Talk:High King Maulgar

Speculation
So he's got a party around him, with varied classes ? That sounds awesome !-- K )  (talk) 17:58, 20 December 2006 (EST)

Purge?
As far as that priest in the council goes, he is obviously interruptible via Earth Shock, but can his PW: Shield be dispelled with Purge? I'm curious.

- Nope, you have to burst DPS it down. Typically you will have someone call out on TS/Vent when he puts up his shield upon which everyone nukes (blowing cooldowns as necessary)


 * Rogues can save their combo points to blow off eviscerates as the shield goes up, it's gone pretty fast. 03:18, 7 May 2007 (EDT)

Back in Beta, the warlock pet had a method of dispelling buffs. Can the Enslaved Warlock pet be used to completely or automatically remove the priest shield? --Secured2k 21:27, 17 June 2007 (UTC)

Improved talents
Anyone tried improved kick, improved shield slam, silence, and counterspell. suposedly these can interrupt the priest even with the shield up.. but needs testing. 04:20, 8 May 2007 (EDT)
 * I can confirm that "Improved Kick 2/2", and "Silencing Shot" will both interrupt the prayer of healing right through the shield. He is immune to silence, but not to the interrupt component. I would imagine that "Improved Shield Slam" also works. --Taritus
 * Silencing Shot has no interrupt, only a silence. Does it really work? Stillfresh 15:25, 13 June 2007 (UTC)
 * Does it require Imp. Kick from a rogue? The regular kick can already interrupt.  --MarcBrooks 11:53, 1 August 2007 (UTC)

(Merged the priest sections.) -- Rimefang, 21 May 2007

Snake Trap?
Anyone think a hunter's snake trap will work? -- Mingonashoba

The Shaman
I know from me Tanking the Shaman Add. In addition to the Lightning bolts he also does an arcane blast every few seconds for around 600-800. And His AoE Knockback seems to have drop aggro somewhat. Of course this may be different from tanks besides a Moonkin


 * Yeah, we just noticed the same thing last night. The page says the shock is a targetted AE knockback with de-aggro, but our Kiggler team says that's not true.  They report that he has 2 abilities: A targeted direct damage shock, and a Point-Blank AE knockback with de-aggro with a substantial range.  If nobody objects, I'll update the page to reflect that.  It was a source of much confusion for us last night as we were discovering it was wrong. Putridstench 14:28, 3 May 2007 (EDT)
 * by all means fix it then
 * K, fixed to the best of my knowledge. Putridstench 16:36, 3 May 2007 (EDT)

"Typically attacks with ranged lightning bolts and arcane shocks and may be tanked by any ranged DPS class." Tanking? Shouldn't this read kiting? KelvinFrost 09:42, 23 May 2007 (UTC)


 * Kiting would imply constant running away to make sure he doesn't melee you. However, that's not what happens. Ranged DPS actually takes the damage from the spells he casts. Thus, tanking it is. Pzychotix 09:50, 23 May 2007 (UTC)

Range and resistances
During our recent raid on High King Maulgar we observed different ranges for Kiggler's polymorph and his lightning spell. After some positioning tests we were able to prevent him from polymorphing either of his tanking hunters. Question to the community is: Were we just lucky or has anyone else noticed this kind of behavior? About the needed resistances: In the main page it is mentioned that arcane resists would be more important than nature resist. Actually, without polymorphs, we had no problem at all with holding the aggro without any arcane resist gear which would lead me to the assumption that - if the polymorph can be repeatable prevented - nature resists would be more important. We fiddled a little around and found a resist value of 300 to 320 to be most satifying. I would like to know what arcane resist levels other hunter tanks aim for to resist the arcance shocks as I am curious if with a mixture of resistances tanking of Kiggler could become even easier. --Felbaris 13:25, 31 March 2007 (EDT)


 * Can you reliably reproduce this? Stillfresh 11:16, 4 April 2007 (EDT)


