Unlike what wowwiki states, it is perfectly possible for melee to attack grobbulus.
The tank moves grobbulus along the wall of the room (we do this clock-wise). It is important to keep grobbulus facing in that direction at all times. The tank should move at the right pace (fast enough to avoid all poison clouds grobbulus spawns).
When someone in the raid is injected, that person should move out of range of all other players, and to the area where grobbulus was about 10 seconds ago. The poison clouds in this area wil not be huge yet, and the person can be safely cleansed. It is important to have only one single person assigned to cleansing, to avoid early cleanses.
Grobbulus will cast a poison attack on the main tank every 30-45seconds or so. Depending on how many people are in front of grobbulus at that time, a number of small slime adds will spawn. As long as grobbulus is facing the main tank, and all melee make sure they are behind grobbulus, there will be only one add. Have a tank stand ready to pick up the adds, they will usually run straight for the ranged and healers, who are standing in the middle of the room. All melee should switch targets to the add upon spawning, and go back to grobbulus after that.
Using melee will speed up the fight a lot, it lets you kill grobbulus in one-and-a-half turn around the room. It is important:
-To arrange the dispelling, and make sure people know where to run when injected
-To have the entire raid move with grobbulus, but always behind him
-To have no more than one add spawn, and to tank and spank that as quickly as possible.
Good luck ; )
Location: Second boss of the Abomination wing in Naxxramas.
Enrage at 12 mins mark.
Poison Cloud Leaves a poison cloud 10 yards wide behind him. The cloud deals high amounts of Nature damage, meaning the MT needs to keep moving while tanking. The poison cloud remains for a very long time.
Slime Spray Hits for 3600-4800 Nature damage. Party members who are hit will spawn a Fallout Slime.
Mutating Injection Injects a target with a mutagen that will do a 4500 physical damage AOE after 10 sec, or a lower-damage AOE when cleansed. The target will create a poison cloud with the same effect as Grobbulus himself, so the target will need to run to the side when cleansed to avoid damaging the rest of the raid.
Video for Grobbulus kill released by War Front from the US.
This fight is simple. A tank will stand on the ramp upon which Grobbulus patrols, and slowly tank him. The path the MT needs to take is simple; hug the outside walls all the way around the room. Grobbulus should be moved as slowly as possible for the best use of space. The MT should not stand in the clouds, but should stand as close to them as possible.
All the DPS comes from ranged, since melee should not be attacking Grobbulus, even if they can avoid the poison clouds. Every time he does his poison spit, he spawns one slime for every person hit by the spit. This also means that ranged should stand at max range. The melee should take these slimes away from the ranged and DPS them down, then return to shooting Grobbulus.
Anikki's illustrated tactic
He does a Mutating Injection on random people. After 10 seconds, or after being cleansed, they do an AoE physical damage that hits for about 4.5k. Injected people should run to the edge of existing clouds, as far away from the the raid as possible. It is key to keep the clouds as compact as possible, because space will run short. If they reach a safe explosion location before their 10 second timer is up, they are not running far enough. After Grobbulus reaches thirty percent, he injects people more frequently and safe space can become scarce if it is not used well from the beginning.
Note: If you cleanse that person that is Injected, make sure they are at the location you want them to be. Cleanse will lower the amount of damage you take, but it will start the AoE where they are standing.
Sometimes the ramp seems clear but there is a poison cloud effect at the base of the ramp. This happens when a cloud grows under the ramp and hits people that go over the ramp (even when ramp seems to be clear).
Everyone always needs to be aware of the growing green clouds at all times
# Mob Composition
2. Fallout Slime
# Mob Characteristics
- Poison Cloud that emminates from Grobbulus and moves outwards to a 30yard range and dissapates.
* 500 Nature damage/ sec for 10 seconds
* Slowly moves outward. MT must move Grobblus frequently to stay out of cloud.
- Frontal Cone Poison Spray. Raid members hit by it will spawn a Fallout Slime (MT).
* 3200-4800 nature damage
* 45 yard range
- Injects a target with a mutagen that causes 4500 nature damage after 10 sec.
* 50 Yard Range
* Disease that can be cleansed
* After cleansing the target will produce a poison cloud after 10 seconds.
