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Kor'kron Dark Shaman Heroic Guide
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Introduction
Hi all,
I created a guide for my guild as reference for Kor'kron Dark Shaman 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 each phase.
Disclaimer: This guide is aimed at the 10-man Heroic version of the Kor'kron Dark Shaman 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: 2-3 Tanks, 4-6 DPS, 2-3 Healers
Recommended Composition: 3 Tanks, 4 DPS (preferring Ranged), 3 Healers (at least one healer with absorb shielding capabilities)
The recommended composition ties in with the strategy described in this guide, whereby the bosses are split apart and tanked so far away from one another that the group at each of the bosses only deal with that bosses set of abilities.
The sub groups for the bosses are best split as follows:
Haromm: 2 tanks (due to the Frost Strike tank swap mechanic), 2 healers (due to very high damage both on the tanks and as a result of Toxic Mist) and you also have the option to assign 1 DPS (melee DPS if you are using any), I'll go into why later in the guide.
Kardris: 1 tank (no tank swap required), 1 healer (should have absorb shielding to combat the Iron Prison ability), 4 DPS (preferring Ranged so that the Foul Geyser isn't as problematic) or 3 DPS if you have assigned one to the Haromm group.
If you do want to take melee DPS, they can either stay with the Kardris group and focus on avoiding the Foul Geyser slimes, or they can join the Haromm group and tunnel the boss. The only issue with this is that the 2 healers with Haromm will already be having a tough time with Toxic Mist so there's an extra person for them to heal as well as unpredictability with which players are targeted, however this shouldn't be too much of a big deal as the total amount of damage from Toxic Mist will remain the same.
There is a benefit to assigning at least one DPS (even if it is ranged) to the Haromm group, as having 2 tanks and a DPS up there means that Foul Stream will never target the healers, so they should never have to move. The risk of getting hit by Foul Stream whilst Toxic Mist is dealing high damage is still there for the DPS with the group though, so it's up to you whether or not you want to go with Toxic Mist on 2 predictable targets but have the chance of the healers being targeted by Foul Stream, or have the Foul Stream never targetting the healers but have the Toxic Mist applied to 2 of the healers/dps present but never the same one. In terms of lining up predictable, personal and group mitigation abilities, I prefer a 2 tank/2 heal group for Haromm, but this approach definitely results in spikier damage on the healers towards the end of the fight, so make sure you bring strong raid cooldowns if you choose to approach it the same way my guild did for our first kill.
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Overview
The Kor'kron Dark Shamans encounter on Heroic difficulty is arguably the toughest boss of the first 8. Neither of the additional mechanics, namely Iron Tomb from Haromm and Iron Prison from Kardris, are particularly challenging in their own right. However, tanking the bosses together would make this an incredibly challenging fight as the damage output from all of the usual abilities each Shaman uses is significantly increased; by splitting the bosses up and fighting each with distinct teams, the encounter is made significantly simpler by having only one group dealing with any one set of Shaman abilities at any one time. That said, even with this tactic the fight is still no pushover and most guilds should expect to put in a fair amount more pulls to get this encounter down than any of the previous bosses or General Nazgrim.
There are multiple different positioning options for this, but for the purposes of this guide I suggest having the Haromm group moving up to the gate before the General Nazgrim trash, whilst the Kardris group move back towards the gate leading back to where Iron Juggernaut was.
It is very likely that towards the end of the encounter, especially once the bosses are sub 25% and have their Blood Frenzy active, the combination of Falling Ash damage with a high tick from the Toxic Mist DoT and possibly even hit from Foul Stream, means that one or more of the Haromm group may get globaled without strong mitigation cooldowns in place. As soon as there is any risk of the Haromm group wiping entirely, they should move back to the area where the bosses spawned to avoid the bosses resetting and causing huge amounts of frustration throughout the raid team! If the active tank is too far out of range of a boss (i.e more than 30-40 yards or so), there is also a risk of them resetting and most annoyingly, if the bosses are brought together but one of the tanks dies and no one is high enough on the threat table on one of the bosses, they can also reset. Needless to say, it's hugely annoying and my own raid team had 4 sub 10% resets before we finally got the kill.
