dmg to players within 5 yards.
- When this ability is used, is best for the raid to form a straight line between the boss and the Aim target and stay relatively distanced between each person to avoid extra dmg from the sonic AoE. Observed at the end of the last part of the Icy Veins video.
- Compound Eye (raid DPS ability) - A DPS player who activates this ability will fire at shot at their target dealing greater phy dmg the further away the target is. Successfully hitting the target gives it a debuff called Marked for Death increasing its dmg take by 15% for 10 sec.
*WHEW!* Thats it... From watching PTR vids, a lot of people didnt really have too much of an issue with this fight. I think it will likely be like Twin Consorts, where it looks completely overwhelming based on vids and the Dungeon Journal, but then once you get it, you essentially 1-3 shot the thing. Its just going to take remembering which Klaxxi does what, and prioritizing based on which is currently available to attack. Try to not get overwhelmed and utilize the dead Klaxxi buffs as necessary.
Ideally, it looks like youll want to focus Kil'ruk or Korven as they can stun whoever their current target it is and almost completely annihilate them if proper CDs are not used. After that, perhaps Ka'roz due to his Flash/Whirling, then Hisek due to his Aim. The others seem fairly negligible in terms of dmg output, just more annoying in terms of forcing you to spread/stack focus an add due to their various abilities. It will all pretty much boil down to which s the most threatening to you at the time.
Priority list
This is based on my observations and understanding of the abilities on the DJ. Should not be taken in any way as the 100% correct "Route to take", but could be helpful.
- Korven - While his healing is important, the Amber can be broken easy enough, but possibly causing instant tank death is bad.
- Kil'ruk - Possibly cause instant tank death if CDs arent used properly. Sucking players into him to deal high AoE dmg sucks.
- Iyyokuk - His Calculation/Fire Lines can be deadly if players need to stack for Hisek's Aim
- Hisek - Aim can be devestating based on other mechanics requiring to spread, or be MC'd.
- Ka'roz - If players cant move out of the way quickly, the Whirl can be deadly
- Rik'kal - Having to deal with parasites dealing high dmg, and being transformed can be menacing
- Kaz'tik - Being Mesmerized sucks, but it can easily be broken out of. His Sonic Projection can easily be avoided. Plus as long as no-one gets devoured by the Kunchong adds, by the time they reach full energy and transform, they will be at low enough health to be killed off easily
- Xaril - Remembering to Stack/Spread from the RED/BLUE toxin debuff can be annoying in a hectic situation, but if handled properly shouldn't be too troubling
- Skeer - From what Ive seen the healing the bloods give is fairly negligible and the boss overall isnt threatening


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