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value="http://www.tentonhammer.com/wow/guides/instances/ulduar/kologarn/strategy">Strategy
value="http://www.tentonhammer.com/wow/guides/instances/ulduar/kologarn/achievements">Achievements
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| href="http://www.tentonhammer.com/wow/guides/instances/ulduar/kologarn/achievements">Achievements

Kologarn is a giant who guards the way to the central ring in
Ulduar. 
He must be defeated so that his body will form a bridge to reach across
the Shattered Walkway so that you can gain access to the other
bosses. 
It is possible for Kologarn to be fought as early as the raids 3rd boss
in Ulduar or as late as the 6th depending on which optional bosses your
group chooses to fight. style="width: 555px; height: 347px;" alt=""
src="http://www.tentonhammer.com/image/view/72225" />

Health

style="font-weight: bold;">

style="font-weight: normal;">10 Person Raid: Body -
3,600,000 health, Arms – 545,000 health
25
Person Raid: Body - 15,340,000 heath, Arms – 2,300,000
health

style="font-weight: bold;">

style="font-weight: bold;">

Abilities

Focused
Eyebeam –
style="font-weight: normal;">
Kologarn can focus his gaze on a
random player that is not in melee range of his main body and shoot
energy beams at them.  The beams cause roughly 4,000 damage
per second
to the target and anyone else within 5 yards (3,000 damage per second
in 10 player raids).  The beams will follow the player at
slightly less
than run speed.

style="font-weight: bold;">

Overhead
Smash –
style="font-weight: normal;">Kologarn
uses this high damage
attack against the main tank.  It can also apply the
“Crunch Armor”
effect, which will lower the tanks armor by 20% for 6
seconds. 
Kologarn generally uses this ability
every 10 – 15 seconds,
however it
is possible for him to use it more often.

style="font-weight: bold;">

Petrifying
Breath –
style="font-weight: normal;">Kologarn
uses this attack
anytime his main agro target is not in melee range.  It is a
channeled
spell that lasts for 4 seconds and does roughly 20,000 damage per
second (15,000 in 10 player raids) and applies the stacking
“Brittle
Skin” effect. 

style="font-weight: bold;">

Brittle
Skin –
style="font-weight: normal;">This is a
debuff caused by Petrifying Breath and increases damage taken by 20%
for 8 seconds.

style="font-weight: bold;">

Stone
Grip –
style="font-weight: normal;">While
Kologarn’s right arm is alive, it
will grab random players to stone grip.  While in the
arm’s grip, the
player takes roughly 5,500 damage per second (3,500 damage per second
in 10 player raids) until the player dies or is freed.  To
free a
player from the stone grip, DPS players must cause 450,000 damage
(150,000 in 10 player raids) to the arm.

style="font-weight: bold;">

Shockwave
style="font-weight: normal;">While
Kologarn’s left arm is alive it
will cause steady shockwaves that cause roughly 10,000 nature damage to
everyone in the room.

style="font-weight: bold;">

Elementals
style="font-weight: normal;">Whenever an
arm is destroyed a pack of
elementals will spawn from the rubble.  The elementals cause
significant AoE damage as well as melee damage.  Once the
elementals
spawn, the arm that was destroyed will respawn in 60 seconds.

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[video]http://video.tentonhammer.com/WoW/Ulduar/Kologarn.flv[/video]

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Strategy

Once engaged, Kologarn does not
move at all during the fight, he
stays in position in the area where the shattered staircase once
was. 
He must be tanked where he is. The fight requires at least 2 tanks and
preferably 3. 

Two tanks must remain in front
of Kologarn and in melee range at all
times so that he does not cast Petrifying Breath.  The second
tank
stays in position and remains ready to taunt off of the main tank if
the crunch armor effect ever stacks to 2 stacks.  As soon as
it clears,
the main tank can either pull threat back or wait until the off tank
has two stacks.  A well geared tank that focuses on avoidance
can
generally tank the whole fight, as any Overhead Smash that is dodged or
parried will not apply the effect. 

[protip]As
a tank it is relatively easy to avoid getting two stacks
by saving avoidance trinkets and abilities for when you have a single
stack of crunch armor applied to you already. Once you have one on you
start using anything that increases the percentage chance that the boss
will miss you or that you will dodge or parry the attack. 
With any
increased chance to dodge or parry it is extremely unlikely that you
will be hit again.
[/protip]

The third tank remains ready to
grab agro on the elemental packs
that spawn when an arm is destroyed.  For this reason a Death
Knight or
Paladin tank is best suited for this job with their AoE threat
generation abilities.

Ranged players need to setup so
that they can avoid hitting other
players when they are chosen as a target for the Focused
Eyebeams.  A
common strategy is to have all ranged players spread out along the back
edge of the room.  Then, when targeted, they take a few steps
forward
and run the longest way across the room.  Since they will be
more than
5 yards from all the other players in the back row, and behind the
players in the front doing melee, no one else will get hit by the eye
beams.  Once the beam stops, they find a spot in the back row
again.

Melee DPS moves in tight to the
body with the tank and shifts
between targets as required. It is important to note that even though
the arm’s graphic appears to be beside and in front of the
main body,
melee DPS should stay facing forward at all times.  If they
turn to
face the arm, it will in fact move in and out of range.  If
you face
forward you can always hit the arm.

Since the right arm causes the
most issues in the fight by gripping
players and keeping them held until dead or forced to let them go, it
will be the focus for all damage. Once the fight starts, everyone
focuses on the arm until it is destroyed.  Any time someone
becomes
gripped, a designated healer will keep them alive until
freed. 

Whenever an arm is destroyed
two things happen.  The first is that
the arms starting health is deducted from Kologarn, meaning he loses
roughly 15% of his health.  The second is that a pack of
elementals
spawn where the arm was that need to be picked up by the add
tank.  The
add tank then moves them away from everyone else and lets ranged DPS
know when they can AoE them down.  Melee DPS focuses on
Kologarn unless
called for. Once the elementals are down, everyone works on Kologarn
until the right arm respawns again.

Once the group has destroyed an
arm, the elementals, worked on the
body and seen the arm respawn, they have seen the whole
encounter.  The
fight then simply continues with the group following the same process
over and over until Kologarn is defeated. 

[protip]If
both arms are down at the same time Kologarn gains
additional abilities.  Therefore you should pay attention to
the health
of the left arm and switch to it if needed.  It is best to
remind
players to not damage the left arm if possible though, so that you can
remain focused on the right.  Multiple target effects, AoE and
other
damage can spill over to it however, so it is best to keep an eye on it.
[/protip]



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Last Updated: Mar 13, 2016

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