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{{Hellfire Citadel}} |
{{Hellfire Citadel}} |
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'''Warbringer O'mrogg''' is a two-headed [[Ogre]]. He is the second boss in [[The Shattered Halls]] wing of the [[Hellfire Citadel]] [[instance]]. [http://www.ampwow.com/wow/viewNewCreatures/16809-Warbringer+O'mrogg.php!default=map Map Location] |
'''Warbringer O'mrogg''' is a two-headed [[Ogre]]. He is the second boss in [[The Shattered Halls]] wing of the [[Hellfire Citadel]] [[instance]]. [http://www.ampwow.com/wow/viewNewCreatures/16809-Warbringer+O'mrogg.php!default=map Map Location] |
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== Abilities == |
== Abilities == |
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− | * This boss is a two |
+ | * This boss is a two-headed ogre. |
* He is '''immune to taunt and growl.''' |
* He is '''immune to taunt and growl.''' |
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* He has an AoE fear ability. |
* He has an AoE fear ability. |
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− | * He has 2 aggro lists |
+ | * He has 2 aggro lists, one for each head. When he shouts in different voices, he'll change to target the person highest on the respective list. (Edit: Disputed whether the mechanic is truly 2 lists or just a random aggro dump. See below.) |
* See last comment on aggro list. He does an agro reduction. If a ranged dps stays between 100-130% threat they will not pull agro and he will never leave the MT unless someone else passes the MT in threat. |
* See last comment on aggro list. He does an agro reduction. If a ranged dps stays between 100-130% threat they will not pull agro and he will never leave the MT unless someone else passes the MT in threat. |
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* Thunderclap: Inflicts 938 to 1062 Nature damage to nearby enemies, reducing their attack speed by 35% and slowing their movement by 35% for 10 sec (can be dispelled). |
* Thunderclap: Inflicts 938 to 1062 Nature damage to nearby enemies, reducing their attack speed by 35% and slowing their movement by 35% for 10 sec (can be dispelled). |
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*O'mrogg has two heads. They both aggro different people randomly after an emote. A solution is to just heal whoever is his current target and burn him down as quickly as you can. Two healers appears to be crucial for this strategy to work, as inevitably one of them will be his target. In order to mitigate damage to healers after head switch, some warriors save their disarm for that moment, making his DPS almost nothing for a few seconds. |
*O'mrogg has two heads. They both aggro different people randomly after an emote. A solution is to just heal whoever is his current target and burn him down as quickly as you can. Two healers appears to be crucial for this strategy to work, as inevitably one of them will be his target. In order to mitigate damage to healers after head switch, some warriors save their disarm for that moment, making his DPS almost nothing for a few seconds. |
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− | *Although he cannot be taunted, high agro moves will pull him off his target. Warriors can stack |
+ | *Although he cannot be taunted, high agro moves will pull him off his target. Warriors can stack Sunder Armor, druid bears can use Lacerate. Druid moonkin can easily pull him off a healer with a large Starfire crit and given their high armor can take the abuse from him long enough to either wait for him change targets or let the tank re-establish agro. |
*His melee damage is not significant, 700-900 against plate wearers or bear druids. |
*His melee damage is not significant, 700-900 against plate wearers or bear druids. |
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− | *He will periodically AoE fear. Tremor |
+ | *He will periodically AoE fear. Tremor Totems, Fear Ward, or Will of the Forsaken, are all helpful. "Stance dancing" is rather difficult, as it does not appear that his fear is timed or announced. He will temporarily shift focus to anyone not feared, so if you do not have a method of making the tank immune to fear, it may be wise to make sure everyone is in range to be feared. |
*He will periodically thunderclap. This will cause 900-1000 nature damage to all targets within range. At level 70 this amount of damage is really not significant, but the slowing effect needs to be removed from melee if possible so that they can continue to DPS, and be able to get out of range of his blast wave. |
*He will periodically thunderclap. This will cause 900-1000 nature damage to all targets within range. At level 70 this amount of damage is really not significant, but the slowing effect needs to be removed from melee if possible so that they can continue to DPS, and be able to get out of range of his blast wave. |
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− | *His highest burst damage output is from his Burning Weapon and Blast Wave combination. When his weapon glows red, it will hit the target as fire damage for up to 1000. Immediately following, he will strike the target and AoE Blast Wave for up to 3200 fire damage. Usually after he does a |
+ | *His highest burst damage output is from his Burning Weapon and Blast Wave combination. When his weapon glows red, it will hit the target as fire damage for up to 1000. Immediately following, he will strike the target and AoE Blast Wave for up to 3200 fire damage. Usually after he does a Blast Wave he will do another after only a few seconds. Fire protection potions, fire resist totem, Gift of the Wild, or fire resist gear are all helpful. |
