Ulduar on the 3.1 PTR: Kologarn

Intrepid 3.1 PTR reporter Michael Sacco here, reporting for duty and giving you the skinny on all that Ulduar has to offer you. The developers have allowed players into Ulduar to test some encounters, usually one at a time, and they've been steadily gathering feedback each night. Prior to this engagement, the boss that was up was Flame Leviathan, but we've seen him a few times already. I was ready for something new.
Flame Leviathan may give me guns, but I want to go to the gun show. What do you say, Blizzard? How about you give me a boss who exercises his right to bear arms?
Kologarn? Why yes. This will do. This will do nicely. Let me grab Matt "Matticus" Low and my other, less important coworker Alex Ziebart.
This writeup will be spoiler-heavy. If you don't wish to know anything about this or any Ulduar boss, don't click the link below. You've been warned.
We knew going in where Kologarn would be, which is the Antechamber of Ulduar. He popped up during a different night, having been accidentally spawned, so we knew what we were getting into.
The instance was already open when we logged on, thanks to extended Flame Leviathan testing. We used the handy teleporters to move past the Iron Concourse, the Scrapyard, and the Colossal Furnace straight to where Kologarn was.
Or was supposed to be, anyway. We cautiously entered the Antechamber doorway and saw only an untextured bridge. Alex Ziebart, in an expected display of Ziebartness, walked right up to where he'd be spawned and pondered aloud "Where the heck is he?", only to be immediately killed two seconds later as Kologarn spawned in. In fact, you can see his corpse at the bottom of the image above. Requiescat in pace, you crazy diamond.
Kologarn is a really neat-looking boss, reminding me a little of the gods in Disney's Hercules movie. He's just an enormous torso with two gigantic arms and a bearded head. The first thing we noticed was that his two arms were targetable as separate mobs. After a test pull, it was obvious that they acted independently of Kologarn himself -- he was tauntable, his arms were not.
Here are the abilities Kologarn used on us, in detail thanks to StratFu's diligence. The numbers are for the Heroic version of the encounter.
• Petrifying Breath: Kologarn only uses this ability when no one is in melee range. It's basically a "wipe faster" move. Someone should be in melee range of his main body at all times (preferably a tank).
• Focused Eyebeam: Two beams, one from each of Kologarn's eyes, appear to the right and left of a targeted player, then converge and follow the player, dealing 4000 damage every second in a 3 yard radius.
• Overhead Smash: Once every 10-15 seconds, Kologarn uses this ability, which deals damage and applies the stacking debuff Crunch Armor to his target.
• One-Armed Overhead Smash: Kologarn's Smash diminishes in power when he loses one of his arms. It still applies the same degree of stacking armor reduction.
• Stone Grip: Grabs 1-3 random people from the raid not including the MT into Kologarn's right hand and deals 4000 damage to them per second. The tooltip reads that 450,000 damage must be done to the Right Arm before Stone Gripped players are let free, but many guilds, including Fusion, have reported players being let out earlier. The Stone Grip debuff on a player reads "May break from damage to Kologarn's Right Arm," which may indicate that being freed from the arm is a random chance increased up to 100% as damage is done to the arm. Additionally, when one Stone Gripped player dies the rest are released. Further information, parsing, and testing may be necessary for a definitive answer to Stone Grip mechanics.
•Shockwave: The left arm periodically (about once every 25 seconds) sweeps across the raid, dealing 12k Nature damage.
Going into the fight, I imagined we needed to kill both of his arms to defeat the boss. We attempted that a few times, and on attempt three managed to completely destroy his Right Arm ... only to be killed by the adds it spawned. It definitely reduced his body's HP, by something like 15%, but the arm had more HP than that amount, so it was useless to attempt the fight that way. Not only that, but the arm respawned about twenty seconds later.
The point of the encounter, much to my surprise, appears to be that you don't want to kill the arms at all. To make things even more interesting, K-Dogg has an enrage timer.
We had to make a decision. The Left Arm was almost no threat at all, its main attack being a fairly weak raid damage ability. The Right Arm, though, was slightly more troublesome in that it would use its Stone Grip ability to incapacitate and damage one of our raid members. Raids will likely do it one of two ways: damage the Right Arm only when someone is in Stone Grip, to free them faster, or simply heal the person(s) being gripped for its entire duration (which appears to be "until the boss dies"). We opted for option 1, and freed our raid members as they were captured. This diverted a sizeable amount of DPS from the boss and we ended up hitting the enrage timer.
Both appear to be valid strategies at this time, though I wouldn't be at all surprised if the Stone Grip ability to was changed to have a limited duration and the gripped players were killed at the end of it.
Like many Ulduar fights we've seen, Kologarn is just in need of some fine-tuning to be an excellent encounter, and Daelo noted in his scheduling announcement that balance changes are underway for many fights. Fingers crossed, because this is a really neat fight.
I'll be back soon with our experiences with XT-002 Deconstructor.