 * Most definitely yes, although getting him in such a position is a bit tricky. --Felbaris 06:52, 12 April 2007 (EDT)


 * If you could write a positioning guide, it would make a useful addition to the article. Stillfresh 09:50, 2 May 2007 (EDT)

AoE disputed
arcane blast - disputed, i can see he does have an aoe spell, but the range, and target is questionable.. anyone have data to backup this spell, or whether he has more than 1 type of this spell? 04:23, 8 May 2007 (EDT)


 * I don't think it's a PBAoE. I've been hit, on multiple runs, at 15+ yds (clearly more than 5 yds outside of improved frost nova), each time while range-DPSing the mage. We tank Krosh and Maulgar in the suggested positions and Kiggler where he stands. In our initial runs, I was range-DPSing the mage from the direct center of the triangle that they form but was getting hit by the arcane blast. Now, after killing the priest and lock, I run/blink across the room to stand next to our Krosh tank and range-DPS from there. -- Rimefang, 21 May 2007


 * I am a moonkin who did his first tanking experience on Kiggler last night. I hadn't read anything on the subject previously but here are my observations:
 * - I got regularly knocked back on 4 of our 5 tries (the first was a really quick wipe). I got knocked back twice on the longest pull, which coincides with the one where I got him down to less than 60% life. So my point is: couldn't this targetted knockback be timer-based or life-based (ex. at 80% of his life he casts his KB)?
 * - I got knocked back several times at max or almost max range (so around 25-30 meters, I don't have the talent to increase spell range)
 * My 2 cents... -- Arksith, 29 May 2007

(Merged the Shaman sections.) -- Rimefang, 21 May 2007

Fire Ward
"This can be avoided by casting Fire Ward just before Greater Fireball hits tanking mage – Fire Ward will absorb the whole damage." - Thought Fire Ward works like a Fire Protection Potion - can anyone confirm it taking the whole fireball? --Ikajo 18:25, 16 April 2007 (EDT)


 * Looks like this is outdated --Ikajo 23:50, 25 April 2007 (EDT)


 * I agree, it doesn't absorb the full ball, just the normal fireward damage Cham 03:25, 25 May 2007 (UTC)

Shield
I did the fight for the first time last night (24/5/2007) and never got hit by a full damage fireball, I always had a shield due to Krosh re-buffing himself before my shield ran out. Can anyone confirm this? Cham 03:25, 25 May 2007 (UTC)


 * I can confirm this. If you get lucky, you'll never take a full damage fireball.  If your shield runs out and he's casting, he wont recast his shield until he's done casting and you'll take a full damage fireball.  If you get lucky and that never happens, you'll never take a full damage fireball. —The preceding unsigned comment was added by.

Interrupt?
I'm assuming he is immune to interrupts but I'm wondering if anyone has tried it, if he is not immune this would make him re-cast his shield before he could fireball again. The only downside is he would probably go melee due to a 6 second CS, but maybe not a shaman's 2sec earthshock. I'll test this in our next raid if someone doesn't beat me to it. (Zebralazza 16:48, 24 July 2007 (UTC))

30% damage mitigation??
What's this about the 30% damage mitigation with curse of weakness?? Is this a special vulnerability that Maulgar has? Curse of weakness only reduces the damage of each hit by a bit, I thought. How would that add up to 30% on hits that do 5k+?--Rassia 20:50, 15 March 2007 (EDT)


 * [CoW reduces attack power by 630 (with Amp Curse and Improved CoW) KelvinFrost 12:00, 21 March 2007 (EDT)]


 * Even with Amp Curse and Improved CoW I am still wondering how a reduction 630 AP (equalling 45 dps) can result in a mitigation of 40%. --Felbaris 13:43, 23 March 2007 (EDT)


 * Mob AP is calculated differently than PC AP. For a player, 14 AP = 1DPS, but for a Mob this number varies.  On Maulgar for example it could be 0.5 AP = 1 DPS, thus causing a -630 AP CoW to be a substantial reduction of his damage output. --Liverbugg 17:48, 26 March 2007 (EDT)


