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High King MaulgarTanked by : Warrior, Warrior + OT (if needed) in phase 2
Healers : 4 (You can have 3 if the tank is flasked and if other healers come to help once their respective adds are dead)
Arcing Smash Same as Cleave, hits for 6000 to 12000 dmg on plate.
Whirlwind: His whirlwind does 7000 dmg on plate and will probably kill any cloth-wearer on his way. Some bossmods may warn you just a few seconds before he does it but melee DPS should be very cautious here and DPS only after he finished it for about 15 seconds.
At 50% life, Maulgar will enrage and use :AOE Fear : Short range, will probably only affect people in melee and you should have an offtank waiting in the raid to get him back to his spot after he charges.
Charge : Charge a non-feared target, this is where your offtank is useful, bring him back to the tanking spot before he's got time to whirlwind in the middle of your healers.
Krosh Firehand (Mage)Tanked by : Mage
Healers : 1 (2 if spellsteal is resisted)
Fire Ward Shield (Spellstealable) : Reduce fire damages, a Mage have to spellsteal this to tank him. A second priest should be ready to heal as a support in case the spellsteal is resisted.
Fireball : 9000 damage, he will cast it every 3~5 seconds, damages are lowered by Fire Ward Shield.
Blastwave : 7000 damage every 10~15 seconds, 20 yards range. This is the reason you keep him at range from the rest of the raid, the mage tanking him doesn't have to be under 20 yards range and won't get damaged by this spell.
Olm the Summoner (Warlock)Tanked by : 2 Warriors or 1 Warrior + 1 Summoned Felhunter
Healers : 3 (Shared with Priest)
Summon Felhunter : Happens every minute. Enslave and taunt Olm with it. You can choose to let him tank if you don't have enough warriors, or just use the taunt and let him die. A warrior is more efficient to tank (he takes less damage) so if you can afford it you should let him die.
Do not kill him too fast if you don't need it to tank, he can dispell the Dark Decay DOT.Death Coil : Same as warlock spell, fear and deals 2000 damage to the main tank, also heal him for 4000 damage. This is where your 2nd tank taunt to get aggro.
Dark Decay : DOT. 500 dmg every 2 seconds for 10 seconds. Not very threatening but if you've got a felhunter enslaved, use it to dispell it and save your healers some mana.
Blindeye the Seer (Priest)Tanked by : 1 Warrior
Healers : 3 (Shared with Warlock)
Heal (Interruptable) : Single target heal, interrupt it.
Prayer of Healing (Interruptable) : AOE Heal
Shield + 30 yards range and heals all his friends for around 33% of their life.
He will first cast his shield, and will begin to cast the AOE heal, you've got something like 4 or 5 seconds to DPS him enough to kill the shield and be able to interrupt him (stun, poisons). Try to keep a Curse of Tongues on him.
Kiggler the Crazed (Shaman)Tanked by : 2 Hunters / Shamans, but could use any guy with enough nature resist
Healers : 1
Sheep : Well ... it's a sheep. Get a 2nd hunter/shaman to tank it while the first one is sheeped.
Lighting Bolt : 1000-1500 Nature damage. He chaincast it on the highest aggro.
AOE Knockback : 2500 Damage, 10 Yards range. Doesn't matter since you're tanking it from 20+ yards.
The Pull
This is the most important part of the fight, make sure everyone know where he has to go and why. The mage will run to the guy with the highest aggro and start casting fireball once he reaches him. All the others can be pulled with ranged attacks/misdirection. If you've got everyone in place, you've got 70% chances to kill Maulgar.
The Fight
Kill order : Priest > Warlock > Mage > Shaman > Maulgar- Your first target is the priest (Blindeye the Seer), DPS him as fast as possible, and dps him even more when he casts his shield on himself. At this point you've got a few seconds (a few more if you've got Curses of Tongue on him) to kill the shield, and interrupt his healing. If you don't interrupt the heal, you will probably never kill him, so just keep your stuns and kicks ready.
- Next is the warlock (Olm the Summoner). He summons a Felhunter that can be used to dispell the DOT he cast. You can also use his taunt ability to tank Olm but it will take a lot more damage than a warrior/druid and waste healer's mana, do it only if you don't have enough tanks. You will have to double tank it because Olm can (and will) death coil the MT, switching his target to the 2nd in the aggro list while the tank is feared.
- Mage (Krosh Firehand) is the 3rd, you should have plenty of healers available now that the two first adds are dead and keeping the mage who tanks him alive shouldn't be a problem. Just keep in mind that if a Spellsteal resists on him, your mage will take a lot of damage. Rogues shouldn't DPS him and should go on the Shaman instead, the Blast Wave deals way too much damage to waste heal on it when you can just go DPS another add.
- Last one is the shaman (Kiggler the Crazed) and he will probably have a lot of his life down already if the rogues did a good job while the ranged DPS were on the mage. Just finish him, rogues can go on Maulgar to save even more the mana of the healers (if they're smart enough to not die on the whirlwind, otherwise keep them on Kiggler). In some case, you can just send your rogues on Maulgar once you killed the warlock/priest, especially if your healers are already low on mana. But if you don't have enough ranged DPS killing the mage and the shaman may takes a bit of time.