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Thread: Gurgonim towers = mass grave

  1. #1
    Telaran
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    Default Gurgonim towers = mass grave

    Hey Guys, we are currently on Gurgonim, 1 try we got him down to 10% but he enraged due to many people dying after the first tower phase.

    So, things goes perfectly down to 50%, then due to the debuff people seme to not survive the first knockback. We decided to start running away aprox the same distance the tank gets knocked to avoid this damage. But every time we do this, gurgonim semes to kind of "charge" and kill everyone instead.

    Any1 had these issues? Do we have to take the knockback after towers and use endurance pots/ resistance gear?

    Any tips appreciated

  2. #2
    Ascendant Cromagis's Avatar
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    Have them run ahead early like warriors with Way of the Mountain do.

    He shouldn't charge... O_o Unless people run ahead of the congo line, which shouldn't happen either.
    Last edited by Cromagis; 01-27-2012 at 03:57 AM.
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  3. #3
    Plane Touched
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    You're suppose to eat the KB and damage after the first tower phase. Make sure that the towers are going down fast (good positioning on grug prior to entering first tower phase, making sure you're interrupting the towers, etc) to ensure that the debuff is limited. When you're first doing grug, some classes with a lower HP pool might need to use a HP pot but it's typically not necessary. Having at least one Riftstalker tank use Physical Wellness before the KB can also help.
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  4. #4
    Telaran
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    Quote Originally Posted by Voldeth View Post
    You're suppose to eat the KB and damage after the first tower phase. Make sure that the towers are going down fast (good positioning on grug prior to entering first tower phase, making sure you're interrupting the towers, etc) to ensure that the debuff is limited. When you're first doing grug, some classes with a lower HP pool might need to use a HP pot but it's typically not necessary. Having at least one Riftstalker tank use Physical Wellness before the KB can also help.
    Physical Wellness, is it any better than 1 warrior tank using rallying command and aid command?

  5. #5
    Sword of Telara
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    He should not charge. He will move quickly underground as normal towards them and you should just dodge as per usual..

  6. #6
    Telaran
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    Quote Originally Posted by Cromagis View Post
    Have them run ahead early like warriors with Way of the Mountain do.

    He shouldn't charge... O_o Unless people run ahead of the congo line, which shouldn't happen either.
    Congo line? :P You mean if people run further than the KB distance? I've been thinking this is the issue as this will "link gurg" to a distance furter away then the raid is positioned as people are "running back towards him" instead of just following that 1 marked person from the KB landing zone.

  7. #7
    Rift Disciple
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    Quote Originally Posted by ebbrey View Post
    Hey Guys, we are currently on Gurgonim, 1 try we got him down to 10% but he enraged due to many people dying after the first tower phase.

    So, things goes perfectly down to 50%, then due to the debuff people seme to not survive the first knockback. We decided to start running away aprox the same distance the tank gets knocked to avoid this damage. But every time we do this, gurgonim semes to kind of "charge" and kill everyone instead.

    Any1 had these issues? Do we have to take the knockback after towers and use endurance pots/ resistance gear?

    Any tips appreciated
    If he charges and kills everyone, it means that he chose to charge towards the person that was standing furthest out, oneshotting everyone in his path. Solution? Make sure nobody is standing out too far after the knockback.

  8. #8
    Ascendant MoonfireSpam's Avatar
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    Quote Originally Posted by Voldeth View Post
    You're suppose to eat the KB and damage after the first tower phase. Make sure that the towers are going down fast (good positioning on grug prior to entering first tower phase, making sure you're interrupting the towers, etc) to ensure that the debuff is limited. When you're first doing grug, some classes with a lower HP pool might need to use a HP pot but it's typically not necessary. Having at least one Riftstalker tank use Physical Wellness before the KB can also help.
    You don't have to eat the KB. It just lets you maximize dps time on grug before he submerges.

    If your raid took a bit longer to kill the towers and ended up with too many stacks to survive the KB, moving out of the way is perfectly fine.

    Just make sure to move again right after the boss starts moving, because it will come park right on top of where you were, assuming you guys were all stacked.

  9. #9
    Rift Disciple
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    Quote Originally Posted by ebbrey View Post
    Hey Guys, we are currently on Gurgonim, 1 try we got him down to 10% but he enraged due to many people dying after the first tower phase.

    So, things goes perfectly down to 50%, then due to the debuff people seme to not survive the first knockback. We decided to start running away aprox the same distance the tank gets knocked to avoid this damage. But every time we do this, gurgonim semes to kind of "charge" and kill everyone instead.

    Any1 had these issues? Do we have to take the knockback after towers and use endurance pots/ resistance gear?

    Any tips appreciated
    My guild literally went through this two weeks ago. It was about four wipes on the same part before it became completely and totally clear to us what was happening.

    Grug will always get to his burrowed target in the same time. If they're 10 meters from him or 100 meters from him, he's going to get to them in the ~3 seconds he moves (which he does three or four times each burrow phase).

    What we had to do was have everyone clear out to the middle right before the KB, then the SECOND the KB went off everyone started trucking it full speed in a perpendicular motion (that means Left or Right if he's coming straight at you). It'll take a time or two for your most laggy or low end PC players, but the higher end players (both skill and rig wise) will adapt within the first time and slap their foreheads going "ah dur"

  10. #10
    Champion of Telara The Real Viz Shady's Avatar
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    Creeping infestation, power drain, and an endurance banner, everyone survives the mechanic.

  11. #11
    Plane Touched
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    Infestation overwrites power drain, infestation is enough to live the kb.

  12. #12
    RIFT Guide Writer tordana's Avatar
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    I can almost guarantee that you have somebody (or multiple people) running too far away and then coming back IN to the group. This will almost guarantee a wipe. If somebody goes too far when running away from the knockback, the entire rest of the raid has to also go too far and meet up with that person.
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  13. #13
    Rift Disciple Toronth's Avatar
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    My guild uses myself (32 warlord tank) and a rogue tank. After 1st tower phase, we drop an HP banner, and at the knock back the rogue casts physical wellness and I cast infestation. At second tower phase, I cast aid command, and usually it is dead by the time it does a knock back, but between Rallying command, Infestation, and Call to Entrench, we can also live through a second knock back if necessary as well.

  14. #14
    MNM
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    Wait for 1.7, have two puris. Easy

  15. #15
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    I have a 32 warlord spec as warrior tank that I used to use a lot prior to 1.6. Now I only keep it for Grug as I use Rally Command on the third breath after the first tower phase. This gives us more than enough HP for everyone to survive the KB and was how we initially beat the fight back before we were way overgeared for it. The only person that may be super low HP is your archon. You can have him drop shared vigor and have the warrior use aspect of the ancients instead (it's a 3 end loss, but your archon shouldn't die as much).

    If you aren't able to burn the final 10% before he finishes the third breath and he does that knockback after the 10% tower phase, you'll likely have to have people run out. It's unlikely that the 5 minute refresh on Rally Command will be back up by this point unless your dps really really sucks.

    Learning how to run together is really the key to this encounter. If you make it harder for yourself by having some people run out, some people not get knocked back, the tank gets knocked the other way because he doesn't get to the group, etc, it can really suck. Just do it so that everyone gets knocked to the same place so it is easy to group up and then stutter step.

    Now when we do it we assign the group-up person to a random person and try to spell out letters throughout the fight to form words with the goo.

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