This is a boss in the Burning Crusade located in Gruul's Lair in Blade Edge's Mountains.
This encounter will be much like the Onyxia's Lair dungeon in the original WoW- basically a few trash pulls and then the boss. However I believe Gruul's lair contains two bosses: Gruul himself and one other.
He has around 4-5mill hp. He does a hurtful strike for some decent damage (guess on second highest in threat and melee range).
every 30sec he get a buff that increases his damage by 15% and it will stack. => dps race ;)
Every minute or something he do shatter which knockback people first and when you have 5 debuffs it does upto 9k damage to people around you. damage depends how far they are away. If they are next to you then you do 9k damage, 20yard is like 0 damage. 10yard 4-5k etc.
Hard part is the dps and managing the shatter.
Killing Gruul is all about being spread out and knowing what to do when he throws the players around the room and then uses shatter on them. If you can sort your raid out so they don't bunch together when this happens, you will be able to survive for long enough. Then all you need to do is get your DPS up high enough..(##RESPBREAK##)272##DELIM##Uchur##DELIM##
Gruul's health has been lowered, and the damage from his shatter ability has been reduced.
Gruul should now correctly use his hurtful strike ability.
Can someone else confirm the following:
We heard that shatter works like Onyxia deep breath. If you got enough dps he/she won't do it.
Yesterday we raid Gruul lair and we only had 1 shatter in the beginning. After that no shatters.
Shatter is not like Deep Breath. With high DPS, he will still Shatter. With low DPS, he will still Shatter. On one particularly glorious wipe where a Rogue CoS'd out of Stoned and meleed Gruul, chaining Shatters to both tanks to the point where Gruul sneezed and killed them both, he Shattered while running around whomping the rest of the raid. This was when he had no DPS on him.
Then again, he Shatters when we drop him to 90% before he even Ground Slams. So, no. Not like Deep Breath. Schnitzel has the right of it; it appears to be kind of a random timer.
His shatter's/grows/aoe silences are all on timers.
Get bigwigs and they have the timers.
Rogues can cloak off the slow effect to move to a safe spot.
One note for rogues: When Gruul does his knockback. you may CloS out of the Slowing debuff and the "Stoned" debuff. this will not only save your bacon alot, but alot of other raid members as well.
Edit: to clarify, his "Shatter" spell still appears to detonate you, make sure to keep running out of range of other people.
As of the present time, Gruul's health is still 3,400,000 -- I don't know why WoWHead's got it at 1,400,000, but that's just wrong. Verified by looking at logs of successful kills.
As of today's "patch" I believe that Gruul the Dragonkiller is now bugged, and will do Hurtful Strike on the 3rd highest melee on aggro list as opposed to the 2nd highest melee on aggro list.
Whether or not this is intended is beyond me, but I'm sure that not a lot of guilds are happy about this undocumented change... I know ours isn't...
Arcticwolf - Cho'gall
It took us about 5 wipes of getting very aggravated before we looked on the forums and read about the 3rd on aggro list. We also opened a ticket and a GM said this "was performing correctly". There's a very simple solution to this, just have 2 OT's fighting for the 2nd slot in threat, and it becomes the same fight with 1 less DPS class. Once we had 1 dps warrior put on tanking gear and join the OT, we beat him on the first try.
What our guild did was we had an enhancement shaman (a rogue would work as well) hold 2nd spot in aggro list by using frost shock and not having Salvation on. Having KTM Threatmeter is almost a requirement for this fight now.
The GM is an idiot. Gruul Hateful Striking the 3rd (or random) melee on the list is - was - an acknowledged bug. Gruul did it previously, it was acknowledged as a bug, it was hotfixed, and with the latest patch, that hotfix was annihilated. Now it has been hotfixed once again.
Forum link to the bug report:
Note on the 4th page there is a link to this forum thread, where a blue post acknowledges the fix:
Now you can go back to bringing 2 tanks instead of having to gimp around with enhancement shaman.
