Introduction
This guide is intended to provide a comprehensive description of theencounter with Paragons of the Klaxxi in Siege of Orgrimmar. It is targeted at anyonewho desires to understand the fight mechanics.
This guide is updated for World of Warcraft MoP 5.4.
The Paragons of the Klaxxi have stayed true to their word, and haverespected their allegiance to the Old Gods. As such, you must now fight anddefeat them if you are to continue through the instance. The fight willpit your raid up against all 9 Paragons, although you will only ever fight 3of them at the same time.
1. General Information↑top
1.1. Health Values
10-man | 43.6M | 7M | ??? | 4.2M |
10-man Heroic | ??? | ??? | ??? | ??? |
25-man | ??? | ??? | ??? | ??? |
25-man Heroic | ??? | ??? | ??? | ??? |
LFR | ???M | ??? | ??? | ??? |
1.2. Enrage Timer
This encounter has a 12-minute hard enrage timer.
1.3. Raid Composition
10-man | 2 | 2-3 | 5-6 |
10-man Heroic | 2 | 2-3 | 5-6 |
25-man | 2 | 5-7 | 16-18 |
25-man Heroic | 2 | 5-7 | 16-18 |
In addition to the items listed below, the Paragons of the Klaxxi drop the tokens thatyou will need for buying your Tier 16 Legs parts:
2.1. Pets
The Paragons of the Klaxxi have a chance to drop a rare pet:
Kovok.
2.2. Armor
2.3. Weapons
2.4. Amulets, Cloaks, Rings, and Trinkets
3. Overview of the Fight↑top
The encounter against the Paragons of the Klaxxi pits your raid up againsta total of 9 bosses, henceforth referred to as Klaxxi Paragons. Do notworry, though - you will only ever fight 3 Klaxxi Paragons at once.
When the fight starts, three Klaxxi Paragons will engage your raid, and assoon as your raid kills one of them, the other two heal themselves to full,and another Paragon joins the fight. This continues until all 9 KlaxxiParagons are dead.
The order in which the Paragons engage your raid (including the initial 3Paragons) is fixed.
Each Paragon has a few abilities, and each dead Paragon can be interactedwith once per fight by one raid member, granting this raid member a specificbuff or ability. Each raid member can only interact with one Paragon per fight,and the abilities granted by the Paragons are role-specific.
Videos:
- PTR Preview —a short overview of the boss, based on PTR testing, which is extremelyuseful for getting a rough understanding of the fight.
- Video Guide— a video guide of the boss, based on live-realm experience.
4. Class-specific Advice↑top
On our forums, we are maintaining threads with class-specific advice for each of thefights of Siege of Orgrimmar. So, make sure to check them out, and if you have things toshare, do not hesitate to contribute!
Death Knight | |
Druid | |
Hunter | |
Mage | |
Monk | |
Paladin | |
Priest | |
Rogue | |
Shaman | |
Warlock | |
Warrior | |
5. Fight and Guide Structure↑top
As we have mentioned above, your raid will face a total of 9 KlaxxiParagons in this fight, 3 at a time. Each time one of the three existingParagons is killed, the other two Paragons are healed to full health, andthey each gain a stack of a buff increasing their damage done by 10% untilthe end of the fight. At the same time, a new Paragon will join the fight. Youcan tell which Paragon will engage your raid next because they will have the
Ready to Fight buff on them (the Paragons currently not fighting your raidare located on several small platforms above the floor of the room).
The first three Paragons to be active are Skeer the Bloodseeker,Rik'kal the Dissector, and Hisek the Swarmkeeper. As Paragons are killed, theremaining Paragons join the fight in the following order:
- Ka'roz the Locust
- Korven the Prime
- Iyyokuk the Lucid
- Xaril the Poisoned Mind
- Kaz'tik the Manipulator
- Kil'ruk the Wind-Reaver
Since multiple bosses will be alive at the same time (and the actual killorder of the bosses is more or less up to you to decide), we cannot offerstrict strategy for only a certain combination of boss interactions.
