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The trash in the Pits of Mannoroth, Kormrok's room, is very challenging and highlights some of the abilities that will be used in the Kormrok encounter. There are five packs of enemies:
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In the center of the room, Togdrov is surrounded by three casters - a Fel Extractor, Shadow Infuser, and a Fiery Enkindler
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Patrolling around the edge of the room is a Keen-Eyed Gronnstalker, an Armored Skullsmasher, and a Grim Ambusher
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Two Shadow Infusers are channeling spells on Sovokk at the Shadowy Pool
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Two Fiery Enkindlers are channeling spells on Morkronn at the Fiery Pool
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Four Fel Extractors are channeling spells on Kormrok at the Foul Pool - pulling them does not engage Kormrok
Since all of these trash mobs have difficult mechanics, players should be cautious and avoid pulling more than one pack at any time. It is best to wait for the patrolling Gronnstalker/Skullsmasher/Ambusher pack and pull them back to the entrance of the Pits of Mannoroth in order to kill them with little risk of pulling additional mobs. Next, pull the Togdrov pack in the center of the room, then Sovokk, then Morkronn, and finally the Fel Extractors near Kormrok.
Move away from Slag Traps
The Gronnstalker/Skullsmasher/Ambusher pack uses the following abilities:
Players should spread out to avoid excessive
Multi-Shot and
Slag Traps damage, and the tank who is tanking the Armored Skullsmasher can bait the
Charging Strikes by aiming
Mule Kick so that the tank will always be the farthest-away target to charge to.
Togdrov, Sovokk, and Morkronn have similar ability sets. These enemies will deal heavy melee damage to the tank and will use two abilities:
Smash and
Grasping Hands.
Smash is a simple raid-wide AoE that deals heavy damage;
Grasping Hands will target 3 players with a mechanic similar to the one used by Kormrok in the boss encounter.
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Upon completing the cast, three small ripples in the ground will travel to three randomly-chosen players
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When the ripples reach their destination, a large rune will form and a Grasping Hand will emerge immediately if there is still a player standing in that location
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These Grasping Hands damage any trapped players with
Crush, dealing moderate damage every three seconds for as long as the player is trapped.
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A player trapped in this manner can still cast, but cannot move
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Players must free trapped allies by killing the Grasping Hands quickly
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If a targeted player moves to avoid the ground ripple, a large red rune will appear on the ground where that player had been standing when the
Grasping Hand cast finished; any players walking into this rune will trigger a Grasping Hand to
Crush them
Agitate causes the nearby Runic Pool to splash
Note that players currently being
Crushed by a Grasping Hand are
not immune to ground-based sources of damage such as
Agitate or
Residual Shadows. It is important to free players quickly to prevent deaths to these unrelated mechanics.
Both Sovokk and Morkronn will target the tanks with additional abilities similar to those found in the Kormrok fight:
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Sovokk, who stands in the Shadow Energy pool, will cast
Swat on the current tank, just as Kormrok will when empowered by Shadow Energy
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Swat deals heavy damage and knocks the tank back a long distance; the tank will take additional
Impactdamage when landing
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Impact deals less damage the further the tank moves, so tanks should face Sovokk away from any nearby walls
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The other tank should taunt Sovokk when
Swat occurs
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Morkronn, who stands in the Explosive Energy pool, will cast
Localized Explosion on the current tank, similar to Kormrok's
Explosive Burst mechanic when empowered by Explosive Energy
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The affected tank is rooted in place and will explode after 10 seconds, dealing heavy fire damage to all raid members within 40 yards
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The off-tank should taunt Morkronn when this occurs, and drag Morkronn away from the rooted tank
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The rest of the raid should run away from the rooted tank until the explosion occurs
Spread out with Primal Energies
Additionally, Sovokk and Morkronn will both
Agitate the Runic Pools they are standing near, causing some of the energy to splash onto the ground and deal heavy damage to players who stand in the impact zone. Players should move away from the splash zone to avoid taking this damage.
Fel Extractors deal melee damage to tanks, and will periodically cast
Primal Energies on up to four players.
Move carefully with Residual Shadows
Shadow Infusers deal melee damage to tanks, and will periodically cast
Residual Shadows on a random player.
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Residual Shadows deals moderate Shadow damage every 3 seconds for 12 seconds
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Each time it ticks on the player, a pool of
Residual Shadows forms under the player's current location
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Standing in the pool will deal moderate Shadow damage every second
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Players affected by
Residual Shadows should run away from the raid to drop the first pool, and try to drop all subsequent pools nearby to take up less space
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Note that, although the affected player has an icon over their head resembling the Fear icon, the player is not actually feared; targeted players retain full control of their character
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Shadow Infusers cannot be conventionally interrupted during the
Residual Shadows channel, but stuns, incapacitates, knock-backs, and other similar effects will break the channel
Stack on Focused Fire
Fiery Enkindlers deal melee damage to tanks, and will periodically cast
Focused Fire on a random player.
Players should avoid stepping into the Runic Pools, as they are likely to inflict fatal damage before the player can escape their effects.