Siege of Orgimmar 5.4 Normal Mode Quick Guide (Boss 13-14)

After a nasty bought of appendicitis, I have successfully delayed my guild in being anywhere close to competitive this patch.  Along with roster issues and other things, my guides this patch will unfortunately be rather behind the flow of things.  Nevertheless, better late than never so let me give you guys a few hints on Paragons of Klaxxi and Garrosh.

Paragons of Klaxxi
You fight against the 9 Klaxxi Paragons you freed while questing in Dread Wastes (good going).  Originally thought the order they came is random however the order for my guild has not changed in the past three weeks.  The order appears to be the following:

Hisek, Rik’kal, Skeer (at beginning), Ka’roz, Korven, Iyyokuk, Xaril, Kaz’tik, Kil’ruk

Some Klaxxi Paragons affect other Klaxxi Paragons so you just need to know the combinations.  You also know who’s next by a buff they gain while they’re standing there waiting.  All the paragons have their own abilities as well in addition to a helpful ability they give by click on their corpse.  The buffs aren’t really going to make a difference in normal.  Also, the bosses gain damage when another one of them is killed.  For example for the first three, if you kill Rik’kal, Skeer and Hisek will gain damage.  This kind of means that you will need to kill the bosses after a certain number of rounds.  I’ll tell you my guild’s successful kill order at the end. First general boss abilities…

Skeer the Bloodseeker
– Affects other Paragons: Causes tank to take 10% more damage from Rik’kal the Dissector’s melee attacks per stack
– Bloodletting, summons bloods which move towards a damaged Paragon and heal him, 2 spawns in 10 man
– Helpful buff: DPS buff, allows attacks to have a chance to summon blood orbs which heal (like healing spheres)

Rik’kal the Dissector
– Affects other Paragons: Causes tank to take 10% more damage from Skeer the Bloodseeker’s melee attacks per stack
– Applies stacking debuff, when expired spawns Amber Parasites which fixate on random players dealing high damage, healed to full every 10 seconds, not applied to tanks under active mitigation
– Turns random players in to Amber Scorpions who have their own attacks, one useful one can instantly kill the Amber Parasites, also causes player transformed to take damage
– Helpful buff: DPS buff, turns them in to an amber scorpion for 30 seconds

Hisek the Swarmkeeper
– Multishot to random members
– Aim, targets random raid members and stusn for 5 seconds, should be at least a few yards away from the boss, fires a damaging beam between them and himself, split by players who stand in between, each player who stands in between takes some physical damage and also spawns a zone on the ground that deals damage
– Helpful buff: Ranged DPS buff, first damage shot at player, deals more damage farther away, increases its damage taken by 15%

Ka’roz the Locust
– Charge random players around room who take damage and are disoriented for a while
– Jumps to platform and hurls amber down to form void sons
– Helpful buff: DPS buff, allows them to do the same thing and jump on the platform to hurl down amber, in addition, hurling amber at bosses encased instantly shatters it

Korven the Prime
– Shield Bash->Vicious Assault, knockdown followed by series of high physical damage attacks in front of him
– Helpful Buff: Tank buff allows them to encase other players in amber making them immune from damage for 5 seconds

Iyyoukuk the Lucid
– Deals 1/3 of a players health, instantly kills players below 25% health
– Assigns a series of colors (5 possible), shapes (5 possible) and numbers (5 possible) to players, he will then target a random player and all players who have that players color/shape/number and link them, anyone who comes in contact with the link will take damage, deals less damage if you are further away (think opposite of Stone Guards fire chain)
– Helpful Buff: Healer buff, target a player and heals all players of that race or class

Xaril the Poisoned Mind
– Affects other Paragons: Causes tank to take 10% more damage from Kil’ruk’s melee attacks per stack
– Caustic Blood, tank debuff, explodes fro massive raid damage at 10 stacks, application can be prevented by having an active mitigation ability up, also tank swap
– Toxic Injections, assigns raid members to either red, blue, or yellow
– Red: Spread
– Blue: Clump (only 2 in 10 man)
– Yellow: Move away from poison cloud
– Helpful Buff: Healing buff from corpse, 10 second duration, healing to target is stored then released when target takes damage

