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Gruul's Lair - Leiam

Enviado: Seg Mar 05, 2007 6:33 pm
por ReiserFS
Bom sei que muita gente ta se atunando para Karazhan 10 man e etc. Porem hoje lendo nos sites vi que Gruul's Lair pode ser uma boa para o KM começar as Raid.

Gruul's Lair é uma raid 25 man para lvl 65-68, pelo o que eu tirei do World of Raids.

É uma raid no estilo Onixya (por isso era bom fazer onixya e tal) onde tem apenas 2 boss para matar.
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Primeira Luta: High King Maular e mais 4 adds

A idéia dessa luta e que cada add tem uma sua própria classe (shaman, priest, warlock, mage) e que cada classe seja combatida pela propria classe, ou seja 1x1 de classes lock x lock, shammy x shammy e etc.

Enquanto isso o resto da raid concentra-se no boss.

Ultima luta: Gruul

Bom não vi estratégia só li que os casters, rogues e tanks estavam usando Flask.

Buffs do MT da raid: Imagem


Drops T4: (mais T4 no forum https://killermonkeys.net/fver_topico11491.km)
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Enviado: Ter Mar 06, 2007 9:49 am
por bslindoso
eu gostei da idéia de começar a fazer raid em Gruul's Lair... bora animar esse pessoal da guilda, porque acho que o povo não tá muito animado pra fazer essas raid dungeons... não sei como é o esquema dessa dungeon, se precisa de atunamento ou não, mas caso precise, vamo marcar ai pra todo mundo fazer e começar a praticar as dungeons ai... 8)

flwss

Enviado: Ter Mar 06, 2007 10:01 am
por ReiserFS
e ai que ta essa dugeon não precisa de atunamento.

Enviado: Ter Mar 06, 2007 10:09 am
por bslindoso
melhor ainda... vamo nessa fazer Gruul's Lair. Pegar o grandioso T4 ^^

Enviado: Ter Mar 06, 2007 10:47 am
por ReiserFS
Algumas estratégias que peguei do High King
Here's the strategy I wrote up in beta...There a few different ways to manage each mob, here's what we did:

Pull Contents = High King + 4 Adds

High King: Melees plate for ~5-6k, 8-11k crushing.
Arcing Smash(cleave): for 8-12k on plate.
Whirldwind?

XX Firehand: Blastwave for 6-7k every 10-15s
Fireballs for 8-9k constantly
Melees for 3k

XX the Summoner: Summons a felhunter every minute or two. Banish.
Deathcoils original aggro(mt) every 5-8s
Basic dot
Melees for 3k

Blindeye the Seer: Single target heals.
Prayer of Heals
Shields himself.
Melees for 3k.
Susceptable to COT / Mind-numbing / Wound Poison / Stun as long as his power word shield is not up.
When he casts his shield, he starts a long cast POH which will heal all of the mobs for about 40% of their HP.

Kiggler the Crazed: Sheeps very frequently.
Lightning bolt for 800-1500
Arcane Shock for minimal damage, disarms
Melees for 3k


Setup: Kill order is Summoner, Seer, Firehand, Kiggler.

Tanks: 1 high HP warlock(12-15k HP, FR helps) on Firehand.
2 Tanks on Summoner - Alternate Deathcoils while holding aggro.
1 15k+ hp tank on High King
1 DRUID tank on Crazed(immune to polymorph, very necessary)
1 Tank on Seer.

Pull + Positioning: The warlock will start the pull by deathcoiling Firehand on the right side of the cave, immediatly after deathcoiling, he must run up to melee range of firehand and immediately run back out to max casting range. This will cause firehand to start a blastwave and continue casting fireball on the warlock. The warlock should not move after this. It's imperative that firehand starts casting towards the back of the cave, to the far right.

A hunter will misdirect pull high-king onto the MT on the far left side of the room, 20-30yd from the main raid group. He will be held there and not moved.

If another hunter is available, they will distracting shot pull the Seer up into the middle of the raid group where he will be tanked. The warrior will hold him there while the rogues deal with the heals, etc.

The summoner will immediately summon a felhunter after the pull, so banish immediately(one warlock COS, the other banish). The summoner can be tanked in the middle of the raid also.

Crazed will be pulled back to the raid group, or can be tanked in the middle of the cave(watch for arcing smash and fireblast radius if you choose to do this).