 * There have been some tests in vanilla WoW for damage reduction using the Beast Lore ability of the hunter - results suggested that the max. reduction would be capped at 30% regardless of the actual ap reduction. The only test in BC i read on this matter yielded a reduction of 14% for regular demo shout (-300ap) and ~20% for improved (-420ap). --Ikajo 20:10, 28 March 2007 (EDT)


 * Thanks a lot for the info. This should make encounters like Gruul a lot easier as well. --Felbaris 13:01, 31 March 2007 (EDT)


 * Amplify Curse does not work with Curse of Weakness, in spite of still consuming it. They altered the ability to Curse of Doom instead some time ago, but haven't fixed the ability to consume properly or not. Stillfresh 11:15, 4 April 2007 (EDT)


 * yes amp curse does not work (im a lock so i know(check the tooltip yourself if u dont believe me)) and even with imp CoW its just 30 dps + 21 dps from the shout makes 51 dps less...not that much considering his hits, but a combo of Curse of Recklessness and Curse of Weakness gives him -800 armor and a minor AP nerf so 800 less armor to worry about--lethalnl 10:35 27 april 2007


 * I wish Curse of Weakness would stack with Demoralizing Roar :) - actually Demo is getting removed by CoW and only the better effect stays in place. But let the 30/21dps thesis go please: If you wanna check the data at the bottom of the page, it should be obvious that AP debuff reduction more than just the "AP/14" dps known from player characters. (-210ap dropped the average hit by 270 damage - that would be "210/14" = 15 dps just for the case that Uvuros only hits every 18th second.)
 * Curse of Weakness + Curse of Recklessness is a good combo, i agree - just sad that CoW doesn't stack with Demo Shout :( --Ikajo 09:26, 29 April 2007 (EDT)

curse of weakness
stop removing stuff if you're not sure whether it should be there, discuss it, unless you want to start an edit war.

we've been using curse of weakness for a while and our tank claims he takes a little bit smaller hits, this is because maulgar has very high attack power, and the curse makes him hit for a little lower 03:59, 24 April 2007 (EDT)


 * Just wondering what kind of parsing this conclusion was based on - after having several members confirming that it actually works. Was Demo Shout even used then as its obviously inferior (aka: CoW kicks Demo Shout from the debuff bar)? Its obvious that the difference between an untalented(!) Demo Shout and an untalented(!) CoW is rather small (300ap vs. 350ap reduction - or ~14% vs. ~16.5% reduction or 2.9% less damage taken with CoW over Demo Shout [83.5%/86%]). It would take parsing a lot of hits to see a significant reduction in incoming dps with such a narrow margin.
 * If anyone got some warlock with improved CoW available, it should be rather easy to see a difference with imp. CoW up relative to using no AP debuff at all (expected reduction from -420ap over no AP reduction at all would be ~19.75% using my test sample from using Beast Lore or a relative decrease in incoming damage of 9.3% [80.25%/86%] over an untalented Demo Shout - that should be noticeable in parsing though.


 * Or was this just a statement about CoW not yielding enough return compared to CoS/CoE? Maybe anyone can shed some light on this? --Ikajo 23:06, 25 April 2007 (EDT)


 * Maybe one should change the wording a bit, so it becomes clear that CoW isn't reducing the damage by another 20% over Demo Shout or other AP debuffs. --Ikajo 23:59, 25 April 2007 (EDT)


 * In doubt, see the Demoralizing Shout article for more info about AP reduction debuffs. --Ikajo 12:38, 26 April 2007 (EDT)


