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  1. #1
    Ferag's Avatar Contributor
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    Easymode Gruul + Mag

    Please note that this is not actually a bug or cheat that makes it easymode, it is just easymode because these are the simple strategies to follow and down these bosses.

    This guide is intended to inform raiders of the boss fights in Gruul’s Lair. It is a large bunch of information, but is probably preferable to reading WoWwiki because this is just the stuff you need to know, not all that technical stuff.

    If you plan to flame, please at least make it constructive, not some BS or other on how bad I am. Thanks.




    Gruul's Lair




    Group Makeup
    25 People Total
    3-4 Tanks, at least one warrior
    5 dedicated Healers
    1 or 2 off healers
    One Mage with 10.5k HP unbuffed
    At least 2 warlocks
    4 Hunters (a Moonkin druid can substitute for a hunter)
    A MS warrior or rogue with wound poison
    Good DPS (min 400 DPS each)




    High King Maulgar


    Pre Fight:
    Make sure everybody knows what they are doing. The whole raid should be using Omen Threat Meter, or a different threat meter and Deadly Boss Mods. It is best to be on Ventrilo or Teamspeak for easier communication. The trash to High King is on a 1 hour reset.


    The kill order is:
    1) Blindeye the Seer
    2)Olm the Summoner
    3a) Krosh Firehand <- Ranged DPS
    3b) Kiggler the Crazed <- Melee DPS
    4) High King Maulgar



    Blindeye the Seer
    Blindeye has about 297,000 health. He casts Power Word: Shield on himself, then begins to cast Prayer of Healing which will heal him to full health. When he has his shield up he cannot be interrupted except by a total Silence spell (Silencing Shot, Improved Counterspell/Shield Bash/Kick). It is useful to apply Curse of Tongues or Mind Numbing Poison to him because it will greatly increase the 10 second cast time of his Prayer of Healing. He is typically tanked by a Fury/MS Warrior to avoid rage starvation. It is best to apply Mortal Strike or Wound Poison to him, just in case he does get off a heal.

    Olm the Summoner
    Olm has about 276,000 health. He summons Wild Fel Stalkers which can be enslaved by a Warlock and should be used to tank him. It is best to have a tank nearby in case any of the Wild Fel Stalkers get loose and kill the Warlocks. If here are too many Fel Stalkers, they should be sent to attack Krosh who will quickly kill them. If you have two extra tanks for Olm, they can tank him too but they have to make sure to Taunt him off the other tank as he uses Deathcoil, to keep him in place.

    Krosh Firehand
    Krosh has about 301,000 health. He casts a Spell Shield on himself, and that should be stolen by the Mage who is tanking him. Krosh also casts Blast Wave which is an AOE spell that does about 6000 damage. Nobody is to melee Krosh, and he should be killed entirely from range. His spells are not affected by Grounding Totems, Spell Reflection or Fire Resistance, and is immune to most debuffs. When Hunters DPS him, make sure not to use Arcane Shot or you may dispel his Shield so the Mage cannot tank him. There should be a healer dedicated to healing this Mage.

    Kiggler the Crazed
    Kiggler has about 301,000 health. He should be tanked by a Ranged DPSer, hopefully a Moonkin Druid. He occasionally Sheeps his primary target, but shapeshifted Druids are immune to Sheep so it doesn't matter. He is not stunnable. Shamans should place Grounding Totems near the tank if it is not a druid. Nature resistance is helpful, but not necessary. There should be a healer dedicated to healing this tank.

    High King Maulgar
    Phase One:
    Make sure to have 2 healers constantly healing the Main Tank. Healers should make sure they have enough mana before entering the fight. If they are out of combat, they should recover some mana first. The melee DPS does not enter the fight right away, but waits until Maulgar does his first Whirlwind before entering, only to exit before the next Whirlwind. At 50%, High King enters phase two.

    Phase Two:
    In this phase, Maulgar drops his hammer reducing melee damage by a lot. He will also start to charge random party members. Maulgar begins to Intimidating Shout, fearing all the melee. To counter this, a second tank should taunt Maulgar once all the adds are down, and the Main Tank should immediately Taunt him back. The other tank should then run out of melee range until Intimidating Shout where Maulgar will run at him. When Intimidating Shout breaks, the other tank should Intervene the main tank to get Maulgar back into position.

    The Pull
    If you have 5 Hunters, they should each Misdirect the mobs to their respective tanks.

    Blindeye the Seer
    There is not really a predetermined place to tank Blindeye the Seer, as long as he is in a safe place out of range of the other mobs’ AOE attacks.

    Olm the Summoner
    The Warlocks or Tanks tanking Olm should run straight to him. He should be tanked in the back of the room, and can be tanked next to Blindeye the Seer because neither have an AOE, and it makes switching DPS from one to the other easy.

    Krosh Firehand
    This is the most difficult pull. The Mage tanking him should be directly against the right wall and move forward slowly until they are at a small steam vent, in front of a small graphical glitch. When pulled, the Mage should use any instant spell they have and immediately steal his Spell Shield. When Krosh reaches you, he will stay there and Fireball you. In order to get him into the far right corner, after using the instant spell, the Mage should run to the corner. When Krosh reaches the Mage, the Mage can simply Blink away out of range of Krosh’s Flame Wave.

