Kologarn strategy
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Kologarn has 15.5 million HP. His two arms count as separate monsters and each has 5 million HP


Nature Resist auras/totems are helpful

Melee can DPS the Right Arm from in front of the Left Arm and don't need to change facing.

Kologarn can be taunted

3 tanks, 6-7 healers, 15-16 dps.

Run from the lasers, don't get close to the Rubble, kill the Right Arm asap.

Kologarn and each of his arms all have abilities they use. Kologarn also strikes in melee for about 20-25k on plate equivalent with a 2 second swing timer that he can skip to cast spells; the arms do not melee independently of Kologarn. Parry/Expertise does not seem to matter.

There must always be someone in melee range or he will wipe the raid.

Petrifying Breath: Kologarn only uses this ability when no one is in melee range. It's basically a "wipe faster" move. Someone should be in melee range of his main body at all times (preferably a tank).

Focused Eyebeam: Two beams, one from each of Kologarn's eyes, appear to the right and left of a targeted player, then converge and follow the player, dealing 4000 damage every second in a 3 yard radius.

Overhead Smash: Once every 10-15 seconds, Kologarn uses this ability, which deals damage and applies the stacking debuff Crunch Armor to his target.

One-Armed Overhead Smash: Kologarn's Smash diminishes in power when he loses one of his arms. It still applies the same degree of stacking armor reduction.

If both of Kologarn's arms are destroyed, he will channel Stone Shout until one of them respawns. This is a fairly significant AoE, dealing about 3000 DPS to all players in the raid.


1 Priest assigned to Stone Grip duty.
1 Pally & 1 Disc priest assigned to MT
Rest on raid heals.

Only 2 tanks are required to be on Kologarn. The second tank should taunt the boss when the first tank accumulates 2 Crunch Armor debuffs, and the first tank should taunt when his or her debuffs expire. If the next tank to taunt is Stone Gripped, the current active tank can choose to utilise survival cooldowns.

A tank is needed for the Rubble adds that spawns once the Right Arm is dead.

The raid should be spread out in two staggered lines about 5 yds apart. See Picture. If you are the victim of the lasers, run south or north to get bewteen the 2 lines and then east/west to avoid killing your friends. Go back to your spot!

Fight starts with all dps on the Right Arm. Once it dies, AoE will kill the Rubble before going on the boss. All single-target dps on the boss. Melee should stand in front of the LEFT arm as far forward as they can get. The Right arm can be hit from in front of the Left arm.

The lasers last about 10 seconds, so Mages can Ice Block through the entire thing, Pallies can bubble, etc

The two boss tanks need to swap whenever they get 1-2 stacks of the debuff. Overhead Smash can be dodged which should allow 1 stack to fall off before the third smash.

The boss loses 15% health whenever an arm dies, so blow CDs (Bloodlust too) on the arm.

Oblivion: The left arm sweeps across the raid doing significant damage. It is predicable however.

AoE heals timed to hit right after Oblivion are key.


This CAN be one of the most chaotic fights to heal in Ulduar. There needs to be both Strict, and variable healing assignments. Healers can (and WILL) be gripped. They need backup. They also need to focus on their assignments or will easily get overwhelmed.



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http://home.comcast.net/~mrsmallie/site/ - My commentary on the Logs.
I don't mind being the Guild Ass


This video is key to what i think we need to do.
I liked the idea of nature resist by a hunter or shammy.

This video also shows a neat way of avoiding the lazers.



Notice that they form two rows and when you get the lazer focused on you you run out of the room and then come back in. Not that hard and i think it would work well.

Just a thought.
Strategy updated.


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http://home.comcast.net/~mrsmallie/site/ - My commentary on the Logs.
I don't mind being the Guild Ass
Just a couple tweaks from our strategy last night.

Everyone in melee needs to get as close to the ledge as possible. If someone(s) is in front of you, that means you need to move up a touch. Kologarn has a hard time seeing anything directly below him so it's difficult for him to target you with his eye lazors. If you backup just a foot or 2, he'll tag you and you'll kill the melee group.

Anyone who can't stay facing forward while casting/shooting, needs to be shifted to the left so they can run straight forward when lasered. (Channeled spells and Auto-shot?)


--
http://home.comcast.net/~mrsmallie/site/ - My commentary on the Logs.
I don't mind being the Guild Ass
We got this. Our last two attempts saw him at 4 and 2 percent. One thing we should do is save a battle rez for Hueco. Those adds loose on the raid is probably what prevented us from getting the kill on our last attempt.