- After engaging Grobbulus he will Enrage after 12 minutes.
* Physical damage dealt is increased by 500.
* Attack speed increased by 150%.
5. Melee Attack
- A Melee attack that does ??? damage to a single target.
# General Strategy
1. Healing Strategy
Standard Main Tank and Raid Healer configuration. Healers assigned to 1 offtank gathering slimes.
* Priests, Paladins, and non-tanking Druids
All healing classes on standard healing duties.
None - The Mutating Injection is survivable.
Very easy boss at naxx. One thing he's second in abom wing after hard boss Patchwerk. Strat 4tw is tanking & kiting the boss, dispeling debuff when infected one got away from entire raid and sure killing slimes.
I believe this is the only NPC in the entire game with this animation, quite awkward though. this proves that Naxxramas is a very Classic place, it has some of the most unique animations of an other instance in-game.
the ugliest guy in-game.
No boss sound (voice) for this event.. :(
Anyone remember, prior to the release of the Naxxramas patch, when Blizzard started releasing some new models, concept-artwork, and such? Grobbulus was one of the first models/artworks to be released... Considering the most in-depth and unique model at that time was Ragnaros, it was pretty sweet to see a boss with such a unique look that wasn't at the end of an instance.
The fight was a joke, but the loots from Grobb were pretty top-notch (guess they would haev to be considering Patchwerk was such a c***block
Pure of the Heart
, a common Talent for Holy Paladins affects Grobbulus' Mutating Injection, making it harder for them to react as they only have 5 seconds.
This boss is insanely difficult on 10-man. Once you get him down to 30%, the injections occur with an incredibly high frequency, keeping your DPS and healers too busy running away to fight. The damage output he throws around is very high as well - meleeing on blue level 80 plate for 7k. With the possibility, in fact high probability, of two healers getting injected at the same time, this boss seems a little over-the-top. Has anyone found good strategies to kill him on 10man from 30% on down?
This is quite possibly the most difficult boss in the zone on the 10 man version. Certainly higher than Kel or Sapph, though with lower gear reqs.
Phase 1: Ranged and healers sit in the middle. MT tanks him close to the wall, backing up slowly the entire fight. Melee dps him not behind him, and not far enough in front to take a slime spray. It is imperative that the only one in the frontal cone of Grobb is the MT. Grobb will use his slime spray attack on the MT every once in a while, and everyone in its cone will take damage and spawn an add. The adds must be dps'd down before they overwhelm the healers.
He will occasionaly drop on his position a very high damage aoe dot. It starts out as a small circle and expands slowly. This is why you tank him walking backwards against the wall. He will drop the AOEs throughout the fight and if you are not careful where Grobb is and force as much overlap as possible of the AOEs, the entire room will flood and you will have no where to move, and wipe. Dont get clever at the base of the stairs when walking him backwards. AOE placement is a priority, but making sure you dont accidentally face him towards your ranged is key. A misstep here by the MT can easily cause a wipe. By the time you walk him 1/2 of the way around the room, the first AOEs will start to despawn.
Lastly, and by far the hardest part of the fight, is the injectors. Every 15-20 seconds or so he picks a random target and tags them with a disease. Do NOT cleanse it early. After 10 seconds or when cleansed, the person with the disease will take a light nuke and drop an AOE where he is standing. The key to this fight is dropping the AOEs in good spots. Meaning, as close to the wall as you can get, and as close as you can get to the last AOE Grobb dropped. Up the ramp or in the cubby holes are also good spots provided they are not far from the last set of aoes. Do NOT run through the aoes to drop a nuke unless there is a gap you are sure you will fit through. Every person in the raid must be highly aware of the fight and changing suroundings, dropping an aoe in the wrong spot could delayed-wipe the raid.
Phase 2: Starts at 30%. Grobb starts injecting almost too fast to keep up with. Burn Grobb as hard as you can. Odds are at any given point you will have 3-4 people out of the fight from injectors. Either running to drop an aoe, dropping it, or running back. The aoes stack up VERY fast, people will run out of room to drop them, the adds still keep coming and youre going to be short dps from the disease running. There is no special trick here to help. If you understand Phase 1, you can do this provided the dps is there. Just dont panic, continue to drop the aoes in the best possible spots and burn through it.
