Svartir Englar
Would you like to react to this message? Create an account in a few clicks or log in to continue.

Gruul's Lair[High King Maulgar]

Go down

Gruul's Lair[High King Maulgar] Empty Gruul's Lair[High King Maulgar]

Post  Gizzli Tue Sep 30, 2008 4:29 pm

Raid Setup
A basic 25 man setup should work. So long as you have 3 Warriors and 8 or 9 healer type classes you should be fine.

There definitely needs to be a warlock in the Maulgar Tank's group for the imp. It makes a huge difference. It is advised that warlocks just use imps, and put them in different tank groups. Recommended is Maulgar's, Kiggler's and Krosh's tank groups.

Having a shadow priest in Maulgar's tanking group is also a big plus.


Buffs, Consumables and Totems
Obviously none of your tanks should have Blessing of Salvation (that covers anyone tanking any of the adds throughout the fight), but the rest of the raid should. Blessing of Wisdom and mana regeneration totems are a must for the healers. Stacking mana regeneration is very important because this can become a very healing intensive fight.

Shadow Protection can be cast on the raid to help with the Shadow Damage of the Summoner

Mana regenerating consumables are a huge help here, also.

Shamans should just focus on totems that increase ranged DPS, such as spell damage, and mana regeneration totems. Having a Grace of Air totem on the Maulgar tank helps immensely: 5%-7% more Dodge is huge.


High King Maulgar and his 4 Adds


High King Maulgar (warrior)
Melees plate for ~5-6k, 8-11k crushing.
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 (see diagram below).

Melee can easily die if they attempt to melee High King Maulgar due to this Whirlwind. The safest time for them to attack him is just after he has used it, but it is still dangerous and it may be best to just attack him from range. Some boss mods can give a rough warning when a Whirlwind is approaching, allowing melee to back out.

Enrage At 50% health, High King Maulgar enrages (he turns red and loses his hammer) and gains two new abilities:
Fear (Enraged only) An area of effect fear, so the tank should be Fear Warded, and/or have Tremor Totems up. The fear doesn't have a large range and any ranged DPS or healers will be unaffected. It occurs every 40-50 seconds.
Charge (Enraged only) High King Maulgar charges a non-feared target. After the charge, the main tank will need to bring him right back into position. You may also choose to have an off tank for this stage to help bring him back to position, then have the main tank take aggro back shortly after.


Krosh Firehand (mage)
Blastwave 6-7k Fire Damage every 10-15s. Point Blank area effect, about 20 yards.
Fireball 8-9k Fire Damage constantly, 4 second cast. Bypasses normal fire resistance.
Fire Ward Shield Self buff, reduced fire damage taken. A mage should definitely use Spellsteal on this buff as it is effective against Krosh's Fireball spell.
Melees for 3k.


Olm the Summoner (warlock)
Summons a felhunter every minute or two. Banish or Enslave them or else they will harm your raid.
Deathcoil Single fear to the main tank on the Summoner and causes 2,000 damage and heals him for 4,000.
Dark Decay This is a 500 Damage per tick spell that can only be dispelled by his Felstalkers with a self cast spell. It is cast roughly every 4 seconds on his current aggro target. Have Shadow Protection up to reduce the damage from this spell.
Melees for 3k.


Blindeye the Seer (priest)
Single target heals, can be interrupted.
Prayer of Healing Area of Effect heal which heals the caster and all the other adds for 40% of their life (100,000 hp heal). Effectively unlimited range and a 4 second cast.
Melees for 3k.
Susceptible to Curse of Tongues, Mind-numbing, Wound Poison, Stun as long as his Shield is not up.
When he casts his shield (similar to Power Word: Shield), he starts a long cast Prayer of Healing, a 20 - 30 yard area of effect heal which will heal all of the mobs for about 40% of their HP. He will be immune to interrupts when his shield is up as well. DPS down the shield immediately so the rogues and warriors can interrupt the heal.


Kiggler the Crazed (shaman)
Sheeps very frequently.
Lightning Bolt is chain casted at a 20 yard range on the highest aggro for 800-1500 Nature Damage.
AoE Knockback 10 yard range and does 2.5k damage.
Melees for 3k.


Kill Order
Priest, then Warlock, then Mage, then Shaman, and finally Maulgar.



Tanks


Krosh (mage)
A Mage needs to tank him. When Krosh casts his Fire Ward Shield, the Mage should Spellsteal it right at the end of one of his Fireball casts. The Mage should also have around 10,000 HP, and any Fire Protection Potions he can get are very helpful too. Krosh's Fireballs bypass fire resistance, so don't bother using gear or potions to boost it.


High King Maulgar (warrior)
1 15k+ hp tank. Flasks and Stoneshield Potions are a major plus here. Another option is to use a very well geared druid tank. Having a Grace of Air totem near the tank is a huge plus due to the increased dodge rating. Amplify Magic is a huge plus.


Crazed (Shaman)
You may choose to have a Druid tank on him as they are immune to Polymorphs. Some use 2 hunters because his melee damage is far more than his ranged damage and ranged won't get the knockback damage, so it seems easier to keep him at a distance. When 1 hunter gets sheeped, the other begins tanking. If you use the hunters to tank, make sure they keep Aspect of Nature up, and have Nature Protection Potions ready: his ranged damage is all nature based.


Seer (priest)
Tank the Seer with 1 warrior. Put Amplify Magic on the tank.


Summoner (warlock)
Should be tanked by 2 tanks. 1 being a warrior and the other being one of his enslaved Fel Hounds. His Fel Hounds have the Spell Lock ability which can be used on him. This will halt a good amount of the damage he can cause, so the healers on the Summoner tank need to keep the enslaved Fel Hound alive!



Strategy


Pull + Positioning



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.





Maulgar will still Whirlwind during his Enrage, and sometimes you'll be unlucky and he'll Whirlwind right after a charge. You may lose a few people during this stage, but keep the DPS going and you can finish him off without problems.



Healing Setup

High King Maulgar 3 Healers
Firehand 2 Healers
Summoner 2 Healers
Seer 1 Healer
Crazed 1 Healer

Make sure to have all DPS on the priest first. When he throws his shield up he will start casting an AoE heal (prayer of healing). DPS down the shield then interrupt the cast.

As soon as the priest is dead, it frees up a healer. This healer needs to go help with healing on Maulgar OR the Summoner, depending on whether your healers need help on the Summoner. As you start to kill more of the adds, it becomes much easier. The pull is one of the hardest parts.


Additional Notes
As this fight can get hectic, it helps if you icon all the targets and setup the kill order through those.

Taken from BossKillers

Gizzli
Admin

Posts : 26
Join date : 2008-09-29

https://svartirenglar.board-directory.net

Back to top Go down

Back to top


 
Permissions in this forum:
You cannot reply to topics in this forum