 * just did a couple tries of him with CoW on and off, tank and some others said it didnt make a single difference (judging from the theorycraft thats confirmed) 30 dps is just not worth replacing CoS&CoE, btw....you cant gues diminishing of attack if you dont have the slightest idea of his true dps
 * i will resume my removing of this BS if it gets added or else the less experienced guilds will start using it and will kick their own butt by doing so --lethalnl 10:42, 27 april 2007
 * Wrong, such actions will get you banned from the wiki, i recommend discussing and showing "test" results rather than starting an edit war 04:47, 27 April 2007 (EDT)
 * Well, congrats for showing why you should be on the vandals list.. your recent edits have been shown as disruptive. 04:52, 27 April 2007 (EDT)


 * I've blocked Lethalnl for 1 week for reverting changes under discussion. Mikk  (T) 04:07, 30 April 2007 (EDT)


 * CoW reduces the incoming damage by more than just 30dps, that has been proven by several tests. For starter guilds, Maulgar is a roadblock because of his massive spike damage, so CoW would reduce the incoming damage over the level that Demo Shout already reduces it by a one-digit percentage - not much maybe, but CoS/CoE won't help you a lot if your MT is already dead.
 * If you don't have problems with spike damage on the tank (or less than 3 warlocks), its about personal judgement if you wanna keep the AP debuffs at max or not. --Ikajo 13:33, 27 April 2007 (EDT)


 * Appears my expectations were a bit too optimistic stemming from the old mechanics in WoW 1.0. The listed test seems to indicate that there is a hardcap of ap reduction around the value of around -14.5%. Further tests are pending ..

Just for those who are interested, i will add my results from a test with Beast Lore on a level 70 elite (Uvuros in Shadowmoon Valley)


 * Base Damage: 2272-3214 Average: 2743
 * Screech (-210ap): 2002-2944 - Average: 2473 [-9.84%]
 * Demoralizing Roar (-248ap): 1953-2895 -- Average: 2424 [-11.63%]
 * Improved Demoralizing Roar (-347ap): 1881-2823 Average: 2352 [-14.25%]
 * Screech + Demoralizing Roar: 1881-2823 --- Average: 2352 [-14.25%]
 * Screech + Improved Demoralizing Roar: 1881-2823 -- Average: 2352 [-14.25%]  --Ikajo 23:36, 28 April 2007 (EDT)


 * Very interesting, do you think it'd be possible to team up with a warrior / warlock and include their debuffs into this as well? 02:46, 1 May 2007 (EDT)


 * I might refer you to this thread: http://elitistjerks.com/showthread.php?t=10509 . Its well possible that the mobs and bosses actually run out of AP to reduce. --Ikajo 19:11, 5 May 2007 (EDT)


 * interesting but id still like to see this tested on something of a little more magnitude, (bosses that hit for large amounts of dmg) --Lethalnl 12:25, 7 May 2007 (EDT)

Just downed him and his crew. CoW was a noticable reduction. This idea to apply it was discussed on the third wipe, but we got him on the fourth. I don't have ss's or anything comparible. Fr0 04:33, 31 May 2007 (UTC)

Berserker Charge
From the WWS data I have looked at, and the limited experience I have fighting him since 2.3, there appears to be some sort of aggro wipe on the main tank when he does his charge. With the fear changes in 2.3 he stays on the tank through that, but he'll run around the raid after a charge if no one taunts him. Can anyone else confirm? --ObiChad 19:14, 18 January 2008 (UTC)

When to attempt?
How difficult is this boss in comparison to karazhan's? Would it be foolish to attempt it before finishing Kara? Miette 08:43, 3 April 2007 (EDT)


 * In my personal opinion, this encounter depands mostly on three factors: Nature-resist gear for the hunters, well equipped tanks (high-stamina-eq for the tanking mage & a well-equipped MT with good mitigation), and most important: A good pull&positioning of the NPCs. If you ask me, I would even believe that you should be able to handle Maulgar even without ever having visited Karazhan at all. Of course, doing so requires high-quality equipment from the high-end 5-man instances & heroics. --Felbaris 10:52, 4 April 2007 (EDT)


 * Really, it's just the tanks. Warlocks can tank the shaman and heal themselves with ease, if you have enough to spare.  The fight is mainly about technical execution if you have a tank that can survive Maulgar. Stillfresh 11:18, 4 April 2007 (EDT)