*Tank him in the middle of the arena that he starts in. Be care of the guards in the hallway nearby, and the possible assassin near the far edge of the arena. You can typically clear this assassin from the outer edge, prior to engaging O'mrogg. |
*Tank him in the middle of the arena that he starts in. Be care of the guards in the hallway nearby, and the possible assassin near the far edge of the arena. You can typically clear this assassin from the outer edge, prior to engaging O'mrogg. |
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*Wiping on him on heroic mode (2.0.10 patch) causes him to become bugged - his weapon is permanently red and he uses his Burning Weapon attack with every melee attack dealing about 5k damage to his target, making Warbringer O'mrogg almost impossible to kill. Only way to fix this issue is with a soft instance reset. |
*Wiping on him on heroic mode (2.0.10 patch) causes him to become bugged - his weapon is permanently red and he uses his Burning Weapon attack with every melee attack dealing about 5k damage to his target, making Warbringer O'mrogg almost impossible to kill. Only way to fix this issue is with a soft instance reset. |
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− | *Agro Mechanics * - We found that he does an agro reduction on the top person on the threat list. What this means: Have your tank at 100% threat, have a ranged DPS staying between 110-130% threat. When the agro reduction occurs to the ranged DPS the MT will still get agro since they are right under the DPS person. We did this on heroic last night and |
+ | *Agro Mechanics * - We found that he does an agro reduction on the top person on the threat list. What this means: Have your tank at 100% threat, have a ranged DPS staying between 110-130% threat. When the agro reduction occurs to the ranged DPS the MT will still get agro since they are right under the DPS person. We did this on heroic last night and oneshot him easier than I have ever done it before. This fight is so much easier doing this. |
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==Quotes== |
==Quotes== |
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*Left head: If you nice me let you live. |
*Left head: If you nice me let you live. |
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*Right head: No, we will NOT let you live. |
*Right head: No, we will NOT let you live. |
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*Left head: Me hungry! |
*Left head: Me hungry! |
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*Right head: You always hungry. That why we so fat! |
*Right head: You always hungry. That why we so fat! |
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When charging someone: |
When charging someone: |
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*Left head: This one die easy! |
*Left head: This one die easy! |
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*Right head: That's because I do all the hard work! |
*Right head: That's because I do all the hard work! |
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When defeated: |
When defeated: |
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*Right head: I...hate...you! |
*Right head: I...hate...you! |
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{{elinks-NPC|16809|tb=1057094}} |
{{elinks-NPC|16809|tb=1057094}} |
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Revision as of 16:34, 14 May 2007
Template:Hellfire Citadel
Warbringer O'mrogg is a two-headed Ogre. He is the second boss in The Shattered Halls wing of the Hellfire Citadel instance. Map Location
Abilities
- This boss is a two-headed ogre.
- He is immune to taunt and growl.
- He has an AoE fear ability.
- He has 2 aggro lists, one for each head. When he shouts in different voices, he'll change to target the person highest on the respective list. (Edit: Disputed whether the mechanic is truly 2 lists or just a random aggro dump. See below.)
- See last comment on aggro list. He does an agro reduction. If a ranged dps stays between 100-130% threat they will not pull agro and he will never leave the MT unless someone else passes the MT in threat.
- Thunderclap: Inflicts 938 to 1062 Nature damage to nearby enemies, reducing their attack speed by 35% and slowing their movement by 35% for 10 sec (can be dispelled).
- Burning Weapon/Blast Wave: When Warbringer O'mrogg's weapon starts burning, he hits for 1k fire damage in melee, then he will cast 2 consecutive Blast Waves (each of them deals around 2.5k-3.2k damage). This also has a debuff to movement speed.
- The debuffs can be cleansed and dispelled.
Strategy
- O'mrogg has two heads. They both aggro different people randomly after an emote. A solution is to just heal whoever is his current target and burn him down as quickly as you can. Two healers appears to be crucial for this strategy to work, as inevitably one of them will be his target. In order to mitigate damage to healers after head switch, some warriors save their disarm for that moment, making his DPS almost nothing for a few seconds.
- Although he cannot be taunted, high agro moves will pull him off his target. Warriors can stack Sunder Armor, druid bears can use Lacerate. Druid moonkin can easily pull him off a healer with a large Starfire crit and given their high armor can take the abuse from him long enough to either wait for him change targets or let the tank re-establish agro.
- His melee damage is not significant, 700-900 against plate wearers or bear druids.
- He will periodically AoE fear. Tremor Totems, Fear Ward, or Will of the Forsaken, are all helpful. "Stance dancing" is rather difficult, as it does not appear that his fear is timed or announced. He will temporarily shift focus to anyone not feared, so if you do not have a method of making the tank immune to fear, it may be wise to make sure everyone is in range to be feared.