6. Skeer the Bloodseeker↑top
6.1. Abilities
Hewn is a stacking tank debuff that causes the tank to take 10%increased damage from the melee attacks of Rik'kal the Dissector perstack.
Bloodletting summons a number of small adds calledBloods that move towards a damaged Klaxxi Paragon. If they reach theboss, they will heal him based on how much health the adds have left. 2 Bloodsspawn in 10-man, and 3 spawn in 25-man.
Bloodthirsty is a buff that DPS players can gain from Skeer'scorpse. It grants them an extra action button that grants their attacks achance to summon blood orbs around the room. Raid members who walk overblood orbs have 10% of their maximum health restored. This ability has a10-second duration.
6.2. Strategy
Hewn is only a concern whenRik'kal the Dissector is also active at the same time. When thishappens, it simply means that Skeer's tank cannot tank Rik'kal.
Your raid members will have to immediately DPS and kill any Bloodsas soon as they spawn. Even if you fail to kill a Blood before it reachesits target, at least the healing it does will be lowered on account of itshealth being lower.
The
Bloodthirsty ability should be used in times of heavy damage inorder to help your raid members maintain safe health levels.
7. Rik'kal the Dissector↑top
7.1. Abilities
Genetic Alteration is a stacking tank debuff that causes the tank totake 10% increased damage from the melee attacks ofSkeer the Bloodseeker per stack.
Injection is a stacking debuff applied to Rik'kal's current target.It deals a small amount of Nature damage per second for each stack, and whenit expires, it causes several Amber Parasites to spawn. These Parasitesfixate on random raid members, deal high Physical damage to them through anability called Feed. The Amber Parasites are healed to full health every10 seconds. Stacks of Injection are not applied to tanks under the effects oftheir active mitigation abilities.- Rik'kal will regularly turn a random raid member into an Amber Scorpionfor 30 seconds. This essentially places the player inside a vehicle, causingthem to take a moderate amount of Nature damage every second, and only havingaccess to certain Amber Scorpion abilities. The damage of these abilities isbased on the player's Attack Power or Spell Power (depending on their role).
Claw simply deals damage to the target.
Swipe deals damage to all enemies in a frontal cone. Enemiesaffected by
Sting (see below) take double damage.
Sting is a DoT that causes the target to suffer Nature damageevery second.- Prey instantly kills an Amber Parasite.
Mad Scientist is a buff that players of any role can gain fromRik'kal's corpse. It grants them an extra action button that, one a 2-minutecooldown, turns them into an Amber Scorpion for 30 seconds. Thistransformation is identical to the one described above.
7.2. Strategy
Genetic Alteration is only a concern whenSkeer the Bloodseeker is also active at the same time. When thishappens, it simply means that Rik'kal's tank cannot tank Skeer.
Injection must be dealt with by having the tank time their activemitigation cooldowns in such a way as to ensure that the stacks are neverapplied to them.
If the debuff does get applied, and Amber Parasites do actually getto spawn, they should be killed as quickly as possible.
Players who are mutated into Amber Scorpions (whether by the boss or as aresult of having taken the
Mad Scientist buff following Rik'kal's death)will have to be healed more than usual, since being an Amber Scorpion doesdamage to the player every second. While an Amber Scorpion, the player shoulduse the abilities at their disposal to deal increased damage to the boss orany adds that are alive. The Prey ability is particularly useful forinstantly killing an Amber Parasite.
8. Hisek the Swarmkeeper↑top
8.1. Abilities
Multi-Shot is an ability that Hisek uses to deal Physical damageto random raid members.
Aim is an ability that Hisek regularly uses. It targets a randomraid members, stunning them for 5 seconds. If the target is too close toHisek, they are knocked back 45 yards. After the 5-second stun is over, Hisekwill fire an extremely damaging beam between himself and the target, the damageof which is split between all players in a line. Each player who splits thedamage creates a field of Sonic Resonance at their location, dealing a moderateamount of Physical damage to all players in a 5-yard radius.
