Mostrando entradas con la etiqueta Gruul. Mostrar todas las entradas
Mostrando entradas con la etiqueta Gruul. Mostrar todas las entradas

miércoles, julio 23, 2008

Gruul: Cómo derrotar a Gruul / How to Gruul


Abilities

Growth
+15% Damage Done every 30 Seconds. It can stack enough to instant-kill your tanks, don't expect to survive if it has more than 17 or 18 growth on him (9 minutes fight)

Hurtful Strike (Damage increased by Growth)
Hit the 2nd player in aggro list for 12350-13650 Physical Damage (~15 seconds timer). Only applies to people within melee range of Gruul, even if your offtank has enough aggro, if he's not next to Gruul (after a Ground slam), a melee DPS will die.

Cave In (Damage increased by Growth)
AOE dealing 3000 damage every 3 seconds. Look like a blizzard but with stones, and it can move a little. There is always one up throughout the fight, just move away if it's on you.

Reverberation
AOE Silence (4 seconds) on a random timer.

Ground Slam
First spell of a chain, Gruul will slam the ground and knockback every players in random directions. Once you landed, you will have to go away as much as possible from people who could be near you.

Gronn Lord's Grasp
Second spell of a chain, players movement speed is reduced by 20% every second for 5 seconds. Once your speed is reduced to 100%, next spell !

Stoned
Third spell, stunned.

Shatter
Final spell, Gruul will shatter the raid and people will get damage based on their distance from each other. Basically if you're next to another player, you will take around 7000 damage. Keep in mind that the damage are highly lowered by distance and you shouldn't take this kind of damage.


Additional informations

The more ranged DPS players you can afford to get in your raid, the easier it will be. You can use amplify magic on everybody to boost heals and magical damages (all Gruul's damages are physical). If you can't kill him fast enough, see our consumables list.
Using [Limited Invulnerability Potion] just after a Ground slam will prevent the slow effect and may help you to get out of range of other players faster.

Placement

Pretty simple, MT goes in the middle of the room with Gruul while the raid spread around to reduce the probability to get ejected into other players after a Ground slam. Melee DPS should also spread, at least to not get hit by the same cave in.
After a Ground slam, people have to spread out before Gruul casts Stoned/Shatter. Then you should try to go back to the place you were given at the beginning (try to stay in range of your healer), you can also hide in some places of the cavern where there are wood/stone pillars like the one on the screen, just try to be stuck enough in the structure to not get knockbacked. There are a lot of them around the room, you can see a few examples on the map.
Off tank should also be very cautious after a ground slam, if he doesn't get in melee range fast enough, the Hurtful strike will hit another player in melee range, most likely a rogue who will be instantly killed.


Things you really shouldn't forget

Really. You shouldn't.

* Healers should be careful after a Reverberation or a ground slam/shatter, this is when tanks have the highest chances to die.
* MOVE ! Do not wait for other people to do it for you. If you wipe because you were expecting the guy next to you to move, you're officialy an idiot.
* Melee dps and tanks should really spread out to avoid being in the same Cave In, once you reach a decent amount of Growth buff on Gruul it can be deadly

El listado completo de puntos que estan a salvo:

La raid puede tener mas o menos esta configuracion:

2 Tankes, 3 meles DPS, 7 healers, 13 Ranged DPS


La idea es que los Meles DPS se escondan para evitar el Shatter, cada 1 en 1 sitio distinto. De ese modo, una vez que nos lanza por los aires los Ranged DPS se quedan en la zona de mas atras. Y los Healers en la ZOna de mas alante.

Gruul: Cómo derrotar a Maulgar


1. High King Maulgar

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

Segun vayan muriendo los adds, el combate se hace cada vez más facil al ir liberandose los healers para apoyar a la Raid, y asistir sobre el Tanke del High King Maulgar.

Orden de los Kill:

1. Priest(Blindeye the Seer)
2. Warlock(Olm the Summoner)
3. Mage(Krosh Firehand)
4. Shaman(Kiggler the Crazed)
5. High King Maulgar

Habilidades de los Adds:


- Priest(Blindeye the Seer):

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). Roughly a 30 yard 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.

- Warlock(Olm the Summoner)

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. He will target random raid members and cast it on them. Have Shadow Protection up to reduce the damage from this spell.
Melees for 3k.

- Mage(Krosh Firehand)

Blastwave 6-7k Fire Damage every 10-15s. Point Blank area effect, about 20 yards.
Fireball 8-9k Fire Damage constantly, 4 second cast.
Fire Ward Shield Self buff, reduced fire damage taken. A mage should definitely use Spellsteal on this buff.
Melees for 3k.

- Shaman(Kiggler the Crazed)

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.

- High King Maulgar

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.