25 Man
Effective immediately I will no longer throw my balls at people. I apologize for the future impact the pending ball shortage will bring.
It's been real fun for me but I think I have come to the conclusion that it is time to not throw balls at Elapsed.
14 - Garrosh Hellscream
Mehguy — Thu, 08/15/2013 - 13:03

Garrosh Hellscream is the LAST encounter in the Siege of Orgrimmar and the DOWNFALL (YEAAAAA BUDDY!) LFR.
For a detailed view of the abilities and loot table for LFR/Flex/10/25 please CLICK HERE
General Strategy/Overview
This is a multi-phase encounter, with each phase transition happening when Garrosh hits 10% health. At which point, he will heal himself to full, gain new abilities, and no longer summon adds to assist him. During the transition phases you must fight your way to Garrosh where he is trying to absorb energy from the Heart of Y'Shaarj. For every 25 energy he absorbs, he will empower one of his abilities, causing them to become even more devestating. When he hits 10% health a 2nd time, Garrosh will fully drain the Heart and gain 100 energy, fully empowering all of his abilities and healing ~20% extra health. At this point you just pop hero, nuke and hope you win.
Phase 1 - The True Horde
This phase is about add control (go figure) and surviving all of Garrosh's abilities that throws at you.
Garrosh
- Desecrate - Garrosh throws his Desecrated weapon at a random player dealing ~160k shadow dmg to all enemies within 15 yards/1 sec, and leaves a Desecrated Weapon at the location
- Desecrated Weapon - This leaves a large void zone surrounding the weapon, destroy the weapon. As the Weapon loses health, the smaller the void zone will become.
- Hellscream's Warsong - Inspires his allies, increasing their phys dmg dealt and health by 200%.
- Hellscream's Allies - these adds come in throughout Phase 1, and will progressively join the battle faster the longer the fight goes on.
- Kor'kron Warbringer - Melee mob
- Hamstring - deals 150% of normal dmg and slows player by 50% for 10 sec.
- Farseer Wolf Rider (HIGH PRIORITY) - Shamans that have a relatively high health pool, must be focused quick to prevent raid dmg and add healing. All abilities need to be interrupted.
- Ancestral Fury - When interrupted, gains this stacking buff, increasing 25% cast speed per stack.
- Ancestral Chain Heal (Interruptable) - Heals add for #% of his max health, chains to nearby adds.
- Chain Lightning (Interruptable) - Deals ~200k nature dmg to target, chaining to nearby enemies.
- Siege Engineer (#1 PRIORITY ADD) - These adds appear on the balconeys on the sides of the room, and if not killed within 15 seconds will activate the Kor'kron Iron Star
- Kor'kron Iron Star (wipe mechanic) - Deals MASSIVE dmg to any player hit by it. When it hits it will explode dealing ~3.4-3.5Mil fire dmg to nearby enemies. Deals less damage to players the further away they are. These can be used to kill any of Garrosh's adds that are up.
- Kor'kron Warbringer - Melee mob
Interrmission: Realm of Y'Shaarj
When Garrosh reaches 10% health, he will begin to start siphoning power from the Heart of Y'Shaarj. This will heal him to full health and grant him some new abilities. At this point Phase 2 starts and periodicially throughout the phase, you will be transported into the "Realm of Y'Shaarj" where you will have to run a slight gauntlet to get to where Garrosh is continuing to siphon dark energy from the Heart. You want to reach his location and AoE down any remaining adds ASAP to stop him from siphoning energy. Once Garrosh reaches 25/50/75/100 energy, he will fully empower one of his abilities for the remainder of the fight.
Realms
- Terrace of Endless Spring
- Embodied Fear - Adds that sustain Y'Shaarj protection on Garrosh. Once defeated, Garrosh will stop siphoning dark energy.
- Temple of the Jade Serpent
- Emboded Doubt - Adds that sustain Y'Shaarj protection on Garrosh. Once defeated, Garrosh will stop siphoning dark energy.
- Temple of the Red Crane
- Embodied Despair - Adds that sustain Y'Shaarj protection on Garrosh. Once defeated, Garrosh will stop siphoning dark energy.
Garrosh Abilities while in the Realm of Y'Shaarj
- Y'Shaarj's Protection - while any of the Embodied adds are alive, Garrosh is protected by this and will siphon energy from the Heart.
