Ko'ragh

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Heroic Overview

Ko'ragh is the sixth 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 in the Chamber of Nullification. During this encounter Ko'ragh will protect himself with a Nullification Barrier. What this barrier does is it absorbs all magic damage taken up to a finite amount. When the absorption amount has been reached the barrier will be removed. Upon removal of this barrier Ko'ragh will run to the center of the room, activate the Rune of Nullification and recharge his barrier. While recharging, one player may also stand on this rune absorbing some of the rune's energy, receiving a Nullification Barrier of their own. This is important because as the fight progresses, Overflowing Energy orbs will periodically spawn around the room. they float down from the ceiling to the ground. If intercepted by a player they exact lethal damage, if they hit the ground they explode dealing a large amount of raid wide damage. Players who have a Nullification Barrier can catch and absorb these Overflowing Energy orbs without dying, preventing the raid from taking damage. The damage from the orbs pierce all immunity abilities such as Divine Shield, Ice Block, Deterrence, etc. Lets take a closer look at Ko'ragh's abilities.

  • Nullification Barrier is the shield that Ko'ragh puts on himself that absorbs all Magic damage and grants him Breaker's Strength.
  • Breaker's Strength is a buff that Ko'ragh continues to stack on himself while Nullification Barrier is active. It increases Ko'ragh's damage by 6% every 10 seconds. When Ko'ragh's Nullification Barrier is removed, Breaker's Strength is also removed.
  • Caustic Energy is a buff a player receives upon entering the rune with Ko'ragh while he's Charging up his barrier. This buff deals a moderate amount of Arcane damage to its target every second, and reduces healing received by 35%. Caustic Energy disappears as soon as a player exits the rune, and its damage cannot be reduced or avoided through immunities. When the rune powers down, the player receives their own Nullification Barrier, proportional to the amount of time spent inside the rune. The Nullification Barrier received by players can absorb up to 15,000,000 Magic damage.
  • Overflowing Energy orbs are the small gold orbs that periodically spawn around the room. They float down from the ceiling to the ground exploding on impact dealing a large amount of Arcane damage to all players. If intercepted it inflicts lethal Arcane damage. This effect breaks all immunities and damage reduction abilities.
  • Suppression Field is a void zone created after Ko'ragh charges at a random player striking the ground where that player is standing (he prefers range) inflicting large amount Arcane damage to all enemies in a 8-yard radius. Standing inside a Suppression Field deals moderate Arcane damage and silences all players.

While Ko'ragh is recharging his Nullification Barrier, small adds called Volatile Anomalies will spawn from the rune at a rate of 3 every 8 seconds. When they die, they will cast an ability called Destabilize where they explode upon death dealing moderate Arcane damage to all raid members. However, if the Volatile Anomalies die inside a Suppression Field they are silenced, preventing Destabilization.

  • Overflowing Energy is an ability where Ko'ragh puts a Fire dot on everybody in raid. This dot deals a modest amount of Fire damage every second to the affected player. When the dot expires it explodes dealing a large amount of Fire damage to that player and all other players within 5-yards of them.
  • Expel Magic: Arcane is an ability where Ko'ragh puts a buff on a player that marks that players location every 0.5 seconds, then every 1.5 seconds that marked location explodes for a very large amount of Arcane damage. This effect increases the victims Physical damage taken by 100%.
  • Expel Magic: Frost is an ability where Ko'ragh throws a orb of Frost at the raid inflicting large Frost damage and slowing all players within its 30-yard range. The slow effect is entirely proximity based and it can be out ranged beyond 30-yards.
  • Expel Magic: Shadow is an ability where Ko'ragh puts an healing absorption shield on the entire raid preventing effective healing on players, this shield lasts until the absorption amount has been breached.

Mythic Changes

Mythic Ko'ragh introduces a number of new abilities and adds several modified abilities that makes this version of the encounter more challenging. At the core, the strategy for this fight remains unchanged however we will need to tweak the way we handle some of his abilities in order to accommodate these changes. Lets begin by reviewing the significant differences found in Mythic.

The number of players that can get a Nullification Barrier is increased to two, up from one. The number of Overflowing Energy orbs has also been increased respectively. Players who have Nullification Barrier can move in and out of the Rune of Nullification instead of being restricted from re-entering once they have stepped out.

  • Expel Magic: Fel is an ability that Ko'ragh casts that places a debuff on 3 random raid members. This debuff lasts for 12 seconds and once it expires spawns a line of fire from the location where the player received the debuff to the location the player is standing when it expired. These lines of fire lasts for 90 seconds and inflict a large amount of Fire damage to anyone who comes into contact with them.

