1. #1

    Kilrogg Deadeye - Fun concept

    I looked through Kilrogg dungeoun journal and was somewhat disappointed. I had really big expectations for his ever since blizzcon, he was presented as an interesting mixture between a warrior and a blood shaman, as soon as his clan deals with blood magic, chanelling dark spirits, transforming warriors into Hulk-like berserkers etc. That would seem logical that their leader is not only greatest warrior but as well most proficient in blood rituals.
    We actually see it, but in some short-cut form. So, I just thought a little bit and imagined a few more moves for him. That revolves around poisons in addition to blood magic (both seem in use as follows from descriptions).

    Kilrogg Deadeye

    1. Shred Armor (1.6 sec cast, tank) - inflicts massive physical damage, reducind armor by 40% and afflicts target with 10 stacks of slow poison. Poison inflicts 10,000 dmg per stack every 2 seconds, and reduces attack damage, AS and MS by 2% per stack (3% mythic). Loses 1 stack every times it deals damage, but last stack never depletes. If reapplied, poison deals double effect.

    2. Heart seeker (5 sec channel, distant target) - enchants a dagger with blood magic to throw it at target unit, dealing 300,000 damage to it (and all units along the way) and applies a growing bleed effect that deals damage until target is fully healed. Affected units spawn blood globules that immediately start moving towards Kilrogg, and if they reach him, inflict heavy damage to all the raid and heal him for 5% of his max hp. 30% heal and more damage if target has fel corruption.

    3. Poison darts (3 sec cast, distant target) - Kilrogg takes a brass tube to blow poisoned darts into 1(3) enemy units. Affected units are afflicted with fear and lose 10% of their maximum health for 12 seconds. If poison is removed before it expires, victims will have a debuff called "weakened" that causes them to lose 40% movement speed, attack damage and heal and take 20% more damage (mythic only) for next 60 sec.

    4. Blood spirits (4 sec cast, distant target, mythic only) - Kilrogg cuts his vein to make a sarcifice to blood spirits. Spirit than haunts a distant enemy, enchanting it with blood frenzy for 25 seconds. He gets mind controlled and attacks the closest player to him. Has his health pool, attack damage and movement speed increased by 100%, further increasing speed and damare by 10% per seconds. Immune to stuns, crowd controls and can only be slowed by 50%.
    It is an enrage effect and can be removed, but upon removal, erupts it a volley of blood bolts, dealing damage to all units in 30 yds, damage depending on time remaining. Roughly 30.000 dmg per second remaining.

    5. Death throes (8 sec channel, all units) - spins around and deals damage to all units based on proximity. Also erupts fel bolts that do aoe damage.

    6. Visions of death (8 sec channel, frontal cone) - fel energy erupts from Kilrogg's eye socket, making 2 untis who stand before him face the vision of their deaths. If no one stands before him, inflicts damage to all raid.

    Below 50%.

    7. Blood harvest (2 sec cast, distant target, mythic only) - blinks behind a random target, dealing a cleave in a cone, damaging all units within 7 yds of the target for 275,000 dmg, affecting them with mark of blood. Also, mark of blood is applied to all players, who were hit by Shred Armor, Heart Seeker and Blood spirits.
    Kilrogg then begins a 10 sec channel that afflicts all marked players, draining their life and slowing by 50% for 10 seconds, absorbing 45,000 life per second per player and healing himself 5x that amount. Can be interrupted by running further that 60 yds from him.
    Additionally, drains 20% AS and MS and 10% damage from each affected player for 45 seconds.

    At 25%

    8. Rise shadows (6 sec cast) - when Kilrogg reaches 25% hp, he takes for an ultimate move. After a channel he roars, dealing 75.000 damage and stunning everyone for 3 seconds and summons 3 (4 on mythic) mirror images of him. They have same 25% of his hp, but take double damage.
    Each of them either have one of his abilities - Shred Armor or Heart Seeker and 2 new - one is called Howl of terror - channels a roar that damages everyone by 40.000 per second and slowing by 30%, for 8 sec; and Shadow strike, that blinks behind a chosen target and deals damage to it and all units in 7 yds, applying a blood mark. The last illusion only appears on mythic. They do 50% melee damage of the boss, and deal and AoE upon death that heals all other illusions and boss himself, if he is closer than 25 yds to the illusion, for 10% hp. 50% damage done to the boss is transferred to the closest illusion. If Kilrogg reaches 10% hp if there are any illusions active, he forces an illusion to enter him, healing him for 15% and increasing his damage by 30%.
    On mythic illusions also periodically spawn floating red eyes (eyes of Kilrogg) that channel increasing damage to random units. When these eyes are killed, they explode for some damage, healing the boss for the amount of damage they did.
    Last edited by Explorer; 2015-05-03 at 05:51 AM.

  2. #2
    Crap, I thought this was general but it was raiding and dungeon.
    Last edited by LairenyX; 2015-05-03 at 07:53 AM.

  3. #3
    Deleted
    You can look at the dungeon journal all you want, but it doesn't really give you a feel of how the fight is. It tells you about the abilities, what they do etc, but not necessarily how they work.

    The fight actually has a lot of flavor, both in the transformation ability and in the visions of death ability. I think the fight does him justice from limited ptr testing.

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