- Annihilate - Once the protection is broken, Garrosh will spam this ability. This is a frontal conal abililty that will deal high dmg to anyone infront of Garrosh. Will also deal moderate raid-wide AoE dmg. This will continue until the end of the 1-minute timer that you are in the Realm.
Phase 2
Periodically throughout this phase, until Garrosh reaches 10% health again, you will be re-transported to the Realm of Y'Shaarj and have to run the gauntlet again to prevent Garrosh from gaining more energy to empower his abilities.
His abilities for Phase 2 are as follows
- Whirling Corruption (DEADLY) - Garrosh begins whirling around, dealind ~100k shadow dmg to nearby enemies every 5 sec. The dmg received decreases the further away you are from him.
- Empowered Whirling Corruption (gained at 25 dark energy) - The whirling corruption will periodically fire a missle at a player, dealing ~200k shadow dmg to all players within 8 yards and spawning a Minion of Y'Shaarj at the location.
- Minion of Y'Shaarj - Melee mob, when defeated will cast Empowering Corruption, healing nearby Minions of Y'Shaarj to full health and increases their dmg dealt by 500%. Focus and kill quickly.
- Empowered Whirling Corruption (gained at 25 dark energy) - The whirling corruption will periodically fire a missle at a player, dealing ~200k shadow dmg to all players within 8 yards and spawning a Minion of Y'Shaarj at the location.
- Touch of Y'Shaarj - Will randomly select and mind-control players, who will try to infect and mind-control other players. Reduce the players health to 20% to break them free.
- Empowered Touch of Y'Shaarj (gained at 50 dark energy) - Transforms the selected player into a Sha that is immune to all CC and has increased health. Will still continue to try to spread the Touch of Y'Shaarj, bring them to 20% health to break them free.
- Desecrate - Same as Phase 1, throws a Desecrated weapon at random players, dealing ~160k shadow dmg to anyone within 15 yards, creating a void zone. Destroy the weapon to eliminate the void zone.
- Empowered Desecrate (gained at 75 dark energy) - When Garrosh throws this, the weapon is now invulnerable and cannot be destroyed!
- Gripping Despair (Tank warning, require swapping) - Tank deals, 20k shadow dmg/1 sec for 20 sec. Stacks.
- Empowered Gripping Despair (gained at 100 dark energy) - When Gripping Despair expires or is removed, causes Explosive Despair.
- Explosive Despair - Deals Shadow dmg equal to the value of Gripping Despair (possible raid-wide AoE). Increases the dmg taken by Explosive Despair by 5% for each stack of Empowered Gripping Despair when it either expired or was removed.
- I'm assuming this means that if the value of GP was 200k from 10 stacks of the debuff, then once it expires, it will explode for base 200k, plus 50% of that(5% x 10 stacks), so another 100k dmg = 300k total explosion. The dungeon journals Ive read doesn't say that this is raid-wide, but I'm assuming it is. Either that or its meant to be more powerful than I'm understanding to force tank deaths to cause wipes.
- Explosive Despair - Deals Shadow dmg equal to the value of Gripping Despair (possible raid-wide AoE). Increases the dmg taken by Explosive Despair by 5% for each stack of Empowered Gripping Despair when it either expired or was removed.
- Empowered Gripping Despair (gained at 100 dark energy) - When Gripping Despair expires or is removed, causes Explosive Despair.
Phase 3 - Once Garrosh reaches 10% health again, he will run to the middle of the room and siphon any remaining energy from the Heart and will go to full 100 Dark Energy, all his abilities WILL be empowered, and he will regain ~20% max health.
At this point there are no new abilities, all of his abilities are now empowered and should be dealt with accordingly.
Pop heroism and go to town, getting out of Empowered Desecrated Weapon void zones quickly, breaking people free of the Empowered Touch of Y'Shaarj, use raid-wide DEF CD's for the Empowered Whirling Corruptions, and pray you win.
TLDR/Summary
This fight isn't overly complicated for an end-expansion fight, but it is LONG and it hurts. You can expect to have to be at the top of your game to get this kill the first few times.
Phase 1 is all about burning down adds in the appropriate order. Ideally Engineers->Wolf Riders->Warbringers all while bringing down Garrosh as quick as possible. If possible, a strat could be to leave one engineer up to spawn one of the Iron Stars, as they can be used to kill adds, but its EXTREMELY dangerous and can still lead to easy wipes. Stay out of Desecrated Weapons and kill them to eliminate the void zones.
