Kor'kron Dark Shaman

Kor'kron Dark Shaman 10 H

The Second out of Three Council Fights

Quick Facts

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Tanks 3
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Healers 3
⚔️
DPS 4
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Bloodlust At 25 %

Introduction

As you've probably already noticed from the setup, this is an unconventionally played boss fight. Your opponents are two shamans, Kardris and Haromm, and at the start of the fight, their two wolves, Darkfang and Bloodclaw. The two shamans share their health points.
Depending on their HP, the bosses gain additional abilities and, starting at 25 % health, they make use of Bloodlust until the end of the fight – an invitation for you to do the same. So the fight gets harder and harder the longer it goes on.

Both bosses have several abilities that can dangerously overlap if they are tanked next to each other. A strategy has emerged in which the bosses are tanked far apart, so that each group assigned to a boss only has to deal with that boss’s abilities.
If you tank the bosses together, the fight is certainly one of the most challenging in the Siege of Orgrimmar and requires excellent communication and coordination.

Eventually, you’ll be able to get by with just two healers in Heroic Mode. However, as long as you’re not tanking the bosses together, you’ll always need three tanks, since Haromm imposes a stackable debuff on his target.

In Normal Mode, you can use the same strategy or tank the bosses together, but you’ll have to adjust to new timings and there will be a lot more to keep an eye on. Two healers are sufficient there.

This guide only covers the tactic involving two separate groups.

Start of the Fight

It's a good idea to reset the boss fight once before the first pull, since the bosses initially wait for you inside Grommash Hold, but after that they always spawn in front of it.

Your goal during the first few seconds is to kill the two wolves. You shouldn't target the bosses yet, since they gain their first abilities once their HP drops below 95 %. Sometimes this can't be avoided, which means one of your two groups might get an ability that they wouldn't normally have to face. If you're prepared for this, it shouldn't be a problem.
Before the bosses reach 85 % HP and gain additional abilities, you should definitely have them separated and standing in their respective positions.
Part of the difficulty of the fight is that while the abilities come on fixed timers, it depends on the percentage hit points of the bosses, when they are used for the first time. This means that, depending on the timing, the bosses’ abilities can sometimes come one right after another, since they all have a 30-second cooldown. However, it’s not effective to do a damage stop, centre right before 65 % to delay the new abilities. You’ll learn to deal with it.

The two wolves inflict a stackable bleeding debuff on the tanks, so they can't stay alive forever. They also have a frontal AoE attack, which is why the tanks turn them away from the group.

The abilities described below that the separate raid groups will encounter are always limited to the respective group, since the bosses are positioned very far apart. So when we refer to a “random player,” that player is always from the respective group.

Task Force: Kardris

To Kardris, you should send a tank, a healer, and all ranged DPS, as melee DPS are at a disadvantage here. You will stay with her in the main area of the Valley of Strength and place her Toxic Storm ability (see below) between the buildings. In our Kill Video #1, you can see this in detail. Her abilities are listed below in the order they are acquired by her.

A Brewmaster works well for Kardris, as they can use their constant AoE to pick up the adds that spawn periodically. As a healer, a Discipline Priest is well-suited, as they can always provide shields to the players with Iron Prison. For them, however, it is generally more challenging than for other healers, as the tank takes a great deal of damage from the Froststorm Bolts.
In theory, a Monk tank can handle this boss entirely on their own. However, if your tank has no experience with this, it is of course not recommended for your first attempts.

Froststorm Bolt

Ability: Froststorm Bolt (from 100 %)

Every 7 s | Tank Attack
Froststorm Bolt is Kardris's default ability and deals 600,000 damage to the tank approximately every seven seconds. According to our logs from back then, that averages out to about 350,000 after mitigation.
Iron Prison

Heroic Ability: Iron Prison (from 95 %)

Every 30 s | Two Targets
The Iron Prisons placed on two targets pose a constant threat to the Kardris team, as they deal 100 % of the affected player's health as physical damage after one minute. Shields or damage-reduction abilities will prevent the player from dying. Let your raid know early on if you need help with this.
Toxic Storm

Ability: Toxic Storm (from 85 %)

Every 30 s | Slowly Moving Storm/Tornadoes
The Toxic Storm requires you to move in a large circle through the Valley of Strength to handle it. The storm spawns on a random player and moves very slowly from there, occasionally spawning small tornadoes that deal damage on contact and knock players slightly upwards.

Before the fight begins, you should set world markers that you will move to one after another in a large circle. When the Toxic Storm is about to be cast, every player must stand on this world marker. A storm lasts for 90 seconds. As soon as raidplan.io makes the maps available, we’ll submit a suggestion. You can also use our Kill Video #1 as a guide. Basically, you’ll use every nook and cranny between buildings as a gathering point.
Foul Geyser

Ability: Foul Geyser (from 65 %)

Every 30 s | Voids & Adds
The Foul Geyser is cast every 30 seconds and channelled for 8 seconds. During these 8 seconds, it deals damage within a 3.5-yard radius around the boss. Kardris will spawn slimes near her, which can be tanked and deal damage within a 3-yard radius. They are gathered by the tank, can also be kited, and are focused by everyone. They are susceptible to any type of CC. Each slime has 600 k health points.
Falling Ash

Ability: Falling Ash (from 50 %)

Every 30 s | Void w/ Raid-wide Damage After 15 s
Falling Ash is cast every 30 seconds, just like the other abilities, and creates a large void on the ground that explodes after 15 seconds. All players in the raid take 450,000 fire damage from this, including the Haromm group. If a player is standing in the void, they take 1 smillion damage when it explodes. You should plan cooldowns for every explosion.

