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Home › The Downfall Handbook › Downfall Raid Guides › Warlords of Draenor Raid Guides › 01 - Highmaul

05 - Twin Ogron

Mehguy's picture

Mehguy — Sun, 08/24/2014 - 14:36

 

 

 

 

 

 

 

 

 

 

 

 

 

Twin Ogron is the 5th encounter in the Highmaul raid.

Fore a more detailed list of their abilities, please view the dungeon journal in-game, or click HERE to view it at WOWHEAD.

This encounter has 2 bosses (Pol and Phemos) with a shared health pool. Please ignore any comments in the videos that say they appear to be individual. It was revealed at Blizzcon that they have a shared health pool.

This fight is similar to previous encounters that once the Ogrons reach certain energy levels, they each have their respective abilities that they will use.  At 33 energy, each will use a weapon attack.  At 66 energy each will use a shout.  At full 100 energy each will do a large raid-wide attack.

In addition, the further away they are tanked from each other, they will gain haste and therefore have a casting time decrease, making it harder to react to various abilities.

Boss Abilities

Pol

  1. Shield Bash - deals dmg to tank and interrupts spellcasting for 3 secs.
  2. Shield Charge (33 energy) - Charges furthest target away from him, dealing dmg and knocking back anyone in his path.  Damage is increased the further the distance of his target.  When he reaches his target, does 10 yard AoE knockback/dmg.  Also leaves a bleed on the target for 18 secs.
  3. Interrupting Shout (66 energy) - Deals moderate aoe dmg and interrupts spellcasting for 6 seconds.
  4. Pulverize (100 energy) - Smashes the ground 3 times, causing the ceiling to collapse.  The first pulverize will hit the location of ALL players and deal dmg to anyone within 3 yards. SPREAD.  The 2nd pulverize will fall in random locations dealing dmg to anyone within 8 yards.  The 3rd/last pulverize will fall in one location, dealing higher dmg to those closer to the impact point.

 

Phemos

  1. Double Slash - Deals dmg with both weapons to tank/current target.
  2. Whirlwind (33 energy) - Spins in a circle dealing phys dmg every 1/2 sec for 7-8 secs.  Anyone hit by it will get Weakened Defenses which increases the dmg taken from Shield Bash by 10% (stacks).
  3. Enfeebling Roar (66 energy) - large roar increasing dmg taken by 300% for 300 seconds.  both the % and duration divide evenly among all targets within 20 yards.  Duration and % carry over on the next ER as well.  In other words... if all 30 people (if in heroic) stack for this, everyone gets a 10% dmg taken increase for 10 seconds.  However if only 5 people stack for it, then its a 60% dmg taken increase for 60 seconds, and if you get another roar in that time, then the seconds and % keeps adding up.
  4. Quake (100 energy) - Throws both weapons at a nearby location and begins pounding the ground dealing nature dmg to all players.  The location of the weapons will also spawn Blaze. This acts as a fire pyre which will deal dmg to nearby players and send out fire waves in random directions.  Touching either the fire pyre OR the fire waves will apply a stacking fire DoT.

Warming Up - Both the Ogron wait 10 seconds before using their abilities.  UNSURE if this is meant for the start of the encounter to allow the raid to get in position, of if there is a 10 sec wait once they reach their energy points for ability use.

Summary

This fight is going to be about positioning mostly and just keeping an eye on the Ogrons enery level and deal with the abilities as they come.  Keep them spread apart from each other, but you don't want them spread too far so they dont get too big of a haste buff, etc.  Either set up a designated person to run far away from the raid, or make sure the opposite tank is the furthest away to take the dmg/knockback from Shield Charge.  When Phemos does his Whirlwind, be sure the Pol tank does NOT get hit by this so they don't take increased dmg from Shield Bash.  Other than that, just stay stacked for 66 energy to split the dmg/debuff/duration of the shout and don't cast while they shout so you dont get locked out.  At 100 energy, spread to best deal with the collapsing ceiling and to dodge fire lines.

Mythic Differences

The only real difference is that most of their abilities gets an arcane infusement, and Phemos appears to get a new ability altogether.

Pol - His Shield Bash deals an extra 50% dmg as arcane.  His Shield Charge causes 3 arcane shadows to mirror the effect of the Charge but deals arcane dmg.

Phemos - His Double Slash leaves a stacking arcane DoT. His Whirlwind now sucks in nearby players.  Has a new ability called Arcane Volatility, unsure if its energy based, but will place a "mark" on a random player and will explod after 6 secs dealing dmg to players within 8 yards.

 


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