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Tactics for High King Maulgar
Boss and Add Abilities
High King Maulgar (warrior)
Melees plate for ~5-6k, 8-11k crushing.
Arcing Smash A powerful cleave that hits around the front of Maulgar for 8-12k on plate.
Whirlwind Momentarily spins round, and hits anyone around him for 7k on plate. It is advised that he is away from the raid and only the healers near him (see diagram below).
Melee can easily die if they attempt to melee High King Maulgar due to this Whirlwind. The safest time for them to attack him is just after he has used it, but it is still dangerous and it may be best to just attack him from range. Some boss mods can give a rough warning when a Whirlwind is approaching, allowing melee to back out.
Enrage At 50% health, High King Maulgar enrages (he turns red and loses his hammer) and gains two new abilities:
Fear (Enraged only) An area of effect fear, so the tank should be Fear Warded, and/or have Tremor Totems up. The fear doesn't have a large range and any ranged DPS or healers will be unaffected. It occurs every 40-50 seconds.
Charge (Enraged only) High King Maulgar charges a non-feared target. After the charge, the main tank will need to bring him right back into position. You may also choose to have an off tank for this stage to help bring him back to position, then have the main tank take aggro back shortly after.
Krosh Firehand (mage)
Blastwave 6-7k Fire Damage every 10-15s. Point Blank area effect, about 20 yards.
Fireball 8-9k Fire Damage constantly, 4 second cast. Bypasses normal fire resistance.
Fire Ward Shield Self buff, reduced fire damage taken. A mage should definitely use Spellsteal on this buff as it is effective against Krosh's Fireball spell.
Melees for 3k.
Olm the Summoner (warlock)
Summons a felhunter every minute or two. Banish or Enslave them or else they will harm your raid.
Deathcoil Single fear to the main tank on the Summoner and causes 2,000 damage and heals him for 4,000.
Dark Decay This is a 500 Damage per tick spell that can only be dispelled by his Felstalkers with a self cast spell. It is cast roughly every 4 seconds on his current aggro target. Have Shadow Protection up to reduce the damage from this spell.
Melees for 3k.
Blindeye the Seer (priest)
Single target heals, can be interrupted.
Prayer of Healing Area of Effect heal which heals the caster and all the other adds for 40% of their life (100,000 hp heal). Effectively unlimited range and a 4 second cast.
Melees for 3k.
Susceptible to Curse of Tongues, Mind-numbing, Wound Poison, Stun as long as his Shield is not up.
When he casts his shield (similar to Power Word: Shield), he starts a long cast Prayer of Healing, a 20 - 30 yard area of effect heal which will heal all of the mobs for about 40% of their HP. He will be immune to interrupts when his shield is up as well. DPS down the shield immediately so the rogues and warriors can interrupt the heal.
Kiggler the Crazed (shaman)
Sheeps very frequently.
Lightning Bolt is chain casted at a 20 yard range on the highest aggro for 800-1500 Nature Damage.
AoE Knockback 10 yard range and does 2.5k damage.
Melees for 3k.
Kill Order
Priest, Warlock, Shaman, Mage, High King Maulgar
Strategy.
Raid can position themselves in a starting position for their respective Adds by hugging the left wall and moving to the far end. Only Maulgar Tank, MT Healers, Mage Tank, Mage Tank Healers need to be left at the entrance side. The above image is a genralised Image of positioning.
The mage tanking Krosh should place himself completely to the right and move straight forward just before the clip in the wall (small steam vent there). When high king gets pulled, hit Krosh with any instants possible and spellsteal his shield immediately after. Krosh will run to the mage and begin casting a fireball. Position him in the corner (run there after your instant spell/spellsteal) he will run right next to mage and begin casting. Mage tank will need to blink away from him, as he will now stay in this position.
Priest.
Priest Will be picked up by their respective DPS Tank and moved to back left Wall. Most important thing is to interrupt its heals, keeping it stunned with intterupt rotations, Tank is healed with Hots
as the priest tank doesn't need many heals. keep it stunned and interupt heals if they manage to get out of stun, DPS Them Down. Ranged DPS must stay off Rocks by the walls as this can create evade bugs.
Warlock
Several warlocks can manage the tanking on this fight by enslaving the summoned Pet and turning them on the warlock. pet comes with an equipped taunt. When one pet gets deathcoiled/Feared then other pet can Taunt. When there is a shortage of Warlocks in the raid then tanks will need to be assigned to manage taunts and pick up loose pets.
All DPS will join in to kill Warlock once priest is down.
