Healing Ulduar: Kologarn

kologarn

For other bosses in Ulduar, check the Ulduar Healing Strategy Page.

Kologarn is the sentinel that stands in the way between your raid group and the rest of Ulduear. He is a challenging boss for guilds that are new to raiding. Like Deconstructor, victory lies in the ultimate ability of individual players.

Abilities

Eyebeams: Two ways to handle this. Run out the door or run circles on the right side of the platform. More on this later.

Stone grip: He’s going to pluck three players into the palm of his hand and attempt to squeeze them to death until they get broken out. The only way to break players out is by DPSing the arm. Once it takes 380000 damage, the players are released.

Execution

DPS priority is going to approach the boss in this order: Right arm, Elementals, torso. When any arm is destroyed, the torso loses the same amount of health.

It’s best to call out right arm health at 5% intervals starting from 20 so your tanks know when to switch. After the right arm falls, elementals will spawn.

Two tanks are needed to hold Kologarn’s attention. He’s got a Gluth-like debuff that requires two tanks to taunt off each other. Otherwise, the debuff becomes flat-out unbearable.

kolo-beams

Dodging eye beams

When you get focused by twin green beams, you have around 2 seconds to start hustling before you get rocked. There are two ways to handle avoiding them:

Out the door

Make a beeline for the door and down the stairs. The upside is that it presents minimal risk to the players in your raid group. The down side is if the player is too slow, they might die due to line of sight issues. As healers, we don’t have to worry about this.

Laps on the right side

Have beam-focused players run circles along the right side of the room. The pros and cons are the exact inverse of the bailing-out-the-door method. Focused players are well within the range of healers. But poor kiting can lead to multiple casualties.

Whatever solution you choose, drill it in the heads of the rest of the raid to immediately get out of the green. The beams are extremely hard to miss. Keep your head up.

The Elemental Tank

It’s happened before. I’ve seen the off tank gain aggro of all ads and get focused by beams at the exact same time. As a tank, he’ll live for a few extra seconds but not anymore after that. Use whatever saves you can on him to help lessen the blow. Pain Suppression, Guardian Spirit and Blessing of Sacrifice work admirably.

Healing strategy

Around 6-7, healers is a good number to start with. This can drop with more gear and experience. Expect an enormous amount of raid damage being doled out. His left arm sweeps the entire raid for around 15000+. Pick two of your strongest tank healers and assign them to the main tank (this will vary as they’re taunting off each other). Be sure to have Kologarn’s target up so you can see which tank he’s presently on.

If you have access to two Resto Shamans, they can anchor the Stone Grips quite easily.

Healer items

Ironmender OH (Priests, Druids)

Gloves of the Pythonic Guardian Gloves (Paladin)

Robes of the Umbral Brute Chest (Priests)

Unfaltering Armguards Wrists (Paladin)

Which Came First? The Aegis or the Shield?

pws-vs-da

On my daily patrol through the Plus Heal forums, I came across this thread with one very important question by Sundotz.

If I proc Divine Aegis ( for 12 sec) and then apply PW: S (15 sec after absorbed), which shield is absorbing damage first?

I could have commissioned a study on this with the assistance of guildies. But I decided to take matters in my own hands and test it out only in such a way that true Dwarves would do it.

I’d tackle the Molten Colossus of Ulduar after activating both shields in an attempt to see which happened first. Here’s 5 combat logs with different cast sequences. Log’s been trimmed somewhat.

Test 1:

Mallet casts Power Word: Shield at Mallet.
Mallet is afflicted by Mallet’s Weakened Soul.
Mallet gains Mallet’s Borrowed Time.
Mallet gains Mallet’s Renewed Hope.
Mallet’s Flash Heal heals Mallet for 1977.(4306 Overhealed) (Critical)
Mallet’s Borrowed Time fades from Mallet.
Mallet gains Mallet’s Inspiration.
Mallet gains Mallet’s Divine Aegis.
Mallet gains 300 Mana from Mallet’s Darkglow.
Mallet’s Flash Heal heals Mallet for 0.(4185 Overhealed)
Molten Colossus’s melee swing hits Mallet for 18720 Physical.(8103 Absorbed) (3247 Overkill)
Mallet’s Power Word: Shield fades from Mallet.
Mallet’s Divine Aegis fades from Mallet.

