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  1. #1
    HolyGraal's Avatar Contributor
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    PuG Leading Guides

    This is a guide on how to become a good PuG Leader



    On my realm I'm one of the best PuG leaders and I get whispers every week: "Hey, when is your next raid? Can you keep me a spot?". So I decided to contribute again a lil' bit to MMOwned community with some guides about how to lead a raid in Gruul's Lair/Magtheridon's Lair/Serpentshrine Caverns/Tempest Keep(I killed only once the last boss - Kael'thas, because it's not pretty easy, but I had 15players from my old guild in raid so it helped a lot) and some Hyjal Summit bosses too.(My guild is not raiding this instances anymore so I can "afford" to get saved)
    If you already are a good raid leader and you don't want to waste few minutes of your time by reading this it's ok, but it would be helpful to help me with advices and improve this guides.
    I don't have all this guides already written, but I'll try to write one-two everyday.
    I'll skip the Karazhan and Zul'aman raids because I don't think anyone got any problems doing that, but if you request it, I'll make for those instances too.


    Gruul's Lair

    Description: Gruul's Lair is home to Gruul the Dragonkiller, the merciless gronn overlord who rules over the ogres of Blade's Edge Mountains. This raid contains two bosses, Gruul the Dragonkiller and High King Maulgar. Notable loot includes the epic equipment tokens for the Tier 4 leg and shoulder pieces.
    Bosses:
    High King Maulgar

    Description: High King Maulgar is the lord of the ogre council in Gruul's Lair. He is accompanied by the 4 other members of the ogre council(Shaman, Priest, Warlock, Mage), protecting him.
    Abilities:
    High King Maulgar:
    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.
    He enrages at 50% and he gains 2new abilities:
    Intimidating Roar Incapacitates the main tank for 8 seconds, and fears all other players within 8 yards for 8 seconds.
    Berserker Charge Charges a random player, knocking the player back and dealing some damage.
    Krosh Firehand (mage):
    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.
    Kiggler the Crazed (shaman):
    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.
    Olm the Summoner (warlock):
    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.
    Blindeye the Seer (priest):
    Melee Hits a tank for 2,000 or less.
    Heal A sin
    gle 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.




    Gruul the Dragonkiller

    Description: The most fearsome Gronn alive, Gruul the Dragonkiller has seven sons who roam Outland.
    Abilities:
    Melee Hits initially for about 3,200 on plate.
    Growth Every 30 seconds, Gruul will grow larger, increasing his damage done by 15%.
    Reverberation Periodically silences the entire raid for 4 seconds.
    Hurtful Strike Every 20 seconds or so, Gruuil will target the second highest aggro player in his melee range, and attack them for 12,350-13,650 physical damage. The damage done by this ability is affected by Gruul's Growth. This ability cannot crit or crush.
    Cave In Targets the ground beneath a random player's feet and deals 2,700 damage every 3 seconds for 15 seconds to anyone within 8 yards of that location. This damage is affected by Gruul's Growth. Cave Ins occur more frequently as the fight progresses.
    Ground Slam/Shatter Gruul will periodically pound the ground with his fists, sending every player in the raid flying in a random direction. After landing again, players will be afflicted with the debuff Gronn Lord's Grasp, which slows movement by an additional 20% every second. After 5 seconds, the player will be afflicted with the "Stoned" debuff and be unable to move. Gruul will then cast Shatter, damaging all players for an amount based on their proximity to other people. The closer two players stand to each other, the more damage they cause each other to take. Two players standing in the exact same spot will cause each other to take 9,000 damage, but two players standing 15 yards away from each other will only cause 70 damage to each other. It is possible to take Shatter damage from multiple sources if multiple players are standing within 15 yards of you. Shatter damage is not affected by Gruul's Growth.


    I made a short description about this bosses and their abilities, now let's get down to business.

