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Author Topic: Gruuls Lair - Boss Tactics.  (Read 3933 times)
Lukas Kowalik
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« on: October 20, 2007, 04:47:56 AM »

High King Maulgar

High King Maulgar and his 4 adds:

High King Maulgar (Warrior):
Hits plate wearers for 5k-6k and 8k-11k crushes

Arcing Smash:
A powerful cleave that hits around the front of Maulgar for 8-12k on plate.

Whirlwind:
Momentarily spins round, and hits anyone around him for 7k on plate. It is advised that he is away from the raid and only the healers near him.

Enrage:
At 50% Maulgar enrages, tosses his hammer away and gains 2 new skills:

Fear:
AoE fear that only should affect those in Melee so give the tank a Fear Ward.
Charge:
Happens when he fears, he charges a random target that is not feared, and you need to
bring him back into position asap, before he starts using Whirlwind and Arcing Smash.


Krosh Firehand (mage):
Hits for 3k on plate.

Blastwave:
6-7k Fire Damage every 10-15 seconds. Point Blank area effect, about 20 yards.

Fireball:
8-9k Fire Damage constantly, 4 second cast. Ignores Fire Resistance.

Fire Ward Shield:
Reduces Fire Damage taken by 75%.


Olm the Summoner (warlock):
Hits plate for 3k.

Summon Felguard:
Summons a Felguard roughly every 2 minutes, which can do an insane mana burn, and hit
clothies for 3-4k.

Deathcoil:
Casts Deathcoil on the person with highest threat dealing 2k shadow damage and heals
him for 4000.

Dark Decay:
A 500 shadow damage per tick debuff that can be dispelled by his Felguards, with a selfcast spell. He casts this every 4 seconds on the person tanking him.


Blindeye the Seer (priest):
Hits plate for 3k.

Single Target Heals:
Heals a single target for insane amount.

Prayer of Healing:
AoE heal that heals all of the bosses for 40% (100,000 HP)
Casts PW:S when he starts this spell.
Susceptible to:
Curse of Tongues, Mind-Numbing Poison, Wound Poison, Stuns, Counterspells.



Kiggler the Crazed (shaman):
Hits 3k on plate.

Sheep:
Frequently Sheeps the person that is tanking him.

Lightning Bolt:
800-1500 Nature Damage, chain casted on tank at a 20 yard range.

AoE knockback:
10 yard range, 2500 damage.


Kill Order: Priest, Warlock, Mage, Shaman and at last Maulgar.


Tanking the adds and Maulgar:


Krosh:
He is tanked by a mage. When Krosh casts his Fire Ward Shield the Mage should Spellsteal
it. The Mage should also have around 10.000 HP and Fire Protection Pots. Don't bother with Fire Resistance since Krosh's Fireball ignores it.


High King Maulgar:
There are 2 different possibilities to tank him.
Either by a tank with at least 12k HP, or a well geared Druid with around 70% damage mitigation and 15k HP. Use Grace of Air Totem to boost his dodge rating.


Crazed:
Use a Moonkin Druid to range tank him as he is immune to Polymorphs.


Seer:
1 Warrior at the Seer, it can be a MS warrior, fury or Protection. It doesen't matter since he doesen't hit very hard.


Summoner:
A warrior tank on this one, together with one of the Fel Hounds he summons, which can be enslaved by a Warlock.

A good position could be like this:
http://img296.imageshack.us/img296/982/22gruulaftersmr2.jpg


The Pull:
The hardest part of the encounter is to get the pull to work.

The mage may start the pull by casting on Firehand. Immediately after, the mage must run into melee range and back out. This will cause Firehand to start casting Blastwave, and he should remain in that position. It is best that he is tanked in the dead center of the room, although it isn't a must just so long as he is away from the priest ogre and 20 yards away from anyone else due to Blastwave.

A hunter will misdirect pull High King Maulgar onto the MT on the far right side of the room, 20-30 yards from the main raid group. He will be held there and not moved.

The Seer (priest) should be tanked in the far left of the room, about 30 yards away from Gruul's gate. He should be pulled with misdirect to a warrior and held there. Let the rogues deal with the interrupts and burn him down first.

The Summoner (warlock) will immediately summon a Fel Hound after the pull. A warlock should enslave it and use it as an off tank for this ogre. The summoner can be tanked near Gruul's gate also: 30 yards away from the priest is best.

Kiggler (Shaman) may be tanked in the far left of the room, with 2 hunters on him. Nature resistance helps but isn't required. Also optionally, arcane resistance of around 200 will significantly reduce the number of Polymorphs the Kiggler tanks receive.
Another tactic is to use A Moonkin Druid which can freely DPS Kiggler.



For this fight you need 9 healers. It's doable with less but should only be done when they are more experienced!

Maulgar:       3 Healers.        Restoration Druid, Holy Paladin and a Priest.
Krosh:           2 Healers.        Holy Paladin and a Priest.
Summoner:   2 Healers.        Restoration Shaman and a Holy Paladin.
Seer:            1 Healer.          Restoration Druid or Holy Paladin
Crazed:        1 Healer.          Holy Priest.

*NOTE:
Put every DPS on the Seer at start and go nuts on him.
When he casts his Shield be quick to remove it so people can interrupt his heals.
Have a rogue with Mind Numbing poison to hit him or a Warlock to use Curse of Tongues on him.
« Last Edit: October 22, 2007, 05:56:39 AM by Lukas Kowalik » Logged
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Lukas Kowalik
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« Reply #1 on: October 21, 2007, 12:34:43 AM »

Gruul the Dragonkiller

Gruul the Dragonkiller abilities:

Growth: A self-buff which starts 30 seconds after you engage him in combat. Growth increases Gruul's size, damage done by 15% per stack and 15% damage done per tick from "Cave In" and Hurtful Strikes. Stacks up to 30 times. It's advisable that you kill him before his 18th Growth because then it will be impossible to heal anything that's going on.