Mallet’s Power Word: Fortitude fades from Mallet.
Mallet’s Inner Fire fades from Mallet.
Mallet’s Weakened Soul dissipates from Mallet.
Mallet’s Inspiration fades from Mallet.
Mallet’s Renewed Hope fades from Mallet.
Your equipped items suffer a 10% durability loss.
Mallet died.

Test 2:

Mallet gains Mallet’s Divine Aegis.
Mallet’s Flash Heal heals Mallet for 0.(5915 Overhealed) (Critical)
Mallet casts Power Word: Shield at Mallet.
Mallet is afflicted by Mallet’s Weakened Soul.
Mallet gains Mallet’s Borrowed Time.
Mallet gains Mallet’s Renewed Hope.
Molten Colossus’s melee swing hits Mallet for 16490 Physical.(9530 Absorbed) (12804 Overkill)
Mallet’s Divine Aegis fades from Mallet.
Mallet’s Power Word: Shield fades from Mallet.
Mallet’s Inspiration fades from Mallet.
Mallet’s Weakened Soul dissipates from Mallet.
Mallet’s Borrowed Time fades from Mallet.
Mallet’s Renewed Hope fades from Mallet.
Your equipped items suffer a 10% durability loss.
Mallet died.

Test 3:

Mallet casts Power Word: Shield at Mallet.
Mallet is afflicted by Mallet’s Weakened Soul.
Mallet gains Mallet’s Borrowed Time.
Mallet gains Mallet’s Renewed Hope.
Mallet gains 300 Mana from Mallet’s Darkglow.
Mallet’s Flash Heal heals Mallet for 2330.(1824 Overhealed)
Mallet’s Borrowed Time fades from Mallet.
Mallet gains Mallet’s Forethought Talisman.
Mallet’s Flash Heal heals Mallet for 0.(6049 Overhealed) (Critical)
Mallet gains Mallet’s Inspiration.
Mallet gains Mallet’s Divine Aegis.
Mallet gains Mallet’s Effervescence.
Molten Colossus’s melee swing hits Mallet for 16490 Physical.(9895 Absorbed) (6884 Overkill)
Mallet’s Power Word: Shield fades from Mallet.
Mallet’s Divine Aegis fades from Mallet.
Mallet’s Inner Fire fades from Mallet.
Mallet’s Weakened Soul dissipates from Mallet.
Mallet’s Forethought Talisman fades from Mallet.
Mallet’s Renewed Hope fades from Mallet.
Mallet’s Inspiration fades from Mallet.
Mallet’s Effervescence fades from Mallet.
Your equipped items suffer a 10% durability loss.
Mallet died.

Test 4

Mallet gains Mallet’s Divine Aegis.
Mallet casts Power Word: Shield at Mallet.
Mallet is afflicted by Mallet’s Weakened Soul.
Mallet gains Mallet’s Borrowed Time.
Mallet gains Mallet’s Renewed Hope.
Molten Colossus’s attack misses Mallet. (My agility and dodge is strong)
Molten Colossus’s melee swing hits Mallet for 16490 Physical.(7968 Absorbed) (13299 Overkill)
Mallet’s Divine Aegis fades from Mallet.
Mallet’s Power Word: Shield fades from Mallet.
Ragadast’s Leader of the Pack fades from Mallet.
Mallet’s Inner Fire fades from Mallet.
Mallet’s Inspiration fades from Mallet.
Mallet’s Weakened Soul dissipates from Mallet.
Mallet’s Borrowed Time fades from Mallet.
Mallet’s Renewed Hope fades from Mallet.
Your equipped items suffer a 10% durability loss.
Mallet died.

