Use some of those death warding pots for that one knockback while everyone is low health to absorb some damage.
Use some of those death warding pots for that one knockback while everyone is low health to absorb some damage.
Our guild was having this problem where most of the lower health people were dying after the first knockback after the first tower phase. The issue was we weren't dpsing the towers quick enough. Just gotta keep moving to each tower quick, you can't stand there and wait to fully kill it.
HP Banners + Physical Wellness Buff = Trivial to survive.
GM <Order of Laibach> Warborne / Vaingloria (G)<Relentless> - Greybriar
Powerdrain, endurance pots and have squishies wear a couple pieces of endurance/tank gear
Im sure its been said already but grugonim at its very core is really about people knowing how to stack, and move in a group. Like they said if he is "charging" its because someone got too far out ahead of him.
As for the second tower phase, if you aren't already, your ranged DPS should be going after the furthest away towers as soon as that phase starts while your melee starts in on the close ones.
i have another question related to this one, different raid, but somewhat same problem
we had very little deaths but hit the enrage at 10% (not that geared out yet so dps is somewhat of an issue)
was thinking of changing one of our chloros to dps atleast which should help a tadbit to push it past 10% but any other tips that may help us tip the balance towards the kill?![]()
Firstly, try to limit your number of "pure" healing clerics. If you have a bunch of sent/wardens or puris, they aren't doing any damage and are wasting a raid slot. Raid healing during the idol phase can be covered by 1-2 inquisicars, especially if you have a chloro helping on occasion.
Use 2 tanks instead of 3; there's honestly no reason to use 3 tanks. Chloro should switch synth to whomever is tanking Grug at the time.
Finally, if enrage is truly still an issue, you can better manage stacks of the buff applied when the ants die. Have everyone doing pure ST on the boss except for one designated add killer, attempting to apply an extra stack right before Grug does another knockback, and then getting more stacks right as they are about to fall off, and so forth. One of your inquisicars can handle all of this with soul drain.
Last edited by Ahov; 01-28-2012 at 05:14 PM.
we aint to hk geared yet, most of us are at 2-3/4 set pieces and most of our clerics been saving marks to await the 1.7 changes (not really helping our dps either)
our 10% pull was 3 tanks/2 st healers/2 aoe clerics/2 chloros
for the 2 tanks bit, wouldnt ya need atleast a 4 set on both tanks?
also reducing st clerics, i take it we could drop the second cleric aswell in favour of a st chloro who switches between aoe/st during tower phases?
(that would free up 2 dps for us atleast)
Last edited by Alyvian; 01-28-2012 at 05:39 PM.
Gear won't change too much with this strategy. On my warrior alt I pugged with another guild who just began progressing on Grug, and we killed him that night with the same strategies we use in Maximation. (not to mention our alt/pug HK run that succeeded in downing Grug within a few attempts using 2 tanks and not-the-best healers)
Of your setup you listed, you can safely cut
1 tank, 1 ST healer, 1 chloro
Leaving you with
2 tanks, 1 puri/sent, 1 chloro, 2 -icars. That is plenty of healing, and with proper tank swaps (i.e. swapping every 4-5 breaths, you will have zero issues keeping everyone up.
edit: the chloro should remain in Lifebound veil during Grugonim's uptime, as there is minimal raid damage. During the idol phase, they should switch to lifegiving and offer whatever healing they can (instant cast ruin, flourish, etc)
Last edited by Ahov; 01-28-2012 at 05:43 PM.
ok
the tank switches, every 4-5 breaths should be easily handled, whatabout after the idol phases?
sacrifice a tank to get rid of the debuff?
as far as keeping stacks up to keep short of enrage timer.. we've had pretty good luck throwing rift prism on bugs (if you have a rogue tank)
about 1 in 4 will bug out after you rift prism them (no pun intended) and get stuck at 1 hp.. but as for the rest of them, they stay up another 8 seconds or whatever and often stay alive long enough to refresh the stacks in between sets of bugs and keep the buff up. without trying TOO hard, i've seen our stacks as high as 58 in the past
also may want to try and cut the fat out of your kite phases.. when we first started grug, we were running maybe 15 meters past where he'd surface and then fishhooking around pretty clumsily, as not to have anyone getting hit by the tail. similarly, when bile was cast, we used to back up a few meters while strafing so we wouldn't get caught for any ticks. as people got used to moving after that cast (as opposed to as soon as it starts casting, like with RD) we were able to minimize that and keep dps on grug during our strafe. not sure how you guys are doing these particular parts, but i would check to see if you could tighten up your overall execution a bit and raise individual dps and performance before you try and have the tanks relearn this fight by removing one, as it sounds like it'll be a steeper learning curve
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