 * My guild just recorded our first kill last night. Neither of our Karazhan groups has killed Nightbane yet. You definitely don't need to have Kara on farm to do Maulgar. Sort of like Aran, this is much more of a coordination/skill check than a gear check. Once you get the pull down (hardest part of the fight by far), and your tanks aren't getting 1 or 2 shotted, you will have Maulgar dead in no time. Docjowles 08:57, 2 May 2007 (EDT)


 * My guild has Maulgar mostly on farm status now but have yet to get an Aran kill. Aside from the gear check and good pull/positioning explained above, we had two other wipe problems:
 * Olm's felhounds ate our healers. Now we assign a felhound OT to buy our locks time to control the felhounds. We've used spare tanks and hunters for this.
 * Spellsteal got resisted, Krosh proceeded to one-shot half the raid. The Krosh tank MUST have the full +16% spell hit for Arcane!
 * If either the MT or the Krosh tank dies, reset the encounter immediately. -- Rimefang, 21 May 2007


 * 16% hit isnt needed, the tanking mage can simply recast it, just make sure he has enough health to eat the occasional fireball, and have the healers on him keep him topped off 06:47, 13 September 2007 (UTC)


 * really, you only need 3 decently geared tanking classes (warrior, pally, or feral druid), plus a mage with 9k health unbuffed minimum (10k is better). The priest does not hit hard at all, and can be tanked by either a DPS warrior or ret pally in full DPS gear.  I also highly suggest a Boomkin for tanking Kiggler, since healing 1 moonkin will be easier than healing 2 hunters.  That being said, if you do go the 2 hunters on Kiggler route, they could possibly get him below 50% by themselves (at least my guild's hunters could.  they are BEASTS)   --user:Gyvon  16:50 CST Nov 8, 2007

The Warlock
In the article, for Olm the Summoner, it has been modified to properly address the new mob intelligence in reaction to fear mechanics. I have noticed that Intimidating Shout is not treated with the favor of the mob continuing to pummel his current (feared) target. I believe only if the fear is specifically "Fear" similar to a warlock's. I have noted that the death coil from Olm does cause him to ignore you as you are feared. I, myself, have experienced being Death Coiled and received no further damage until combat was reobtained. This also applies to High King Maulgar's fears at 50% health, which is an Intimidating Shout, as he chooses to ignore the Main Tank and run (not charge, which would be an easy misconception of this new fear mechanic) into the raid. I suggest this section be removed and it is readvised to keep more than one tank on Olm. --Furi December 1st


 * Maulgar continues to attack the MT when he does intimidating shout as of 2.3. Sometimes he will randomly charge still, but it is unrelated to the Intimidating Shout.  I've tanked him every week since 2.3 and he attacks me for the duration.  I cannot speak to the bit about the warlock, as I don't tank him.  It may be accurate since Death Coil is a horror effect.  Xich 09:29, 13 December 2007 (UTC)


 * We haven't done Maulgar for awhile, but I'll look out for both the mechanics of Intimidating Shout and the Death Coil to see any further changes, whenever I go next time. Although my previous observations I'm confident in, I won't be suprised if the Death Coil remains the same, but will be convinced of Intimidating Shout being fixed. --Furi; January 01, 2008.


 * As of January 02, 2008, both the Intimidating Shout from Maulgar and Death Coil from Olm follow the new fear mechanics Blizzard provided mob intelligence. We placed two tanks, as usual, onto Olm, and he only stayed on one tank the entire fight. The offtank, who never pulled aggro, did receive the shadow DoT Olm places, suggesting he will place this on other raid members if someone isn't there to soak this (not that it's hard to heal), though I can't confirm this. Keep a look out for other fears that may not have followed the new fear mechanics, to see if they have been fixed or not, so we are aware. I've removed the speculation comment in the article below the Warlock. --Furi, January 03, 2008.