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Damien

Galakras

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The only ones you really need to run up to kill are the demolishers and flame arrow tards.

 

Do these need to be tanked? Our raid is in the same situation, wondering if we can just set some ranged on them and never move from the Flamestrike/Blizzard area.

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Do these need to be tanked? Our raid is in the same situation, wondering if we can just set some ranged on them and never move from the Flamestrike/Blizzard area.

we usually do this with the archers (or grip one with a DK)

 

since the demolisher has to go down fast, our melees also run there, but I guess that depends on your range/melee setup

Edited by Farnion

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We 3-pulled the fight last week in Heroic.

 

The real thing that is different is the opening of the towers'door mechanism. The % doesnt increase automatically anymore. Now you have a demolition squad (some friendly NPCs). This squad has to get to the tower, then channel a cast which increase the %.

 

But sometimes a wild Dragonmaw Grunt appears and try to kill our lovely gnomish engineers. You have to CC (root, slow, stun, bump, grip) and kill these mobs each time they spawn (only spawn one by one). They fixate on the demolition squad. It means taunt have no effect on them.

 

The first grunt spawns at the very beginning of the fight while your demolition squad is on the way to the tower. Then the second grunt spawns around the 55% mark and the last one pop AFTER the door is open. It still must be killed otherwise he'll join his mates and try to kill the demolition squad of the other tower.

 

It is worth noting the grunts cleave ! and cannot be taunted. Be careful as melee players.

 

The demolisher pop in the central path while Korgra the Snake is still alive (probably below 50% of her health, depending on how well you killed the grunts and your dps). I strongly recommend to finish off Korgra. Her poisonned blots are quite high in damage and some healer CD should be use here. Then destroy the demolisher (19M hp) and have your "tower team" climb the building.

 

The first tower is exactly as the normal mode, nothing to worry about. Once you get control of the turret, the "tower team" should immediately join the demolition team as 2 grunts (or maybe more depending on dps, etc) are attacking the gnomes !

Get rid of them, and escort your engineers to the door. Once the door is at 100% the demolisher appears, destroy it and get in the tower.

 

HERE CARE ! The sniper on the roof is EXTREMELY damaging. Have your healer and tank ready for that. It hurt a lot if you're not prepared ! Burn everything down and snipe Galakras with both tower cannons.

 

Here start the burst phase... Due to the fire DOT that the fireball leave we chose to have dispatch our raid. Group 1 on the right side group 2 on the other side. The player targeted by flames of Galakrond MUST place himseld behind his mate, have the fireball detonates, then pack again.

 

Hope it may help some of you

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Guest jtrack3d

On Flex Difficulty, 2 tanks, 3 heals, 6 dps,  Phase 2 was eating us every time with the dots build up because DPS wasn't massive and the phase was running a little long.   Assuredly we probably could two heal it and shorten that, but we did find a comfortable solution to phase 2.

 

I have only done this on Flex so far, but it worked perfectly.

 

Instead of other suggestions of two groups in one line... Make a V pattern.

 

      Boss

 

G1          G2

 

 

In this configuration, have no one move except for tank swap.   Split groups evenly.

 

why this is better, because each group carries half the number of stacks of that DOT.   This will give you twice as much burn time with less healing.

 

Anyhow, if you are struggling on P2, give this approach a try.

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My raid got to phase 2 on heroic last night (got Galakras to 20%!), so I'd like to share what helped us clean up phase 1.  We're 10 man, and 2-healing this.

 

  • Drakefire is murder.  Getting rid of that first tower and killing the guys in the sky is absolute priority.  If you can kill the drakes with no deaths, and bring down Galakras before the 2x Tidal Shaman wave spawns, you're in a good spot.
  • As part of that, we found that if you can keep the first tower grunt (spawns 1s after pull) from meleeing (and rooting) the engineers until they begin the opening sequence (stuns, Thunderstorm, etc) you shave about 15 seconds off how long it takes for the first tower to open, and thus how long it takes you to kill those drakes.  Very handy.  We have myself (ele sham) and a destro lock on grunt duty, and can reach the main killing ground from various spots on the ledge.
  • You can do the same with the second tower, and should if you can, but it's less critical.  Still nice, gives you a better buffer before the wave with 2x Tidal Shamans (which you absolutely do not want to spawn).  Also, ground miniboss 2 can grip people on the ledge with the grunts.  Be aware.
  • Have the ground healer made aware they need to stay in range of the grunt dps.  Had a handful of deaths to that early on, no problems since.  (Drakefire will still kill you, but it won't be due to range issues.)
  • Galakras itself is made so much easier by splitting the raid into two camps, split by about 10 yards.  When targeted, just run to the back of your camp unless they have high stacks, in which case you go to the other one; however, our stacks were rarely getting as high as 3, let alone any higher, and we could focus much more on actual dps/healing.  Credit to Fatboss for the idea, works amazingly well.

Also, our druid tank is a boss, and solo'd Galakras from 31% hp to 20% hp before finally dying.  He was getting stacks, but no orbs were spawning.  Don't give up hope!

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Now that it's common knowledge that the stacking DoT on the tanks is not actually a tank-specific debuff but one gained from the fireball if not tanking at max melee range, could this guide be ammended?

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