KTM is not perfectly accurate, but it is DAMN close, and getting better with every version. Most people are not stupid. This was a bug. It's fixed. Go back to your old strats :D
Any Balance Druids currently fighting against Gruul should take note that the Treants spawned from the Force of Nature ability are not considered to be pets and do produce a Shatter effect. (either that or some of our Gnomes were hiding in them last time...) Since the Treants will never move off of Gruul, this means that your tanks will probably be squashed.
Simply summon the Treants right after any Shatter in order form them to completely avoid the risk of another one - although they will probably just be one-shot by a Cave-In. :(
Maybe your issue with the Hurtful Strike problem hitting the 3rd person on the list is just as it says above...
"As noted above, it is absolutely imperative that the Hurtful Strike Tank be in melee range of Gruul at all times. If Gruul cannot strike the second-highest threat target, he will continue down the list until he finds a target he can strike. This will almost ensure that a melee DPS class will be instantly killed. If there are no other targets in range, Gruul will slam the MT with an extreme spike of damage, almost guaranteeing an instant kill."
Anyone tried using
... assuming you can cancel the effect before the 60 secs are up. Might buy the healers some reprieve. Just keep it as an emergency for when you can't get away before the shatter.
Just posting a brainstorm here ok... so please don't dock my rating or flame me if it's not going to work.
Quote "Gruul's is required for the Serpentshrine Cavern attunement quest The Cudgel of Kar'desh." This item is still required for the quest but the quest is no longer necessary for Serpentshrine Cavern attunment.
it's hp not 2.3 mil , its about 3.3 ...
need many dps in raid , watch ur mana , bring pots and damage elixirs with u... and bandage well needed ..
and you better kill him before about 13-14 th growth ^ ^
Concerning the Ground Slam/Shatter, druids have a couple abilities that can make them nearly invulnerable to death. Pop barkskin right after the ground slam, then go to bear form and start running. As far as I know, there is no type of damage in the game that isn't mitigated by barkskin. Use it liberally!
Gruul is just tank and spank how easy can it be?
Btw,how many items does he drop each time?
If you are hugging the outer wall prior to a ground slam, you will not be sent flying into the air. There are also AddOns which which will enable the player to see when Gruul is performing certain actions, but more importantly, to see who would be damaged if a shatter were to occur. For casters hugging the walls prior to ground slams and being properly spread out, shatters become a non issue.
Gruul the Dragonkiller
<Son of Hogger>
One good advice is to have a pally with improved lay of hands talent (30% armor buff for 3 min)) use lay of hands when gruul is ~11/12 grows. The extra armor can really help the tank mitigate a lot of damage since silence periods can get hectic.
If your a druid, just go bear before the shatter (beefs you HP etc etc). As an MT or OT bear tank, feral charge gruul while your in the air, and do remember to save some rage for it (should not be a problem if you have decent hit rating). This is the same trick as you can use on the end boss in underbog that levitates you.
Since we are getting more and more items with the armor penetration stat, I'm just wondering, how much armor does this guy have?
Do 25-mans not give
Badge of Justice
ZA badge gear>T4
if you do hunter's mark on him
the mark will be about one third of his body,
Gruul has approximately 3.41 million hp.
Main point is to make sure you are spread out when you get shatter.
I'd like to point out that as a protection warrior with 14.7k hp, I was able to tank him up to 20 growths (all our dps was dead, did it for fun) before It became unhealable.
When my guild killed him he as on 13 growths i think, and we had a VERY melee heavy group. Gruul was hitting me for around 7-8k a hit before he died, and I was kept up fine even though we only had 6 healers.
IMO don't put off this guy for too long. As long as youve got the people, and your MT and healers have decent gear this guy isnt that hard.
He dropped the eye of gruul, hero and champ t4, and the aldori legacy defender. I was..happy, to say the least.
Anyone know if Blessing of Freedom gets rid of the Gronn Lord's Grasp debuff?
Mages: if you find yourself too far from a wall/ barrier with an incoming Ground Slam, you can Blink as soon as it hits to avoid the huge knockback. When timed right, you simply blink back to the ground- and most likely, a clear area.