Phase 2 is all about preventing Garrosh from gaining as much dark energy as he can so he cant empower his abilities too early. When you get transported to the Realm just sprint and run, taking any adds with you til the end and AoE them all down to stop him from gaining energy. Then avoid his frontal cone, and heal through the AoE. Once in the normal realm, just deal with abilities appropriately by killing the Desecrated Weapons, breaking people out of the Touch of Y'Shaarj and using Def CDs for the Whirling Corruptions. Rinse and repeat until 10%.
Phase 3 is just burn, repeat handling of more powerful abilities and pray you survive.
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
12 - Siegecrafter Blackfuse
Mehguy — Thu, 08/15/2013 - 13:02

Siegecrafter Blackfuse is the 12th encounter of the Siege of Orgrimmar raid, and 1st 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 is a single phase encounter. The boss has various abilities that should be noted, and will summon an add constantly throughout the fight that will be the responsibility of the tank. The primary focus of the fight is the Assembly Line. There will be 2 assembly lines on either side of the room, the Northwest Assembly Line is where "weapons" are being constructed, the Southeast Finished Product Line is where the finished "weapons" rolls out. The assembly line will send a random selection of weapons (3 out of a possible 4) through to be constructed, the raid must designate groups of players to jump in pipes to access the weapons and destroy the ONE weapon that is the most threatening out of the current selection. Once that weapon is destoyed, the others are shielded and cannot be damaged. The members on the assembly line must jump down the exit pipes at the end of the line to rejoin the raid on the main platform. Rinse and repeat for each set of weapons that go across the assembly line.
Siegecrafter Blackfuse
- Launch Sawblade - SB will launch a magnetized sawblade at a random player, the sawblade will hover in the location of the player until it gets removed by an Electromagnet (one of the weapons he can create).
- Serrated Slash - Inflicts phys dmg to any players or Automated Shredders (adds) they come into contact with. Will knock players back.
- Protective Frenzy (Tank/Healer warning) - When one of his weapons on the assembly line is destroyed, he will go into a frenzy increasing his attack speed by 100% and dmg dealt by 50% for 10 sec.
- Electrostatic Charge (Tank warning) - Charges his target (tank), with electricity, dealing ~135k nature dmg. Also gives a buff/debuff that increases dmg from future Electrostatic Charges by 100%, and increases damage to Automated Shredders (adds) by 400%. Stacks up to 10 times.
- Automatic Repair Beam - Hit suit will automatically repair any Automated Shredder adds within 35 yards, for 3% of their max health every 3 sec.
- Energized Defensive Matrix - If ALL 3 weapons make it through the assembly line, he will become overcharged and use the excess energy to power his suit, taking 90% reduced dmg for 20 sec.
Automated Shredders (adds) - These will be summoned into the fight constantly, must be off-tanked at least 35-yards away from the boss to avoid healing from Automatic Repair Beam.
- Reactive Armor - These adds take 90% reduced damage from all players. Tanks affected by Electrostatic Charge must bring them down, along with extra damage from the Sawblades and abilities from the weapons on the assembly line.
- Death from Above - Leaps into the air and crashes into the ground, dealing ~700-800k dmg to players within 15 yards of the point of impact. After impact, will be stunned and take 200% additional dmg for 5 sec.
- Overload - Occasionally casts this ability and deals 50k dmg to players on the MAIN platform. Players on the Assembly Line are not affected. This also increases its dmg done by 30%.
Assembly Line - 3 out of 4 weapons will appear on this line, randomly selected. Players must jump through pipes on the left side of the line to get up to it, and destroy the most threatening weapon out of the 3 available. Then return to the platform through the pipes at the end of the line. It looks like 2 strong burst DPS (perhaps 5 on 25-man) are sufficient to destroy a weapon each round.
- Pattern Recognition - After using the pipes, the assembly line recognizes the player and will reject any further attempts to use the pipe to get back to the top of the assembly line for 1 minute. Should set up multiple groups of players to go to the line.
- Matter Purification Beams - essentially beams of lava that pour from the ceiling, dealing ~250k fire dmg to anyone who comes into contact. There will be gaps/spaces to move around these on the line.
