High King Maulgar
When entering Gruul’s Lair, which is little more than a large cave with two circular rooms, the first boss the raid encounters is High King Maulgar and his four councilors. High King Maulgar is the presiding lord of the Blade’s Edge Mountains’ ogres.
Similar to the Moroes fight in Karazahn and much like fights in other zones, High King Maulgar and his councilors need to be fought simultaneously.
Councilor Abilities
Each of the councilors has abilities that must be handled by the raid during this encounter.
Blindeye the Seer
This ogre is the priest for the group. Blindeye’s most dangerous features are his spells. His melee hits are for under 1,000 damage points on plate armor and has 300,000 hit points.
Greater Power Word: Shield – This instant cast spell makes Blindeye immune to interrupts and damage. It absorbs 25,000 damage points and must be damaged quickly to be removed.
Heal – This healing spell takes under 2 seconds to cast and heals a single target for roughly 50,000 hit points. This spell can be interrupted.
Prayer of Healing – This AoE spell takes 4 seconds to cast and heals the others for at least 40 percent of their hit points, which equals to 100,000 hit points for each of them. This spell can be interrupted.
Kiggler the Crazed
This shaman has roughly 250,000 hit points and melees those wearing plate armor for 3,000 damage points and performs crushing blows for 5,000 damage points.
Arcane Explosion – This instant cast spell does 2,500 arcane damage and knocks targets within 15 yards backwards, lowering threat.
Arcane Shock – This instant cast spell disarms and interrupts spell casting as well as doing less than 1,000 arcane damage points.
Greater Polymorph – This instant cast spell cannot be dispelled and lasts for 10 seconds.
Lightning Bolt – This spell does 1,500 nature damage points to targets within 20 yards.
Krosh Firehand
This mage has 300,000 hit points and does not melee.
Blast Wave – This is an AoE spell that does 6,000 fire damage points every 10 seconds to anyone within 15 yards of the mage. It also places a debuff a target that reduces movement speed by 70 percent.
Fireball – This fire spell does about 9,000 fire damage points to a target and takes 4 seconds to cast. Fire resistance gear does not mitigate the spell.
Fire Ward Shield – This is a self buff that Krosh casts on himself that reduces the amount of fire damage taken by 75 percent and lasts for 30 seconds. A mage can Spellsteal this buff and use it against Krosh.
Olm the Summoner
All those that ever wanted to beat a warlock bloody after being in an arena or pvp battleground have there chance with Olm the Summoner. This warlock has about 250,000 and hits for under 4,000 melee damage points.
Dark Decay – This DoT does 500 damage points per tick. His felhounds can dispel this DoT from targets. It is cast every 4 seconds on a single aggro target.
Deathcoil – This is a single target spell that fears and does 2,000 damage points to the tank. This spell heals Olm for 4,000 hit points.
Summons Felhounds – Olm summons a felhunter every minute. Banish and enslave them before they kill healers and damage casters.
High King Maulgar Abilities
The High King has about 800,000 hit points. He melee hits do about 5,000 damage points to players wearing plate armor. His crushing blows do roughly 10,000 damage points to a tank if they land.
Arcing Smash: This cleave attack does a minimum of 5,000 damage points to plate armor wearers.
Charge: During the fear, High King Maulgar charges an unaffected player.
Enrage: When his health drops to 50 percent, High King Maulgar turns read and gains the ability to fear and charge opponents.
Fear: This AoE fear occurs every 50 seconds and has a small range around High King Maulgar. He gains this ability while enraged.
Whirlwind: High King Maulgar spins around and hits everyone within his range for at least 7,000 damage points.
The Pull and Position
The positioning of Maulgar and his councilors is largely up to the raid but here are some tips that have worked well for other guilds. A tank or two tanks should pull the warlock into the position midway down the corridor leading towards the entrance so that player warlocks have enough time to control the felhunters before they target the raid. If looking down the corridor from the zone’s entrance, there is a spot midway down the corridor on the right side of the corridor that is a perfect tank spot. A tank pulls High King Maulgar to a spot between the warlock’s tank spot and where the corridor and the room meet. Make sure that the tank’s back to wall.
A mage should be able to tank Krosh on the spot. The mage should move up slightly to get into casting range of Krosh. If a mage player moves into the room along the right side of the wall, the mage should be in range of both healers and Krosh.
The remaining two mobs, the priest and shaman are tanked further into the room along the left walls. The priest is tanked along the left wall, closest to the corridor and entrance of the room. It is best to tank the priest further away from the warlock, mage, and High King Maulgar so move the priest along the wall towards the corridor leading to Gruul’s lair. Kiggler can be tanked by hunters at the back of the room, near the spawn point. If easier, the priest and Kiggler’s positions can be reversed. Either way, both the shaman and the priest are far away from the other mobs during this fight. While the shaman positioning being far away is not as necessary, the priest needs to be furthest away from the other mobs.
