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- 2007/06/30(Sat) -
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你Ìé²Ä°ÊÍÊÍ­Ë¡ÙÇÍø--SHARP 902sh Ferrari Edition
- 2007/06/25(Mon) -
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Murloc Suit and other Goodies
- 2007/06/25(Mon) -
Blizzard has announced they will be giving away some nice freebies at Blizzcon. Among those freebies is a Murloc suit usable by your character. Now that's some serious schwag!

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- 2007/06/17(Sun) -
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Magtheridon's Lair: Magtheridon
- 2007/06/17(Sun) -
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(the illustration is unfinished)

Abilities:

5 Adds ("Channelers") keep Magtheridon banished. At first only these have to be fought. With every dead Channeler, the remaining ones become stronger.

2 minutes into the fight, Magtheridon come active.

3 minutes into the fight, Magtheridon casts his first blast wave that has to be "interrupted" by clicking the 5 cubes that are spread around the room simultaneously. This has to be repeated every minute until he's dead. Everyone clicking a cube receives a debuff that prevents him from clicking again for 90 seconds.

At 30% the roof caves in hitting everyone for 6000.

For the rest of the fight stones will drop from above randomly, hitting anyone close tho them (5yds) for 80k+.


Process:

Setup groups for maximum DPS (auras). 7 healers. 5 tanks, one tank and healer in each group. The best geared tanks and an additional healer in groups 4 & 5 to tank the last two adds. The MT in group 1. Keep the shadow priests in groups 4 & 5. 3 warlocks, one with the MT, the other two in groups 4 & 5.

#0 Set up positions and cube rotations
#1 Kill adds 1 by 1
#2 Tank and spank Magtheridon
#3 Click all 5 cubes at the same time
#4 Avoid cave-ins


PHASE I and TRANSITION TO PHASE II

DPS sticks together and kills adds 1 by 1. Fast. Within 3 minutes, all 5 Channelers have to be dead. Faster is better. Be however VERY carefull not to pull aggro, especially on the first two channelers, else they will heal and can't be killed in time. Ideally the last add dies 20 sec before the 1st blast wave.

Warlocks and free tanks hunt Infernals to CC them.

To get immediate aggro the MT stands right under Magtheridon when he comes active and starts hitting him. Nobody else should be in melee range (healers watch out). The MT pulls matheridon to the door and tanks him there. Mind to turn him a bit away from the first cube so it can safely be clicked without geting cleaved.

With every dead Channeler the remaining ones become stronger. Therefore this Healing / Tanking pattern:

Channeler Add #1
--> 1 healer at start
--> when down, healer moves to help on #3
--> when down, tank gets in position for Magtheridon
--> lots of interrupting please

Channeler Add #2
--> 1 healer at start
--> when down, healer moves to help on #3
--> when down, tank help controlling infernals
--> lots of interrupting please

Channeler Add #3
--> 1 healer at start
--> when down, all 3 healers move to heal Main Tank on Magtheridon
--> when down, tank help controlling infernals
--> lots of interrupting please

Channeler Add #4
--> 2 healers at start
--> 1 warrior + 1 rogue/shaman to interrupt
--> when down, 2 healers move to heal Main Tank on Magtheridon, 1 healer moves to help on #5
--> when down, tank help controlling infernals
--> lots of interrupting please

Channeler Add #5
--> 2 healers at start
--> 1 warrior + 1 rogue/shaman to interrupt
--> when down, healers move to heal Main Tank on Magtheridon
--> when down, all tanks but the MT (from #1) join DPS
--> lots of interrupting please

The Adds must not be allowed to heal, else they cant be killed fast enough. So make sure you have enough interruptots (shaman, rogue, warrior)


PHASE II

Click cubes simultaneously every 1 minute. A rotation is required for this. Assign 2 players in each group to alternate clicking. Keep 1 player for backup in each group. Healers should not be clickers.

Tank and spank.

Heal like crazy. Mana is no issue. Bring 1-2 Shadow priests to be safe. Magtheridon hits quite hard, but can be easily healed by 4 healers. The remaining 3-4 add safety thats WILL be needed after earthquakes, for crushing blows/crits and for the cave-in at 30%. So make sure none of them is slacking.

