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Post by yaZuo on Aug 2, 2008 22:35:44 GMT -5
Gruul's Lair is located north of Ruuan Weald in the Blade's Edge Mountains of Outland. Here, Gruul the Dragonkiller, the merciless gronn overlord resides.
In this dungeon you will face, not just gruul himself, but also the lower ranking High King Maulgar and a lot of fodder. After the initial fodder you will come to the high king....
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Post by yaZuo on Aug 2, 2008 22:36:37 GMT -5
High King Maulgar Maulgar is not alone...he has a council consisting of Kiggler the Crazed, Blindeye the Seer, Olm the Summoner and Krosh Firehand.
Blindeye the Seer (Priest)
The healer of the group, he has a small heal with which he heals himself for approximately 5% of his maximum health and a very powerful 10-second cast Prayer of Mending which heals him to full. Before he casts Prayer of Mending he will always Power Word: Shield himself first and can't be interrupted when the shield is up. As soon as he shields, DPS must break down the shield before they can interrupt his Prayer of Mending. He is vulnerable to Curse of Tongues and [Mind Numbing Poison] which can aid players in the interrupt process of his dangerous heals. A tank druid can easily range pull him with immediate aggro using Faerie Fire (Feral) if no Misdirections are available.
Alternatively Improved Kick can work while shield is up...
So you wanna kill them Once the initial trash (3) are killed, the raid has 1 hour to do attempts on the King and his council. The 1 hour timer is based on when the first patrolling trash mob first aggroes.
The key to get into this fight is the pull. Everyone needs to stand in the correct position to minimize the impact of the area-effect abilities. The typical kill order is Priest, Warlock, Mage, Shaman, and finally Maulgar. Priest and Warlock can both be focus-fired by melee and ranged together, so they go down quickly. Shaman and Mage are ranged-only DPS and die more slowly. Due to many of the ogres having anti-melee damage (fire nova, AoE knock-back, Maulgar whirlwind), ranged DPS is more of an asset than melee DPS for this specific fight.
Having a mod such as Ventrillo (commonly called VENT) will synchronize the pull as much as possible to reduce the impact of certain mobs running the wrong way.
The mage tanking Krosh Firehand should place himself completely to the right and move straight forward. Just in front of Krosh Firehand there's a slight graphical "clip" (i.e., a place where the graphics texture pieces do not align well) and that is where you should stand before the pull takes place. Be sure not to move too close to the "clip" or you will aggro the room. A good reference point can be used just before the clip, there is a portion of the wall to your right that makes a "corner" (with a little steam vent) that is a safe reference point to stay at when preparing for the pull. When High King Maulgar gets aggroed you shoot any instant-spell you have (fire blast, PoM pyro) at Krosh Firehand and Spellsteal his shield immediately afterwards. Positioning Krosh is easy. When you aggro him, he will run to you until he is right next to you, then he will stay at that point and fireball you. Make sure that you position him in the far right corner so the raid does not have to worry about the flame wave ability. This is easily done by running to the corner after a Fire Blast and just waiting until he gets to you and then blinking to get out of the range of the flame wave.
High King Maulgar is best tanked by the gate leading to Gruul, on the far left; this gives the least chance of a knockback or fear into him. He remains in this position at all times during the fight. It is recommended to use a spare hunter with misdirection on the main tank to ensure his aggro is as sticky as possible straight from the start.
Kiggler the Crazed can be tanked by a combination of two hunters or two warlocks who are siphon life/drain tanking him. Alternatively he can be tanked by a Moonkin druid because of the immunity to polymorph. Nature resistance should be a priority to the class(es) tanking him to avoid large damage spikes. Stay at max range to avoid the Arcane Blast. A good position for him is down the entrance corridor - be careful not to get knocked back through the instance portal. Tanking him here gains a 30 yard sphere of safety inside the main cave, where space is limited.
Blindeye the Seer should be pulled and tanked in a safe place in the room. Pre-determining where he should go can be tricky, due to the difficult nature of positioning the rest of the adds. All DPS are on him doing damage, he should be dead as soon as possible.
Olm the Summoner, the tanks and the warlocks run straight to him, but beware of the Blast Wave of Krosh Firehand. He should be tanked in the back of the room. Since he has no AoE, he can be tanked next to Blindeye the Seer, so your dps can switch fast and easy. If there are enough Hunters available, a misdirection pull on the Olm, Maulgar and Krosh can make the beginning of this fight a much more stable affair.
It is important that you have enough damage to make Blindeye the Seer's shield disappear. Have someone giving information when the shield is up and then just burst his shield down. Once the shield is down, his healing ability can be interrupted by any physical damage. Optimally you should only have to deal with two or three shields while damaging him down, then all the melee should go to Olm the Summoner while all ranged DPS concentrates on Krosh Firehand. While you walk to those two encounters, make sure to avoid Krosh Firehand's Blast Wave. Stay calm, be cautious, and bring those two adds down. Once Olm the Summoner is down, Krosh Firehand should follow right after. Finally everyone DPSs Kiggler the Crazed down.
MAKE SURE TO HAVE [MIND NUMBING POISON] AND [Wound Poison] ON YOUR BLADES!
