Gruul's Lair Guide - Gruul's Lair Strategy

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Description:

Gruul's Lair is a 25-man raid instance released
with The Burning Crusade expansion. It is located in Blades Edge Mountains. Tier 4 shoulders and legs drop from here.
Gruul"s lair is often put on par with Karazhan as far as guild progression is concerned. So if your guild is clearing Karazhan you should also be able to clear this.

Gruul's Lair is similiar to the Onyxia and Magtheridon raid instances in that there are only a few trash mobs in each instance. A well organized guild should be able to clear this instance in under 30 minutes.

Class Requirements:

3 Geared Tanks
6-7 Healers
1 Stamina + Spell Hit Stacked Mage
Your best 14-15 DPS classes

*Note*
Virtually every class is needed for this instance in some way or another so be sure to bring atleast 1 of every class.

Instance Specific Tips:

Special Blades Edge Mountains only flasks are available to be used in this instance, they are very cheap and could make the difference in having a gruul kill or a gruul wipe.

Come with a clear head and make sure there are no distractions at home. Awareness and adaptability are the keys to success in this instance.

 

Epic Drops:

Pauldrons of the Fallen Defender

Badge of Justice

Malefic Mask of the Shadows


Pauldrons of the Fallen Hero

Maulgar's Warhelm

Brute Cloak of the Ogre-Magi

Bladespire Warbands

Pauldrons of the Fallen Champion

Hammer of the Naaru

Belt of Divine Inspiration

Abilities:

  • Arcing Smash: frontal cleave dealing 5000-12000 on plate.
  • Whirlwind: Deals 7000 damage on plate.
  • Mighty Blow: 6,000-11,000 damage knockback.
  • Berserker Charge: Charge random raid member, only used when below 50% health.
  • Intimidating Roar: AOE 8 second fear, only used when below 50% health.
  • Flurry: Decreases damage but increases attack speed, only used when below 50% health.

 

Description:

High Kings Maulgar is a very technical fight. 90% of the fight is getting the pull executed correctly then starting the DPS train. Ventrillo or some sort of verbal communication is almost a necessity for a new guild learning this encounter.

You will find High King Maulgar in the first room of the Instance. You will see him and 4 adds. The adds are:

Kiggler the Crazed (Shaman)
Blindeye the Seer (Priest)
Olm the Summoner (Warlock)
Krosh Firehand (Mage)

Generally speaking this is what is going to happen. You will pull all 5 ogres and split them up all through the room. Then you will go down the line killing the Adds one by one until you get to Maulgar, from there it is a tank and spank.

Now for the Specifics....

The Pull/Tank Assignments:

The pull is the most important part about this fight. Use some sort of VoIP to allow verbal communications to stage a countdown for the pull so all the hunters can misdirect and all the tanks can pick up their targets at the same time, ensuring that there wont be a wipe.

Refer to the map below in regards to positioning.

High King Maulgar: Your Maintank will be tanking him against a wall, Have a hunter Misdirect Pull to him.

Kiggler the Crazed: Have 2-3 hunters, shamans, or Moonkin druids kite him around the designated area. Its important to note that he has an arcane explosion spell that has a knockback, so keep him away from the other members of the raid.

Blindeye the Seer: Have either a tank (if you have 4) or a DPS class that can sort of tank pick him and bring him to his spot.

Olm the Summoner: Will need either 2 tanks and atleast 2 warlocks on him. You need 2 tanks because occasionally the first tank will get deathcoiled. The warlocks will need to enslave the Fel-Hunters he summons.

Krosh Firehand: You will need a mage who is stacked in Stamina and Spell Hit to tank him. The mage tank will need to spell-steal a spell shield that reduces all magic damage taken by 75% in order to survive. This must be stolen every time it is cast. The mage can also keep Fire-Ward up to help. Krosh has an AOE Blastwave dealing 6,000 damage and slowing movement, so its important to fight him at range.


