Siege of Orgimmar 5.4 Normal Mode Quick Guide (Boss 7-10)

Kor’kron Dark Shaman
This fight occurs in Orgrimmar commons.  The two shamans are sitting inside the main building where Garrosh usually sits.  I’d recommend someone like a hunter pulling them out and Feign Deathing so that they’re not located inside anymore.  Leading up to this, there are two cages of Alliance/Horde shamans.  You get the key from looting the body of one of the mobs and they will give you a 15% magic resistance totem to help you out.  The two shamans each have a mechanic which requires a tank swap.  This fight is slightly hectic in terms of positioning as there are several things that spawn around the whole area which players must get out of.  First is this green line of poison that shoots out after a few seconds on a ranged player from the boss.  It’s easy to see who’s got it because they’re illuminated with a huge green beam.  This player simply needs to move out of the rest of the raid who should be roughly clumped.  The next thing that spawns is this circling purple wind that does damage to anyone standing in it.  I believe this also turns in to a purple tornado which should also be avoided.  The bosses also periodically debuff random players with a DoT that much be healed up.  After a certain health (all these abilities are trigger by health percentages) he will start spawning a wall of immovable mobs which hit anyone who come near them.  They can one shot you.  Finally, periodically the boss will call down several globs of green goo that should be AOEd down.  These do some kind of ticking damage to anyone around them so tanks and melee dps should move out of it.  These adds should be slowed and CCed.

Recommended Talents: I went Light’s Hammer for this fight as our raid was stacked for a large majority of the time.  Otherwise, I just placed it down on the tank group.  This fight has a lot of movement though and perhaps Holy Prism would be better.  Speed of Light definitely for moving around.
Recommended Glyphs: Utilize your Divine Protection well.  Some good choices are Divinity, Beacon of Light and Hand of Sacrifice.

Tank Damage: Moderate, Tank damage can get a bit spikey with the nukes that the bosses send out.  When the globs spawn, keep a close eye on your tank’s health as they will take some initial damage from the AOE.
Raid Damage: Moderate, Raid will be getting random DoTs and possibly people standing in things they shouldn’t be so there is a lot of spikey or consistent DoT damage going around.

  • Positioning is key to this fight. Start off the fight in a neat formation and adapt as the things come out on the ground.  We started in the top left and scooted parallel like towards the right.  Make sure the bosses are facing the walls and close to the side when they spawn the wall of immovable adds.  The rest of the raid should designate someone to stack on and move roughly with each other.
  • Don’t run through the wall unless you’re really about to die or have some kind of damage reduction or prevention.
  • This is a pretty chaotic fight, you will be running around a lot so just be aware of people’s health as you avoid things yourself.
  • Kill the dogs first.

General NazgrimTactics on this boss is fairly easy.  G.Nazgrim is kind of like a warrior.  He switches between stances every minute or so beginning with battle, then berserker, then defensive.  In Battle stance, he gains a moderate amount of rage and does normal damage.  In Berserker, he does more damage, takes more damage and generates more rage.  In Defensive he gains no innate rage but does gain it from people attacking him.  He also takes less damage.  The only person attacking him during Defensive is the tank if they have the sunder armor debuff on them.  You should wait to taunt him right before he applies the debuff so you can actually hit him after you taunt.  The sunder armor debuff is the tank swap mechanic.  You should do it ever 3 stacks or so. Every 15 seconds Nazgrim will perform his highest costing rage attack.

  • 30 Rage, he leaps at a random target doing damage in a small AOE and two criss-crossed lines of fire will spawn from that point a few seconds later explode.  Moving either backwards or to the left or right if you are the target of the leap will avoid the fire
  • 50 Rage, he spawns a banner which causes attacks of all adds to give him rage, kill very quickly
  • 70 Rage, AOE physical damage attack, pop any physical damage reduction cooldowns
  • 100 Rage, throws a weapon at a random player which will damage them then spin around in place until the end of the fight

Basically any damage players unnecessarily take will give Nazgrim rage.  If you do the fight right, you should never be able to get him to 100 rage.  Your first job is to deal with these abilities.  Your second job is to deal with the adds.  He spawns 4 types of adds.  All of them can be stunned, rooted, etc.

  • Ironblades, tanks these, otherwise don’t do much other than spin around, ranged should slowly kill them
  • Assassins, focus a random target going stealth before and going up to their back, if you turn your back to them they backstab you which is likely a one shot
  • Arcweaver, randomly nuke players and blink around, interrupt as many of their spells as possible, kill these quickly, second priority
  • Warshamans, chain heal, put down healing totem, kill totems first, interrupt chain heal, kill these with first prioirity

Recommended Talents: Holy Prism, most of the time raid is spread out, Fist of Justice to help with the adds.Recommended Glyphs: The typical glyphs are fine.

Tank Damage: Low-ModerateRaid Damage: Low-Moderate, there are periods of time when he throws up raidwide nukes but those come with ample notice

  • If you are targeted by an assassin make sure you don’t turn around.
  • Fight is fairly straightforward with easy mechanics and lots of room for error.

