Abilities (From WoWWiki.com):
Kalecgos:
-He is tauntable
Arcane Buffet: Inflicts 463 to 537 Arcane damage targets causing a stackable debuff which increases the Arcane damage taken by 500 for 40 seconds. Instant cast. This ability is not dispellable.
Frost Breath: Inflicts Frost damage to targets in a cone in front of Kalecgos, slowing their attack speed by 75% for 12 seconds. 1 second cast. 30 yard range. This ability can be dispelled.
Wild Magic: Cast upon a player. Grants one of six random buffs or debuffs.
1 Healing done by spells and effects increased by 100%.
2 Casting time increased by 100%.
3 Chance to hit with melee and ranged attacks reduced by 50%.
4 Damage done by critical hits increased by 100%.
5 Increases threat generated by 100%.
6 Spell and ability costs reduced by 50%.
Spectral Blast: Cast upon a random player every 20-25 seconds, teleporting that player to Sathrovarr and leaving behind a portal that others can click to join that player. Kalecgos briefly targets the player it is cast on about 2 seconds before the portal spawns. Deals about 7k shadow damage to everyone who is within 5 yards of the ported person. Will not be cast on Kalecgos' current tank.
Spectral Realm: Debuff placed upon players who enter the Spectral Rift.
Spectral Exhaustion: Debuff placed upon players who leave the Spectral Realm - A one minute duration prevents entrance to the Spectral rifts.
Sathrovarr the Corruptor
-He is tauntable
Curse of Boundless Agony: Curses the target with agony, causing periodic Shadow damage. This damage is dealt slowly at first, and builds up as the Curse reaches its full duration. When removed this Curse jumps to a nearby target. Lasts 30 seconds. This ability is dispellable, but when dispelled, jumps to a nearby target.
Shadow Bolt Volley: Hurls missles of dark magic, inflicting Shadow damage to nearby enemies. (Targets a random player in the spectral realm and does around 5k damage to that player and 2 others.)
Corrupting Strike: A powerful strike that damages and corrupts the enemy, stunning it and dealing additional damage over time. (The direct damage (DD) component is about 10k with a DoT doing 1k damage over 3 seconds. Has about a 20 second cooldown.
Set Up:
Tanks:2-3, depends on the quality of your tanks gear. We killed him with 2.
Healers:9
Melee: 4
Decursers:4
Ranged: 10
Positioning:
Normal Realm (Dragon)
M=Melee MT= Main Tank D= Decurser H= Healer R= Ranged DPS
Kalecgos get tanks sideways with his head facing north and his body positioned all the way to the east (the raid starts to the west). 4 Ranged groups must be spread out by cardinal direction and remain 5 yards spaced from each other. One ranged group will get to claim the center of the map. The melee are positioned towards the east, as spread out as they can be. Players stacked too closely together will cause 7K shadow damage on anyone close to them if a portal spawns on them (instant 7k splash).
Spectral Realm (Demon):
While INSIDE the portal, every single player should stack on top of the demon and stay stacked to increase the effect of chain heal and COH.
Strategy:
For those unfamiliar with the Kalecgos encounter, it is a split raid, coordination/survival based encounter. It is also the very first fight inside of Sunwell and follows a very nasty trash clear. Thankfully, you can wipe recover while learning Kalecgos simply by pulling him outside of his circular area and FD'ing quickly. If a player rezzes too close to him, he will despawn so long as they are inside his circle area. This fight revolves around balancing DPS, HPS and managing player motion among 2 realms, a normal zone and a special portal zone called the spectral realm. For those knowledgable of the C'Thun encounter, the spectral realm is a parellel to C'Thun's stomach. Knowing who goes where, who heals who, who decursers who and who goes where when, is the crux of this fight. There is a lot going on, hence why I have decided to go into enormous detail. DO NOT UNDERESTIMATE THIS FIGHT, nothing before it in TBC is nearly as hard, minus a few fights before their nerfs. This fight makes Archimonde and Illidan seem very simple in all honesty.
Raid Rotations:
The raid will be split into 4 groups who are each responsible for ensuring that their players take the SAME portals. Because we based our groups positioning by their group numbers, no player starts off very far from where their portals pop up. We keep 1 raid healer, 1 MT healer and 1 decurser for each group and do our best to not overlap responsibilities (I.E. resto druids). An ideal setup would use 4 decursers (mages/boomkin), and 4 paladins as they can exert control over certain parts of the fight. We also use 1 extra healer (typically a shaman) who stays with the initial Kalecgos dragon tank no matter what.