After 2 days of wipes trying various strategies found on youtube/other sites, we came up with totally new strategy that bring our guild first Grobbulus kill. The strategy is minimizing run time and damage taken from clouds.
MT start tanking Grobbulus close to the left wall near ramp and move anti-clockwise at such peace, to leave around 5th cloud near the entrance to the room.
The raid should move parallel to the MT, keep 5 yards distance from the metal grid on the floor, a little bit ahead from MT. OT and any melee should move parallel to MT on the metal grid, a little bit behind MT.
Whenever Fallout Slime apear, OT should pick the Slime and move close to the wall, between Grobbulus and nearest cloud - This spot is for OT to leave the cloud if OT happened to get Mutagen injected.
Spots for the ranged/healers: Move in the straight line, back where metal grid start, 5 yards from the grid to the inner side. Drop the cloud, then! move to the centre of the inner rectangle at 45 degree around 10 yards, then back to the raid at 45 degree.
There is no need to rack the clouds, just keep up with the MT and avoid excessive run time.
It is very important not to use the same straight line to get back to the raid after living the cloud.
Whenever MT reach the right end of the grid, turn around and make rectangle.
At 30% raid might need to rack the clouds a little bit tighter, but our group has not noticed any difficulities whatsoever.
ps. Will Submit a very simplified image for clearance, later today.
If you are having a priest dispelling the diseases, you should make ABSOLUTELY sure that they are using
Abolish Disease will still try to cleanse people every 5 seconds, and as you can imagine, it can become quite annoying.
If you have hunters in your group, make sure to make use of Aspect of the Wild, pretty much make everyone's life easier
In the 10 mans, I haven't had any of my melee not DPS him since we usually run with 5 melee. We have never gotten more than 1 slime, and I usually only have the offtank on the slime, tanking it close to me and killing them with glyphed Maul. Works very well.
took us 3 tries to get him down last night. the hardest part is learning where to put the clouds. all we did was start at the ramp, move counter-clockwise, call out who was injected, and place the clouds in the best possible spots, usually over by the ramp to begin with. takes a little practice but is not hard.
around 30% he does inject more frequently, but me(disc priest) and a resto shaman and druid had no trouble healing the tank or the raid from multiple injections.
if you have 2 shamans, or just one even, pop on bloodlust at around 45 seconds and another one when the "sated" debuff runs out. dont save them til the end or you will just end up running away with poison instead of dpsing at a critical burn time.
if you have 2 shamans, or just one even, pop on bloodlust at around 45 seconds and another one 2 mins later.
Don't you get an 5 min debuff after using Bloodlust/Heroism witch prevents you from gaining any benefit from it? :P
Sort of rough to see the poison circles if you have a Death Knight in the raid and procs Desecration.
This boss sucks. With a few tries' practice, it's still impossible to keep up once he's past 30%. People go to the same spot more or less to get rid of the poison, and AOE eachother and die! I think the tank needs to make em move faster when hes at 30%, cuz otherwise ppl start havin to run too far drop the poison.
Completely useless tidbit of information about this fight: When Naxx was first released at level 60, the data mined
had a rather more interesting but completely wrong description. In addition to it's current effect, it claimed to turn the affected player into an abomination if left to run out. If you think about it, it doesn't make much sense that a
injection would just make you fart a poison cloud.
This is of course conjecture, but it's pretty easy to imagine what happened in the development process: Injection was supposed to be a test to your dispelling as well as your movement. You're forced to dispel it, but doing it early will dump a cloud on your raid, whereas waiting too long will turn the afflicted raid member into a hostile add. Obviously Blizzard dropped this version, but whether it was due to difficulty in implementation or difficulty in gameplay is for us to guess and them to know.
The best way to make this a very easy encounter for both 10 and 25 man, is following this little picasso I made:
As you see, top left, at the ramp is where the boss is being tanked first (the red dot thingie). As soon as he drops a poison cloud, the tank need to move him to the next green dot thingie, leaving a gap between his new tanking position and the previous tankposition. When he drops another poisoncloud, go to the next green dot thingie.
