Killed it yesterday on Terris-Thule : 26 players, average level was 66. Quite quick and easy (2-3' fight) : max hit during the raid was 1200. His dots are dangerous for caster class :-P. Drops : Pus Covered Beetle Carapace, Ring of the Pox-bearer and 4 Ethereal Parchment.
NB : for those who are looking for the exit after hailing the projection, it's the rock in the middle of the room, click on, then jump into the hole...that leads you to codecay, then click on the rock in the room and that's fine : you're in PoTQ :).
I see many post about killing pets. ...why should you do that? Any raiding pet class has pet disiplin...or atleast he should. So i dont see a problem with pets. Gonna raid him soon. 4 -groups enough? tank will have around 8k hps. This is what i read i should have. 2 mgb clerics for mgb hot. RGC able caster in every group. Shammys to do blood of nadox. CH rotation of 2 clerics should be enough?
I think I have a problem. I had a preflag set after speaking with Aldrt Fuirstel and then hailing Elder Fuirstel. My raid then went and killed Grummus and I hailed the projection. Then returned to sick bay and hailed Elder again but I got no AA point and the seer in PoK says "Alder Fuirstel wishes to obtain the ward..."
Did I miss something? I checked the list twice and did everything but actually get flagged and an AA point. The only thing I could think of was that I was killed in the fight and I was rezzed after Grummus was killed. But I didn't think you had to be there when Grummus died to count, just being in the group or raid that killed Grummus.
Just to let all know that are doing this guy, when people say he is easy, they are lvl 65s that did it with a 63+ raid, this guy without Blood of Nadox cure disease spell can easily wipe a raid with just his dots, and FYI to all the lowbies, KILL UR PET BEFORE ENGAGEING !
Why in the world would you want to kill your pets? I have done this event using ONLY pets for tanks. As long as you have pet hold and the owner knows anything about playing a pet class, there is not a prob here with pets.
The reason for killing pets is due to the general inattentiveness of dps and pet classes during raids. In general it is safer to kill the pets rather than trusting their owners to be on top of things, that way you don't have to worry about it. DPS are not known for their attentiveness on raids and since most grummus raids these days are open raids with people you don't know it is safer to get rid of the pets rather than to trust their owners.
Pet classes (with the exception of Enchanters without the AAs for pet control) all have /pet back, or perhaps even /pet hold. They should know how to use it. If that player doesn't... that player doesn't belong on the raid.
jvalle, if you can't trust the player to keep control of their pet, how could you trust them not to ninja-loot, ninja-AFK, refuse to cast cure disease on you, etc.?
Yes, asking a pet class to fight without their pet is like telling a warrior not to use an off-hand weapon or shield. A beastlord without a pet is a weak monk; a magician without a pet is a weak wizard; and so on. You're basically telling them they're not allowed to do the best job they can. If I were informed that my beastlord was not allowed to have a pet up, I would probably depart the raid with a curt "Good Luck."
There's only a few events where killing the pets *MIGHT* be warranted... and those aren't Grummus, by any stretch of the imagination. They're the Gates trials, where you have to worry about balancing mob healths, or Simon Says, etc.
asking a pet class to lose their pet is like asking a warrior to tank with no weapons and is absurd. if a pet class cant magage their pet they have no buisiness being on a raid. you dont punish ALL the pet classes cause one of them is a noob, you give the one offender a TL to PoK and a /bye.
I know most groups like to do this with 3 or more clerics who have an MGBable Ethereal Elixir but last night we were able to do this fairly easily with 5-6 groups with 4 shammies in the raid.
The benefit of having the shammies in the raid is the group disease cure spell called Blood of Nadox. Grummus casts his disease dots inoften enough to allow one shaman to cure his group and another. To remove either of his disease dots requires two casts of Blood of Nadox to remove the dot.
