Every expansion of World of Warcraft has had a crew of world bosses wandering its uninstanced zones for adventurers to vanquish and wrest valuable loot from. The War Within expansion is no different. Across the lands of Khaz Algar, four world bosses wander, awaiting the challenge of a good raid of adventurers.
Within each of the main zones of the expansion, one world boss lurks, each thematically suited to the zone they are found in. Should you seek out the treasures and renown that they hoard, you must unify with other adventurers, lest you be smashed beneath them.
The subcontinent of Khaz Algar is home to four world bosses, that is, raid bosses that exist in the open world, and can be killed once a week for raid-finder level rewards. Additionally, like in past World of Warcraft expansions, only one of these world bosses is active every week.
Each of the four leveling zones of the region houses the lair of a world boss, with the combinations being:
Residing south of the earthen capital of Dornogal in the central plains of the Isle of Dorn, Kordac, the Dormant Protector, is an immense titanic construct that has been forced into inactivity and obscurity. Reactivated by the arrival of potentially dangerous outsiders, it is up to these same outsiders to either put it down or return it to its original directive.
Should you and your allies wish to stand up to Kordac, the encounter with this colossus is fortunately straightforward and simple.
Kordac's abilities include arcane Overcharged Lasers, Titanic Impact ground pounding, and Suppression Bursts.
When Overcharged Lasers are used, Overcharged Earth and Empowering Coalescences are left behind, damaging those that stand in them and empowering players who pick them up, respectively.
Kordac's Titanic Impact targets the ground in front of it, punishing those caught in the way with physical and arcane damage, and throwing them into the air. Tanks should turn Kordac away from the rest of the raid when this is happening.
When the colossus uses Suppression Burst, random players are imbued with arcane energy that explodes and silences them and those around them after five seconds. If you are afflicted with Suppression Burst, make sure you are well away from any allies until it explodes.
Additionally, Kordac gains Energy as the fight progresses, and upon reaching 100 Energy, it will unleash Arcane Bombardment on the battlefield, greatly damaging anyone caught in the blasts.
A twisted collection of skardyn remnants, the Aggregation of Horrors is the world boss of the Ringing Deeps, where skardyn have recently run rampant and become a menace to the earthen living there. This monster haunts an isle in a lake at the southern end of the Ringing Deeps.
Should you wish to vanquish it, you will have to summon it from below the earth, by escorting some goblin shredders to the isle it haunts.
With the powers of both the earth and the void at its command, the Aggregation of Horrors' abilities involve slamming the ground, throwing crystals, and summoning lesser skardyn.
Its Crystalline Barrage is important to watch out for, as the Aggregation throws out huge chunks of dark crystals to inflict major shadow damage on those they hit.
When the Aggregation performs Dark Awakening, it smashes the ground for massive damage and the shards the impact creates summon Fractured Skardyn, adds that damage dealers need to take care of. Tanks should additionally make sure the Aggregation is facing away from other players when this happens.
Voidquake is another one of its abilities that it uses to smash the ground to deal damage. Be sure to stay out of the way of its effect area.
Crystal Strike is a dangerous ability it uses that inflicts lethal force on tanks.
If a player is not within melee range of the Aggregation, it will use Annihilation Barrage, an apocalyptic skill that can easily wipe the raid assaulting the monster. Because of this, healers should pay close attention to the tanks' health bars, especially during Crystal Strike, as the tanks' deaths could spell disaster for any melee damage dealers.
An undead mess of drowned flesh and kelp, Shurrai, Atrocity of the Undersea roams an island on Hallowfall's northern coast. This abomination was summoned onto land by the local kobyss invaders from the Undersea, and challenges the Arathi to push it back into the deeps merely by existing.
Shurrai attacks with necrotic and watery abilities, even summoning the reanimated corpses of Drowned Arathi to attack its enemies.
Abyssal Strike is how Shurrai mainly strikes out against tanks, damaging them and inflicting a heal absorb to them.
This abomination also uses Briny Vomit and Dark Tide to lash out against its attackers with AOE frost damage. Make sure to stay out of their areas of effect.
While casting Regurgitate Souls, a Shroud of the Drowned surrounds Shurrai, protecting it as it spews plague damage onto its enemies and summoning Drowned Arathi adds for every hit it makes. These Drowned Arathi zombies enact Ocean's Reckoning upon dying, dealing plague damage to players and Shurrai alike.
Damage dealers need to focus on the Drowned Arathi when Shroud of the Drowned is up, and make sure to stay out of the range of Ocean's Reckoning once they are killed.
One of the mysterious deepwalkers of Khaz Algar's depths; Orta, the Broken Mountain is a legendary and formidable giant. Disturbed and roused to violence by the local nerubians' use of the Old Gods' Black Blood, he awaits an army to put him out of his misery at the Old Sacrificial Pit of Azj-Kahet's City of Threads.
Orta has an arsenal of brutal attacks at its disposal, with them all affecting the battlefield in some way.
His Tectonic Roar deals massive sonic damage to the raid group, and pushes them away from him. Make sure you are away from the edge of Orta's arena so you don't get pushed off of it to your death.
His Colossal Slam deals nature damage to those directly in front of him, and sends those caught up in it high into the air. Tanks should make sure to turn him away from the rest of the raid when they see this coming.
He can also inscribe Rupturing Runes into the ground, which activate upon contact with players, dealing fire damage and stunning them. Keep an eye out on the ground and stay away from these runes.
Orta will also use Mountain's Grasp to grab players, who, while in his clutches, will be silenced and unable to escape until he tosses them away with Discard Weaklings. Healers should focus on the player caught in his clutches, in order to keep them alive during this ability.
The above is the detailed content of World Of Warcraft: The War Within - Khaz Algar World Boss Guide. For more information, please follow other related articles on the PHP Chinese website!