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    Paragons of the Klaxxi Heroic Guide

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    Paragons of the Klaxxi Heroic Guide
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    If you'd like to motivate me to make more guides in the future, please check out www.vengeanceking.com, follow me on Twitter @Zabuzan and like my Vengeance King page on Facebook.

    Introduction
    Hi all,

    I created a guide for my guild as reference for Paragons of the Klaxxi Heroic, describing our original kill strategy and have decided to share it with the community.

    I'm a big fan of text guides in conjunction with video guides and I feel that each has their own merits when preparing for a new encounter during progression. I'd also recommend the Fatboss, Evrelia and Gabestah video guides as a great resource ahead of any progression. Links to these video guides can be found below the text guide I've created.

    Hopefully this guide can be of use to other people as well.

    I've also included a TL;DR summary, for those only interested in the key points, despite the fairly succinct strategy for the fight.

    Disclaimer: This guide is aimed at the 10-man Heroic version of the Paragons of the Klaxxi encounter and not all of the information presented may be applicable to 25-man Heroic. This is not a definitive strategy and also assumes a basic knowledge of the normal encounter and the changes to mechanics on Heroic. Other strategies are entirely plausible, but this is what we will be using for our first kill and I can vouch that it works for us!

    For links to my other Heroic boss guides, check out the Index Thread.

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    Raid Composition
    Standard Compositions: 2 Tanks, 5-6 DPS, 2-3 Healers
    Recommended Composition: 2 Tanks, 5 DPS, 3 Healers

    Unless your raid team is severely undergeared, there is no reason not to 3 heal this encounter. It makes the raid healing element a breeze in relation to 2 healing, whilst even without any healers contributing to the damage is still easy to beat the enrage timer and the various burn phases throughout the encounter. The tank healing is probably the main concern on this fight, so having an extra healer is beneficial on that front too, especially with the additional external mitigation cooldowns they provide.

    With sufficient gear, it would also be possible to solo tank this encounter, but the tank healing would be very challenging. After Korven is dead, solo tanking is entirely viable and we have actually succeeded doing so due to a tank death earlier in the fight. Tanking Rik'kal away from Skeer on the pull would require a player to off tank DPS to taunt and using a big mitigation cooldown. Surviving Korven alone would require a chain of high mitigation externals in addition to personal mitigation huge healing, though potentially having a Warrior taunting off once the tank was stunned with Die by the Sword could help to achieve this. I would not recommend a strategy like that for a first kill, but bear in mind that a tank death doesn't ensure a wipe later in the fight, especially once Xaril is down.

    Every 30 seconds after activation, each Paragon gains an 8% damage dealt buff, which stacks. The longer a Paragon is alive, the more lethal they become.


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    Overview
    Our suggested kill order is as below:
    1. Skeer (the Bloodseeker)
    2. Rik'kal (the Dissector)
    3. Korven (the Prime)
    4. Hisek (the Swarmkeeper
    5. Xaril (the Poisoned Mind)
    6. Kaz'tik (the Manipulator)
    7. Ka'roz (the Locust)
    8. Kil'ruk (the Wind-Reaver)
    9. Iyyokuk (the Lucid)

    Though in reality, the last 4 bosses are fairly interchangeable and should be adjusted to suit your raids strengths and weaknesses. We progressed on this encounter using a Blood DK and Prot Paladin, meaning that Ka'roz's damage was already very high after Xaril's death. The Kunchongs were exceedingly annoying and a waste of time, so we polished off Kaz'tik straight away, then Ka'roz. We chose to delay Iyyokuk until last because he poses no real threat alone and Fiery Edge in it's nerfed state is easy to heal through, especially with 3 healers.

    Paragons is a complicated fight when looking at the whole thing, but learning one wave at a time actually makes this a fairly well laid out encounter to progress on. Most of the difficulty is in the Korven through Xaril section of the fight, if you can get through Xaril with all 10 players alive, then a kill isn't far off.

    I'll go through the strategy in the order we've suggested and state the key abilities to watch out for, describing loosely what we did for each "wave" of bosses. It should be noted that the positioning is fairly flexible and relates to which players get targeted by Hurl Amber later in the fight. The only wave with fairly set positioning should be the first one.

    The tanking pattern specifically should be tailored to fit your tank composition. Warriors in particular are excellent at dealing with Ka'roz at higher +damage% stacks. Paladins can also Hand of Protection tanks or Divine Shield themselves if they are actually tanking, to clear the stacks from Xaril, allowing the same tank to pick up Kil'ruk without the additional damage taken.


