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Kurog Grimtotem

  • 09-03-2024
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Kurog Grimtotem

General Information:

  • To fight this boss, it is recommended to choose talents against a single opponent.
  • Mobs are not very dangerous, you can kill them with cone blows and AoE damage.
  • Bloodlust (BL) / Heroism (Hero) - can be used at the very beginning of the fight, so that the boss has as little health as possible by the 3rd phase. You can also use these boosts during one of the transitional phases if you have a special need to do so. Be sure to remember that the boss enters the berserk state at the 9th minute of the battle.
  • Transition phases always start at the same time, every 100 units of energy. During the transitional phase you need to deal damage to mobs (elementals), as the boss will be under powerful defense (-99% to physical and magic damage).
  • During the transitional phase, 2 mobs from those altars that were active come out. If only one altar was active, then the second mob will exit from any nearby altar. If the 2nd battle phase takes place on the same altar, then the survivors of the other two mobs come out during the transition phase.
  • The set of boss abilities in a phase depends on which sector the boss is in.
  • In the third phase of the battle, after killing all four elementals, the boss gains abilities from all altars.
  • If the boss is not near the altar, but standing in the center, then he starts wipe. Tanks should provoke the boss from the side of the altar, no need to run with him through the center.
  • From the start of the battle, the boss has 1 superiority effect from each element on him. While at the altar, the boss gains +1 effect every 4 seconds. These effects do not wear off.
  • Speaks an ultimatum ability, depending on the altar it is in. The timer between two ultimates within the same phase is 60 seconds, and 45 seconds in Mythic difficulty mode.
  • The third phase of the battle is the same as the first and second phases of the battle. The only difference is that the boss is buff-enhanced and casts its abilities much faster.
  • Heroic / Mythic: When the boss transitions between altar sectors, the boss hits raid members for 60k damage. Imposes a debuff to increase the damage received from this ability for the next 40 seconds. You cannot change altars faster than this debuff goes away.
  • Heroic / Mythic: When a mob dies, the boss gets all of its accumulated effects. If the mob successfully hits the player with its ultimatum ability, then it gains +1 effect for each hit.
  • Mythic: Starting the altar awakens an additional mob that has similar abilities as the boss.
  • The main principle of passing this boss, is to focus on mobs and avoid any abilities. This is especially true for those abilities that give a buff to the boss. Otherwise, in the third phase the boss will deal +50-60% damage with abilities from all altars, which is significantly painful for all members of the raid.

Boss abilities

Stage One: Elemental Dominance

  • Primal Shift ➜ The boss connects to the altar, dealing 60k damage in the process and creating a "Primal Break".
  • Primal Break ➜ Increases "Primal Shift" damage by 300% for 20 seconds (cumulative effect).
  • Sundering Strike ➜ Powerful frontal strike, imposes a stacking effect with periodic damage.
  • Elemental Surge ➜ Don't keep the boss in the center of the hall, it makes him stronger by getting the powers of all the altars at once.

Stage Two: Elemental Creations

  • Primal Barrier ➜ Reduces all damage dealt to the boss by 99%.

Stage Three: The Primal End

  • Primal Attunement ➜ The boss gains abilities from all altars and deals 48k AoE damage every 0.5 seconds (cumulative effect).

Altars and their abilities

Altar of Frost:

  • Biting Chill (minor) ➜ A debuff that deals periodic damage to raid members.
  • Absolute Zero (ultimate) ➜ Two meteorites to be divided. Players who participated in the division, get a debuff for 30 seconds. In addition, characters who receive 2 debuffs - are frozen. Do not stand in the intersection under any circumstances.
  • Frost Dominance ➜ Every 4 seconds, the boss deals average AoE damage to all members of the raid, and inflicts a buff that increases the damage of the next "Frost Dominance" by +10%.
  • Heroic / Mythic: Frigid Torrent ➜ Waves of orbs fly from the boss, players need to dodge the orbs, otherwise the character will take ice magic damage and stun for 6 seconds.

