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High King Maulgar

maulgar

High King Maulgar

The leader of this five boss encounter, High King Maulgar hits for about 4,500 or so damage on Karazhan geared warriors and beyond 7,000 with his crushing blows, including the demoralizing shout debuff.  Additionally the boss has around 757,000 Health.

Arcing Smash
– Basically cleave, hits for 6,000-12,000 on plate.

Whirlwind
– This whirlwind deals up to and sometimes more than 7,000 on plate and therefore will instantly kill cloth-wearers.  All melee
should be very careful and stay out of the whirlwind as much as possible.

AoE Fear
– Utilized after 50% health, this is rather short range and only hits melee engaged players, have an off-tank ready to deal with
him whilst the main-tank gets back in position.

Charge
– Also utilized post 50% mark.  Charges a single non-feared target, also needs an off-tank to grab him and drag him back to the main-tanks position prior to any more fears or whirlwinds.

Krosh Firehand - Mage


The mage of the ogre council and is to be tanked by a mage, utilizing spellsteal and various other abilities to effectively negate his entire damage output.

Fire Ward Shield
– This ability is spellstealable and therefore must be done so, this allows your mage to tank the otherwise very damaging boss.  Keep a healer on stand-by regardless, in case it fails.

Fireball
– Deals up to 9,000 damage, cast every 4 or so seconds, negated somewhat by Fire Ward.

Blastwave
– 7,000 damage to everyone within 20 yards, cast every 10-15 seconds.  This spell is the main reason to separate this guy from the raid to prevent him from mass nuking all your players.

Olm the Summoner – Warlock


Olm is a warlock, however thankfully not a fully powered one as he only utilizes a few spells, one that even aids you against him.  This guy is to be tanked by either two warriors or one warrior and his felhunter summon (enslaved by you.)

Summon Felhunter
– Summoned every minute, enslave this and use it on Olm as a secondary tank, also can be used possibly as a main-tank should not have enough warriors.  I’d suggest just using this guy as a back-up/meat shield however, also can dispel Dark Decay.

Death Coil
– The Warlock spell, fear and 2,000 or so damage, also heals the boss for 4,000 health, this is what causes you to require a secondary tank.

Dark Decay
– DoT, 500 damage every 2 seconds for a total of ten seconds in duration.  Can be dispelled by the felhunter so as to save your healers some mana.

Kiggler the Crazed

A nature resistance boss, somewhat similar to the mage boss in that you utilize resistance to damage over armor or health advantage tanking, you can use hunters or shamans even, anyone with high enough nature resistance and ranged.

Also, due to his hex ability, you can use a moonkin form druid with high nature resist to single-tank him as druids in animal form are immune to polymorph (hex.)

Hex
– Polymorph… have your second tank pick up whilst the first one is a sheep.

Lightning Bolt
– 1,000-1,500 nature damage, repeatedly cast on the highest threat target.

Arcane Blast
– 2,500 damage, 10 yard range, rendered almost unmentionable in effectiveness as you should be at a range to tank this guy anyway.

Blindeye the Seer – Priest


Probably the simplest of the high council, this guy can be simply tanked by a warrior as he has no specially annoying abilities, he’s strictly a healer with pathetic damage and all his heals are interruptable.

Heal
– Heal… interrupt this.

Prayer of Healing
– AoE heal, This guy will shield before casting this spell, you’ve got like three or four seconds to drop the shield and interrupt him, use curse of tongues as well.  You can also use these to get through the shield:
Silence – Priest

Kidney Shot, Improved Kick – Rogue
Silencing Shot, Intimidation – Hunter
Improved Shield Bash, Intercept – Warrior
Improved Counterspell – Mage

Fight


Phase one consists of destroying all of Maulgar’s council guardians before turning on him afterwards, he always goes down last  for the obvious reason of being a tough bastard and hitting like a truck.

Krosh Firehand


Krosh will be tanked by a mage almost entirely on his lonesome, taking him all the way away from the raid to prevent repeated nuking by blastwave unleashed upon the entire raid.  Hide in a corner or one of the numerous little clefts along the walls.

As soon as Krosh is aggroed along with the rest of the ogres, fire off an instant attack and grab his attention, afterwards pull him into your corner and spellsteal his shield while you’re at it.  Tank as instructed.

Kiggler the Crazed


This guy can be tanked by either a couple of hunters, life-draining warlocks, or a single moonkin druid for reasons listed above.  Nature resistance is the priority to prevent massive damage, also staying at range prevents his Arcane Blasts from having any effect.

Olm the summoner


This guy is easy, warrior/s and warlocks rush him, tanking him at the back of the room, possibly next to Blindeye the Seer due to the both of them lacking any AoE abilities to interfere whatsoever.  Deal with him as detailed above.

Blindeye the Seer


This guy should be pulled and tanked at a designated safe-zone far away from the rest of the ogres to prevent their abilities from affecting those beating on this guy, also putting Olm next to him is fine due to the both lacking AoE.

High King Maulgar


Maulgar can be tanked at the gate leading to Gruul, this gives others better chances of avoiding being feared or knocked back into his lethal whirlwind attack.  Keep him here at all times and possibly throw a hunter on to misdirect him onto the tank at the start of the fight.

Killing the Adds


Your main priority is to drop Blindeye the Seer first, making certain that his shield never allows him to heal via utilizing abilities that ignore it’s effect or simply calling his shield when it’s up and bursting it down prior to his heal succeeding.

Once Blindeye has dropped all melee should move onto Olm the Summoner whilst ranged DPS begins to barrage Krosh Firehand, make certain all moving players from boss to boss avoid any possible AoE’s such as blastwave.

As Olm goes down hopefully Krosh is either almost down as well or dying around the same time, either way everyone proceeds to Kiggler to finish off the last of the annoyances impeding progress on Maulgar.

Maulgar


Once all four adds are down make certain that you’re prepared to deal with a high damage and spiking DPS fight against Maulgar.  If possible and out of combat have your mana users drink/regenerate supplies prior to engaging.

I’d advise utilizing all attack power and general damage debuffs possible all the time, as said he hits extremely hard and using demoralizing shout plus thunderclap helps immensely over the duration of the entire fight.

Melee shouldn’t rush this guy, instead, wait until he whirlwinds and then engage for about 30 seconds or so before withdrawing as he whirlwinds and moving back in afterwards for another 30 seconds, repeat.

Phase 2


Once Maulgar hit’s 50% he enters phase two, at this time he’ll become quite larger, red, and strangely enough drop his hammer, reducing melee damage by a bit.  During this phase he’ll not only charge random part members but also cast an intimidating shout on the main-tank that incapacitates him and fears everyone around as well.

Have your second tank move in and grab aggro during the fear and allow the main-tank to immediately take it back post-incapacitation.  Another way to deal with this is simply to stance dance through the fear, first used about 5 seconds into the phase and every 15 seconds thereafter.

Keep out of the whirlwinds and prepare well for each fear and this fight should be yours, the hardest part of this encounter as a whole is taking down the initial adds in a timely fashion whilst maintaining the resources to kill Maulgar afterwards.

 

 

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