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    Strategy
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    Wave 1: Skeer + Rik'kal + Hisek

    Quote Originally Posted by Tanks
    Tank B: Picks up Rik'kal and drags him back to the entrance once the Bloods have been soaked into Rik'kal - he should be far away from Skeer at this point. Put all DPS into Skeer but keep active mit up for each Injection after the first.
    Tank A: Picks up Skeer and drags him back to the entrance.
    Quote Originally Posted by DPS
    DPS target: Rik'kal to 90%, then Skeer (Heroism and all CDs)!
    Quote Originally Posted by Raid
    Nuke Rik'kal to 90% so the first Blood adds (Bloodletting from Skeer) fixate on him. The 2nd set of Bloods that spawn should be slowed or stunned to ensure they do not reach Skeer before he dies.
    Quickly switch to Skeer and burn him down with Heroism prior to the 2nd set of Blood adds reaching him to ignore the healing.
    The raid should spread loosely in the area between Hisek and the door, ensuring that they are close enough to one another to soak Aim for an affected target and deal with the Parasites and Bloods. Parasites should be rooted and moved away from, stunned or otherwise CC'd. Hisek remains fixed in the centre. Shortly after the Parasites spawn, ideally have all the fixated players (excluding tanks) quickly stack up so the adds can be AoE rooted or stunned, before quickly moving away again.
    Quote Originally Posted by Key Abilities
    Skeer: Bloodletting - spawns 3 adds in a random 3 of 4 possible positions. Fixate on lowest health target and upon reaching them, heal the target up.

    Rik'kal: Injection - if active mit is up when injection is used, a stack is not applied. If a stack is gained and the next stack is mitigated the debuff drops off and 5 Parasite adds spawn per stack of the debuff. Only 5 adds will spawn, as only the first injection will be let through. Parasites must be stunned or otherwise CC'd.

    Rik'kal: Transforms a random raid member into a Scorpion and applies a dot. They cannot be healed. Eating a parasite frees you from the Scorpion after a few seconds, but use the Scorpion to deal additional damage to the active target. Eat a parasite first, then focus on DPS.

    Hisek: Aim - as on Normal, does a large amount of damage. Hunters can ignore Aim with Feign Death. If soaking, people must spread out so the AoE that hits them when Aim passes through doesn't cleave multiple players.

    Hisek: Rapid Fire - Similar to attenuation from Imperial Vizier Zor'lok back in Heart of Fear, but smaller bolts and smaller gaps. Deals very high damage if hit.

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    Wave 2: Rik'kal + Hisek + Ka'roz
    Skeer's buff: Any hard hitting DPS can take this for some additional free healing..

    Quote Originally Posted by Tanks
    Tank A: Picks up Ka'roz and drags it over to Rik'kal near the door, putting all DPS into Rik'kal rather than Ka'roz.
    Tank B: Tanking Rik'kal, moving towards the outer ring of the circular mark in the centre of the room, about half way between Hisek and the wall.
    Quote Originally Posted by DPS
    DPS target: Rik'kal!
    Quote Originally Posted by Raid
    Remain positioned as during Wave 1. Run to the edge of the room for Hurl Amber, then back in again. Move around the room staying loosely spread but all in a similar area so as to be able to soak Aim easily.
    Quote Originally Posted by Key Abilities
    Rik'kal: Injection and the Scorpion debuff still occur. Rik'kal will be buffed by ~16%.

    Hisek: Aim and Rapid Fire still occur. Hisek will be buffed by ~16%.

    Ka'roz: Whirling - Ka'roz runs between random players and places a ground based AoE in his path. If a player stands within it (or doesn't rapidly move away after it has appeared), they will be stunned for 5 seconds. Spreading out a little makes this easier, but be careful not to spread out too far so that Aim can still be handled.

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    Wave 3: Korven + Hisek + Ka'roz
    Rik'kal's buff: A Tank can pick this buff up for optimal raid DPS, as it scales with Vengeance and will deal massive additional damage. It should be timed to coincide with key burn points. If you are having problems keeping tanks up whilst in the Scorpion, either ensure the tank without the Scorpion buff is tanking all active Paragons, or have melee DPS or hunter pick up the Scorpion buff instead. It is not key to meeting the overall DPS check or any of the burns in end game gear, better to guarantee your tanks are alive!