    Kiggler the Crazed
    A good position to tank this mob is down the entrance corridor. The tank(s) should stay at maximum range to avoid getting hit by Arcane Blast. The tanks should be careful not to get hit through the instance portal.

    High King Maulgar
    Maulgar is tanked on the far left, near the entrance to Gruul’s room. He should stay here the entire fight.



    Gruul the Dragonkiller










    Notes:
    • If you are not in the room when Gruul is aggroed, you will be locked out.
    • Cloak of Shadows removes Gronn Lord’s Grasp, but you still take shatter damage.
    • KTM is bad for this fight. Get Omen.
    • If Gruul’s grows stack 17 or more, your main tank can get one shotted, and your off tank can get one shotted by Hurtful Strike.
    • If you have a third Warrior tank, he can Intervene the main tank during the silence to take one hit, reducing the chance your main tank will die.
    • Gruul attacks more than twice every 5 seconds, meaning a warrior tank will take crushes.
    • You can use Amplify Magic because Gruul does no magic damage.
    The Fight:
    Basically this is a DPS and healer fight. You have to kill Gruul in about 10 minutes or your tank will get one shotted by Gruul. Gruul uses several abilities to make your life difficult. First off he will silence. It is recommended to use Deadly Boss Mods to know when he will silence, as the healers need to load the tank up on HoTs. If your tank is still dieing during the silence, you can have a third warrior tank Intervene the main tank during the silence to eat up a blow. Gruul periodically hits the second person on agro for a lot. If this is not a 2nd tank, that DPS class will get one shotted, even in plate. Gruul also casts Gronn Lord’s Grasp while flinging the raid away from him with a knockback. When he does this, the Main Tank should Intercept/Feral Charge if possible to keep Gruul in the center of the room. This ability slows you down more and more until it stacks 5 times when it stuns you. After you are stunned, Gruul will Shatter everybody, breaking the stun and dealing damage, more if you are close to people. Position yourself away from others because it does more damage the more people are near you. The healers should each choose a spot on the wall where nobody goes near so they don’t die from this ability. Pets do not take damage but still get stunned.



    _______________________________________________________________________


    End of Gruul’s Lair

    _________________________________________________________







    Magtheridon’s Lair



    Magtheridon



    Group Makeup
    25 People Total
    5 Tanks, at least one Warrior
    6-7 dedicated Healers
    At least 2-5 warlocks
    Fire Resist Not Needed




    Fight Overview
    The fight starts with 6 mobs in the room. 5 Hellfire Channelers and Magtheridon. Each of the channelers is next to a Manticron Cube. These Cubes are vital to beating Magtheridon, because they interrupt his Blast Nova. Each cube should be assigned two people (one backup). When Magtheridon begins to cast Blast Nova, simply channel the cubes. While channeling the Cubes, you take 800 damage a second. When the channel breaks you get a 30 sec debuff where you cannot channel the cube again.
    Each channeler should be assigned their own tank/healer, and a kill order set up (main tank’s target first so he can tank Mag later). The channelers should be tanked where they originally stand. Each channeler summons Infernals, and these must be banished by a Warlock or kited by a Hunter. The channelers do an AOE spell, a Fear and cast Dark Mending, a spell that heals for a lot and must be interrupted. The raid has 2 minutes to kill as many channelers as possible before Magtheridon attacks. When a channeler dies, he buffs the other channelers increasing their attack and casting speed.
    Please note how no mobs in this room have an aggro radius, they will only attack when attacked. Magtheridon enrages 22 minutes after the start of the fight (20 minutes after becoming active).


    Phase One
    This phase is the 120 seconds before Magtheridon attacks. You have to kill at least 3 channelers or you will almost certainly wipe. Make sure to interrupt casting as often as possible, but always interrupt Dark Mending. Banishing and kiting the Infernals is key, or they will quickly kill the healers and wipe the raid.


    Phase Two
    There is a small trick to this phase. Magtheridon will only build threat when he targets someone. Although he may have broken his banish, wait until he has a target to Misdirect onto the tank. All channelers must be nuked down, and then Magtheridon must be killed. Magtheridon will begin to cast Blast Nova and Quake. Blast Nova should always be interrupted, but make sure to only click the cubes once he begins casting. Blast Nova does about 2,500 damage every 2 seconds for 10 seconds to everybody. Quake is a knockback that hits everybody once a second for 7 seconds and interrupts spellcasting. All DPS should be behind Magtheridon because he Cleaves. Mag also casts a small AOE on the floor – don’t stand in the fire (fire is bad).


    Phase Three
    This phase starts at 30% health. At the start of this phase, Magtheridon does about 5.5k damage to everybody in his lair, as well as a 2 second stun. If Blast Nova is casted as Phase 3 starts, you will almost certainly wipe, so the DPS may have to slow down a little bit. In Phase 3, the ceiling will randomly collapse on people, killing everyone in an 8 yard radius. There is an animation before the collapse, so everybody has to be watching and move accordingly.