Altar of Flame:

  • Magma Burst (minor) ➜ Marks players with a marker, and a "Magma Pool" appears as it falls. There may be several "Magma Pools" per phase, which remain until the end of the battle. It is recommended to place "Magma Pool" compactly and on the edges of the platform.
  • Searing Carnage (ultimate) ➜ 5 meter puddles will appear under some players. After 1.5 seconds, deals lethal fire damage. Imposes a debuff that deals a moderate amount of fire damage every second for 5 seconds. Since it marks a location every second, can be carefully laid out in 1 / second increments. Running quickly and chaotically in a panic is not recommended.
  • Flame Dominance ➜ Every 4 seconds, the boss deals average AoE damage to all members of the raid, and inflicts a buff that increases the damage of the next "Flame Dominance" by +10%.
  • Heroic / Mythic: Molten Rupture ➜ Random Puddle Patterns. 5 meter puddles appear, players need to run from them. After 1.5 seconds, deals lethal fire damage.
  • Mythic: The puddles from "Searing Carnage" leave "Raging Inferno" behind. These are puddles that need to be absorbed. Uncovered puddles spawn a mob called Flamewrought Eradicator.
  • Mythic: The Magma Explosion launches waves of lava at players, which must be dodged.
  • Mythic: Flamewrought Eradicator appears on the battlefield.

Altar of Earth:

  • Erupting Bedrock (minor) ➜ Sprawling stages of earth rings from the boss. You must first avoid the center one, and then enter the melee area. After that, you can perform the rest of the game mechanics.
  • Seismic Rupture (ultimate) ➜ Four 10 meter puddles in a random location in the sector. Summon a mob called Earth Breaker. These mobs deal AoE damage and apply a cumulative debuff of +6% physical damage for the next 10 seconds.
  • Earth Dominance ➜ Every 4 seconds, the boss deals average AoE damage to all members of the raid, and inflicts a buff that increases the damage from the next "Earth Dominance" by +10%.
  • Heroic / Mythic: Enveloping Earth ➜ Several characters take heavy damage and absorb incoming healing for 409k. If the raid consists of 25 players, then 7 characters will be affected by this ability. It is not recommended to raid to speed up the healing, as players will need to gain distance from each other in the next second.
  • Mythic: Summons a mob called "Earthwrought Smasher".

Altar of Storm:

  • Shocking Burst (minor) ➜ Marks several players with a large puddle, you need to keep your distance.
  • Thunder Strike (ultimate) ➜ Puddles on the floor that need to be covered. It is recommended to use defensive abilities because of the huge damage. If the puddle is not covered, then all members of the raid will be dealt huge AoE damage (almost killing). There will be 3 to 5 zones in total.
  • Storm Dominance ➜ Every 4 seconds, the boss deals average AoE damage to all members of the raid, and inflicts a buff that increases the damage of the next "Storm Dominance" by +10%.
  • Heroic / Mythic: Lightning Crash ➜ Marks multiple players with a mark (debuff). Need to gain a small distance from each other. Hits the nearest player with a small lightning bolt. Gives the main character a +30% debuff to damage from forces of nature.
  • Mythic: Summons a mob called Stormwrought Despoiler.

Mobs

Blazing Fiend
Appears in the transitional phase of the battle.

  • Magma Flow ➜ Upon taking damage, the mob spreads puddles of fire in a chaotic pattern.
  • Blistering Presence ➜ As long as the mob is alive, it deals a small amount of AoE fire damage to all raid members every second.
  • Heroic / Mythic: Mobs emerge from puddles and direct their malicious spells at players.
  • Mythic: Can create "Searing Carnage" (ultimate ability).

Flamewrought Eradicator
Mob from Mythic difficulty mode, appears during the main battle phase.

  • Flame Smite ➜ Powerful strike to active tank, deals cone damage to nearby players, and scatters puddles of fire within a 4 meter radius.
  • Set fire to the previously laid out "Magma Pool" (3 pieces), after which they turn into three puddles of "Raging Inferno". These puddles must be absorbed, gradually reducing their size. This must be done very quickly, because in 5-7 seconds new "Magma Pools" will appear. If you don't manage to complete the game mechanics in 15 seconds, then an additional mob called Smoldering Hellion will appear from this puddle.