Filed under: Patches, Analysis / Opinion, Wrath of the Lich King







Reader Comments (Page 1 of 2)
Algathar Mar 11th 2009 6:13PM
Sounds like a fun fight, can't wait to see it in person :)
Algathar Mar 11th 2009 6:14PM
Fail for saying first -.-"
Shinji Mar 11th 2009 9:57PM
With the arms respawning, it a homage to the many FF fights
Dunnion Mar 11th 2009 6:27PM
I smell a hard mode. Killing him with both his arms still attached?
Michael Sacco Mar 11th 2009 6:29PM
Kologarn has no hard mode, actually. You're supposed to kill just the body and leave the arms alone unless you want to make it unreasonably difficult for no reward.
Dunnion Mar 11th 2009 6:31PM
Maybe making things hard for no reason is the new hard mode? Double hard mode? doing something the hard way, with no way to prove it!
Sothoth Mar 11th 2009 6:34PM
I don't know...with a 20 second respawn timer on the arms, seems like killing him while both arms are gone would be a pretty typical "hard mode" - certainly worthy
RipeTomatoe Mar 11th 2009 7:17PM
I smell an achievement, kill him while both his arms are down.
"It's just a flesh wound!"
perfect right?
Sinthar Mar 12th 2009 7:32AM
@ ripetomatoe
1000 bonus points for the reference
Now get me a shrubbery!
Sothoth Mar 11th 2009 6:32PM
Ready, set, go....
did you do 10 or 25 man?
Do the arms have aggro tables? If so are they seperate? Are the arms reachable for Melee? Do they move a lot?
Is the shockwave effect resistable? Does it have an emote or other recognizable warning? Specifically I am wondering if a hunter aspec swap would help mitigate raid dmg taken?
Finally, how hard were his "normal" hits on the MT?
Michael Sacco Mar 11th 2009 6:37PM
- We did 10-man.
- The arms don't have an aggro table, they don't melee, they don't move, and they only use their special attacks. They're reachable by melee and ranged.
- I definitely had partial resists of the Shockwave a few times.
- I honestly don't remember how hard he hit, sorry.
Dunnion Mar 11th 2009 6:43PM
You forgot to ask:
Which of his arms would win in an arm wrestling match?
Akhenaton Mar 11th 2009 6:46PM
I feel like I have renewed faith in blizzard because of these changes and new strategies being brought out. I know blizzard is famous for their attention to detail and "it'll be done when it's done" attitude but towards the end of the Burning Crusade I felt kind of pushed and stretched, things can be interesting and not difficult.
This sounds like an awesome fight and I really can't wait to tackle it.
Please reply to this comment if you've personally tested this (as I can't get on, not enough time) from a healing perspective, anything strange? anythnig hard? anythnig I need to work on?
Akhenaton, Darksorrow EU, Almost-imba.
Tanktard Mar 11th 2009 6:49PM
We found that the best way to break free was to have the fastest-hitting characters (in our raid this was 2 rogues, an enhancement shaman and 2 BM hunters) attack the arm, but only when a player was gripped. We had him fairly low before the enrage and only got 4 attempts, so perhaps with a couple more attempts and maybe some less cautious DPS characters we could have got the kill.
Nice article :)
Zeplar Mar 11th 2009 6:49PM
Ziebart and Sacco poking each other is by the far the most entertaining part of wowinsider =D
Kerrek Mar 11th 2009 7:06PM
Fail even more for being lame enough to say "neet".
seanfury Mar 11th 2009 7:06PM
This encounter sounds reaaaaally cool. This will probably be one of the bosses that lacks a hard mode.
I bet there will be an achievement for destroying both his arms within ten seconds of each other, than killing him in the last ten seconds. THAT would be intense.
Fung Mar 11th 2009 7:29PM
"hey you! left arm! your elbow's ugly and i heard your shoulder wears combat boots!"
BooDizz Mar 11th 2009 7:20PM
even lamer he spelled neat wrong.
jeanericuser Mar 11th 2009 7:46PM
Ahh this reminds me of the old days beating the tar out of bosses whom you had to focus on certain areas of the body to get results. Here is my questions.
1. Do the arms get destroyed at the elbow range or is it all the way to the shoulder? Some how I get the feeling that if you attack his shoulders than those arms may not spawn back as quickly. In other words, keep the arms under constant damage but at the same time focus on those shoulders with dps.
2. Can his head be targeted by aoe? This reminds me of the old days in contra 3 with the turtle boss. Some times the best way to beat that boss was to use omega or rapid spread fire attack damage at the head. This method also helped to eliminate the turrents making the fight a little easier. I think if an aoe can be targeted at the head and shoulder at the same time it may be able to damage the arm and head at the same time.
3. Speaking of contra 3, did you happen to notice anything that seemed out of place on his body when you got near the middle or end of the fight? I highly suspect that in a fight like this a designer might have a particularly special sweet spot that when targeted deals significantly more damage than normal. While the head seems the obvious choice, again Im reminded of the turtle boss. That boss could be damaged on the head but if you really wanted to take the boss out in a hurry you had to take out that heart. If this guy has a special sweet spot than some time in the fight it may become apparent. I would love to know where that is.