I'd say keep the soulstones on the trees, but make sure one battle rez is always on standby for Hueco (or whoever is add tank)


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Jesus could walk on water and self rez. So? My shaman can too.
Bumpity


--
http://home.comcast.net/~mrsmallie/site/ - My commentary on the Logs.
I don't mind being the Guild Ass
Let's put last night behind us and kill him next week. This week was an improvement from last week, so it can only get better, right?

Actually, we should have had him on one attempt when he bugged and didnt release stone grip after the right arm died.



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Jesus could walk on water and self rez. So? My shaman can too.
The tanking was good, the healing was good, the dps was good. I think the issue we had was the killing of the rubble. Anyone with good aoe or aoe target abilities needs to get the adds down very quickly. The OT takes a lot of damage from them so the healers pump out too much mana. If the OT dies, the adds pretty much wipe the raid with aoes.

Ones the adds are down everyone can focus on the body. Otherwise you have only a few people targeting the rubble taking their dps away from the body, which is usually the highest if not close to the highest dps in the raid being they are casters.


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Yeah that was the main issue. If the adds stay up too long it becomes impossible to keep the off tank up.

After the break, I had one of the 3 assigned main tank healers switch to the add tank, but that resulted in the main tank dying.

Luck plays a big part in this fight too, and a few of the attemts that we made that didn't have any major failures had some really bad luck.


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Jesus could walk on water and self rez. So? My shaman can too.
I suspect if we have the OT back up against the ledge and toss his D&D to the spawn point it will make healing a bit easier. It was when he started getting surrounded and taking shots to the back when his health started dropping in huge chunks. We still need to be quick because of those damn debuffs though.


--
http://home.comcast.net/~mrsmallie/site/ - My commentary on the Logs.
I don't mind being the Guild Ass
Quote by Nickerbocker
I suspect if we have the OT back up against the ledge and toss his D&D to the spawn point it will make healing a bit easier. It was when he started getting surrounded and taking shots to the back when his health started dropping in huge chunks. We still need to be quick because of those damn debuffs though.



I think we also where losing too many dps from that AOE that the rubble puts out.


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As the Kolo25 fight drew to a close last week we had lost significant chunks of the raid group. Had the left arm been almost nothing we may have been able to hit it quickly and kill Kolo with what remained of the raid group.

So I was wondering, should a lock be placing his/her dots on the left arm during the fight to reduce that arm down more?
just want to throw a shot out to kolo, thanks for dropping my idol bish


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Being in melee, and not really knowing how the handle the fight anyway, I really didn't see much of what was going on.
But from the comments in Vent, it sounds like we still need to work on our tactics during the Rubble. The need to be killed quickly, the healers need to keep up the tank (maybe we need an external CD rotation for the 2nd, 3rd, 4th rubbles?
Beyond that everything seemed fine from what I could tell. When the Right Arm came back, dps seemed to switching to it fairly quick, Raid heals were good, The tanks didn't die (until the end...), and best of all, He died!

Great job everyone. (Special thanks to whomever got agro on the rubble at the end and sacrcificed themselves to keep the melee alive LOL)


P.S. Whoever is tanking him when he's around 30% and the Right Arm comes back up, should call out if we should switch to the Left Arm. If he's below 35% when the arm comes back, killing the Left Arm will kill him. Incidental AoE will do a couple % to the body.

P.P.S. I just reread that, and it sounds confusing even to me.... Killing an arm does 15% damage to the body. So if we kill the Right Arm when the body is at or near 30%, he'll drop to 15%. We should then kill the Left Arm (which has been damaged be incidental AoE throughout the fight), and that will do the final 15%. Whoever is tanking the body when he is near 30% and the raid is on the Right Arm, should yell out in Vent to switch to the Left Arm once the Right Arm dies. Ideally the tank will do this before the Right Arm dies. The Rubble from the Right Arm STILL NEEDS TO DIE! AoE still needs to kill them before going to an arm.


--
http://home.comcast.net/~mrsmallie/site/ - My commentary on the Logs.
I don't mind being the Guild Ass
We have successfully beaten Kologarn with a strategy that involves everyone except 2-3 people bunching up under his LEFT arm against the ledge.

Kologarn as it happens seems to have a problem looking straight down. As a result, no one that is against the ledge will be targetted by his eye beams.

We have the rubble tank stand against the ledge under his RIGHT arm as close to the MT(s) as possible while keeping out of rubble AoE range.

We have 1 - 2 Hunters or sacrificial lambs hang out near the door to keep his eye-ttention.

He does a random-ish silence to people in melee, but it's no trouble to heal through.


--
http://home.comcast.net/~mrsmallie/site/ - My commentary on the Logs.
I don't mind being the Guild Ass


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