Gun’Drak

Gundrak

Level Range: [76-78] (Req: 71)

In World of Warcraft: Wrath of the Lich King, Gundrak will be an instance which contains the final boss for the Ice Trolls. This instance will show the Ice Trolls in all their glory, and teach us why they have been so successful against the Scourge. The story that emerges in the completely constructed zone, Zul’Drak, and the instance at the end of that zone, Gundrak, is that the Trolls worship various animal Gods, like the rest of the Troll races. They have began sacrificing to these gods to give them the power to fight the Scourge. The whole zone is recognisable as Troll, but with a twist to it that is true to the Ice Troll culture.

Gundrak has three entrances, each of which come down to the main circle. Around the circle are three bosses, each representing one aspect. There are roughly 2-4 pulls between bosses. Once all three bosses are killed, and their altars targeted, a bridge will swing into place in the middle of the circle, allowing the group to pass over the central altar. Several pulls later, you meet Gal’darah, a clefthoof aspect, and the presumed leader of Gundrak. A full run should take about 45 minutes. (WoWWiki)

Boss Encounters

Slad’ran
High Prophet of Sseratus, the loa serpent god.
Abilities
* Poison Nova: Inflicts 2590 to 3010 Nature damage to nearby enemies, then an additional 1064 to 1236 damage every 2 sec. for 16 sec.
* Powerful Bite: Inflicts 100% of normal damage, and reduces the armor of an enemy by 20% for 5 sec.
* Venom Bolt: Inflicts Nature damage to an enemy.
Strategy
Slad’ran should be tanked in the middle of the room. Throughout the fight, he will continue to spawn two types of snakes and a lot of them. The faster Slad’ran is killed, the more snakes that will come from both doorways. Snakes will also be dropping from the ceiling so it is up to the tank to pick them up. At least one dps should be focused on killing the snakes. On heroic mode, these snakes can hit very hard so it is best to single target them down rather than having someone try to AoE unless the tank has sufficient agro on them. Try to keep the poisons removed from the party and keep the snakes off the healer.

Moorabi
High Prophet of Mam’toth, the loa mammoth god who destroyed himself rather than allowing his trolls to gain his power.
Abilities
# Determined Gore: Gores an enemy, inflicting Physical damage and causing it to bleed for additional damage over 21 sec. This attack cannot be blocked, dodged, or parried.
# Determined Stab: Stabs an enemy, inflicting Physical damage. This attack cannot be blocked, dodged, or parried.
# Mojo Frenzy: Increases the casting speed proportionally with the amount of damage taken.
# Numbing Roar: A loud roar the numbs the minds of enemies that hear it, reducing spell casting speed by 50% for 5 sec.
# Transformation: The caster transforms into a powerful mammoth, increasing Physical damage done by 25% and granting immunity to Stun effects.
Strategy
Strategies

This boss is pretty straight-forward.

When you pull the boss, he will activate a buff on himself, increasing his attackspeed by 25%. Beware of damage spikes on your tank. He casts an AoE attack, Earth Shake, that increases in damage every time it’s cast and stuns for 3 seconds.

The boss will try to transform into a Mammoth, but this can be interrupted. He will transform at some point in the fight, and beware of more damage on the tank and even more Earth Shakes.

Heroic Strategy

With Heroic strategy the fight is typically the same. You will notice that in his normal form he will take moderate damage and dish out about the same. At 50% health he will transform into the mammoth (the cast timer quickens to the point were it cannot be interrupted). In Mammoth form he will dish out considerably more damage. However, his damage taken will be increased. It is suggested that you hold all cool-downs until this form. If your group is well geared and healer is fairly good, you might want to let him change forms right off the start and just smash him down fast.

Drakkari Colossus
The Drakkari Colossus is a golem boss in Gundrak.
Abilities
Emerge: Colossus casts Emerge at around 50% and 20% of his health. This is a 3-second cast that makes him immune to all attacks until the elemental he summoned is reduced to 50% and 0%. At 50%, the elemental returns to the Colossus. The next time he appears, you fight him from 50% to 0%.
Strategy
When you pull the boss, he will merge with the Living Mojos that surround him.