    Smoldering Hellion
    Randomly attacks raid members with spells. Players must interrupt this mob's spells and kill it.

Frozen Destroyer
Appears in the transitional phase of the battle.

  • Frost Binds ➜ must be interrupted to cast this spell.
  • Chilling Presence ➜ As long as the mob is alive, it deals a small amount of ice damage every second to all raid members.
  • Freezing Tempest ➜ Must be gathered into the model of the mob to take minimal damage.
  • Mythic: Can cast the ability "Absolute Zero" ( ultimate ability) ➜ Meteorite that needs to be bridged.

Frostwrought Dominator
Mob from Mythic difficulty mode, appears during the main battle phase.

  • Frost Smite ➜ A powerful blow to the active tank that deals cone damage to the sector.  Characters who take damage from this strike take -75% to movement speed for 10 seconds.
  • Icy Tempest ➜ The player must stand next to two other characters. If the player stands by himself, then he will receive "Frozen Solid" for 10 seconds (this effect cannot be removed).
  • Frigid Torrent ➜ Waves of spheres fly from the boss, players must dodge the spheres or the character will take ice magic damage and be stunned for 6 seconds.

Tectonic Crusher
Appears in the transitional phase of the battle.

  • Shattering Presence ➜ Intermittent AoE damage, cumulative.
  • Breaking Gravel ➜ Powerful blow to an active tank, boosting each subsequent physical hit by +3%.
    The buff drops when changing the main target (changing tanks), it is recommended to change tanks on 9-10 effects.
  • Ground Shatter ➜ Mob tags multiple players, dealing AoE damage within a 10 meter radius while tagged. To avoid causing damage to other raid members, characters affected by this ability must move away from other raid members.
  • Violent Upheaval ➜ Spiked puddles. It is necessary to simply move away from them.
  • Seismic Rupture ➜ Players must gain a distance of 10 meters from each other.
    Mythic: Can activate "Seismic Rupture" (ultimate).

Earthwrought Smasher
Mob from Mythic difficulty mode, appears during the main battle phase.

  • Earth Smite ➜ Cone Strike that deals damage to all characters in the target area. Deals powerful damage to the active tank, and imposes absorption on 545k of incoming healing.
  • Erupting Bedrock ➜ Completely similar to the minor boss ability.

Thundering Ravager
Appears in the transitional phase of the battle.

  • Thundering Presence ➜ Intermittent AoE damage, cumulative.
  • Storm Break ➜ Mob disappears and then reappears behind a random character. While casting "Lethal Current" on the character.
  • Lethal Current ➜ Must be directed in a direction where there are no other raid members, with a radius of 8 meters.
  • Mythic: Can use "Thunder Strike" (ultimate).

Stormwrought Despoiler
Mob from Mythic difficulty mode, appears during the main battle phase.

  • Storm Smite ➜ Powerful blow to the tank, hitting all characters in the sector. Characters that take damage will deal AoE damage within a 12 meter radius after 5 seconds.
  • Orb Lightning ➜ Creates spheres that deal high damage and repel characters. Spheres must be collected in 10 seconds or they will explode and deal massive damage to all raid members.

Useful tips for gamers

For Tanks:

  • An active tank is forced to withstand heavy strikes, taking damage from a sector and pushing back, while imposing a debuff for 35 seconds. Shifting between tanks is done one hit at a time from the "Sundering Strike" ability.
  • It is not recommended to change tanks while casting a spell, and it is also not desirable to twist the boss. It is not necessary to stand with your back to the next sector, position yourself only with your back to the wall. Cone (sector) strike follows the main tank, so the secondary tank should always stand behind the boss' back.
  • Tectonic Crusher deals a powerful blow to the active tank, amplifying each subsequent physical strike of the mob by +3%. It is recommended to change on 5-10 debuffs (this can vary depending on the class and equipment level of the tanks).
  • Mythic: Considering the fact that all mobs in mythic mode repeat the boss' abilities, their cone hits are similar.
  • Mythic: Frostwrought Dominator is recommended to be positioned (held) together with the boss, and the boss and the mob should be held by one tank.

