G'huun on 10 man

Heya,

There is something, i don’t seem to find the answer by myself. I checked the guide on WoWhead and i read through the whole thing.

So there it says that Players have to collect a Power Matrix, then bring it through all those cysts and place it into that Reorigination Module. For this the Reorigination Drive gains 35 Energy.
This means that in Phase 1 you need to get 3 Power Matrixes into that Reorigination Module to cause that Reorigination Blast and thus move to Phase 2.
Also once the Power Matrix is placed into the Reorigination Module … all Players that held the Power Matrix get a 5 minute Debuff which prevents them from handling another Power Matrix.

Now the question i have is … you can do this fight in a pure 10 man, right? But then how does this work?

So again, how does this mechanic work in 10 man? You would need 6 Players to move this fight into phase 2 … but then you are left with 4 Players because the 6 others have the Debuff … also those 4 Players are the 2 Tanks and 2 Healers … or do i miss something here?

I think most people bring 12 if they are die-hard small group raiders.

I am sorry, but that was not the question. Yes i understand you can do this in a 30 man if you so desire.
But how do you deal with it in a 10 man?

I read the question.
Im telling you, you need 12 people.

So what you tell me, is that you can not do G’huun with 10 people?

It might be POSSIBLE. but I think 99% of people who are 10 manners would pug 1 or 2 or 5 extra dudes.

Might be possible? … but the lowest Raid Size is 10 … what design is this, in which you can not beat the last boss … if you go in with 10 people?

Weird, but yeah the mechanic is the same in all Difficulties … one Power Core nets you 35 Energy for the Reorigination Drive … and the 5 min Debuff doesn’t change either. Peculiar …

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G’huun is designed to road-block PUGS and mini-sized guilds.
not sure why Blizz thinks its fun to exclude people from raiding but they do.

Well that said … i find the Strategy for Zul not allot better … its a awfully confusing fight and G’huun is more a gimmick fight then a real Bossfight.

Yes I agree, heroic g’huun in a pug of 15-20 is about can people run balls around and if someone messes up a ball turn its game over.

Well i have aotc … pugged it … the raid i usually run with … we had a 2 hour wipefest … again, yesterday the other one.
For some reason, the mechanic of 2 ppl dunk in that Power Core … is too much. I find it easy, i always run … and then the damage the Eyes do with the beam … the healers seem to struggle with that …

Just crazy, i wanted to know if it is possible to do this in a 10 man, the lowest Raidsize … less People … less mess-ups …

The following characters can solo-run if they have a Warlock Gateway:
Warlock (all specs)
Monk (all specs)
DH (all specs)
Warrior (I think all specs)
Rogue (Subtlety)

Also, depending on your gear level, you don’t need to do the 2nd phase orb running. The fight becomes super long, but it’s not like it’s impossible. I doubt it’s going to be possible for a progression kill, but for a farm kill maybe.

Nowhere does it say that healers & tanks can’t run. You especially want a tank running in the first phase if possible as only 1 tank is desired in that phase. Tanks can run it in the second phase but the tank swap delay can be troublesome.

Indeed - some classes can solo an orb, tanks and healers can run orbs (tanks in phase 1 at different times), group 1 could also be group 6 (the debuff from dunking 1st orb should be dropped by the time 6th orb is up). You’d probably want to string out phase 1 if you were going to try this - might could have 2 of the debuffs fall off. It’s not impossible for a 10 man group - although I’ve never tried in a group that small. I would not recommend skipping the phase 2 orbs in heroic until perhaps next tier.

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I would like you to explain how a Warlock can Solorun an Orb … unless you can use that Teleport … which you can not setup before the Fight Starts. For Monk, only WW has that Dragonkick … the other 2 speccs have 2 Torpedoes only … and they will not get you close enough to dunk in … unless you can abuse the Teleport. If a Subtely Rogue can Solorun, then a Survival Hunter should be able to Solorun too … but that will not work in my Experience.

I am curious for a more in depth explanation on that lol.

Monks and Warlocks can set up their transcendence / personal teleport when another group is running. Survival has disengage with post haste and grappling hook (or something like it) - there might be something else they use.

So basically … if you send up Teams of Two, in Phase 2 after Orbrun number 5 … the first Orb Team’s Debuff should have been dropped(5 minutes) and they need to run the last orb … that be interesting to try.
I am really curious, what is harder to kill G’huun. In a 10 man … or in a 30 Man … as the more people the more of the Eyes spawn … and of course G’huuns HP should be far more.

Arcane Mages and any Hunter can reset the boss by attacking with a projectile, and then before the projectile reaches G’Huun, invising or feigning. It’s a well known strat on Mythic because of how important it is. It allows you to set up portals/gateways before the goo spawns.

Warlocks have Burning Rush to make it so that they can use their Demonic Circle Teleport and then click the gateway to get to the end. Monks have Roll and whatever they spec for as well as their Transcendence and the gateway. Subtlety has Sprint, 2 Shadowsteps and whatever that Shadowdance ability is that has Shadowstep baked into it.

You can look on Youtube to see several examples of each spec solo running.

If you don’t have a Hunter or Mage to reset the boss, there’s nothing stopping you from clearing the way down the hallway to set up the gateways and portals before clicking the orb. It takes a fair bit of time but it’s not like the fight has a high DPS check in the beginning.

How’d this thread get this long without someone pointing out the obvious?

Orb debuff duration scales with raid size. On 10-heroic, it’s 2 minutes.
(random 10h log for reference)

https://www.warcraftlogs.com/reports/V9PnwRX8yTj17xZM#fight=4&type=auras&spells=debuffs&ability=263436

Nothing stops you from running the same 3 groups of 2 in phase 1 and phase 2.

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10 man. Phase 1 doesn’t last long enough for the tentacles to be a threat if your orb runners know what they’re doing. There’s mildly increased risk of the corrupted blood pulse, but for the most part the fight gets easier when proportionally less of your team is running orbs.

Mhm … actually right this is info i could not find on WoWhead! … It did look rather strange to me, that Blizzard would Design a Bossfight … where the whole Raid has to run Orbs … and the first team even a second time.

So you say, what we could do is simply let 3 Teams of 2 People run the orbs … and then in P2 the same 3 Teams can just run Again?