Every minute or so there is a small earthquake that throws everyone around and prevents any channelled casting. For the cuble clickers its important to be in positions before the quake and to keep their backs to the wall, in order to mitigate the roaming caused by the quake.

Hold DPS at 31%, wait for the next blast wave, cick your cubes and once its over heal everyone back up fast (if needed), then nuke Mag fast below 30 to trigger the cave-in and be able to heal before the next blast wave. At this point the MT is very vulnerable, so pay close attention to him.

PHASE III

Keep the MT alive after the big cave-in

Watch your space and avoid all cave-ins (visual warning before it starts), they do 80k dmg and will kill you.

Tank and spank some more.

Click cubes some more.


NOTES:

The fight lasts for approximatley 14 minutes. As a measure for good DPS, try to get the 5 adds down within 2min 30sec.
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Gruul's Lair: High King Maulgar
- 2007/06/17(Sun) -
gruul_maulgar.jpg


Abilities -----------------------------------

Maulgar comes with 4 adds. A Priest, Shaman, Mage and Warlock. They each have their own abilities and have to be killed 1 by one.


|||||||| High King Maulgar ||||||||

Tanked by: Warrior, Warrior + Offtank in phase II.
Healers: 4 (You can have 3 if the tank is flasked and
if other healers come to help once their respective adds are dead).

Arcing Smash:
Same as Cleave, hits for 6000 to 12000 dmg on plate.

Whirlwind:
Does 7000 dmg on plate and will probably kill any cloth-wearer on his way. Some bossmods may warn you just a few seconds before he does it but melee DPS should be very cautious here and DPS only for 15 seconds after he finished it.

AOE Fear (after Enrage at 30%):
Short range, will probably only affect people in melee and you should have an offtank waiting in the raid to get him back to his spot after he charges.

Charge (after Enrage at 30%):
Charge a non-feared target, this is where your offtank is useful, bring him back to the tanking spot before he's got time to whirlwind in the middle of your healers.


|||||||| Krosh Firehand (Mage) (red ogre): ||||||||

Tanked by: Mage
Healers: 1

Fire Ward Shield (Spellstealable):
Reduce fire damages, a Mage has to spellsteal this to tank him. A second priest should be ready to heal as a support in case the spellsteal is resisted.

Fireball:
9000 damage, he will cast it every 3~5 seconds, damage is lowered by Fire Ward Shield.

Blastwave:
7000 damage every 10~15 seconds, 20 yards range. This is the reason you keep him at range from the rest of the raid, the mage tanking him doesn't have to be under 20 yards range and won't get damaged by this spell.


|||||||| Olm the Summoner (Warlock) (grey ogre): ||||||||

Tanked by: 2 Warriors or 1 Warrior + 1 Summoned Felhunter
Healers: 3 (Shared with Priest)

Summon Felhound:
60 seconds cooldown. Enslave and taunt Olm with it. You can choose to let him tank if you don't have enough warriors. A warrior is more efficient to tank though. Keep the Felhound alive to dispell the Dark Decay DoT.

Death Coil:
Fear and deals 2000 damage to the main tank, also heals for 4000 HP. This is where the 2nd tank taunts to get aggro.

Dark Decay:
DoT (stacking), 500 dmg every 2 seconds for 10 seconds. Not very threatening but if you've got a felhunter enslaved, use it to dispell it and save your healers some mana.


|||||||| Kiggler the Crazed (Shaman) (blue ogre): ||||||||

Tanked by: 2 Hunters / Shamans, but can be done by anyone with enough NR.
Healers: 1

Sheep:
Well ... it's a sheep. Get a 2nd hunter/shaman to tank it while the first one is sheeped.

Lighting Bolt:
1000-1500 Nature damage. He chaincasts it on the current aggroholder.

AOE Knockback:
2500 Damage, 10 Yards range. Doesn't matter since you're tanking him from 20yds away.


|||||||| Blindeye the Seer (Priest) (white ogre): ||||||||

Tanked by: 1 Warrior
Healers: 3 (Shared with Warlock)

Heal (Interruptable):
Single target heal, interrupt it.