    Quote Originally Posted by Tanks
    Tank A: tanking Ka'roz. Cleave. Tank swap between Korven and Ka'roz every 2 Shield Slams.
    Tank B: Picks up Korven and drags him together with Ka'roz on the middle ring in the centre of the room. Cleave. Tank swap between Korven and Ka'roz every 2 Shield Slams.
    Quote Originally Posted by DPS
    DPS target: Finish up any remaining Amber Parasites before anything else. Bring Ka'roz and Korven down at a roughly equivalent level, push Ka'roz below 50% with Korven just above ~55% to trigger an Amber shield on Ka'roz, then use DPS cooldowns and the Scorpion buff to burn Korven down in under ~40 seconds!
    Quote Originally Posted by Raid
    Run to the edge of the room for Hurl Amber, then back in again. Move around the room staying loosely spread but all in a similar area so as to be able to soak Aim easily. Be careful to avoid melee range of Korven, as when he stuns the tank with Shield Bash and starts channelling Vengeful Strikes, it will deal massive damage to any non tanks caught in its path.
    Quote Originally Posted by Key Abilities
    Hisek: Aim and Rapid Fire still occur. Hisek will be buffed by ~40-48%.

    Ka'roz: Whirling still occurs. Ka'roz will be buffed by ~24-32%.

    Korven: Shield Bash - stuns his active tank, placing a stacking DOT on them and then cleaving thereafter with Vengeful Strikes. He is tauntable during this time, should there be insufficient cooldowns available to maintain the stunned tank.

    Korven: Amber Shield - Once any active Paragon drops below 50% health, Korven encases them in Amber and a cast channels, at the end of which the targeted Paragon is healed to full. This occurs every ~40seconds thereafter to the lowest health Paragon. On Heroic, the Amber Shield cannot be broken as it is immune to damage, so to deal with it the DPS must push a different Paragon (in this case, Ka'roz) below 50% before Korven, then burn Korven down before he casts the 2nd Amber Shield on himself. As long as Korven is below 10%, even if he gets an Amber Shield on himself, it will not heal him (possibly due to a bug).

    Korven NOTE: Very high tank damage.

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    Wave 4: Hisek + Ka'roz + Iyyokuk
    Korven's buff: Only tanks can use this, it is optimally used to fully ignore a Mesmerise later in the fight, by encasing the Mesmerised player in Amber. If tanks are using both Skeer and Rik'kal's buff, it will go unused. It is not a key benefit to the encounter.

    Quote Originally Posted by Tanks
    Tank A: Tanking Ka'roz, dragging it over to Hisek in the centre of the room and putting all DPS into Hisek.
    Tank B: Picks up Iyyokuk and drags it over to Hisek in the centre of the room and putting all DPS into Hisek.
    Quote Originally Posted by DPS
    DPS target: Hisek!
    Quote Originally Posted by Raid
    Run to the edge of the room for Hurl Amber, then back in again. Move around the room staying loosely spread but all in a similar area so as to be able to soak Aim easily. Stand still when Fiery Edge starts, ensuring you are not standing right next to any other raiders before the cast goes off.
    Quote Originally Posted by Key Abilities
    Hisek: Aim and Rapid Fire still occur: Hisek will be buffed by ~48-64%.

    Hisek NOTE: Melee and tanks must move out or use full immunities to survive Rapid Fire if remaining in the centre.

    Hisek NOTE: With a 24-32% buff, Aim must be handled perfectly and ideally with mitigation cooldowns.

    Ka'roz: Whirling still occurs. Ka'roz will be buffed by ~24-32%.

    Ka'roz NOTE: Melee and tanks should stand at max range from their target and spread out so that Whirling cannot obstruct the entire central area.

    Ka'roz NOTE: Ranged and healers should be loosely spread, but not all around the room as Aim will still need to be soaked.

    Iyyokuk: Fiery Edge - as on Normal, connects random players with line of fire but deals much higher damage. The raid must be sufficiently spread so as not to connect the lines through other players and once Fiery Edge is active, no one should move.

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    Wave 5: Xaril + Ka'roz + Iyyokuk
    Hisek's buff: A hunter or mobile ranged DPS should pick this up. It gives an additional ability to deal damage which increases the further away from the target you are, as well as applying a +15% damage taken buff to the target. 1 minute CD and should be used pretty much on CD.

    Quote Originally Posted by Tanks
    Tank A: Tanking Ka'roz, near one edge of the room, with Tank B. Put all DPS into Xaril. When Ka'roz leaps away for Hurl Amber, pop the Scorpion and nuke Xaril.
    Tank B: Picks up Xaril and continues to tank Iyyokuk, moving to Tank A and putting all DPS into Xaril rather than the others.
    Quote Originally Posted by DPS
    DPS target: Xaril, using the Hisek and Rik'kal Scorpion buff for additional DPS!
    Quote Originally Posted by Raid
    At this point, the ranged DPS and healers can spread more around the room to give as much space as possible, aimto contain the whole of the raid within roughly 1/3 of the room as an absolute maximum. Each time there is a catalyst trigger from Xaril, run to the edge of the room before moving back to the centre to avoid the abilities that follow once placed. Use pots and any available DPS CDs to burn Xaril down. Keep running out prior to Hurl Amber and stand still during Fiery Edge.
    Quote Originally Posted by Key Abilities
    Ka'roz: Whirling still occurs. Ka'roz will be buffed by ~40-48%.

