This is part of a series of posts about the role of rogues in Ulduar. The focus is on 10-man raids, but on occasion mention will be made about 25-man strategies as well. This is not meant to be a general strategy guide. It is completely targeted at rogues, their abilities, and their strengths in specific combats. Much of what is written could apply to other melee dps as well.
If you are looking for a more general overall strategy guide, try Bosskillers or StratFu or WoWWiki.
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Kologarn is a required boss in Ulduar. He comes right after Deconstructor. He’s a little odd to see when you first encounter him. You don’t often see a boss that is so big that his right and left arms each get their own name above them and each with their own health bar.
You can only see his upper torso. The rest is below the edge of the ledge that he stands at. It is possible to fall off the ledge and die during the fight. Watch how close you get to him.
When you fight Kologarn there is a lot going on. In general, you’re going to switch targets between the main body of the boss and his right arm.
Important note… if you are facing the torso of Kologarn, you can change target and hit the right arm without turning to face it. In fact, I found that when I tried to move to face the arm I often found myself out of range somehow.
Even though you are hitting the boss from the front, he does not parry. So you don’t have to stack expertise (as I originally thought).
The arms do not get tanked. The main boss will be tanked. However, the tanks will rotate because Kologarn does an Overhead Smash which applies a stacking debuff that reduces the tank’s armor by 25% per stack. If you are using TotT to give threat to the tank, watch carefully to see which tank currently has aggro.
Each arm has a different ability. The left arm does a Shockwave that hits the whole raid with nature damage. You probably won’t see it coming so there is not much you can do about that. Most raids ignore the left arm and let raid healing take care of the damage.
The right arm is where you want to pay more attention. Periodically it will grab someone (it grabs 3 people on 25 man) with Stone Grip. The person grabbed takes damage every second until he dies, or until 20 seconds has passed. If healing keeps the Stone Gripped player alive for 20 seconds, then he gets Squeezed Lifeless and dies instantly.
The way to stop this is to dps the arm. The right arm will drop the person if it takes 100,000 damage (that’s on 10 man – its more on 25 man). When you see a raid warning, or someone calls out that they have been grabbed, or just when your raid leader tells you to, you should immediately change target to the right arm and start hitting it until it drops the person. Remember that you don’t have to move or turn. You can tab-target or make a macro to target the right arm.
The most common raid strategy is to stay focused on the right arm until it dies. When the arm dies, it shatters. That means no more Stone Grips until it comes back (in about 45 seconds). When the arm shatters, the main boss takes a big chunk of damage. However, a bunch of earth elemental type adds (Rubble) will spawn. The Rubble needs to be off-tanked and AoE’d down, but this is not a job for rogues. The Rubble adds do an AoE ability themselves. If you are in a group of five of them, you can easily be killed by that. So when the right arm dies, you go back to the main boss and let the casters AoE the adds. (If your raid needs you to help on the adds, use Evasion to try and avoid some of their AoE damage and see if that keeps you alive. Even though it hits everyone around them, their Rumble AoE ability counts as a melee attack and can be dodged.)
In my raids, the part we had trouble with was the pickup of the adds. Communication is the key. The off tank has to be ready, and anyone with misdirects or other such abilities have to know when the Rubble adds are coming. Its important that someone (like you) call out when the right arm is about to die. You can also help by using TotT on the off-tank and hitting the Rubble adds with a FoK as they spawn. It does put you in range of the adds’ AoE though, so you want to run out of their range ASAP. You might pop Evasion as well, although your Evasion won’t be off cooldown the next time it happens. If you find that you are getting killed by their AoE then either ask for a PW:Shield from a priest or forget about it and leave the misdirects to the hunters.
One more thing – Kologarn has laser eye beams! These are just like any other “don’t stand in them” type of hazard. If the eye beams focus on you, RUN. Don’t run into the main raid group (who should be spread out anyway for this reason). Run to a corner away from the others, then keep running. The beams will follow you for ten seconds. Don’t let them catch you. And don’t run into the healers.
It sounds complicated. I have found that on 25-man it is pretty hectic with all of the people crammed into a small space. On 10-man its not so bad once the off-tank gets the hang of grabbing the adds.
Summary for rogues…
- DPS boss
- Target and kill the right arm
- DPS on the boss while off-tank and caster AoE take care of the adds
- run away from eye beams
- Repeat
The 25-man version of the fight is similar. He grabs three people instead of one with his Stone Grip. The Rubble adds AoE also adds a stacking debuff, so there is more urgency in taking them down quickly. The general strategy is the same, though.
When Kologarn dies he falls and become a bridge to get you to the next part of Ulduar. If that wasn’t enough of a reward, he also has loot! On 10-man, look for the Shawl of the Shattered Giant as a good dps cloak. In the 25-man fight, you can get Malice, a very nice sword. The Shoulderpads of the Monolith are a very sweet should item. All the dps will be drooling over Wrathstone, though, so get ready to drop some serious DKP. Oh – if your hunters don’t want it, there is also a gun called Giant’s Bane that is quite nice.