Kargath Bladefist

Next: The Butcher

Heroic Overview

Kargath Bladefist is the first boss in the Highmaul raid instance. There are a lot of interesting mechanics to this encounter and how we plan to overcome these challenges I will detail in our strategy section below but for now lets go over the basics of this fight. This is a one stage encounter that takes place at the Coliseum in Highmaul. There are two levels that make up the Coliseum, the arena and the stands. In the arena there are several obstacles players will need to look out for. The first and probably most noticeable are the four pits located around the room. Contained within each pit is a Ravenous Bloodmaw that if in melee range hits its victims for lethal damage, and as you probably inferred anyone that falls into a pit will instantly die. In addition to the pits (or as I like to call them noob-collectors) players need to also be aware of the four flame pillars (identified by the skulls) staggered around the room. When inactive these pillars remain lowered to the ground and have no effect on the raid. However, when active they become erect, spewing Flame Jet.

  • Flame Jet causes streams of fire to shoot out from the Flame Pillar, dealing large Fire damage to anyone it hits. Players need to stay clear of active Flame Pillars.

Throughout the fight three types of adds will spawn in the stands. They will attempt to wreak havoc on the raid by throwing exploding bombs and poisonous brew at random players from up above. Unfortunately none of these adds can be attacked from the arena floor.

Iron Bombers

  • Iron Bombs are thrown at the raid from the stands. This damage is unavoidable and will simply need to be healed through.
  • Fire Bombs are dropped from Iron Bombers when they die. This is primarily a mechanic that the players thrown into the stands will need to be aware of. As a reference these bombs are similar to Crawler Mines found in the Iron Juggernaut encounter from Siege of Orgrimmar in respect that they have a delayed detonation. Anyone standing on top of a Fire Bomb when it explodes will suffer a moderate amount of Fire damage. Players can simply avoid this by moving away.

Drunken Bileslingers

  • Mauling Brew is lobbed at players from the stands. On impact it deals a large amount of Nature damage and leaves behind a small pool of poison that persists for about 30 seconds. This ability has a projected area of impact and is avoidable if players are quick to move out of the way.
  • Vile Breath must be avoided by players in the stands. This attack hits all players standing in front of the caster for a large amount of Nature damage and temporarily stuns them. Getting hit by this ability in conjunction with Fire Bombs is lethal so make sure to always be aware of your positioning.

Iron Grunts

  • Grapple is an ability that deals a moderate amount of Physical damage to the current target and reduces their movement speed.

Now that we have taken the time to examine the various adds and their abilities, let us take a look at Kargath.

  • Impale is an attack Kargath uses against his current target. It deals a large amount of Physical damage over an 8 second period and applies a stacking debuff called Open Wounds. Open Wounds causes the target to take increased damage from future impales (this will require a tank switch).
  • Blade Dance is an ability Kargath uses throughout the fight. For 10 seconds every 2 seconds he will charge at random raid members (preferably range) inflicting moderate Physical damage to that target and to anyone within 7-yards of them. This ability cannot be avoided however, players should be spread out far enough away from one another to avoid taking splash damage.
  • Berserker Rush is an ability Kargath uses throughout the fight. He fixates on a random raid member and starts chasing after them for 20 seconds inflicting large Physical damage to all players caught in his path. While in Berserker Rush his movement speed and damage will increase over time.
  • Chain Hurl is an ability Kargath uses where he leaps to the middle of the arena and starts channeling Chain Hurl. At the end of this channel he will chain the five closest raid members to him and throw them up into the stands.

Before I dive into our strategy, I want to point out that this encounter is designed to test a teams ability to move and position intelligently. Most of the mechanics in this fight aim to take away real estate from the raid, bottle necking players into small areas and then penalizing them for it. As long as everyone's focus is on maintaining good positioning at all times, focus down adds as quickly as possible, and managing Berserker Rush effectively this fight won't be very difficult for us.

Mythic Changes

Aside from the increased health and damage Kargath gains on Mythic difficulty, this modified version of the encounter introduces three new mechanics.