    Ka'roz NOTE: Melee and tanks should stand at max range from their target and spread out so that Whirling cannot obstruct the entire central area.

    Iyyokuk: Fiery Edge still occurs. Iyyokuk will be buffed by ~24-32%.

    Xaril: No longer triggers Red, Blue or Yellow debuffs as on Normal (though the actual effects of each colour are the same), Xaril now triggers Orange (drops massive fire damage rings that grow), Purple (triggers autorun and spawns fire in wake) and Green (negligible). This is arguably the most deadly time in terms of pure raid wide damage. Burn him like hell!

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    Wave 6: Kaz'tik + Ka'roz + Iyyokuk
    Xaril's buff: Healing ability, but it's not massively beneficial, take it or leave it!

    Quote Originally Posted by Tanks
    Tank A: Taunts Iyyokuk off Tank B, put all DPS into Kaz'tik. Scorpion on CD. Taunt any Kunchongs that spawn.
    Tank B: Taunts Ka'roz off Tank A as the base damage is getting very high. Put all DPS into Kaz'tik. Use the extra action button from Korven's buff to encase a player targeted by Mesmerise in Amber. Taunt any Kunchongs that spawn.
    Quote Originally Posted by DPS
    DPS target: Kaz'tik!
    Quote Originally Posted by Raid
    Stay as far from any Kunchongs at all times. Dodge the Sonic Pulses from Kaz'tik. Don't be too close to a Kunchong and get destroyed by Mesmerise! Keep running out prior to Hurl Amber and stand still during Fiery Edge.
    Quote Originally Posted by Key Abilities
    Ka'roz: Whirling still occurs. Ka'roz will be buffed by ~48-64% and doing very high tank damage.

    Ka'roz NOTE: Melee and tanks should stand at max range from their target and spread out so that Whirling cannot obstruct the entire central area.

    Iyyokuk: Fiery Edge still occurs. Iyyokuk will be buffed by ~32-48%.

    Kaz'tik: Free casts from a fairly central spawning location, sending out sonic pulses which deal high physical damage.

    Kaz'tik: Spawns Kunchongs round the edge of the room. These can be killed when their shields periodically go down, especially useful when a player is being Mesmerised towards them. After a Mesmerise, if they are still alive, they will hatch into fully grown Kunchong and must be quickly picked up by a Tank A before the one shot a raid member.

    Kaz'tik: Mesmerise - Targets a player and channels them towards a Kunchong, if are too close to the Kunchong and reach it before the channel has ended, they will be instantly killed. Certain classes can remove the Mesermise entirely, such as Priests using Spectral Guise. Life Grip and similar abilities can also be used to pull a player away from a Kunchong if they are getting too close during Mesmerise.

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    Wave 7: Ka'roz + Kil'ruk + Iyyokuk
    Ka'roz's buff: Strong legs is only useful if you are using it to break the Amber Shields from Korven, who is already dead. So just leave this one.

    Quote Originally Posted by Tanks
    Tank A: Keep tanking Iyyokuk, tanking in the centre and putting all DPS into Kaz'tik. Scorpion on CD.[/
    Tank B: Tank roughly in the centre and put all DPS into Ka'roz. Additional spot healing or a small mitigation cooldown may be required during Kil'ruk's Gouge.
    Quote Originally Posted by DPS
    DPS target: Ka'roz!
    Quote Originally Posted by Raid
    Stay spread out in one half of the room, staying away from Kunchongs and remaining still during Fiery Edge. Watch out for Kil'ruk's Death from Above.
    Quote Originally Posted by Key Abilities
    Iyyokuk: Fiery Edge still occurs.It may coincide with Reave from Kil'ruk, so be prepared to use large raid cooldowns if that is the case. Iyyokuk will be buffed by ~48-64%.

    Ka'roz: Whirling still occurs. Ka'roz will be buffed by ~64-80% and doing massive tank damage. Not having a Warrior tank means it's definitely preferable to kill Ka'roz earlier.

    Ka'roz NOTE: Melee and tanks should stand at max range from their target and spread out so that Whirling cannot obstruct the entire central area.