Hunters can misdirect mobs to tanks while the mage and tanks pull their mobs off to the sides using instant cast spells and abilities.
Battle
Even though defeating High King Maulgar is the point to this encounter, he is the last boss in the kill order. The following description follows the kill order that should be used. This is only a suggested kill order that prioritizes the mobs by how much damage they can do to the raid during the encounter.
Blindeye the Seer
The priest is the first to die. One melee tank should be able tank him. A feral tank can use Faerie Fire to pull him while warriors can use their ranged abilities to pull him. Warlocks should cast Curse of Tongues on him while he is alive and rogues should keep Mind Numbing poisons on him to slow his cast times.
The priest must be interrupted as much as possible. Damage dealers must burn down the shield quickly to continue interrupting his spells. If the shield is still up when Blindeye begins to cast his Prayer of Mending spell, there are other options to interrupt his casts available to different classes:
Mage: Improved Counterspell
Hunter: Silencing Shot
Rogue: Improved Kick
Warrior: Improved Shield Bash
Hunter: Intimidation
Priest: Silence
Rogue: Kidney Shot
Warrior: Intercept
One healer should be suitable for Blindeye’s tank.
Olm the Summoner
Olm the Summoner is tanked by his own felhounds. A warrior can be there as a backup to tank him in case the felhound should die. Each felhound has the ability to Taunt, Spell Lock Olm, and to remove the DoTs that Olm casts. Two felhounds can be used to tank Olm or a tank and felhound can be used. The raid should decide which option will be used before the fight begins. Either way, a tank will need to start to tank Olm until the first felhound is summoned. Other
felhounds that are summoned and not being enslaved by warlocks should be banished. Their correct name is Wild Fel Stalker, which what should be used if the warlocks wish to create a banish macro.
/target Wild Fel Stalker
/cast Banish (rank #)
Two healers should be suitable for Olm’s tank.
Krosh Firehand
Krosh is third in the kill order. A mage tank is required to tank Krosh because of the ability to steal his Fire Ward Shield. The mage tank needs to have at least 10,000 hit points and must steal the Fire Ward Shield as soon as Krosh casts it. The mage should have 16 percent spell hit to minimize the chance of resists either from gear or using the Arcane Focus talent (only 6 percent would be needed from gear then). Krosh only casts his self buff when he isn’t casting his fireball spells.
There is a possibility that a mage will be without the stolen buff for at least one fire ball. The mage needs to communicate this to healers and use Fire Ward right before the fireball lands to absorb some of the damage. Have an additional mage building aggro on Krosh in case the mage tank gets an unlucky resist. Two healers should be suitable for Krosh’s tank.
Kiggler the Crazed
Some guilds use druid bear tank for Kiggler since druids are immune to polymorphs while in feral forms while others use 2 hunters to tank because his ranged damage is far less than his melee damage and ranged tanks do not take knock back damage. If using hunter tanks, both hunters need to have their Aspect of Nature ability active and Nature Protection potions available for use. As one hunter becomes polymorphed, the other hunter starts tanking Kiggler. They switch back and forth until Kiggler is dead. A Moonkin druid can also be used to tank Kiggler as well as a Tree of Life druid. The Tree of Life druid builds enough threat to keep Kiggler on the druid and then switches from caster form into tree form and heal tanks him. These options give the raid the benefit of Kiggler only being able to use his ranged damage attacks on a target that cannot be polymorphed. It is worthy to note that Grounding Totems absorb the Lightning bolts. One healer should be suitable for Kiggler’s tank.
High King Maulgar
Three healers are needed for High King Maulgar’s tank from the beginning of the fight. As other mobs die, their healers should split between healing the raid and other mob tanks and the High King Maulgar tank. Until High King Maulgar’s health drops to 50 percent, the worst part of the fight is his Whirlwind ability. Melee damage dealers need to wait until Maulgar does his Whirlwind ability before entering into combat with him. After the first Whirlwind, melee damage dealers have 35 seconds between every Whirlwind to do damage.
Once High King Maulgar’s health drops to 50 percent, he enrages and literally drops his hammer. He fears and charges targets. The main tank needs to stance dance through fears and the off tanks need to be ready to pick him up when he charges. He continues to Whirlwind until the end of the fight.
Compared to the fight with Gruul, this fight has a great deal more going on simultaneously. The raid needs to adapt to all the possible issues that may occur with this fight. Stick with the kill order and work through the fight, adjusting the strategy to what is best for your raid.