The gap between each 2 tankingspots is being used for people infected with Mutating Injection. You NEVER EVER dispel/cleanse the Mutating Injection. You will always let it go off. Whenever you are infected by this Injection, you need to move to the 'gap' closest to the boss (blue dots). Wait there til its off and get back to the raid.
This way you will have the poison clouds fully under control the entire fight.
By the time you are at the ramp again, those poison clouds are long gone. On both 10 and 25 man raids it takes about 1.5 round to get him down.
And basically you'll use the offtanks (usually 1 for 10 man, 2 for 25 man) for the Fallouts. RANGED DPS only on these Fallouts as they do AoE damage, melee will always be on the boss.
The kite drawing from Bosskillers is actually a hard way to kite him, too stressy and too hard to position him correctly, and not to mention it gives you way less room.
This fight is all about designating places to pass gas...ie Poison Cloud
: Begin pulling Grobbulus at the bottom of the ramp close to the back wall. Continue to move him backwards in a clock-wise direction
around the edge
of the entire room. A good rule of thumb for movement is to watch the poison cloud he emits at his feet and move away when he does.
: Pick up Fallout Slime when they spawn. Keep them off the raid and the tank.
: Keep moving parallel to the tank on the inside of his pathway. It's better to stay slightly ahead of the tank to avoid slipping behind in the "waste area". When Fallout Slime's spawn, nuke them down. Heroism and cooldown abilities should be saved for 30% when Grobbulus begins to cast Mutating Injection at a higher rate.
Raid to "waste area"
: Grobbulus puts a Mutating Injection disease on a random player throughout the entire fight and more frequently at 30%. DO NOT DISPEL as doing so will immediately release the poison cloud from the target. It's better to have the Mutating Injected person run about 40yrs behind the raid (counter clock-wise) along the wall and wait for the disease to tick off and the poison cloud to emit on it's own. When it does, run out of the cloud immediately and back to the raid.
: Keep a healer on MT and one on raid. Raid healer should keep "injected" players topped off before they emit and after they emit gas. One healer will need to pick up the other healer's job temporarily when the other gets mutating injection.
: establish a pathway for infected and non infected people to run so they don't run into each other coming back and forth from the group and the "waste area".
It might take a few tries to establish good timing on this as you don't want to move Grobb too fast that you end up back full circle in the "waste area" too soon. This is a DPS race but more important is establishing a good cycle between the group and the "waste area".
Paladins should note that Divine Shield does -NOT- trigger the Mutating Injection poison-cloud. I.e. if the cooldown is up, a fine strategy is to bubble, run happily into the previous gas-clouds, cleanse yourself, and get back into the fight. This avoids the initial damage of the Injection, and allows you to wade into the previous gas-clouds.
I'm guessing Ice-block has the same effect, although you'll need to run out of the raid first, then block. Any mages tried this yet?
Successfully did it tonight on 10-man with the following:
2 Prot warriors (me being one)
2 Healing spec priests (can't recall if it was Disc/Holy for either)
1 Holy Pally
1 Fury Warrior
1 Feral Druid
Starting at the ramp the MT kited Grob counter-clockwise around the room. Basically moving just enough to allow the melee in.
I was the add tank. When the adds came (and I wasn't getting injected, argh) I'd pull them to just beside grob so the DK/Fury AoEs could still hit him and they could get right back to the boss after it went down.
Injections were handled by running towards where Grob had recently been and sneaking them between or right in where old ones faded out. If that wasn't possible (i.e. ranged or healers not being able to make it) they just ran as far as they could away from the tank and came back.
I highly recommend having healers decide targets and backups for when they get injected. That helped us tremendously, as well as getting good at dropping your clouds where the tank won't end up backing into them or ranged/healers having to run through them.
Anybody notice he has a 9 minute enrage timer now?
Shamans and other classes with summonable minions:
Don't use them on the boss
, except in an emergency. An earth elemental taunted Grobbulus off me, the tank. He--no longer facing just me--proceeded to slime spray several people, resulting in multiple adds that wiped us.
