The UI seen in this video is Aliena's UI
Originally Posted by AlienaHello and welcome to the TankSpot Vault of Archavon raid guide! My name is Aliena and in this video I'll explain the strategy we use for the 25-man version of Koralon the Flame Watcher, the newest addition to the Wintergrasp raid instance.
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Just like Archavon and Emalon, Koralon will only be available to fight if your faction is currently in control of Wintergrasp and will despawn ten minutes before a new battle for Wintergrasp.
While Koralon does not have a hard enrage timer, he gains a stacking buff from the time you engage him called Burning Fury. This increases the damage he deals by 5% every 20 seconds and acts as soft enrage timer.
Approximately every 30 seconds after engaging the fight, Koralon uses an ability called Meteor Fists. This gives him a buff for 15 seconds that makes him deal additional 100% to 125% fire weapon damage and, like many meteor abilities, splits the damage taken evenly across targets within 10 yards. To avoid having your tank get one-shot, you can choose to either split the damage with an off-tank or have your melee stay close to your tank to spread the damage evenly. Alternatively, if you're low on tanks, you could set up a cooldown rotation. You will also need a good mix of AoE healers for this encounter.
After Meteor Fists, Koralon tends to use Burning Breath, which is an AoE whirl ability that inflicts 5500 fire damage to every raid member per second for three seconds - so with 0 stacks of Burning Fury you have 16.5k raidwide damage incoming over 3 seconds. As Burning Fury stacks up, this may get tougher to heal through. Discipline priest bubbles are very useful here to avoid spike damage deaths. Also make sure your raid is mostly grouped up so people can easily be reached by AoE heals.
Lastly, Koralon will occasionally target a raid member with Flaming Cinder. Basically, he'll whirl a ball of fire at someone that turns into a little flame patch at their feet. The initial Flaming Cinder hit deals around 5500 damage in the 25 man version and then 4.5k damage every second to anyone standing within 4 yards of it. The ancient rule of "it's probably a bad idea to stand in fire on the ground for long" applies.
Melee seem to be frequent targets of Flaming Cinder, so loosely kiting him once there are many patches is advised. Tank and raid damage in this fight is fairly heavy, but the soft enrage will prevent you from taking too many healers, so this fight is a clear DPS race.
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