    Kil'ruk: Hard hitting melee attacks, dual wields so can inflict massive burst damage when MH and OH line up in the same global.

    Kil'ruk: Gouges the active tank, stunning them and thus dealing unmitigated damage for the duration, follows Gouge with Mutilate.

    Kil'ruk: Death from Above on a random raid member periodically, jumping over to them and smashing down towards them, with target location marked by a red circle - DO NOT GET HIT.

    Kil'ruk: Periodically uses Reave, jumping to a random location and dragging players towards it and dealing higher damage the closer you get. Be at max range and run away from him to avoid getting sucked right in!

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    Wave 8: Kil'ruk + Iyyokuk
    Kaz'tik's buff: Negligible healing ability, especially in 10-man. Can ignore this.
    Quote Originally Posted by Tanks
    Tank A: Keep tanking Iyyokuk, staying on Tank B and putting all DPS into Kil'ruk. Scorpion on CD.
    Tank B: Keep tanking Kil'ruk. Cooldowns required during Gouge.
    Quote Originally Posted by DPS
    DPS target: Kil'ruk!
    Quote Originally Posted by Raid
    Stay spread out in one half of the room, staying away from Kunchongs and remaining still during Fiery Edge.
    Quote Originally Posted by Key Abilities
    Iyyokuk: Fiery Edge still occurs.It may coincide with Reave from Kil'ruk, so be prepared to use large raid cooldowns if that is the case. Iyyokuk will be buffed by ~64-80%.

    Kil'ruk: Still hits like a truck, Gouges and uses both Death from Above and Reave. Kil'rik will be buffed by #8-16%

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    Wave 9: Iyyokuk
    Kil'ruk's buff: Don't worry about this one.
    Quote Originally Posted by Tanks
    Tank A: Keep tanking Iyyokuk. Scorpion on CD.
    Tank B: Whichever tank has more DPS (with their current Vengeance levels factored in) should taunt and nuke Iyyokuk. Obviously, the other tank should keep nuking Iyyokuk as well
    Quote Originally Posted by DPS
    DPS target: Iyyokuk!
    Quote Originally Posted by Raid
    Stay spread out in one half of the room, remaining still during Fiery Edge. During Fiery Edge, which will be highly buffed, burn through every raid healing and mit CD remaining, healthstones and personals. Off healing rather than DPS is preferred, as we will have no issue with the enrage timer.
    Quote Originally Posted by Key Abilities
    Iyyokuk: Fiery Edge still occurs. Iyyokuk will be buffed by ~80-96%.

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    General Tips
    • Priests can use Spectral Guise to cancel Aim if targetted.
    • Hunters can use Feign Death to cancel Aim if targetted.
    • Paladins can use Hand of Protection to clear the tank stacks applied by Skeer and Xaril to allow the same tank to pick up Rik'kal and Kil'ruk respectively, if required. Divine Shield also works.
    • Priests can use Spectral Guise to cancel Mesmerise if targetted.
    • The Blood adds that Skeer spawns are susceptible to stuns but NOT knock backs. If you nuke hard enough even stuns should not be required.
    • Amber Parasites spawned by Rik'kal's Injection if a tank doesn't have active mit up spawn once the debuff drops off. They are fully CC'able, but when rooted they will attack any nearby player if their focus target isn't in range, so stay away! Void Tendrils from a Priest is particularly effective if CC'd away from the group.


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    Video Guides
    Below are some video guides for further reference, bear in mind that not all aspects of the strategies or tips described in the videos may be shared with my own information, but can be used in conjunction with the guide for a better overall idea ahead of progressing on this encounter.

    Fatboss Video Guide:
    LINK

    Evrelia Video Guide:
    LINK

    For a full list of Gabestah Video Guides, please check out his thread HERE


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    Change Log
    1. Amended colour formatting
    2. Fixed line formatting
    3. Added Video Guides section and links
    4. Corrected estimate buff %s

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    Last edited by Zabuzan; 2014-02-03 at 05:21 PM. Reason: Change #4
    <Judge> Alonsus-EU. 6/8M Uldir
    Prot Paladin
    RECRUITING FOR BFA!

  2. #2
    Did you guys skip Heroic Spoils, Thok, and Siegecrafter? I always appreciate your guides, so I was checking today to see if you had a Heroic Seigecrafter guide up, as that fight is kicking our ass.

  3. #3
    Thanks. It's really nice to have a written reference sheet for this fight.

    My only gripe is that you use the first names instead of the titles. Maybe it's just me, but the titles make it much easier to associate each bug to the abilities they use.