Cave In: Gruul's hits makes the entire cave tremble for the whole fight making rocks from the cave ceiling fall down on random positions dealing heavy damage. You will get a debuff if you stand in the Cave In and will have approximately 2 seconds to get away from it. It's relatively easy to see since you can see boulders shatter on the ground.

Ground Slam / Gronn Lord's Grasp / Stoned / Shatter:

Every now and then (approximately 45 seconds cooldown) Gruul will smash the ground making everyone fly in the air to random positions. Upon landing or when the Ground Slam debuff expires you will get a debuff called Gronn Lord's Grasp which stacks every second up to 10 times and reduces movement speed by 10% every second. When it's fully stacked you will become a stone figurine, which is unable to act (some abilities are still possible, more to that later) for a short duraction then Gruul will Shatter you dealing damage to everyone in your range, the closer they are the more damage they will take from your Shatter and vice versa. If you stand right onto another player you will both suffer 9000 damage, if you are at 15 yard range you will suffer 70-100 damage. If there is no one in 15 yard range of you, you will not take any damage.

Reverberation:
Area of Effect Silence that silences for 4 seconds. Resistable and it's affected by talents like Focused Mind, Unbreakable Will and affected by items that reduce silence effects by x%. This can be outranged and have around a 45 yard radius.

Hurtful Strike:
Hits the person second on the Threat Meter for a fixed amount of damage which is increased by the Growth Buff. It hits normally for 10000-13000 on people with 0 Armor.

Positioning:

This fight is basically a major DPS race with one exeption. Due to the randomness of the Ground Slam mechanic it's important to spread out accordingly. My suggestion would be like this:

Party 1 consisting of 1 Paladin, 1 Warlock and 3 Tanks.  - Tanks in middle with Gruul. Warlock and Paladin Far Right corner.

Party 2 consisting on pure melee DPS. - In the Middle together with tanks.

Party 3 Far Left corner.

Party 4 Near Right Corner.

Party 5 Near Left Corner.

Countering Gruuls abilities:

Growth: Self Buff so cannot be countered.

Cave In: Boulders will shatter at the place where Cave In is happening so move out of it fast. As soon as you get the Cave In debuff you have 2 seconds to get out of it before you will start taking damage.

Ground Slam / Gronn Lord's Grasp / Stoned / Shatter:
The only thing you can do is to move away from everyone as fast as possible and eat the damage. Priests can put a Shield up on themselves aswell as Renew to minimize the damage. Druids can Lifebloom themselves a sec before you get stoned, while Stoned use Barkskin to reduce the damage, when he shatters you the lifebloom tick will put you back to full HP. The rest can only hope to be far away from each other.
IMPORTANT: NEVER EVER STAY CLOSE TO A TANK, MOVE AWAY FROM HIM EVEN IF IT WILL GET YOU OR YOUR TEAMMATE KILLED!!

Reverberation:
Since the timers on this spell are rather unstable from bossmods you will have to eat it. The only thing you can do is to have full HoT's on the tank and always keep him at 100% health.
Nature's Swiftness+Healing Wave/Nature's Swiftness+Healing Touch are good panic buttons if the tank gets low on HP when Reverberation expires.

Hurtful Strike:
The awe of Hurtful Strike is that if your secondary tank dies he will start killing your melee DPS, and guess what happens when they are all dead? The Main tank will start to take normal hits aswell as Hurtful Strikes which can easily 2shot the tank. So to avoid this have a "Soaker" tank, best choice is a Druid because of high armor and health and don't let him die!


Healer Roles:
Keep your 2 tanks alive, means heal them to full, heal them even more THEN you can heal the rest of the raid. The fight ends when you have 1 tank left.

Melee DPS Roles:
Nuke as fast and as hard as you can without overaggroing the secondary tank. If you do, you will die from the next Hurtful Strike. This is a DPS race so push it to the limit.

Ranged DPS Roles:
Consider yourself on your own. That means you're the last person who will ever get a heal.
Bring Bandages for this fight since you're gonna need them. You get more or less free play here so you can nuke the living crap out of Gruul and even more, just watch out for overaggroing him since you will wipe the raid if you pull him away from the middle, due to Hurtful Strikes. Also your main problem here will be Cave Ins, try and not to get hit by it, cancel your spellcast even if there's a 0.5 sec left on it and get away from Cave In.

Tank Roles:
Maintank
Use all your rage on getting as much Threat Per Second as possible so you can keep Gruul glued to yourself because the raid will have to do massive DPS on him. If you get low on HP at 14 or higher Growth use Shield Wall and Last Stand asap to buy your healers some time!
Offtanks:
The Druid tank should focus in getting steady Threat Per Second, with the combo of Mangle and Lacecrate stackings, use Demo Roar on Gruul aswell.
Your third tank should be a warrior, Thunderfury helps a great deal here because of the 20% attack speed reduction, and it stacks with Thunderclap!

Note that he is Immune to Taunt
« Last Edit: October 26, 2007, 10:25:55 AM by Lukas Kowalik » Logged
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« Reply #2 on: April 18, 2008, 07:00:14 PM »

Extra note on High King Mulgars priestly add.
Mindnumbing poison don`t work, but wound poison do. The dps loss from keeping wound poison on your rogues daggers for this fight is superior to keeping any other poison on your rogues dagger.
Trick here is to stop him from self healing, not healing other mobs Smiley

If you raid with more than 2 rogues, the third and above is`t really needed for the wound poison.


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