The encounter itself isn't particularly complicated once the bosses are split up as there aren't many mechanics to deal with all at once, but the abilities are incredibly brutal and don't tolerate any movement or timing failures. The fight doesn't start getting particularly hard at all until the Shaman are sub 50% and the Falling Ash and Ashen Wall abilities come into play, but I'll go into detail on that later in the guide.
It should be noted that the bosses still share a health pool, as they do on normal. They gain new abilities at the following health pools:
- Rusted Iron Totem — Rusted Iron Totem grants Earthbreaker Haromm the Iron Tomb ability, and grants Wavebinder Kardris the Iron Prison ability. The Dark Shaman drop Rusted Iron Totems upon reaching 95% health.
- Poisonmist Totem — Poisonmist Totem grants Earthbreaker Haromm the Toxic Mist ability, and grants Wavebinder Kardris the Toxic Storm ability. The Dark Shaman drop Poisonmist Totems upon reaching 85% health.
- Foulstream Totem — Foulstream Totem grants Earthbreaker Haromm the Foul Stream ability, and grants Wavebinder Kardris the Foul Geyser ability. The Dark Shaman drop Foulstream Totems upon reaching 65% health.
- Ashflare Totem — Ashflare Totem grants Earthbreaker Haromm the Ashen Wall ability, and grants Wavebinder Kardris the Falling Ash ability. The Dark Shaman drop AshflareTotems upon reaching 50% health.
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Positioning
The Pull
Unhappy Dark Pink Circle = Kardris
Unhappy Light Pink Circle = Haromm
Angry Grey Creatures = Darkclaw and Bloodfang
Dark Green Circle = Haromm Group Healers
Blue Circle = Haromm Group Tanks
Red Circle = Kardris Group Tanks
Purple Circle = Kardris Group Ranged DPS and Healers
The Split
Unhappy Dark Pink Circle = Kardris
Unhappy Light Pink Circle = Haromm
Dark Green Circle = Haromm Group Healers
Blue Circle = Haromm Group Tanks
Red Circle = Kardris Group Tanks
Purple Circle = Kardris Group Ranged DPS and Healers
50% Health - Ashen Wall and Falling Ash
Unhappy Dark Pink Circle = Kardris
Unhappy Light Pink Circle = Haromm
Dark Green Circle = Haromm Group Healer A
Light Green Circle = Haromm Group Healer B
Blue Circle = Haromm Group Tanks
Red Circle = Kardris Group Tanks
Purple Circle = Kardris Group Ranged DPS and Healers
Yellow Line = Tomb Locations dropped prior to 50%
25% Health - Blood Frenzy
Unhappy Dark Pink Circle = Kardris
Unhappy Light Pink Circle = Haromm
Dark Green Circle = Haromm Group Healer A
Light Green Circle = Haromm Group Healer B
Blue Circle = Haromm Group Tanks
Red Circle = Kardris Group Tanks
Purple Circle = Kardris Group Ranged DPS and Healers
Yellow Line = Tomb locations dropped prior to 25%
Orange Line = Ashen Wall locations, dropped prior to 25%
Emergency
Unhappy Dark Pink Circle = Kardris
Unhappy Light Pink Circle = Haromm
Dark Green Circle = Haromm Group Healer A
Light Green Circle = Haromm Group Healer B
Blue Circle = Haromm Group Tanks
Red Circle = Kardris Group Tanks
Purple Circle = Kardris Group Ranged DPS and Healers
Yellow Line = Tomb locations dropped prior to 25%
Orange Line = Ashen Wall locations, dropped prior to 25%
Brown Arrow = Boss kiting direction to avoid a reset
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Strategy
The Pull
Before the pull, reset the bosses so that they will spawn outside, as having to drag them out of their room is a bit of a waste of time.