Yes, I find and agree with the others that on 10-man, this fight becomes utter -chaos- once he hits around 20% or so. The mutating injections hit so quickly, that we typically have our tank start to blow cooldowns, our Priests hitting Guardian Spirit, Pallys Lay On Hands, and even starting to let the offtank gather adds so we can just focus him down.
Amazing that Blizz made a boss so fat that it feeds on himself.
Ironic that Grobbulus is now considered one of the hardest bosses in Naxx, when in classical Naxx at level 60 he was considered one of the easiest.
Grobbulus' name is possibly a reference to a G.I. Joe character known as Golobulus. He only appeared in the G.I. Joe cartoon movie and in the G.I. Joe vs. Transformers comics. He was the creator of Cobra, in essence, and the leader of a civilization that progressed through organic means, unlike the technological means of humans. To this extent, he and his people created a spore that could infect and mutate humans. Given the nature of Grobbulus and the details of the fight, there seems to be a decent chance for this reference.
Seems that in 3.0.8 enrage time has been changed to 9 minutes
This guy is pretty easy if you and your guild know what you are doing. As mentioned it is best to have the tank move along the way clockwise not facing the group because if he is facing the group, he will spray a poison across the entire group in his way and that is NOT good at all because your putting a lot of pressure on your healers. When someone gets Mutating Injection, they have 10 seconds with this poison. This boss has a emote on your screen showing that you have the poison because as we know a lot of people dont know what the !@#$ they are doing. When you have this injection, move behind Grob and the melee dps, move behind them a far bit. Run to the wall and let the poison explode. Have a healer heal you immediatly and jump out of the cloud RIGHT when it explodes. The reason for doing this is because the cload expands a large amount and causes a #$%^ load of damage in a matter of seconds. ***REPEAT*** When you get the injection run to the wall behidn your melee dps and let the injection explode. Do not cleanse this poison unless the person is ready and is close to the wall. If you do not run to the wall in time (HAPPENS A LOT TO THE NOOBS), the cloud will expand and your healers and range dps will have a hard time getting around it. Too many clouds in the middle will lead to a whipe. To you holy paladins with the Talent that decreases the time that poisons and diseases are on you, you will have to react faster. Other then that, itsan easy fight in the most part if you follow directions. Another good tip is to say on vent who has the mutation incase the person didnt see the emote.
HAPPY HUNTING! and i hope you guys get the drops you need!
I was the OT here and I felt bad after the healers died because I didn't see the slimes... Everyone was mad, which was to be expected. On the second attempt, however, I got the disease and ran into a corner where everyone proceded to wipe with him at about 8k health and i managed to save the raid and make up for my previous failure. Yay!
No magic. Mages use Amplify Magic!
meh, seems this guy solved world hunger.
This is the hardest boss for my raid to do.
This was mostly because the healers don't move for the Mutagen. They just stand there and dispel it...killing the rest of us.
New tanks for this: If you're curious when to move exactly to keep clouds equally apart, stare closely at his left (I think) bulky, yellow arm. It will glow green when he spawns a cloud. I found it easier to watch for this instead of try and see through all the Consecrate and such.
My guild and I are having trouble getting past this boss. I have two question about this fight for those that are knowledgeable.
1.) Does the mutating injection target pets? I could have sworn I saw a pet the other night with this effect on it drop a cloud in the middle of the group.
2.) As a melee DPS does having nature resist gear/enchants help at all in this fight?
Here are some minor tactics that add up to a
difference in this fight. If you're getting close to killing him, they can make the difference.
stay close to the boss
It's tempting to run to where you are in range, then stop and fire off your shots or your spells without interruption for a while, then run forward again to regain range. However, if you do this, you get a long trail of player characters behind the boss. Characters that get the injection, especially melee characters, have a long way to run past everyone, drop the cloud, then run back. If the trail goes too far back, then characters with the injection are forced to drop it on other players, and they lose valuable time running back. It's especially bad when healers have to run a lot.
Ranged healers and damage-dealers can keep up with him by staying toward the center of the room and scooting a bit after every spell or shot. That way, nobody is behind the boss and anyone with the injection has only a short distance to run before safely dropping the cloud, and can get back into the fight quickly.
