Paragons of the Klaxxi
Kil'ruk, Korven and Skeer
Paragons of the Klaxxi is the thirteenth and penultimate boss encounter of Siege of Orgrimmar.
- 1 Background
- 2 Abilities
- 3 Strategy
- 4 Loot
- 5 Achievements
- 6 Quotes
- 7 Videos
- 8 Trivia
- 9 Patches and hotfixes
- 10 References
- 11 External links
The nine surviving Klaxxi'va Paragons are ancient champions of the mantid who fought alongside the Wakener against the madness of Empress Shek'zeer. But the paragons, as do all mantid, hold a far deeper loyalty. When Garrosh unearthed the heart of Y'Shaarj, the paragons followed the whispers of their ancient creator to the iron halls beneath Orgrimmar.
After mopping up the August Celestials on the Timeless Isle and “freeing” the Fallen Golden Lotus Protectors from their eternal torment, our intrepid heroes soon come upon the Klaxxi Paragons. Go figure. In any case, players who have achieved Exalted with the Klaxxi faction and paid close attention during the tour of their sacred underground chamber probably saw this one coming.
Three Klaxxi Paragons join the fight at the beginning of the encounter. You will only face three Klaxxi Paragons at any time. The order in which Klaxxi Paragons will join the fight changes each week; but remains the same for the duration of the raid week. Any time a Klaxxi Paragon is defeated, any other active Paragons will heal to full and gain Paragon's Purpose. Defeating a Klaxxi Paragon causes the next Klaxxi Paragon to join the fight. You can tell which Klaxxi Paragons will join the fight next by looking for which ones are Ready to Fight. Defeated Klaxxi Paragons can be interacted with, one time, to steal that Paragon's abilities.
- Paragon's Purpose — Whenever a Klaxxi Paragon is defeated, all other active Klaxxi Paragons heal to full and gain a 10% damage bonus.
- Ready to Fight — Klaxxi Paragons with this aura on them will be the next to join the fight. Before the fight begins, three Klaxxi Paragons will have this aura. When the encounter begins all three of these Paragons join the encounter and one other Paragon will gain this aura to indicate that they will join the fight next. Everytime a new Klaxxi Paragon joins the fight, one of the inactive Klaxxi Paragons will gain this aura.
- Power of the Paragons — After a Paragon has been defeated, one player may take the fallen Paragon's powers to use as their own. Only one player can take any one Paragon's power, and a player may only take a Paragon's power once during the encounter. Each Paragon's powers can only be acquired by particular class roles.
- Hewn — The attacks of Skeer the Bloodseeker leave the victim more susceptible to the meddling of Rik'kal the Dissector's attacks. The victim suffers 10% more damage per application from Rik'kal the Dissector.
- Bloodletting — Skeer swings his weapon in a mighty arc, inflicting 150 Physical damage to the target and causing 4 blood creatures to spawn around the room. Each blood moves to a Paragon and will heal that Paragon based on the remaining health of the blood.
- Bloodthirsty — Players of the damage dealer role can acquire this Paragon Power. When activated all attacks over the next 10 sec have a chance to spawn blood orbs that persist for 30 sec. If any player walks through a blood orb they will heal for 10% of their maximum health.
- Genetic Alteration — Rik'kal's meddling with his victim's genetic makeup leaves them more susceptible to the attacks of Skeer the Bloodseeker. Victims suffer an additional 10% damage from Skeer the Bloodseeker for each application of Genetic Alteration.
- Injection — Rik'kal Injects his victim with a virus that inflicts 20,000 Nature damage per second per application. When the victim has been Injected 10 times the virus erupts forth and forms several Parasites that attack players at random.
- Amber Parasite — Amber Parasites are Genetically Modified and fixate on a random player when they spawn. The Amber Parasite Feeds on the fixated target.
- Mutate: Amber Scorpion — Rik'kal tosses a vial at a random player, causing them to mutate into an Amber Scorpion. While transformed, the victim suffers 50000 Nature damage per second and only has access to the abilities of an Amber Scorpion. Damage inflicted as an Amber Scorpions is based on the greatest available power of the victim: Attack Power/Ranged Attack Power/Spell Power (Any School).