Until ~50% the fight is more or less tank ‘n’ spank. He then becomes unattackable and the Living Mojo spawn in a merged and more powerful form.

This Living Mojo will be like a normal tank ‘n’ spank fight, but every .5 of a second he will cast “pool of Mojo” on three people in the party doing 1000 damage on contact and 1000 damage per second if you stay in the pool. Be ready to move and hop around during this phase. Your healer is going to need to be on the top of their game in order to do this phase. It will also do a “surge” move which is like a warriors charge but has a casting time. it CAN be avoided if you move out of the way.

When the elemental reaches ~50%, the boss merges with it. It’s more or less back to tank ‘n’ spank, only now the boss casts an AoE attack that hits you with a undispellable debuff that ticks for ~900 dmg.

Bring the boss to 1 health and the elemental reappears. Bring the elemental to 0% and the boss dies.

Heroic: This fight is easiest if the boss in elemental form is kited around the circle, stopping every few seconds to ensure all melee strikes make contact (out of range), since the boss will stop also. When the boss shifts at 50%, repeat this strategy and ensure you kite “around” the pools of mojo.

Any nature resist will help with this fight.
Paladin Healer

Paladin healer may have difficulty healing the tank and moving with the group. To solve this problem, the paladin healer can put beacon of light on himself. When he heals the tank and the dps, the healing done to the raid offsets the damage he took standing in the mojo.

Gal’darah
High Prophet of Akali, the loa rhinoceros god
Abilities
* Enrage: Attack speed increased by 100% for 8 sec.
* Impaling Charge: Charges an enemy, knocking it back and inflicting normal damage plus 750.
* Puncture: Thrusts the caster’s spear into the target, bypassing armor and dealing 4713 to 5287 Physical damage. In addition, the target will bleed for an additional 500 damage every 3 sec for 2 min.
* Stampede: Summons a Rhino Spirit which charges your target, dealing 4713 to 5287 damage and knocking them into the air.
* Stomp: Stomps the ground, dealing 4713 to 5287 Physical damage and knocking enemies away from the caster.
* Whirling Slash: Slows movement speed of those inflicted by 65%.
Strategy
Any ranged party members should stand max range from Gal’darah. Throughout the fight, Gal’darah will try to summon his rhino spirit which can be interuppted. Try to prevent him from turning and keep the tank topped off as Gal’darah can cause some nasty burst damage. He also has a knockback making it very important that at least the healer stays maxed range so that their heals are not interuppted.

Eck the Ferocious
(Heroic Only) Eck the Ferocious is only to be found on heroic difficulty. Follow the crack in the wall in Moorabi’s room to reach him.
Abilities

2970 nature damage, then drains 220 mana per second for three seconds. Affects a cone in front of him. Gives the buff Eck Residue, needed for 10 Achievement points [What the Eck?].
150% of normal damage to a single target.
Drops aggro and charges a random target.
Increases his attack speed by 150% and all damage he deals by 500%. This triggers approximately 60-90 seconds into the fight, and almost guarantees a wipe unless he is on the very last of his health.

The Eck spit is similar to the little guys prior to him. However, he will “lock on” to the tank, aiming wherever the tank is. The tank should tank him with Eck’s back to the group as to not hit them.

Strategy
He is your basic DPS race boss. However, he does exactly what the little guys do and switches aggro with the second highest on the aggro chart when he jumps. If your group is having trouble with him it is recommended that you stop DPS when he jumps and allow the tank a few seconds to regain aggro, as long as you can still kill him before the very short beserk timer wipes the group. If the jumps are proving problematic, an effective strategy can be to keep everyone standing on top of the tank so that there’s little to no movement required through the fight, and the tank should have fewer issues holding aggro. He also appears to be tauntable, which can help prevent a squishy from getting one or two-shotted while threat is re-established.

At 20%, the boss enrages. This is not removable by hunters’ Tranquilizing Shot. Tank should use cooldowns such as Shield Wall, Divine Protection, blocking/avoidance trinkets, etc. He does hit for 18K+ on plate during this phase. Heal-over-time healing alone is not enough to keep the life of the tank. Healers should be ready to spam big heals on the tank.

Source: MMO-Champion, Wowwiki

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