Every even set of Overflowing Energy orbs will now debuff soakers with Dominating Power. Players affected by Dominating Power become mind controlled casting an interruptible ability called Forfeit Power. Each time Forfeit Power is successfully casts it removes 5% of that players Nullification Barrier and adds it to Ko'ragh's Nullification Barrier. A player is released from the effects of Dominating Power once his/her health reaches 20%. However there is one caveat, players who are mind controlled are only vulnerable to Physical damage as all Magic damage will be absorbed by their Nullification Barrier.

Going Ham!

We will be using Heroism/Time Warp at the beginning of the encounter to take advantage of players cooldowns.

General Positioning

We will position the boss in the west edge of the room moving him clockwise out of Fel Fire. Range will be spread out approximately 8-yards apart from one another on the outer edge of the room trailing just behind the boss. No one should be standing in the boss' kite path, we do not want fire occupying the area where we are moving him.

Fel Magic

All other mechanics remain the same. For instance when Ko'ragh casts Expel Magic: Fire, Melee needs to make sure to run out so that they are at least 5-yards apart from any other player before the Fire debuff expires. When Ko'ragh is charging his barrier everyone needs to stack up behind a Suppression Field so its easier for tanks to pick up and position Volatile Anomalies inside a field where Dps can kill them. The only exception are for players who are affected by Expel Magic: Fel. Players who are affected with Expel Magic: Fel need to keep their movement to a minimum or none at all. That means during Expel Magic: Fire players afflicted with Expel Magic: Fel need to stand still while everyone else adjusts their position accordingly. When Ko'ragh is charging his Nullification Barrier players who have Expel Magic: Fel should remain stationary regardless of their location to a Suppression Field. Keeping fire to a minimum is essential to defeating this encounter.

Rune of Nullification

I will pre-assign specific players to step inside the Rune of Nullification. For each player who is given this special task I will ascribe another player who will be responsible for interrupting that player when they are mind controlled. All Physical damage Dps will need to switch to players when they are minded controlled. Players who are afflicted by Expel Magic: Fel should not switch to players who are mind controlled unless they can do so with little or no movement.

  • Tanks perform a switch whenever Ko'ragh casts Expel Magic: Arcane on his current tank. The tank with Expel Magic: Arcane must run out of the raid in a safe direction to avoid exploding damage on other players.
  • Tank Volatile Anomalies inside Suppression Fields.
  • When Ko'ragh casts Expel Magic: Fire, everyone, including melee needs to be a minimum of 5-yards apart from one another.
  • Move out of fire left behind from Expel Magic: Fel.
  • Focus big heals on players absorbing Caustic Energy to allow them to survive while they charge up a Nullification Barrier.
  • Throughout the fight, remember Range should be spread out at a minimum distance of 8-yards apart from one another, with the exception when Ko'ragh is charging his barrier. When Ko'ragh casts Expel Magic: Fire, if you are melee make sure that you run out and that you are spread out at least 5-yards apart from one another before the Fire dot debuff expires.
  • Move out of fire left behind from Expel Magic: Fel.
  • When Ko'ragh casts Expel Magic: Shadow, healers will need to use a healing cooldown to heal through the healing absorption shield.
  • Players afflicted by Expel Magic: Fel need to restrict their movement to a minimum or none at all.
  • Dps Ko'grah.
  • If and only if you are assigned, move inside the Rune of Nullification to gain a Nullification Barrier. Use this barrier to soak the Overflowing Energy orbs.
  • Kill Volatile Anomalies only when they are inside a Suppression Field.
  • Throughout the fight, remember Range should be spread out at a minimum distance of 8-yards apart from one another, with the exception when Ko'ragh is charging his barrier. When Ko'ragh casts Expel Magic: Fire, if you are melee make sure that you run out and that you are spread out at least 5-yards apart from one another before the Fire dot debuff expires.
  • Meless Dps need to switch to players who are mind controlled by Dominating Power. With the exception to players who have Expel Magic: Fel should not switch unless they can do so with little or no movement
  • Players afflicted by Expel Magic: Fel need to restrict their movement to a minimum or none at all.
  • Move out of fire left behind from Expel Magic: Fel.
Charging Team (Nullification Barrier)
  1. Aubree
  2. Yodeg
  3. Nassyz
  4. Kremzeek
  5. Athok
Quick Target (Volatile Anomalies)
  • /target Volatile Anomaly;