Anyone with the injection should have his health topped off and should get some sort of a damage shield or heal-over-time before the injection wears off. This makes it much safer for the victim to get back into the fight quickly. It's obvious, but it counts.
Off-tank and kill the Fallout Slimes as quickly as possible, preferably by pulling them away from the melee group and letting ranged damage-dealers hit them. They don't look like much, but they end up doing quite a lot of raid-wide damage if they are allowed to live for long.
Ranged damage-dealers have an easier time of this fight than melee, simply because they have to move less. If nothing else works, sub out some of your melee and bring in some ranged damage-dealers.
Once your execution is perfect, this fight is really just a DPS race. You have to kill the boss and his slimes before he starts casting mutating injections so fast that there is no room to run and the healers are overwhelmed. If your raid's DPS isn't high enough, this fight just can't be won. That's why this fight can be so hard on 10-man mode for undergeared raids. Try bringing in just one tank and two healers, so you have seven damage-dealers. If all else fails, just leave this guy alone and go visit one of the other three wings. All the other bosses there are easier than this one.
On another note, when Grobbulus is not fighting, he periodically walks up his ramp and summons a
near the entrance of the wing. It's annoying and makes wipe recovery more difficult. If you have to run back, don't do it piecemeal, or the slime will kill raiders off one or two at a time. It has a very long aggro range and pounces on anyone in its room. Have four or five raiders gather up at the entrance to the zone, then run back together, so it's easier to kill the slime. Or, resurrect everyone at the boss. Or, resurrect a few people at the boss and have a warlock summon the rest.
Fel Armor can kill a lock on this fight. It's sad, yet true.
PBAoE is point blank not point black :P
in this area wil not be huge ye
Will with one l
For those debating on what kind of sound he would make if he had a voice.....I would imagine something like Peter Frampton's cool guitar vocal 'wawa' thing.....except he'd be singing 'Let the bodies hit the floor'
Small bug I encountered, first 3 sprays he did no adds, 4th he made 4 adds.
As of patch 3.1, the 10-man version of Grobbulus no longer spawns Slimes.
A loot piñata is born.
As of a recent patch his
doesn't spawn a slime when the top aggro (tank) is hit by it. Remains the same as before with the rest of the raid, though. This means that if the tank is the only one ever in front of him during the
then you won't get any slime adds.
However, you can still get the unlucky turn-
combo and get a ton of slimes, but that's just the /roll of the dice.
No knowing yet if this change is intended since it was not in the notes, or if it's just a bug that they're going to fix in the future. But as of the time I'm posting this, this is how his
appears to be working.
Make sure, whenever you do this, run BEHIND the boss.
I got yelled at by our raid leader because I ran forwards. But we still somehow managed to dropped the boss...
For a first run, with an 'inadequate' DPS DK...
Oh, and as for the slimes and clouds, we have our melee hit him from the side - from behind we get hit by clouds, and in front we spawn slimes.
-Deathnit, Phantasmagoric Potholers, Moonglade
grobbulus is very sexy
First defeated by Death & Taxes of Korgath on the 23rd of June, 2006.
How did his skin get so silky smooth? I just love it! Tell me what product he uses!
When you get injected you will have to go to to closest wall in the room and put your bum against the wall cas if u fart u will wipe ur own raid group + each player will get injected 2-3 and the range of the injection is *Unlimited*
There is an addon called deadly boss mods that tell u when he will do special moves.
2nd boss of construct quarter. 2 rules. 1: Tank him in a big circle around the room. 2: If you get the poison run as far away from the raid as possible and to the wall. If u drop the poison right in the raid its basically a wipe,and there u have it
it he have kids with theradras they will be groose
Solo'ed by Jider (the same rogue who solo'ed Patchwerk)
Naxxramas isn't much the great Scourge bastion it was before :D
Link to the video (youtube)
Jider from Impervious (US-Stormreaver) soloed Grobbulus in 25-man mode.
Description from the Youtube video
Right away you will notice similarities to my strategy for killing Patchwerk. The initial pull spot is at his the end of his patrol path to maximize the time I have for evade-mode intercepts after a Vanish. To eliminate physical damage from the encounter I only engage in melee range when Evasion is up and use Dig Rats and Shadowstep to kite while waiting for the cooldown. Dig Rat placement is critical as I need both locations to ensure the proper kiting path.