Kaz’tik the Manipulator
– 4 initially unattackable bugsaround room
– Mesmerize causes players to walk towards one of them, dealing physical damage each second, the bug gains energy for each tick, if the player reaches the bug they die and the bug becomes active, DPS the bug that is causing the players to break the fixate, they will also do this at 100 energy
– Fires beam at random player, everyone else should get out of the beam
– Helpful Buff: Any role buff summon a mob to help you DPS

Kil’ruk the Wind-Reaver
– Affects other Paragons: Causes tank to take 10% more damage from Xaril the Poisoned Mind’s melee attacks per stack
– Gouge->Mutilate, heavy tank hitting attack
– Death from Above, leaps in air and lands on random member dealing damage in a small AOE
– Helpful Buff: DPS buff from his corpse

Summary

Raid Buffs
Any Roll: Kaz’tik the Manipulator
Tank: Korven the Prime
Healer: Iyyoukuk the Lucid, Xaril the Poisoned Mind
DPS: Rik’kal the Dissector, Skeer the Bloodseeker, Ka’roz the Locust, Kil’ruk the Wind-Reaver, Hisek the Swarmkeeper (Ranged)

Interactions: Just means when these two are out at the same time, they should not be on the same tank
Kil’ruk the Wind-Reaver <-> Xaril the Poisoned Mind
Skeer the Bloodseeker <-> Rik’kal the Dissector

Recommended Talents: Speed of Light (for getting into the arrow from Hisek and avoiding other things), Holy Prism (raid is generally spread out)
Recommended Glyphs: Hand of Sacrifice, Beacon of Light and Divinity are basically the 3 standard glyphs now

Tank Damage: Moderate, can be kind of spikey when the bosses come out with the interactive tank debuffs but otherwise not too bad
Raid Damage: Low-Moderate, only dangerous times were when the bosses with color related mechanics came out

– Don’t pad, any dps on the target that doesn’t die will be healed when another paragon dies
– Kill Order

Beginning 1 2 3 4 5 6 7 8 9
Hisek 4
Rik’kal 1
Skeer 2
Ka’roz 5
Korven 3
Iyyokuk 6
Xaril 7
Kaz’tik 8
Kil’ruk 9

– While you’re killing Hisek, Rik’kal will spawn his first set of bloods which will move towards Hisek because he has the lowest health.  You should be able to kill Hisek before these bloods reach him.  Once the blood’s target disappears the bloods will not heal another target so you don’t need to worry about the first set.  You will need to kill the second set.
– After Hisek is killed, it’s generally a good idea to stay spread apart.  Watch for the orange crap on the ground as well as the boss who sents out sonic waves which do quite a lot of damage.  When the Kunchongs come out, have the raid move away from them so they aren’t too close when they become targeted for the mesmerize.
– We kill Hisek and Ka’roz before killing Iyyokuk and Xaril even though they’re out because they were left up for too long and their abilities were beginning to do a lot of damage.
– Just make sure you know what you’re doing for Iyyokuk and Xaril.  For the red/blue/yellow on Xaril, the blue people need to go find 1 yellow person to stand next to.  The red people need to spread out and the yellow people need to spread out but be aware if they’re soaking with a blue person.  For Iyyokuk, you have a fairly long amount of time to spread out and reduce the damage.