Shaman
The shaman is Tanked by 2 hunters or a balance druid. Hunters need to keep up the Nature Buff to ease the damage Taken. Hunters need to try and pick up the shaman add where he stands. He will periodically sheep the tanking hunter and the other hunter will need to take the aggro. Any Nature resist gear the shaman tanks have will aid in lessening the damage. All DPS Tanks and spare healers move over to assist once Warlock is dead. Tanks from warlock/priest ensure you do not taunt/steal aggro from the hunters during this transition.
Mage,
The Mage will be tanked by a high HP Guild mage with the use of SpellSteal. Krosh will only recast the spellshield when he isn't casting a 4second cast greater Fireball. This means the tanking mages spell sheild (spell stolen) can fade before he is able to steal another shield. Greater fireballs will hit for 8500-9500 damage. This can be lessened by Casting fireward Just before the greater fireball hits the tanking mage as Fire Ward will absorb 1220 Damage (rank 6). GCD can be a problem if not managed correctly.
Tip: Better to stop casting before the Spell Shield has around 5 seconds left, cast Fire Ward at 3 seconds left. Then you don't have GCD to worry about when you need to cast Spellsteal. If you can time the Spellsteal 1–2 seconds after his shield is up, that will help reduce the chance that you don't have a Spell Shield to steal in between. Do not cast Fire Ward early because it will be used up even when you have the Spell Shield on you. Save the Fire Ward to help absorb the damage when your Spell Shield is about to fade to reduce the damage from the full Greater Fireball.
Only RANGED DPS should join this Fight after all other adds are dead. Melee Should move straight to High King. Several Healers can stay to assist keep mage tank alive. Other move out of combat and regen before assisting with Maulgar Tank healers.
On Approaching High King NO melee should join the attack until he has performed a whirlwind. Mana Users try to regen Mana before moving into the high King Fight.
High King Maulgar
All Ranged must spreadout, Extra Tanks must position themselves spread out in the raid, Raid markers can be assigned to tanks to judge positioning. Melee should not run in to fight Maulgar till whirlwind has been done. Warlocks should keep up Curse of Weakness on Maulgar
once Whirlwind finishes, all melee DPS can run in and DPS for 25-30 Seconds, Then run out again, this should prevent melee getting hit by the next whirlwind. Continue this till Phase2.
Phase2 Notes.
At around 30% (some saw him charge at 45%) High King Maulgar starts his random charges into the raid (Enrage) and if you're unlucky the whirlwind wipes the raid. Tanks have to give everything to and pick up and 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.
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YouTube video
Submitted by Mirakuli on Wed, 16/01/2008 - 10:49.
Not sure this is the same tactics.
Just posted so we all can have a look on how hectic this fight will be.
If Warriors bear arms, do Druids arm bears?
A concise guide for *Melee
Submitted by Tinse on Wed, 16/01/2008 - 13:47.
A concise guide for *Melee dps* (in case you get lost with all the tactics above
We start by the far wall, the first mob we'll kill is the Priest.
For rogues, its important we interrupt all his heals... so rogue 1 opens with cheap shot, when its worn off, rogue 2 cheap shots, when worn off, rogue 1 kidney shots, wears off, rogue 2 kidney shots.... basically stun whenever possible, or kick interrupt the heals.
Then its normal melee on the Warlock and Shaman, be prepared to bandage yourself. Again we can kick interrupt any spells if possible.
We dont attack the mage, it does a nasty AoE that'll kill us!
We move onto High King... main problem for us is the whirlwind and cleave... but I have attacked High King on every attempt in melee range.
Avoiding Cleave
- Always attack from behind
- Sometimes you'll be unlucky and catch a cleave if the MT moves/is stood too close... so if King is spinning due to positioning just run away.
Avoiding Whirlwind
- Wait for the first whirlwind to start and finish before attacking, so you dont run in and catch one.
- Its then safe to melee the King *from behind*, there should be Deadly Boss Mobs announcements when the Whirlwind is due (I'll check on this, if not I'll ask Beat if I can do raid warnings when we should run away). Soon as whirlwind is due, run away and stay out of range till its finished.
When King enrages, it just turns a bit manic
- if King charges you, run to MT.
- if King is whirlwinding (in this stage he moves around while doing the whirlwind) move away.
- it can be tricky to avoid being cleaved in this stage due to King/MT moving a lot. So be patient before running in to melee, make sure King and MT are stable and not moving.
I always generally popped my cooldowns very early on High King, the MT should have huge aggro as hes been hitting it while we've been killing the other 3 mobs... plus you never know when you'll catch an unlucky cleave, so best to throw all your damage in early than waiting for the end.