The challenge for this group is to find their rhythm in every try. The fact that new abilities are activated once the bosses’ HP drops below a certain percentage means that no two tries are the same in terms of positioning and the order in which abilities are used. You’ll have to move around a lot, so you should always plan your movement in advance to ensure you can still deal solid damage.

Task Force: Haromm

Pull Haromm towards the closed gate at the entrance to the Drag. You'll be able to tank him there until he's down to 50 % health without moving the boss. However, a later ability requires you to frequently move the boss further down the ramp step by step.

Haromm Positioning
The tanks pull the boss towards the gate/elevator. You can see the two healers standing on the left and right. Tombs will soon appear at their positions (indicated by the dust – not visible too well in the still image).
Froststorm Strike

Ability: Froststorm Strike (from 100 %)

Every 7 s | Tank-Debuff
Froststorm Strike is Haromm's default ability and deals 400,000 frost damage to the tank approximately every seven seconds. The tank also receives a stackable debuff that increases the damage of the next Froststorm Strikes by 25 % each. The debuff lasts 30 seconds. The tanks should taunt at 4 to 6 stacks.
Iron Tomb

Heroic Ability: Iron Tomb (from 95 %)

Every 30 s | Void-like | Two Targets
Every 30 seconds, Haromm casts two Iron Tombs on the group's ranged players. Since you have two healers who are not within melee range, the Iron Tombs always target them. If one of the two healers dies, a ranged DPS from the Kardris group should switch to your group so that no tombs appear within melee range.
The tombs are signaled by swirling dust beneath the feet of the two players and appear 3 seconds later. If players are standing within this dust cloud when the tombs appear, they take 500 k physical damage and are slightly knocked back. The tombs remain until the end of the fight and block your line of sight. Place them at the edges as shown in the positioning screenshot above. By having both healers stand on opposite sides of the ramp, they won’t get in each other’s way.

To the Iron Tomb baiters: Be careful not to get within melee range of the boss, especially if he is pulled towards you later in the fight, as this will cause one or even both tombs to appear on random players within melee range, blocking your line of sight and making positioning difficult.
⚠️ Note for the Kardris Task Force It’s possible that two of these tombs will appear if the bosses are still standing together at the start of the fight and reach 95 % HP. Watch your step and familiarize yourself with the graves’ AoE ground effect so you don’t die from it right at the start of the fight.
Toxic Mist

Ability: Toxic Mist (from 85 %)

Every 30 s | DoT | 30 s Duration | Two Targets
Toxic Mist is a DoT that deals 150,000 damage every three seconds and immediately upon application, and is cast on two targets. With each tick, it deals 10 % more damage, so it ultimately deals 300,000 damage. Immunities do not remove the debuff, but they prevent it from dealing damage for the duration of the immunity.
Always communicate/coordinate what you will use next to counter it. The debuff will not target the tanks as long as there are enough other targets available.
Hand of Purity is extremely well-suited for mitigating the final 6 seconds of the debuff.
Foul Stream

Ability: Foul Stream (from 65 %)

Every 30 s | Long Void
Foul Stream is cast on a player, who glows green for 2.5 seconds and then creates a longish poison void extending from them to the boss, which deals 400,000 damage upon contact. It is best for the player who receives the ability to stand still so that the rest can move out of the way. The ability can also hit tanks, who should simply stay put.
The void only seems to deal damage once upon being stepped on and does not continue to deal damage thereafter to this player.
Foul Stream
The Foul Stream extends from the player with the speech bubble (bottom centre, partially obscured) all the way to the boss.
Ashen Wall

Ability: Ashen Wall (from 50 %)

Every 30 s | Stationary Row of Invincible Elementals
The Ashen Wall will force you to adjust your position every 30 seconds. A wide row of elementals will appear on the tank, which after a few seconds will attack players within their melee range, dealing approx. 350,000 damage per hit. Running through such a wall is almost always fatal without major cooldowns, but is only necessary if you’ve become trapped due to a positioning error.
The Ashen Walls appear horizontally relative to the boss’s line of sight on the active tank. So if the boss is facing north, the row of elementals appears inside the tank from east to west. If you’re standing directly in front of the boss, the wall will pass through you from left to right. Every time an Ashen Wall appears, the tanks briefly run through the boss and reposition themselves with their back to the newly created Ashen Wall (but not within melee range of the elementals).
You can also occasionally place an Ashen Wall inside the previous one to save some space.
You should make good use of the space. If you make mistakes or leave too much space between the Ashen Walls, then depending on the length of the fight, you’ll eventually be too close to the Kardris group, causing your boss abilities to overlap.
Aschewall
On the right (towards the Drag), you can see two Ashen Walls.
Falling Ash

Ability: Falling Ash (from 50 %)

Every 30 s | Void w/ Raid-wide Damage After 15 s
You’ll also be facing the ability Falling Ash of the “Kardris Task Force”. While you won’t have to dodge the void itself, you will receive the 400 k raid-wide damage.