Compound Eye is a buff that DPS players can gain from Hisek's corpse.It grants them an extra action button that allows them to fire a damagingshot at a targeted enemy. The shot deals higher damage the farther away thetarget is, and also afflicts it with a debuff increasing its damage taken by15% for 10 seconds.
8.2. Strategy
Hisek does not need to be tanked.
Hisek's
Multi-Shot results in unavoidable damage to random raidmembers, damage which your healers must respond to appropriately.
Whenever the boss casts
Aim, several raid members (ranged ones,ideally) should form a line between the targeted player and Hisek, while makingsure that they themselves are at least 5 yards apart from one another. Doingso correctly will reduce the amount of damage that the target takes to areasonable amount. Note that it is not feasible for the entire raid to stacktogether in an attempt to reduce the damage more, since players who aresoaking the damage also deal damage in a 5-yard radius themselves.
Finally,
Compound Eye should be used on cooldown on the current target,from as far away as possible (so that its damage is increased as much aspossible).
9. Ka'roz the Locust↑top
9.1. Abilities
- Flash is an ability that Ka'roz regularly casts. He charges randomplayers around the room, afflicting all targets in his path with
Whirling.
Whirling causes the affected player to spin in place for a fewseconds, suffering a high amount of Physical damage every second, andinflicting the same damage to any other players in a small radius.
Hurl Amber is an ability Ka'roz regularly casts. He jumps up to aplatform located above the raid (where he cannot be attacked), and then hethrows pieces of amber down at the raid. When landing, these pieces of amberform damaging void zones.
Strong Legs is a buff that DPS players can gain from Ka'roz's corpse.It grants them an extra action button that allows them to leap up to aplatform that Ka'roz used, and throw amber down from this location. Amberthrown down like this by players deals a high amount of Nature damage toany enemies in a 15-yard radius. If a boss encased in amber by Korven's
Encase in Amber ability is hit by one of the pieces of amber thrown by aplayer, their block of amber will be shattered.
9.2. Strategy
Since Flash hardly seems avoidable given Ka'roz's speed, it isimportant that players spread out in preparation for it, so that as fewplayers as possible are affected by
Whirling, and so that those playersare then not in close proximity to anyone else.
Your raid members will have to avoid the void zones left behind by
Hurl Amber.
Players who have the
Strong Legs ability should use it to try todamage the bosses or any adds that are up, and if Korven is active, theycan even try to break a block of amber from
Encase in Amber with it.
10. Korven the Prime↑top
10.1. Abilities
Encase in Amber is a buff that Korven casts on himself or any otheractive Klaxxi Paragon when they reach 50% health. This renders the targetimmune to damage, and the raid must destroy the block of amber. If the amberis not broken in 10 seconds, then the Klaxxi Paragon will be healed to fullhealth.
Shield Bash knocks Korven's tank down for 6 seconds. Shield Bash isfollowed up by
Vicious Assault.
Vicious Assault is a series of attacks that Korven casts, dealingvery high Physical damage to all targets in front of him. Specifically, thefirst attack causes the targets to bleed for a few seconds, and the otherattacks inflict increasing Physical damage.
Master of Amber is a buff that tanks can gain from Korven's corpse.It grants them an extra action button that allows them to encase a friendlyplayer in amber for 5 seconds, rendering them immune to damage for thatduration.
10.2. Strategy
Whenever Korven casts
Encase in Amber on a Klaxxi Paragon, all DPSplayers should focus on breaking the amber block as quickly as possible.
Korven's tank will regularly sustain very high damage from the boss'
Shield Bash/
Vicious Assault combination, so tanks and healers mustbe prepared for this. Since the damage of Vicious Assault is done in a frontalcone, Korven should be faced away from other raid members.