  • Roar of the Crowd is a Mythic difficulty mechanic that grants the raid Favor from the audience as a result of performing well. If the raid gains enough Favor from Roar of the Crowd they will receive damage increasing buffs. At lower item levels defeating this encounter will rely heavily upon gaining and maintaining high Favor in order to beat the enrage timer. Favor can be gained in the following ways:
    • The longer Kargath stays in Berserker Rush the more Favor the raid will gain. However, if Kargath's fixated target dies the raid will lose a big chunk of Favor.
    • Killing Iron Grunts grants Favor.
    • Setting Ravenous Bloodmaws on fire will grant Favor.

In Mythic Difficulty, a Ravenous Bloodmaw will periodically be released from his pit. When freed, Ravenous Bloodmaws use an ability called On the Hunt.

  • On the Hunt is an ability where a Ravenous Bloodmaw will fixate on a random raid member and rush towards them. If that player is hit, he/she will suffer lethal damage however, if the fixated player kites the Bloodmaw into Flame Jet it will briefly disorient the tiger providing an opportune time for Dps to damage it and will grant the raid Favor from the crowd.

In Mythic Difficulty Flame Pillars have one additional ability.

  • Flame Gout randomly lobs fire at players. This ability is telegraphed as a small red circle on the ground. This new mechanic can be completely avoided.

Going Ham!

We will be using Heroism/Time Warp when the raid reaches 75 or greater Favor.

General Positioning

Kargath BladefistOn the initial pull, we will position Kargath in the middle of the room just like we did for Heroic. Range will loosely spread out around the boss 8-yards apart from one another to avoid taking any additional damage from Kargath's Blade Dance.

Berserker Rush

Kargath BladefistWhen a player is targeted with Berserker Rush, he/she needs to immediately stop whatever they are doing, run to the outer-edge of the Coliseum floor and kite Kargath along the perimeter. Remember that while Kargath is in Berserker Rush his movement speed and damage will increase over time and abilities such as Blessing of Protection, Ice Block, Deterrence, etc. will be required to nullify any damage towards the later end of the kite. On that note its important to mention that whenever Kargath comes into contact with Flame Jet, he will stop whatever he is currently doing in order to deactivate it, including Berserker Rush. However, for our Mythic strategy we want to keep him in Berserker Rush as long as safely possible. We will use Mages, and Hunters to bait the Berserker Rush by positioning them as the furthest players from the boss. Once they are fixated and just before Kargath is within melee range they will use Ice Block or Deterrence chained with Blessing of Protection to immune the entire Berserker Rush mechanic and maximizing the amount of Favor gained by the raid. By default if a player is not able to safely kite Berserker Rush, they need to immediate move Kargath into a Flame Jet. It's better to end Berserker Rush early than it is to penalize the raid by dying from it.

Chain Hurl

Kargath BladefistAs described in the overview, when Kargath casts Chain Hurl he will select the five closest raid members to him to be thrown up into the stands. Since it is required to have exactly one tank and one healer in this group I do not want to leave anything up to chance. If you look under the Groups tab of this guide I have assigned specific players to perform this specialize role. This means when Chain Hurl is being channelled nobody but these assigned players should be near Kargath. Melee in particular will need to pay close attention to their position in relation to the boss. We do not want players to be unintentionally tossed up into the stands. When thrown up into the stands, players will proceed to clear the stands starting with the left side and then continuing with the right. Dps should be focusing down Iron Bombers and Drunken Bileslingers first. Everyone in the stands needs to avoid Fire Bombs and Vile Breath.

Ravenous Bloodmaw

The strategy for dealing with Ravenous Bloodmaws is pretty straight forward. When a player is fixated, that player will kite the Bloodmaw into Flame Jet, causing it to become disoriented and granting the raid Favor from Roar of the Crowd. Dps will need to make sure they kill the Bloodmaw by the time the next one emerges, we want to avoid having too many tigers up at a time as it will quickly become taxing on the raid. I want to mention that when a Bloodmaw is moved into a Flame Jet he will change his fixated target, while he is disoriented the newly fixated player should position themselves behind a neighboring Flame Jet in anticipation for the next kite.

