The fight is basically a DPS race, so the raid should have high DPS to kill Gruul before he grows too much that tanks get killed instantly. Survival is important as well, and everyone should have high enough health to survive shatters if ever there are multiple players near each other. Luck can be a part of this fight, since Ground Slam tends to throw anyone at a random direction, and it can throw several people to a single point where they would die to shatter. Everyone should be spread out, and be mindful of the little niches along the edges of the room. Ranged DPS / healers can stay near them and when Gruul is about to do Ground Slam, hide behind those stakes / rocks to prevent themselves from being thrown to the middle with everyone. Everyone should also be aware of their surroundings and be alert for Cave Ins, and move out immediately the second they get the Cave In debuff.
Before the Fight
Since Gruul doesn't do any magical damage, mages should cast Amplify Magic on everyone to ease up on healing. Assign groups to different sections of Gruul's room, so they can stay there, and spread out within their section. One group can stay on each direction of the room (north, south, east, west) and the melee group can stay in the middle. Make sure there is a healer for each group aside from the MT / OT healers. Before engaging Gruul, everyone should stay inside Gruul's room just beyond his gate but not too close to Gruul because he has a huge aggro radius, since upon engaging Gruul the gate will close, locking out anyone who is outside the gate.
Tank Notes
Tanking Gruul doesn't need positioning, and he should be tanked at the center of his mound all the time (the light colored platform in his room where he is initially standing). The main tank shouldn't be in full HP gear, since he won't be catching Hurtful Strikes (except when Gruul has grown too much and every melee is dead). Stick with the basic main tank gear (high defense, block, etc). The offtank should be in his stamina gear, keeping in mind armor and dodge to mitigate the Hurtful Strikes. Remember that Hurtful Strikes cannot crit, or crush you so defense would really be a minor thing for the offtank. Decently geared feral druid tanks are the best offtanks for the Hurtful Strikes, since they have very high armor and dodge to mitigate the Hurtful Strike damage, and they can maintain 2nd in aggro quite easily.
On Cave Ins, the tanks should move out of them immediately. Be wary of the Reverberation ability of Gruul, where healers are silenced for 4 seconds. Don't hesitate to drink potions or pop your trinkets if ever your health drops low during the silence. After Ground Slam, try to Intercept / Feral Charge to Gruul immediately, so that after Shatter if ever he does a Hurtful Strike, the tanks are present in melee range to soak up the damage. But remember to stay away from each other before getting Stoned to reduce the Shatter damage on yourselves. If a tank dies anytime when Gruul's Growth is high enough, have the backup tank get ready to put on a shield and catch the Hurtful Strikes. Use Shield Wall if needed.
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