The four groups are basically 3 ranged DPS groups and 1 Melee group. Typically these groups were 2 ranged DPS, 1 riad healer, 1 MT healer, 1 Decurser. The melee group had 4 melee, 1 decurser and 1 MT healer.
ORGANIC ORDERING:- NOT PREASSIGNED!!!
We let Kalecgos decide who takes which portal. By doing this, we eliminate the over abundant need for substitutions amongst decursers and healers, which is confusing and problematic all around. The first group to be portal, thus becomes the first group in the rotaion. DBM and Bigwigs both announce which group a ported player originates from, so there should be no need to call it out. Players need to be smart enough to know if someone in their group got the portal and they need to quickly follow. The best policy is to let your raid healer in first, as you do NOT want to take damage with no healer in there. Regardless, FAST reflexes are needed and mplayers need to pile in the best they can. Know that multiple players cannot get through the portal at the same time and that it takes about 1 second per guy to get in. Regardless, I suggest spam clicking it as soon as you can (so long as your HP is topped off, if not wait for the healer).
With organic ordering and a 4 group setup, the spectal exhaustion becomes spread out VERY evenly, which reduces cross group porting later on. By this, I mean that it is unlikely that 2 groups will be ABLE to be ported (1 minute in and 1 minute out is mandatory via spectral exhaustion), so when Kalecgos attempts to port someone, it WILL be from the group who has had their spectral exhaustion fade. This makes keeping groups together FAR easier and cuts down on players running around. There is ALWAYS the chance the exhaustion will fade on 2 groups at the same time later on in the fight, and that important players may be removed from their groups. IN THESE CASES COMMUNICATION IS A MUST. If the MT healer, Decurser or Raid healer is ported out of order, they need to go with the next group. Thankfully, mages and paladins can remove their arcane buff, but typical raid healing classes (shamans, priests) must be mindful of thier own HP. Know that once you are ported out of group, you stay with that other group for the rest of the fight, unless the same thing happens again, which is very unlikely. Regardless, IF THIS DOES HAPPEN TO YOU, YOU STILL STAND BY YOUR NORMAL GROUP WHEN OUTSIDE OF THE PORTAL. Just because your spot on the rotation has shifted, it doens't mean you get to physically switch groups and stand with the people you have to travel with. This can screw up COH and group buffing badly. Your raid leader CAN change groups on the fly, but given that most people have preassigned spots to stand, it is an AWFUL idea. No 2 groups should enter the same portal, ever. If 2 groups have their debuff faded, the first group with the higher arcane stack gets to go, and the next group will take the next port out.
Tank Rotations
Tanks are needed to help reduce the incoming damage on the human form of Kalecgos on the inside of the portal as well as removing their arcane debuff stacks. Thus, a tank rotation must be set independant of the other rotations. The first tank should take the first portal and quickly debuff the shadow demon. The second tank may wish to wait untill the third chronological portal, but is likely better off taking the second to keep healing to a minimum and to relieve the current tank in case they are taking massive damage duing the demon's stun. The third and final tank taking the portal will not be able to enter untill they are relieved of their dragon form Kalecgos tank duty, which is usually the 4th portal (the first tank will be back). From there, the tanks simply repeat the process of getting relieved from the dragon, taking a portal, taning the demon after debuffs, then relieving the current dragon form tank upon exiting. I STRONGLY ADVISE SAVING COOL DOWNS FOR WHEN YOUR ARCANE DEBUFFS GET HIGH. Warrior tanks are superior to all others given their debuff prowess on this fight.
2 Tank Rotation:
FSB used a 2 tank rotation to kill Kalecgos and we do not plan on changing this. With this strat you need 1 Healer (the 9th healer) to stick with the first tank no matter what. This prevent poor portal overlapping which can lead to a tank death inside the portal chamber. The tank who pulls Kalecgos will hold him through 4 portals and the other tank enters the very first portal ASAP. The first tank is not to taunt untill the demon has been debuffed and a MT healer announces that he is inside the room. 75% of voice communications NEEDS to revolve around if the tank is safe to take damage or not. When poor overlaps occur later on, during the second cycle of portals, tanks must be on their toes and MAKE SURE they have a healer. If a healer announces that they are leaving and no other healer has taken their spot due to issues with timing, then the tank must use cooldowns to survive. These overlaps are usually between 10-15 seconds MAXIMUM, enough time for improved shield wall to save the day (and it did for us on my 3rd portal).