The priority at the start of the fight is burning Bloodfang and Darkclaw down as soon as possible, so that the groups can split up. The Dark Shaman should not drop below 85% at this point in the fight, to avoid Toxic Mist being applied on members of the Kardris group prior to the split.
Heroism will be needed for the final sub 25% burn, but all other DPS cooldowns should be used to get the wolves down quickly; these will be up again by the time the Dark Shaman hit 25% and gain Frenzy.
The Dark Shaman and both wolves should be tanked together for cleave. It may be optimal at this point in the fight to have your highest DPS tank pick up all 4 mobs on the pull and chain cooldowns until the dogs have died, for massive Vengeance and cleave DPS. 1 Shaman and 1 Boss for each of your 2 highest DPS tanks would also work well.
The Froststrike stacks will reach 6-8 stacks depending on how fast you burn the wolves before splitting up if no tank swap occurs, so it's up to your tanks to coordinate there and decide whether or not to burn through some cooldowns early on and tank swap when it's time to split up, or just begin tank swaps at 4-5 stacks of Froststrike right from the start.
The additional Heroic mechanics are also likely to come into play prior to the splitting up of the groups, so beware of Iron Tomb and Iron Prison. These abilities come into play when the Dark Shaman reach 95% health, pretty much unavoidable whilst cleaving the wolves down, but not a big concern.
Iron Tomb: Haromm uses this on random non-tank raid members and is denoted by a grey ground AoE giving a short time to move off without taking any damage and creating a solid Tomb at the same location. If there are fewer than 2 non-tank targets in range of Haromm when Iron Tomb is used, it will be forced to target a tank.
Iron Prison: Kardris applies Iron Prison debuff the however as it has a 1 minute timer before expiring, this will not actually come into play until the groups are in their separate locations. When the debuff expires, it will effectively deal a players entire healthpool in damage to them, however this can be reduced by mitigation abilities, immunities or absorb shields being in place on the effected player as the Iron Prison debuff expires.
Haromm Group
Once both Bloodfang and Darkclaw are dead, it's time for the raid to split up. Assuming you've followed my personal recommendation, 2 tanks and 2 healers would head North with Haromm (Paladins are ideally placed in this group, unless you need a Holy Paladin for Kardris), whilst your other tank, healer and all your DPS head South with Kardris. Bear in mind that one of the players in the Haromm group may have the Iron Prison debuff from being in range of Kardris prior to the split, this can be negated by having an absorb shield on the affected player, or using a mitigation or immunity ability as the debuff expires. If you choose the 2 tank / 2 healer / 1 DPS Haromm group strategy, the obviously you'll have one less DPS with the Kardris group.
At 85% health, Haromm will gain the Toxic Mist ability. This will be applied to 2 non-tank targets in casting range of Haromm, ever 30 seconds. The debuff lasts 30 seconds, meaning a constant uptime. The debuff is not dispellable or removable in any way other than death and over the 30 second duration, it grows stronger and stronger until it expires. The last 5 seconds of the debuff are particularly painful and mitigation CDs should ideally be used at this point, however bear in mind that later in the fight Toxic Mist will line up with some of the additional abilities to follow, so don't burn through all your mitigation too early.
Hand of Purity makes managing the Toxic Mist debuff a huge amount easier, hence my previous point of favouring Holy and Protection Paladins in the Haromm group. Hand of Purity lasts 6 seconds, with a 30 second cooldown and reduces the damage of DoT effects by 80% with an additional 10% flat damage reduction on top of that. This means that Hand of Purity lines up perfectly with the last 6 seconds of the Toxic Mist debuff, so if you do have a Paladin (or even better 2!) available, have them watch carefully to apply Hand of Purity for the last 6 seconds of the Toxic Mist debuff on one of the healers and then just use it pretty much on cooldown, but making sure not to get out of sync if Haromm delays a Toxic Mist cast due to another ability.