- Claw — Amber Scorpions can lash out with one of their claws for 100% damage.
- Swipe — The Amber Scorpion sweeps both of its claws in front of it, inflicting 150% damage to all targets in the area. Targets currently under the effects of Sting suffer double damage.
- Sting — The Amber Scorpion Stings the target, causing it to suffer 0 Nature damage every second.
- Prey — Mutated Scorpions can instantly kill an Amber Parasite with this ability. In Heroic Difficulties mutated victims must use this ability or perish from Faulty Mutation.
- Mad Scientist — Players of the damage dealer role can acquire this Paragon Power. When activated the caster mutates into a giant amber scorpion. Damage inflicted by the scorpion is based on the highest available attack or spell power of the caster. While mutated the caster suffers 50000 Physical damage per second from the shock. The mutation lasts for 30 sec.
Hisek the Swarmkeeper uses two primary abilities: Shoot/Aim.
- Multi-Shot — Hisek the Swarmkeeper fires a shot at several random players for Physical damage.
- Rapid Fire — Hisek fires several volleys in rapid succession, with each successive volley moving slightly faster than the previous one. Players caught in the path of the volleys suffer 450,000 Physical damage each second they are in the volley.
- Aim — Hisek the Swarmkeeper selects a player at random and stuns them for 5 sec. If the target is too close they will be knocked back until they are 45 yards from Hisek. After Hisek is finished aiming at the target he will Fire a beam of 0 Sonic damage at all targets between him and the victim. Damage is shared between all targets equally and each target hit by the beam will create a field of Sonic Resonance at their location that inflicts 150,000 Physical damage to all targets within 5 yards of the victim.
- Compound Eye — Players of the damage dealer role can acquire this Paragon Power. When activated, the player fires a shot at the target that inflicts greater Physical damage the further away the target is. Successfully hitting the target afflicts it with Marked for Death, increasing its damage taken by 15% for 10 sec.
- Flash — Ka'roz charges around the raid toward random targets. All players caught in his path get Dizzied.
- Hurl Amber — Ka'roz will periodically jump up to one of the platforms located about the room and Hurl three pieces of Amber down at his enemies. Wherever the amber lands a pool of Caustic Amber will form. Players that enter a pool of Caustic Amber will suffer 200,000 Nature damage every second they remain in the area.
- Strong Legs — Players of the damage dealer role can acquire this Paragon Power. When activated the player leaps to one of the platforms Ka'roz used to Hurl Amber from. If there is an amber at the platform the player left to they have the opportunity to throw the amber down to create an Amber Explosion for 300,000 Nature damage to all enemies within 15 yards of the impact. If there is no amber at the platform or when the player successfully throws the amber they will jump back down automatically.
- Encase in Amber — If Korven the Prime or any other active Paragon is below 50% health remaining Korven will Encase them in Amber for 10 sec. If the amber is not defeated within 10 sec the target will be restored to full health. This ability cannot be used more than once every 30 seconds.
- Shield Bash — Korven the Prime slams his shield into his primary tank target, knocking them down and stunning them for 6 sec. The victim is defenseless for the duration. Immediately after using Shield Bash, Korven the Prime unleashes a Vicious Assault.
- Master of Amber — A player of the tank role can acquire this Paragon Power. When activated the caster Encases themselves in Amber for 5 sec. While the amber holds the caster is immune to all damage.
Iyyokuk the Lucid uses two primary abilities: Diminish/Insane Calculation. In addition, Iyyokuk the Lucid uses Calculate when he enters the fight.
- Calculate — When Iyyokuk the Lucid enters the fight he perceives the general attributes of all players and notes the result of his calculations on each target. These calculations are noted with a shape, a color, and a number. Possible shapes are: Mantid/Sword/Staff/Sonic Ring/Amber. Possible colors are: Red/Purple/Blue/Green/Yellow. Possible Numbers Range from 1 to 5
- Diminish — Iyyokuk uses his command of the arcane to alter the victim's health by 34% of its current value. If the target is below 25% of their maximum health they will die instantly.