Healing Setup: High-King: 3 Healers
Firehand: 3 Healers
Summoner: 2 Healers
Seer: 1 Healer
Crazed: 1 Healer

General Side-Notes: For the rogues and warrior on the seer... Save your trinkets, small cooldowns for when the shield is cast, because immediately after the PoH will start it's casting. You must burn through the shield in order to have the kicks land and interupt the heal, so all save energy/rage for that point also. The seer dies very fast with just those few people on it, so DPS isn't necesarry, but the stopping the prayer of healing is.

Post-Pull: When everything is in position, the main raid dps should be killing the Summoner. When the summoner drops, the seer should be the next target, which should already be at 50% or below. The next mob to target and kill is Firehand. Everyone must range down firehand, NO ONE in melee range, and make sure the warlock keeps aggro or you are going to have a wipe. When Firehand drops, your next target is Kiggler the Crazed. He is a straight DPS down with no AOE abilities. The last mob to kill is High-King. Everyone must range down High-King, NO ONE in melee range. Make sure healers are also out of range of the cleave.

As soon as the first add goes down, it frees up 2 healers. 1 of those healers should be assigned to switching immediately to the warlock tank, and the other should immediately switch to the High-King tank. Assign these switches before the pull begins. As you start to kill more of the adds, it becomes much easier. The hardest part is getting the pull under control, and keeping up the warlock and High-King tank. A MAJOR wiping issue is not enough dps to burn through the shield to kick on the Seer. The heals are HUGE, so they need to be taken care of or you will not progress.
Blindeye(Priest): Warrior tank with priest dispelling when he PW:S.
Kiggler(Shaman): Hunter with NR range tanking. He melees harder than he lightning bolts.
Olm(Warlock): Warlocks enslave his felhunter and tank him using it.
Krosh(Mage): Mage needs to spellsteal his buff and tank him. 8k Fireball + 7k Fireblast = nasty
Maulgar(Warrior): One warrior or 2 tanking him, depending on how fast you can get heals off.

Enviado: Ter Mar 06, 2007 11:06 am
por ReiserFS

Enviado: Ter Mar 06, 2007 11:28 am
por O_Cabelo
Desculpa discordar, mas se não conseguimos nem começar a fazer uma run em Karazhan pode esquecer Gruul's Lair. A Nihilum (guilda que matou ele primeiro) só conseguiu matar o Grull depois de estar farmando Karazhan e de ter pego uns drops dos 2 world boss de Outlands.

A luta com Gruul pode não precisar de atunamento, mas precisa de equipamento e isso só se consegue em Karazhan.

A guilda ally Ravenous do Demon Soul já está quase em farm mode em Karazhan e ainda não mataram o Gruul, só tomam wipe.

Acho legal o pessoal já ir pensando no Gruul, mas entrar lá agora é gastar dinheiro com wipe.

Enviado: Ter Mar 06, 2007 11:53 am
por ReiserFS
Blz cabelo, achei que por não precisar de atunamento fosse mais facil e tal.

mas vamos nos concentrar em fz karazan nesse fds.

Enviado: Ter Mar 06, 2007 12:22 pm
por bslindoso
então tudo certo pra karazhan nesse fim de semana... já tou dentro ^^... mas bora adiantar ai essas instancias... 8)

Enviado: Ter Mar 06, 2007 1:55 pm
por O_Cabelo
Só pra reenfatizar o que eu disse, realmente não dá pra fazer Gruul's Lair sem equipamento, MAS não podemos descartar essa idéia! Achei muito bom o post, tem vários links interessantes e que com certeza vão audar bastante quando pisarmos lá dentro pela primeira vez.

Aconselho a todo mundo dar uma lida nos links e já ir vendo os itens que vocês acham necessários para suas classes.

Enviado: Seg Mar 12, 2007 11:31 am
por courtney
Melhorar farmar Kara primeiro,minha guild ta farmando Kara com 2 grupos(menos Nightbane) e farmando também primeiro boss the Gruul's Lair e melhor tentativa no Gruul foi 23%,realmente o Gruul eh dificil,precisa de gear mt boa(tanks com stamina gear),potions,flasks,elixirs ajudam pra caramba,e mt mas mt coordenacao.Assim que chutarmos a bunda dele venho explicar melhor os bosses de Grull's Lair.


ps.:lotem GuildBank de herb,precisa mt pot pra certos boss em Kara e Grull's