I have to say – killing Kil’Jaeden takes precision to the umpteenth degree. It isn’t a tank-and-spank like other encounters in the game. I’d actually like to thank Blizzard for that fight, it was exciting and challenging enough to make us feel like we had accomplished something.
Kil-Jaeden is tanked by a ranged class – we’ve used warlocks, mages, and boomkins to tank him. The reason for this is that he has a knockback effect in melee range.
In phase zero, before the boss comes up, you have to kill his Hands of the Decievers, who cast shadowbolts at anyone within 30 yards. [So only casters can kill these guys.]
In phase one, Kil’Jaeden appears. He casts about 4 different spells – one that slows the raid group, a mind flay on the tank, fire bloom [cast on 3–4 players and you have to stay away from raid members or you will kill them], and Darkness, that does 50,000 damage to every player. Not only this, but there are obs that float around his head that shoot 5–6 shadowbolts every .5 seconds at random raid members. And there is a spell that causes a player to be replicated x5 – you have to kill the replications because they are like mc’d versions of that player.
Around the room are 4 orbs… and Kalecgos, the dragon of the Blue Dragonflight, is flying around above the castle. He occasionally possesses an orb, and you have to get a player over to that orb to click on it. When they do, they turn into a blue dragon, and they have several abilities they can do. They have a haste breath, that counters the slow spell KJ casts, they have a Rejuv breath, that regens hp/mana, and they also have a shield to protect players from the Darkness [50k damage].
During phase two and three, KJ starts casting Armageddons on different players. Armageddons are meteors that fall from above, and cause about 4k-6k damage. You can see when an Armageddon will hit you because you have fire blowing out from under your feet [like a warlocks Hellfire].
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So as a DPS player, this is how the fight goes.
The tanks run in and grab aggro on the Hands of the Decievers. You run in, and stay more than 30yards from the tanks so you don’t get shadowbolted to death. Dying to shadowbolts in this phase is fail on your part.
KJ pops up out of the ground. You spread out from everyone else by about 8 yards. You are spreading out so that if you get fire bloomed, you don’t kill your neighbors. Your main goal is to take out ORBS [floating around KJ’s head, shooting shadowbolts that do 2k each hit]. After ORBS, REFLECTIONS have the next highest priority. Depending on the class that has been cloned, you aoe/single target. Priests and mages suck.
Every so often KJ will cast Darkness[ 50k damage to each player], and to protect you from this, someone is playing the dragon and casts a shield. you have to get under the shield in time, without damaging other players with fire bloom, to avoid a wipe.
This gets more interesting and faster-paced once the Armageddons start coming down – not only do you have to give your neighbors space for the fire blooms, but you have to move in time to avoid the Armageddons. And when the Darkness comes, you are maneuvering with fire blooms and Armageddons, and trying to get clumped up under the shield. Fun, right?
If you stay alive, he dies! Yay!