His Plasma Decay dot is a bit tougher but the times I've fought him, he only casts it once during the fite (usually towards the end). Its easily enough removed with Remove Curse so make sure that each group has at least one person with either RC or RGC to remove this dot when he casts it. This is the dot that makes or breaks the Grummus kill.
One thing I forgot to mention was that we only had 1 cleric with an MGBable EE. Most of the healing was provided by the druids in the raid. Shammies basically sat back and continuoulsy cast Blood of Nadox on the groups they were responsible for curing.
I recently went on a grummus raid and didnt get flagged for some strange reason...i was told i could do pre flag after we killed him...we dropped grummus i hailed the pp zoned into cod..did pre flag and no flag.was i told wrong in not having to do pre flag before the fight? Needless to say i was bummed.
You need to: Talk to the Seer in PoK since you did preflag after killing Grummus Hail Adler Fuirstel (preflag NPC outside PoD zonein) again Talk to Elder Fuirstel in PoTranquility Go back and talk to Adler Fuirstel one last time
I recently went on a grummus raid and didnt get flagged for some strange reason...i was told i could do pre flag after we killed him...we dropped grummus i hailed the pp zoned into cod..did pre flag and no flag.was i told wrong in not having to do pre flag before the fight? Needless to say i was bummed.
To give credit where it's due, the Science of War strategy is very sound, but you should tailor it to meet your own needs if you use it, and I'm not sure if it will be available forever (they are no more), so I'll post the way we do it, which is similar.
This fight can be made to look very easy once you have it down, but can easily wipe large raids if you don't. The tactics here are what many use, but you should adjust to your raid makeup as needed, and as you learn the encounter yourself. This is good advice for ALL raids, as each guild has different strengths and weaknesses.
First, a few of the important things up front. Once you decide to start clearing the large room with the ramp leading down to his area, you need to move fast from that point forward. Take all afks, med breaks, etc., prior to clearing that room. Depending on Grummus' pathing, you might be here a bit and don't want to have to deal with respawn. Make sure your cheal rotation is ready before this point, and also have an MGB Heal over Time (HoT) rotation set up. If you have enough druids and beastlords to do the MGB HoTs without needing clerics, they can more easily stick to cheal rotation. Also, make sure you have someone who can remove curses in each group. Doing this stuff in advance makes the rest run much more smoothly.
Once you've entered the large room with the ramp leading down to him, send the rogues down the ramp while clearing the rest of this room. Directly down the ramp is a decent size room where most raids do the killing. Off of that are two other rooms. We call them room 1 (where you kill), room 2, the connecting one, and room 3, the next one after that. Grummus paths between these, and the rogues are there to tell the puller where Grummus is, so they know when they can pull a specific room.
When Grummus is in room 2 or 3, send down a puller to grab the mobs at the bottom of the ramp, and also those inside room 1. When he moves to room 3, you can pull room 2. This is not always mandatory, but I have seen adds if you don't, so I recommend it.
Grummus is tethered, so if you have good crowd control, you can just send a puller in to grab everything and pull him to the hallway prior to the big room leading down to his area. We avoid this, due to pet control issues and the like, but it is an option.
Once rooms 1 and 2 are clear, and if Grummus is not heading to room 1, move the forces down into the fight room. We put the MA and a ranger in one corner facing the door to room 2 and the rest in the other corner facing that same door. When he is pathing into room 1, or is the only mob in room 2, we have the ranger pull him with Weaponshield (be sure you face Grummus while doing this pull) to the MA corner, to buy the rotation time to start healing the tank before he gets aggro.
Once this has started, the warrior can grab aggro from the ranger, and start creating some hate. You do want to abolish disease on the warrior, as he'll be getting slowed fairly frequently by Grummus, so having someone chain that is helpful, but if no one steals aggro, only the MA will be affected by this.
While this is going on, Grummus will be casting 1 or 2 AEs on the rest of the party most likely. One of these, Stench of Decay, is offset pretty well by the MGB HoTs, so have those going. When one drops, do the next one and continue until fight is over.