Test 5

Mallet casts Power Word: Shield at Mallet.
Mallet is afflicted by Mallet’s Weakened Soul.
Mallet gains Mallet’s Borrowed Time.
Mallet gains Mallet’s Renewed Hope.
Mallet’s Flash Heal heals Mallet for 5654.(Critical)
Mallet gains Mallet’s Effervescence.
Mallet’s Borrowed Time fades from Mallet.
Mallet gains Mallet’s Inspiration.
Mallet gains Mallet’s Divine Aegis.
Molten Colossus’s melee swing hits Mallet for 15100 Physical.(7651 Absorbed) (21476 Overkill)
Mallet gains 300 Mana from Mallet’s Darkglow.
Mallet’s Power Word: Shield fades from Mallet.
Mallet’s Divine Aegis fades from Mallet.

Mallet’s Weakened Soul dissipates from Mallet.
Ragadast’s Leader of the Pack fades from Mallet.
Mallet’s Inspiration fades from Mallet.
Mallet’s Effervescence fades from Mallet.
Your equipped items suffer a 10% durability loss.
Mallet died.

So in conclusion, while not technically a scientifically valid test, I’ve conceded that the order in which the different absorb effects are used are based on which one happens to land first. If a DA activates before a PW:S, then the DA gets consumed. If a PW:S lands first followed by a DA, the PW:S gets chomped alive before the DA.

A simple, easy, and cheap test. 5 minutes. 45 gold.

Done.

But also incorrect. So take this entire post with a grain of salt.

Restoration Shaman – Ulduar 10 Gear

It was requested that I do a post highlighting the gear for the 10 man raiders, so here it is!

It’s often easily looked over when your focus is on 25 man raiding, but 10 mans are there and are a wonderful thing. They allow smaller guilds to still be able to see endgame content and to be honest some of the best loot comes from 10 man raids. Lets take a look at the toys a shaman has available to him running around in 10 man Ulduar!

Head – Couple good pieces for your head come from 10 man Uld First up is [Helm of Veiled Energies] (XT-002) Haste, Crit and good spellpower, can’t really go wrong there. Second choice is your tier piece [Valorous Worldbreaker Headpiece] (Mimron). Your tier pieces are always a good pick up

Neck[Pendant of Endless Despair] (General Vezax) is a good pickup Crit and MP5 will help keep those mana stores filled and it has decent spell power to boot. Another choice is [Pendant of the Shallow Grave] (Thorim) Haste, Crit and Spellpower as well as a yellow socket. Not bad at all.

Shoulders – Not much for us unless you have some odd obsession with spirit (let’s hope you don’t) so I would say just snag your [Valorous Worldbreaker Spaulders] (Thorim) and say thank you =D

Back -  Here we have three choices, two of which are zone wide drops from trash. First up is [Cloak of the Dormant Blaze] crit and MP5 make this an attractive pickup if you’re lucky enough to see it drop. [Drape of the Spellweaver] this one has Haste and Crit. It’s a bit more of a dps cloak but it’s still good for us. If you don’t want to wait for trash to drop it, you can take a gander at [Shawl of the Caretaker] (Ignis). Good stats, if you see it drop I suggest trying to snag it.

Chest – Obvious choice would be the tier 8 chest piece [Valorous Worldbreaker Tunic] (Yogg). If you’re find yourself with time before you get to yogg you can always opt for [Firestrider Chestguard] (Flame Leviathan). Haste and Crit, its a good pickup.

Waist [Belt of the Iron Servant] (Iron Council) is a great belt from the 10 man. Great smattering of stats, good regen. Well worth the pickup. Another option if you have the cash to burn, you can pick up [Blue Belt of Chaos]. Crit and MP5 as well as two sockets make for a good belt. Toss a belt buckle on there and it’s even better.

Wrist[Armbraces of the Vibrant Flame] (Ignis) are BoE so you can probably snag them on the AH if you don’t see them drop. Another option is after you snag 60 Emblems of Valor to pick up [Pigmented Clan Bindings], they should last you a long while.

