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Highmaul Heroic Ko’ragh Guide

Ko'raghHey guys I’m Mezzy from WoW Weekly and welcome to this warlords of draenor raiding guide. Today we’ll be taking a look at heroic Ko’ragh in Highmaul.

Let’s get right into, Ko’ragh has a shield which absorbs 5 million magic damage. While the shield is up his damage will increase by 6% every 10 seconds and once it breaks the bonus damage is removed. Because of this you will want to have plenty of casters in your team. Once it reaches 0 Ko’ragh will have to recharge it in 20 seconds. After which the shield is restored.

While Ko’ragh is recharging you can have one player stand on the rune in the middle. This will give them Caustic Energy. While standing on the rune it will deal damage every second and reduces their healing received by 35%. Once the rune powers down you yourself will get a magic absorbtion shield. The amount of damage the shield can take becomes higher the longer you stand in the rune while Ko’ragh is recharging. You will want a ranged dps to stand in the rune for the full duration each time.

You will need this shield because of Overflowing Energy. Orbs will drop from the sky and if they touch someone they will explode and deal over a million damage to them. You will want to have players with the magic absobtion shield standing underneath it because if it reaches the ground instead it will deal a lot of aoe damage to the entire raid instead. More orbs will spawn as the encounter progresses, so the higher you can get your shield when standing in the rune, the more players you will have to intercept the orbs.

While the shield and orbs are the main difficulty of the fight there are other things to watch out for.

First off there’s the Suppression Field which is an area effect that deals adamage and silences players in it. However this also silences the adds that will spawn during the encounter. When Ko’ragh is recharging and the rune is up 3 Volatile Anomalies will spawn every 8 seconds and will have to be killed. When these die they will deal 43k damage to everyone in the raid, unless they explode in a Suppression Field. So this of course means your tank will have to get the Volatile Anomalies to a suppresion field before they die.

Ko’ragh can also expel 4 different types of magic with each having different effects.

When he expels fire he will deal damage to the entire raid every second for 10 seconds. When it ends it will deal a high amount of damage to everyone in the raid and extra damage to those standing within 5 yards of each other. So stay spread.

When he expels arcane he will debuff a player. Every half a second it will create a rune on the floor and after 1,5 second it will explode dealing just about lethal damage to anyone withing 5 yards of the rune. So if you get the debuff, move it away from the group and everyone else will want to move away from the runes themselves.

When he expels frost he will summon a frost orb that deals roughly 100k damage to the entire raid and slow them the closer they are to the orb. This will dissapear after 20 seconds.

And finally if he expels shadow every player will get a debuff which absorbs 140k healing on them. This will have to be healed off players or risk getting them killed from other spells.

This is definitely ones of those fights where there are a lot of different effects to watch out for. Just keep the main mechanic in mind which is the magic shield and the orbs that will drop to the floor. Besides that, kill the adds as they spawn, preferably when they are in the suppression field, when you get the fire stay spread atleast 5 yards, if you get the arcane move it away from the rest, heal through the shadow debuff and stay away from the frost orb.

The easiest positioning we found was to have the boss tanked in the middle. The one issue we had was that sometimes melee would not get out of the middle quickly enough before Ko’ragh started recharging, meaning the assigned ranged dps to get the shield could not absorb the rune anymore. So have your melee get out of the middle before his shield is completely depleted.

The expel arcane also seemed to only go on the tank, so we had a trail of markers for the tank to run out via them. Noone was allowed to stay on those markers so that the expel arcane could be dealt with safely.

If you liked this quick guide please comment subscribe and click the like button. Be sure to check out our other content at wowweekly.net If you would like to keep up with when new videos come out but you don’t have a youtube account you can also follow us on facebook or twitter, at facebook.com/wowweekly or twitter.com/bbmezzy. For now I’m Mezzy and I’ll see you again next time.

Highmaul Heroic Twin Ogron Guide

Twin OgronHey guys I’m Mezzy from WoW Weekly and welcome to this Warlords of Draenor raiding guide. Today we’ll be taking a look at heroic Twin Ogron in Highmaul.

This encounter consists of 2 Ogron called Pol and Themos. To make things easy, Themos is the one with 2 swords. These guys have a rather annoying mechanic to deal with because they are an angry lot. The further away from each other they are the more anger they will get and the more damage they will do.

To start off let’s talk about Pol. Pol’s first ability is Shield Bash, with which he will attack the tank and silence them for 3 seconds.

His second ability is called Shield Charge, like Kargath he will charge at a random player at 33 energy. It will again do more damage as the duration of the charge increases and when he reaches his target he will do an AoE to nearby targets. But not only that Pol’s charge will also put a debuff doing 13.5k damage every second for 18 seconds on anyone who gets hit by the charge. So obviously you’ll want to dodge this.