The other AE, Plasma Decay, is a LOT nastier, and is what seems to wipe most raids who are doing an otherwise good job on keeping MA alive. While it checks against disease, it's a curse, and you're not going to resist it. If you see the skull symbol, which looks like rezz effects, then you have it. When this happens, announce in raid so the curse curer in each group can remove this. Once it's gone, you're likely set, as he only casts once every 4 minutes.
So, keep Grummus on MA, keep MA alive, use MGB HoTs to keep everyone else alive, and cure the curse the one time you're likely to see it, and you're golden!
If it seems difficult the first time or so, do not fret. It really does become trivial soon.
We went after him tonight with 10 groups. Average level of 60... all pre-elemental. We easily got to the room at the bottom of the ramp just outside Grummus' room.
When the MT pulled him, someone jumped the gun and stole agro from the warrior and we lost several people before the MT re-established agro and got him into the corner. At about 40% Grummus hit us with his nasty dot and we started losing people right and left. Everyone in my group went down except me (55 Ranger) and cleric (level 60). I was dotted and down to 25%, called for heal... didn't get one, so I burned my last complete heal potion. Popped Trueshot. Grummus was down to 15%, but the raid was close to wiping.
The dot has me back down to 35% health.. I call for a heal. Nothing.
I'm down to 15% health... my cleric is full health, but don't know where he is, (probably hiding somewhere) I just know he's not healing me. I call for the heal again. Nothing.
Grummus is about 5%, I'm at 3%.. I call for a heal again.. even add a please. Nothing. I recieve a ranger port back to PoK just as Grummus goes down.
Now the fun starts.. as the clerics are rezzing people, some of the survivors start hailing for their flag. A necro gets his flag and decides to leave. But he doesn't gate out, he runs up the ramp. Just about the time I zone in from my rez, the necro comes screaming down the ramp with about 8 mobs in hot pursuit. Half the raid is standing around naked when they hit us. It's a complete wipe. I think one cleric managed to camp out, but was too scared to log back in.
The SoW approach is the best overal approach to take. It can be modified to one extent or another, but hold to the basic principles, and you should succeed. My guild attempted Grummus the other night and failed to take him as he was pushed the wron way. We had cleared the first two rooms, but had been unable to with the other, which is normal. To try and really clear this last room before hitting Grummus is begging for wipe, if not the raid, at least of the puller. On Grummus engaement, we managed to push him the wrong way and draw the adds. The link below gives a general idea of what happened.
We pushed him the wrong way and Sheeran, our MT bit it as 60%. Skullbasher, our 2A, bit it at 32%. We wiped at this point as only 6-8 of us were left with Grummus and 2-3 adds. One point of emphasis. Here is an encounter where not only clerics and shaman shine as healers, but paladins as well. While Pallys will melee in the struggle to get to Grummus, they should be in heal mode for Grummus, especailly during the first crucial moments of the encounter. This is especially true if you are using a smaller raid force. BE SURE that any 60+ pally has the sanctification disc. This gives a +10000 (yes 4 zeros) modifier to disease resist for 18 seconds. This basically makes you immune to one of Grummuses 2 AoEs. I tried this and with about 5400 hp and regen up, my health bar barely moved after AoE hit becasue only Plasma Decay held.
aight on bristlebane server we wiped with 72 people because o the lack of the raid leader ... i was last to die and he was at 87% goign to try him with another guild ive been raiding with got hoh trials ... AD etc..
#REDACTED,
Posted:May 04 2004 at 10:40 PM, Rating: Sub-Default, (Expand Post) Feral Redemption hosted an open raid for Grummus today on the Morel Thule Server.
#REDACTED,
Posted:May 04 2004 at 10:40 PM, Rating: Sub-Default, (Expand Post) Feral Redemption hosted an open raid for Grummus today on the Morel Thule Server.