Great post for Melee Tinse ,
Submitted by Beatemgood on Wed, 16/01/2008 - 15:13.
Great post for Melee Tinse
, Thanks for that... nothing can replace experience.
On a note on the charges from high King, there will be 2 tanks within the raid group, it is also their responsibility to bring HKM back to the MainTank, above all don't panic and begin running away, it will make things worse
, move toward the MT and in this time an Offtank should have him so move back to original position. As Tinse has stated sometimes you may get very unlucky and get a cleave/whirlwind during charge.... and there is little you can do but move away 
“Generally speaking, the Way of the warrior is resolute acceptance of death”Miyamoto Musashi , 1584-1645
thanks indeed mister T
Submitted by Mirakuli on Wed, 16/01/2008 - 15:31.
thanks indeed mister T
*note to self: stay close to Tinse, hit what he hits, runs when he runs*
Check! roger wilco.
If Warriors bear arms, do Druids arm bears?
Haha, hope you have more
Submitted by Beatemgood on Wed, 16/01/2008 - 15:48.
Haha, hope you have more luck doing the following of Tinse than Mac did on the first Prince attempt on Friday
“Generally speaking, the Way of the warrior is resolute acceptance of death”Miyamoto Musashi , 1584-1645
A short guide for tanks I
Submitted by Tinse on Wed, 16/01/2008 - 17:11.
A short guide for tanks
I also tanked on High King (just the adds) on my druid, here are a few things that might help.
Tanking trash
The trash are actually quite tricky at the start. They cleave and hurt. If youre not tanking one, sit within the raid group in case the trash mob charges the raid, taunt the mob and drag back to the tank... then return back within the raid once the MT has aggro again.
Tanking Priest.
The DPS really unload on the Priest, and it spends most of its time stunned, so for a rage based tank it can be tricky to keep aggro. It can be taunted however... so save it up for when priest isnt stunned. You dont get hit for much, like 3k hits, but most of the time its trying to cast spells, more so when it comes out of stuns.
Its very important you grab aggro on the pull, I used to cast barkskin, regrowth on the countdown to the pull and (once the countdown hit zero to pull) charge at it with moonfire switching to bearform and fairie fire etc... then pulling it back close to the wall.
Tanking warlock
Main thing for a tank here is you get feared, once feared the other tank or the warlocks pet should take over. If there is a warlock pet with aggro, dont taunt, let the pet tank and die. If there is no tank on aggro (the other tank is feared), taunt it and tank away until you are feared. Always try and drag it back towards the gate (where its pulled to)... as it always like to go charging off across the room.
As with priest pull, you have to try and grab aggro asap on the pull.
Shaman
Just melee.
For a tank, dont taunt unless the shaman tanks die
Ignore the mage, youll die going within melee range.
High King
Same as with melee dps... until he reaches the enrage stage, then scatter yourselfs within the raid. If King charges at someone, charge the King, taunt and drag back to the MT.
Again great work Tinse! nice
Submitted by Beatemgood on Wed, 16/01/2008 - 17:20.
Again great work Tinse!
nice read
“Generally speaking, the Way of the warrior is resolute acceptance of death”Miyamoto Musashi , 1584-1645
Tanking trash
Submitted by Mirakuli on Wed, 16/01/2008 - 18:09.
The trash are actually quite tricky at the start. They cleave and hurt. If youre not tanking one, sit within the raid group in case the trash mob charges the raid, taunt the mob and drag back to the tank... then return back within the raid once the MT has aggro again.
This sounds like a druid job, since we can do DPS aswell as tank (a little in DPS gear).
One question tho: sitting within the raid gives me only spells (wich also is minor due to gear) to help out with DPS.
Can you clarify this please?
If Warriors bear arms, do Druids arm bears?
There will still be 1 or 2
Submitted by Tinse on Wed, 16/01/2008 - 18:26.
There will still be 1 or 2 tanks in the raid not tanking on the trash anyway (tanks on warlock and priest), these sit in the raid.
Forget about DPS'ing if you're there to pick up the trash, those trash can kill mutliple people in one fell swoop... remember there are 25 people in the raid, 14dps, youre not gonna be missed
... its also not a race to kill these trash, its just making sure you kill them 
Just to add, for a druid you'd be sat there in bear form ready to hit taunt... if not, prolly in the time you switch to bearform and hit taunt I bet a couple of people could be dead
ok, thank you for clearing
Submitted by Mirakuli on Wed, 16/01/2008 - 18:30.
ok, thank you for clearing that up

I will just bring DPS gear and claw whatever you are stabbing
If Warriors bear arms, do Druids arm bears?