The
Master of Amber ability that players gain from Korven is essentiallya targetable
Ice Block. The ability should be used to save raid memberswho are very low on health from dying, giving the healers a chance to top themoff.
11. Iyyokuk the Lucid↑top
11.1. Abilities
Diminish is an ability that Iyyokuk regularly uses to damage arandom raid member. It deals 34% of the target's current health in damage, andif the target is below 25% of their maximum health, it instantly killsthem.
Calculate randomly assigns each player in the raid a shape,a color, and a number. The possibilities are as follows.- Shapes:
- Mantid;
- Sword;
- Staff;
- Sonic Ring;
- Amber.
- Colors:
- red;
- purple;
- blue;
- green;
- yellow.
- Numbers: 1-5.
Insane Calculation: Fiery Edge is a spell that uses the previouslyassigned shapes, colors, and numbers. Specifically, Korven will target a randomraid member, and then all targets who match one of that player's criteria,linking all of them together with fiery lines (for example, the boss willlink together all players who share the same color as the initial target).The linked players and anyone else who comes in contact with the lines takeFire damage every second, which decreases the farther away the linked playersare from one another.
Ingenious is a buff that healers can gain from Iyyokuk's corpse. Itgrants them an extra action button that allows them to heal a targeted raidmember. The heal is then copied over to all raid members who share the raceor class of the target.
11.2. Strategy
Diminish deals damage to random raid members, so this is somethinghealers simply have to react to. Since Diminish instantly kills its targetif they are below 25% of their maximum health, it is imperative to keep allplayers over this amount while Iyyokuk is active.
The greatest difficulty comes from Iyyokuk's
Insane Calculation: Fiery Edge. Basically, as soon as the spell is cast andthe fiery lines are apparent, the linked players should move away from oneanother (to reduce the damage of the lines), and all other raid membersshould make sure not to be in contact with the lines. Naturally, depending onwhat bosses are alive at the time, the lines may prove to inconvenience theraid's ability to move around, but this is something that will have to bedealt with then and there.
The
Ingenious ability will probably be best used by casting it onplayers who share their class and race with as many other raid members aspossible, so as to maximise the effect of the heal (in other words, do notcast it on a Worgen Druid if there are no other Worgens or Druids in theraid).
12. Xaril the Poisoned Mind↑top
12.1. Abilities
Tenderizing Strikes is a stacking tank debuff that causes the tank totake 10% increased damage from the melee attacks ofKil'ruk the Wind-Reaver per stack.
Caustic Blood is a stacking tank debuff that deals moderateNature damage every second, per stack. If the debuff reaches 10 stacks, then
Bloody Explosion occurs, dealing a massive amount of raid-wide Firedamage. Stacks of Caustic Blood are not applied to tanks under the effects oftheir active mitigation abilities.
Toxic Injection randomly assigns each raid member a color: red, blue,or yellow. After that, as long as he is alive, Xaril will regularly trigger aneffect for the players affected by one of the three colors, as follows.- Players affected by the red color deal a very high amount of Firedamage to all allies within 10 yards.
- Players affected by the blue color deal a massive (practicallylethal) amount of Frost damage, divided among players in a 10-yardradius. In 10-man difficulty, the damage can only be split between 2players, and in 25-man, it can only be split by 3. This means that anyadditional players in the affected area will take damage, but they will not"share the load" with the others.
- Players affected by the yellow color create a poison cloud attheir location, which deals a high amount of Nature damage every second toplayers who come in contact with it.
Vast Apothecarial Knowledge is a buff that healers can gain fromXaril's corpse. This grants them an extra action button that allows them to usean ability called
Volatile Poultice. This ability has a 30-secondcooldown and a 10-second duration. While active, all healing done by theplayer causes the target to receive a buff that essentially "stores" healing.When the target next takes damage, the stored up healing is released, and thetarget is healed for an amount equal to the healing done by the healer in the10-second window.
12.2. Strategy
Tenderizing Strikes is only a concern whenKil'ruk the Wind-Reaver is also active at the same time. When thishappens, it simply means that Xaril's tank cannot tank Kil'ruk.
