[10H] Paragons of the Klaxxi

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[10H] Paragons of the Klaxxi

Postby timoseewho » Sat Nov 02, 2013 12:38 am

Hello, hopefully my guild gets blackfuse this week and we can start working on klaxxi the next, so I wanna get some basic strategies down here. What seems to be the optimal kill order? The possibilities seem infinite, but there must be one that enables smoother transitions or just easier combinations to deal with ya? What are some tips? Thanks for any input!
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Re: [10H] Paragons of the Klaxxi

Postby rijn dael » Tue Nov 05, 2013 4:42 pm

I think there is some variance between 10 and 25m at least for one of the last few, but here is what we are using in 25 atm:

Kill Order - Skeer (Bloodseeker) > Rik'kal (Dissector) > Korven (Prime) > Hisek (Swarmkeeper) > Xaril (Poisoned Mind) > Iyyokuk (Lucid) > Kaz'tik (Manipulator) > Kil'ruk (Windreaver) > Ka'roz (Locust)

Note the bop trick to avoid bloods just got hotfixed, so you can't outright burn skeer from the start now.
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Re: [10H] Paragons of the Klaxxi

Postby Incalcando » Wed Nov 06, 2013 4:07 pm

The bop trick was not so that you could burn skeer. You can already burn him and never have to touch any add. The bop trick made it possible to kill off other bosses before Skeer, since other than heavy tank damage he really doesn't do anything for the raid to worry.
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Re: [10H] Paragons of the Klaxxi

Postby rijn dael » Sun Nov 10, 2013 5:12 am

Wrote this for my guild, might be handy for other people - it shows the number of live parasites.

Caveats:
-If you die, it will reset to 0
-It only counts kills via the scorpion ability "Prey" - if you decide to manually kill a few to clean things up early.
-It was written for 25m - I don't know how many parasites spawn in 10m. You can either edit the "Injection" aura to be +X instead of +8, or tell me the 10h number :P
-The aura "#Scorps Alive" shows the count, the other auras are just to pick up other events I needed, since I wasn't sure how else to handle my variable cleanup.

Code: Select all
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Re: [10H] Paragons of the Klaxxi

Postby timoseewho » Tue Nov 12, 2013 12:23 am

This question probably belongs in the normal thread, but what does Ka'roz's Flash/Whirling do?

Also, which paragon powers would you guys say is the most important to utilize?
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Re: [10H] Paragons of the Klaxxi

Postby Darielle » Sat Nov 16, 2013 9:30 pm

This question probably belongs in the normal thread, but what does Ka'roz's Flash/Whirling do?


He'll charge to like 3 spots (at people). Players hit will be Whirling, and stunned for 6 seconds. For those 6 seconds, they'll also take damage every second and do aoe damage around them (it's not very big in radius)
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Re: [10H] Paragons of the Klaxxi

Postby rijn dael » Sun Nov 17, 2013 9:30 pm

Darielle wrote:He'll charge to like 3 spots (at people). Players hit will be Whirling, and stunned for 6 seconds. For those 6 seconds, they'll also take damage every second and do aoe damage around them (it's not very big in radius)


To further expand, the stun is applied to people who stand where he passed through, when he does the *next* jump.
ie, if he jumps through where you are standing, move away before he jumps again (2-3second window) and you are fine.
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Re: [10H] Paragons of the Klaxxi

Postby kamidak » Sun Jan 19, 2014 6:49 pm

kil'ruk hit really hard btw... it's this dmg "normal" for this one or have any "tips" for this one?
just use everything on CD?
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Re: [10H] Paragons of the Klaxxi

Postby Darielle » Mon Jan 20, 2014 4:54 pm

It's normal. Just cooldown, remember that there's no raid damage besides Reave by the time you have only Kil'ruk and Ka'Roz left (assuming those are your last two), so even if your healers are on fumes, rotating cooldowns will be fine.

Honestly, Ka'roz's melee is probably more threatening with the bazillion stacks he'll have by that point.
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Re: [10H] Paragons of the Klaxxi

Postby Lid » Fri Jan 24, 2014 4:44 am

Are there paladin tricks to dealing with the aim debuff? It doesn't seem like hand of protection/salvation do anything, despite some of the older posts that I've read.
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Re: [10H] Paragons of the Klaxxi

Postby Kai » Fri Jan 24, 2014 7:13 am

nope, only dmg reduction effects work, spriest -90% for example. it pierces all immunities. as a holy pala I glyphed divine protection to help a bit, but generally you just need enough in there. the first two aim's three people total is fine, after that you want more. also if someone soaks while a parasite channels into them, they need to use a CD or/and interrupt the parasite channel.
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Re: [10H] Paragons of the Klaxxi

Postby Darielle » Sun Jan 26, 2014 1:57 am

Damage reductions are not the only things that work. Feign/Play Dead, Spectral Guise, Invisibility etc. all work now after one of the changes they made. Unfortunately, Paladins don't have anything that will cause Hisek to lose target and cancel his cast.
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Re: [10H] Paragons of the Klaxxi

Postby Gruck » Mon Jan 27, 2014 8:11 am

Hi!