    Extra Notes and Tips
    • The offtanks from phase one should channel the Manticron Cubes, because when all cubes are channeled Mag takes 300% damage. The offtanks do the lowest DPS and have the highest health, thus they can channel the longest without losing DPS.
    • Do not stand near cubes in Phase 3. Collapse centers itself on someone, so if it collapses on the cube you cannot click it and may wipe from Blast Nova.
    • You can bubble from the Shatter in Phase 3.
    _______________________________________________________________________





    End of Magtheridon’s Lair

    _______________________________________________________________________




    Download Mods


    Throughout the guide I mentioned there are certain mods you should be using. Here are the download links for Deadly Boss Mods and Omen Threat Meter









    Yes, the links are clean … it’s from wowace and DBM.

    I hope by the end of this guide I have hoped some guild get their footing in WoW and start raiding into SSC.

    Please look for my SSC guide coming within the next month or so.



    THIS GUIDE WAS WRITTEN BY ME AND BY ME ALONE. DO NOT POST THIS GUIDE ANYWHERE ELSE WITHOUT MY CONSENT.

    Brought to you by Ferag


    Wall of text crits you for four million, seven hundred and eighty-two thousand, five hundred and thirty-one damage.
    You die.
    Your equipped items suffer a 10% durability loss.
    You fail to perform flame, you are dead.
    Last edited by Ferag; 07-07-2008 at 09:48 PM. Reason: Better title

    Easymode Gruul + Mag
  2. #2
    Ferag's Avatar Contributor
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    It seems whenever I edit my thread the spacing in between each paragraph gets messed up, so instead of adding this in and editing it 10 more times I will simply post it here, moderators forgive me.

  3. #3
    Obama's Avatar Legendary
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    This is good post.

    Donator 6/2008.
    Contrib 8/2008.Elite 10/2008.Newsteam 11/2008.Legendary 2/2009.

  4. #4
    Ferag's Avatar Contributor
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    Thanks, I appreciate it.

  5. #5
    fandehgo521's Avatar Active Member
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    Thanks Ferag, I can now attempt to have a good PUG d-:
    + Rep

  6. #6
    heymyname's Avatar Member
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    lol didnt read like any of it, but the last little bit of text, so repcookie for making me laugh

  7. #7
    Nosferattu's Avatar Member
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    Good guide, few things you might wanna add or change though.

    For Mag warlocks can also fear the infernals, so each Warlock can have two targets Cc'ed at a time (One Banish, One Fear)

    Also when mag got nerfed I'm pretty sure they removed the random debris that falls after the initial 5k you take at 30%, and if they didn't then no one in my raids ever get hit by it, and no one is ever moving. I'm not 100% sure, but we always have 25 people up at the end and if someone is dead its from standing in fire or a noob mistake.

    Also a very important thing is for people to not stand on the platform the cubes are on, because Mag can cast his conflag (the fire that is on the ground) on the platform and it can make it extremely hard for a clicker to channel the cube.

    Edit: +Rep
    Last edited by Nosferattu; 07-08-2008 at 06:55 AM. Reason: Added more Information


  8. #8
    Ferag's Avatar Contributor
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    Originally Posted by Nosferattu View Post
    Good guide, few things you might wanna add or change though.

    For Mag warlocks can also fear the infernals, so each Warlock can have two targets Cc'ed at a time (One Banish, One Fear)

    Also when mag got nerfed I'm pretty sure they removed the random debris that falls after the initial 5k you take at 30%, and if they didn't then no one in my raids ever get hit by it, and no one is ever moving. I'm not 100% sure, but we always have 25 people up at the end and if someone is dead its from standing in fire or a noob mistake.

    Also a very important thing is for people to not stand on the platform the cubes are on, because Mag can cast his conflag (the fire that is on the ground) on the platform and it can make it extremely hard for a clicker to channel the cube.

    Edit: +Rep
    I know you can fear the infernals, but I always prefer not to because it can be somewhat unreliable. I'm so far progressed by Magtheridon that I didn't know they nerfed it lol =). And I do believe that I said not to stand near the cubes when you do not have to channel them.

    Thank you for the feedback and the rep. Hope I helped you.

  9. #9
    Eski's Avatar Contributor
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    Now this is the type of guide I want to see.. It's got spaces, paragraphs.. Epic.. Well written. Good Job!

    NO one flame this thread.

    +Repx2

  10. #10
    gilbaron's Avatar Member
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    5 healers are not enough for maulgar if you don´t have t6 gear
    i´m not a native speaker, so plz don´t blame my english

  11. #11
    Flarian's Avatar Member
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    love it man really helps will use it for my guild +Rep from me

  12. #12
    Pietje's Avatar Active Member
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    I think you should describe more ways to pull Maulgar, I am used to having a mage begin the entire fight with the pull from the wall on the right, then hunters shooting to tanks.
    Panda Panda Panda

  13. #13
    Impulse01's Avatar Member
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    Nice it is pretty in depth nice job man.

  14. #14
    Ferag's Avatar Contributor
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    Thank you all for being nice and not flaming, and thank you for the rep

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