More or less, the tanks switch off every 4-5 portals with this setup and shoudl use CD's to survive the highstacks of arcane debuffs. I suggest using a moroes trinket, nightmare seeds and the shadowmoon insignia wisely here. Now, because the first portal tank is on the same rotation as the first group to get ported, he should ALWAYS be in sync with the raid's rotations, hence he will always be with healers. Sometimes the first portal tank will fall out of sync if the second tank misses the fourth portal and as such does not return untill the 9th. In this case the first tank may not get in untill the 10th portal potentially, which may have a healer overlap by the 12 portal timer (this is what happened to us). Again, this is perfectly fine and the tank just needs to pop cooldowns to survive here untill another group gets in, which should NOT take long. Furthermore, the tank will also be almost set to exit the portal at that time, providing just a little more leeway (I had 10 seconds remaining in the portal).
Now, some people may ask, is it safe to perform this strat when the guy inside has to tank during the dragon threat switch? Yes it is. The human form NPC should be at nearly 25-30% HP at the end with this strategy, which is plenty.
Decursing:
Your raid will need a decurser assigned to each group. They have a particuarily difficult job as they usually need to DPS/Heal on top of decursing. Each rotation should have 1 decurser minimum. These decursers need to watch the curse/DOT applied by the demon in the portal as well as it's spill over outside of the spectral realm. It is their job to ensure that the DOT does not stack too high on any player. After the first cycle, decursers need to start focussing more on removing curses full time. No curse should be allowed to tick longer than 10 seconds, especially nearing the end. After the second cycle, decursers need to be plowing out decurse after decurse with no time wasted. When the enrage hits, any players with unchecked COA's are more or less toast. I cannot stress how fast and hectic the decursing becomes at the end evern with 4 decursers. Make sure they are using decursive, grid and w/e else they can to visualize who has COA and how much damage they are taking.
Surviving AE+Portal Or AE+Shadowbolt Volley:
If you are hit by either of these combos in near succession, you can take upwards of 12K damage. This may instantly kill many players who aren't prepared to quickly use a healthstone or healthpot. The best way to deal with portals is to properly spread out so that nobody splashes the damage. You have 20-25 seconds between portal casts in which you must get 5 yards away from anyone else. On rare occasions, players exiting the portal by get ported on top of a newly spawned portal, the only way to prevent gibbing from this is to keep your players at full health while in the portal, and to observe your HP carefully upon exiting. Although HP pots are NOT ideal much of the time, I suggest that DPS'ers attempt to save their pot timer for them, unless they are having severe mana issues.
Killing The Demon:
He is the first priority in terms of DPS. Use your DPS CD's on him over the dragon. Keep all beneficial DPS debuffs on him minus COR as he already deals out enormous damage to tanks, especially when they are stunned. The longer the demon lives, the more DOTS he will ultimately put out as well, which causes healing to become strained and decursing to become strained.
Splitting Heals:
Dividing heals properly is one of the biggest aspects to this fight. Every healing class provides something for this fight. Pallies and Druids are the best MT healers, shamans are the best portal phase healers and priests are the best overall healers for the fight with POH at high arcane stacks. Healers get NO breaks during this fight. When healers rotate out with their groups, a few unique things happen. One, the raid healing becomes divided, two the tanks lose supplimental healing, three the healing load becomes magnified for certain groups and lessened for others.
Enrage:
When either the dragon or the demon reach 10% HP, the dragon will enrage. During this time the MT and raid will be getting utterly decimated and survival becomes an issue. For this reason, proper pacing of DPS is neccessary to this fight. If the dragon or demon ends up at 10% way before the other one, you will have a VERY long enrage period and will more than likely wipe. You want both to rach 10% at nearly the same time, period. The best way to do this is to communicate. It is more likley that the dragon will be lower than the demon, so the raid MUST slow down to match pace usually. When the 10% mark hits, DPS needs to go all out, tanks need to use CD's, decursers MUST go into overdrive and spam the massive amount of accumlated COAs off and healers must do everything they can to keep the raid and tank up. Again, I cannot stress how important matching pace between the two mobs becomes.
MOVIE