1. Introduction and Bomb Carrying Role Assignment
- Guide to Krom King Gallywix, the final boss of the Sunken Kingdom Liberation
- Role assignment for carrying and handling bombs dropped by 5 technicians in phase 1 is important
- Generally, mages handle bombs 1-4, and a dracthyr protection warrior handles bomb 5.
2. Alternative Bomb Carrying Roles and Support
- Bombs 1-3 can be handled by classes with good mobility
- Bombs 4 and 5 are difficult due to the lack of platforms
- Possible alternative classes: Havoc/Vengeance Demon Hunter, Warlock, Evoker, Monk, Rogue
- Provide external survivability support such as Tiger's Bloodlust and Life Cocoon to bomb carriers.
3. Additional Mechanics at the Start of Combat
- Mythic difficulty has additional mechanics compared to Heroic difficulty
- Immediately after casting 'Total Devastation', an electrical connection is created between the boss and each player
- Damage increases the further you are from the boss, and players in the electrical line also take damage.
4. Electrical Connection Placement and Tank Role
- Initial landing position is guided by players, and mobile ranged DPS install gateways
- Discipline Priests, Restoration Druids, and Demonology Warlocks participate in the rotation to complete the lamp and move
- Tanks ignore the electrical connection (damage is low)
- Adjust placement to fit the team.
5. Phase 1: Add Management and Bomb Handling Priority
- Phase 1 starts after shield destruction and cast interrupts, with 3 adds spawning on the nearest platform (1 Technician, 2 Warmongers)
- Interrupt the Technician (2-person rotation), Soothe the Warmongers (using Monks, Hunters, Druids)
- Prioritize Technician damage, if the bomb drops before the beam, the responsible player acquires the bomb and prepares to charge.
6. Bomb Charging and Giga Coil, Scorch Target Designation
- Requires 3 orbs, dunk to minimize Giga Coil damage
- All players who are not the Scorch target can guide the Giga Blast beam
- The Scorch target moves away from the group to easily secure a safe zone.
7. Shell Handling Method
- A Disc Priest or healer is responsible for one healer, the tank and rogue split the responsibility
- The remaining players are dispersed into 4 zones
- Place only 1 healer in each zone to prevent healer overlap.
8. Dealing with the 4th Shell Set (Combo Set)
- The Scorch target guides the beam and the shells activate simultaneously in a combo set
- The Scorch target moves behind the shell, and players who can guide the beam do so
- Move into the shell quickly after guiding the beam
- Utilize Mage, Salvation, Void Elf, Demonic Circle, etc.
9. Oppression Phase and Additional Add Management
- Move together to avoid the Flame Whirl during the Oppression phase
- Mythic difficulty has greater fall damage
- After handling the 3rd bomb, additional adds spawn near the center of the room (3 Warmongers, 2 Technicians)
- A Protection Paladin moves one Technician away from the boss to interrupt.
10. Handling the 5th Bomb and Carrying the 4th Bomb
- Delay the Technician kill time to secure time to handle the 5th bomb
- The 5th bomb can be handled flexibly
- All 3 Warmongers must be Soothed
- The Technician near the boss is killed during or after the Oppression phase, and the 4th bomb carrier acquires it
- Guide the beam to the outside of the arena to make it easier for the 4th player to charge and detonate the bomb
- The bomb that has to travel the furthest if following the liquid movement path.
11. Second Intermission: Ranged and Melee Roles
- Enter the intermission after dunking the 4th bomb
- Place 3 ranged DPS to interrupt the Sentinels once each (cannot be interrupted after)
- 2 Sentinels in the first intermission, 3 in the second
- The Sentinels must be killed before they start casting Protection
- Devastation Evokers and Shadow Priests deal the highest damage
- Melee DPS start on the line on the floor, wait for the beam to pass, and then cross before the floor is electrified.
12. Intermission Add Management and Avoiding the Beam
- Use Intimidating Shout and 3 stuns to prevent the melee add's cast
- The adds must be killed quickly
- Use cooldowns and potions in the second intermission
- In the first intermission, there is no need to move to the second ring to avoid the beam
- In the second intermission, you must move to the middle ring to avoid the beam twice.
13. Phase 2: Gallywix Functions Maintained and Space Reduction
- Enter Phase 2 after the intermission, Gallywix functions the same
- Lose 1/4 of the room before the second intermission, and fight in the last area.
14. Phase 2: Soak Assignment and Personnel Selection
- Designate left and right soak assignments (5 or 6 people)
- Healing soak is shared among all players and increases depending on the number of soakers
- The minimum number of people is 5, Liquid secures stability with 6
- Personal survivability or external survivability is required when proceeding with 5 people
- The second and third soaks on the left overlap with Scorch and are dangerous, so use immunities.
15. Phase 2: Guiding the Giga Blast Beam and Precautions
- It is best for melee DPS to guide the Giga Blast beam, but you must avoid the sparks as it cannot be guaranteed (causes stun)
- Death is highly possible due to Scorch movement, Oppression, and damage received in front of the soak.
16. Final Phase and Conclusion
- Prepare to throw the fifth bomb after the fourth frontal soak and move to the last area to start the last intermission
- Movement is more difficult and damage to the Sentinels is most important
- If the Sentinel cast is certain, survival is possible with personal survivability + external survivability
- After completing the last intermission, the boss can be killed without accidents
- It is a repetition of the previous phases and the space is slightly smaller
- Be careful not to overly restrict the playing space when aiming the front
- The damage requirements are very low, so focus on playing the mechanics safely and consistently.