Also, does anyone know if a free action pot would prevent the slowing effect?
Can the slow affect be dispelled with priest mass dispel?
In theory it is possible to one man Gruul, since all the damage he does is physical anyone with 100% avoidance can theoretically solo him. The hardest part of it would be avoiding the cave ins.
Even if you're bubbled, "Shatter" will STILL do damage to you
Is it possible to taunt Gruul, because i was doing this fight with my guild and our MT died. I was the only other tank alive and i was last in threat with maybe 50k threat, and the other tank that was alive had 300k threat, within a couple seconds i got myself to the top of the threat list.
I wanna make sure i know whether or not it was the taunt that gave me 250k threat or if it was my leet tanking
Does anyone know how many Badges Gruul will drop in patch 2.4? will it be three like Magtheridon?
So, there I was.....
Fury warrior happily swinging away, 3rd on the melee aggro list (by a safe margin), 2/3 health, and Boom! Headshot! Happened 3 times in a row. What gives? The MT and OT were in melee range, and I don't see any random player strikes listed in the abilities list above.
1) It definitely wasn't cave in, or shatter.
2) I have no reason to think it was hurtful strike.
Just in case anyone is wondering if you "need" a 25-man raid to do this, I can confirm that you can pull this one off with a 20-man raid.
My old guild (<The Order of Azeroth>, Nagrand-EU) managed to take him down for the first time tonight with a group of 20 after 3 tries. When he went down, he was on "16 grow".
We have used x2 Warrior tanks and x1 Paladin tank. We had 6 healers in total - x2 paladins, x1 resto shaman, x1 resto druid, and x2 priests.
The tanks kept Gruul in the middle of the room, shifting their position as little as possible when the cave-in kicked in. All ranged surrounded Gruul and the tanks by forming a large circle. We tried to keep the x6 healers spaced out.
This encounter is easier than High King Maulgar in the sense that it requires less "control". Just watch out for the cave-ins, remember to spread out and stand as far away from each other as possible after AOE knock-back to avoid killing each other with Shatter, keep your tanks on the top of aggro list, and keep the tanks alive, and he will go down.
In terms of gear, we were helped a lot by the fact that most of us were more or less fully geared with Karazhan loots and Badge loots, and a few of us had some ZA loots. But some of us still had some blue gears on.
If your guild is a small guild that has just enough members to run two Karazhan raid gorups, don't be discouraged by the fact that you don't have 25 people to form a raid group for this. If you have 20 of the right class, you should give this a try - it's a much more satisfying experience!
Give 250 Gold for 25 People (10G each) in 2.4, Same for High King.
Gruul now drops 3 Badges of Jusice
What level is he?
For those interested in Gruul's voice files, just copy and paste these commands ingame:
Come and die!
Beg for life.
i wanted to add about the roque that 5 manned gruuls. some notes i took a look at his gear and he dosnt have any BT gear or anything special. he had epic gems tough also info about the growth buff it stacks to 30 after getting to 30 it last 5 minutes and resets at 0.
the roque had so much agility that he dodged every attack so he tanked gruuls while a healer.. healed him a boomkini shaman and i think a hunter dps. i think that lasted more than the usual ^.^ but 45g for each player is nice + quarantee tier pieces :D
roque tanks a 5 man gruuls
This past week, my guild and other guilds have had problems with Shatter, the radius is apparently increased, as DBM, once being right, is now completely off.
If you wear
it's hilarious you get to fight a huge gnome
As a raiding Holy Paladin, I find the idea of using LoH to reduce damage taken for 2 minutes (no, it's not 3), at the expense of my entire mana pool, foolish and irresponsible. If you're MT needs that extra damage reduction that badly, something's wrong.