- Insane Calculation: Fiery Edge — Iyyokuk peers through the veil of his previous calculations and selects an initial target, then all other targets based on the initial target's criteria to spawn lines of fire between them. All targets and any victims caught in the lines between them suffer Fire damage per second. The damage decreases as the endpoints of the line get further away from one another. In Normal Difficulty, Iyyokuk selects all targets that match either of two of the initial target's criteria. In Heroic Difficulty, Iyyokuk selects all targets that match any of the initial target's three criteria. In Raid Finder Difficulty, Iyyokuk selects all targets that match one of the initial target's criteria. In Heroic Difficulty, each target creates a line of fire between themselves and three other targets.
- Ingenious — Players of the healer role can acquire this Paragon Power. When activated the caster heals the initial target. The heal is then copied to other members of the raid. In Normal and Raid Finder Difficulties the heal is copied to anyone that shares the race or class of the initial target. In Heroic Difficulty the heal is copied to all other raid members who share the class of the initial target.
- Toxic Injection — When Xaril joins the encounter, he randomly injects all players with one of three different toxins: red, blue, or yellow.
- Caustic Blood — Successful melee strikes from Xaril inject a caustic poison into the victim. The injection inflicts 75,000 Nature damage per application to the target every second for 12 sec. If the injection is allowed to stack to 10, a Bloody Explosion occurs. Caustic Blood will fail to hit tanks who are using their Active Mitigation abilities.
- Tenderizing Strikes — Xaril's dagger strikes tenderize the flesh of their victim. Any attacks received from Kil'ruk the Wind-Reaver will inflict 10% more damage for each application of Tenderizing Strikes.
- Choose Catalyst — Xaril the Poisoned-Mind selects a catalyst at random and strikes all members of the raid with a toxin that matches the color of the catalyst. This catalyst causes all targets' toxins to react according to the type of toxin.
- Catalytic Reaction: Red — When this toxin reacts to a red catalyst it explodes for 400,000 Fire damage to all players within 10 yards.
- Catalytic Reaction: Blue — When this toxin reacts to a blue catalyst it explodes for 1,200,000 Frost damage divided among all players within 10 yards. In 10 Player Difficulty, the maximum number of targets that can split the damage is limited to 2. In 25 Player Difficulty the maximum number of targets that can split the damage is limited to 3.
- Catalytic Reaction: Yellow — When this toxin reacts to a yellow catalyst it creates a cloud of Noxious Vapors for 30 sec. Player caught in the cloud suffer 225,000 Nature damage per second.
- Catalytic Reaction: Orange — When either a yellow or red toxin react to this catalyst, a ring of Fire explodes outward. Players do not see or need to react to the ring that forms at their own feet; but must avoid those rings that are created by their allies.
- Catalytic Reaction: Purple — When either a blue toxin or a red toxin react to this catalyst the victim will be force to run forward, leaving a trail of Canned Heat in their wake for 40 sec. Players stepping into the area suffer 188,000 Fire damage every second they remain in the area.
- Catalytic Reaction: Green — When either a blue or yellow toxin reacts to this catalyst a small cloud of Eerie Fog will typeand wander about randomly. Players who enter the area suffer 125,750 Nature damage per second for 9 sec. Entering the area Chills victims to the Bone, increasing the damage received from the Eerie Fog by 30% for 1 min. Every time a player enters the area the fog reduces in size. When it has been reduced in size 3 times it will dissipate.
- Vast Apothecarial Knowledge — Players in the healer role may acquire this Paragon Power. When Apothecary: Knowledge is activated, all healing done for the next 10 sec will leave a Volatile Poultice on the target for an amount equal to the healing done. The next time the target is damaged, the Volatile Poultice releases the stored healing on the target.
Kaz'tik the Manipulator uses two primary abilities: Sonic Projection/Mesmerize. In addition, Kaz'tik will summon his Hungry Kunchongs when he joins the fight.
- Hungry Kunchongs — These Hungry Kunchongs are summoned when Kaz'tik the Manipulator joins the fight. They have three primary abilities: Feed/Thick Shell/Devour Whole. In addition, a Hungry Kunchong that reaches 100 Energy will Molt.