Prayer of Healing (Interruptable):
AOE Heal + Shield. Heals all his friends for around 33% of their life. He will first cast his shield, and then cast the AOE heal. With the shield up he can't be interrupted. So DPS the shield down fast (4-5 sec) and interrupt immediately. Keep a Curse of Tongues on him.

Setup -----------------------------------

Due to many of the ogres having anti-melee damage (fire nova, AE knock-back, maulgar whirlwind), ranged DPS is more of an asset than melee DPS for this specific fight.


Minimum REQ:
- 2 defensive Warriors with good gear.
- 1 Mage with 9000 unbuffed HP and good manapool
- 1 Warlock to tank the Warlock add via enslave.
- 2 Warlocks, 1 Moonkin or 2 Hunters with good NR and STA to tank the Shaman add.
- 9 Healers
- 10 DPS, preferably ranged.

Ideal:
4x Warrior (2x tank, 2x dps)
3x Priest (1 Shadow, 2 Holy)
3x Paladin
2x Druid
2x Shaman
3x Mage
3x Hunter
2x Warlock
2x Rogue

Process -----------------------------------

The key to get into this fight is the pull. Everyone needs to stand in the correct position to minimalize the impact of the area-effect abilities.

The typical kill order is Priest, Warlock, Mage, Shaman, and finally Maulgar.

Priest, Warlock and Shaman can all be focus-fired by melee and ranged together, so they go down quickly. The Mage is ranged-only DPS and dies more more slowly.


|||||||| Positions: ||||||||

The mage tanking Krosh Firehand should place himself completely to the right and move straight forward. Just in front of Krosh Firehand there's a slight "clip" and that is where you should stand before the pull takes place. Be sure not to move too close to the "clip" or you will aggro the room. A good reference point can be used just before the clip, there is a portion of the wall to your right that makes a "corner" that is a safe reference point stay at when preparing for the pull. When High King Maulgar gets aggroed you shoot any instant-spell you have (fire blast, PoM pyro) at Krosh Firehand and spellsteal his shield immediately afterwards. Positioning Krosh is easy. When you aggro him, he will run to you until he is right next to you, then he will stay at that point and fireball you. Make sure that you position him in the far right corner so the raid does not have to worry about the flame wave ability. This is easily done by running to the corner after a fireblast and just waiting until he gets to you and then blinking to get out of the range of the flame wave.

High King Maulgar gets pulled to the other side of where he's standing. He remains all time of the fight on his position.

As for Olm the Summoner, the warriors and the warlocks run straight to him, but beware of the Blastwave of Krosh Firehand. He should be tanked in the back of the room.

Kiggler the Crazed can be tanked by a combination of two hunters or two warlocks who are siphon life/drain tanking him. Alternatively he can be tanked by a moonkin druid because of the immunity to polymorph.

Blindeye the Seer has to be pulled in the way of the entrance. Warriors and other melee are on the Priest doing damage.


|||||||| DPS ||||||||

#1 - Blindeye the Seer (Priest)
It is important that you have enough damage to make Blindeye the Seer's shield disappear. Have someone giving information when the shield is up and then just burst his shield down. If the shield is down, just interrupt his healing ability. You should only have to deal with two or three shields while damaging him down.

#2 - Olm the Summoner (Warlock)
All DPS (melee and ranged) focus fire on Olm the Summoner (Warlock).

#3 - Kiggler the Crazed (Shaman)
All DPS (melee and ranged) focus fire on Kiggler the Crazed (Shaman).
Carefull, he does some AoE and melee may need some healing.
1-2 free healers should now move to healing the Maulgar tank to ease the healing over there slightly.

#4 Krosh Firehand (Mage)
All ranged DPS concentrates on Krosh Firehand (Mage).
1-2 More healers should join on healing the Maulgar tank. If low on mana, regen now.
While you walk to those two encounters, make sure to avoid Krosh Firehand's Blastwave. Stay calm, be cautious, and bring him down.