Garrosh Hellscream
The Garrosh encounter is a multiphase encounter with a transition phase that occurs between phases.  He starts off with abilities which are empowered and more abilities are added as the phases go on.
In Phase 1 which lasts until he’s at 10% health, he has two innate abilities.  Desecrate targets ranged players and throws a weapon greating a zone at the location.  This weapon can be killed in its unempowered form and the size of the zone decreases with its life.  He also does a buff on any adds that are up increasing their damage and health by 150%. There are three adds in addition to Garrosh.  The first is a typical tank and spank add which slows tanks with hamstring.  The second is a farseer who heals, casts chain lightning and a gains a buff each time you interrupt his casts.  You want to interrupt his chain heal so gaining buffs is inevitable.  You shouldn’t be interrupting chain lightning though so make sure the raid stands apart.  The third add is a siege engineer which spawns at opposite sides of the room and channels to free a wheel from the side of the room.  The wheels roll in opposite directions and each of them take up one half of the room so you can potentially avoid both of them.  The recommendation is to kill one of these and let the other one go. This should be done by 1 DPS in the case of 2 healers and a DPS healer such as a Disc priest or HotW Resto druid when 3 healing.
At 10% he will go in to his first transition phase.  This phase stays the same throughout the fight and lasts for 1 minute.  You have a chance to get transported to either Terrace of the Endless Spring, Temple of the Jade Serpent or Temple of the Red Crane.  You will have to defeat an add and stand in the buff it gives upon death which reduces damage by 50%.  After you kill the add, Garrosh becomes active and starts casting Annihilates which yoru raid must dodge.  You have a chance to DPS Garrosh now before he enters the next phase.  In the two Temples, you should split your raid into two groups.
After the first transition, Phase two will start.  Garrosh will be at full health, minus the damage you did to him during the transition.  Garrosh now has four abilities, 1 of which is the same from Phase 1.  These spells become empowered when Garrosh gains energy and remain empowered during the Phase.
– Whirling Corruption, AOE raid damage attack, corrupted at 25 energy, shoots missle at random raid members doing AOE damage in a small region and summoning an add, when these adds die, any other nearby adds get super buffed
– Touch of Y’Shaarj, mind controls random players who then try to mind control other players, the mind control is broken at 20% and the mind control they cast can be interrupted, corrupted at 50 energy, mind controlled people are empowered and can no longer be stunned, can still be interrupted
– Desecrate, same as Phase 1, corrupted at 75 energy, these weapons can no longer be killed, but still have a smaller zone radius when they have less health
– Gripping Despair, stacking DoT and requires tank switch, corrpted at 100 energy, when the buff disappears, it deals damage to the player equal to the value of the debuff and also causes the player to take 10% increased damage from it pr stack
In addition to these 4 abilities, every 2 minutes your raid will be taken to the transition phase again.
In the third and final phase, Garrosh will be at 100% again.  During this, he will use only the empowered abilities.

Recommended Talents: Speed of Light, Light’s Hammer (most of the time raid is clumped)
Recommended Glyphs: Hand of Sacrifice, Beacon of Light and Divinity are basically the 3 standard glyphs now

Tank Damage: Moderate-Heavy, boss hits hard bro, the first phase when the adds are out is one of the more intense tank damage phases, along with the last phase with the tank debuff
Raid Damage: Morderate-Heavy, raid damage is more or less moderate apart from heavy damage phases, this includes the whirling corruptions and the intermission phases where he annihilates

– Raid DPS is an important consideration on when you’re bloodlusting.  If you’re three healing, likely you will get to bloodlust twice, once in phase 1 for adds and once in phase 3.  If you’re 2 healing, your bloodlust will likely not be up again for phase 3 and you should save it for phase 3.  – The key part of this phase is phase 2.  If you’re three healing, you will likely end up going in to intermission before phase 3 and have an empowered whirling corruption right before that.  It’s important that you kill the adds in phase 2 and apart from each other. If you’re two healing, it’s very important to push the boss to phase 3 before he goes in to a second intermission.  You should pop your blood lusts and other things to get him to this point.
– I can’t stress enough the importance of an interrupt order for mind controls.  This needs to be spickety clean through the whole fight.  Forget about mind controls in phase 3 and zerg boss? It will be a wipe.
– For phase 3, I would advise killing the first set of corrupted adds. then kiting the second one around as your other tank takes Garrosh.  Be mindful of mind controls, they must be interrupted and broken out.  The last phase is kind of a clusterfuck so try not to get separated from the group.

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2 thoughts on “Siege of Orgimmar 5.4 Normal Mode Quick Guide (Boss 13-14)

  1. What’s the phase 3 damage like on the add kiting tank? I’m guessing high if you’re sacrificing some dps to kill a set of them.

    • The add tank shouldn’t be taking too much damage on the second set of adds as long as none of the adds are killed together. The tank on Garrosh however will be taking more than his usual set of debuffs. Obviously have your add tank tank Garrosh up to the point where the second wave of adds comes out.

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