- Devour — When Kaz'tik the Manipulator Mesmerizes a player, a Hungry kunchong is selected to feed on the victim. While the Kunchong Feeds the victim suffers 0 Physical damage and the Kunchong gains 7 Energy each second. If the Kunchong suffers 30% of its total health in damage from the time it began to Feed on the victim, the Feeding will stop and the victim will be freed of the Mesmerize.
- Devour Whole — Hungry Kunchongs will instantly kill any player who gets too close. The process energizes the Hungry Kunchong to full.
- Thick Shell — When not in the process of Feeding, Hungry Kunchongs are immune to all damage.
- Molt — A Hungry Kunchong that reaches full energy will Molt. The process transforms the Hungry Kunchong into a Mature Kunchong.
- Mesmerize — Kaz'tik selects a random member of the raid and forces them to walk toward one of his Hungry Kunchongs. If the victim is allowed to reach the Kunchong they will be Devoured Whole.
- Sonic Projection — Kaz'tik selects a random member of the raid and fires a sonic wave in their direction. Player caught in the path of the wave suffer 250,000 Physical damage.
- Master of Puppets — Players of any role may acquire this power. When activated the player summons an Immature Kunchong to fight at their side for 40 sec.
- Exposed Veins — Kil'ruk the Windreaver's sharp blades expose the blood vessels of his victims, making them more susceptible to the attacks of Xaril the Poisoned-Mind. All damage taken from Xaril the Poisoned-Mind is increased 10% for each application of Exposed Veins.
- Gouge — Kil'ruk the Wind-Reaver incapacitates his current tank target. This attack is followed immediately by Mutilate.
- Mutilate — Kil'ruk the Windreaver lashes out with both of his weapons for a devastating attack.
- Death from Above — Kil'ruk the Wind-Reaver leaps into the air over a random player and then crashes down. Kil'ruk inflicts Physical damage to all enemies within 5 yards upon landing.
- Reave — Kil'ruk leaps to a random player and begins to spin in place. All players are drawn toward Kil'ruk and suffer Physical damage for 9 sec. The damage each player suffers during Reave is decreased as the player gets away from Kil'ruk.
- Reave — Players of the damage dealer role may acquire this power. Activating this ability causes the caster to leap forward a fixed distance and inflict Physical damage to all enemies within 10 yards of the impact. If a Hungry Kunchong with a Thick Shell is in the area of impact, the Thick Shell will be disabled.
Over the course of the fight, you will have to fight nine paragons, three at a time. Each time a paragon is killed, a new one will show up to take his place. Whenever this happens, all active paragons will be healed to full health, so don't bother with cleaving, multidotting, or AoE attacks.
The first three paragons will be:
- Skeer the Bloodseeker
- Rik'kal the Dissector
- Hisek the Swarmkeeper
As the paragons are killed, they will be replaced in this order:
- Ka'roz the Locust
- Korven the Prime
- Iyyokuk the Lucid
- Xaril the Poisoned Mind
- Kaz'tik the Manipulator
- Kil'ruk the Wind-Reaver
On the pull, have one tank pick up Skeer and the other tank pick up Rik'kal. Hisek cannot be tanked and should be left in the center of the room.
The raid will want to either kill Skeer first and Rik'kal second, or vice versa. This depends on the Rik'kal tank's ability and confidence to let Injection fall off via active mitigation (it is not possible for the Skeer and Rik'kal tanks to taunt-switch due to debuffs applied by one that amplify the other's attacks). If the Rik'kal tank can cause Injection to fall off, kill Skeer first and Rik'kal second, otherwise kill Rik'kal first and Skeer second. While Skeer is up, DPS will need to take out the blood creatures as a top priority, and the tank on the kill target will need to kite his boss away from the bloods. Hisek will meanwhile be periodically casting Aim, which requires raid members to stand in a line between Hisek and the Aim target to split the damage.
Once the first of Skeer or Rik'kal is defeated, Ka'roz will join the fight. The raid will need to spread out to avoid Flash/Whirling and dodge the amber pools. Ka'roz is generally not problematic and will be kept alive for a long time.
