PDA

View Full Version : Gruul's Lair


frimley
06-07-2007, 02:26 PM
Our guild is getting towards the end of Karazhan now, and people are getting impatient to try somewhere new. As we weren't a raiding guild prior to TBC we've not tried anything larger than Kara (except with other small-guild partnerships to MC/ZG).

My question is - what sort of group makeup should we be looking for for Gruul's Lair; how many tanks/healers? This will be a big step up for us and I'm keen for it not to be off-putting for people! :laugh:

Thankies!

ocellaris
06-07-2007, 03:21 PM
7 healers, 3 tanks (2 should be prot/feral), 15 dps. ranged dps is preferred when starting out. also you need a mage with >12K hp buffed to tank one of the adds for high king. everyone should have full enchants and good gems in all of their gear.

for the high king, the fight is all in the pull, then it is a basic "gear check" fight. if your people have bad gear, tanks will die, healers will go oom, and dps will slack. if you can get past high king, gruul is fairly easy, however it can require a higher level of gear since the longer the fight goes on, the harder gruul hits. if everyone pops consumables it should go down fairly easily.

Twoflower
06-07-2007, 03:41 PM
7 healers, 3 tanks (2 should be prot/feral), 15 dps. ranged dps is preferred when starting out. also you need a mage with >12K hp buffed to tank one of the adds for high king. everyone should have full enchants and good gems in all of their gear.

1 mage to tank, 2 warlocks to tank, 2 hunters to tank, and some warriors to tank for Maulgar.

BTW, read it on any of the many many strategy sites out there on the intarweb.

SirBazturd
06-07-2007, 04:20 PM
Where you tank the mobs is key in that first fight. 2 mentioned some strat sites, many have maps and diagrams that your entire raid should know b4 starting the fight.

ocellaris
06-07-2007, 04:49 PM
2 hunters to tank, and some warriors to tank for Maulgar.

You can have a Moonkin tank too, immune to the Polymorph :grin:

We never brought extra tank for Maulgar in phase 2, whatever we have for Warriors and Druids in phase 1 has always worked.

amgyn
10-07-2007, 07:26 PM
this is what we had yesterday for our first maulgar kill (2nd week inside)

1 priest 1 shaman 1 tree druid ---- healing mt on maulgar
1 paladin 1 shaman ----- healing mage tank
1 paladin 1 priest ----- healing 2 hunter on shaman tank AND arms warrior on priest tank
1 priest ------ druid off tank on warlock (while felhounds tank warlock)

rest are dps (mage/rogues)

The pull is the most important part.... with a perfect pull its easy
mage/tanks ALL engage at the same time...


Kill order
Kill priest first, interrupt heals.
Kill warlock
range head to mage target
melee finish off shaman (he was at 50% just from the 2 hunters on him)
all out on maulgar :P

Fenris Ulf
10-07-2007, 10:15 PM
The pets were bugged in our kill last week; they weren't immune to deathcoil. We had to use 2 warriors and lock pet. Other than that business as usual.

Pongle
11-07-2007, 02:39 AM
Your tank needs ~17k HP to survive Maulgar I'd say (I have not seen it done with less then 19k heh, geared up tank ^^).

SideLabel
11-07-2007, 12:00 PM
Ours had 15 for Maulgar, and it was not a problem until towards the very end when he got som unlucky hits and died, forcing the druid tank to take over. No problems.