For Healers:

  • Mechanics from Altar of Storm, are considered the most difficult for healers. Therefore, during the activation of Altar of Storm, be extremely careful, as well as properly distribute and competently use powerful defensive abilities.

For DPS:

  • Proper positioning and movement, are very important skills, and in some cases even critical.
  • You should distribute powerful abilities so that you can deal maximum damage during transitional phases and the third phase of the battle.
  • When moving the boss to Altar of Flame, ranged characters can stand against the wall in advance to direct puddles to the very edge.

Lifehacks:

  • "Blessing of Protection" (BoP) - does not remove the debuff from the tank, but it does nullify the damage for a while.
  • "Absolute Zero" (meteorite) - can split one character while under the effect of an immune ability. In addition, one character can survive meteorite damage on their own, provided they are under the effect of powerful defense abilities.
  • It is recommended to change altars after 10-11 effects on the boss. In this case, by Phase 3, you should have an even elemental boost on the boss.
  • On Altar of Flame, all members of the raid can run to one place to conveniently spill puddles. You can exit by acceleration or portal.
  • It is best if you do not play through the Altar of Storm. Such a decision will greatly simplify your battle with the boss.
  • If Fire Elemental and Ice Elemental appear in the Transition Phase, their ultimates will be applied simultaneously ("Searing Carnage" and "Absolute Zero"). You can carefully start laying "Searing Carnage" at the walls, accompanying the meteorite. This will successfully divide the players after "Searing Carnage".
  • Boss timers are counted from each phase start, the start of phase 2 and 3, are counted from the boss leaving the barrier.

Battle maps

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Boss Battle Chronology

Heroic (HC) difficulty mode:

Given the fact that the name of the ability can change depending on the altar you choose, the notes spell out the type / power of the ability the boss says. The order and timings of the abilities are the same for any of the altars you select. The boss' ultimate ability, has its own timer and can overlap with other abilities. When moving the boss to a transitional phase, make sure you don't have nasty overlaps on phases 2 and 3. In the example described below, the boss was moved to transitional phases at 41% and 79% energy, which affected the placement of ultimate abilities in the 2nd and 3rd phases of the battle.

Standard timers

Note in MRT format

Phase 1 Phase 1
00:10 Powerful strike to the tank {time:00:20} 00:20 Minor ability
00:20 Minor ability {time:00:30} 00:30 Heroic ability
00:30 Heroic ability {time:00:50} 00:50 Minor ability
00:40 Powerful strike to the tank {time:01:00} 01:00 Ultimate ability
(100 energies)
00:50 Minor ability {time:01:20} 01:20 Minor ability
01:00 Ultimate ability  
01:10 Powerful strike to the tank Phase 2
01:20 Minor ability {time:00:20,SAR:374779:1} 00:20 Minor ability
  {time:00:30,SAR:374779:1} 00:30 Heroic ability
02:07 Transitional phase {time:00:40,SAR:374779:1} 00:40 Ultimate ability
End of transition phase {time:00:50,SAR:374779:1} 00:50 Minor ability
  {time:01:20,SAR:374779:1} 01:20 Minor ability
Phase 2
(The timers start from the boss exiting the barrier)
 
00:10 Powerful strike to the tank Phase 3
00:20 Minor ability {time:00:15,SAR:374779:2} 00:15 Minor ability
00:30 Heroic ability {time:00:20,SAR:374779:2} 00:20 Ultimate ability
00:40 Ultimate ability {time:00:24,SAR:374779:2} 00:24 Heroic ability
00:43 Powerful strike to the tank
(this shift is because the 100 energy was at 00:40, +3 seconds to pronounce)
{time:00:45,SAR:374779:2} 00:45 Minor ability
00:50 Minor ability {time:00:55,SAR:374779:2} 00:55 Heroic ability
01:13 Powerful strike to the tank
(are now displaced)
{time:01:15,SAR:374779:2} 01:15 Minor ability
01:20 Minor ability {time:01:20,SAR:374779:2} 01:20 Ultimate ability
  -
05:01 Transitional phase
End of transition phase
 