At 66 energy he will use his third ability called Interrupting Shout. It deals 65k damage to everyone in the raid and it will interrupt you for 6 seconds if you get hit by it while casting. So if he casts it, stop casting so you don’t get silenced.

His final ability is called Pulverize and he uses it at 100 energy. With this the ceiling will fall in 3 stages and you will need to dodge as much as possible. In the first stage it will fall directly on you, dealing damage to everyone within a 3 yard radius. In the second stage chunks will fall and hit anyone within an 8 yard radius. And the final stage will drop one big chunk onto the raid, dealing more damage to you the closer you are to the point of impact.

Meanwhile you will have to deal with Phemos. His first ability is Double Slash, which he will use on the tank. You don’t have to do anything special with this.

At 33 energy he will use Whirlwind, which will deal damage every half a second and leave a stackable debuff called Weakened Defenses on those who get hit. Weakened defenses will increase their damage taken by 10% per stack from Shield bash. This means you have to make sure to move phemos away from the raid so that the other tank does not get this debuff.

At 66 energy Phemos will use Enfeebling Roar. This will increase the damage taken by all who get hit by it in a 20 yard radius. You will want to have as many people get hit by it to reduce the amount of damage taken and the duration of the debuff. This is because the debuff starts at an increase of 300% and a duration of 300 seconds and will split over the players that get hit by it.

And then finally at 100 energy he will use Quake. This will deal damage to everyone in the raid. Not only that but it will cause fire to spawn on the floor, making it harder to move. If you get hit by the fire you will also get a stacking dot on you, so as usual stay out of the fire.

A definitive tactic for this encounter itself isn’t completely possible because their energy genereation differs per Ogron. So instead here are a few things to keep in mind.

Their health pools are shared, so you can cleave and multidot for the maximum effect when they are close to eachother.
The further away from each other they are the more damage they will do.
You will want to have them close to each other when Phemos uses Enfeebling Roar and far away when he uses whirlwind.
If Pol casts shield charge, move away from the direction he’s facing so you won’t get hit.
And lastly, move away from fire, the cave ins and stop your casts when Pol uses interrupting shout.

Oh and one more thing to note, right before the second Enfeebling roar, for which you will need to be close to Phemos for, the next Pulverize will be cast. Because of this you do not want to be stacked on top of each other due to the 3 yard damage aoe. Keep a light spread around phemos to take the first pulverize hit, then take the enfeebling roar hit and then go back in ranged position for the rest of Pulverize.

If you liked this quick guide please comment subscribe and click the like button. Be sure to check out our other content at wowweekly.net If you would like to keep up with when new videos come out but you don’t have a youtube account you can also follow us on facebook or twitter, at facebook.com/wowweekly or twitter.com/bbmezzy. For now I’m Mezzy and I’ll see you again next time.

Highmaul Heroic Brackenspore Guide

BrackensporeHey guys I’m Mezzy from WoW Weekly and welcome to this warlords of draenor raiding guide. Today we’ll be taking a look at heroic Brackenspore in Highmaul.

If you look at the Dungeon Journal it seems to have a lot of mechanics, but is in execution quite simple. So start off with, you will notice Creeping Moss, a green efffect on the ground. This will heal adds for 2% of their health every 2 seconds and deal damage to you. You have to keep removing the moss by using the flamethrowers that you will be able to find on weapon racks. Choose 2 people to deal with these and let them burn away the moss 1 player at a time.

Secondly there are 5 adds, two of which help the raid. If you heal up the helpful ones and stand near them they will give you perks. The living mushroom will heal everyone within 20 yards every second. The rejuvinating mushroom will increase your haste by 30% and your mana regeneration. So you’ll want to make sure to actively use these mushrooms to make the fight easier for you.

Then there are 3 types of adds that you will want to keep killing. When the Spore Shooter is up you will want 2 ranged dps to stand between the shooter and the raid so that the rest of the group can stay stacked up. This is because of Spore Shot. It will deal damage to a player and everyone within an 8 yard radius.

The Fungal Flesh-Eater will need to be interrupted when he casts Decay as it does over 100k damage to everyone in the raid if it goes off. Not only does he cast Decay, but he will also gain a stacking buff increasing his damage done by 10% per stack and increasing attack and casting speed. So be sure to switch to them as soon as they spawn.

Then finally on the add front Mind Funguses will reduce your casting speed by 75%. These don’t have a lot of health and should be easy to kill.

With all the environmental things sorted, let’s see what’s left from Brackenspore himself.

There are two things the tanks need to look for and one thing for the healers.

