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Warbringer O'mrogg Abilities & Strategy

Warbringer O'mrogg is a two-headed Ogre, and the second boss in the Shattered Halls.

Abilities

  • Melee: Not significant, 700-900 against plate wearers or bear druids.
  • Fear: Aoe fear spell, cast randomly.
  • 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 1,000 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 which can be dispelled.
  • Aggro "Switch": Changes aggro sporadically.

Strategy

  • Tank him in the middle of the arena that he starts in. Be care of the guards in the hallway nearby, and the possible Shattered Hand Assassin near the far edge of the arena. You can typically clear this Assassin from the outer edge, prior to engaging O'mrogg.
  • Aggro Mechanic: He has an aggro mechanic that makes it appear as though he as two threat tables (i.e. two heads) when in fact he has a normal one, and a "distracted" temporary aggro table that is typically a random player. O'mrogg will emote (both in chat and in sound), and will "switch" aggro which, when it occurs for the first time, is an effective aggro wipe, except for one person (not the tank) who is assigned a small amount of threat. Use no DoT effects or HoT, and keep the tank topped off to lower the likelihood of non-tank aggro right after a "switch". The tank should immediately attempt to gain aggro after the switch, as all DPS ceases until he has control. O'mrogg cannot be taunted and high aggro 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 aggro.
  • He will periodically AoE fear. Tremor Totem, 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.
  • 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 resistance gear and consumables are helpful.
   
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