Twin Ogron

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Heroic Overview

Twin Ogron is the fifth 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 in Highmaul. This fight is centered around The Twin Ogron, Pol and Phemos performing special attacks against the raid at specific energy thresholds (33, 66, and 100 energy). To complicate things boss positioning will matter in this encounter. The further away the Ogron are from one another, the more haste they will gain, effectively decreasing their cast time and reducing the amount of time players have to react to their various abilities. Lets start by reviewing the bosses abilities.

Pol

  • Shield Bash is an ability that Pol uses against his tank. It deals moderate Physical damage and interrupts spell casting. When a tank takes damage from Phemos' Whirlwind they gain Weakened Defenses.
  • Shield Charge (at 33 energy) is a charge ability that Pol uses on the furthest most enemy from him. It deals damage to all players in his path knocking them back. Upon reaching his destination Pol will hit his target and all enemies within a 10-yard radius also inflicting Physical damage and knocking them back. Players who are damaged during Shield Charge are affected with Injured.
  • Interrupting Shout (at 66 energy) is the ability that Pol uses that deals raid wide Physical damage and interrupts all spell casting for 6 seconds.
  • Pulverize (at 100 energy) is the ability that Pol uses that causes the ceiling to fall down on players. Pulverize is a three tier attack. The first strike causes rocks to fall at the location of all players, inflicting Physical damage in a 3-yard radius. The second strike loosens several larger chunks of the ceiling which fall, inflicting Physical damage to players within 8-yards of the targeted locations. The final strike loosens a massive chunk of the ceiling, dealing Physical damage to all players. This is a proximity based effect where the damage taken increases the closer a player is to the source.

Phemos

  • Double Slash is an ability that Phemos uses against his tank. It deals a large amount of Physical damage.
  • Whirlwind (at 33 energy) is a weapon attack that Phemos uses where he spins around in a circle inflicting Physical damage every half-second for 9 seconds to all players standing in it. All targets struck by Whirlwind gain Weakened Defenses.
  • Enfeebling Roar (at 66 energy) is an ability Phemos casts that increases damage taken by 300% for 300 seconds. This effect's magnitude and duration is divided amongst all targets within 20-yards of him. The duration and magnitude of this effect carries over.
  • Quake (at 100 energy) is an ability Phemos cast (similar to Iron Qon's Fist Smash in Throne of Thunder) where he throws his weapons down and starts violently pounding the ground inflicting large Nature damage to all players. When he does this he will also use an ability called Blaze where he throws a heap of combustible material at a targeted location. This material burns all nearby targets as well as it creates waves of flames traveling outward from its location. Anyone who comes in contact with these waves of fire or with the pyre receives a stacking Fire damage dot that lasts for 12 seconds.

Warming Up basically provides the team 10 seconds to position the bosses before they start gaining energy, thank you Blizzard.

Mythic Changes

On Mythic difficulty, Imperator Mar'gok will attempt to assists the Twin Ogron by empowering them with an ability called Arcane Twisted. Arcane Twisted is only applied to one Twin at a time, so we will never have to deal with both Twins being simultaneously empowered. The effect of Arcane Twisted is that it will augment one of their abilities.

Pol

  • Shield Bash now also hits the tank with a new ability called Arcane Bash. This ability will not require any changes to our tank strategy that we use in heroic difficulty. The only difference is that the tank will periodically take more damage.
  • Shield Charge is now followed by a new ability called Arcane Charge. What this is going to look like is after he completes his Shield Charge, three images of him will appear and charge outward from his location, these need to and should be avoided.

Phemos

  • Double Slash now applies a debuff called Arcane Wound. Just like Arcane Bash, Arcane Wound will not require any new strategies, all it means is the tank will occasionally take more damage then normal.
  • Whirlwind now has a force effect that pulls players towards it.

In addition to Arcane Twisted, Imperator Mar'gok will also cast Arcane Volatility on random raid members.

  • Arcane Volatility is a 6 second debuff that when it expires deals a large amount of Arcane damage to the afflicted player and to anyone within 8-yards around them. As a reference this is the same ability we experience from the trash packs preceding this encounter but without the lets troll your friends knock back effect.

Going Ham!

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

General Positioning

We will position both Pol and Phemos stacked together just past the entrance into their chamber. Range will be located to the southeast approximately 20-yards away from where the bosses are being tanked. Just before each Whirlwind, we want to have Phemos repositioned to the center of the room.

Positions

Choreographing the Dance

By default range will move left for Shield Charge however its always important to pay close attention to the direction Pol is facing and react accordingly. Do not move left early or preemptively stand in the location that everyone is moving towards to avoid Shield Charge. Wait half way through the cast then move as a group, not as individuals. During Arcane Charge melee will also need to quickly identify the facing direction of Pol's images and reposition in between them.

Pulverize is managed the same way in Mythic as in Heroic. Loosely spread out for Pulverize[1], be in motion in anticipation for Pulverize[2], distance yourself from the impact location for Pulverize[3] as the damage inflicted is dependent upon proximity.

Players afflicted with Arcane Volatility need to move either right towards the center of the room, or southeast away from the stack point of the range. During Whirlwind by default players need to move southeast.

For Enfeebling Roar everyone needs to be loosely spread out at a maximum of 20-yards away from Phemos. During Quake, dodge the flame waves and use personals in situations where your health is critically low.

  • Tank Pol and Phemos together as much as possible for cleave damage.
  • Always have Phemos positioned in the center of the room a few seconds before he begins to Whirlwind.
  • Avoid being hit by falling rocks from Pulverize.
  • Dodge the waves of flames during Quake.
  • Be mindful that tank damage will be high throughout this encounter.
  • Be within 20-yards of Phemos for Enfeebling Roar to help split the damage and the debuff duration.
  • Watch out for Interrupting Shout, make sure that you are not casting when this ability is used. Use instants instead to avoid being interrupted.
  • Dodge the waves of fire during Quake.
  • Avoid being struck by Shield Charge. Remember by default range will be moving left for Shield Charge. Melee needs to be dynamic and move in between Pol's images during Arcange Charge.
  • Spread out for the first wave of Pulverize and move out of the second and third waves.
  • Players that are afflicted with Arcane Volatility need to either move towards the center of the room or backwards behind range.
  • Take advantage of opportunities to multi-dot and cleave the bosses whenever possible since their health pool is shared.
  • Be within 20-yards of Phemos for Enfeebling Roar to help split the damage and the debuff duration.
  • Dodge the waves of fire during Quake.
  • Avoid being struck by Shield Charge. Remember by default range will be moving left for Shield Charge. Melee needs to be dynamic and move in between Pol's images during Arcange Charge.
  • Casters need to watch out for Interrupting Shout, make sure that you are not casting when this ability is used. Use instants instead to avoid being interrupted.
  • Spread out for the first wave of Pulverize and move out of the second and third waves.
  • Players that are afflicted with Arcane Volatility need to either move towards the center of the room or backwards behind range.