Caustic Blood must be dealt with by having the tank time their activemitigation cooldowns in such a way as to ensure that the stacks are neverapplied to them.
The biggest issue while Xaril is alive is
Toxic Injection, and theeffects that go along with it. Each effect is preceded by a 3-second cast andan emote, warning players which color is about to be affected. Raid membersshould spread out (red), stack on the affected targets (blue), or move outof melee range and drop the gas clouds in non-problematic locations (yellow).Regarding the blue effect, it is important to note that there is a maximumnumber of players between which the damage is split (2 in 10-man and 3 in25-man). For example, if the ability deals 1,000,000 damage (hypothetically)split between players in 10 yards, then in 25-man, things would look asfollows. Having one player stack on the target would cause both to take 500,000damage. Having another player stack there would cause all three tot take333,333 damage. Any additional players who are in the area will not reduce thedamage further, but they will all take 333,333 damage as well. As such, it isimportant that no more than the maximum number of splitters shouldbe in the affected area.
Regarding using the
Vast Apothecarial Knowledge buff, we will simplyadvise healers to make use of this buff on players who are sure to sustainhigh damage in the future (such as tanks about to be hit by
Mutilate).
13. Kaz'tik the Manipulator↑top
13.1. Abilities
- When spawning, Kaz'tik will create 4 Hungry Kunchongs located aroundthe edges of the room. Whenever one of them is killed, Kaz'tik will summon anew one its place. The Hungry Kunchongs have several abilities, and theyinteract meaningfully with one of Kaz'tik's abilities.
- The Hungry Kunchongs are stationary, and they do not need to be tanked.Normally, they are shielded by
Thick Shell, rendering them immune to alldamage. - At regular intervals, Kaz'tik will cast
Mesmerize on a random raidmember, causing that player to lose control of their character and to headslowly towards one of the Hungry Kunchongs. While this is happening, theHungry Kunchong will channel
Devour onto that player, dealing amoderate amount of Physical damage each second, and gaining 7 energy for eachtick. If the player reaches the Kunchong's melee range, they will be instantlykilled, and the Kunchong's energy will be filled up. While Devouring players,the Hungry Kunchong's Thick Shell is disabled. Mesmerize is broken if theHungry Kunchong takes 30% of its total health in damage. - Kunchongs that reach maximum energy cast
Molt, and essentiallyevolve into more dangerous adds called Mature Kunchongs. These addsmove around and attack raid members, using
Swipe, andextremely damaging frontal cone attack. - Hungry Kunchongs' Thick Shell is disabled if they are struck by
Reave, the ability gained from interacting withKil'ruk the Wind-Reaver's corpse.
Sonic Projection is an ability that Kaz'tik uses to deal damage toa random ranged raid member. It fires a beam of energy towards that player,dealing very high Physical damage not only to them, but also to any otherplayers located between Kaz'tik and the target.
Master of Puppets is a buff that players of any role can gain fromKaz'tik's corpse. This grants them an extra action button that allows them tosummon an Immature Kunchong add to fight alongside them for 40 seconds.
13.2. Strategy
While Kaz'tik is active, players must make sure not to position themselvesin such a way that they would be located between Kaz'tik and other players,in order to minimise any damage taken from
Sonic Projection.
The greatest threat to the raid while Kaz'tik is alive is his
Mesmerize ability, and its interaction with the Hungry Kunchongs.Whenever Kaz'tik casts Mesmerize, ranged DPS players should quickly burn downthe active Hungry Kunchong until the Mesmerize effect is broken (they mustdeal 30% of the Kunchong's health in damage). Provided that your DPS playersare quick enough to do so, no Kunchong should get to channel
Devouron players long enough to reach maximum energy. In the event that a Kunchongdoes reach maximum energy and becomes a Mature Kunchong, then your raidshould try to kill it as quickly as possible, and players should avoid beingin front of it (in order to avoid being killed by
Swipe).