If you're serious about getting an armor buff for your MT, spec into Improved Devotion Aura and be in the MT and OT's group. It'll provide your tanks with some extra damage reduction, however slight, and not cost you your entire mana pool.
improved lay on hands
on the main tank increases their armor by 30% for 2 minutes, during which time Gruul will grow four more times. This basically sets back the clock by a full minute, negating incoming hits to the tank by the amount of his last two growths. If you really have your full mana bar left by the point that this becomes a good idea, either you've done something wrong healing or your spells cost 0 mana anyway, so you don't need that mana bar.
Either way, save a potion and your 2nd (or maybe 3rd or 4th)
cooldown for when the tank hits are approaching 1-2-shot death range and you're good to go for at least another two minutes of FoL spam.
Of further note is that this stacks with Devotion Aura and Improved Devotion Aura. In case I haven't made my point clearly enough, we're not talking about one persons personal healing or mana pool, we're talking about saving the main tank (or even 2nd tank if the 1st has gone down) from instant death.
Note that Gruul as alot of sons, wonder how their mother looks like... uugh..
haha i had an interesting night with Gruul yesterday.
dropped, and I got all 3 for 200g.
Using improved lay on hands on the main tank increases their armor by 30% for 2 minutes, during which time Gruul will grow four more times. This basically sets back the clock by a full minute, negating incoming hits to the tank by the amount of his last two growths. If you really have your full mana bar left by the point that this becomes a good idea, either you've done something wrong healing or your spells cost 0 mana anyway, so you don't need that mana bar.
Either way, save a potion and your 2nd (or maybe 3rd or 4th) Divine Illumination cooldown for when the tank hits are approaching 1-2-shot death range and you're good to go for at least another two minutes of FoL spam.
Of further note is that this stacks with Devotion Aura and Improved Devotion Aura. In case I haven't made my point clearly enough, we're not talking about one persons personal healing or mana pool, we're talking about saving the main tank (or even 2nd tank if the 1st has gone down) from instant death.
I am aswell a Holy Paladin, and I think u misunderstood what he is saying. Provided you have some pots, or some kind of trick up your sleeve regarding rapid Mana regeneration, then yes, this could be a good idea, but when he says it costs him his entire mana pool, he means what's left of it. so, depending on how low Gruul's health is, and how much longer you will need to heal, this could be a good idea, or a bad idea, and one's ability to use it in no way reflects on how well they have been healing. If you think its a good idea to give the main tank a 30% armour boost for 2 minutes at the expense of a valuable healer is a good idea, be my guest, but i don't think so, as it leaves the Paladin completely drained of mana, meaning he can not heal unless he pots, or, in some way, perhaps that druid spell, dont recall the name, he becomes worthless, and that could potententially end up having an undesirable effect on the MT, leading him to die. Although your whole FoL spam idea could possibly work, im sure the tank would rather have more Holy Lights, incase the situation gets Dire.
Gruul was recently taken down 5-man:
What makes this extremely interesting is that the tank was... a ROGUE!
The group was Rogue, Balance Druid, Hunter, Holy Paladin, Shaman.
This particular group makeup was required in order to give the rogue tank 102.4% avoidance, effectively making him 'untouchable' as the movie name suggests.
The fight lasted 24 minutes. Gruul got to 30 growths, where he stayed for 5 minutes before resetting back to growth 1.
I just thought of this, that maybe Gruul is a reference to the Christian religion.
Gruul = The devil
His 7 sons = The seven capital sins
Gruul the Dragonkiller
<Son of Hogger>
This guy is basically a burn-down fight--you need to DPS constantly as hard as possible to have any chance of winning.
: Makes Gruul bigger, and increases his damage by 15%. Stacks up to 30 times. At about the 8-minute mark, Gruul has grown so much the fight basically becomes impossible.
: Gruul does an AoE attack on a randomly targeted raid member. Just get out of this as fast as you can, as the damage is affected by his growth.
: Probably the toughest thing to deal with, this is a massive AoE knockback that hits the entire raid about once every 70 seconds. After landing, people need to get as far away from each other as possible, which is made harder by the slowdown debuff the knockback gives you. Make sure to get away before he uses...
