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Another guide on Gruuls (Maulgar); None
Topic Started: Apr 6 2008, 07:34 PM (75 Views)
++Ralcon
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Abilities

Maulgar

HP: 800,000

Melee: Hits a tank for about 5,000 damage.

Arcing Smash: A cleave that strikes anyone in front of Maulgar for about 9,000 damage.

Mighty Blow: An instant attack that hits the tank for about 7,000 damage.

Whirlwind: An instant attack that strikes everyone near Maulgar for about 7,000 damage.

Fear: Every 45 seconds or so, Maulgar will periodically fear everybody within a 3 yard range for about 6 seconds. This ability is only used when he is at or below 50% health.

Charge: Maulgar will periodically charge a random member of the raid, doing moderate damage, then return to his aggro target. This ability is only used when he is at or below 50% health.

Intimidating Shout: Maulgar roars, incapacitating his aggro target for four seconds and fearing everyone near him. This ability is only used when he is at or below 50% health.

Blindeye the Seer

HP: 300,000

Melee: Hits a tank for 2,000 or less.

Heal: A single target heal that can be slowed and interrupted by abilities such as Curse of Tongues and Kick.

Power Word: Shield: A shield cast on Blindeye that will absorb a fixed amount of damage. While this shield is active, Blindeye is immune to spell interrupts (however, he may still be silenced by abilities such as Silence or Improved Counterspell). Blindeye will always cast PW:S just before beginning a Prayer of Healing cast.

Prayer of Healing: An AOE heal with a 4 second cast time that will heal Blindeye and all of his allies for about 100,000. Prayer of Healing can be slowed and interrupted by abilities such as Curse of Tongues and Kick.

Olm the Summoner

HP: 275,000

Melee: Hits a tank for about 3,000-4,000.

Summon Wild Fel Stalker: Occurs when Olm is first aggro'ed, and infrequently through the encounter. Olm summons a Felhunter which will attack the raid. The Wild Fel Stalkers may be banished or enslaved by a Warlock.

Death Coil: Afflicts Olm's current target with horror for a few seconds, causing them to run away. Also deals 2,000 damage and heals Olm for 4,000.

Dark Decay: A DoT that deals 500 damage every 2 seconds for 10 seconds. The Wild Fel Stalkers summoned by Olm possess the ability to dispel it.

Kiggler the Crazed

HP: 300,000

Hex: Kiggler will periodically polymorph his highest aggro target, and attack the 2nd target on his aggro list until Hex expires.

Lightning Bolt: Deals 3,000 nature damage to Kiggler's highest aggro target.

Arcane Blast: Deals about 2,500 damage to anyone within 10 yards of Kiggler, and also causes a knockback.

Arcane Shock: Inflicts 800 damage on Kiggler's highest aggro target, as well as a weak DoT.

Krosh Firehand

HP: 300,000

Spell Shield: Reduces incoming magic damage by 75%. Lasts 30 seconds. Krosh will cast this at the start of the fight, and occasionally recast it throughout the fight. Spell Shield may be stolen by a Mage using the Spellsteal ability.

Greater Fireball: Deals 9,000 damage to Krosh's aggro target. Does not crit. The damage cannot be mitigated through resistance gear, but can be mitigated with the Mage ability Fire Ward and by stealing Krosh's own Spell Shield.

Blast Wave: Deals 6,000 fire damage to everyone within 10 yards of Krosh.

Preparation

Compared to later 25 man encounters, Maulgar's gear requirements are modest. However, the fight is tuned for raids that have had substantial experience in Karazhan; in particular, the player tanking Maulgar needs the high stamina and armor of Tier 4 or equivalent tanking gear. Certain other players will need high level of stamina for tanking roles.

Raid composition

3 Tanks
1 Paladin
7 other Healers
1-2 Warlocks
1 Mage with at least 10,000 HP raid buffed and a high amount of spell hit
2 Hunters with at least 9,000 HP raid buffed
9-10 other DPS

Positioning

See the attached diagram for positioning details. The highest HP Mage in the raid will stand on the northern end of Maulgar's room, tanking Krosh Firehand at range and keeping him as close to his original position as possible. Maulgar himself is tanked facing the center of the cavern's eastern wall. Kiggler the Crazed is tanked at range by the two high HP Hunters, as close as possible to his original position. Blindeye and Olm are both tanked in the southern area of the room.

Assignments

The following macro can help sort out assignments before the fight begins.

/rw -- INC ASSIGNMENTS --
/raid MT [1 Tank] - Healers: [3 Healers]
/raid Mage Tank [1 Mage] - Healers: [2 Healers]
/raid Shaman Tanks [2 Hunters] - Healer: [1 Healer]
/raid Warlock Tank [1 Tank] - Healer: [1 Healer]
/raid Priest Tank [1 Tank] - Healer: [1 Healer] (also heal raid)

On the pull

Raid Position yourself according to the accompanying diagram. Ranged DPS can immediately begin attacking Blindeye the Seer once the encounter has begun. Melee DPS should attack Blindeye once he is in position, and healers can begin healing as soon as the encounter has been initiated.

Paladin One paladin must be chosen to initiate the encounter by beginning at the Main Tank's position and advancing directly toward Maulgar. The moment Maulgar and the Council aggro, use Divine Shield. This will cause Council members with spells (such as Krosh Firehand) to use their first casts on your shield, buying a few additional seconds for other members of the raid to secure the pull.