    I. Making the raid group
    Tank spots: You need 3 tanks for High King Maulgar, and 2 for Gruul the Dragonkiller, so if you bring at least 1 feral druid as tank he'll be able to switch easly as DPS at the second boss, Gruul.
    Healer spots: I usually bring here 8healers: 2-3resto shamans, 2holy paladins, 1-2holy priests, 2 resto druids
    DPS spots: Melee DPS are not really a good idea in this dungeon, I usually get 2rogues, 1 enhancement shaman and ocasionally 1 fury warrior. You need as ranged DPS, 2 hunters, a fire mage with at least 10k hp raid buffed and spell hit capped, and then u fill the rest of the spots with 2-3warlocks, mages, 2shadow priests, 1-2elemental shamans or whatever u want.
    II. Starting the fun part
    II-a. High King Maulgar
    One of the hardest part of this encounter is the pull, but once the pull is resolved, the fight becomes easier.
    You can use this macro to make the assignaments easier for healers/tanks:
    Code:
           /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)
    The main tank will be the one with the highest stats, the weakest one should be assigned to tank the priest, and the 3rd one to tank the warlock. The Mage that I mentioned before in section I will tank the mage, and the 2hunters will tank the shaman.
    Healers: 1priest,1paladin,1shaman will heal the main tank, paladin and resto druid will heal the mage tank, resto shaman/holy priest will healing the 2hunters who are tanking the shaman, resto druid will heal the tank of the warlock and the other shaman will heal the priest tank and also the raid.
    Positioning: You'll have to position the same as in the diagram(I'll post the diagram when I'll get back home because I have it in my PC)
    The Pull: A paladin should go and aggro the boss and the council and after he aggro'd em he should pop Divine shield and wait for the tanks to pull their assignments.
    How's tanking done and special classes' job in pulling process
    Mage - Whenever Krosh casts Spell Shield you have to spell steal it pretty fast, and then keep aggro, it should be easy.
    Hunters - One of these hunters should shoot Kiggler immediately once the paladin aggros the Council; the other should Missdirect Krosh Firehand to the designated mage tank, then begin attacking Kiggler once all Misdirection charges are expended.
    Warlocks - 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.
    The encounter phases:
    Phase 1: 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 when his HP drops to 50%.
    Warlocks - 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.
    Keep the DPS up and congratulations for your loot(don't forget Master Looter, you don't want ninjas. 1boss down, 1more to go.

    II-b. Gruul the Dragonkiller
    The boss will be tanked in the middle of the room, and all the raid must spread and must stay at maximum range
    You can use this macro to make the assignaments easier for healers/tanks:
    Code:
           /rw -- INC ASSIGNMENTS --
          /raid MT [1 Tank] - Healers: [4 Healers]
          /raid Off Tank [1 Tank] - Healers: [2 Healers]
          /raid Raid Healing: [2 Healers]
    Tanking: The main tank and the off tank should race for the first spot in threat meter
    Healers: holy paladin, holy priest, resto shaman, resto druid heal the main tank, resto shaman, holy paladin heal the off-tank, resto shaman/holy priest and resto druid healing the raid. At the beginning it will be a pretty low healing needed, but as the amount of damange taken will be increased by every growth. Before Reverberate put all your HoTs on your main tank cause you won't be able to heal for 4seconds
    Melee DPS: try to don't pass off tanks threat cause you'll get the hartful strike, otherwise you'll end up dead.
    Keep the DPS up, and that's all. Congrats for your second loot.

    More coming soon.
    I hope you enjoyied it and I'm waiting for comments on how to improve this guides

    Summary:
    Gruul's Lair - High King Maulgar and Gruul the Dragonkiller - First Page #1 Post
    Magtheridon's Lair - Magtheridon - First Page #6 Post

    Last edited by HolyGraal; 07-27-2008 at 04:43 AM.

    PuG Leading Guides
  2. #2
    Jaden2045's Avatar Member
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    Thats pretty amazing! Pugging TK xD
    +rep from me!

  3. #3
    Obama's Avatar Legendary
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    If this is not a repost then I'll +2rep you. :] Searching right now.

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

  4. #4
    devmode's Avatar Active Member
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    Must have some nice tanks to pug grulls... I usually do not go there fearing it will take me longer than 20 (3 minutes 22 seconds HK fight, 3 minutes 12 seconds Gruul) mins to kill both+trash....


    Great guide otherwise...
    I have been around for a while...