#5 - High King Maulgar
After all 4 adds are down, ensure your healers have enough mana. All free healers should recover some mana before entering the fight against High King Maulgar. Same goes for caster-DPS. High King Maulgar hits very hard, but his damage can be mitigated by around 30% if Curse of Weakness is kept up on him by a warlock. Melees don't enter the fight right away, they have to wait until High King Maulgar does his first Whirlwind. When the Whirlwind vanishes you can enter the fight for about 25-35 seconds, then you should move away to prevent his Whirlwind from hitting you!

Spread out in preparation for phase II. Spreading prevents wipes that may occur when Maulgar charges while Whirlwinding. All free tanks spread evenly among the DPS to bring maulgar back under control afte a charge.

#6 - High King Maulgar ENRAGED
At around 30% (some saw him charge at 45%) High King Maulgar starts his random charges and if you're unlucky the whirlwinds wipe the raid. Your tanks have to give everything to bring High King Maulgar back to his position. He isn't untankable, but he is unstable! At this time just DPS him down, it shouldn't take too long. Nobody has to die in this phase, but some unlucky charge while whirlwinding may happen.


|||||||| HEALING: ||||||||

1 dedicated healer for Shaman tanks (paladin / shaman).
3 dedicated healer for Priest & Warlock tanks (priest tank can be kept alive with a HoT, warlock is a bit chaotic due to deathcoil).
1-2 dedicated healers for Mage tank. (Priest and a Paladin/Shaman works best)
4 dedicated healers for Maulgar tanks. (Minimum 2 priests with GHeal 3 spam and ideally a druid+shaman for tight situations. Always keep 4 HoTs up on the tank.

Note that the fight last 6-8 minutes. So use your cooldowns accordingly.

(this guide based n part on information found on wowwiki.com and bosskillers.com and mmo-champion.com)
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Karazhan: Nightbane
- 2007/06/17(Sun) -
karazhan_nightbane.jpg


To fully understand the illustrations above a few annotations are required:
(A) Nightbane always lands a few yards (10-30) to the "right" (warrior PoV during tanking) of where he started to fly. Over the course of the fight this means that the fight "travels" along the balcony and thus positions change.
(B) the axis of the fight is always nightbane. The MT has to make sure nightbane is always facing outwards so the breath and cleave dont endanger the raid. This is particularly important after Phase II when Nightbane lands.
(C) the safest position after phase II while the MT is repositioning Nightbane and getting aggro is right at the edge of the dome and minimum 30yds away from nightbane (to avoid fear that might run someone into cleave/breath).

Abilities ----------------------------------------------------

Nightbane has two alternating phases:
PHASE GROUND and PHASE AIR. The latter is a timerbased phase that lasts 50 seconds and is triggered every 25% at 75%, 50% and 25% health. During PHASE AIR, Nightbane will be airborn.

PHASE GROUND:

Melee:
Basic melee Damage. 6-10k damage (raw, crushing).

Cleave:
Typical dragon cleave, frontal arc. Hits for 7k (raw).

Smoldering Breath:
Frontal AoE 3700 to 4300 fire (raw). Unlimited Range, LoS checking. Adds a DoT that deals 1688 to 1912 damage every 3 seconds for 15 seconds.

Bellowing Roar:
Fear, cannot be dispelled, cooldown 30+ seconds. Resistible with Berserker Rage, Fear Ward, or Will of the Forsaken, Death Wish.

(Dragon) Tail Sweep:
Rear AoE, 450 fire damage. Knockback. Adds a DoT for 450 fire every 3 seconds for 25 seconds.

Charred Earth:
Random target AoE, dealing 2-3k fire (raw) to players in the affected area. Ticks every 3 sec. Lasts 30 seconds, 10 yard radius.

Distracting Ash:
Reduces the range of spells and abilities by 50%. Can be dispelled.

PHASE AIR:

Rain of Bones:
Random target debuff. Deals 352-408 physical to the target and everyone within 6 yds every second for about 15 seconds. Spawns 5 Restless Skeletons upon impact.