Mage One mage with high levels of stamina and spell hit must be chosen to tank Krosh Firehand. A paladin will be designated to initiate the encounter with a bubble pull. When the fight starts, you should have Krosh Firehand targeted and watch his cast bar. Firehand will either cast Spell Shield or target the paladin and begin casting a Greater Fireball. The moment Spell Shield is cast, you should immediately Spellsteal it; once you have acquired the Spell Shield buff, or if Firehand has not cast it yet, Fireblast him and begin nuking him.

Hunter Two hunters with high stamina must be chosen to tank Kiggler the Crazed. A paladin will be designated to initiate the encounter with a bubble pull. One of these hunters should shoot Kiggler immediately once the paladin aggros the Council; the other should Misdirect Krosh Firehand to the designated mage tank, then begin attacking Kiggler once all Misdirection charges are expended. If there are additional hunters available in the raid, they should Misdirect Maulgar to the Main Tank, or Misdirect Olm the Summoner to his tank. Once Misdirection duties are complete, join the main DPS train.

Warlock A paladin will be designated to initiate this encounter with a bubble pull. Warlocks are responsible for controlling the Wild Fel Stalkers summoned by Olm, as well as participating in the DPS train. When he aggroes the Council, one of Olm's first actions will be to cast Summon Wild Fel Stalker. Warlocks should attempt to target and enslave this Fel Stalker immediately, then use it to attack Olm. Once the Fel Stalker is under control, ensure that Curse of Weakness has been placed on Maulgar, Curse of Elements is on Krosh Firehand, and Curse of Tongues is on Blindeye, then join the DPS train.

Tanks The raid's strongest tank should be assigned to tank High King Maulgar. One tank should be assigned to tank Olm the Summoner. The weakest tank should be assigned to Blindeye. A paladin will be assigned to initiate the encounter with a bubble pull. Once Maulgar and Olm become active, simply shoot or Faerie Fire your target, bring him into position, and begin building threat.

Phase 1

DPS Kill Blindeye the Seer first, in the southwest corner of the room. Don't worry too much about aggro, because he doesn't hit very hard. Whenever Blindeye attempts to cast Heal, interrupt it with an ability such as Kick or Pummel. When he casts Power Word: Shield on himself, interrupts will not work; burn the shield down first and then interrupt, or use a silence effect to stop Prayer of Healing before the shield has gone down.

As Blindeye dies, Olm the Summoner should be positioned nearby. Kill him next, then move on to Kiggler, who should be immediately to the north. Melee attacking Kiggler should ensure that their backs are facing the western wall, so that his knockback ability will not throw them into the range of Krosh or Maulgar.

After killing Kiggler, ranged DPS should move on to damaging Krosh Firehand; melee will begin on Maulgar. Once Krosh is down, all DPS goes to Maulgar, and Phase 2 begins.

Tanks Maintain aggro on your assigned target. The tank on Olm should be aware that he will frequently be afflicted by Death Coil, causing him to run around for a few seconds while Olm continues to attack him. Maulgar's tank simply needs to remain stationary, mitigate as much damage as possible, and use emergency buttons liberally if he spikes to low health (potions, healthstones, last stand, shield wall, etc.).

Healers At first, many targets will take damage, making for a chaotic fight; as the Council members die, damage will gradually become predictable. Blindeye the Seer, Olm the Summoner, and Wild Fel Stalkers are all likely to attack random members of the raid if aggro is pulled, if Olm's Death Coils get out of control, or if a warlock is slow on banish/enslave. Kiggler, Krosh and Maulgar tend to focus on their tanks, and if no one else gets too close to them, no one else should take damage from them. Maulgar's damage output is typically extremely high on a Karazhan-geared tank; this tank's health will spike frequently. Rather than waiting for the tank to spike before healing, the Maulgar healers should constantly be casting heals, and cancelling them just before the cast completes if the tank doesn't need them.

Warlock Until Olm the Summoner is dead, he will occasionally summon additional Wild Fel Stalkers. You should enslave or banish these while participating in the main DPS train. If you enslave a Wild Fel Stalker, use it to attack Olm; it can taunt him and tank him for a little while (though it will die much faster than a player tank). Wild Fel Stalkers can also dispel the Dark Decay DoT cast by Olm; use this ability if you have time.

Phase 2

Tanks When his health reaches 50%, Maulgar will become very angry and drop his hammer, reducing his melee damage. However, he will gain the Charge and Intimidating Shout abilities. To compensate for Intimidating Shout, offtanks should stand about 6 yards from Maulgar to catch him and taunt him whenever he incapacitates the main tank.

DPS Once Maulgar's health reaches 50%, he will occasionally fear melee, and charge a random member of the raid then return to the main tank. During these times the main tank cannot generate threat, so make sure you don't pull aggro. The final phase of Maulgar does not require a high level of DPS, so prioritize keeping your threat level low over doing maximum possible DPS.

Priest During Phase 2, Maulgar will occasionally cast Intimidating Shout. Place Fear Ward on the Main Tank or one of the Offtanks, and refresh it as soon as possible whenever Maulgar fears.

Continue damaging Maulgar until he's dead. Congratulations on defeating The Burning Crusade's first 25 man raid encounter!
{Warlock} Hmm, you are usually pretty good at holding aggro
{Tank} 2133321323332323333232323233333233
{Dead warlock} I see
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Getting a redneck tank can be a little "iffy." You never know when he's going to say, "AFK guys, dog's on fire..." (true story... twice)
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