- Weapons - these have a few mil health each and are destructable while on the assembly line. Once they pass through the end, they will appear on the other finished product line and become active and attack the raid via their abilities until they exit the line, or are destroyed on the main platform.
- Shockwave Missle Turret - launches drill-tipped missles into the ground that send out rings of energy from the point of impact. Deals ~165-190k nature dmg to players hit by it.
- Laser Turret - The ground hit by the laser will burn any player or Shredder hit by it, deals 20k fire dmg per sec for 7 secs. Effect stacks every time a player or Shredder re-touches the line, stacks up to 20 times. Just kite around the room but not through players.
- Electromagnet - When activated, this will begin to crust players on the platform, dealing ~17k dmg per second and pulling them towards the Electromagnet on the finished product line. The force of the Electromagnet will also pull ALL Sawblades on the platform towards it and off of the platform, causing them to damage any players or Shredders they pass by.
- If this becomes active, it is crucial the raid does not stand between any Sawblades and the Electromagnet, and run against the pull of the magnet.
- Crawler Mine - Crawling mines (similar to Iron Juggernaut adds) that jump off the line and fixate on random players. Must be destroyed before they come into contact with their targets. They will Detonate when they reach their target dealing ~130-150k fire dmg to players and knock them in the air. These mobs also have a debuff that is crucial(more-so in heroic, but thats for a later date).
- Break-in Period - for 1 minute after joining the battle, they are vulnerable to roots/snares/stuns. If they are NOT killed within that 1 minute they will gain Ready to Go, making them invulnerable to roots/snares/stuns.
This fight looks to be one of the more challenging in the encounter in terms of coordination handling of the assembly line mechanic.
Tanks need to figure out which stack is best to switch off of, ensure to tank the Shredder add away from the boss and "ideally" on top of the Sawblades. Healers pay strong attention to the tank when he has a few stacks of the debuff and when a weapon gets destroyed on the assembly line, giving SB his attack speed/dmg buff.
Proper positioning is going to be key in regards to the Electromagnet and Sawblades to ensure when they get pulled off the platform that players are not nearby to be hit by them.
The below vid primarily goes about working the assembly line.
The below vid shows assembly line again, and is a good reminder to NOT STAND IN FIRE!
11 - Thok the Bloodthirsty
Mehguy — Thu, 08/15/2013 - 13:00

Thok the Bloodthirsty is the 11th encounter in the Siege of Orgrimmar and the 3rd/last encounter in The Underhold LFR.
For a detailed view of the abilities/loot table across LFR/Flex/10/25 please CLICK HERE
General Strategy/Overview
This fight is yet another 2-phase rotating fight. However, the way one of the mechanics works, it will be up to you to determine WHEN he transitions to phase 2. Once you enter phase 2, you will kill a jailer who drops a key, you will use this key to open 1 of 3 NPC cages around the room. Each time you free an NPC, Thok will run over to them and eat them, granting him new abilities based on the NPC that he devours. Once he eats the NPC he will revert back to Phase 1. This continues until either enrage, or you kill him.
Phase 1 - Thok has an energy bar that gradually increases, when its at 100 energy, he will cast Deafening Screech.
- Fearsome Roar (tank warning) - Does a frontal cone ability (looks similar to sound waves i.e. Atramedes from BWD). Deals ~220k phys dmg and increases dmg taken by 50% per stack. Requires tank swapping.
- Deafening Screech - Screech ability that deals ~240k phys dmg to the raid and interrupts all spellcasts. Every time he Screeches, his energy bar will fill faster, causing him to cast it faster after each cast. This is where knowing when to push him to Phase 2 comes into play so you don't wipe to Screech.
- Tail Lash - Tail whip ability dealing ~300k phys dmg to anyone behind him and stunning for 2 sec. Just don't stand behind him. DUH!
- Shock Blast - his shock collar electrifies, dealing ~80k nature dmg to random players at random times.
- Bloodied - When players fall below 50% health, they will receive a debuff. This debuff does no extra damage, but is used to force Thok to phase 2. When 5 players (15 in 25-man) are below 50% health, have this debuff, and stack within 10 yards, Thok will enter "Frenzy for Blood" (aka Phase 2).
Phase 2 - Thok will fixate on random players during this phase and need to be kited.
- Blood Frenzy - When he enters phase 2, he will enter a frenzy, and knock back any players in front of him. Anybody that gets near him will be devoured instantly and will give him a speed increase. He is immune to taunt during this phase.
