Rounding up the week’s articles with the final four bosses in Siege of Orgrimmar, we’re taking a look at Thok, Siegecrafter, Paragons and the big bad himself, Garrosh. Once again, it’ll have the reasons why we’re fighting them, and my views of the fights on normal mode as a Moonkin, with suggested builds/glyphs and Symbiosis priorities. Without further ado, let’s get right into it!
Thok the Bloodthirsty
Why is he there?
When the Isle of Giants was discovered off the coast of Pandaria, teeming with primal devilsaurs, Garrosh sent men to capture some of the most fearsome specimens, hoping to subjugate them and use them as beasts of war. Countless orcish beastmasters have fallen to Thok’s jaws as they struggle to trap and cage him, yet the creature’s thirst for blood remains unslaked.
Following on from the Spoils of Pandaria, further down the hallway we find the beasts of Pandaria that Garrosh has taken from his campaign. We know that Garrosh has a tendency to use fearsome creatures in his battles, with Proto-Drakes and Magnataur taken from Northrend as a previous example – I’m actually surprised at the lack of Magnataur in SoO in all honesty. However, from Pandaria we see yetis, pterrordax, bats, and most importantly a particularly large Devilsaur who has his eyes set to bloodthirst. It is a very “Garrosh” style weapon, knowing his history with unique tactics, and I personally quite like the touch.
Interrupt. Interrupt. Interrupt. Interrupt… This isn’t the most enjoyable fight ever as a caster, it has to be said. Having to time your casts so that you don’t chain-lock yourself out of DPSing each time, until you have to give in and just hope for instant casts… I guess I can’t complain – melee get plenty of fights where they have downtime for whatever reason, it’s good to give them a fight friendly to them once in a while. But it’s certainly weird to go from a near-decade old mantra of Always Be Casting, to having to keep to a strictly-timed rotation. And I’m still terrible at it! Mind you, I’ve healed this fight a couple of times, and BoP-Tranq is certainly very viable for boosting a Resto Druid’s numbers. Phase 2 works well for us Moonkins, with the ability to kite the dinosaur at quite high stacks if required, and multi-dotting fun in the start of the phase.
But in the point of view of an oversized chicken, you’re going for a build similar to this one. Predominantly single-target, this build is also the best way to combat the high frequency of interrupts. Feline Swiftness or Displacer Beast are the strong t1 talents, with DB being good for emergency escapes, though FS will be better once you get used to the encounter and your raid’s kiting paths – just be aware of where you’re blinking if you’re kiting, you don’t want to Chomp a raider or two because you just faced the dinosaur in their direction! Ysera’s Gift is very strong in this fight, with constant raid damage going out throughout, the smart heal is small but welcome over the course of the fight. T3/5 are largely useless in this encounter, you’ll only really be casting them in conjunction with the Glyph of Omens to progress your eclipse if you really can’t get any casts out. And the standard single-target talents of Force of Nature and Heart of the Wild make another appearance again – though this time Force of Nature can continue casting during the interruptions, making it vastly superior to the other talents in the tier, and Heart of the Wild can give your healers a burst with either Unending Resolve or Hand of Protection and Tranq to avoid the interrupts, and you can also use the cooldown to Mooncat part of the fight to continue pumping out some form of DPS (though of course, don’t forget to re-dot and use up Starsurge procs to avoid energy starving too much). Symbiosis targets are switched around for this fight, with Warlocks being the most preferred for interrupt protection on Unending Resolve, followed by the standard Rogue>DK>everyone else.
Why is he there?
Helix Blackfuse was the only goblin with the combination of engineering prowess, professionalism and ruthlessness to satisfy Garrosh in his search for the engineer of the True Horde. His love for his creations (and for the gold they fetch) blinds him to the fate that his fellow goblins are likely to face should Garrosh’s plans come to fruition.
With another throwback to Ulduar, after having Titanic Watchers help us defeat the power of an Old God, we see a fight similar in backstory to Mimiron. Here we have another brilliant inventor creating machines that have to be dealt with in the encounter. For Siegecrafter however, we have to interrupt the creation process by going onto a conveyor belt and destroying different parts of creating these siege engines. Some people may notice that the parts being used on the belt are different sections of the Iron Juggernaut – so essentially we’re preventing the creation of multiple Iron Juggernauts by completing this encounter.