Legs[Ironscale Leggins] (Razorscale) has good MP5, a nice smattering of haste and some good spell power. Worth the pickup while you wait for [Valorous Worldbreaker Kilt] (Hodir)

Feet [Greaves of the Earthbinder] (Thorim) are a good pickup. Crit and MP5 as well as a blue socket make these very nice.

Main Hand – First up is [Pulse Baton] (Mimron) A solid main hand weapon and well worth picking up. Less conventional options are [Stormtip] (IC) and [Plasma Foil] (XT-002) they pack good spell power with either Haste or Crit respectively. The only problem with them is that they pack spirit, which is wasted on a shaman. If these are going to be sharded or offer a significant boost in spell power and either crit or haste they are worth grabbing as a transition piece. But its something I would avoid if possible.

Offhand[Ice Layered Barrier] (Hodir hardmode) is a best in slot item for even heroic level. It’s a rock solid shield with great stats. If you can get this get it! Another very solid option is [Pulsing Spellshield] (XT-002) Crit and Haste help it be a very nice shaman shield.

Rings -  [Fire Orchid Signet] (Freya) is a great pick up. The ring has all the right stats and a socket to boot. Another good option is to get [Renewal of Life] (25 Emblem of Valor) with your badges. It’s a solid ring and will last you a while.

Trinkets – There are three trinkets from 10 man ulduar that are worth looking at. [Energy Siphon] (FL) has great MP5 and the on use effect is nothing to scoff at.  [Eye of the Broodmother] (Razor) 87 crit (almost 2%) combined with essentially a 125 sp boost makes this an amazing trinket to grab if you can. Last up is [Sif’s Rememberance] (Thorim) Good spell power and it gives you a chance to proc more MP5. If it drops there is no good reason not to take it.

Well thats it for today. Those are the items you can look forward to from Ulduar 10. They are really nice, and in serveral cases comparable to gear from Heroic Ulduar.

Until next time, Happy Healing.

sig2

Hello to wow.com!

I am no longer a contributing editor to WoW Insider. We’ve changed to WoW dot com! You can now find us over at wow.com (which is 7 characters shorter to type, I might add). I’ll still be anchoring Spiritual Guidance and Raid Rx (when the ideas come).

I received a lot of private questions about this and I wanted to get a post out about it quickly to help alleviate the strain of my inbox and Twitter DMs.

What exactly is wow.com?

It’s your same news and opinion blog coupled with some extra features. One of the biggest things is that it comes with souped up user accounts. Think of it as WoW Insider meets social networking. You can attach characters to your accounts. You can have your own wow.com blogs. There’s also an addon that you can download which tracks your activities in game so that you can share with everyone else who might be curious. There’s a nifty feature where screenshots you take in game can be uploaded for display on to wow.com as well.

Remember, it’s still in beta. There’s still more features coming.

Why can’t the Europeans get in on this? Do you hate us?

No. It was stated earlier in the introduction post and later on again that European support is on the way. Put it this way. Let the US server guys bust their ass and break things so that you get a better experience when it’s ready.

How did you guys get wow.com? Isn’t it Blizzards?

From what I understand of the story, the address wow.com was purchased by AOL many millennial ago during the War of the Ancients well before the events of World of Warcraft. They’ve had it for a long time even before World of Warcraft even came out. It wasn’t until recently that it was decided what it should be used for.

Why do I have to use an AOL login? I don’t want to

WoW Insider is owned by AOL Inc. It made sense to utilize AOL accounts. Facebook support is also there. Are there intentions to branch out and expand with other login types like Open ID? I have no idea. If you’re vehemently opposed to AOL or AIM or Facebook and don’t want to use it for whatever reason, you don’t have to. You can still access the news and posts that you would normally get but will not be able to set up profiles and such.

If you’ve noticed, the real estate of the posts themselves have actually increased widthwise. I find that much more easier reading.

What’s your WoW Profile?

I reserved the user name of matticus. You can also find Lodur there as well.