: A few seconds after the knockback, Gruul will turn the raid into stone. He then shatters them, which deals damage to each player within 15 yards of another shattered player. The damage dealt is affected by how close a player is to another.
: Another one of Gruul's more dangerous abilities, he will hit extremely high on the second-highest threat to him within melee range. It's vital to have an off-tank always be the second highest on the threat metersn for this reason.
AoE silence for 4 seconds. It can be resisted.
Basically, just go all-out--blow cooldowns, use trinkets, use pots, all that kind of stuff. If you can DPS him hard enough and keep the Shatters from getting out of hand, you should be fine.
no, pets are immune to shatter
3.2 million hitpoints
this fight is all about ground slam/shatter. if you can spread out good enough to minimalize the damage your raid takes from this with no or only a few deaths, the rest should be the usual standard: keep the tanks alive and provide solid dps to kill him around the ~15th enlarge.
our fastest try was him dead at around 12th or 13th enlarge, while we went as high as 18th as well. theoretically, healers should be able to keep the tanks alive until 20th enlarge.
oh, and stay away from cave-ins. at the beginning they only do 3-4k dmg, but they scale with his enlarge. later in the fight, they can basically one-shot people with lower hp, I've been hit by one as high as 9.1k recently (with mail armor, I believe it's physical damage).
His Hateful Strike hits the 2nd highest on the aggro list
of those in melee range
As Off Tank, you're going to be taking a pounding and the only mitigation is dodge, armor and soak.
Since it's also
important to be in melee range asap after a Ground Slam, the best OT for this is a bear.
It's a lot easier for a bear to reach 40% dodge, 28k armor and 19k health, whilst still being able to create enough aggro that the melee classes can go wild.
When the ground slam hits, hit the enrage button, spin to face the boss whilst flying, and feral charge. You should be able to get a lacerate off before you are turned to stone.
Biggest problem I have is managing my aggro, so that I'm between the MT and the rest of the melee. Go easy for the first growth, so that the MT gets solid aggro. He also seems to do some kind of aggro dump when he Slams - we notice the MT loses aggro more often just after a Slam.
"it is absolutely imperative that the Hurtful Strike Tank be in melee range of Gruul at all times. If Gruul cannot strike the second-highest threat target, he will continue down the list until he finds a target he can strike. This will almost ensure that a melee DPS class will be instantly killed. If there are no other targets in range, Gruul will slam the MT with an extreme spike of damage, almost guaranteeing an instant kill."
So no, range dps is not a solution.
I like the way in every SS here, his name is too long so it shows up on his portrait pic as "Gruul the Dragon"
This is fairly easy boss to be taken down with a decent geared 20+ man raid. The aoe arent hard to avoid at all. At 12 growth 17k buffed hp goes down with 3-5 hit so be sure to plant dot heals before the group silence.
We got him down 6th time today with 23 man when he was at 12 growth.
Can a hunter avoid ground slam with FD or Bestial wrath? And can u use PvPtrinket to remove slowing effect from the ground slam slowing effect?
As a rogue, you should be one of the last ones standing in case of a wipe no matter which spec you are.
Don't worry too much about starting the fight in stealth as Gruul usually takes you out of it when you approach him. Using Deadly Poison, give him a couple of Shivs then Feign off the threat. Then use Sinister Strikes until you can Feign again. That should ensure a low profile for you. If neither your tank nor off-tank are warriors, then it may be beneficial for your raid to use your combo points to keep Expose Armor on Gruul (ex. we had a paladin main tank and a druid off-tank along with a number of DPS warriors). Do not use your cool downs until after the first Ground Slam.
This is where you shine. Right before being sent into the air, drain off your remaining combo points on a Rupture. You can do this even while you're in mid-air if you are close enough. After landing on the ground, activate your Cloak of Shadows. The petrifying effect is considered a magical effect. Therefore, removing this effect with Cloak of Shadows will prevent you from spreading the AoE damage to other players during the shatter, although you may still take the damage from other players. If no one is near you, you will take zero damage from Shatter. Also, since you are no longer affected, you may move at 100% speed. This will give you the option of finding a safe spot along the edge or running back to Gruul to continue the carnage while expecting no retaliation from him personally. Should you choose to return to Gruul, be sure to keep a safe distance away from your tanks before the shatter.
