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A tale of Gruul and a man named Stan

 
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MajorMojo



Fri Nov 30, 2007 12:50 am   A tale of Gruul and a man named Stan  

The man with a plan....

Ok I know it may be a bit premature, but I've started planning our High king Maulgar encounter. The numbers are looking ok but I really want our first 25 man run to be smooth as a baby bum!

I fully believe that if we all know the strat, and agree to show up at the same time punctually we can do this quickly, easily, and enjoyabley (not even sure if that's a word)


Ok firstly I'll post up the strat as listed on WoWWiki, then I'll show the listing of the guild members I think are suited to the roles. (btw was chatting to a guy at work who's a serious raider and he concurs on most of the strat points) I'll also be posting a diagram at the end as well.

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MajorMojo



Fri Nov 30, 2007 12:50 am    

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Strategy

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 RLAssistFU or the entire raid on Teamspeak / Ventrilo will synchronize the pull as much as possible to reduce the impact of

certain mobs running the wrong way.

The Pull
Krosh Firehand
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 "clip" 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 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
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
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
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
Olm the Summoner, the warriors 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.

Killing the 4 adds
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. Alternatively you can use

Silence, Silencing Shot, Improved Kick, Improved Shield Bash or Improved Counterspell to interrupt him even with the shield up. 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.

Notes:

Also, make one of your rogues apply Mind-numbing Poison on his off-hand, or a warlock cast Curse of Tongues, thus greatly increasing your chances to

interrupt Blindeye the Seer's healing spells.
Bring an Arms warrior to apply Mortal Strike which reduces healing done, or use another rogue with Wound Poison (even use Shiv to be sure it is

stacked 5 times the whole fight) so that even if the priest manages to cast a healing spell on him it will only heal him for 50% of the amount.
[edit] Defeating High King Maulgar
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 (Demoralizing Shout/Demoralizing Roar, Thunder Clap)[citation needed]. 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!

Phase 2
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.

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MajorMojo



Fri Nov 30, 2007 12:51 am    

Raid setup
-------------------------------------------
High King - MT + 3 healers
Olm (warlock) - 2 tanks + 2 locks + healer
Blindeye (priest) - 1 tank + 1 healer
Kiggler (Shaman) - hunter(s) or boomkin + healer
Krosh (mage) - mage tank (needs to have 10k hp)

Requirements
-------------------------------------------
So required list
4 tanks
2 locks
2 hunters (or boomkin)
1 mage

9 peoples

3 healz - HK (high king)
1 healz - Olm
1 healz - mage
1 healz - priest
1 healz - shaman

7 healers total + throw in a spare for spot heals (8 healz)


17 core people, and 8 pure DPS slots


Core Allocations
------------------------------------------------
Tyton MT high king + Me + Elgoro + Goritre heals (mix HoTs + shields)

Treehugs on Priest + Zullsoka on heals for Tree (quick aggro coz we're nuking priest)

Asterics on Mage + Bubblecece healing

Alectro + Miltiades + Darkjade + Khayoz tanks on Olm (warlock) + Smaxu + Arco (strong tanks, slightly weaker healing line up, instead of 1 healer we

have 2)

Raptor + Wilbow (or sniper) = range tank on shaman + Annebulance on heals. Hunters can put on aspect of wild to reduce nature dmg



DPS line up
------------------------------------------------

ok assume for a second that I'm putting the tanks / healers into the same groupings

Group 1:
Tyton + mojo + Elgoro + Goritre

Group 2:
Tree + Zullsoka

Group 3:
Asterics + Bubbleocece

Group 4:
Alectro + Miliades + Khayoz + DarkJade (special case here)

Group 5:
RaptorFang + Wilbow + Annebulance + Arco + Smaxu (if Smaxu is keen to heal alone we can sub in more DPS)



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Now I'd prefer the groups to have DPS that enhances the DPS of the other people present, hence;
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Group 1:
Tyton + mojo + Elgoro + Goritre + ?? (perhaps influxx for battle shouts)

Group 2:
Tree + Zullsoka + Vitrolier + Ugotstabbed + Kazacary (for uber melee pwnage)

Group 3:
Asterics + Bubbleocece + Bashtard + Estedevilla + Kossy (for uber spell dmg)

Group 4:
Alectro + Miliades + Khayoz + DarkJade + Interstella (for extra shadow dmg)

Group 5:
RaptorFang + Wilbow + Annebulance + Smaxu + Arco




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Now we can sub rogues/mages what not depending on who's available or keen. We have 8 dedicated healers which I believe is a little much. But why not.