If you can, beg your raid leader to not be put on the belt team, or in worst-case scenario be in the second team. Your opening burst as a Moonkin is paramount to the flow for the rest of encounters – while it is possible to recover from not having any procs with your cooldowns, you’re going to be spending very little time before you’re back on the belt again. It’s a movement-intensive encounter, and I really feel for those Moonkins that have to waste Heroism, trinket procs, meta procs, etc on waiting for Disassembled Crawlers Mines to come out of the Assembly Line’s tunnel.
I actually forgot to test this week, but Wild Charge might be the best t1 talent to go for on Blackfuse if you’re assigned to the conveyor belt, to avoid having to jump in pipes or potentially falling to your death – I know that Engi Glider works, and our WW Monk can Flying Serpent Kick off of the belt without much issues, but I’m going to need to test Wild Charge to see if we can effectively disengage off the belt. In the meantime, I will say that the best t1 talent to go for is Wild Charge, purely for that theory. The rest of the build should look similar to this, though the fight might fare better for DoC instead of Heart of the Wild (maybe with overgearing we might be able to prepare for soloing the belt with it) – Nature’s Vigil is also fairly solid for belt duty, it’s really down to personal preference for this tier. There’s no real unavoidable nuking damage for Renewal or Cenarion Ward to be that useful, so YG is the best t2 option, and t3/5 are again largely useless if you go for killing the Disassembled Crawler Mines each time. If you keep them alive, then Typhoon/Ursol’s Vortex and going to be the best way to keep the Mines away if you find your raid slacking on taking them down. Symbiosis for this fight is largely for physical-based damage, though the magnets are constant nature damage too, so I’d say DK>Warlock>Rogue>Rest for Symbi prio’s.
Paragons of the Klaxxi
Why are they there?
The nine surviving Klaxxi’va Paragons are ancient champions of the mantid who fought alongside the Wakener against the madness of Empress Shek’zeer. But the paragons, as do all mantid, hold a far deeper loyalty. When Garrosh unearthed the heart of Y’Shaarj, the paragons followed the whispers of their ancient creator to the iron halls beneath Orgrimmar.
Wait, what? Aren’t some of us at least honored, if not exalted with these guys? Why are they now suddenly our enemies? Those that finished the Klaxxi reputation and questline may have noticed in the final lore event that the Klaxxi are still at the end of the day allied with the Old Gods. They go as far as to condemn the Titans, and say that if push comes to shove and their God was reborn, they would side once again with Y’Shaarj and hope that we would join them, or we’d fall beneath their might. So Garrosh has taken the heart of Y’Shaarj beneath Orgrimmar, and the Paragons have followed the whispers of their ancient master. Seeing Garrosh able to benefit instead of succumb to the whispers of the Old God, they now bow to this new prophet, and become the penultimate encounter in the final downfall of Hellscream.
Despite the original plan of the order of the Paragons changing each week, it would seem that Blizzard have backtracked on their dungeon journal for now and we have the same order each week. Considering each Paragon don’t really have that many abilities to keep an eye on and they’re easy to overcome and beat, it means that the fight becomes a little underwhelming fairly quickly. Don’t get me wrong, each Paragon has 3-4 abilities to keep track of, and with 9 Paragons that means around 30 things to keep an eye on in the entire fight… But because of how short each Paragon is up, it’s really not that difficult.
The spec you pick for this fight may depend on the order of Paragons your guild ends up killing, but for ours I’ve gone for this build. Once again, your important damage will be going to the kill-target Paragon, considering the other two still standing will go back to 100% health once the third dies, so recommendation of FoN/HotW is going to be the most beneficial I feel. Displacer Beast will help with positioning of the Aim from Swarmkeeper – and if you get targeted yourself you can blink toward your raid if you find yourself in a bad position (just make sure to warn the raid first) as well as other benefits such as moving out of Amber quicker, positioning to kill the kunchong, etc. Faerie Swarm and Mighty Bash are both solid options for snaring and stunning the bloods that heal the Paragons up, especially as they can’t be knocked back by Typhoon/Ursol’s. For Symbiosis, I’m not sure on how much Cloak can cheese, as we don’t currently raid with one so I can’t test (QQ), but I’d say DK>Warlock>Rogue>Paladin>Warrior>Rest.
