Kologarn

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Contents

Boss Abilities

  • Focused Eyebeam: Two beams, together targetting a random, ranged raidmember and inflicting 4,163 to 4,837 nature damage per second


  • Overhead Smash: Big hit on tank, also applies a avoidable,stackable debuff called Crunch Armor, lowering armor by 25% for 25 seconds. This is cast every 15-20 seconds.
  • One-Armed Overhead Smash: Kologarn using this, when one arm is destroyed. Crunch Armor sticks for 45 seconds instead of 25.
  • Overhead Smash Tremor: Both above attacks also cause 6.5k damage to those within melee range and interrupting casting for 8 seconds.


  • Only a Flesh Wound: When an arm is destroyed, health of Kologarn is reduced by 15% of total health. Arm will regenerate in 45 seconds.


  • Shockwave: Unusable with left arm destroyed. Raid-wide 10k attack with a 10-second cooldown.
  • Stone Grip: Unusable with right arm destroyed. Picks up two (?) raidmembers, stunning and applying ~5.5k dps for 20 seconds, after which Kologarn squeezes them for 100k damage. Raid needs to do 480k damage to right arm, to free them before he squeezes.


  • Petrifying breath: Massive damage to raid when nobody is in melee range


Rubble Adds

When an arm is destroyed, four adds spawn. Unsure if stunnable.

  • Stone Nova: Casted every 5-10 seconds, doing 8k physical 10-yard aoe attack. Also increasing damage taken by 5% damage, which can stack one hundred times.

Strategy

Raidleader

(Have someone) watch the health of the left arm. Collateral aoe damage can drop it to low health, and can be well worth destroying when right arm isn't squeezing people.

Main tanks

Work together to avoid having two stacks of the 25% armor debuff. Try to increase avoidance once you have one stack, as you might avoid the next one or two and make the debuff drop off before it has a chance to stack (good chance when both arms are up). A paladin can bubble out of the debuff, making the paladin immediately ready to taunt back.

Offtank

See melee dps group, when both arms are up.

Once right arm is destroyed, the adds will spawn 2-3 seconds later, right under that arm. They will immediately run towards anyone generating aggro, so best to pre-cast something to pick them up (Death&Decay, Consecrate). Even then, it will take a sec or two for ticks to apply them, so 1-2 Stone Novas can effect tank/melees, but that random bit is healable. Maximize aoe-threat gain, as ranged dps will start nuking in five seconds. Due to the stacking debuff, there isn't more time.

Tank them a bit outside of the arm, so you're at least 10y away from tank/melees and the zigzagged ranged.

Ranged general

Last time we used a zigzag position strategy, using the diamonds on the floor as markers. That way trying to minimize the damage of eyebeams on others. If you get beams, run immediately back to the platform, where you can kite it in safety. The few others that are close, should expect the beam to go to the platform and side-step accordingly.

Healers

Main tanks are hit HARD. Would help if one of the tankhealers has the 25% armor increase.

Offtank damage gets unhealable at some point, but this'll get better is aoe-threat and aoe-nukage gets better.

Ranged dps

Nuke right arm hard when it's squeezing people. While 480k damage in 20 seconds is very doable: the sooner they're released, the better.

Once arm is destroyed, get ready to aoe nuke the rubble adds. Give the offtank 5 seconds, before using hard nukes.

Melee dps

Position as if dpsing the boss (front of and facing belly), as they share the same hitbox. Use a 'target right arm' macro or tabbing through it, to quickly target a new right arm.

Nuke right arm hard when it's squeezing people.

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