Friday, September 20, 2013

Galakras 10 Man Normal Guide Siege of Orgrimmar


Galakras
Two phase fight. There is a road in the middle and two towers to the sides. The goal of these phase is to capture both towers while keeping the friendly npcs alive. You will face numerous adds in the middle and some on the towers. The point of getting the towers is the cannons - these are eventually used to bring galakras down to the ground where you will fight him.
Once on the ground he will do a few limited abilities. Once you nail these its a clean kill.

Phase 1 In Detail.
First you need to split the raid in two, having a tower team and a ground team. Each team has a healer a tank and 3 dps. Once you start the fight you will face waves of adds. As you fight you will see at the top of your screen a percentage denoting how close the tower is to being opened up. In this phase you must protect the friendly adds. One of them will do an AoE, for example jania does a blizzard. This does 200k dps to any add inside it so they should be tanked inside the friendly aoe. First I will go over the adds that you will face, then Ill talke about the tactics for this phhase.
Bonecrushers. Bonecrushers will periodically cast Fracture on the friendly npcs which will deal 10% of their hp per second. This must be interrupted or stunned.
Next you will face Tidal Shamans. These cast Tidal Wave which is an interruptable nuke. They also chain heal which must be interrupted. Finally they will drop a healing tide totem that must be killed.
You will also face flag bearers. They put a banner on the groud that buffs the other adds. The banners must be killed quickly
There are Demolishers that attack the towers, dealing damage and stunnign everyone inside them. The demos must be killed before the tower group leaves.
There are also protodrakes that do a frontal cone on ememies.
Also there are flame slingers with which put fire at your feet.
In addition to these there are 4 minibosses. Two are killed by the groud group and 2 by the tower group.
KORGA the rogue is the first you will meet. He will do stacking damage to the tank, put posion clouds on the floor and will enrage when at low health. She also summons two adds called ebon stalkers. They put a purple cone in front of them which you must not stand on.
The next miniboss will be faced by the tower group and is called Krugruk. He does thunder clap which slows players and Arcing smash which is a conal knockback. It will hit you off the tower and must be avoided.
Right before the tower group returns to the middle the gound group will face Thranrock. He will do Shattering strike, a cleave that does 250% damage to his primary target and additional nearby targets. He also does crushers call which will hook players and pull them into his hitbox. A few seconds later he will do massive damage to anyone in a 10 yard radius. You need to run out of this.
Finally the last miniboss, Dagryn, will be dealt with by the tower group on the second tower. She spams Shoot which does damage to random targets and muzzle spray, a knockback identical to what krugurk does.
Lets talk about the flow of the first phase. First the group fights a group of adds including bonecrushers. These must be interrupted and stunned when attakcing the friendly npcs. The next group has a tidal shaman and a flag beared. The shaman must be killed and his chain heal should be interrutped. After this you will face Korgra, and soon after a demolisher. At around this time the tower will open up. I reccommend killing off any bonecrushers or shamans, then killing the demo and sending the tower group off while the group group deal with korgra. The tower group must fight the adds and mini boss on the tower. Once everything is dead the cannon on the tower is used to kill the protodrake adds that are flying around. The main tower group can leave the tower after the adds are killed, leaving the person in the cannon behind to rejoin later. While the tower group is dealing with this the ground group will get more adds to deal with. By the time the tower group returns the third miniboss, Thranok , will either be there or about to spawn in. Shortly after a demolisher will appear. You should kill any tidal shamans and bonecrushers and then the demolisher so that that the tower group can leave and clear the tower while the ground group kill thranok and the adds that spawn. The tower group will face nearly exactly the same as with the first tower. Shortly before the tower group kills every add on the tower, allowing the cannon to be used, someone needs to go up to the other towers cannon, since galakras needs to be hit twce. You should only down galakras at the right time - ie where there are not many adds left. This is quite hard to time as allowing an additional wave to spawn may cause a wipe. Id recoommend downing galakras as soon as it is safe to do so.



Now for phase 2. This is when you fight galakras himself. He has 2 abilities called flames of galakrond and pulsing flames. The footage here is from LFR on the public test realm as our guild footage from this phase is very bad. The information here is still 100% correct. Galakras is tanked facing away from the raid.
Tanks will have to switch as a result of a stacking dot.
Flames of galakron is a large red ball that spawns on the boss. It focuses a player and when it hits them it will do 600k damage to all players. If it passes through a player on its way to the destination the player will take 30k damage per second, but the final damage the ball does will be reduced. This needs to be soaked by most of the raid in order to make it managable. There are two popular methods. The first is too stack at max melee range and have the person with the ball run behind the group. The second is to form a line of players and have the person with the ball run to the back of the line.
Finally he constantly does Pulsing Flames. This ticks throughout the fight doing 30k fire damage and casues galakras to do 3% more damage per stack.
Once you deal with this the fight will be won.

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