Fight that alternates between 2 phases. The fight unfolds in that order: P1 - P2 - P1 - P2 - P1
In P1 you fight the boss near elemental altars. He gets specific abilities based on the altar he's closest to. You should visit 2 different altars each P1.
The longer you stay at an altar, the more damages the raid takes while that altar is active, so you should not revisit them.
At 100 energy, Kurog becomes immune and P2 starts. 2 adds spawn based on the altars you visited in the previous P1. Once they're dead, P2 ends.
After the second P2, one last P1 starts. Finish Kurog before he enrages and kills you.
When Kurog enters an altar, he applies a stacking vulnerability to the raid for 20s. Let it fade before switching altars.
Kurog gains a new ability at each altar.
Frost altar: soaking both meteors at the same time will freeze you and likely kill you.
In P2, the fire add now also spawns minions that must be kicked.
Kurog gains new abilities while near an elemental altar.
EVERYONE
DODGE THE CONE, DON'T
STAND IN FRONT. TANKS
SWAP AFTER EACH CAST.
The raid takes ramping damage every 4s from the activated altar. The longer you stay at an altar, the more damages the raid takes while that altar is active. Each altar has an aura that works similarly.
When the damages become too high, change altars. Don't revisit an altar. You should visit 2 different altars each P1.
When Kurog activates an altar, the raid takes a burst of damage and receives a vulnerability debuff, increasing damage taken from this mechanic by 300% for 20s.
The raid takes ramping damage every 4s from the activated altar. The longer you stay at an altar, the more damages the raid takes while that altar is active. Each altar has an aura that works similarly.
When the damages become too high, change altars. Don't revisit an altar. You should visit 2 different altars each P1.
When Kurog is close to the fire altar, he gains a set of fire abilities.
EVERYONE
DODGE THE SWIRLS
EVERYONE
DODGE THE SWIRLS.
DON'T STAND IN POOLS.
Some players take damage then drop swirls at their feet which will explode and leave a pool behind.
EVERYONE
DODGE THE SWIRLS. WHEN
DEBUFFED, KEEP MOVING.
When Kurog is close to the frost altar, he gains a set of frost abilities.
EVERYONE
DODGE THE PROJECTILES.
HEALERS DISPEL ANYONE HIT.
EVERYONE
SOAK WITH YOUR ALLIES.
ON HEROIC, DON'T SOAK
BOTH METEORS AT ONCE.
Two players are marked with a large circle that deals massive damage split among allies.
On Heroic, never soak more than one player or you get frozen and take massive DoT damage.
When Kurog is close to the stone altar, he gains a set of earth abilities.
EVERYONE
DODGE INWARD TO
AVOID THE RING.
EVERYONE
MOVE AWAY FROM THE
ADDS BEFORE THEY SPAWN.
Adds will spawn from the ground, dealing damage around them and knocking players back.
They must be tanked. They apply a stacking 6% Physical vulnerability to the target.
When Kurog is close to the storm altar, he gains a set of lightning abilities.
EVERYONE
DEBUFFED PLAYERS NEED 1 PARTNER
BESIDE THEM. PARTNERS SHOULD ONLY
PAIR WITH ONE DEBUFFED PLAYER.
EVERYONE
PLAYERS WITH CIRCLES
MOVE AWAY.
EVERYONE
SOAK THE CIRCLES ON
THE GROUND TO AVOID
MASSIVE RAID DAMAGE.
At 100 energy, Kurog becomes immune. 2 adds spawn based on the 2 altars you stayed at the longest in the previous P1. There are 4 different adds in total, each with unique abilities.
This phase occurs twice, and you will eventually fight all 4 adds.
EVERYONE
DODGE THE FIRE POOL.
KICK AND KILL THE ADD.
Cast by the Blazing Fiend - Fire Altar add.
The add periodically drops pools of fire. Each pool spawns an add. These adds must be kicked.
EVERYONE
MOVE INTO THE CIRCLE
EVERYONE
PLAYERS WITH CIRCLES
MUST MOVE AWAY.
EVERYONE
MOVE OUT OF THE
GROUP IF TARGETED.
Cast by the Thundering Ravager - Storm Altar add.
The add teleports to a random player and starts channeling on them. This player takes heavy damage and deals heavy damage around them.
Presented above.
The add marks a circle around it before channeling a storm that deals lethal raid damage. Players in the circle take less damage.
Presented above.
The add teleports to a random player and starts channeling on them. This player takes heavy damage and deals heavy damage around them.
Presented above. The add periodically drops pools of fire.
On Heroic, an add now spawns from this pool. The add must be kicked.
Presented above.
Several players are marked with a circle which will deal damage to anyone inside.
Presented above. The add periodically drops pools of fire.
On Heroic, an add now spawns from this pool. The add must be kicked.
Presented above.
The add marks a circle around it before channeling a storm that deals lethal raid damage. Players in the circle take less damage.
Presented above.
Several players are marked with a circle which will deal damage to anyone inside.
Presented above.
The add teleports to a random player and starts channeling on them. This player takes heavy damage and deals heavy damage around them.
After the second P2, one last P1 starts. Kurog enrages after 2 min, so finish him.
P1: Storm Altar Debuff
Lightning Crash applies a stacking 30% vulnerability, if the boss casts another ability you may be in danger.
If you have the spread or you are going to soak, use a defensive cooldown if you have Lightning Crash stacks.
P2: Frost Add Channel
During Freezing Tempest from the Frost Add, you take heavy damage if you are not in melee range.
Run in melee range !
Raid Leaders: don't forget to announce it !
Dodge this !
The boss casts a huge amount of AoE, most of them are lethal.
It will become pretty intense, just dodge everything !
A general WeakAura pack that provides "icon" style mechanics/debuff as well as short descriptions for each. Pretty standard. We also recommend downloading Causese Sound addon to hear vocal announcements. Feel free to thank the amazing Causese here (sorry, no Twitter that I know of...).