Thanks Tinse, I find your
Submitted by AdminWilgje on Wed, 16/01/2008 - 19:18.
Thanks Tinse, I find your comments very valuable
Perhaps we should make child pages to make them easily accessable in the future 
Can you point us to a larger
Submitted by Kraylessa on Wed, 16/01/2008 - 19:51.
Can you point us to a larger version of that diagram? I can't really make out anything on it and there's no "click-to-enlarge" option.
Larger version
Submitted by Mirakuli on Wed, 16/01/2008 - 20:30.
the larger version can be found here.
If Warriors bear arms, do Druids arm bears?
The healers view...
Submitted by Garalia on Thu, 26/06/2008 - 11:30.
As a healer in this fight, you will be assigned a position to cover the adds along with the 'tanks' (Hunters, Mages, and Locks can act as tanks in this fight)
There are normally four positions to take up:
1) Blindeye (priest) and Olm (lock) group
2) Kiggler (shammy) group
3) Krosh (mage) group, or
4) HKM group
1) Blindeye/Olm: Normally, Blindeye and Olm 'tanks' are covered by the same healers - they can both be positioned quite close together in the far west of the cave (near the large boulder and the ramp). Blindeye doesn't melee for much, so a regular tank is normally on them. HoT's and quick heals are more than enough to keep them alive. Depending on the number of locks in your group, there may be a tank meleeing Olm, or he will be tackled by his own pets by warlocks using enslave. You'll need to make sure the locks are comfortable enough with their health levels to be able to freely covert HP to mana, and be ready to help should an enslave fail or Olm decides to go for the lock themselves. Again, low-level heals are normally enough for this, but you might want to top out the locks as soon as their health gets below 75% to give them some extra breathing space. If you have any abilities to protect the tanks from fear, they are useful here - fear ward or tremor totem are the tanks friends. As soon as Blindeye and Olm are down, you move on to help with Kiggler, unless the healers on HKM and Krosh are really struggling.
2) Kiggler: Start at the same spot as the Blindeye/Olm group, but move up a little towards the other side of the cave once the pull is made. Since he's a caster, ranged dps will tank him near his original starting spot. Hunters are normally used as the 'tanks' here because of their Nature Resist buff, but can be swapped out with druids if the raid makeup requires it. From time to time, Kiggler will sheep the person tanking him. If you have a way to break the sheep, try it (I didn't get a chance to see if it works last night). The aggro will switch to the other person assigned to tank him, so make sure you keep the heals moving from target to target. When Kiggler is down, move on to position yourself between Krosh and HKM's tanks and keep an eye on both of them.
3) Krosh: Stay near the entramce to the cave before the pull. Once the pull is made, move inside the cave a little to avoid HKM and the Blastwave. As a healer here, your sole duty is to keep that mage tank alive. No-one else should be foolish enough to move into Krosh's blastwave range. If they do, let one of the other healers keep them alive. The mage will use fire ward and spellsteal Krosh's shield to mitigate as much of the damage as they can, but you'll need to time a reasonable powerful heal to hit the mage just after Krosh's fireball hits them. You cannot allow the mage to drop, as Krosh running loose is an almost certain wipe. As a priest, I would recommend trying to keep Prayer of Mending, Renew and Power Word Shield on the Mage as much as possible, and use appropriate heals to top them out for each fireball blast. They *must* be at or very near full health for each fireball. After Krosh is down, all healers regen if possible and move in to assist with HKM.
4) High King Maulgar: He will be pulled and tanked at the entrance ramp to the cave. You will need to move a little with the tank as HKM is brought into position, but no more than on a regular pull. Your main priority here is to keep that tank alive. Normal tank healing is required - there's not too much spike damage on a well geared tank. The main issue is that you will be left to get on with the healing on your own longer than anyone else, therefore the more +heal, mp5, and mana that you have, the better. Normal phasing of mana pots and regen abilities (Shadowfiend, Manaspring totem, etc.) should be observed here. If you're running short of mana, shout for one of the other healers to come assist - there's likely to be someone free from their add before you run out. If you've joined the HKM healing group after your add is down, throw some small heals and HoTs on the tank, and help out with raid healing when the charge hits. Stay as close to max range as you can, as the whirlwind moves slow enough to move out the way if he starts coming towards you. Be careful that the terrain of the ramp doesn't cause Line of Sight issues though - there's a couple of bumps that can block your view.
The High King holds all the loot. You can expect him to drop 2 badges, 3 random T4 tokens, and the odd epic along the way.