You’ll quickly figure out when your setup or the boss ability timings require cooldowns. If you have a Rogue in your group, they probably will need little attention from you, but with a Warrior, things will be different.
Depending on the timings in this fight, you’ll need to coordinate external cooldowns. For example, the Falling Ash explosion might coincide with the final strong ticks of Toxic Mist, which means a lot of damage to the affected players in a short amount of time. That’s why two healers are used here.

Kill Video #1 (Kardris)

This video shows our second kill on October 21, 2013, from our Brewmaster's perspective.

Kill Video #2 (Haromm)

This video shows a later kill from our Rogue's perspective.

Common Reasons for Wiping

  • Ashen Wall: Poor positioning of the walls, which pushes you too quickly towards the other group or kills players.
  • Insufficient Communication: Poor coordination, especially within the Haromm group. You can switch to a different voice channel so that the other team doesn't hear your discussions. Especially when the final ticks of the Toxic Mist overlap with other damage sources, individual players take a lot of damage.
  • Undisciplined Movement: The Kardris task force must collectively place the Toxic Storms in the designated locations; otherwise, tornadoes will be added to the other various abilities.
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TL;DR

⚡ Before Separation
  • Focus on the wolves; do not explicitly target the bosses. Note that the bosses' 95 % ability can already be triggered here, and you will therefore be hit by the ability of a boss you otherwise have nothing to do with (Iron Tomb/Iron Prison).
  • Do not stand in front of the wolves – they cleave.
  • By default, two tanks, two healers, and your melee DPS go to Haromm. However, you can also send, for example, an additional Warlock with them, as they have to move around less there.
⚡ Kardris
  • Before the Toxic Storm, everyone should gather at the designated world markers between the buildings. After that, head straight to the next world marker.
  • When the Iron Prison expires, either use your own cooldowns or request an external one. The prison deals 100 % of your HP as physical damage.
  • Plan your CDs for the explosion of Falling Ash (15 seconds after it appears).
  • When the boss summons her adds, do not stand near her or near the adds.
⚡ Haromm
  • Don't move with the Foul Stream; the other players should move out of the way.
  • To the ranged players (usually the two healers): Always stay out of melee range so that the tombs appear on you. Both of you should stand on opposite sides of the ramp and place them there.
  • Coordinate with each other, as unlucky aility overlapping may arise that requires external cooldowns.
  • Tanks: Place the Ashen Walls across the ramp and slowly move towards the centre of the Valley of Strength. You can stack Ashen Walls on top of each other to save space.
Class Tips: Protection Warrior (low item level)

Class Tips: Protection Warrior (low item level)

Back then, I was tanking Haromm with an item level of 529, so I was basically a stopgap solution. However, it went better than expected, since the damage taken by the tank in the Haromm group is manageable if you taunt carefully. The boss was usually taunted off me at four stacks of Froststorm Strike. When the group was fully healed, I could sometimes take a bit more damage. Play very defensively at such a low item level, make sure that you always have Shield Barrier active and use Demoralizing Shout once you have three stacks of the Froststorm Strike debuff. This always times well.
Save your other personal cooldowns, centre for the incoming damage from Falling Ash if you are tanking the boss at the same time. Use Vigilance in coordination with your healers, to weaken the last 12 seconds of their Toxic Mist debuff.
Sometimes your group may bring an Iron Prison with them if the bosses got below 95 % too early, or you split them up too late. It’s also well-suited for that purpose.
If a healer dies, and you get hit by Toxic Mist, in my experience you will inevitably die, even if they can still be revived. You’ll either die immediately from the debuff or have to use your cooldowns, which you would have needed later.

Class Tips: Rogue

Class Tips: Rogue

As a rogue, you’ll be at Earthbreaker Haromm and will have to deal with the abilities there.
The damage from Toxic Mist can be reduced by Elusiveness, but depending on your healers, this may not be necessary. Cloak of Shadows prevents the ticks but does not remove the debuff.
If you receive an Iron Prison at the start of the fight, use Feint if talented and Smoke Bomb.
The damage from Foul Stream can be negated by Cloak of Shadows, and Feint also reduces it. Never stand inside it without one of these two abilities running.

Class Tips: Priest (Discipline)

Class Tips: Priest (Discipline)

If you're solo-healing the Kardris Task Force, watch out for her Froststorm Bolts, because you probably won't be able to keep the group and the tank alive using only Smite.
Shortly before the Iron Prison expires, give the players a Shield.

If you are solo-healing Haromm, you must be cautious with the two debuffs, as they are very powerful. You should cast Prayer of Mending on affected players and give them shields during the critical phase of the debuff (< 8 seconds).
You can pull players through the Ashen Walls with Leap of Faith.