In addition to physical damage, Grobbulus has a few abilities that I had to account for, most notably Slime Spray. Not only does this ability do significant damage in a frontal cone, if it hits a player it will spawn a Fallout Slime which would guarantee a wipe. The Slimes are extremely dangerous due to their ability to inflict damage and the difficulties of kiting multiple mobs that move at different speeds. The method I use to counter this relies on the fact that Grobbulus will never cast Slime Spray for at least 23 seconds after the pull or a Vanish. So, in addition to only engaging with Evasion I also only engage immediately after a Vanish which will let me attack for the full duration without having to worry about Slime Spray.
With the strategy set, the rest of the fight again becomes an exercise in repetition with one very important detail. The kiting path for Grobbulus is very limited due to his leash point at the front of the room and keeping him at greater than 45 yards to stay out of range of Slime Spray. Through trial and error I was able to determine the correct timings to keep him bouncing back and forth inside his room for the duration of the fight (2 hours 45 minutes).
This boss is a joke, on 25 he hits a bit harder than 10, but on my dk I still absorb practically all with 387 item level dps, but I think the first time I did him was at 381, still took me 8 mins with 9 mins enrage (don't trust the DBM timer, the enrage is wrong! Wiped due to this).
As dk I stay in clouds to get some vengeance, after I'm capped I kite him; I completely ignore the adds, their damage is very low, I just kill them while heart striking the boss, and stop in clouds to get vengeance when not capped, ofc.
I also 2-man it always at 25 on my arms warrior with a holy paladin, still takes us like 7 mins and something; here I don't get vengeance, so I kite full time to make it less healing intensive (got this problem sometimes, 392 and 387 item level), and the fast adds spawn rate and their close to 200k hp with a 9 mins enrage doesn't allow me to single target dps them; I just use bladestorm + trinket when they're 3 or more.
Patchwerk's thiner yet still big and badder (Maybe younger? maybe dummer?) Brother.
Will have to fight him again as most say hes a joke boss.
Maybe Patchwerk is actually more useful, prob why he was used too attack Ebon hold.
Most unique model ever?
For the rogues, if you're going into Naxx to farm pets and want a quick way to get to
, there is a very easy method using
which will let you avoid
, and all the trash.
In the 2nd big room in the Construct Quarter (the one with a large ooze on the grate in the center), there is a balcony connected to the pipe which leads to Gluth's room. Every couple minutes,
will patrol from his main room up to that balcony and throw down a new ooze. Spec into
and stand under, but slighty away from that balcony. Use "/target Grobbulus" and wait for him to get up there and then pop
. As soon as you do, start backpeddling to avoid agroing (if you do, just sprint to a clear spot and hit Vanish). Once you're up there in Grob's area, its an easy walk out the balcony, across the pipe, and into Gluth's room thru the larger pipe.
As a 460 fire mage, spec'd into a frost tree, this was pretty easy. Get pet to hold aggro and frostbolt heal until he dies.
Be careful though, it was easy to pull aggro off the pet.
Easy as a level 90 Fire Mage (iLvl 506). I popped Mirror Image, Combustion, and Time Warp at the start of the fight, I backed up to a safe distance and just spammed Fireball. By the time all my mirror images died, he was half dead. Just continue burning him until he's down. Super easy.
So easy even as a ret pally that I didn't even clear the adds and I only got down to 70%. (ilvl 502)
When you pull him, he pulls all his trash
all of Patchwerk's. Not that this is a problem at this point, it was just unexpected.
So the NEW classic Warcraft names the RP-PPVP server after this guy. This shall be a fun way to start our new adventures on an RP-PVP server named Grobbulus. The PR-PVP players are calling themselves the #Grobgang. We will see in a few years how it all plays out.
Until next time, Earthmother guides you Grobbulus players.
这个 NPC 能在这些地区找到：
Glory of the Raider (10 & 25 man) – the Complete Achiever’s Guide
[Screenshots containing UI elements are generally declined on sight, the same goes for screenshots from the modelviewer or character selection screen.]
[Please review our