  5. #5
    meh's Avatar Member
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    awesome shit man seriously.

  6. #6
    HolyGraal's Avatar Contributor
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    Magtheridon's Lair


    Description: Magtheridon's Lair is a raid wing of the Hellfire Citadel dungeon in Hellfire Peninsula, Outland. You can find the entrance to Magtheridon's Lair on the very bottom of the western side of the Citadel (opposite side from the other 3 entrances). It is a quick raid encounter (like Onyxia's Lair, which contains four "guard mobs" before the boss encounter, Onyxia).
    Bosses:
    Magtheridon

    Description: Magtheridon is a three phase encounter in which players must first defeat the five Hellfire Channelers which keep him banished and immobile, then defeat Magtheridon himself once he breaks free. Phase 1 consists of killing as many Channelers as possible. Phase 2 begins two minutes after the fight starts: Magtheridon breaks free, and it consists of dealing with his abilities while finishing off the Channelers and damaging him. Phase 3 begins when Magtheridon is at 30% health and ends when he is dead; this phase is similar to phase 2, but Magtheridon gains a few additional abilities.
    Abilities:
    Maghteridon
    :Quake Shakes the room, interrupting all spell casts and causing players to bounce around for about 7 seconds. Only instant abilities can be used during this time. First occurs 40 seconds after Magtheridon unbanishes, and about every 50 seconds after that. A Quake will not occur while Magtheridon is casting Blast Nova.
    Conflagration Magtheridon will occasionally shoot a fireball at a random area in his room. A patch of fire will remain wherever the fireball landed for several minutes. Entering these flames will disorient the player for about 7 seconds, and cause about 3,000 damage over time, so players should avoid walking over these areas.
    Blast Nova Deals 2,500 damage every 2 seconds for 10 seconds to all players. First occurs 1 minute after Magtheridon unbanishes, and occurs every 60 seconds. Blast Nova may be interrupted if five players use the Manticron Cubes positioned at the Channelers' locations while Magtheridon is casting, but any player who uses a Cube will be granted a debuff (Mind Exhaustion) which prevents then from using the Cube again in the next 90 seconds. Channeling a Manticron Cube additionally deals 800 damage per second to the player.
    Manticron Vulnerability When all 5 Manticron Cubes are used on Magtheridon simultaneously, he takes 300% damage.

    Phase 3 Transition: When Magtheridon reaches 30% health and Phase 3 begins, he will shatter the walls and roof of his lair! All players will take 5,250-6,750 damage and be stunned for 2 seconds. Any actions in progress will be cancelled.
    Cave In During Phase 3, Magtheridon will frequently cause the ceiling to cave in on the locations of random players. The Cave In is preceded by an animation consisting of dust, rocks, and shaking ground and small amounts of damage, but if you remain inside it, it will eventually cause more than 100,000 damage.
    Cleave Deals physical damage to everyone in front of Magtheridon. Hits for about 8,000 on plate.
    Melee: About 6,000-7,000 on plate.

    Hellfire Channeler:
    Shadow Volley AOE shadowbolt with a 1 second cast time. Hits all players within 30 yards for about 1800 dmg. Can be Kicked/Counterspelled/Earth Shocked.
    Dark Mending Single target heal that heals a Channeler for 69,375-80,625. 2 second cast time, 30 yard range. The Channelers will only use this on a target that has less than 50% HP (including themselves). Interruptible.
    Summon Burning Abyssal Causes an infernal to appear, damaging anyone in its vicinity for 2,625-3,375. The infernal will run around casting a 20 yard Fire Blast for 3300 damage and melee'ing for around 3,000 on cloth. Each Channeler may summon up to two Abyssals at once, and when a Channeler is killed, the infernals he summoned eventually despawn. Burning Abyssals are suspectible to all forms of crowd control that work on Demons.
    Soul Transfer Stacking, undispellable buff that increases the Channeler's damage and casting speed by 30%. Every time you kill one Hellfire Channeler, all of the others gain this buff; for example, the last Channeler you kill will have an additional 120% damage and cast speed.