Restless Skeleton:
5 of these will be summoned at the beginning of PHASE AIR. Can be CC'd.
- Melee for approximately 800 (raw) physical.
- 13500 HP

Smoking Blast:
4-5k (?) physical attack. 1sec Attack speed. Adds a DoT that deals 495 fire every 3 sec for 18 sec. Can be dispelled. Target is based on healing aggro generated from the moment Nightbane becomes airborn. (This is because he is out of range for DPS and tanks). Nightbane ceases to use this ablility 15 seconds before the end of PHASE AIR.

Fireball Barrage:
Hits any player that is 40+ yds away from Nightbane for 3-3.5k fire every 1 sec. (Exploit prevention, nor relevant for a properly executed kill)

Setup ----------------------------------------------------

The fight requires 1 tank with 18k HP. A paladin is helpful for tanking in PHASE AIR. A Shadowpriest is good for added mana regen. Generally 3 healers are desireable, yet the fight is still doable with just 2. Direct healing is preferred over HoT.

Process ----------------------------------------------------

PHASE GROUND:

Positions: The raid assumes battle positions as illustrated. Note that DPS and healers should stand either at the outter wall or inner edge to the dome to make avoiding the AoE of Charred Earth easier while maintaining range.

Ranged: All ranged DPS and Healers should stay at maximum range (if possible) to outrange the Fear effect (30 yds range).

Melee: Melee DPS has to take care to always stay at Nightbanes rear legs to avoid Cleave, Breath and Tail.

Healers: Use big heals. Always channeling the biggest spell. Timing is important. Often 9k or more HP have to be healed quickly. The fear can be outranged.

DPS: Allow the Tank to get solid aggro.

PHASE AIR:

When Nightbane lifts off. Everyone runs to the MT and stays on top of him. Nightbane then casts "Rain of Bones" on a random player.

Immediately everyone escapes the "Rain of Bones" AoE in the illustrated direction (to the healer position from PHASE GROUND). The player debuffed by "Rain of Bones" remains stationary or escapes in the opposite direction. NOTE: Rain of Bones has 6yds range only. So don't run off too far.

Healers: Rain of Bones will require some healing on the debuffed player. 7-10k HP. Cast something instant on the debuffed player (mending, renew, shield etc.) and get range asap. Followup with a direct heal.

DPS: Make sure you get away quick to not require healing. Use focused fire to bring the adds down 1 by 1 quick.

Tank: The main tank immediately gets aggro of all the spawned Adds and prevents them from running all over the place.

Hunters & Mages: Slow and Freeze the Adds.

Once the Rain of Bones is dealt with (about 3-4 sec into PHASE AIR. Everyone should be spread, Skeletons under control and dying fast.

Healers: Immediately after Rain of Bones, players (healers) will get targeted by Smoking Blast. Those players will need immediate healing attention. Watch for the debuff icon and aggro markers to heal (really) fast where needed. Dont forget to heal yourself if you get targetted.

Paladin: It is possible for Paladins to generate more aggro from healing in PHASE AIR than anyone else by use of Righteous Fury. This makes it possible to control all Damage from Smoking Blast onto the Paladin, who can mitigate most of its damage (has more armor than a druid or priest) and make healing much easier. Whenever possible this should be leveraged. If this tactic is used, inform the healers so they can focus their healing on the Paladin.

PHASE TRANSITIONS

The most difficult part of the fight is the transition from PHASE AIR to PHASE GROUND. That is because of the Aggro wipe 10 seconds before the actual end of PHASE AIR. Meaning: Since aggro in PHASE AIR is derived ONLY from healing, any healing going on in the last 10 seconds of PHASE AIR will be carried over to PHASE GROUND. This means Nightbane will land in an unpredictable position and kill at least 1 player (the one with healing aggro).

To prevent this from happening, all healing has to stop 10+ seconds before PHASE AIR ends. No HoTs, no Direct Heals, nothing. Fade and Pala Bubble can save a player, yet this not always works and timing the fade / bubble right is very tricky.