MalkorokThe fight occurs in a circular room.  The fight is Tortos-esque in the sense that everyone gets a Debuff in Phase 1 called Miasma.  Every heal on these players will contribute to an absorb shield maxing out at the person’s life.  There is no way for this shield to drop however and any further damage taken beyond the shield absorb stays with the player until the next phase.  Malkorok has a few abilities.  As usual, there is the tank swap.  Other than this, he periodically places 3 circles around the room.  One person (and no more than one because the damage is not split) must stand in these purple circles.  Once they go off, if you have at least 1 person in each circle, that person will take a large nuke (which shouldn’t show up if your healers are doing it right).  If you don’t have one of the circles covered, everyone in the raid will take the damage nuke.  He will also periodically do an arcing smash which is simply something you need to avoid.  This ability plays a part in his third ability which is called Breath of Y’Shaarj.  After every 3rd arcing smash, he will light up the ground of the 3 arcing smashes with Breath of Y’Shaarj which will basically instantly kill anyone standing in it.  Due to this, you must track where the arcing smashes hit.  You should have one person in your raid marking this.  Finally, he will periodically send players in the air who will take some falling damage.  Players around this player will also get hit so spread out.  After this phase, he will transition to a second phase which lasts for around 20 seconds.  During this phase he has two abilities.  One is a frontal cone of around 2M damage that needs to be split between all members.  He repeats this very quickly.  He also puts a debuff on two players (in 10 man) that do some damage on the player but also periodically hits in an AOE around the player.  These players must move out of the raid and then get dispelled.  Do not dispell inside the raid.  During this phase, the AOE healing needed will be very, very high.  Think of it kind of like one of Megaera’s Ramages.

Recommended Talents: Light’s Hammer is a must for this one. Speed of Light…Recommended Glyphs: The typical ones are fine for this.  You could optionally glyph your divine protection to get the damage reduction to physical.

Tank Damage: Low-Moderate, nothing really noticeable to me.
Raid Damage: Moderate, High during phase 2, get ready with your AOE healing in phase 2. In phase 1, you can pretty much heal to your hearts content and being careful to go in to phase 2 with enough mana.

  • At the beginning of the fight, you have a few seconds before the first seismic slam goes out (the thing that punts you in the air and everyone around you) your raid should group in any AOE healing abilities to get your shields stacked.
  • Prioritize your ranged DPS to stand in the 2 farther our purple circles and your melee DPS to stand in the one closest to the boss.  Your tanks should probably not soak the pools.
  • Phase 1 of this fight is fairly simple to execute if you have someone marking the arcing slams.  Phase 2 is high damage but should be easily done with proper cooldowns.  It only lasts 20 seconds so you can pop all your cooldowns if you wanted to and have them be up for nearly the whole thing.

Spoils of Pandaria
This fight should be done in two groups.  Each group with a defensive, an offensive, and a bloodlust.  If you don’t have this, it’s not the end of the world, it just means things might be a little harder for you. There are 4 quadrants of the fight, each side with 1 mogu and 1 mantid quadrant.  Your group of 5 is responsible for dealing with one side of this.  In this area, there are a few different types of boxes, large, middle and small.  Some guides I’ve seen says the middle crate gives 4 energy but in my experience it gave 3 at least on 10 man.  Large ones do indeed give 14.  You should begin each quadrant by killing the panda crates and getting the buff from then which lasts the whole time pretty much.  Then you should start killing the big add, adding in some small adds as seen fit.  You don’t want to be overwhelmed but you also want to finish in time.  Your goal is to get 50 energy (opening the boxes and killing the mobs in them give energy) within a certain time.  In the mantid area, you will need to avoid certain things on the ground, run outwards when you are pulled in and finally, when the big crates are opened, you will get a bomb debuff with an extra action bar.  When you get this, you get around 4 or so bombs which you must throw on the ground before a they detonate.  You will also trigger them by running over them.  If you get this debuff, run to a corner and just deposit all the bombs as you are running forward and run away.  In the mogu quadrant, you should start the same, kill the panda crates then start on the other ones.  In this one, there will be random stone mogu that walk around and do a small arcing crash in front of them that stuns players in it.  They are not tankable, and should just be killed.  The crates will also spawn these urns that will spawn sparks which fly around the area periodically stopping to do AOE damage.  Kill these urns.  Once in a while, there will be a mechanic where two beams of light pop up a few yards away from each other. At least one player should be standing in each light, otherwise everyone in the raid will take a nuke.  Other than this, each quadrant has some kind of dispellable debuff and a buff to enemy mobs that needs to be dispelled.

Recommended Talents: Would recommend Holy Prism for this as it’s 5 man and there’s a lot of movement.  Also Speed of Light.
Recommended Glyphs: Nothing really special although you won’t need your beacon glyph for this one.

Tank Damage: Low-Moderate, if you’re doing this right, your tanks shouldn’t really be taking a lot of damage.Raid Damage:  Low-Moderate, Sometimes the damage ramps up a bit but overall the damage is quite low compared to other fights, unless people in your raid are bomb happy

  • The healer buff from the panda crates is pretty cool.  Periodically you have a chance to shoot out a wave of water which heals and damages in a line.  You should position this to hit as many people in your raid as possible.
  • You can bubble and detonate all the bombs in the area.
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