This is just a tentative list, but you get a feel for what i'm trying to organise.

Group 1: free slot for any DPS
Group 2: 3 slots for DPS, preferably melee
Group 3: 3 slots for DPS, preferably spell
Group 4: 1 slot for DPS, preferably something that benefits from warlocks
Group 5: Well not really free, but we can change it up, if someone really gets along with hunters (perhaps another hunter?)

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Other notes:

Group 2 will be mainly killing the priest early on, so rogues will have to be on the ball with interrupts
Group 4 will be dealing with demons & death coils, if enslave breaks, you need to fear, the locks will have to back each other up. I'm willing to sub

bloody idiot for Wonju if he's up to it
Group 5 will be shaman killing + soaking up lighting bolts, unfortunately nature resist totem is air, so no grace of air totem till after he's dead

Also the more hunters we can get the better, since there will be alot of misdirect pulling. Everyone i've talked to has said how important the pull is. I'll be posting up the pull.

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This is by no means the final set up. We have a few more mages/hunters who can easily sub into the other spots for more DPS since ranged DPS is better

in gruuls

Please post up your thoughts
 
MajorMojo



Fri Nov 30, 2007 12:53 am    

oh and i'd like everyone on vent

if not at the very least the core peeps on vent



also during the final phase of maulgar when he goes nuts, i'd like tree to taunt off tyton with alec helping heals :)
 
Ccpl



Fri Nov 30, 2007 10:15 pm    

fail
 
Raiphane



Fri Nov 30, 2007 10:29 pm    

Where can we find out the vent info?
 
MajorMojo



Sun Dec 02, 2007 5:55 pm    

Vent info is on an old post somewhere, but I have it on a text file at home, i'll repost it up soon.

Shall we spread the word online and try for next week? Or the week after?

btw which bit "fails"?

Yes I'd prefer having cece mage tank the mage, but bubbleocece is needed more as a solid healer.




Things are more relaxed at work today, so i'll try to draw a picture of the pull + positions
 
MajorMojo



Sun Dec 02, 2007 6:23 pm    

[img]http://www.fast-files.com/getfile.aspx?file=20558[/img]

okie dokey

The pull is the most important aspect of this fight and hunters are the key


Misdirect FTW


Ok here's the pull order as i've discussed with the guys at work
1) Mage starts pull, to this little smoking crater thingie inside the cave near the wall (to reduce AOE dmg from mage)

2) Hunter MD pulls HK to MT, at same time sends pet off to aggro the shaman, after which the shaman & the 2 hunters trade shots (2 hunters coz the shaman polymorphs)

3) not sure if warriors pull or get a MD pull on Olm (the lock) - but the locks need to pick up on the demons to enslave or banish ASAP!

4) Other tank grabs the priest (or MD pull again if we have a spare hunter)


This has to go down really smoothly or we all die - as per usual (hence vent)


my logic:
--------------------------

Reason why HK is at the entrance is to reduce dmg when he whirl winds around during phase 2

Mage is in corner to avoid AOE

Lock is in the middle since "apparently" he runs around alot

Raid is on the far side so they can DPS their way back to high king (and also coz high king is being tanked on the 2 possible spots where the raid can be.
 
MajorMojo



Sun Dec 02, 2007 6:27 pm    

and that's the grand plan....




Just need to organise a date now. I'll be wrangling people online as i see them to get them to read this post



btw who's got a good healing mod?
 
Zulsoka



Sun Dec 02, 2007 10:22 pm    

ok i will read this more thouroly tonight, but i have said it b4 and i will say it again.

for high king, u only really need 2 geared healers on the MT. having 7 healers all up is just wasting 1 dps spot imo. and as the fight progresses, the healers who are healing the off tanks will change their healing target to the MT, so the fight will start with 2 healers on MT, and as the adds die, every healer will move to healing the MT.

just the way i have done it and it worked just fine. and 7 healers on Gruul is prob also overkill... but lets see how we go.
 
MajorMojo



Sun Dec 02, 2007 10:32 pm    

But i bet your 7 healers had at least 1500 + heals rite?

Now that geo is back, we can sub out smaxu + arco for just geo (since he's pretty geared)

that can work....


More feedback is good! Spread the word!!! tell ppl to read this post and contribute their thoughts!
 
 
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