We would like to clarify that there is no benefit to trying to kill theKunchongs (since a new Kunchong will be summoned instantly to take the place ofthe dead one), or even to damage them (since
Thick Shell makes themimmune). Instead, you should simply focus on breaking Mesmerizes as quicklyas possible, and on doing damage to other targets the rest of the time.
Master of Puppets should be used on cooldown to maximise the damage ofthe Immature Kunchong companion.
14. Kil'ruk the Wind-Reaver↑top
14.1. Abilities
Exposed Veins is a stacking tank debuff that causes the tank totake 10% increased damage from the melee attacks ofXaril the Poisoned Mind (a different Paragon) per stack.
Gouge is an ability that Kil'ruk uses to incapacitate his tank.It is followed up by
Mutilate.
Mutilate deals a very high amount of damage to Kil'ruk'stank.
Death from Above is an ability that Kil'ruk uses roughly every 20seconds. He leaps up into the air and then lands at the location of a randomraid member, dealing a high amount of Physical damage in a 5-yard area.
Reave is the buff that DPS players can gain from Kil'ruk's corpse.This grants them an extra action button that allows them to leap forward anddeal high Physical damage to all enemies in a 10-yard area.
14.2. Strategy
Exposed Veins is only a concern when Xaril the Poisoned Mind isalso active at the same time. When this happens, it simply means thatKil'ruk's tank cannot tank Xaril.
Gouge and
Mutilate must simply be survived. The tankand the healers should be prepared for the massive damage, and use cooldownsaccordingly.
Death from Above must be avoided. There is a brief warning animationon the ground before Kil'ruk lands, but raid members can stay spread outahead of time to minimise the damage done by the ability, since avoiding itcan be a bit difficult.
Players who pick up
Reave should just use it to deal damage toenemies whenever they can.
15. General Strategy↑top
Due to the nature of the fight, you will have to adapt, in practice, toseveral possible combinations of abilities, depending on the order in which youkill the bosses.
- Do not multi-DoT or cleave the bosses, since any damage you do tosecondary targets will be nullified when the primary target dies (since theother Klaxxi Paragons are healed to full health when one of them dies).
- Given the existence of the
Paragon's Purpose stacking damage buff,you cannot avoid killing a particular Paragon for too long. While you can(and should) kill the Paragons in such a way as to avoid particularlyproblematic combinations, if a single Paragon survives more than 3 or 4 otherParagons, their damage will probably become too high to handle.
16. When to Use Heroism/Bloodlust/Time Warp↑top
We recommend using
Heroism/
Bloodlust/
Time Warp at the startof the fight, since this is when you will get the most benefit out of it due toall your raid's DPS cooldowns being available. You can instead use it adifferent time, if it turns out that certain Klaxxi Paragon combinations areparticularly difficult.
17. Summing Things Up↑top
In this section, we will very briefly summarise what the players belonging toeach of the three roles have to do during this fight.
17.1. Tanks
17.2. Healers
17.3. DPS
17.4. Everyone
- Avoid the many ground effects present in the fight, and be sure to spreadout or stack up as necessary.
- When a player is targeted by
Aim, form a line between them and theboss to soak some of the damage.
17.5. Helpful Abilities
Here is a quick list of the helpful abilities your raid members can gainby interacting with the Klaxxi Paragon corpses.
18. Heroic Mode↑top
The Heroic mode of the Paragons of the Klaxxi is one of the most difficultencounters in the Siege of Orgrimmar, and once which requires near-perfectexecution from your raid.
18.1. Differences From Normal Mode
As with all Heroic modes, the enemies have increased damage and health.
In addition to this, there are several small changes to existingmechanics, as well as a few new (but still quite small) mechanics.
- Skeer now summons one additional blood in each raid size (3 in 10-man and4 in 25-man).
- Players turned into Amber Scorpions by Rik'kal can only exit theScorpion form by using Prey to consume an Amber Parasite.Failing to do so will result in death.
