Kologarn

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Information

Kologarn guards the Shattered Walkway into central Ulduar where not only is he protecting the bridge, he is the bridge. Players fight not only him but two detachable arms that appear to be separate mobs that can be broken off of him.

Stats

  • Race: Titan (Giant)
  • Boss Health: 15.34M (Heroic) / 5.2M (Normal)
  • Left Arm Health: 5.22M (Heroic) / 1.2M (Normal)
  • Right Arm Health: 5.22M (Heroic) / 1.2M (Normal)
  • Location: The Shattered Walkway
  • Instance: Ulduar

Video's

(Tankspot)

(Tankspot: Addendum)

Boss Abilities

  • Overhead Smash: The not so massive attack Inflicts Physical damage and decreases armor by 25% for 45 sec. Applies Crunch Armor Debuff.
  • One-Armed Overhead Smash: The not so massive attack Inflicts Physical damage and decreases armor by 25% for 45 sec. Applies Crunch Armor Debuff.

This effect stacks.

  • Overhead Smash Tremor: The massive Overhead Smash causes a tremor which Inflicts 6338 to 6662 Physical damage and interupts casting for 8 sec.
  • Focused Eyebeam: Inflicts 4163 to 4837 Nature damage to enemies within 3 yards.
  • Arm Sweep: A massive arm sweep that causes a shockwave that inflicts 8788 to 10212 damage to anyone in it's path. 10 sec cooldown
  • Stone Shout: Channeled raid-wide Stone Shout, which inflicts 1,084 to 1,216 Physical damage. Cast if both of Kologarn's Arms are dead.
  • Petrifying Breath: Inflicts 18750 to 21250 Nature damage every 1 sec and increases damage taken by 20% for 8 sec. (Brittle Skin - Increases damage taken by 20% for 8 sec.) Cast if no tank is within melee range.

Both Arms

  • Rubble: 4-5 adds come out when an arm dies.
  • Rumble: The rumbling Rubble inflicts 4625 to 5375 Physical damage to targets within 10 yards of the caster.
  • Stone Nova: The Stone Nova inflicts 7400 to 8600 Physical damage to targets within 10 yards of the caster increasing damage taken by 5% for 10 sec.

Left Arm

  • Shockwave: The shockwave from the massive arm sweep inflicts 13875 to 16125 Nature damage.

Right Arm

  • Stone Grip: Squeezes the life out of the target, stunning it and inflicting 5363 to 5637 Physical damage every 1 sec until Kologarn's Arm sustains 480,000 damage.

Strategy

Kologarn-diagram.jpg

Handling the arms

The arms contribute two primary abilities to the fight: Stone Grip (right arm, which is on the left as you face Kologarn) and Shockwave (left arm). Shockwave presents only a minimal danger as sufficient raid healing should be able to cover it. Consequently, most guilds do not attack the Left Arm. The right arm presents a danger because Stone Grip does significant damage and players left inside it for too long get Squeezed Lifeless. While it is possible to ignore both arms and only DPS the Right Arm when necessary to free Stone Gripped players, the easiest strategy is to kill the right arm whenever it's up.

In this strategy, at the beginning of the fight all DPS are on the right arm. When the right arm dies, DPS uses AoE abilities to kill the spawning Rubble, then switches to Kologarn's body. Upon the right arm's respawn, all DPS switches back to the right arm. Raid composition

Healers

Although Kologarn has an enrage timer, he is not an extreme DPS race and raid and tank damage are somewhat higher than on some other Ulduar fights. 6-7 healers may provide a good balance.

2 Healers focused on MT with one healer focusing on Raid after shockwaves. Healers did need good situational awareness in case one healer has to run away from eye or gets grabbed. If laser eyes ever focused a healer they would run out the room and down the stairs.

Tanks

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.

Any approach where one or both of the Arms will be killed requires an additional tank. As Rubble can be stunned, the tank best suited for this purpose is a Warrior due to Shockwave.

Both tanks stood in front of Kologarn and switched aggro by taunting if 2 armor debuffs were put on a tank. When arm died and rock elementals came out, whichever tank is not tanking picked up the adds. They were tanked away from the melee. During this time the Add tank has to watch out for being focused by eyes. Tanks did not switch aggro on Kologarn until all the adds were dead. With two healers focusing on the Kologarn tank it is possible to have 2 debuffs and live, cooldowns also helped.

When tanking the adds keep moving them in a circle on the left side constantly moving out of the stone nova aoe. This way it does not stack more than 2-3 times healing you is relatively light and healers can focus on keeping the rest of the raid alive + being more mobile.

DPS

Melee classes are somewhat disadvantaged on Kologarn as of 7 March 2009. Since the entire raid faces the boss, melee cannot get behind him (except perhaps by standing inside his model, which is likely unintended as it requires standing on the "bridge" formed when he dies) and are thus susceptible to being parried and losing DPS.

Ranged DPS: Stood on their diamond and DPSed the arm until dead. Once dead, they would AOE the rock elementals. Once all elementals are dead, they would DPS Kologarn until arm respawned. If they were ever the target of laser eyes, they would run out of the room until it stopped.

Melee DPS: Stood still and DPSed arm or DPSed Kologarn. Melee did not have to move at all. Just faced his chest and changed targets as needed.

Positioning

The raid should be spread around the semicircular platform in front of Kologarn with enough room for individual players to maneuver should they be targeted by Focused Eyebeam. Focused Eyebeam is not unlike the Sunwell boss Felmyst's laser in that the best way of avoiding it is for the targeted player to head in one direction while those in the oncoming player's/beam's path get out of the way.

Things to watch for

  • We had several issues with running left/right to avoid eye beams. It seems that the beams would constantly hit, so only running backwards was 100% ok.
  • Tank should never taunt Kologarn if not in melee range. Accidentally hit AOE taunt while tanking adds and it aggroed the boss.
  • Since the tank is not in melee range he will do Petrify breath. Basically, whoever has aggro must be in his melee range.
  • Do not try to put casters in Kologarn's melee range, he interrupt casting.
  • Do not stack multiple people on the same ranged spot. This will lead to confusion as to who the eye beam is coming for.