After the first Ground Slam, quickly build up five combo points, Feign, and then activate Slice and Dice, Blade Flurry, Adrenaline Rush, and all AP boosting trinkets. Then, let it rip! Before the second Ground Slam comes around, you should have your Cloak of Shadows available again. You should know what to do this time.
When he gets to about 50% health, wait until he uses his Ground Slam and Shatter. Vanish while you are out of melee range, and then go in and give him a Garrote. The reason for the Vanish is to reduce or reset your threat. If people are dying, you may be in danger of getting placed high on the threat meter, and you do not have the health or armor to survive even one Hurtful Strike. After that, you should not be taking the Hurtful Strike no matter what you do unless your raid is in the process of being wiped, your off-tank dies, or your off-tank is out of Gruul's melee range. I was in a raid one time where I took three Hurtful Strikes in a row (two parries and one deathblow). The other rogues also died to it, and we were nowhere near the top of the threat meter. The off-tank was not quite in melee range for some reason.
Don't ever jump back into the fight below 50% health because as Gruul grows in size, his Cave Ins may kill you instantly if your health is low. Just hum that Bee Gees song while you fight Gruul. Stayin' Alive should always be your top priority over DPS. A high DPS rogue that recklessly dances his blades and dies too soon is going to be a bottom feeder on the damage meter while the lower DPS rogue who lives through the fight is going to be dancing over other dead rogue's body.
Just downed him...No problemo...healers just heal heal heal spirit is most important here,he has 3.5million hp,dont expect a short fight.Dont waste mana or rage or energy.
Thats all I noticed.
Need some help, I'm wondering the gear limit is to starting Gruuls?
My guild can clear Karazhan with half good, half bad geared people in 1 night and have the first boss down in ZA (Not tryed the rest yet)
And I would really like to know if everyone in the group should be fully epic'd from Karazhan or just standard level 70 gear? (Some Karazhan epics ofc)
Someone help? :)
what kid of potions do you guys recomend
son of hogger? that must have been painful when he gave birth.
is it just me or does the moonkin in the first screen shot have 4400 hp and 6300 mana. what the hell is going on here?
My guild finally got him down for the 1st time today after ~ 8 tries. All you have to do is make sure you DPS as hard as you can by keeping misdirect on MT/OT, and have a system to avoid being next to each other during shatters. We had 2 tanks, 6 healers, alot of melee DPS and not quite as much ranged. The cave ins were'nt a problem, just pay attention and move, simple as that. As long as you DPS him down before the 17th or 18th growth, he shouldn't be much of a problem. Get your T4 Legs and other lewt epix, and pat yourself on the back. You have slain the father of all Gronn!
Well i'd say the first pic is from a private server, 1rst there r allys and hordes in same party, 2nd they r talking in party not in raid(u would usually talk in raid or use voice chat for a raid like this),3rd a guy is saying "it hits for like 600" gruul DOESN'T hit 600.NEVER. 4rth the guy who took the screenshot has an exp bar, u need a full 70 group for this. and last, the map only has 5 people in it :P.
Done it with my guild, kinda easy. He is even easier than maulgar, off tank gotta be 2 on agro every1 must be cool geared. Good healing reqiers. He got 3.2 million points. The worst thing is that the knockback spell or however it is called =). U gotta get away from each other. 2 t4 legs drops and 2 epics. gl =)
It's really hard to take this guy seriously. He sounds like he's having diarreah in a bathroom stall.
will ice block do anything?
Gruul is easy. Just avoid Cave In ability and do NOT stay close after knocked by Ground Slam ability. Be sure u have good dps and use threat reducing abilities, tanks need to have most threat and be first on threat list. The loots are good also. He is easier than High King Maulgar.
