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    Utgarde Pinnacle

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    Utgarde Pinnacle is in the top of the keep where the superior and powerful Vrykul lives.

    Short summary describing this location.

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    Overview

     Utgarde Pinnacle is the second of two wings of the Vrykul fortress. Utgarde Keep is the first wing. It is in Utgarde Pinnacle that some of the most important and powerful of all Vrykuls reside, such as their racial leader, King Ymiron.
     

    Bosses

     Svala Sorrowgrave
     Svala Sorrowgrave

    Svala Sorrowgrave

     The first boss of the dungeon.She is a vrykul who is being transformed into a val'kyr by the Lich King just as you enter the room that she resides in.
    An easy fight.
    She has three spells at her disposal:
    • Sinister Strike - hits tank for ~2k (Heroic ~4500 on plate)
    • Call Flames - Flame bolt volley for low damage (Heroic ~4k)
    • Ritual of the Sword - teleports one party member to the altar and summons three adds which channel spells holding the party member in place. A sword slowly descends toward the altar, and if the adds are not killed by the time the sword reaches the altar it hits the sacrifice target for 100% of its health.

    As for the strategies,depending if you're are doing a normal raid or heroic,you should probably know that Sorrowgrave's damage is low, and the adds have low health.Every 20 seconds or so she will sacrifice a party member. She rises to the ceiling and teleports the targeted member to the altar. Three adds appear and channel a spell holding the party member in place.You have approximately 8 seconds to kill all the adds before the sword reaches the altar and kills the sacrifice target. Iceblock can be used to avoid the sacrifice, it is unknown whether other abilities also work. These abilities do not remove the sacrifice on Heroic Mode.Also,in heroic mode the adds have much more health and apply a dot to any player who casts a direct damage spell on them. Having substantial AOE damage is useful for killing the adds in time.      

     Gortok Palehoof
     Gortok Palehoof

    Gortok Palehoof

    The second boss. He is a magnataur who is found frozen within a trophy hall of the Keep, and must be freed by the players. 
    He has a set of abilities:
    • Arcing Smash - Frontal Cone damage for ~6k     
    • Impale - Throws a spear at the target dealing 1885 to 2115 damage and an additionall 3000 damage every three seconds for the next nine seconds.     
    • Withering Roar - Deals 2000 damage to nearby enemies and reduces their total health by 500. Lasts 30 seconds. Stacks up to 50 times.   

    And in Heroic mode he also has:     
    • Impale - Appears to disappear when afflicted target is healed to 100% (needs to be confirmed)     
    • Withering Roar - Reduces total health by 1000. Lasts 30 seconds. Stacks up to 50 times.  
     

     Skadi the Ruthless
     Skadi the Ruthless

    Skadi the Ruthless

    The third boss of four in this instance.Also a vyrkul,and a frost one at that.
    His powers are:
    • Crush - Deals about 10k physical damage to the target.
    • Poisoned Spear - applies a dot that does several thousand damage per tick.
    • Whirlwind - standard whirlwind ability, doing 6-7k on plate, capable of moving while using whirlwind. *Skadi the Ruthless can be disarmed on Heroic Mode
    In opposite of the latter two,this boss in no easy task.The fight may look somewhat complicated,but once learned,you won't have no problems of finishing this boss.