- Fixate - Fixates on a random target.
- Kor'kron Jailer - This mob spawns at the beginning of any phase 2. This mob needs to be tanked, but only does basic melee damage. Once killed, he drops a key that must be looted from his body. The person who loots the body must release one of the NPCs from the 3 cages in the room.
- Prisoners of War - These are the 3 named NPCs that Garrosh has captured and are in cages in the room. Freeing one of these NPCs will cause Thok to eat them instantly and will grant him new abilities. He will re-enter Phase 1 upon eating the NPC.
- Akolik - Skumblade mob. Will try to subdue a nearby dinosaur (has unpredictable results) When eaten, Thok will gain the following P1 abilities.
- Acid Breath - Fearsome roar is replaced by this. This will deal ~400k nature dmg to the players in front of him, and reduces armor by 15% pre stack.
- Corrosive Blood - Toxin seeps from his pores, hits random players dealing ~55k nature damage on impact and places a 30 sec DoT dealing ~16k nature dmg every 2 sec. Stacks.
- Waterspeaker Gorai - Jinyu NPC, will heal random players until eaten. When eaten, Thok will gain the following P1 abilities.
- Freezing Breath - Fearsome roar is replaced, dealing ~220k frost dmg in a frontal cone. Gives a stacking debuff that when it reaches 5 stacks, will place the player in a tomb of ice.
- Icy Blood - His skin freezes and cracks, dealing~95k frost dmg to random players and coats them in a stacking ice debuff for 15 secs, dealing ~90k every 2 sec. If a player receives 5 stacks they will be placed in a tomb of ice.
- Warmaster Montak - A Firesworn NPC (Yaungol?). Will give nearby players a chance to cause additional fire dmg with their attacks. When eaten, Thok will gain the following P1 abilities.
- Scorching Breath - Fearsome roar is replaced, dealing ~220k fire dmg in a frontal cone, gives a DoT giving ~65k fire dmg every 2 sec per stack.
- Burning Blood - Skin becomes coated in incendiary oil, dealing ~65k fire dmg to random players and leaves fire patches on the ground.
- Akolik - Skumblade mob. Will try to subdue a nearby dinosaur (has unpredictable results) When eaten, Thok will gain the following P1 abilities.
Thats it. The fight revolves around knowing when to let your required amount of raiders drop below 50% health to force Thok into P2 before he starts to cast Deafening Screech so fast that you end up wiping. Then kite around the boss and free the appropriate NPC that you wish to you utilize to get a little extra healing, fire dmg against the boss, or w/e the Skumblad NPC provides. Also pay attention to debuff stacks on the tanks and know when to taunt off. The fight is pretty straight-foreward. Its all about pushing him at the right time and using Def CD's to avoid quick spike dmg later in the fight from Deafening Screech when you have no NPCs left to free.
10 - Spoils of Pandaria
Mehguy — Thu, 08/15/2013 - 13:00

Yea I know its not a pic of the actual crates
Spoils of Pandaria is the 10th encounter in the Siege of Orgrimmar raid, and 2nd encounter in The Underhold LFR.
For a detailed view of the abilities/loot table for LFR/Flex/10/25 please CLICK HERE
General Strategy/Overview
This encounter is not a typical boss fight, but is more a gauntlet/add encounter.
The room is divided into 4 quadrants, 2 of which will be open at the start. The raid must divide into 2 groups and send 1 group into each quadrant.
Once you drop into the quadrants you will observe several different sized crates. These crates contain the adds you must kill to progress the encounter. The encounter works as such.
- There are 4 manual override levers that must be pulled to destroy all the boxes to end the counter. 1 lever in each quadrant. These levers must be filled with Titan energy to be able to use them. The levers will gain Titan energy by killing the adds within the crates.
- You have ~270 seconds at the start of the encounter to clear out enough adds in your first quadrants to be able to access the first manual levers. Once you access the levers, you will open the doors to the remaining quadrants.
- You will have ~300 to pull the last 2 levers before you will automatically wipe. Once you have filled the remaining levers with Titan energy from the adds and pull them, the encounter will end.
There are 2 primary style of crates in the quadrants. Each side will have 1 quadrant of Mogu style crates(blue colored emblems), and another quadrant of Mantid style crates(yellow colored emblems).