- Hisek uses a new ability called
Rapid Fire. He creates manyballs of light that slowly move outward from his location. Players who comein contact with these balls take high damage. - The block of amber created by Korven's
Encase in Amber is no longerkillable by raid members. - Iyyokuk's
Insane Calculation: Fiery Edge is somewhat more challenging.Each player that is targeted is now linked to two other players by the linesof fire, and Iyyokuk now selects more targets than in Normal mode. - The buff that healers gain from interacting with Iyyokuk's corpse nowcauses heals to be copied to all raid members who share the class ofthe initial target (as opposed to their race in Normal mode).
- The effects that Xaril triggers on players affected by
Toxic Injection are completely different. Xaril no longer triggers aneffect on players affected by any one colour (red, blue, or yellow), butinstead triggers an effect on orange, purple, or green. When orange istriggered, all players who have the red and yellow colours will be affected.When purple is triggered, all players who have the red or blue colours willbe affected. Finally, when green is triggered, all players who have theblue or yellow colours will be affected. The effects are as follows:- Orange causes raid members to have a halo form in a circle around them,expanding outwards, and damaging all raid members who are hit by it. Playersare not damaged by their own halo.
- Purple causes raid members to be forced to run forward for about 5seconds (during which time they can still change their direction). During thistime, they will constantly leave damaging purple fiery void zones behind them,which last for 40 seconds.
- Green causes small gas clouds to spawn and move around. Players who come incontact with the clouds are affected by a 9-second DoT, and also receive astacking debuff that increases the damage that they take from the clouds. Theclouds disappear on their own after a certain amount of time, but each time aplayer comes in contact with them, their size shrinks, and when a cloud hasdamaged players 3 times, it immediately disappears.
- Kil'ruk has a new ability called Reave, which is a channeled spellthat he casts. During this channel, he will pull all raid members to him anddeal damage to players who are in a small radius around him. Running away fromhim greatly mitigates the pulling effect.
Finally, it is important to note that in Heroic mode, the Paragons nolonger gain a damage buff when one Paragon is killed, but instead all activeParagons gain an 8% increase in damage done every 50 seconds, for the entireduration of the encounter.
18.2. Strategy
In Heroic mode, there is an ideal kill order. This kill order also ties intoparticular strategy elements for each combination of boss abilities, all ofwhich will be detailed below. You can try out different kill orders,though.
Given the recommended kill order, there is a number of steps that your raidwill go through while executing the fight.
18.2.1. Skeer, Rik'kal, and Hisek
The first thing your raid should do is move away from the center of theroom. Hisek will be standing there (he cannot be moved, since he is nottankable), and his
Rapid Fire is much easier to avoid if raid membersare not close to Hisek when he casts this spell.
Skeer and Rik'kal cannot be tanked by the same tank (since the debuffapplied by Skeer causes the tank to take increased damage from Rik'kal, andvice-versa).
The next step is to kill Skeer the Bloodseeker. While doing so,however, two things are worth mentioning.
First of all, you should bring either Hisek or Rik'kal down to about 90%health before DPSing Skeer. This will cause the Bloods that spawn to headto the damage boss, healing it, instead of healing your kill target. A secondset of Bloods may spawn before Skeer dies (if your DPS is not high enough),and you will need to slow and stun these to prevent them from reachingSkeer before he dies.
Second of all, Rik'kal must be allowed to successfully cast
Injection on the tank once, which in turn will spawn a wave ofAmber Parasites. This means that Rik'kal's tank should not use theiractive mitigation in such a way as to block the application of the debuff.This is important because each time Rik'kal turns a raid member into anAmber Scorpion, this player needs to kill an Amber Parasite (by using theirPrey ability) to exit the Amber Scorpion and avoid dying.
The Amber Parasites cannot be tanked, but they are susceptible tocrowd-control and slows, so you should just keep them around so raid memberswho are turned into Amber Scorpions can use them when needed.