  4. #4
    I am Murloc!
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    What is this junk about 8% buffs? They buff +10% every 30 seconds. If it was only 8% upon death, some parts would be completely trivial - with Ka'roz being an absolute joke even when killed last, instead of his abilities nearly one shotting people.

    E: Unless that's how they act in 10 man, except I don't think it's any different.

  5. #5
    Deleted
    Quote Originally Posted by KaPe View Post
    What is this junk about 8% buffs? They buff +10% every 30 seconds. If it was only 8% upon death, some parts would be completely trivial - with Ka'roz being an absolute joke even when killed last, instead of his abilities nearly one shotting people.

    E: Unless that's how they act in 10 man, except I don't think it's any different.
    Dungeon Journal says 8% every 50 secs i believe.

  6. #6
    I am Murloc!
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    Check the logs. They buff every 30 seconds. This is from 25, but I assume it's exactly the same.

    [23:58:10.569] Ka'roz the Locust gains Paragon's Purpose from Ka'roz the Locust
    [23:58:40.469] Ka'roz the Locust gains Paragon's Purpose (2) from Ka'roz the Locust
    [23:59:10.484] Ka'roz the Locust gains Paragon's Purpose (3) from Ka'roz the Locust
    [23:59:32.641] Ka'roz the Locust Paragon's Purpose Ka'roz the Locust +54699043 (O: 0, O: 226173181)
    [23:59:40.458] Ka'roz the Locust gains Paragon's Purpose (4) from Ka'roz the Locust
    [00:00:10.467] Ka'roz the Locust gains Paragon's Purpose (5) from Ka'roz the Locust
    [00:00:40.468] Ka'roz the Locust gains Paragon's Purpose (6) from Ka'roz the Locust

  7. #7
    Quote Originally Posted by KaPe View Post
    What is this junk about 8% buffs? They buff +10% every 30 seconds. If it was only 8% upon death, some parts would be completely trivial - with Ka'roz being an absolute joke even when killed last, instead of his abilities nearly one shotting people.

    E: Unless that's how they act in 10 man, except I don't think it's any different.
    Close, it's 8% on both heroic difficulties, but it does stack every 30s.

    We usually see Ka'roz up around 120% increased damage on our kills. He's still a joke, but it's kind of funny.

  8. #8
    I am Murloc!
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    Now imagine how pathetic he'd be with only +40% or so.

    It might seem nitpicky, but I'm pretty sure I saw the same "+8% every kill" in Fatboss guide. It was somewhat amusing to see all those %listed for each stage of the fight, while being wrong all the way. It seems minor until you realize that some abilities become fairly dangerous much faster than it would seem. Rapid fire will be one shoting everyone after couple stacks, Ka'roz stuns/amber becomes lethal and he starts melee'ing fairly hard, and so on.

    As for something more constructive - in addition to what's already listed, Mages can use Greater Invis, Rogues have Vanish and Ferals can get Play Dead from Hunter's Symbiosis to avoid Aim. Warlocks can soak with Dark Bargain + Unending Resolve. Interestingly enough, Whirling appearently counts as melee attack and can break Zen Meditation during Aim for a nasty surprise. Had it happen a few times with Windwalker and he didn't get hit by anything else which would break it.
    Last edited by KaPe; 2014-02-01 at 09:16 PM.

  9. #9
    Stood in the Fire Zabuzan's Avatar
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    I was under the impression that it was every 50 rather than 30 seconds. Was only meant to be an estimate either way. Will double up the buff %s - but again, it's only a loose estimate and depends significantly on outgoing DPS.

    The fact that this encounter was comparatively a joke (perhaps due to it's nerfs?) on 10-man, relative to the previous couple of bosses (which Thok we did pre nerf and SC we did shortly post nerf after weeks of pre nerf progression), made the damage buffs each Paragon gets in the later waves seem fairly trivial, except for the tank. I should have paid closer attention to them!

    We took less than 10% of the wipes we spent on SC to kill Paragons... it took us more attempts to kill Shamans, Malkorok, Spoils and Thok.

    Will amend the guide, thanks for the feedback all!

    - - - Updated - - -

    I've updated it for more regular stack building and greater range variability.

    Thanks for the confirmation! Will have to update it on my site as well... best get cracking.

    - - - Updated - - -

    Quote Originally Posted by Digger Dave View Post
    Thanks. It's really nice to have a written reference sheet for this fight.

    My only gripe is that you use the first names instead of the titles. Maybe it's just me, but the titles make it much easier to associate each bug to the abilities they use.
    Yeah, it seems to vary in different guilds as to whether or not people learn the Paragon's names or titles! We went with their actual, so to cut down on text I did as well.