Phase 3
(The timers start from the boss exiting the barrier)
00:10 Powerful strike to the tank
00:15 Minor ability
00:20 Ultimate ability
00:24 Heroic ability
00:40 Powerful strike to the tank
00:45 Minor ability
00:55 Heroic ability
01:10 Powerful strike to the tank
01:15 Minor ability
01:20 Ultimate ability


Mythic difficulty mode:

Standard timers

Note in MRT format

Phase 1 Phase 1
00:15 Minor ability {time:00:15} 00:15 Minor ability
00:26 Heroic ability {time:00:26} 00:26 Heroic ability
00:41 Minor ability {time:00:41} 00:41 Minor ability
00:49 Ultimate ability {time:00:49} 00:49 Ultimate ability
01:02 Minor ability {time:01:02} 01:02 Minor ability
01:11 Heroic ability {time:01:11} 01:11 Heroic ability
01:28 Minor ability {time:01:28} 01:28 Minor ability
01:34 Ultimate ability {time:01:34} 01:34 Ultimate ability
01:47 Minor ability {time:01:47} 01:47 Minor ability
01:56 Heroic ability {time:01:56} 01:56 Heroic ability
   
02:07 Transitional phase {time:02:07} 02:07 Transitional phase
End of transition phase End of transition phase
   
Phase 2
(The timers start from the boss exiting the barrier)
Phase 2
(The timers start from the boss exiting the barrier)
00:15 Minor ability {time:00:15,SAR:374779:1} 00:15 Minor ability
00:26 Heroic ability {time:00:26,SAR:374779:1} 00:26 Heroic ability
00:41 Minor ability {time:00:41,SAR:374779:1} 00:41 Minor ability
00:49 Ultimate ability {time:00:49,SAR:374779:1} 00:49 Ultimate ability
01:02 Minor ability {time:01:02,SAR:374779:1} 01:02 Minor ability
01:11 Heroic ability {time:01:11,SAR:374779:1} 01:11 Heroic ability
01:28 Minor ability {time:01:28,SAR:374779:1} 01:28 Minor ability
01:34 Ultimate ability {time:01:34,SAR:374779:1} 01:34 Ultimate ability
01:47 Minor ability {time:01:47,SAR:374779:1} 01:47 Minor ability
01:56 Heroic ability {time:01:56,SAR:374779:1} 01:56 Heroic ability
   
05:01 Transitional phase {time:05:01} 05:01 Transitional phase
End of transition phase End of transition phase
   
Phase 3
(The timers start from the boss exiting the barrier)
Phase 3
(The timers start from the boss exiting the barrier)
00:10 Powerful strike to the tank {time:00:15,SAR:374779:2} 00:15 Minor ability
00:15 Minor ability {time:00:26,SAR:374779:2} 00:26 Heroic ability
00:20 Ultimate ability {time:00:41,SAR:374779:2} 00:41 Minor ability
00:24 Heroic ability {time:00:49,SAR:374779:2} 00:49 Ultimate ability
00:40 Powerful strike to the tank {time:01:02,SAR:374779:2} 01:02 Minor ability
00:45 Minor ability {time:01:11,SAR:374779:2} 01:11 Heroic ability
00:55 Heroic ability {time:01:28,SAR:374779:2} 01:28 Minor ability
01:10 Powerful strike to the tank {time:01:34,SAR:374779:2} 01:34 Ultimate ability
01:15 Minor ability {time:01:47,SAR:374779:2} 01:47 Minor ability
01:20 Ultimate ability {time:01:56,SAR:374779:2} 01:56 Heroic ability
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