    I. Making the raid group
    Tanks: You need 5tanks here, preferably protection warriors but you can get feral druids and assign 1rogue to each channeler to help the tank intrrerupt the Dark Mending from channelers. So let's say 3protection warriors 1feral druid and if you want to gain a little bit more DPS you can get a rogue with PvP gear to tank the first channeler with evasion(my friend tanks it like this with no problem)
    Healers: You need 8healers, resto druids > resto shamans here, so you should get 2holy paladins, 1-2holy priests, 2-3 resto druids, 2resto shamans.
    DPS: 2rogues and 3 warlocks are very good for this fight, and then u can fill the other spots with elemental,enh shammy, shadow priest, mage, etc.

    II. Starting the funny part
    The Killing order of the channelers is clockwise, so I'll note the channelers with hours from a clock: first channeler - 6PM, second channeler - 8PM, third channeler - 10PM, forth channeler - 2PM, fifth channeler - 4PM (same order for the cubes too)
    First of all, you have to assign the Cube clickers, try to get only ranged dps and people you can trust that they won't **** up the clickin part.
    A macro that you can use to assign the players who will click:
    Code:
     /rw -- ASSIGNMENTS INC --
    /raid 6PM clicker - 
    /raid 8PM Clicker - 
    /raid 10PM Clicker -
    /raid 2PM Clicker -
    /raid 4PM Clicker -
    Second of all you have to assign the Tanks and Healers assignments.
    A macro that you can use to make the assignments:
    Code:
           /rw -- ASSIGNMENTS INC --
          /raid 6PM Tank: [1 Tank] - Heals: [1 Healer]
          /raid 8PM Tank: [MT] - Heals: [2 Healers]
          /raid 10PM Tank: [1 Tank] - Heals: [2 Healers]
          /raid 2PM Tank: [1 Tank] - Heals: [2 Healers]
          /raid 4PM Tank: [1 Tank] - Heals: [1 Healer]
          /raid As Channelers die - spot heal the raid and 2PM, 4PM, Magtheridon tanks
          /raid When 6PM dies - healer go heal 4PM tank

    How to assign tanks: If you choose to get a rogue as the 5th tank, he will tank the 6PM channeler, your best geared tank will tank the 8PM channeler, and the second best geared tank should tank the 4PM Channeler, and then assign the other 2tank for the remaining channelers(10PM, 2PM). Don't forget to assign a rogue to the feral druid's channeler to be able to intrrerupt the casts.
    Warlock asignments: you'll have to assign the warlocks in 3 positions in that room: North, East, West, and you'll have to banish/fear the any nearby infernals and put Curse of Tongues to the channelers in that area.
    The Pull: All tanks should initiate aggro on their targets at the same time. Channelers will not aggro unless one of them is attacked; then they will all become active. An easy way to do this is to have one tank count down "5... 4... 3... 2... 1... PULL!" in voice chat or raid warning if you don't use voice chat. If your Channeler runs off, go get it and bring it back into position!
    Phase 1 ends after 2minutes, and in this phase you have to kill as many Channelers as you can. After the 8PM channeler dies the MT has to go in the middle of the room in front of Magtheridon to be able to fast pull him when he debanishes. If you didn't kill the channelers, kill them and then switch to Maghteridon.
    In Phase 2 you have to DPS down the boss until 30%, but don't forget that all the clickers should approch their cube 5-6seconds before Blast Nova to be sure that they'll be able to click in time on the cube. At 32% you'll stop DPS and wait for the next Blast Nova and heal all the players to full HP, cause the next phase will be pretty ugly. Once you reach 30% the phase 3starts. Healers have to put all the hots that they can on tank cause they'll get stunned for 2seconds.
    Phase 3 - it's pretty much tank and spank except the new ability - Cave in(check Abilities section). All the players shouldn't stay on Cube spots cause if they'll cause a Cave In there it will be pretty hard for the cube clickers to do their jobs.
    Continue to DPS the Boss until his down. Congratulations for completing the Tier 4 adventure. Enjoy your tokens, gems and epix.



  7. #7
    ShamanGod's Avatar Member
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    Lol +rep <3
    If i find a post useful I +Rep....you should do the same... =)

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