#REDACTED,
Posted:May 04 2004 at 10:41 PM, Rating: Sub-Default, (Expand Post) Sorry for posting twice o.O This isn't my account, so dont attack me for that bottom signature /nod
as far as i can tell this guy isnt too hard fought yesterday with like 65 people about 5 deaths i almost died from aoes but got out and LoHed myself then went back in. we cornered him and just took him out not a single glitch that i saw.
Earlier today I was in a MB raid in POI and people overhailed and I got no flag :( :(.
Then this evening I got in a raid for this guy. Everythign went great, dropped him quick minimal deaths. The leaders made sure nobody hailed it till all was rezzed. Well not 1 of us got flagged, it depoped.
I zoned into PoD today, just to take a look around since I hadn't been there yet, and I was surrounded by about 100 people. Turns out there was a raid going on, for flags, so I ended up a part of that and "we" killed this creature (while I was a part of the force, I dropped from the DOTs the moment the MT shouted "ENGAGE"). Either way, G went down and we all got our flags (and the AA point from the Dwarf in POK was nice too).
I'm thinking about planning a raid to get Grum.. Killed !! I'm on the Saryrn server.. and a tm of Order of the Ancient Dragon.. Any advice on this would be very very very helpful.. Please contact me via this or /tell utumn on the saryrn server.. Please.. I wanna start getting flagged and I think that my guild could do it... I have been wrong before.. But I'm pretty sure that we could.. So please let me know somehow !!
Killed him tonight (2/23/04) with 21 people. I'd say a mix of Tier 1 / 2 / 3 and LDoN gear. Failed the first attempt due to pets attacking him after the AE hit them, which screwed up aggro. The second time we knew to avoid this and knew how many buff slots to keep open (4 on the MT, for the 2 AEs, the proc, and Celestial Regeneration) and 3 for everyone else (2 AEs and CR). Fight lasted maybe 4 or 5 minutes?
Took about 45 minutes from zonein to his death on our second attempt, with 21 people. Thanks Serenity's Tears for organizing the raid!
#REDACTED,
Posted:Apr 26 2004 at 9:08 AM, Rating: Sub-Default, (Expand Post) if the fight lasted 4+ minutes, i'd think that'd mean he'd have around 400k hp, not 450k
Very important when facing this guy. KILL PETS before engagement, or you will have ping-pong aggro, even through walls. Our Guilds first try was a failure because of this.
Took two tries but finally got him tonight. First with Guild 40 ppl avg 63. Our MGB Cleric could not make it, so only I had a MGB Spirit of the Wood. Casted it too early got aggro....Loading Please Wait...Hence Rampage Tank bit it early. I believe this would have gone smoother with another MGB'er priest.
Next try we combined with others and got a new leader and had 72 ppl ready to go. I think the strategy was poor as it was just spam MT with heals. You MUST have a CHO with this guy. However about 30% of the raid lived and got flagged, the others were not rezzed fast enough and Planer Projection despawned and many ppl were upset. I landed 5 nukes on him, and had no resists. Am guessing that someone was able to Malo him. Repops in his room are insane. There were repops every where even before we started rezzing ppl.
Anyway we can get this post pinned at the top of every boss mob discussion board,lol? Most people know about the 2 minute despawn, but far too many people think the PP will hang out forever if you don't hail. He ALWAYS leaves after 10 from what I can tell. This is in case the raid takes down the boss, but subsequently wipes on the remaining mobs.
To avoid people missing flags, rez them in before anyone hails the PP! The first time the PP is hailed he starts a 2 minute timer. After that timer is up he despawns.
Again: rez everyone in before anyone hails the PP.
Took him down last night, started with 72 people in raid on first attempt, by third attempt we were down to 47 people, too many people means too much confusion. Anyhow dropped the ring and the lance. This fight pretty much like vindi in style but i think the MGB heals we did made all the difference, most of us had 330+ DR and PR and never resisted his AE's so your gonna get hit with them at some point, go for max hit points
Khuan 58 Revanent of Cazic Thule <Nocturnal Ascension> 7th Hammer