At this point, the healers will be stacked and filling up the area shown on the "The Split" positioning diagram with Iron Tombs. Pretty simple mechanic and there is no excuse for getting hit by it. It should be noted that whilst the Tombs are solid and cannot be walked through, they do not cause line of sight issues so if there is a Tomb between you and your target, you'll not be prevented from healing or damaging them.
Once the Dark Shaman hit 65%, Haromm gains the Foul Stream ability. This can be a bit of a pain, especially if timed with high Toxic Mist damage or later in the fight the Falling Ash AoE. The healers will be stacked up until just before 50%, so if one of them is targeted by Foul Stream, they should quickly strafe away from the other; have a fixed direction to run in for the targeted healer, whilst the other healer either stands still or strafes in the opposite direction depending on how much they trust the targeted healer! Even if the Foul Stream hits whilst strafing, expect to get at least one tick from it and keep a big heal or healthstone at the ready to use as soon as the damage spike hits.
Shortly before the Dark Shaman hit 50%, ideally straight after the last Iron Tomb before the 50% mark, the healers should move into the position shown in the "50% Health - Ashen Wall and Falling Ash" positioning diagram. This positioning means that if Foul Stream is targeted at one of the healers, only one of them will ever have to move whilst also meaning that the rate the healers are pushed further down the ramp with each Iron Tomb is no slower than by stacking on top of one another on a single side, providing that they are in line with one another.
If tanks are targeted by Foul Stream, they should ideally fire it off the side of the ramp or back into the area with the Ashen Walls. Alternatively, there should be enough room to fire it straight down the ramp in the gap between the healers; just make sure not to clip them!
Ashen Wall spawns on a tank perpendicular to the direction the boss is facing, so is fully controllable. The first should be dropped right at the top of the ramp, at the back wall and every subsequent Ashen Wall should be dropped as close to the previous one as possible, without the tank taking damage from the mobs within each wall. This means they can be lined up neatly to save space, as shown in the "25% Health - Blood Frenzy" positioning diagram.
The Falling Ash ability used by Kardris will also damage the Haromm group when it explodes, regardless of how far the Haromm group is from the detonation area. This can be lethal if the Haromm group are not prepared, due to the additional damage from Toxic Mist and potentially a Foul Stream or Ashen Wall going off at a very similar time. To combat this, a member of the Kardris team should do a countdown prior to the detonation of Falling Ash to alert the Haromm team, we chose 5 seconds as adequate forewarning. To stop the healers getting instagibbed by Falling Ash at the same time as a high Toxic Mist DoT tick, we set up a mitigation rotation and ideally had Hand of Purity up whenever the Toxic Mist DoT was dealing high damage anyway. This will need organising in advance to fit with whatever your raid composition has in it's arsenal.
When the Dark Shaman hit 25%, they go into a Blood Frenzy, buffing themselves with Bloodlust and granting +30% them damage done and +25% haste. This part of the fight is incredibly lethal and the likelihood of multiple abilities all going off at the same time is very high. Heroism and second pot should be used once the bosses are sub-25%. It will help immensely if the tanks in the Haromm group have both their DPS and mitigation cooldowns available for this final nuke, as the damage on both them and their healers is drastically higher at this point than in any earlier part of the fight.
There is a high chance that one or more players from the Haromm group will die at this point, without pretty good luck, decent gear and insane healing. If both tanks die in the Haromm group, the encounter will likely reset and if all 4 players in the Haromm group die, the encounter will definitely reset, so it is imperative that as soon as deaths start to occur, there is a backup plan.
Following what's shown in the "Emergency" positioning diagram, the Haromm and Kardris groups should aim to come together. It is vital that at least one member of the Kardris teams gets themselves on Haromm's threat table to avoid a reset in case of any tank deaths, so switching targets will help avoid that from happening. The most efficient method of avoiding a reset, is to have the Kardris tank taunt Haromm and one of the Haromm tanks taunt Kardris, ensuring that there are players from both groups on both threat tables.