God, this guy is ugly ^_^
Finally downed him at Growing:17 (yikes) in our regular Guild run. We were missing quite some DPS but did it.
Druid 2nd Tank
Pally MT (me)
Here some advise:
People need to get out of there asap! Everyone has to stop whatever he is doing and run out. Also or especially Tanks!
DON'T run into players! The second Tank HAS to make it to Gruul by charge etc. so that he does not run snd slap anybody else with his hurtful strike. Everybody else: spread out or get back to your previous place as much as you can so you don't stand close to anybody!
(Pally Tank&Pallys; in general: Bubble on/off and your debuff will be gone and you can move free. With Tanks who will have the reduced cooldown it can be used almost on every second knockback. When it's not available, make your way towards Gruul as far as you can. Only the second tank is important to charge at him. You will automatically regain aggro)
He should go down by the 15th growing and preferably before. Any further puts a lot of risk on the tanks and healers will have absolutely no possibility to heal party members. In any case, all DPS should have potions & Bandages with them and keep first aid on cd.
IF you have a full epic, T4/ZA/Badge equipped raid, he is cake. technically 20 manned him once with such a raid and you could really see his health goind down steady. I think he only reached 11 grow or so...
Me and my guild got him to 16 % hp on his 17 grown... we need to improve the dps then hes going down so hard =D
Lolz..an Alli Boomykin with only 4419 hp in Gruul's with a crop of hordies..and only a 5 man grp to boot? Someone's been playing with paint.
Tanked (Pally) him together with another Paladin. Seriously... only do this if you have no other choice or it the two Pallys are simply the best equipped / i.e. 2nd Tank with most Life in the raid. It was a pain in the ass with a couple of wipes untill we downed him once again.
Warrior/Warrior, Pally/Druid (my favourite for the whole game in any ways), Warrior/Druid are the best combos. Two Pallys are simply too stressfull for everyone in the raid.
As MT the Paladin is great but our other Pally had trouble being no. 2 in Aggro and needed missdirect all the time and -this is the most important thing- was unable to reach Gruul in time after the shatter. Once in a while he could bubble in/out but almost all melees died from hurtful strikes, since he slaps the one closest to him after the shatter if the no. 2 in aggro doesn't make it (charge) to him. We killed him just before Growing: 18. Jeeez...
But then again... we downed him, proving that it IS possible with two Pallys.
What is also vital is that you activate HS before the silence. If not, you might recieve a crushing blow and may even be 1-hitted if he grew to a size where you would take an un-healable amount from a crush.
This brings me to this conclusion: Bosses with a silence-effect are to be handled with care by Pallys! Know when the appropriate Boss silences and use HS before... there is no silence in game (on the MT) that would take longer than the duration of HS so it is not a problem if you act correctly. All Tanking abilities from Pallys are spells.
They seem to change this fight a bit, during Ground slam, instead of being slowed you can run normal speed to take cover before you explode.
good guilds down him in 12 or less grows.
k guilds down him in 13 - 15.
if you get to 15+ grows either half the raid died or your dps sucks.
Good tanks can easily take 1 - 10 grows. good tanks can eat 10 - 12 grows. when you get into the 13 - 20 grow region he should be arleady down, but to take it past this your tank REALLY needs to do have tier 5 / tier 6.
Kel'Thuzad could whoop this guy.
This guy isn't a hard fight once you learn the fight.. shatter and the slowing debuff is prolly the worst part for casters who cant get out of it. Other than that, he has about 33 million hp or 3.3 million hp idr been a while since ive been there..like i said not a hard fight as long as you know when to move and where to
He's located in Gruul's Lair (ofc) north in Blade's Edge Mountains (68,24)
Any1 got a pic of this guy? would realy like to see what he looks like^^
Hard fight, really keeps the whole raid on their toes. Naturally he will get easier as gear progresses (like Ony became trivial in time), but as it stands he is a fun, long and quite challenging. Really nice loot table, too.
Eversong? I find that very very very hard to believe
wow i want that axe (Axe of the Gronn Lords) is it a shaman axe?