- There are also random Pandaren style crates spread throughout the quadrants (green colored emblems, 2-3 crates per quadrant). These Pandaren crates contain spirit adds that, when killed, do NOT power the manual levers, but instead give slight buffs to either tanks/healers/dps based on the type of add it is.
Because there are so many various types of adds, Im just going to hit on a couple key points on the crates for the Mogu/Mantid sections and touch on Pandaren buffs. If you want to know all the specific mobs and abilities, please check the Dungeon Journal in the link above.
Mogu Crates (Blue Mogu Emblems)
- Large Crates - Have either a council of stone statues or named NPCs. The council has increased dmg for each statue that is alive, while the named NPCs all tend to have raid-wide dmging abilities.
- Medium Crates - Contain Golems (similar to Dark Animus golems) that will highlight areas on the ground and use a modified matter swap style ability to swap player locations. If NOBODY is standing in the highlighted area, then the golem will explode dealing ~240k fire dmg to anyone within 30 yards. They will also put a buff on adds healing ~15% max health/1 sec. Also contains Ritualists, these place debuffs on a player that increase in damage the longer the debuff remains on a player. When dispelled, the debuff resets its damage and jumps to another player. Will only be fully removed hen the ritualist is killed. Will also drop Runes of Power on the ground. Keep mobs off the Rune. Also channels a Forbidden Magic spell, deals 100k dmg every sec while channeled, must be interrupted.
- Small Crates - These mobs are fairly trivial. Can contain Animated Stone Mogus that deal nature dmg and put stacking slowing effects on players. Also contain Urns that spawn Spark of Life, adds that pulse ~200k nature dmg to anyone within 4 yards, move slowly, once defeated deal ~120k nature dmg to anyone within 8 yards. Last is Quillens, this primarily just put a small stacking bleed DoT on players.
Mantid Crates (Yellow Mantid Emblems)
- Large Crates - Contain Mantid Commanders. They have a constant pulsing AoE dealing ~33k nature dmg/1 sec they are alive and primarily use an ability called Set to Blow on players which will get them a stacked bomb debuff that counts down, when the timer expires it will deal 160k fire dmg per stack to the player and any1 within 9 yards. This ability will also give players an extra action bar that they can use to drop bombs on the ground to remove their stacks to take less damage. If you have this debuff, run to a corner and move around and drop your bombs. The bombs will remain there for 30 seconds, OR will explode if a player gets within 9 yards of them. Another way to counter this is to use an immunity when the ability is about to expire (pali bubble, deterence, etc).
- Medium Crates - Contains Priests who summon additional small adds to him, also encases adds in amber resiude, healing ~120k health every 3 secs. Divides amongst the number of adds it hits. Is dispellable. Also can contain Wind Wielder that summons a Windstorm, moving in a spiral, deals ~200k to those who hit it. Casts a buff to ads that increases dmg dealt by 65%, divided amongst all adds it hits. Also deals a strong Shear ability for ~260k nature dmg and an 80k DoT every 1 sec for 6 sec.
- Small Crates - These contain Bombardiers who charge targets, dealing ~160k dmg to the target and leaves a trail of dust that deals dmg to those who stand in it. They also throw bombs that deal ~70k phys dmg to targets. Kunchongs shoot "pheromones" in the direction of players, deals 80k dmg to anyone who stands in the small pools they leave behind. Warcallers melee and occasionally enrage, increasing the damge that deal by 225%, but greatly reduce their movement speed. They also reduce their targets armor by 30% for 2 mins and stacks.
Panda Crates (Green Pandaren Emblem)
- BUFFS GRANTED
- Blade of the Hundred Steps - when killed, gives all tank-role players within that quadrant a chance to call down a bolt of lightning, dealing ~260k nature dmg to enemies within 4 yards and stun them for 2 secs. This will bypass mob immunities to stun, but has a 15 sec CD.
- Staff of Resonating Water - when killed gives all healers in the quadrant the chance to create a wave of force that contains ~120 healing energy that travels forwads 40 yards. Anybody hit by this will receive healing energy based on their missing health. Has an 8 sec CD and also damages enemies for ~225k nature dmg. After 2 sec of travel or if the energy has all been used, it will dissapate.
- Claw of Burning Anger - gives all dps players in the quadrant the chance for their attacks to dmg a target for an additional ~135-150k fire dmg. Has a 5 sec CD.