- He will periodically thunderclap. This will cause 900-1000 nature damage to all targets within range. At level 70 this amount of damage is really not significant, but the slowing effect needs to be removed from melee if possible so that they can continue to DPS, and be able to get out of range of his blast wave.
- His highest burst damage output is from his Burning Weapon and Blast Wave combination. When his weapon glows red, it will hit the target as fire damage for up to 1000. Immediately following, he will strike the target and AoE Blast Wave for up to 3200 fire damage. Usually after he does a Blast Wave he will do another after only a few seconds. Fire protection potions, fire resist totem, Gift of the Wild, or fire resist gear are all helpful.
- Tank him in the middle of the arena that he starts in. Be care of the guards in the hallway nearby, and the possible assassin near the far edge of the arena. You can typically clear this assassin from the outer edge, prior to engaging O'mrogg.
- Wiping on him on heroic mode (2.0.10 patch) causes him to become bugged - his weapon is permanently red and he uses his Burning Weapon attack with every melee attack dealing about 5k damage to his target, making Warbringer O'mrogg almost impossible to kill. Only way to fix this issue is with a soft instance reset.
- Agro Mechanics * - We found that he does an agro reduction on the top person on the threat list. What this means: Have your tank at 100% threat, have a ranged DPS staying between 110-130% threat. When the agro reduction occurs to the ranged DPS the MT will still get agro since they are right under the DPS person. We did this on heroic last night and oneshot him easier than I have ever done it before. This fight is so much easier doing this.
Quotes
O'mogg's heads talk during the whole fight with each other:
When engaged:
- Left head: If you nice me let you live.
- Right head: No, we will NOT let you live.
or
- Left head: Me hungry!
- Right head: You always hungry. That why we so fat!
When charging someone:
- Left head: You stay here. Me go kill someone else!
- Right head: That's not funny!
- Left head: Ha ha ha.
or
- Left head: Me not like this one...
- Right head: Hey, you numbskull!
- Left head: We kill his friend!
When killing a player:
- Right head: I'm tired. You kill next one!
or
- Left head: This one die easy!
- Right head: That's because I do all the hard work!
When defeated:
- Left head: This all...your fault!
- Right head: I...hate...you!
Loot
SourceThis item drops from Warbringer O'mrogg in The Shattered Halls. Patch changes
External links |
SourceThis item drops from Warbringer O'mrogg in The Shattered Halls. Trivia
ImagesPatch changes
See alsoExternal links |
Skyfire Hawk-Bow drops from Warbringer O'mrogg in the Shattered Halls. Patch changes
See also
External links |
This is part of the Tidefury Raiment set, the Dungeon Set 3 armor set for Shamans. SourceTidefury Shoulderguards drop from Warbringer O'mrogg in The Shattered Halls. Patch changes
External links |
SourceThis item drops from Warbringer O'mrogg in The Shattered Halls. ImagesPatch changes
See alsoExternal links |
Badges of Justice, frequently also called Heroic tokens, are a reward which drops from boss kills in Burning Crusade heroic and raid instances. They can be spent at special vendors to buy epic quality gear. SourceIn heroic mode dungeons, all bosses drop one badge of justice each. In raid instances, all bosses usually drop two, the first boss of a raid instance may drop only one and the end boss in some cases drops three. When a boss drops badges, every member of the party can loot them. Beyond boss drops, badges can be obtained as quest reward. The Burning Crusade daily heroic quests are the most notable example, the [Shattered Sun Supplies] may contain a badge as well, and a few other quests (particularly into Zul'Aman) also have badges of justice as quest reward. SpendingThere are several vendors who offer equipment for Badges of Justice. The badges in fact resemble a Blizzard-implemented DKP system. The gear selection offers a complete set of items for group PvE for all classes and builds, ranging from Kara-level quality up to items surpassing even Black Temple drops (still characters only equipped in heroic gear are good enough to enter MH/BT, not more). The badges of justice can be spent at the following special vendors:
See Badge of Justice rewards for a complete list of rewards. Badges by instanceThe following is a list of instances that have bosses which drop one or more Badge of Justice. The best place to farm badges is Karazhan, and the fastest method to get them with a group of five is the Mechanar. The number of badges received assumes a full clear of each instance, the only exceptions being Mana-Tombs which requires a player with the item Eye of Haramad or [Shaffar's Stasis Chamber Key] to summon Yor in order to receive the fourth badge, Sethekk Halls which requires a druid with the ability to summon Anzu in order to receive the third badge, and Shattered Halls which gives a fifth badge if you kill the Shattered Hand Executioner before he kills any prisoners.
Patch changes
External links |