WoW WotLK Classic Dungeon Guide: Gundrak (Normal/Heroic)
Gundrak in Zul’Drak in Northrend is one of the dungeons from Wrath of the Lich King, which of course is also available in WoW WotLK Classic. The best way to reach the instance is to fly to Zim’Torga in Zul’Drak. You can find the quest givers in front of the entrance of the instance on the left side of the trollish splendor boulevard. Gundrak is built symmetrically. At the ends of the horseshoe-shaped ring and in the middle of the complex are the first three bosses. Behind them you will find manipulable pedestals with which you open the way to the final boss Gal’darah. There is an entrance on each side of the instance. Choose the path closer to the summoning stone. So you quickly meet the snake boss Slad’ran, who is in the room right at the foot of the stairs.
Before you get there, though, you’ll need to eliminate the three enemy groups in the reptile-infested room. The ones of three snakes You should kill existing squads one after the other without difficulty – if necessary, use transformation or sleep spells.
After this little warm-up lap you turn to Slad’ran. Don’t forget to use the Drakkari Pod after the boss fight! Snake boss Slad’ran does not enter the fight alone. He calls upon Slad’ran Vipers and Slad’ran Stranglers, which can be quite dangerous to you. So kill them with area damage while the tank keeps the boss busy off the beaten path. If Slad’ran’s companions hit you too often, you will receive the debuff “Slad’ran’s Grasp”. You will then be spun in and have to be freed from the cocoon by your fellow players. Once the creeps are out of the way, deal with the boss again. Keep your distance during Poison Nova to avoid taking unnecessary damage.
The tactics used to kill the snake on heroic difficulty doesn’t change much. Also pay special attention to your healer and that he is not entwined by snakes. Since the “Poison Nova” does a lot more damage, you can quickly lose your comrades-in-arms as soon as the healer is incapacitated.
After the battle, follow the path to the edge of a large pile of bones. Pull the first enemies into the room behind you to avoid being disturbed by the patrols. In addition to the well-known groups of snakes, you will meet the first challenge here. the Drakkari medicine men heal! Interrupt their spells and kill them first. You stand in the room in front of the second pedestal living mojo and Drakkari Golems opposite to. Carefully pull the opponents towards you, because the golems in particular hit hard and can withstand a lot. If you have a sorcerer in the group, you can also use one of the Mojo Elementals to ban. Then turn to the Drakkari Colossus.
At the start of the fight, the Drakkari Colossus merges with the elementals standing by its side. The colossus itself has no special abilities. But as soon as you have reduced his life points by half, the elementals appear again – but as a single, huge water monster. The tank takes care of the elemental immediately. You don’t have to worry about the colossus in this phase, because it doesn’t move and can’t be attacked. So that the elemental doesn’t finish you off quickly, you shouldn’t stand in a row. That way, the “pull” doesn’t hit you too hard, as the attack spreads in waves. Also dodge the “Mojo Puddles” on the ground. Once the Elemental reunites with the Colossus, the tank will taunt to draw attention.
Also pay attention to the heroic variant of the colossus, that you are not in a row and dodge the puddles. An unfortunate combination of “Suction” and “Mojo Puddle” will quickly cost you your life here.
On the way to the next boss you run the risk of being thrown into the abyss. Two new enemy types, the Drakkari Fireweaver and the huge ones Drakkari Earthshaker, like to push you around. You also fight on a narrow path, which is bounded on the left by rock and on the right only by a chasm. Always position yourself so that your back is against the wall. Watch out for the patrols and take them out like before medicine men first. Directly in front of Moorabi you will meet a group with two Earthshakers. Don’t let them throw you into the boss or he’ll attack you immediately.
Before the fight starts, agree on who will prevent the boss Moorabi from turning into a mammoth with kicks or silence effects during the battle. Because if the troll transforms into a woolly four-legged friend, it causes more damage to the group. You will also be helped by mind-blurring poisons and a sorcerer’s “curse of tongues” to better watch the transformation. Noticed: The casting time of the transformation becomes shorter and shorter as Moorabi’s health points decrease, so towards the end it becomes very likely that you will suddenly face a mammoth. Because of the “Stunning Scream” and “Earthquake” abilities, your healer should also make sure to heal all fellow combatants in time so that you don’t lose any fellow players.
In the heroic version of the fight against Moorabi you should definitely stop the boss from turning into a mammoth. Because there is not only a success for it, but also prevents a significantly higher damage output from Moorabi. Should the mammoth appear, Moorabi likes to take two players by the horns. So have healing potions ready. If necessary, a paladin tank or a shadow priest must also unwrap a healing spell if your main healer has been impaled.
A low tunnel leads from Moorabi’s room to the wild corner’s water basin, which only appears in the heroic variant of the instance. The small fish people on the way to him, however, you have nothing to oppose except for a light poison attack.
Der wilde Eck (heroic only)
You meet the wild corner in his chamber behind Moorabi’s room – but only in the heroic version of the instance. Tank Eck with your back to the group so damage classes and healers don’t get hit by Corner Spit. If the boss casts “Corner Jump” (one second cast time), the healer should be careful to target Eck’s target, as it will take some damage. Just before he dies, the boss deals more damage through frenzy, so finish him off as quickly as possible.
After activating all pedestals, the way to Gal’darah is clear. Before that, however, still need a few Drakkari Battle Rider and your rhinoceros be wrestled down. It’s best to start with the riders. Make sure that no party member loses too many life points, since your opponents will cast “Silence” and your healer may not be able to absorb spikes in damage.
The final boss Gal’darah makes your life difficult with some nasty skills. At the beginning of the fight, he hits you with a stampede that not only deals damage but also knocks the target back. Simply dodge the boss’s “Swirling Slashes”. Periodically, Gal’darah transforms into a rhino and then impales players on his horn. He also throws a tantrum, which is best removed immediately by rogues or hunters. The impaling itself does relatively little damage, but becomes dangerous when the healer wriggles on the horn – because he cannot heal for more than ten seconds. In this case, the tank must use abilities like Shield Wall or Frozen Fortitude to survive the damage of Gal’darah. Your healer should always keep an eye on the entire party, as the boss will occasionally knock heroes out of line of sight, making them unhealable.
Gal’darah is a formidable opponent in Heroic mode. Be sure to avoid the “Swirling Slashes”, because the ability itself does a lot of damage, especially in the heroic version of the fight – but the debuff that stacks is even more annoying. Combined with pierce, slashing can quickly become deadly. Spread out a bit in the room to avoid “stomping”.
Reference-www.buffed.de