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wow Highmaul WoD Raid Preview: Bosses, Lore, Maps, and more

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With the announced release date of Warlords of Dreanor, we here at Icy-Veins have written previews for these ruthless bosses. From Orcs, to Ogres, and even monstrosities of the deep, your experience in this raid will surely be memorable. Until the release of the expansion, there may be slight changes to how these mechanics work, which we will make sure to cover in our written guide, but for now here is a taste of what’s to come.


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Today we are going to overview Highmaul, the seat of power for the Gorian Empire, located in Nagrand. This zone has seven bosses, most being of course Ogres, and a few other monstrosities. The bosses are Kargath Bladefist, The Butcher, Tectus, Brackenspore, Twin Ogron, Ko’ragh, and lastly Imperator Mar'gok. Normal and Heroic versions of this raid are expected to be opened on December 2nd, Mythic and the first wing of LFR on December 9th, and lastly the second wing of LFR to be opened on December 16th.

 

You can find our written preview of each boss in the link to each boss name.
 


 

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Kargath Bladefist


"Kargath Bladefist, Warlord of the Shattered Hand, honed his brutal skills as a slave in the ogres' gladiatorial games. He slaughtered countless opponents for the promise of freedom, but after winning, was locked away with the other retired "champions." Fueled by rage, Kargath tore off his own hand to escape and led a revolt to teach you the true meaning of savagery."
 

During the encounter with Kargath, players will deal with his vicious blades, roaring fans of the arena, pillars of fire in the ground and his hungry Bloodmaw tigers. Players will even have to take the fight to the fans themselves to prevent them from interfering. Kargath was a champion of the arena and since his revolt of Highmaul he has taken control and will challenge you to a fight for your life. 

 
We currently do not have a video preview for Kargath Bladefist.
 



 

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The Butcher
"Born in the Underbelly of Highmaul, this ogre may have once had a proper name, but it has long been forgotten. His hardships from being abused and beaten strengthened his body even as it broke his mind. Now there is not an ogre in Highmaul who will not give him a wide berth as he hacks away at slaughtered carcasses to pass his day."
 

Cleave, cleave, cleave. That's all this boss will do for the entirety of the fight. He will cleave your tanks, cleave your melee, and even charge AND cleave your range! Reminiscent of a boss in Diablo 3, this fight will test your coordination for sharing the cleave damage and your single target DPS with his tight enrage.

 


 


 

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Tectus
"An ancient embodiment of the Chaotic forests that shaped the terrain of Draenor, Tectus has been twisted and enslaved by the maddened Pale Orcs - who themselves barely maintained control over this imposing force of nature."
 
A Living Mountain. A monstrosity so huge and so powerful, he can summon large spikes of earth from under you. Tectus is also so powerful, that he is unkillable for the majority of the fight! When you do have a chance to kill him, if you miss it he heals up, and when you finally get him down, he just splits in to two or four little versions of himself to do it all over again.
 


 


 

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Brackenspore
 "The Iron Horde juggernaut moored in the waters beside Highmaul drew the attention of Brackenspore, ancient walker of the deep.  The aquatic giant spreads fungal growth and moss in his wake, and is driven by primal instinct to eradicate any traces of civilization on Draenor."
 

Brackenspore rose from the depth of the Zangar Sea to eradicate all life on Draenor. The creeping moss he grows will slowly devour you and the earth that you walk on. Keeping this moss under control is the key to your victory while taking advantage of his many fungi.
 


 


 

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Twin Ogron
"Guarding the entrace to the Gorthenon atop Highmaul, Pol and Phemos are the personal guard of Imperator Mar'gok. Peerless in strength and deter mination, what these ogron brothers lack in intelligence, they make up for with sheer size and brute force."
 

Twins who look similar, but have different sets of abilities. These brothers furious when separated, which increases the rate at which they attack and cast spells. During your encounter with the Twin Ogron you will have to contend with their diverse set of skills and the timing of each skill. Between the charge, the whirlwind, the shouts and massive raid damage, you'll have enough on your plate to also have to manage the distance you want to keep these two from each other.

 


 

 

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Ko'ragh

"Ko'ragh was the only ogre to survive direct exposure to a mysterious relic unearthed by the Highmaul excavations of Nagrand, and was left with a near-complete immunity to all magic. Rumors abound regarding his connections to the Imperator, with some wondering why Ko'ragh would remain subservient to a sorcerer despite his unique gifts."

 

Ko'ragh's exposure to the mysterious relic left him some very powerful abilities. So powerful in fact, that he can absorb large amounts of magic damage at a time and recharge it each time it breaks. Players will have to contend with his multitude of magic abilities while using their own version of Ko'raghs shield to absorb his spells.

 


 

 

8hHvBdK.png

 

Imperator Mar'gok
"As the grand Imperator of Highmaul, Mar'gok is descended from a long line of sorcerers who have ruled the Gorian Empire. Equal parts cunning and brutality, Mar'gok recognized the rising tide of the Iron Horde and what it would mean to oppose them. He has acquiesced to an alliance with Grommash, even as he continues to search for a way to tip the balance of power back into his favor."

 

Imperator Mar'gok is a very long and strenuous fight, composing of four phases and two transitions. Mar'gok being essentially the king of the ogres has immense power and will use his magic and ability to summon creatures to fight for him against you. Patience and consistency is key to learning this fight as there are many parts and abilities to look out for.

 

 


As you can see, there are many bosses within the gates of Highmaul, each bringing their own unique styles and fight mechanics to diversify the raid as a whole. Thank you for reading and leave a comment in the preview of each boss or below this post to discuss the raid and its bosses.

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34 raid menbers (Mar'gok)?

 

In 6.0 you can do a flex style raid for all Normal and Heroic settings, thus having anywhere from 10-40 members 

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In 6.0 you can do a flex style raid for all Normal and Heroic settings, thus having anywhere from 10-40 members 

 

Sheesh, I clearly remember a Blizz graphic saying 25. Wowhead on 10/1 says it was changed to 30. May I ask you how you came up with a 40 man size? My question was based on the screen shots showing more than 30, as much as 37, but were all players in the goup actually IN the instance?

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It's 10-30 just like it is now in 6.0

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