Why is he there?
Garrosh, son of Grom, first laid eyes upon Azeroth when Thrall, who saw in him the potential for greatness, plucked him from the fields of Nagrand to spearhead the Horde’s Northrend campaign. Garrosh too sees greatness as his destiny, and his actions have brought the armies of the world crashing down upon Orgrimmar for a final reckoning that Garrosh himself awaits with brutal relish.
If I need to expand on why Garrosh is a boss in Siege of Orgrimmar… I don’t even want to know… One thing I would like to say is that I am extremely glad that we didn’t actually kill him, or that Thrall/Varian ended up taking the killing blow. Having him stand trial denies the lifestyle an orc Warrior desires – victory or death. He has had both of those taken away from him with the trial in Pandaria, and it will be interesting to see what 5.5 onwards will bring for the son of Grom. Or it will satiate the rant I had in an earlier article of how WoW continues to kill off its villains – will we see Garrosh as the first big bad that returns once again in the future?
Moonkins suck at this fight. Well, mine does – phase 1 I get the chump’s duty of killing an engineer, knocking back adds into the other iron star, re-dotting up Garrosh, the Shaman and the new weapon, before killing off another engineer to repeat the process again. Did I mention earlier at how our early burst dictates the flow of a fight? Well, I do get around 15-20secs before moving over to do my duty, but generally phase 1 has a lot of travelling time. Fortunately, this fight is excellent for the utility that Moonkins can provide. Despite looking bad on meters, this is actually one of my favourite fights this expansion for normal modes – and we’ve had an expansion full of interesting mechanics, great storylines for each of the bosses, and excellent atmosphere surrounding us as we slaughter pixels for shinies.
For this fight, we’re not looking at too much of a change to our talent build. Displacer Beast wins out yet again, not just in phase 1 for getting to the Engineers asap, but also for getting out of Desecrated Weapons asap for the rest of the fight. I picked Cenarion Ward primarily for the transition phases, to help healers after each annihilation, though Whirling Corruption is also a great time to use it, especially when it’s empowered and you’re naturally a bit more spread from your healers. Typhoon makes a comeback for this fight, primarily for phase 1 to knock the adds into the Iron Star, though a little bit again on the Empowered Whirling Corruption for knocking away any Sha that might be buffed and wanting to eat faces. Disorienting Roar comes out best for this fight from phase 2, where MC targets can be ghetto-interrupted as a last resort. Do note that Empowered MCs do need the hard interrupt/silence, where Solar Beam will take precendence for interrupts. Either way, neither of the other two fare better. The important damage here (for my raid team at least, we have excellent AoE other than me) would be on single-targeting Garrosh, with throwing out multi-dots on weapons where applicable, so HotW and FoN once again I feel are the stronger options for this fight. Symbiosis targets will be DK>Rogue>Warlock>Paladin>Rest.
And that’s that for this week’s articles! I know it was long and boring, and very class (spec) oriented, but these are my points of view for how I’ve seen each of the fights in Siege of Orgrimmar normal modes. We’re now 5/14 heroic in <OMFG Kittens> so hopefully my review of the heroic modes should trickle out slowly over the upcoming weeks. In other news, BlizzCon is 2 weeks away! I’ll likely try to add as much WoW information as I can onto this blog as things get announced. I’m a poor English player that can’t afford to go to BlizzCon itself, but I’ll be watching in a very comfy seat with my virtual ticket from the evening until late into the night, updating where and when possible about things I might find interesting.
Hope you guys have a good weekend, and I should hopefully see you guys on Monday!
- SotR: Garrosh is Dead! (awaitingthemuse.wordpress.com)
- Know Your Lore: The fate of Garrosh Hellscream (wow.joystiq.com)
- Garrosh Hellscream still wins, kind of. (typhoonandrew.wordpress.com)
- Know Your Lore: A brief summary of the Pandaria campaign (wow.joystiq.com)