Kardris Group
The group dealing with Kardris have an easier time of this encounter than their fellow raiders over on Haromm, but that's not to say it's totally without risk, mostly due to positioning.
To begin with, once the raid have split up, the Kardris group should head South. The ranged DPS and healers should aim to be fairly close together for AoE healing, but also to control the locations where Toxic Storms are placed once the Dark Shaman are sub 85% and the Toxic abilities are activated.
Throughout the entire fight, Iron Prison debuffs will be applied to random non-tank raid members, when these expire, ensure that the affected player has a mitigation ability, immunity or absorb shield on them to avoid a one shot. This shouldn't be massively complicated to manage, especially if you have a Discipline Priest or Holy Paladin in your arsenal.
As previously mentioned, upon reaching 85% health, Kardris gains the Toxic Storm ability. This targets random raid members and creates a large static purple vortex, dealing moderate amounts of damage and spawning smaller, mobile tornadoes. The raid should try and make good use of the space available to them early on, and position the Storms as close together as possible without ending up trapping themselves in a corner; the moving tornadoes are annoying but not a problem as long as the raid keeps away from them! Avoid moving to a new area too often and ensure that when a move to a more distant location is called, the whole group moves over.
Once the Dark Shaman hit 65%, Kardris gains the Foul Geyser ability. This targets the tank and spawns a chain of slimes, dealing AoE damage as each one spawns and each slime also deals AoE damage in a small aura around it. The tank should run around as the slimes spawn, and either aggro and kite them to avoid the highly damaging aura they have whilst the ranged DPS nuke them down, or ignore them entirely and have the ranged DPS aggro them and nuke them to ensure that the slimes will always be moving in range of the DPS. Personally, I prefer the latter option and the slimes have so little health that they will never reach the rest of the Haromm group if the DPS switch to them quickly.
Upon hitting 50% health, Kardris gains the Falling Ash ability. This isn't hugely problematic for the Kardris group, as despite the fair amount of raid damage it deals, there are not any other sources of high spike damage for it to coincide with. Use raid mitigation CDs to manage the explosion as you see fit, but the most important aspect of the mechanic is for a member of the Kardris group to countdown the explosion, allowing the Haromm players to sort out their own mitigation to avoid getting globalled by the combination of the Falling Ash detonation and one of the higher damage mechanics they are subjected to.
The Shaman reaching 25% health marks the final burn, as both bosses go into a Blood Frenzy, buffing themselves with Heroism and granting +30% damage done and +25% haste. Heroism and second pot should be used once the bosses are sub-25%, as should all your damage dealer's cooldowns to help burn him them down as fast as possible, before people start to get picked off to the increased spike damage across the board.
At this point in the fight, it is quite likely that one or more players in the Haromm group will get killed, as described in the Haromm Group specific section. To avoid the bosses resetting, as soon as a player in the Haromm group dies, the Kardris group should start moving North as shown on the "Emergency" positioning diagram and deal damage to Kardris to put them on the threat table. The Kardris tank should also taunt Haromm whilst one of the Haromm tanks should pick up Kardris.
Blow through all remaining healer and mitigation cooldowns and go for the kill before the raid wipes or there are too few players alive and the Shaman reset.
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Summary
Haromm Group
- Stay with the Kardris group until the wolves are dead, then split up, heading North.
- Iron Tomb starts at 95%, drop the Tombs as shown on the positioning diagrams to save space.
- Toxic Mist debuff starts when bosses hit 85%, it deals high amounts of damage towards the end of it's duration.
- Foul Stream starts being used when bosses hit 65%, make sure it only hits the targeted player when dropped and ensure they strafe out of it immediately to avoid multiple ticks of the damage.
- Ashen Wall starts being used at 50%, they should be dropped in line with each other, perpendicular to the direction of the ramp, to conserve space.