    When the fight begins, Skadi the Ruthless will mount his proto-drake and fly up into the air, beginning a gauntlet style event. Your party must work their way about 150yd up a hallway fighting 4-5 waves of 5-6 Frost Vrykul each.While you are fighting through the gauntlet, Skadi will fly over on his drake and cast frostfire on the ground in long strips. Standing in the fire does ~3k a second. It is useful to have a member of the party aware of Skadi's movement so that you can predict and call which side of the hall his breath will be cast on.Ymirjar Harpooners will drop harpoons that stick in the ground. Party members need to loot the harpoons along the way.When you reach the end of the gauntlet, there are three harpoon guns mounted on the edge of the keep. Occasionally you will see the emote that "Skadi is in Range of the Harpoons" and a party member, who has a harpoon, needs to use the harpoon gun. An effective strategy is to assign a single player to collect the harpoons and fire them at Skadi. Several harpoons can be fired in one pass if the player is fast. Additionally, if the group wipes unused harpoons will remain in a player's inventory, allowing you to have a full stack by the time you reach the end of the gauntlet on subsequent attempts. After 4 hits with harpoons (6 Heroic), Skadi's drake will die and he will dismount. When he lands the tank must quickly establish aggro otherwise Skadi may immediately kill vulnerable group members. It is handy if hunters use misdirection (and rogues use tricks of the trade)on the tank in anticipation of this and begin DPSing immediately. From this point on the adds stop spawning and it is essentially a tank and spank. He has an ability that does ~6k damage to the tank and stuns him for 2 seconds. Skadi will also occasionally cast whirlwind, which hits for ~2k, and target a random party member (Warriors use disarm even on Heroic). The targeted party member must kite the boss away from the rest of party to reduce overall damage taken (Warriors should taunt while kiting backwards, this will pull the boss towards them during his whirlwind). Skadi will also occasionally throw a poisoned spear which will hit for around 6k and then DoT for around 2k every 3 seconds, healers must be fast to react to this as an already weakened player will die quickly from it.It should also be noted that as of Patch 3.0.8 this boss encounter is bugged. When the last of the adds is killed he will immediately despawn, even if he's already down and fighting. Groups must ensure that at least one add is kept alive until the end of the fight, otherwise they will have no choice but to reset and start again.  

     King Ymiron
     King Ymiron

    King Ymiron

    The fourth,and main boss of this instance.King Ymiron is the king of the vrykul in Northrend and lies sleeping within Gjalerbron. His people, the Dragonflayer clan, are still fanatically loyal to him.
    Having recently proven himself to the Lich King, he was converted to the undead.
    He has the following set of spells:
    • Bane: Surrounds King Ymiron with an aura that deals 1414-1586 (Heroic: 5k to 6k ) shadow damage to nearby enemies on every attack.
    • Dark Slash: Slashes current aggro target with darkness, dealing damage equal to 50% of targets total health.
    • Fetid Rot: Afflicts the target with a disease dealing 1414-1586 (Heroic: 2828 to 3172) damage every 3 seconds for 9 seconds and decreasing healing received by 25%. Dispellable.
    • Screams of the Dead: Delivers a bone chilling scream stunning all party members for 8 seconds.
    • Spirit Burst: AoE. Deals 2357 to 2643 (Heroic: 4k to 5k ) damage to all targets. Only occurs when Ranulf's blessing is active.
    • Spirit Strike: Deals 925 to 1075 (Heroic: 4625 to 5375) damage to current target and increases physical damage done by 250 (Heroic: 1000). It is stackable, lasts 10 seconds, and only occurs when Haldor's blessing is active.

    Being that he is the last boss,he is the most difficult.This fight requires little strategy but is still quite difficult, particularly in heroic.The primary aspect of this fight is that he hits the tank VERY hard. His normal hits are for ~3k-5k and Dark Slash hits the tank for 50% of their health.Occasionally, King Ymiron will cast Bane which causes shadow damage when he is attacked. All DPS need to stop attacking when Bane is up. It needs to be dispelled or spell stolen immediately so dps can resume.He will also occasionally cast Fetid Rot on a random party member, which needs to be removed as quickly as possible.Every 33% HP on normal, and every 20% on heroic, King Ymiron will cast Screams of the Dead, which stuns the entire party for 8 seconds(mages can blink out of this stun). He will then randomly run to one of the 4 longboats in the room and channel a spell from a Vrykul ancestor there. This will give him an additional ability for the next 33 or 20% of his life. After reaching the next 33/20% mark, the previous longboat will burn and that ability will end. Thus, Ymiron will call on two ancestors' blessings during his normal battle, and all four during his heroic battle.
    With respect to Ymiron's throne, these boats do:
    Near Left Boat (Haldor) - Gives the target the debuff Spirit Strike that increases damage taken. Will stack over time!
    Near Right Boat (Bjorn) - Allows him to summon Spirit Fount, an orb that does AoE shadow damage and moves around the room slowly. Ymiron needs to be kited away from the Fount and party members need to stay away from it.
    Far Left Boat (Ranulf) - Give him the ability to cast spirit burst, an AoE shadow nova for ~2k (Heroic: ~4-5k)
    Far Right Boat (Tor) - Allows King Ymiron to summon 4 Avenging Spirit adds that can be AoE'd down. 

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