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==Strategies==
 
==Strategies==
 
'''Normal''':
 
'''Normal''':
Gal'darah is pretty much a tank 'n spank with a twist. He summons Spirit Rhinos that charge your party members, knocking them around for 10ish yards and dealing ~3000 dmg.
+
Gal'darah is pretty much a [[tank and spank]] with a twist. He summons Spirit Rhinos that charge your party members, knocking them around for 10ish yards and dealing ~3000 damage. He transforms into a Rhino at ~75%, transforms back to humanoid at 50%, and back again to Rhino at 25% and charges a random member of the party dealing a bit of damage and causes a debuff called Impale, that ticks for ~700. On heroic difficulty standing closer to Gal'darah in his rhino phase reduces the damage caused to the player.
He transforms into a Rhino at ~75%, transforms back to humanoid at 50%, and back again to Rhino at 25% and charges a random member of the party dealing a bit of damage and causes a debuff called Impale, that ticks for ~700. On heroic difficulty standing closer to Gal'darah in his rhino phase reduces the damage caused to the player.
 
   
 
==Heroic==
 
==Heroic==

Revision as of 04:49, 3 January 2009

MobGal'darah
Image of Gal'darah
Title <High Prophet of Akali>
Race Ice troll (Humanoid)
Level Elite
Location Gundrak
Gundrak

Slad'ran
Moorabi
Drakkari Colossus
Gal'darah
Eck the Ferocious (heroic)

(lore)
(lore)
(lore)
(lore)
(lore)

Loot

Gal'darah <High Prophet of Akali> is the last boss of Gundrak, an instance in Zul'Drak.

Normal form

Melee: ~3000 on a Bear.

Stampede: Deals ~5k on a leatherwearer(~8k on clothies) and knocks you back 10 yards

Impale: Randomly impale a player, immobilizing them and dealing 1500 damage per second for 5 seconds.

Whirling Slash: Melee AoE doing ~1700 on a bear, leaving a debuff that ticks for ~3500 damage per 3 seconds.

Rhino form

Melee: ~7000-10000 on a Bear

Enrage: 125% Attack speed for 10 sec

Puncture: Stacking DoT ticking for 1k every 3sec for 9sec

Strategies

Normal: Gal'darah is pretty much a tank and spank with a twist. He summons Spirit Rhinos that charge your party members, knocking them around for 10ish yards and dealing ~3000 damage. He transforms into a Rhino at ~75%, transforms back to humanoid at 50%, and back again to Rhino at 25% and charges a random member of the party dealing a bit of damage and causes a debuff called Impale, that ticks for ~700. On heroic difficulty standing closer to Gal'darah in his rhino phase reduces the damage caused to the player.

Heroic

The only change from normal difficulty is the huge amount of damage he does to the tank (around 8-10k melee + DoT's) in rhino form and also the Spirit Rhinos do severely more damage (~5k on leather/~8k on cloth). During Phase 2 he will charge players; the further you are away the more damage taken. Casters must move in closer to reduce charge damage taken but not be in range of knock back.

Wipes happen primarily either from Bladestorm on non-tank players during Troll phase or from Charges on non-tank players during Rhino phase. The Rhino knockback is a special concern because it does damage while moving the healer out of range just before a big damage Charge. A very workable strategy is to corner/wall tank the boss using one of the two wall crotches located to the left and right of the boss at about 45 degree angles. The tank and the group can safely move to either wall cavity without aggroing.

Troll Phase

The tank should range pull and then back firmly into the wall and stay there for the entire fight. During Troll phase, melee should be in back of the boss ready to move away from the Whirling Slash. Ranged and healer should stand behind the melee out of Whirling Slash range. During Whirling Slash everyone but the tank should move to safety - the boss will keep aggro on the tank. The healer should focus all heals on the tank during Whirling Slash- the others can do ranged dps or bandage if needed. The tank should save all blocking and avoidance cooldowns for Whirling Slash. The boss can be disarmed and dismantled on both normal and heroic and, if he is, the Whirling Slash will result in all misses/dodges/parrys/blocks among a tanking warrior, and minimal damage among bears. If your group is able it is strongly recommended.

Rhino Phase

At the beginning of Rhino phase all players should run toward the tank as quickly as possible and should constantly stay as close as they can to the tank even to the point of directly stacking on the tank with backs to the wall to prevent the knockback. Players that get knocked back should immediately run toward the tank to minimize their potential charge distance. This phase is especially challenging for healers that need to stand still to cast. The healers highest priority should be to keep the tank up regardless of distance from the rhino. Second priority is to move toward the tank. Third priority is the other players.

On heroic the tank will take a lot of damage, this is then amplified when he enrages for 10 seconds. It is ideal to have a hunter in the group to Spell nature drowsy [Tranquilizing Shot] each time Gal'darah enrages.

Alternate Strategy

Start the fight in the middle of the room, with other party members further out, and have the tank run far enough away during Whirling Slash to avoid the massive damage, while simultaneously circling around Gal'darah. This requires that the tank and healer be aware of each others position so as not to get out of range for heals. Random players will most likely get impaled and "ride the horn", possibly more that once, but if the tank is topped up, avoids most of the Whirling Slash damage, uses Enraged Regeneration, Lifeblood (if an herbalist), Last Stand, trinkets, etc, this will give the healer time to heal other group members and themselves before the return of Rhino form. Rinse and repeat until the boss is dead.

Loot

Normal Mode
Heroic Mode

Quotes

Aggro:

  • I'm gonna spill your guts, mon!

Transform:

  • Ain't gonna be nottin' left after this!
  • You wanna see power? I'm gonna show you power!

Summon Rhino:

  • Gut them! Impale them!
  • Kill them all!
  • Say hello to my big friend!

Slay:

  • What a rush!
  • Who needs gods, when WE ARE GODS!
  • I told ya so!

Death:

  • Even the mighty... can fall...

External links