Lift Hooks - these are placed in random areas of a quadrant to allow players to rise to the upper platform to jump down to the other side of the rooms quadrants if needed.
Overall this fight isnt too complicated, there are just a lot of different mobs, varying from Mogu-style to Mantid-style, with their own varying abilities. The trick is just knowing which ones you can handle the most of, and killing enough of them in the time allotted to be able to acces the levers to get to the remaining quadrants, then repeating the process. It seems like a solid method to employ is to activate the smaller crates first as they are easiest to AoE/clear out so when you are fighting the larger mobs, you dont accidentally open extra crates and get overwhelmed. Also knowing when to open the Pandaren crates to utilize their buffs is key as well. Just don't overwhelm yourself by activating too many crates at one time. Figure out what you can handle then progressively push yourself more to ensure success.
05 - Galakras
Mehguy — Thu, 08/15/2013 - 12:58

Galakras is the 5th encounter in the Siege of Orgrimmar raid, and 1st 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
Galakras is a 2 phase encounter. The first phase will deal with assortment of adds, and 4 named mini-boss adds. The overall objective of the first phase is to clear the area of the adds and 4 mini-bosses to gain access to 2 towers with anti-air cannons on them. Once you gain access to the towers you will utilize the cannons to shoot down Galakra's Proto-Drake and start Phase 2. During this phase you will be assisted by 3 Alliance Lore characters who will help kill mobs - Varian Wrynn, Jaina Proudmore and Vereesa Windrunner.
Phase 2 will deal with Warlord Zaela's proto-drake Galakras and her abilities. Needs to be pushed hard and fast to ensure stacking buffs to Galakras does not overwhelm/wipe the raid.
It appears the primary challenge of this fight will be surviving the first phase and bringing Galakras down. After that it gets easier, similar to Warmaster Blackhorn in Dragon Soul.
Phase 1
While riding Galakras, Warlord Zaela wll constantly summon adds into battle to prevent you from gaining access to the towers to shoot her down, etc. There are 4 named mini-bosses during this phase. You will fight 2 on the ground and 1 on top of each tower. The ones at the top of the towers primarily spam conal knock-backs to knock players off the towers. At the beginning of the encounter, the doors to the towers are locked. The opening of the doors appears to be time-based, but may change when it goes live. The South Tower should open first, followed by the North tower. From videos it appears to be around the 2 minute mark for the first tower, then the 4 1/2 minute mark for the 2nd tower.
Ground Mini-Bosses and adds
- Korgra the Snake (appears 1st) - is a rogue style mob that deals in poison dmg
- Poison-Tipped Blades - poison daggers inflict ~10k poison dmg to her primary target. Effect stacks!
- Poison Cloud - throws a poison vial, causing a smokey poison cloud to appear. Deals ~75k poison dmg to those standing in it.
- Dragonmaw Ebon Stalker - Kogra will command stealthed units to appear behind a random target and stab wildly. Any player standing within range of the attack will take high phys dmg. When you see them appear, GTFO!
- Curse of Venom - When she is low on health, she will transform into a snake, and begin spam casting poison bolt volleys until she is defeated.
- High Enforcer Thranok (appears 2nd) - Melee heavy boss, deals high dmg.
- Shattering Strike - deals 250% normal dmg to his primary target and nearby targets, use individual CD/mitigations
- Crusher's Call - throws chains onto 5 random players (10 in 25-man) within 45 yards and brings them to him. He will then use...
- Skull Cracker - deals ~1mil phs dmg to all players within 10 yards. If you are grabbed by his chains, GTFO!!
- Adds/Foot Soldiers - (these names come from the dungeon journal and may be different in vids/live)
- Dragonmaw Bonecrusher - Will charge random targets and stun, then unleash high dmg on them.
- Dragonmaw Waraxe(Grunts?) - deal basic dmg with axes, but will also interrupt spellcasting
- Dragonmaw Tidal Shaman - cast chain heals (interruptable) and tidal waves to dmg players
- Dragonmaw Wind Reaver - Supposedly ride proto-drakes and hurl axes at random players, dealing phys dmg and roots players with nets. I never saw these mobs specifically on vids yet, may be a heroic only mob.
- Dragonmaw Proto-Drake - Face away from the raid as they do a frontal fire breath.