First off Brackenspore puts a stacking dot on the tank, due to the duration of this dot you will want to switch tanks when one tank reaches 4 stacks of Rot. The other ability the tanks and the healers need to watch for is Necrotic Breath. This is a cone that needs to be faced away from the raid. It does roughly 33k damage per second and reduces the tank’s healing taken by 99%. This means that the tank will need to be at full health before the cast starts and preferably have a cooldown and shields on him as well.

As a last ability to round him up, he can cast Infesting Spores. This is a stacking debuff put on everyone and it does increasing damage as it ramps up. When it’s used be sure to use healing cooldowns or personal damage reduction cooldowns.

This boss seems to have a lot going for him but it boils down to this: Have 2 players keep the moss cleared with flamethrowers, heal the mushrooms to gain buffs when you stand near them, kill off the adds, be sure to interrupt decay, tankswap at 4 stacks of rot, top up the tank before Necrotic Breath and use cooldowns for Infesting Spores.

If you liked this quick guide please comment subscribe and click the like button. Be sure to check out our other content at wowweekly.net If you would like to keep up with when new videos come out but you don’t have a youtube account you can also follow us on facebook or twitter, at facebook.com/wowweekly or twitter.com/bbmezzy. For now I’m Mezzy and I’ll see you again next time.

Highmaul Heroic Tectus Guide

TectusHey guys I’m Mezzy from WoW Weekly and welcome to this warlords of draenor raiding guide. Today we’ll be taking a look at heroic Tectus in Highmaul.

Tectus is a 3 part encounter with the first being the most important one. In the first part you will face Tectus and the Night-Twisted pale orcs.

Let’s get into the pale orcs first. The first type is the Earthwarper. These will channel gift of earth which create a vortex that will give Tectus 10 stacks of his Accretion buff. You can prevent this by intercepting this and taking a high amount of damage. This will also reduce your movement speed by 10%, and if Tectus attacks you then he will still get his stacks of Accretion buff. So this means that your non boss tank will be tanking the Earthwarpers and taking the vortexes. Also be sure to keep the Earthwarper faced away from the rest of the raid because of his Earthen Flechettes ability which does nearly 200k in a frontal cone..

The other type is the Berserker, which will be tanked by the Tectus tank. However the berserker will occaisionally cast Raving Assault, resetting all threat and attack a random player. This will have to be kited and anyone caught in it’s track will also take damage.

Because of the abilities of these adds, the dps should always prioritise them.

Tectus himself will gain energy over time. The energy gain will speed up as he loses health and once he reaches 100 energy he will cast Tectonic Upheavel, which does aoe damage to all players. If he is not dead by the time it finishes then he will heal up. However if he does go down to 0 during Tectonic Upheaval he will shatter. But more on that later.

Tecuts will pick up nearby earth to give himself the Accretion buff increasing his damage by 5% per stack. This is the same buff that he could get from the pale orc vortex. You can remove this by dealing damage to tectus.

With all the technical abilities sorted, on to the more regular ones.

When Tectus reaches 25 energy he will use Earthen Pillar. He will raise a pillar from the ground and it will erupt after a couple of seconds. You will have make sure to get out of the big circle, because otherwise it will kill you.

Tectus can also cast Crystalline Barrage which is a cloud that moves towards players. You’ll take damage if you stand in it, so the very easy solution is to not stand in it and move it away from the raid when you are targeted by it.

His final ability is called Fracture which is a spike that shoots up and will deal a lot of damage to anyone who gets hit by it. So if you can, be sure to move out of it.

Now these are all the abilities you have to deal with. If you look back at it, it’s not much. You move out of a couple of abilities, dodge big circles and kill adds. However we still have the shattering to deal with.

Once if at the end of Tectonic Upheavel, Tectus is dead then he will split into two Shards of tectus, who have less health and deal less damage than Tectus himself, but will still have the same abilities. At this point no more pale orcs will spawn.

So each tank picks a shard and a repeat of dealing with the abilities starts. Your raid should focus on killing one of the shards and doing everything again. Once this shard dies, he will split into 4 motes of tectus. The same tank should pick them up and you should deal with these.

Put a skull on one mote and have cleaving attacks deal damage to the others. Once a mote is dead, focus the next, and so on until all 4 are dead. This will leave you with 1 Shard of tectus and you will have to just repeat yourself.

Use heroism when you get the first set of 4 motes as you’ll have to deal with the most abilities at the same time at that point.

The main thing to keep in mind is to not panic and deal with the abilities as they come calmly. To help with dealing with the abilities we had those with the crystaline barrage move to the right, while the rest moved to the left when pillars were summoned. At the same time we have the boss facing the ranged dps as it helped with the crystalline barrage spawn point not killing the melee right away.

You’ll need some practise but if people stay calm you’ll kill it.