    - - - Updated - - -

    Quote Originally Posted by Janglybits View Post
    Did you guys skip Heroic Spoils, Thok, and Siegecrafter? I always appreciate your guides, so I was checking today to see if you had a Heroic Seigecrafter guide up, as that fight is kicking our ass.
    We did the fights, but I haven't gotten round to typing anything up yet!

    For Siegecrafter we did an empowered order similar to a burn strat... but due to lack of available DPS we ended up doing the strat with 2 healers which means I'm not really in any position to offer advice on a sound general strat!

    For reference, we did:
    Emp Missile
    Emp Laser
    Emp Missile
    Emp Laser
    Emp Mines
    Emp Mines
    KILL

    Even with 2 healing, we could have actually burned the boss after the 1st wave of emp mines in the end, but it was better to be safe than sorry! We had minimal success with a Magnet strat and the hassle of having to work it out after a couple hundred wipes (of which many were sub 10%) with a 1 heal 7 DPS burn, just wasn't worth it for us.

    Hopefully I'll get something up in the near future... but to be honest I probably won't have time to go back and fill in the gaps until after Garrosh is dead
    <Judge> Alonsus-EU. 6/8M Uldir
    Prot Paladin
    RECRUITING FOR BFA!

  10. #10
    Deleted
    The guide i was looking for...

    thanks Zabuzan, i really appreciate it

  11. #11
    Stood in the Fire Zabuzan's Avatar
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    No worries, glad to be of service.

    Garrosh Heroic guide incoming once we've got the kill! Though I think we are 2 heal 1 tanking it which isn't really optimal, so I'll be describing a strat we didn't actually use and will no doubt need refinement for P3.
    <Judge> Alonsus-EU. 6/8M Uldir
    Prot Paladin
    RECRUITING FOR BFA!

  12. #12
    Just a minor fix:
    Quote Originally Posted by Zabuzan View Post
    The Blood adds that Skeer spawns are susceptible to stuns but NOT knock backs. If you nuke hard enough even stuns should not be required.
    This statement is not absolutely true, but I think the Succubus knockback is the only exception. (Carrion Swarm does not work, Elemental Shaman's knockback does not work and our druid did not even bother trying.)

  13. #13
    Deleted
    Quote Originally Posted by Killem View Post
    Just a minor fix:


    This statement is not absolutely true, but I think the Succubus knockback is the only exception. (Carrion Swarm does not work, Elemental Shaman's knockback does not work and our druid did not even bother trying.)
    I did however and can confirm that typhoon does not work.

  14. #14
    Oh you're 10-man, no wonder I was confused for a moment.

    On 25-man I think you'd be pretty dumb to not kill Iyyokuk immediately after Xaril.
    Last edited by Nitros14; 2014-02-21 at 01:19 PM.

  15. #15
    Keyboard Turner
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    Awesome guide!

  16. #16
    Quote Originally Posted by Killem View Post
    Just a minor fix:


    This statement is not absolutely true, but I think the Succubus knockback is the only exception. (Carrion Swarm does not work, Elemental Shaman's knockback does not work and our druid did not even bother trying.)
    Quote Originally Posted by Karlzone View Post
    I did however and can confirm that typhoon does not work.
    Typhoon from druids has always worked

    Quote Originally Posted by Nitros14 View Post
    Oh you're 10-man, no wonder I was confused for a moment.

    On 25-man I think you'd be pretty dumb to not kill Iyyokuk immediately after Xaril.
    I know multiple guilds, including my own who kill Kaztik before Iyyokuk, this was a strat even before the nerf to fiery edge damage, and is even easier to pull off now. Killing Kaztik as soon as he comes down allows us to never have to deal with a kunchong molting and ranged don't have to worry so much about swapping to the add.

    OT: I don't mean to be rude, but this guide is rife with misinformation:

    Aim from Hisek is avoidable via feign death, play dead, invis, Spectral Guise, and vanish(you left out invis/play dead from druids) Eating parasites is no way affects how quickly you are removed from the scorpion transform, in fact, eating fast enough allows you to eat 2 parasites before the transform wears off.

    If your numbers are correct and inject spawns 5 adds in 10man then depending on how fast you kill Rikkal (3-4 mutates) it is imperative that 1-2 players eat an extra parasite so that they do not need to be bursted down, but eating an extra that shouldn't be eaten will prevent a person transformed from being able to eat one, and will inevitably cause them to die. Transform targets are also definitely able to be healed.

    Kaztik does not randomly fire his attacks like most people think, he most certainly does aim them at the tank he is currently on,and can be dragged around the room, he doesn't stay planted like you suggest.
    Last edited by Kraineth; 2014-02-21 at 11:45 PM.

