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[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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