If you liked this quick guide please comment subscribe and click the like button. Be sure to check out our other content at wowweekly.net If you would like to keep up with when new videos come out but you don’t have a youtube account you can also follow us on facebook or twitter, at facebook.com/wowweekly or twitter.com/bbmezzy. For now I’m Mezzy and I’ll see you again next time.

Highmaul Heroic The Butcher Guide

The ButcherHey guys I’m Mezzy from WoW Weekly and welcome to this warlords of draenor raiding guide. Today we’ll be taking a look at heroic The Butcher in Highmaul.

The butcher works like Patchwork in the sense that the tanks will have to stand on top of each other as his auto attacks will cleave the closest target within 5 yards. The tanks have two other abilites to watch for. The first is The Cleaver, which is stacking dot. This can be avoided by using active mitigation so be sure to use it. The other ability is The tenderizer. This hits for a lot of damage and increases damage taken by the Tenderizer by 50%. To deal with this have the other tank taunt after 2 stacks.

Meanwhile the rest of your raid has to deal with Cleave. The butcher will attack the largest clump of players in melee range and leave a stacking debuff on them called Gushing Wounds. This will not only deal damage over time but if it reaches 5 stacks they will instantly die.

You will deal with this by setting up two groups with an equal number of players. Not only this, but you will also want a small group of ranged players stay out as a 3rd group. But more on that later. Both groups will be in melee range of the boss on their markers. All except one ranged player from each side. These will be the ones coordinating the stacks of the debuff. When one side gets 3 or 4 stacks their assigned ranged moves out and the other group’s moves in. You will rinse and repeat this.

Eventually the boss will use Bounding Cleave. He will knock everyone in melee range back and charge at a ranged group and put the debuff on them. This is why you want the 3rd small ranged group. They should stack and let the boss hit them. Then you will go back to the regular phase and have the group without any stacks of the debuff start again.

Finally at 30% health the boss will go into a Frenzy increasing his damage done by 10% and attacking 30% quicker. Use heroism at this moment in time.

If you liked this quick guide please comment subscribe and click the like button. Be sure to check out our other content at wowweekly.net If you would like to keep up with when new videos come out but you don’t have a youtube account you can also follow us on facebook or twitter, at facebook.com/wowweekly or twitter.com/bbmezzy. For now I’m Mezzy and I’ll see you again next time.

Highmaul Heroic Kargath Bladefist Guide

Kargath BladefistHey guys I’m Mezzy from WoW Weekly and welcome to this warlords of draenor raiding guide. Today we’ll be taking a look at heroic Kargath Bladefist in Highmaul.

First off there are two environmental challenges you need to watch out for. The fire skull pillars which spew fire, and the Ravenous Bloodmaw tiger pits. These are grates on the floor and will sometimes go down. If you’re standing on them you will die. The fire pillars also do a lot of damage which mean almost certain death. So in short, the environment hates you.

Kargath’s first ability is called Impale which he will cast on the tank. It will deal damage every second and leave a debuff which increases damage taken by the next impale. Because of this you will want to have your tanks swap every time the other tank has 2 stacks of the debuff.

Kargath’s main mechanic is that he charges around a lot and uses a couple of abilities doing so. The first one he can use is called Blade Dance. He will charge a random person every 2 seconds and will hit anyone within 7 yards of them for 54k. So keep a light spread.

The other charging ability is called Berserker Rush. He will charge to a specific person and can hit anyone in a straight line on the way. While he does this his speed and damage will increase every 2 seconds for 20 seconds. So you will want to be sure to move out of this. The person he targets it on can cancel it out by having kargath run into the fire of the flame pillars.

His final ability is Chain Hurl. With this ability he will throw the 5 closest players into the spectator’s stand. They can choose to jump back down or kill the spectators. This is because the spectators are not rooting for you and will be throwing things at you. You will want to send up 1 tank, 1 healer and 3 dps to take out the special adds.

The Iron bombers will leave dots on random players dealing damage every 2 seconds and after 10 seconds it will explode and deal damage to anyone near you.

Drunken Bileslingers will leave poison pools on the arena floor and stun those infront of them. So when you’re on the stands be sure to not stand in front of them.

And finally Iron grunts will also attack you on the stands, this is why you’ll want a tank and healer to join you. These are just raffle and you should focus on the bombers and ogres and then jump back down

It’s the first Warlords raid encounter and although not a complete tank and spank still relatively easy.

If you liked this quick guide please comment subscribe and click the like button. Be sure to check out our other content at wowweekly.net If you would like to keep up with when new videos come out but you don’t have a youtube account you can also follow us on facebook or twitter, at facebook.com/wowweekly or twitter.com/bbmezzy. For now I’m Mezzy and I’ll see you again next time.