Phases: Each pool can be considered its own phase; 3 alternating
Berserk: Enrage at 5 minutes 40 seconds, this is not a hard enrage, fight will continue.
Heroism: Start of fight.
Healer Cooldowns: Every Pound and especially when Pound and Dragging Hands coincide.
Kormrok leaps to a pool at the start of the fight, and then every 2 minutes thereafter. He cannot return to the same pool until he has visited each of the pools. Each pool grants him that pool's empowerment. Each time Kormrok leaps to a pool, the raid will be splashed by that pool's corresponding damage type (shadow, fire, nature).
Tank Kormrok near the pool you want to use next, cycling through all three before returning to the first.
The suggested order on Wowhead is Fiery > Foul > Shadowy.
Each pool will start with that pool's empowered ability. Each of the following three major abilities are used during each pool, but are not empowered according to which pool is active. Pound is used during each pool phase, but is never empowered.
Each empowered ability will also be used twice during each pool phase.
Pound: Does not get empowered. Simple raid-wide AoE that creates damaging shockwaves under every player's feet; moderate Physical damage every second for 5 seconds. Stay spread out 4 yards for duration of Pound.
Creates 5 red runes on the ground that persist for 15 seconds or until triggered.
If rune fades without being triggered, entire raid takes heavy damage.
When rune is triggered by player, player takes damage and anyone in 8 yard radius.
Use a set group to trigger runes, use personal cooldowns.
Empowered Explosive Runes do not disappear when triggered, instead reform several yards in front of player who triggered rune.
To get rid of them, players must push the runes together in a controlled way. Runes will not reform if they are forced to overlap, or it is the last rune to be triggered.
Runes will form in a roughly pentagonal shape. Wowhead and Fatboss agree to push runes toward center of pentagon shape.
Explosive Burst: Roots current tank in place, off-tank taunts and moves 40 yards away from location. Tank will detonate in 10 seconds causing damage in 40 yard radius and is affected by Fel Touch and should not tank again until it fades.
Summons a Grasping Hand that will Grab and then Crush each player except tanks. Grab does a small burst of damage in a 4 yard range. Crush then does moderate Nature damage until killed, use AoE. Wowhead suggests not stacking entirely, but clump in small groups of 4-5 players, each clump about 5 yards apart and use damage-reduction cooldowns to mitigate initial splash.
Dragging Hands is the empowered version of Grasping Hands. The Grasping Hand will now drag players toward the Foul Pool, which will cause extreme damage if the hand isn't killed before this happens. Stack points should be far away from pools to give players time to DPS hands.
Foul Crush: Summons a Crushing Hand on the current tank which stuns and roots the tank in place. Damage increases on tank until the hand is killed. Off-tank taunts when main tank is affected. Affected tank will also gain Fel Touch and should not tank again until it fades.
Causes the Shadowy Pool to overflow sending Shadow Globules sweeping across the area which move in an erratic pattern, dealing heavy damage to anyone that passes through them. The globules are more spread out the further from the pool they are. Easier dodge from center of room, or nearer to Fiery or Foul Pools.
Empowered Fel Outpouring causes all three Runic Pools to spawn globules which are very difficult to dodge and will require sustained movement from entire raid. Move near to one pool to dodge that pool's globules first, then dodge the rest of the incoming globules from the other pools.
Swat: Targets current tank and knocks them back; avoid being knocked into a Runic Pool or against a wall - the further the knock back, the less damage is taken by tank. Aim toward the entrance to the area. Off-tank taunts when main tank is affected. Affected tank will also gain Fel Touch and should not tank again until it fades.
Position Kormrok near the pool your raid wishes to activate next
Do not chase Kormrok when he leaps into a pool, as the pool deals extremely heavy damage every second
After Kormrok leaps to a pool, reposition him so melee do not have to stand in the pool to DPS
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