This article is part of a series of Ulduar guides that focus on rogues and other melee classes. You can find the links to the other guides in the introduction post.
This guide is not a general strategy guide for the encounter. While you may find some overview, it’s only here so the melee classes know what is going on. If you need a full strategy guide, you can check out Tankspot’s Project Marmot, as they have lots of awesome strategy videos.
Of course, if you have any comments (including, but not limited to different strategies and differences from 10 to 25-man versions), feel free to use the comment form below and post them. I’m only a dwarf and I can make mistakes.
Also, feel free to repost this to your guild’s forums if you find the guide useful, just be sure that you abide to the Creative Commons license and provide my name as an author and a link to my site.
Kologarn
Meet Kologarn. He is very large.
Kologarn is a giant that’s guarding your passage to the second half of the instance. He’s not optional and doesn’t have any kind of a hard mode.
Positioning on this fight is extremely easy for melees. Just stand on top of your tank, right in front of the giant belt buckle. From this place you can easily attack all three targets in this fight – being Kologarn and his two arms. You can also attack them while standing to the left and right of the boss, under the arms, but I don’t really recommend that – when the arm dies, it will spawn a bunch of adds that can and most likely will want to play with you. Their Stone Nova isn’t very friendly.
The rest of the raid is going to be spread out in the back like on the screenshot above (as usual, click to enlarge it). They will have to run around to avoid Eye Beams, but Kologarn should never target anyone in melee range with them, so we don’t have to worry about that. For completeness though, we do it in a way that if you see two beams on both sides of your character, you need to run forward (preferably not into someone else) and kite them through the usually empty space in the middle.
Right Arm
The Right Arm is your main enemy in this fight. Throughout the fight he will grab one (or 3 in the 25-man version of the encounter) person and squeeze them to death, dealing a fair amount of damage first, then one-shotting the grabbed player after about 10 seconds. He releases his victims after the raid deals 80k of damage (380k on 25-man) to the arm. That means the dps needs to be focused on the arm rather than on boss himself.
After the arm dies, it will spawn some Rumble adds, that the offtank needs to pick up. They need to be AoEd. Killing the arm also damages the boss itself, taking about 15% of his HP. After destroying the arm, it will respawn 15 seconds later.
Left Arm
The Left Arm will do a Shockwave every 10-15 seconds, damaging the whole raid with an AoE. Healers will need to heal up through that, you might help them with Feint if you time it right. Other than that, simply ignore the arm, unless you want to do the Disarmed achievement.
Just as the Right Arm, this arm will also spawn Rumble adds, damage the boss when it is destroyed, and respawn.
The Body
Kologarn’s body isn’t very interesting for a dps. It does a nasty Crunch Armor debuff on the tank (reducing their armor by 20%) that might (or might not, as in our recent kills the debuff fell off rather quickly) require taunting and switching tanks, but that’s about all. Oh, and don’t forget the thing that you can fall down from the ledge, and that will kill you instantly.
None shall pass!
Killing Kologarn is very easy for a melee dps.
- Run after your tank and stand on top of him.
- Don’t fall down the ledge.
- DPS the Right Arm until it dies.
- (optional) DPS down the Rumble adds.
- DPS Kologarn’s body until the Right Arm respawns.
- Go back to point 3 and repeat.
Ranged DPS might remember that they should stand in the back, avoid Laser Beams and AoE the Rumble adds. The rest is the same.
One last thing – if you stand on top of the tank, your AoE abilities will hit all three targets. You need to be careful not to kill the Left Arm accidentaly, especially when your offtank is not prepared for grabbing another bunch of adds. Doing some damage to it is fine. Also near the end of the fight – usually after the Right Arm dies – you can ignore the boss (if he has more HP than the arm of course) and dps the remaining arm instead. Its death will damage the boss himself and will most likely kill him.
The Loot
On 10-man, the only thing of interest for rogues might be the [Shawl of Shattered Giant], if you haven’t got a better cloak yet. It’s similar in quality to the KT cloak from Naxx-25.
25-man version has much more interesting drops. First, [Malice], a nice mainhand sword if you’re into that. Second, [Shoulderpads of the Monolith] are also very good. He also drops [Wrathstone] if you’re a fan of “use” trinkets, and [Giant's Bane]. Of course I’m not promoting taking the gun from a hunter, but it is a nice gun if nobody else wants it.
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