- Dragonmaw Flagbearer(should be primary focus on spawn) - with the waves of mobs comes one flagbearer (not noted in the dungeon journal). These are a priority as they will drop warbanners greatly increasing the dmg the adds deal. You can target/kill the banners, but will be best served by killing the flagbearers quickly.
- Kor'kron Demolisher - Demolisher catapult that appears once a tower door opens and players ascend it. Will spam Bombard at the tower and damage players in/on top of the tower. Mob does not appear in the DJ for info.
Tower Mini-Bosses and adds
- Master Cannoneer Dagryn - Guards the top of the North towers he must be killed to gain access to the cannon.
- Shoot - shoots at random nearby players, deals heavy dmg.
- Muzzle Spray - unleashes a front conal AoE, dealing dmg and knocking players back.
- Lieutenant General Krugruk - Guards the top of the South tower, must be killed to gain access to the cannon.
- Thunder Clap - deals 100% normal dmg to primary target and nearby allies
- Arcing Smash - spams a conal ability in multiple directions causing dmg and knock back to knock players off the tower.
- Adds
- Dragonmaw Flameslinger - These will appear on the top of the towers, shooting flame arrows at players on the ground.
Once you have gained control of a tower (even the first one) shoot down proto-drakes that are flying in the air to alleviate some of the extra raid damage. Do the same after the 2nd tower when you are shooting down Galakras.
Phase 2 - Warlord Zaela/Galakras
Once you have the 4 mini-bosses down, you must hit Galakras with "2" shots from the tower cannons, it may take more when it goes live. You MUST shoot Galakras with both tower cannons, one will not do. It appears that Warlord Zaela falls from Galakras and dies when the drake is shot with the cannons.
Dungeon Journal only lists 2 primary abilities for Galakras during Phase 2 - ground phase.
- Flames of Galakrond - Spews flames at a random player. The targetted player will noted by a red beam. For each player that the beam passes through, they will suffer ~50k fire dmg every 1 sec. However, the more people it passes through, the lesser damage it will deal to the subsequent players it hits. When the Ball of flame at the end of the cast reaches its destination, it will erupt and deal ~200k fire dmg to all players. This dmg is also reduced by the amount of people that help diminish the flame. Ideally you want to have multiple people in the beam to reduce overall dmg taken by the fire beam, and the AoE blast.
- Pulsing Flames - Galakras erupts and begins pulsing AoE fire dmng to all players, approx ~25k per pulse to start. However, each pulse increases Galakras' fire dmg by 2% and stacks for the remainder of the encounter.
Again, this fight appears to be all about add control and surviving the first phase, then a hard burn while trying to mitigate as much raid AoE dmg as possible before you wipe.
For the Towers, it appears the best bet is to nominate 1 tank, 1 heal and 2 dps as the tower group to bum-rush the towers when they are open and deal with the bosses up top. Best to have more mobile healers/dps on the towers so they can dodge the conal knock-backs with relative ease. The bottom group should primarily focus the Flagbearers and Tidal Shamans first and interrupt any healing. Tanks should try to tank as many as you can and survive using personal CDs. When the Demolishers appear, try to make them a priority so the tower group doesnt get slammed by bombards.
There doesnt appear to be any tank swapping required for the last phase from what is readable from the DJ, but there may be a debuff in there somewhere that will require it.
09 - Malkorok
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)
- 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.
- Arcing Smash - faces a random player and unleashes a conal attack, dealking ~480k dmg to all players in the cone.
- Seismic Slam - Slams the ground, dealing ~400k dmg to players in a 5 yard radius and knock them in the air.
- Breath of Y'Shaarj - Channels power of Y'Shaarj, causing areas that were affected by Arcing Smash to explode, dealing ~960k Shadow dmg.
- 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.
- Fatal Strike (tank warning) - Debuff that increases dmg taken by 10% for 30 sec. Requires tank swapping. Swap @ 15 stacks.
- Eradicate (enrage mechanic) - kills all players if not defeated within 6 minutes.
Phase 2 (~20-30 sec duration)
- 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.
- 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.
- 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.
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.
07 - Kor'kron Dark Shaman
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
- 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.
- 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.
- 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.
- 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
- Froststorm Bolt - Starter ability, fires a frostbolt, dealing ~450k frost dmg to its target.
- 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.
- 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.
- 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.
- 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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