Phase 1 After all 4 adds are down, ensure your healers have enough mana. All free healers should recover some mana before entering the fight against High King Maulgar. Same goes for caster-DPS. High King Maulgar hits very hard (about 12k on cloth), so its advised to keep available attack power debuffs up all the time. Meleers don't enter the fight right away, they have to wait until High King Maulgar does his first Whirlwind. When the Whirlwind vanishes you can enter the fight for about 25-35 seconds, then you should move away to prevent his Whirlwind from hitting you!
At 50% High King Maulgar enters Phase 2. He becomes big and red and drops his hammer reducing his melee damage by a good amount so that the OTs can survive a few seconds without heal after a taunt. In this phase he will charge random party members. He will also cast Intimidating Shout on the main tank which will incapacitate him for 4 seconds and fear everyone around him. To deal with intimidating shout, have a second tank taunt Maulgar after all the other adds are down (the MT should immediately taunt him back) and then run out of range of the fear and wait. When Maulgar Intimidating Shouts the melee, his aggro will switch to the off tank until Intimidating Shout breaks. Once Intimidating Shout breaks, the off tank can intervene the MT to get Maulgar back in position. It's also possible for the MT to "stance-dance" through the fear. The first fear usually come about 5 seconds into phase 2. After that, Maulgar fears approximately every 15 seconds. His whirlwinds can be dangerous in this phase if he begins one while the main tank is feared or right after a charge so keeping tabs on the whirlwinds and spreading out are very important. If you have 20 or more people still up once the 4 adds are dead, you should have no trouble getting Maulgar down. Be prepared and spread out for Phase 2.
Quick Description: Listen to the raid, go after the Priest first, Make sure they cant heal, where there down, follow the rest of the dps and take down the rest. Then kill HKM but watch out for his spin manuver
Your drops include... [Pauldrons of the Fallen Champion] and [Malefic Mask of the Shadows]
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Post by yaZuo on Aug 2, 2008 22:40:28 GMT -5
Gruul the Dragonkiller
Gruul the Dragonkiller is the gronn overlord of the ogres of Outland, ruling with an iron fist. He earned his nom de guerre (and the emnity of Sabellian) after slaughtering many members of the Black Dragonflight that came to Outland to aid the Horde of Draenor. He is the father of seven Gronn: Goc, Gorgrom the Dragon-Eater, Grulloc, Maggoc, Slaag, Skulloc Soulgrinder, and Durn the Hungerer. He has about 3,415,000 hitpoints
After aggro you have roughly 10 min to kill this beast. A high-stamina/high-DPS raid is favored for this encounter. Melee DPS is at a disadvantage, as Cave-ins often spawn on top of Gruul, and they may have to run out repeatedly in preparation for his Ground Stomp. This is one of the few fights where Main Tank death is not an automatic wipe. Tanking duties simply shift down the ladder of offtanks, with the previous Hurtful Strike soaker becoming the MT. Gruul can't do any magical attacks, so it's advised to use amplify magic. If a Paladin in your raid has Improved Concentration Aura, it may help to place that person in a group composed of healers; the Silence duration mechanic can save your raid on Reverberation at a high Growth stack, by reducing the amount of time they are silenced. It's also helpful for resto shaman to have the silence duration reduction talent, as there will be a lot of moving during the fight and Gruul's room is very large.
Rogues can use Cloak of Shadows to remove the "Gronn Lords Grasp" movement debuff.
The Ground Slam knockback does not properly function if the player is on the rocks around the outer ledges of the room. Players there will be pushed only a short distance, if at all.
Shatter will affect targets beyond line of sight however, players can wedge themselves into niches along the outside to avoid being launched inward toward Gruul.
If you land quite some distance from Gruul, you are advised to run straight toward the outer wall, or toward the wall at an angle away from someone if you land near them. If you land between closer to Gruul than you are to the wall, and you can see other characters between you and the wall, move a bit toward the wall but be sure you keep your distance from those who are closer, and watch for tanks who will be moving toward Gruul. The key to a raid surviving Shatter is to trust those behind you to not come too close and kill you, and for those behind others to maintain their distance from those ahead of them. However, because the result of Ground Slam is completely dependent on chance, sometimes even a well-prepared raid will get an unlucky Ground Slam/Shatter combo that leads to a wipe.
If your group consists of 3 tanks (which it should because of High King), you designate a main tank (tanking Gruul of course), a Hurtful Strike tank, and a third tank that is also building up aggro (just in case one of the other tanks die. This third tank should Intervene the main tank to take a hit once during the AoE silence so the healers don't have to worry about the main tank dying due to lack of heals. All healers must have HoTs ticking at all times during silence. Priests should have high Mp5 stacked and not require Innervates until the very end, if at all.
Raid-wide you will need an average of 6666.67 DPS to kill Gruul before he reaches 17 Grows (at which point the tank is risking getting killed in one hit), or an average of 266.67 DPS per raid member (assuming a full group of 25).
Assuming your raid has 3 tanks doing about 150 DPS each and 5 healers doing 0 dps, the remaining 17 DPS classes in the raid will need to average about 365 DPS on Gruul
If you manage this beast then except your reward:
[Leggings of the Fallen Champion] [Shuriken of Negation] [Gronn-Stitched Girdle]
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