We're currently trying Klaxxi and had some pretty promising wipes with only two Klaxxi left up:
Ka'Roz the Locust and Kil'ruk the Windreaver. I was tanking Kil'ruk and died more or less instantly to razor sharp blades. It hit me twice in .5 seconds with each approx. 500k. These hits come in every few seconds but are often parried/dodged or absorbed. However, I ended up dying more than once and then the try is instantly over. Of course I can use CDs, but since we plan to kill Ka'Roz first, I don't see how I could possibly line up so many cds for the entire time. And swapping isn't an option either, since my co tank has the stacks from tenderizing strikes.
Also, I see the timer for gauge and the following mutilate, so it wasn't the stun/hit that killed me.

How do you deal with this? Just a bunch of cds? Do you kill Kil'ruk first? Or is there something I am simply missing?

Thanks!!
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Re: [10H] Paragons of the Klaxxi

Postby Darielle » Mon Jan 27, 2014 12:52 pm

Killing Kil'ruk first is a more common method, reasons being Ka'roz spends more time running around (e.g. you can basically shave off a lot of his health during one Whirling), and as a result he can be kited for the time he isn't, and even kited beyond the Berserk.

By the time it's only Kil'ruk and Ka'roz, the only raid damage left is Reave, since everything else can be dodged. Reave is pitiful damage. So basically it's a bit like Horridon in the last phase, where you have a couple of bosses that hit hard, you can just cooldown through them, and the healers have nothing to really do except bomb tanks.

If you kill Kil'ruk first, you can taunt-kite and cooldown-swap the few seconds Ka'roz will actually not be Whirling or Hurling Amber. Either way, one boss is hitting decently hard with Razor-Sharp Blades, and the other is hitting for hilarious amounts with melee because he has a ridiculous amount of stacks.
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Re: [10H] Paragons of the Klaxxi

Postby Gruck » Wed Jan 29, 2014 3:17 am

We managed to kill them yesterday in the first try. Turns out that it wasn't a problem after all when having Holy Avenger ready at the beginning of Kil'ruk.

Thanks for the input!
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Re: [10H] Paragons of the Klaxxi

Postby Schroom » Thu Jan 30, 2014 2:18 am

We are preparing to pull this tonight for the first time. we are using this formerly unknown to us guide to prepare. maybe it might help some of you who are looking for tips / info about this fight.

http://vengeanceking.com/raid-encounter-guides/siege-of-orgrimmar/vengeance-king-boss-guides-siege-of-orgrimmar/paragons-of-the-klaxxi/
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Re: [10H] Paragons of the Klaxxi

Postby Kai » Thu Jan 30, 2014 3:21 am

I can't possibly imagine what you'd want 3 healers for in this fight. even with 2 there's long periods with not that much to heal. the fiery edge stuff is not bad at all on 10 men, reasonably easy to heal. I guess if you have amazing dps and mediocre healers ... but for example we 4 healed thok for our first kill as we had lots of healing issues, but I didn't even consider 3 healing paragons.

the guide is correct about there being no real dps problem if you bloodlust at the start of the fight, but honestly, every mob just gets more stacks as everythign takes longer, you probably get 2 extra fiery edges and at least 2 of xaril's special, could even be three. the most common strat afaik is to use 2 healers and bloodlust on xaril to prevent him from using his special a 2nd time.

we 2 heal it and healers use personal CDs and we use one raid healing CD once the parasites spawn as we don't CC them until skeer is dead. by then the scorpion should've killed at least one and throw some CC on the others. one of your scorpions need to eat 2 parasites. once someone manages to do that, it should be announced on voice comm so no one else does that.
if you have a parasite up after the guy's dead, just kill it. need to have most people swap as they heal up to full periodically.

Parasites should be rooted and moved away from


fairly useless as their feed channel is a range attack. at least 20 yards, probably more. need real CC, roots don't accomplish much.

we have half the raid on the left of the skeer tank at entrance and the other half on the right. for the first AIM you only need the tank in the middle and 1 other guy plus the target in there. people need to stun/interrupt parasites channeling feed into them when they step into the aim. both is not a good idea.

once the throw amber comes in, i'd have everyone on one side of the boss and when the throw amber is used, everyone switches sides. make sure that no one stands in front of an amber pool while hisek is up as the aim knocks you back. you don't take dmg while you are the aim target, but when aim resolves and you take the damage, you don't want to stand in the amber pool.

we used a raid healing CD on the first fiery edge as there's some other aoe still going on. the other fiery edges we used CDs when available, but the damage is not a big problem if people don't stand in the lines.