  • Tanks need switch on every two stacks of Open Wounds. Remember Open Wounds is a consequence of getting hit by Impale.
  • The tank with the largest number of Open Wounds stacks will be assigned to go up into the stands. If you're not this tank make sure that you are not close to Kargath when Chain Hurl ends. When up in the stands, position the adds so that they are facing away from other players. Remember to move away from detonating Fire Bombs that are dropped by Iron Bombers when they die.
  • Move out of the kite path of Berserker Rush. Think of this ability as being identical to Thok the Bloodthirsty's Fixate and Blood Frenzy abilities.
  • Move out of the impact area of Mauling Brew. Mauling Brew will leave a small pool of poison on the ground at the location where it landed. This pool deals large amount of Nature damage to anyone who comes into contact with it, make sure to avoid standing in this.
  • Avoid taking any unnecessary damage from Flame Gout by moving out of its area of impact.
  • Be mindful that Kargath inflicts massive Physical damage to the tank with his Impale ability.
  • Be aware that Iron Bombers inflict moderate raid-wide damage while alive.
  • Avoid taking any unnecessary damage from Blade Dance by standing a minimum of 8-yards away from other players at all times.
  • Make sure not to be close to Kargath when Chain Hurl ends unless assigned. When up in the stands, avoid standing in front of Drunken Bileslingers, and make sure to move away from detonating Fire Bombs.
  • When Kargath uses Berserker Rush, anyone who is not targeted needs to immediately move out of the kite path. Think of this ability as being identical to Thok the Bloodthirsty's Fixate and Blood Frenzy abilities.
  • Everyone needs to move out of the impact area of Mauling Brew. Mauling Brew will leave a small pool of poison on the ground at the location where it landed. This pool deals large amount of Nature damage to anyone who comes into contact with it, make sure to avoid standing in this.
  • Avoid taking any unnecessary damage from Flame Gout by moving out of its area of impact.
  • Focus damage on Kargrath. If you're apart of the Stands Team make sure you are focusing down adds one at a time. Take advantage of opportunities to multi-dot. Remember that all encounters are made significantly easier with strong Dps. That being said, be sure you are maximizing your Dps output 100% of the time. This means double potting, using cooldowns intelligently, perfecting your rotation and employing strong raid awareness.
  • Dps has to prioritize Ravenous Bloodmaws when the emerge from their pits.
  • Avoid taking any unnecessary damage from Blade Dance by standing a minimum of 8-yards away from other players at all times.
  • Make sure not to be close to Kargath when Chain Hurl ends unless assigned. When up in the stands, avoid standing in front of Drunken Bileslingers, and make sure to move away from detonating Fire Bombs.
  • When Kargath uses Berserker Rush, anyone who is not targeted needs to immediately move out of the kite path. Think of this ability as being identical to Thok the Bloodthirsty's Fixate and Blood Frenzy abilities.
  • Everyone needs to move out of the impact area of Mauling Brew. Mauling Brew will leave a small pool of poison on the ground at the location where it landed. This pool deals large amount of Nature damage to anyone who comes into contact with it, make sure to avoid standing in this.
  • Avoid taking any unnecessary damage from Flame Gout by moving out of its area of impact. Specifically for melee Dps, make sure you stack together on one side of Kargath and move as a group towards the other side for Flame Gout. The idea is so that players in melee will always have a safe place to move to avoid taking damage while still being able to hit the boss. Consequently if players are not stacked, Flame Gout will be placed all around the boss leaving no safe place for melee to stand.
Chain Hurl Group
  1. *Wildcard Tank
  2. Kremzeek
  3. Manwe
  4. Aubree
  5. Hexiaa
Quick BoP (Berserker Rush)
  • /cast [@mouseover, help, nodead] Blessing of Protection;
Quick Target (Ravenous Bloodmaw)
  • /target [harm, nodead] Ravenous Bloodmaw;