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Bashnir

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re: High King Maulgar Strategy Guide

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Here is good strategy guild I found for HKM.
http://www.bosskillers.com/cgi-bin/bbguild/index.cgi?action=view_guide&guide_id=22


It is different from what we do, but the spots they have look better and you don’t even need to worry about HKM cleave or anything b/c no one is close to him but the tank / healers. I also been reading if a warrior has 15k health or more THEY should be tanking not a druid. I really think next time we have Drex Tank him not sure if hes 15k, but im sure he is close to when he is in raid buffs. I know the druid has a lot of health but they can’t parry, block, and use skills to improve those. We have a shield block ever 3 sec, that’s like 98% chance to block that is huge ever 3 sec. I know its something different and all but if you take a look at this guild and i mean EVERYONE that is raiding the zone I think it will work better. They say the pull is the hardest and we have that down good, but to have the people around HKM is very bad. I hope people read this and comment back. I mean this is my 3ed post and not 1 reply, does this guild even like to use forums? This is the first guild i have ever been in that the forms ARE DEAD!! Hope to see some replies on this b/c it will show people give a SHIT about this guild and progressing.



Most important in my eyes.

1)Kill Order
Priest, then Warlock, then Mage, then Shaman, and finally Maulgar.

2)Buffs, Consumables and Totems
Obviously NONE of your tanks should have Blessing of Salvation, but the rest of the raid should.

Shadow Protection for Shadow Damage of the Summoner

Mana regenerating consumables are a huge help here, also.

Shamans should just focus on totems that increase ranged DPS, such as spell damage, and mana regeneration totems. Having a Grace of Air totem on the Maulgar tank helps immensely: 5%-7% more Dodge is huge.

Blessing of Wisdom and mana regeneration totems are a must for the healers. Stacking mana regeneration is very important because this can become a very healing intensive fight.

3)Healing Setup
High King Maulgar 3 Healers
Firehand 2 Healers
Summoner 2 Healers
Seer 1 Healer
Crazed 1 Healer
As soon as the priest is dead, it frees up a healer. This healer needs to go help with healing on Maulgar OR the Summoner

4)Tanks
Krosh (mage)
A Mage needs to tank him. When Krosh casts his Fire Ward Shield, the Mage should Spellsteal it right at the end of one of his Fireball casts. The Mage should also have around 10,000 HP, and any Fire Protection Potions he can get are very helpful too. Krosh's Fireballs bypass fire resistance, so don't bother using gear or potions to boost it.

High King Maulgar (warrior)
1 15k+ hp tank. Flasks and Stoneshield Potions are a major plus here. Another option is to use a very well geared druid tank. Having a Grace of Air totem near the tank is a huge plus due to the increased dodge rating. Amplify Magic is a huge plus.

Crazed (Shaman)
You may choose to have a Druid tank on him as they are immune to Polymorphs. Some use 2 hunters because his melee damage is far more than his ranged damage and ranged won't get the knockback damage, so it seems easier to keep him at a distance. When 1 hunter gets sheeped, the other begins tanking. If you use the hunters to tank, make sure they keep Aspect of Nature up, and have Nature Protection Potions ready: his ranged damage is all nature based. (i would go with the hunters)

Seer (priest)
Tank the Seer with 1 warrior. Put Amplify Magic on the tank.

Summoner (warlock)
Should be tanked by 2 tanks. 1 being a warrior and the other being one of his enslaved Fel Hounds. His Fel Hounds have the Spell Lock ability which can be used on him. This will halt a good amount of the damage he can cause, so the healers on the Summoner tank need to keep the enslaved Fel Hound alive!

For positions please go to site and look at the maps given[/i]


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