after that the fight gets a lot easier. tank dmg goes up, but there's not that much else to heal. make sure people are moving when death from above comes up. not much time to move out of it, easier to just pre-move. same with throw amber actually. no reason to risk it as you won't see overall enrage anyway.

the guide also sais that, definteily suggesting to use encase amber on players that get mesmerized. taking 150k/second. not that bad, but just easier to use korven's special.
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Re: [10H] Paragons of the Klaxxi

Postby Schroom » Thu Jan 30, 2014 6:00 am

thanks for the insight.

as I like to say. a guide is worth a lot, but crossed with experience it's golden.

much appreciated.

one question tho.

definteily suggesting to use encase amber on players that get mesmerized. taking 150k/second. not that bad, but just easier to use korven's special.


maybe I misunderstand as English isn't my first language. but "encase amber" and korven's special are the same thing... aren't they?

how do you use that special ability? do you click on the player and then push your extra action button? any possibility to do this via vuhdoo or clique?
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Re: [10H] Paragons of the Klaxxi

Postby Kai » Thu Jan 30, 2014 6:11 am

yeah, its the buff you get when korven dies and you click his body. button should appear in the middle of your screen, you can normally bind it under key bindings, Extra Action Button 1.

the macro function is /click ExtraActionButton1. can bind that macro through clique or just use /click [@mouseover] ExtraActionButton1. not 100% sure if mouseover works with /click, but don't see a reason why it wouldn't. another option is to use this macro:

/assist
/click ExtraActionButton1

with that you'd have to target the currently channeling kruchong, which shouldn't be all that much of an issue given the big beam that comes out of it.
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Re: [10H] Paragons of the Klaxxi

Postby Schroom » Thu Jan 30, 2014 6:24 am

a macro to "assist" the enemy. Nice idea I must say 8)
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Re: [10H] Paragons of the Klaxxi

Postby Darielle » Fri Jan 31, 2014 12:43 pm

once the throw amber comes in, i'd have everyone on one side of the boss and when the throw amber is used, everyone switches sides. make sure that no one stands in front of an amber pool while hisek is up as the aim knocks you back. you don't take dmg while you are the aim target, but when aim resolves and you take the damage, you don't want to stand in the amber pool.


This is a bit misleading.

Aim puts you at a set distance from Hisek (45 yards). If your Amber pool is behind that, you will not get knocked back. If you are further away from 45 yards, you will be pulled IN. As long as nothing is dropped in the Aim radius anywhere around the boss, it doesn't matter.
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Re: [10H] Paragons of the Klaxxi

Postby Schroom » Thu Feb 06, 2014 12:56 am

Kai wrote:
/assist
/click ExtraActionButton1

with that you'd have to target the currently channeling Kunchong, which shouldn't be all that much of an issue given the big beam that comes out of it.


this doesn't work. it puts your self in amber. leading to some hilarious slapstick. I don't really know why. perhaps you can't assist enemy targets? (because just using it on a friendly target makes his target your target as intended, and then it uses Extraactionbutton 1 for whatever this does.)

its rather easy tho to click the person and apply the amber, if people are far enough away from the Kunchong (and not at maxrange away from you, YEAH I MEAN YOU!)

Unfortunately I forgot to remove the macro form my Hotkeys... so encasing myself in amber when in fact I wanted to use my pot while tanking Xaril,and being for everybody to see in the kill-video makes it even more hilarious.

I died in Iyyokuk (3rd last Boss we kill) and our warrior was able to tank the last 2 Bosses by himself with help of very few externals, but hybrids helping to heal.

with 8 people alive and enrage coming closer our warrior tank went into scorpion with a HUGE amount of vengeance. Basically oneshotting the last Klaxxi only seconds before enrage.

https://www.youtube.com/watch?v=uPWVdgX3tGE
Last edited by Schroom on Thu Feb 06, 2014 3:13 am, edited 1 time in total.
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Re: [10H] Paragons of the Klaxxi

Postby Kai » Thu Feb 06, 2014 2:54 am

sorry about the macro then, seems strange that that doesn't work. i mean, the /assist should just give you a new target. they might not target the player they channel into though. did you 3 heal it then? sounds like a pretty awesome kill. have fun on garrosh. :)
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Re: [10H] Paragons of the Klaxxi

Postby Schroom » Thu Feb 06, 2014 3:10 am

nope 2 heal. there is no real need for 3 healers if you have a few hybrids who use their tools. and more DPS makes every encounter easier if the heal isn't really needed.

yeah i didn't check if the Kunchong targets his victim. that might explain why it doesn't work.

yeah awesome kill. in fact it was the worst try of them all :mrgreen: :lol:
thanks, gotta read up on Garrosh first. we didn't really expect to kill kaxxi so fast in sub 70 pulls.
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Re: [10H] Paragons of the Klaxxi

Postby Kai » Thu Feb 06, 2014 3:36 am

no worries, you're looking at 200+ on garrosh. :)
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