Once both Skeer and Rik'kal have been taken out, Korven will join the fight. Due to his Encase in Amber ability, Korven should be taken out immediately. / / should be used to break the amber that Korven will cast on himself at 50% and to then kill Korven because he can cast it on himself again. The Korven tank needs to face him away, and may need the other tank to taunt Korven if the Shield Bash/Vicious Assault combination is problematic.
Iyyokuk will join the fight once Korven is dead. Raid members affected by Insane Corruption: Fiery Edge must run away from the raid and from each other, and the rest of the raid must avoid the fiery lines. Healers must keep the raid above 25%, otherwise Diminish will one-shot people under 25%. However, the raid will be killing Hisek at this point, as his Aim damage will now be dangerously high.
Once Hisek dies, Xaril will join the raid. Kill him immediately. Anyone with the Blue catalyst should find a raid member to stack on who doesn't have the Blue catalyst. The raid will need to react accordingly to the catalysts when Toxic Injection is cast: spread from red, blue will find a non-blue friend to stack on, and yellow will need to place the void zones away from the raid. Xaril should only get one Toxic Injection off before he dies. The Xaril tank will need to drop Caustic Blood if it nears 10 stacks, either through active mitigation (preferred) or via a tank swap.
Kaz'tik will land next, and should also be immediately killed. Raid members should not stand anywhere near the Kunchongs, and ranged must immediately switch to the designated Kunchong whenever Mesmerize is cast. If a Kunchong becomes Mature, have a tank pick it up, and DPS should switch to it straight away. Players must make sure that other players are not in a line between them and the boss due to Sonic Projection.
Kil'ruk will be the last to land, and the encounter will be basically won at this point if the raid is ahead of the enrage timer; Death from Above is easily avoidable if the raid is spread out, and the Gouge/Mutilate combo simply requires tank and healer preparation and co-ordination. However, the tank previously on Xaril must not pick Kil'ruk up if he still has his Xaril stacks on him, and should always leave Kil'ruk to his co-tank. The raid should first kill Iyyokuk to reduce raid damage, then Ka'roz due to him being active for nearly the entire fight (and having a large damage increase by this point), then Kil'ruk last.
Each Paragon will, when defeated, grant a role-specific buff to the first person of the correct role that interacts with the Paragon's corpse. These buffs should be used, as their use will make the encounter easier. Only one player may pick up any one Paragon's buff, and a player that has already picked up a Paragon buff may not pick up another.
The buffs granted by each Paragon are ordered in the recommended kill order above, and are as follows:
|Boss||Buff||Usable by||Summary||Ideal usage|
|Skeer the Bloodseeker||Bloodthirsty||DPS, preferably melee||Attacks have a chance to create healing orbs on the ground.||Passive|
|Rik'kal the Dissector||Buff||Anyone, preferably melee DPS||Extra action button: turns player into an Amber Scorpion with special abilities and more damage||On cooldown|
|Korven the Prime||Master of Amber||Tank||Extra action button: targetable 5-second immunity||On any player in danger of dying|
|Hisek the Swarmkeeper||Compound Eye||DPS, preferably ranged||Extra action button: deals damage to target (increasing with distance between player and target) and debuffs target.||On cooldown|
|Xaril the Poisoned Mind||Vast Apothecarial Knowledge||Healers||Extra action button: all heals on target are stored for 10 seconds, then released at once||Pre-cast on the Kil'ruk tank around 10 seconds before a Gouge/Mutilate combo|
|Kaz'tik the Manipulator||Master of Puppets||Anyone||Extra action button: summons a Kunchong companion to deal extra damage||On cooldown|
|Iyyokuk the Lucid||Ingenious||Healer||Extra action button: heals the target and anyone sharing the target's race or class||Whenever necessary|
|Ka'roz the Locust||Strong Legs||DPS||Extra action button: leaps to overhead platform and hurls amber projectiles||Whenever necessary|
|Kil'ruk the Wind-Reaver||Reave||DPS||Extra action button: leap forward and deal damage to enemies within a 10-yard radius||Doesn't matter, Kil'ruk usually dies last|
Achievement: Now We are the Paragon
The achievement Now We are the Paragon is earned individually and simply requires players to pick up three separate Paragon buffs. Since a player can only pick up one Paragon buff per kill, earning this achievement will take a minimum of three raid lockouts.