Looking Back at Raiding 1.0

bwl-load-screen

I am not the most “old school” player in existence. The extent of my experience in Vanilla WoW extends to the first boss of AQ 40 after clearing out Ragnaros and Nefarion.

Often times, I run across players in trade or forums who want to try MC or AQ in their old state of glory having never truly “experienced” it themselves. Even now, there are players who are craving a return to the way raiding was. The game is more enjoyable and accessible now than it was years ago and I personally think of that as a good thing.

Let’s take a look back at history.

First we have raiding 1.0. This was the maiden year of World of Warcraft. We saw the appearance of Molten Core, Blackwing Lair and Onyxia. Raids consisted of 10 really good players, 15 okay players and 15 “ugh” players. There was no Recount then. No sense of accountability. I remember a story where a healer received positive comments when all they did was heal themselves at the front entrance of Molten Core while the rest of the raid took down Lucifron.

Entry level raids Mid-level End game
Zul’Gurub Blackwing Lair Naxxramas
Molten Core Ahn’Qiraj 40  
Ahn’Qiraj 20 World bosses  
Onyxia    

Farming and raid preparation

Preparing for raids often took more time than the actual raids themselves. There were so many cooldowns and consumables that players could get. Higher end raiding guilds made farming of said consumables mandatory.

Whipper Root Tuber – Riding around Felwood really late or really early in the day and picking up these roots
Demonic Runes – Leveling Demon areas in Felwood
Dark Runes – Endless Scholomance farming
Blasted Land food buffs – Involved killing a billion Basilisks and Buzzards (Needed eyes and scales to turn in)
Various weapon buffs in the form of sharpening stones and weapon oils.

Sometimes it felt like farming for raids took longer than the raids itself.

Biggest pain in the ass: Blasted Lands buffs by a land slide.

Attunements

In order to enter some of the raid instances, players had to prove they were worthy in the form of attunements. This meant embarking on some long winded quest to get some key or item. My sympathies go out to Horde players. Getting attuned for Onyxia must have really sucked. Had to penetrate the depths of Blackrock Depths to get a core fragment. The entire world had to cooperate to open the gates of Ahn’Qiraj. Naxxramas required gold and other things in order to get in courtesy of the Argent Dawn.

Biggest pain in the ass: Getting Ony attuned for Horde.

Now lets talk about the actual instances themselves.

Pulling setup

I remember players having to assist Priests and Hunters to get targets. We didn’t have lucky charms to mark mobs with at the time. I believe that came later. But the pulls were so specific. Sometimes it took as long as 10 minutes just to set up a pull every single time. Remember Garr? Lots of Mind Vision while tanks assisted to ensure that all targets were accounted for. When organizing kills for Rag, players had specific areas that they had to stand in. The gauntlet leading up to Broodlord was demoralizing in Blackwing Lair. Rogues were a requirement to trip switches. If they weren’t, then players would suffer from a massive slowing debuff.

Garr

Summary

  • Longest fights: Chromaggus (30 minutes)
  • Most treacherous run back: The walk of shame to Nefarian’s room. AQ40 is a close second but at least you had mounts.
  • Guild breakers: Razorgore, Vaelstrasz, Patchwerk
  • Most frustrating fights: Twin Emps, Four Horsemen (Lack of 8 T2 geared tanks)
  • Biggest pain in the ass: Gothik (Way more mobs than what we know now)
  • Most unforgiving: C’Thun (1 or 2 players down spelled a whole wipe. Losing half raid on a BWL boss was still doable)

I don’t miss the farming or the raid preparation. I sort of wish some attunements were still present. Perhaps not in the shape of lengthy quest chains, but like an account wide “Kill these bosses” sort of thing. Guild wide attunements would be interesting to see where guilds accomplish a set of objectives to gain access to some area. I suppose that would see the end of pickup groups.

I will say this. The success of every boss kill felt magnified. Maybe it was because of the number of other people that were involved. But killing bosses felt much more satisfying. Can’t quite seem to place a finger on why.

Anyway, I’ll take a look back at raiding 2.0 sometime in the week.

Images courtesy of WoWWiki