18.2.2. Ka'roz Enters
Once Skeer dies, Ka'roz will enter the fight. At this point, you will bekilling Rik'kal while dealing with the abilities of thebosses.
Rik'kal's tank should now use active mitigation cooldowns to prevent andfurther
Injection applications. Once Rik'kal is dead (and no moreplayers will be turned into Scorpions), it is safe to kill any remainingAmber Parasites.
Ka'roz will charge around the room using his Flash ability, and hemust be avoided as much as possible. Whenever he leaps up onto of theplatforms, in preparation for casting his
Hurl Amber void zones, raidmembers must be very quick to move if a void zone is cast on them. Ideally,players should stand near the edges of the room during these stages, so thatthe void zones do not land in undesirable areas.
18.2.3. Korven Enters
Korven is the next kill target. As soon as he enters, you shouldbegin DPSing him. There are only two things worth noting about this stage ofthe fight.
Firstly, your tanks will need to perform a tank switch on Korven, sincethe damage of his
Vicious Assault will end up killing a tank otherwise.
Second of all, in order to avoid Korven protecting himself with
Encase in Amber (which, again, cannot be killed in Heroic mode), you willneed to bait the boss into using Encase in Amber on a different Paragon.So, you should bring Korven to roughly 55% health, then bring another one ofthe other two Paragons below 50% health (causing Korven to encase them inamber), and then quickly finish off Korven.
18.2.4. Iyyokuk Enters
Once Korven dies and Iyyokuk enters the fight, you will kill Hisek.By this point Hisek's stacking buff will have reached a high number of stacks,meaning that he is too dangerous to leave alive any longer.
Since Iyyokuk has no new abilities, nothing of note is to be said about thisstage of the fight. Keep in mind, though, that
Insane Calculation: Fiery Edgedeals considerably more damage (and to more players), so spreading out whilethis spell is active is very important. You should consider using raidcooldowns as well, especially later on in the fight when Iyyokuk's damage isincreased.
18.2.5. Xaril Enters
As soon as Xaril enters the fight, you must kill him. Dealing withhis abilities is not very complicated, although their damage is very high soyou must be careful.
When Xaril triggers the orange colour, then all raid members must spread outand make sure not to come in contact with any of the halos. When hetriggers purple, everyone should try to move in a small area and place thefiery void zones in a contained fashion. When green is triggered, players willneed to avoid the gas clouds.
18.2.6. Kaz'tik Enters
As soon as Kaz'tik enters the fight, you must kill him. Again,dealing with the abilities of the bosses at this stage of the fight is notcomplicated, and there is really nothing more to add here.
18.2.7. Kil'ruk Enters
When Kil'ruk enters the fight, it is important that he is not picked upby the tank who was tanking Xaril, since this tank will be debuffed to takeincreased damage from Kil'rul.
Players will have to run away from Kil'ruk whenever he is castingReave, but aside from this, nothing much changes from Normal mode.
At this point of the fight, the kill order of the remaining bosses does notmatter very much. We advise you to kill Iyyokuk and then Ka'roz, sincethey have been around for a long time by now, and their damage increase hasreached substantial amounts. Finally, just finish off the fight bykilling Kil'ruk.
19. Learning the Fight↑top
Due to the very large number of abilities used against your raid, and dueto the fact that in any given lockout, you have no choice over the order inwhich the abilities are presented to you, we feel that you will have topatiently work on mastering each and every ability in the fight.
20. Concluding Remarks↑top
This concludes our raid guide for the Paragons of the Klaxxi. We hope youhave found it helpful. Please do not hesitate to post any feedback you may have on our forums.
21. Changelog↑top
- 03 Feb. 2013: Added Heroic mode strategy, and made a few edits tothe Normal mode strategy.
- 23 Oct. 2013: Updated Enrage Timer section (previously, it waslisting the Spoils of Pandaria enrage timer).
- 08 Oct. 2013: Added link to video guide.