|( · · )||Legs||T16 token|
|( · · )||Legs||T16 token|
|( · · )||Legs||T16 token|
|( · · · · )||Leather chest||Spirit|
|( · · · · )||Cloth wrist||Intellect DPS|
|( · · · · )||Mail chest||Spirit|
|( · · · · )||Plate hands||Intellect|
|( · · · · )||Bow||Agility DPS|
|( · · · · )||Finger||Intellect DPS|
|( · · · · )||Finger||Agility DPS|
|( · · · · )||Sword (1H)||Strength DPS|
|( · · · · )||Axe (1H)||Agility DPS|
|( · · · · )||Dagger||Intellect DPS|
|( · · · · )||Trinket||Melee DPS|
- Kil'ruk the Wind-Reaver yells: Look, brothers! The Wakener is here!
- Rik'kal the Dissector yells: They made it this far? I told you the others needed some microsonic genetic alterations!
- Iyyokuk the Lucid yells: How illogical, did they not take your warning Kil'ruk?
- Xaril the Poisoned Mind yells: We Mantid serve a power far greater than they or their gods.
- Kaz'tik the Manipulator yells: It matters not. The Old One will not suffer their intrusion.
- Korven the Prime yells: We have endured the Usurpers, their children, the loss of the Old One, and soon... you.
- Ka'roz the Locust yells: We will slay you all as easily as we slew the pandaren of old!
- Skeer the Bloodseeker yells: And then the Old One will remake this world for the Mantid!
- Hisek the Swarmkeeper yells: Come, children of the Titans, you face the Paragons.
Hisek the Swarmkeeper
- Time for a little target practice.
- Killing a player
- Another kill, another trophy!
- Yes... A target of great importance.
- My intelligence suggests this one is a high-value target.
- Target practice has ended.
- The hunter... becomes... the hunted...
Rik'kal the Dissector
- Yes... new test subjects!
- Killing a player
- Curses! More data lost to an untimely death!
- Mutate Amber Scorpion
- Success! They are alive!
- Natural evolution takes far too long. Here, let me help you along...
- Hmmm, Dead already?! I wonder if a session of micro-sonic deep-gene probing can reanimate them...
- Perhaps I could have used... some enhancements... of my own...
Skeer the Bloodseeker
- I will drink your blood!
- Killing a player
- Another notch for my blade.
- Feast on the blood of our enemies!
- Look how they fall, like so many blades of grass in the wind.
- Avenge me, brothers!
Ka'roz the Locust
- You move too slowly, how does your kind catch any prey?
- Killing a player
- See Kil'ruk? Speed is king!
- I ache with power!
- Much too slow.
- Curse this chitinous shell, I was not fast enough!
Korven the Prime
- You now face the Prime. Bow down to your superior!
- Killing a player
- The Usurpers have abandoned you.
- Encase in Amber
- The amber protects us.
- The Old One grants us strength.
- We remain unscathed.
- Return me to the amber...
Iyyokuk the Lucid
- Chaos is order unrecognized by a lesser mind!
- Killing a player
- I predicted that to be a likely outcome.
- How about a game?
- An interesting commonality, now to exploit it!
- I see many threes repeating...
- So easily solved, you're not so complicated after all!
- My calculations, incorrect? Perhaps another 800 years...
Xaril the Poisoned Mind
- Have you come to try my new concoctions, Wakener? I assure you, these are nothing like you've tasted before.
- Killing a player
- My alchemy is supreme!
- Choose Catalyst
- So many wonderful varieties, which concoction shall I give you?
- All reactions begin with the proper catalyst.
- There is nothing the proper mixture can't handle.
- I never discovered... how to put a stopper... in death...
Kaz'tik the Manipulator
- Come little Kunchongs, it's feeding time!
- Killing a player
- A fitting meal for my children.
- Your mind has grown weak since we last met.
- Zor'lok wasn't the only one with a strong voice!
- Let the feast begin!
- Kovok... Come to me... I need...
Kil'ruk the Wind-Reaver
- I will carry you one last time, Wakener... to your doom.
- Killing a player
- Watch how I soar!