Healers:

  • 2-3 healers on your Maintank
  • 1 healer on your Party members who are kiting Kiggler
  • 1 healer on the tanks tanking the warlock
  • 1 healer on your mage tank
  • 1-2 healers on the raid

 

Kill Order:

Now that you have a case on controlled Chaos going on its time to start cleaning up. Begin focus fired DPS on the Priest, be sure to interrupt all heals. After killing the priest move on to the warlock. After the warlock is dead the melee DPS will go to the shaman while the ranged DPS will kill the Mage. Clean those 2 remaining adds up and then precede to the Post-Adds Section.

 

Post Adds:

Add this point ranged DPS can start in on Maulgar, melee DPS should wait until after he whirlwinds so they can pick-up on the whirlwind schedule. Melee DPS will periodically have to run out to avoid whirlwind. Having a mod such as deadly boss mods will call out when a Whirlwind is coming. DPS him down to 50%.

At 50% he will drop his weapons decreasing his damage but increasing his attack speed. He will randomly cast fear and he will charge random raid members. To combat the fears and charges have your Off-Tank stay back with the casters so he can Taunt and bring Maulgar back to your Main-Tank.

At this point wash, rinse, repeat, and loot.

 

 

Epic Drops:

Leggings of the Fallen Defender

Badge of Justice

Eye of Gruul

Bloodmaw Magus-Blade

Gauntlets of the Dragonslayer


Leggings of the Fallen Hero

Cowl of Nature's Breath

Windshear Boots

Teeth of Gruul

Gronn-Stitched Girdle

Aldori Legacy Defender

Leggings of the Fallen Champion

Dragonspine Trophy

Collar of Cho'gall

Shuriken of Negation

Gauntlets of Martial Perfection

Axe of the Gronn Lords

Abilities:

  • Growth: Increases damage done by 15% every 30 seconds, stacks up to 30 times.
  • Hurtful Strike: Hits the target with the 2nd most aggro in melee range.
  • Reverberation: Random raid silence, lasts 4 seconds.
  • Cave In: Random AOE, deals roughly 2700 physical damage every 3 seconds, is affected by grow.
  • Ground Slam: Zone wide Knockback that starts the shatter spell.
  • Gronn Lord's Grasp: Reduces movement speed, eventually turning you into stone.
  • Stoned: Turns you into stone, makes you vulnerable to shatter.
  • Shatter: Shatters the Stone characters dealing Proximity damage. 9000 damage is delt when standing atop another player, 2000 at 19 yards. and 0 damage if farther then 20 yards from any player.

 

Description:

This is a dps race fight, plain and simple. Tank and spank while avoiding such things as the cave-ins, and spreading out during shatters. This fight is not nearly as complicated as High King Maulgar but this fight does require that you have better gear.

Pre-Pull:

Setup where each group is going to go for when gruul does shatter so it does not take the first few shatters and deaths for people to get an idea of where they are going to go. A good placement example can be seen below. Its important to not that you can go anywhere in the radius circles including closer to Gruul instead of everyman heading for the far wall.

Post-Pull:

Have your main-tank run in and tank Gruul directly in the center of the room. Start SLOW
dps until after the first growth, at that point now that aggro is secured you can start the DPS race by blowing all your cooldowns. By using them so early in the fight you can ensure that they will be up again before the fight is over.

You will also need an Off-Tank for the fight, preferebaly a feral druid. The off-tank will need to stay 2nd on the aggro list at all times to absorb the hatefull strikes. It is also beneficial to have a 3rd tank at the ready in case your MT or OT dies. It is very important that the Off-tank Stay within melee range of Gruul at all times. If he is not within range Gruul will go down the aggro list until he finds someone in range, usually a melee dps which is a gaurenteed one-shot. If no one is in range He will spike damage your MT resulting in an instant kill.

Perioidically throughout the fight he will cast Cave-In. These will deal roughly 3000 physical damage every 3 seconds, so it is important that you stay aware and move out of it asap. Cave in is also affected by Growth. so as the fight goes on Cave-In will become quite deadly.

Gruul will also occasionally cast Reverberation which is a zone wide silence. Thats why it is always important to keep the tanks topped off and have HoTs on them. Having silence duration reduction talents and buffs can help combat this.

All that is left now is minimizing Shatter damage by spreading out, which is detailed in the above portion of the guide. Once you can sort through all of Gruul's various abilities it just boils down to weather you have enough DPS to kill him before he grows to big.

Good-Luck!

 

 

 

 

 


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