- Falling Ash also starts being used at 50%, a member of the Kardris group will give a countdown prior to the detonation and mitigation abilities should be used to survive the Falling Ash damage in combination with the Toxic Mist DoT ticks and any other abilities which are coinciding the time shortly before or after the Falling Ash blast.
- Heroism at 25% when the bosses go into a Blood Frenzy. Second pot and all damage cooldowns should be lined up for use at this point and try to have all tanking cooldowns up to deal with the significantly increased damage as well.
- As soon as any player in the Haromm group dies, the remaining players should head down towards the Kardris group and tank swap between the Haromm and Kardris tanks to avoid the bosses resetting.
Kardris Group
- Stay with the Haromm group until the wolves are dead, then split up, heading South.
- Iron Prison starts when the bosses hit 95% health, when the debuff is about to expire the affected players need to have a mitigation cooldown, immunity or absorb shield on them to survive the hit.
- Toxic Storm is added to Kardris' abilities when the bosses hit 85% health. The Kardris group should position themselves to drop Toxic Storms in convenient positions close to one another, without getting the raid trapped. Move as a group.
- Foul Geyser starts when the bosses are brough down to 65% health, the tank should avoid standing near the slimes that spawn and keep moving until all the slimes have been summoned to avoid the AoE damage. The ranged DPS should quickly burn the slimes down.
- Falling Ash is Kardris' next ability and activates once the bosses hit 50% health, it deals fairly high raid wide AoE fire damage when it detonates but does not pose a massive risk on it's own. The most important thing for managing Falling Ash, is counting down for the detonation so that the Haromm group know when it's going to hit them.
- Heroism at 25% when the bosses go into a Blood Frenzy. Second pot and all damage cooldowns should be lined up for use at this point and try to have all tanking cooldowns up to deal with the significantly increased damage as well.
- As soon as any player in the Haromm group dies, the Kardris group should head North towards the remaining Haromm group players and tank swap between the Haromm and Kardris tanks to avoid the bosses resetting.
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General Tips
- Bring at least 1 absorb shield healer for the Kardris group.
- If you have 2 Paladins available, then have them in the Haromm group with Hand of Purity to significantly reduce the overall healing requirement and spike damage, however if you don't have an additional absorb healer for the Kardris group, a Holy Paladin would take priority there.
- Don't forget to talk to the NPCs prior to the fight and gain the resistance buff totem, it makes a huge damage on a fight where pretty much every source of damage is some form of elemental damage.
- Don't take any melee for a progression kill if you can avoid it.
- The damage on the raid is very spiky, so keep your finger on your Healthstones, personal mitigation and self heals.
- Even if you don't have a Warlock in your team, this is one of those fights where you'll probably find it beneficial to park someone's Warlock alt in the raid for Healthstones.
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Useful Weak Auras
Falling Ash - For Weak Auras, made in V1 by Spiralphoenix:
(works for both groups)
Code:
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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
Gabestah Long Video Guide:
LINK To be added.
Gabestah Short Video Guide:
LINK To be added.
Gabestah Tank Video Guide:
LINK To be added.
Gabestah DPS Video Guide:
LINK To be added.
Gabestah Healer Video Guide:
LINK To be added.
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Reference Links
For a full list of Gabestah Video Guides, please check out his thread HERE
Icy Veins Kor'kron Dark Shaman Guide: LINK
Healiocentric Kor'kron Dark Shaman Guide: LINK
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Change Log
- Added some General Tips.
- Added positioning diagrams and descriptions for each key part of the fight
- Added links to Evrelia and Fatboss video guides.
- Added Facebook, Twitter and Blog links.
- Ashen Wall positioning verification.
- Added 2/2/1 Haromm Group and 1/3/1 Kardris group alternate split.
- Fixed link to the website.
- Added Falling Ash Weak Aura courtesy of Spiral Phoenix.
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