- Death from Above
- I am a leaf on the wind!
- Better drop!
- I did warn you, Wakener.
- Well fought Wakener. We will meet again...
- "I am a leaf on the wind!" and "Watch how I soar!" are heard in the film Serenity.
- "I see many threes repeating..." is a concept along the lines of threefold repetition or possibly a repeating decimal.
Patches and hotfixes
- Hotfix (2014-03-04): "Kil'ruk the Wind-Reaver’s Reave should now cancel properly if he's defeated while channeling the ability."
- Hotfix (2014-01-21): "
- Hisek the Swarmkeeper's Multi-Shot ability now deals 20% less damage on Heroic difficulty.
- Iyyokuk the Lucid's Insane Calculation: Fiery Edge now deals roughly 10% less damage on Heroic difficulty."
- Hotfix (2013-12-19): "
- Ka'roz the Locust's Hurl Amber ability will now form a poll of Caustic Amber at the target's feet 3 seconds after targeting them. The timing was less predictable previously and varied based on the targeted player's distance from Ka'roz.
- [Requires a realm restart.] Effects transforming a player's appearance should no longer prevent them from being able to interact with a defeated Paragon."
- Hotfix (2013-12-17): "
- Melee damage from the Paragons should now be more consistent and less likely to spike.
- Ka'roz the Locust's Hurl Amber ability should no longer target players that have mutated into an Amber Scorpion.
- Resolved an issue where Xaril the Poisoned Mind was not using Toxic Injection on the raid as soon as he joins the fight."
- Hotfix (2013-12-11): "
- Hisek the Swarmkeeper will no longer hit players with Fire if the channel effect of Aim is broken.
- Korven the Prime will now always apply Vicious Assault's bleed effect to the target of his Shield Bash, and will pull the tank towards them during Vicious Assault if they're over 12 yards away.
- Skeer the Bloodseeker will now only pull the tank towards them if they're over 13 yards away (up from 12 yards away)."
- Hotfix (2013-11-18): "Xaril the Poisoned Mind should no longer be incorrectly receiving credit in the combat log for spells cast by players that were under the effects of Canned Heat."
- Hotfix (2013-11-12): "Skeer the Bloodseeker's Bloodletting ability should now correctly spawn blood creatures even if the player has an immunity effect on them."
- Hotfix (2013-11-04): "Hisek the Swarmkeeper's Sonic Resonance should no longer damage players that were also the target of his Aim ability."
- Hotfix (2013-10-03): "
- Resolved certain situations that could cause players to retain the Paragons' abilities after resetting the encounter.
- Resolved an issue where the last surviving raid member using a threat drop may cause the encounter to not reset correctly."
- Hotfix (2013-10-01): (Unannounced, date estimated) The bosses now appear in a fixed order rather than randomizing each week.
- Hotfix (2013-10-02): "
- Ka'roz the Locust should now always jump back down from the platform after using Hurl Amber.
- Kaz'tik the Manipulator's Hungry Kunchongs should no longer be able to gain Thick Shell while using Devour on a Mesmerized player.
- Hisek the Swarmkeeper should no longer Fire a beam at the target if he gets encased in Amber while casting Aim."
- Hotfix (2013-09-24): "
- Ka'roz the Locust should no longer damage players in his path while dashing towards a ledge to Hurl Amber.
- Players in a damage-dealing specialization that have already interacted with Rik'kal the Dissector should now be able to interact with Skeer the Bloodseeker."
- Hotfix (2013-09-17): "
- Players with the Strong Legs buff should no longer be getting knocked off the platform early.
- Players that acquire "the Prime" title during the fight and successfully complete the encounter now have a buff that allows them to retain the title for 60 minutes."
- Hotfix (2013-09-16): "Fixed an issue where more than one player was able to obtain the Power of the Paragons buff from the same Paragon."
- Patch 5.4.0 (2013-09-10): Added.
|Kil'ruk the Wind-Reaver||Xaril the Poisoned Mind||Kaz'tik the Manipulator||Korven the Prime||Iyyokuk the Lucid||Ka'roz the Locust||Skeer the Bloodseeker||Rik'kal the Dissector||Hisek the Swarmkeeper|