10 Seconds before the end of PHASE AIR all adds should be dead.

Warrior: 10 sec before the end of the fight the MT walks over to the supposed landing position of Nightbane in order to grab and position him immediately when PHASE GROUND begins.

Healers: Follow the MT when he moves into position. Many wipes result from our of range problems during the transition. Try to keep out of the fear range, but dont overdo it. Keep an eye on your bubble/bearform/fade and use it ASAP when you get aggro. Else you die.

DPS: DPS make sure they are a good distance away from the MT when Nightbane lands to avoid getting hit by the breath / cleave or get feared into them.

Hunter: Use missdirection on the Main Tank to help him get aggro immediately. This can also save the life of a healer who had to heal in the last 10 sec of PHASE AIR.

THE EDGE OF THE DOME (inner side of the balcony) IS EXPONENTIALLY SAFER THAN THE OUTTER WALL.

Once Nightbane is properly positioned, DPS move back to their side (walking along the edge of the dome to not get cleaved). Ideally wait for a fear to take place before running to further prevent accidents.

Notes ----------------------------------------------------

Threat
- PHASE GROUND threat works as usual.
- PHASE AIR threat is generated ONLY from healing (since he is out of range for DPS and Tanks)
- When Nightbane becomes airborn all threat from PHASE GROUND is wiped.
- 10 sec before PHASE AIR ends, all threat is wiped again.
- In order to not get aggro when Nightbane lands. Healers must stop healing (incl. HoT) 10 or more seconds before the end of PHASE AIR.

Staying alive
DPS / Healers: Loose your aggro, use fade, vanish, FD, iceblock, and so on. Mind the cleave, breath and tail zones. Stick to the inner side of the balcony when Nightbane lands, its safer there. Healers stay in range of the Tank. Healers stay out of the fear range. Use bandages and healing potions. Get a health stone. Avoid the Charred Earth AoE.
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Gruul's Lair: Gruul the DragonkillerÅËζ¼ÔØùÏ¥¼¤
- 2007/06/17(Sun) -
GL_gruul.png



Abilities -------------------------------------------------

Growth:
Increases damage done by 15% every 30 seconds, size increased by 10%, can stack up to 30 times.

Hurtful Strike:
Occasionally hits the 2nd highest aggro. A second tank is needed to mitigate this, 12350-13650 physical damage.

Reverberation:
AoE Silence (4 seconds) on a random timer. Unlimited range.

Cave In:
Random AoE which causes ~3000 damage every 3 seconds in the area. This occurs more frequently in later stages. This counts as melee damage and can be mitigated by armor. Growth also affects Cave In. Look like a blizzard but with stones, and it can move a little. There is always one up throughout the fight, just move away if it's on you.

SHATTER PHASE I - Ground Slam:
First spell of a chain. Gruul will slam the ground and knockback every player in a random direction (20-40yds). Once landed, everyone will have to spread out immediately.

SHATTER PHASE II - Gronn Lord's Grasp:
Second spell of a chain. Stacking debuff after a Ground slam that reduces movement speed by 20% per stack. Stacks 5 times. After 5 secs it causes Stoned. Players must space out between each other during these 5 seconds to avoid the effects of Shatter. Goal is 15 yds from the nearest player.

SHATTER PHASE III - Stoned:
Third spell of a chain. Everyone is stunned. Followed immediately by Shatter.

SHATTER PHASE IV - Shatter:
Foruth and final spell of a chain. After being Stoned, Gruul will shatter everyone. The damage dealt is proximity based. If 2 or more players are 0yds between each other, the damage dealt will be around 9000. The more apart players are, the less damage is taken - no damage will be taken if players are 15yds away or more.

Process ------------------------------------------

Amplify Magic on everyone. All attacks are physical so the this has no negative side effects.

All players move beyond the gate as it closes upon engaging Gruul.

MT aggroes and pulls Gruul to the middle of the room while the rest of the raid gets into position as illustrated. These positions shall be maintained and reassumed throughout the fight. Melee DPS should stand at max. melee range to avoid effects of the Cave-In ability.

The Offtank immediately starts building aggro to intercept all Hurtfull Strikes.