Gruul is a good fight because everyone in the raid needs to keep focussed to get through it. There's no autoshot, <afk> on this one ]:->
Seriously, it is a good one from the point of view of challenging everyone, though it's tough for melee DPS as there's only space for a few of them in the raid.
Full kill guide and diagram explaining details at
Gruul the Dragonkiller Strategy Guide
-.- does anyone have any idea who this guy is? ive seen some tough elites that are marked "son on gruul" and ive occasionly heard some ogres planning to kill another band of ogres an gain is favor
Gruul is the demigod worshipped by the ogres, and is likely the most powerful of the 7 Gronn. (5 of which are his sons, like Durn the hungerer.)
He's supposed to drop tier 4 pants.
How many man instance is this?
is there a q line to get in gruul's lair or just join a raid and go in?
trinket is great for rogues, top class priority imo.
How many healers is recommended for this fight? we tried it with 8 healers and still whipe is that because of lack of dps?
Gruul is not an easy fight by any means, but he is most certainly not that difficult. I am in a moderately geared guild that runs Kara fairly regularly (Dunder Mifflin on Blackrock) and am fairly new to the raiding scene myself.
The biggest thing with this fight is that (as in any 25-40 man raid) one person dying prematurely can cause big issues. So, here's a quick run-down.
You will have five groups (obviously). I find the easiest thing is to have one healer in each group to keep people topped of. In your melee DPS/tanking group, it seems to work well to have a resto shammy who can chain-heal. In the other caster/ranged DPS groups, a priest or pally seems to work to keep everyone up.
Actually, as a ranged DPS you really shouldn't take much (or any) damage. Gruul will do a few attacks; a cave-in (which you want to avoid at all cost). This ticks for about 2-3k but is easy to get out of quickly. As long as you keep an eye out, you'll be fine.
He also does a 'ground slam' which pops you into the air and, once you land, slows your movement until you turn into stone. At this point, he will do what is called a 'shatter,' which causes your stone skin to crack and fly off like schrapnel. You won't cause any damage to yourself, so as long as you aren't close to anyone else, you won't inflict and/or take any damage. As a ranged DPS, the best thing you can do is stay near a wall as this increases the chance you'll get caught on the wall and won't fly far. There are also some boulders you can stand by which will catch you. As long as you're spread out, you're fine. :) It makes sense to have your groups spread around the room in a star-like pattern with the healers marked with a sign above their heads.
You don't want to hold anything back on this fight, because the longer Gruul is up the more damage he does (15% more damage every one of his 'grow' phases). By the time he gets to Grow 16, he will be one-shotting tanks. :)
Anyway, hope this helps! You won't have to pot more than twice if you do things right, so just keep it up! It took us four tries, but we cleared him on the first night.
GRUUL CAN SUCK MY HUGE @#$%
we guild raided this raid and we PWNED him
we have killed the dude 17 times until now, and not one time have he dropped the shield.:( but still hoping for it.
World first comment on that mob!
I thought he dropped shoulders?
__GRUUL <The dragonkiller>__
Hp : 3416600
Damage : 6903 - 9761
Abilities: CAVE IN: deals 2700 every 3 seconds for 15 seconds
REVERBERATION: silences nearby Players for 4 seconds
GROW: Increases damage by 15% Stacks up to 30 times
GROUND SLAM: Smashes the ground knocking all nearby players back and brgins to turn them to stone
GRONN LORD'S GRASP Immeduately after a ground slam the movement speed of afflicted players is reduced to 20% every 1 sec for 5 sec after 5 sec however the affected player is turned into stone
STONED: prevents the player from moving attacking casting spells or taking any other actions so priests STAY AWAY FROM THAT SPELL!
Shatter: shatters the stone surrounding the petrified dealing damage to the player based on the number of other players nearby and their distance apart
HURTFUL STRIKE: an instant attack that deals 12350 to 13650 physical damage to gruuls secondary target
Good luck all raiders
From intelmaster .....
这个 NPC 能在这些地区找到：
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