The Grasping Hands ability summons a small hand that will Grab and then Crush each player.
Grab deals a small burst of damage to each player and all targets within 4 yards
Once formed, the hands will Crush players, dealing moderate Nature damage, until the Grasping Hand is killed
Players cannot stack tightly for this ability without risking a raid wipe from Grab's splash damage
Instead, stack in small clumps of 4-5 players, each clump about 5 yards apart, and use damage-reduction cooldowns to mitigate the initial splash damage
This should allow AoE abilities to efficiently damage all the Hands
If Kormrok leaps to the Foul Pool, he will Empower this ability, transforming it to Dragging Hands.
Dragging Hands will summon a hand to Grab and Crush each player, dealing an initial burst of splash damage and increasing Nature damage over time
These Hands will also move towards the nearest energy pool
If the Hands are not destroyed by the time they reach the energy pool, players will take extremely heavy damage from entering the pool
As with Grasping Hands, players should stack up in small clumps before Dragging Hands is cast
The stack points should be far enough away from the pools to give players adequate time to damage the Hands before reaching the edge of a pool, but significantly closer to one pool so that the Hands all go in the same direction
Players are able to cast freely while the Dragging Hands are moving
While Kormrok is empowered by Foul Energy, he gains Foul Crush, which summons a Crushing Hand on the current tank.
This stuns and roots the tank in place, and deals ramping damage to the tank until the Crushing Hand is destroyed
Players should rapidly switch to the Crushing Hand to free their tank
The off-tank should taunt Kormrok as soon as the Crushing Hand has spawned
Once the Crushing Hand is destroyed, the affected tank gains Fel Touch, and should not tank the boss again until Fel Touch fades