DPS starts as soon as they are in position. A hunter's missdirection helps the MT and OT to get aggro quickly ahead of the DPS.

There are some terrain features (poles, rocks) along the walls of the room that allow long-ranged DPS (Mages / Hunters) to avoid the effect of the Knockback. This makes spreading out much easier. Generally when you are standing on a rock or behind a pole (out of line of sight) you will not get knocked back. Using Enemy Cast Bars will help detect the casting of Ground Slam, which is the beginning of the SHATTER CHAIN.

Pets can be affected by Shatter and thus should not be used. Phase-Shifted imps are not affected.

How to deal with shatter: Being aware of when shatters is nice. Keep timers. Have someone announce their imminence. Once everyone gets knocked around. Look where everyone is around you. Move accordinly and mind that behind you may also be space. assume some general positions "wall", "middle" and "close to gruul". If done well nobody should take more than 1500 dmg from any individual source.

TANKS:
After a Ground Slam, the MT must reposition Gruul to the center of the room. It is also crucial that the OT runs back into melee range before any other melee classes. Failure to do so results in other melee classes becoming potential targets for Hurtful Strike. Having tanks use Intercept usually ensures they will be the first to go back into Gruul's Melee range.

HEALERS:
As a healer, try keeping the two tanks as close to full HP as possible. This is particularly relevant for the OT in late stages of the encounter. There are two moments during the encounter when the two tanks are at their most vulnerable: immediately after a "Reverberation", as described above, and after a Shatter. After a Shatter, tanks may have taken damage from other players, while many healers could be out of position, or out of range of the tanks. If you are in range of the tanks after a Shatter, heal them, even if they are not in your group. In the late stages of the encounter, prioritize the tanks at all costs. A Renew or Regrowth is enough for a DPS class to get back to full HP before the next Shatter or Cave In.

MELEE DPS:
It is important for melee DPS to spread out to avoid multiple players being hit by the same Cave In. Gruul has a very large hitbox that allows for 5 melee classes to spread out around him when standing at maximum melee range. Raid groups with more melee are still viable, but Cave Ins in melee range become more frequent, and require readjusting as well as more healing. Remember that, as a melee class, your aggro should not exceed that of the OT, and you should never run ahead of the off-tank either during the initial pull, or after a Shatter.

RANGED DPS:
As a ranged DPS class your aggro can exceed that of the OT, as Hurtful Strike will only target a class in melee range. Especially for players with talents that allow them to stand at 41 yards from the target, picking an obstacle to stand behind during the Ground Slam, and announcing it at the beginning of the raid, is very important.

Notes ------------------------------------------

The key to this fight is DPS. All damage classes have to do around 250-280k damage over roughly 6 minutes and not go OOM. In the damage phases all have to peak at about 700-750 sustained DPS.

Group setup should be

6 Healers
2 Tanks (18k or more HP)
17 DPS (2 Shadowpriests, lots of warlocks and mages)

NOTE: Don't kid yourself. If you don't have at least 15 good DPS (Rogues, Mages, Warlocks, Shadowpriests) you are just wasting your time and money. Later, with better gear on the tank, this fight can be done with less.
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Molten Core: Gehennas´ð³ÒǼ»Û
- 2007/06/16(Sat) -
The keys to killing Gehennas:

- correct pull, avoiding stunlock of MT
- proper positioning
- chain healing MT with rotation and mana conserve to cover peak damage of 5000+ in one hit.
- immediately dispelling curses (30sec timer)

--- the pictures ------------------------------------------------------------------

Initial setup:
gehennas_pos.jpg


The pulling sequence (MT must not aggro before the adds are peeled --> stun)

While fighting add 1, MT and healers get Gehennas under control. When 1st add is down, ranged move to kill gehennas, while melee remain usefull at killing the 2nd add.

gehennas_adds.jpg


Primary dispell targets.

gehennas_curse.jpg


Spread out so AoE fire does hit as few as possible.

gehennas_fire.jpg


Healing rotation:
At any time a greater heal must be incoming so that at max 1.5 seconds lie between heals of the MT... CTRA mana conserve is very usefull for that.
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