Wowpedia

We have moved to Warcraft Wiki. Click here for information and the new URL.

READ MORE

Wowpedia
Register
mNo edit summary
Line 43: Line 43:
 
Also, note that the reason for our going a different path was the lack of a mage - the group's spellcaster is a warlock.
 
Also, note that the reason for our going a different path was the lack of a mage - the group's spellcaster is a warlock.
   
[[Category:Humanoids]]
+
[[Category:Instance Characters]]
 
[[Category:Bosses]]
 
[[Category:Bosses]]
 
[[Category:Ogres]]
 
[[Category:Ogres]]

Revision as of 09:07, 22 August 2006

Kormok is one of 4 random bosses that must be killed in order to receive the left or right piece of Inv jewelry necklace 27 [Lord Valthalak's Amulet] for the Dungeon 2 armor set upgrade questline. He is an ogre necromancer that can be summoned in Ras Frostwhisper's room in Scholomance by using the Brazier of Beckoning, but be warned he is tougher than he looks.

Loot of note

  • Template:Lrare
Lvl 57 207 AC, +24 Sta, +15 Int, 1/8 Ironweave Battlesuit set.
Lvl 57 main-hand sword, 42-80 damage, 40.7 dps, 1.50 speed, +4 stam, +1% spell crit
Lvl 58 finger unique, +6 int, +5 sta, +1% crit, +3 mana/5 sec
Lvl 57 finger unique, +7 str, +12 sta, +7 def
Lvl 57 mace - 2 hand, 89-143 damage, 53.1 dps, 2.10 speed, +15 int, +13 sta, +27 to damage & healing spells

Strategy

Other than hitting for a respectable amount of damage and throwing off an occassional shadowbolt volley that hits for moderate damage, Kormok can be looked at as an upgraded Scholomance Dark Summoner fight.


His skills include:

  • Mass-summoning mobs of skeletons (non-elite)
  • Shadowbolt Volley
  • Bone Shield (dispellable)


The trick here lies in maintaining proper crowd control and AoE. Frostnova, paladin Consecrate, Inv potion 75 [Stratholme Holy Water] and Challenging Shout etc are all excellent ways to keep the mobs off of casters while the melee does its thing. 3-4 arcane explosions will also take care of a wave of skeletons. Depending on how your group is built you may want to alternate CC'ing the adds with DPS'ing them down in order to make things more manageable for the healer(s).


He will summon waves of 4 Skeletal warriors every 10-15 seconds. They are non-elite with 1500 life and will go down easy to AOE. At 50% and 25% of life he will summon 2 lvl 60 elite Skeletal Mages. They will focus fire on healer immidiatly. They also will cast a Fire AOE spell centered on themselfs every 5 seconds. They key to the fight is to switch DPS and kill mages as soon as they spawn. If DPS on Kormok continues, its possible to have 4 of them spawned at same time.


Kormok's Bone Shield should be dispelled whenever it's up as it will absorb damage and reflect a lot of shadow damage to your melee attackers. He starts the battle with it on and will recast it periodically throughout the fight.


Alternate strategy

After a few tries in which we went mainly for dps on the spawns, we arrived at the conclusion that all spawns are time based, not % based. We then proceeded to ignore the spawns and dps the boss down with all cooldowns and a 2h recklessness bomb by our warrior. He has about 25k health, and goes down faster than you can say "weakling". He also hits like a kitten (800 on cloth, about 400 on a zerking warrior). Ignore the spawns wasn't quite what happened, as we wanted the priest to be able to do (surprise!) DPS, as such, the warrior and the rogue each used a stratholme holy water on the skeletons after the second spawn wave aggroed on the priest. This is enough to kill both waves, and his shield can take the rest of the punishment. We're mostly high-end blue geared, friends group, definitely not lvl 58's with greens. Your mileage may vary. The recklessness bomb is highly recommended. Also, note that the reason for our going a different path was the lack of a mage - the group's spellcaster is a warlock.