Kologarn has 15.5 million HP. His two arms count as separate monsters and each has 5 million HP
Nature Resist auras/totems are helpfulMelee 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.