  17. #17
    Quote Originally Posted by Nitros14 View Post
    Oh you're 10-man, no wonder I was confused for a moment.

    On 25-man I think you'd be pretty dumb to not kill Iyyokuk immediately after Xaril.
    Mine switched the last 3 bosses up and went with this order in 25M:
    Skeer (the Bloodseeker)
    Rik'kal (the Dissector)
    Korven (the Prime)
    Hisek (the Swarmkeeper
    Xaril (the Poisoned Mind)
    Kaz'tik (the Manipulator)
    Iyyokuk (the Lucid)
    Kil'ruk (the Wind-Reaver)
    Ka'roz (the Locust)

    We only 4 healed on 25 man though, so it's alot harder to deal with Fiery Edge which is why we get it over with early, while the last 2 are pretty much avoidable damage outside of the tanks.

    But as the guide said, last 4 can be interchangeable really depending on your raid.
    Last edited by Strifey; 2014-02-21 at 11:44 PM.

  18. #18
    I am sure you could do that but killing Iyyokuk before Kaz'tik is the 'standard' order for a reason, once fiery edges are gone it's much much less of a headache for ranged to all zerg the kunchongs down plus fiery edge + reave ain't no fun.

  19. #19
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    Quote Originally Posted by Kraineth View Post
    Typhoon from druids has always worked
    Weird as I tried it multiple times. When I'm on paragons again (will probably take weeks because 25 man) I'll make sure to figure out.

  20. #20
    Stood in the Fire Zabuzan's Avatar
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    Quote Originally Posted by Kraineth View Post
    Typhoon from druids has always worked



    I know multiple guilds, including my own who kill Kaztik before Iyyokuk, this was a strat even before the nerf to fiery edge damage, and is even easier to pull off now. Killing Kaztik as soon as he comes down allows us to never have to deal with a kunchong molting and ranged don't have to worry so much about swapping to the add.

    OT: I don't mean to be rude, but this guide is rife with misinformation:

    Aim from Hisek is avoidable via feign death, play dead, invis, Spectral Guise, and vanish(you left out invis/play dead from druids) Eating parasites is no way affects how quickly you are removed from the scorpion transform, in fact, eating fast enough allows you to eat 2 parasites before the transform wears off.

    If your numbers are correct and inject spawns 5 adds in 10man then depending on how fast you kill Rikkal (3-4 mutates) it is imperative that 1-2 players eat an extra parasite so that they do not need to be bursted down, but eating an extra that shouldn't be eaten will prevent a person transformed from being able to eat one, and will inevitably cause them to die. Transform targets are also definitely able to be healed.

    Kaztik does not randomly fire his attacks like most people think, he most certainly does aim them at the tank he is currently on,and can be dragged around the room, he doesn't stay planted like you suggest.
    Nowhere does it say that that aim can't be avoided by other mechanics, I just wasn't sure what they were as only a couple of them were viable in my raid comp and I didn't spot any others from a few forum posts.

    Rikkal dies for us in 4 mutates, meaning that 1 person can eat an extra parasite if needed, though for our kill we actually just bursted it down - the DPS requirement to do so is negligible (at least on 10-man) when there is only 1 target remaining - Korven isn't immediately available so it fills the time either way.

    Didn't realise that Kaztik moves around the room, had never noticed as much on either normal or Heroic difficulty - that was an oversight admittedly.

    I think "rife with misniformation" is a little unfair... some errors admittedly, but I never guarantee that everything I've suggested is 100% effective or guaranteed, it's just the closest interpretation I've managed to surmise without scouring logs or forums to verify our strategy against every eventuality. Appreciate the info though!

    - - - Updated - - -

    Quote Originally Posted by Karlzone View Post
    Weird as I tried it multiple times. When I'm on paragons again (will probably take weeks because 25 man) I'll make sure to figure out.
    Our Boomkin said it didn't, but he could very well be lying for all I know!

    - - - Updated - - -

    Quote Originally Posted by Nitros14 View Post
    I am sure you could do that but killing Iyyokuk before Kaz'tik is the 'standard' order for a reason, once fiery edges are gone it's much much less of a headache for ranged to all zerg the kunchongs down plus fiery edge + reave ain't no fun.

    As stated in the guide, the last 4 bosses are pretty much fully interchangeable in my eyes without changing the overall strategy significantly. We left Iyyokuk up because as long as no one moves, when 3 healing on 10-man it's pretty much a joke.
    <Judge> Alonsus-EU. 6/8M Uldir
    Prot Paladin
    RECRUITING FOR BFA!

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