Here doggy, doggy. Awww, ain’t he a cute one? I’m sure he just wants to play… with Zombies!?
Abilities
Enrage (Buff) – Decreases the time between your attacks by 100% for 8 seconds. Can be dispelled by Tranq. Shot.
Mortal Wound (Debuff) – Reduces the effectiveness of healing spells by 10% on the tank, stacks up to 10 times – you won’t be healed anymore if you ever reach that level.
Decimate (Physical) – Reduce the current health of all nearby units to 5% of their maximum health.
Also you’ll meet Zombies in this encounter:
Infected Wound (Debuff) – Increases the Physical damage taken by an enemy by 100 for 1 minute. Stacks up to 99 times.
The following tactic has been written by Lancar:
Class requirements
Optimally you will want 3 tanks on this encounter, which is doable on heroic difficulty but might not be on normal. Its also possible to complete it with just 2, and replacing the last one with a kiter class such as a hunter. A shaman will likely be needed to assist the kiter, no matter who it is.
You may also need at least one mage. Its not essential, but immensly useful.
The pull
Gluth starts off just below broken sewage drain pipe high near the ceiling. The MT jumps down, and drags the boss off to the far other end of the room.
Positions and strategy
The trick on this encounter is to deprive Gluth of his favourite food: Zombie chow. These 400k HP mobs spawn at the grates in the floor where Gluth started off, and will move directly towards him if not aggroed. If they reach Gluth, he will give an emote, and then eat the zombie, regaining lots of HP.
To prevent this you have two options depending on your raid composition. Either a tank + shaman, or a kiter or two. The first method involves using the tank to pick up all the zombie adds, group them up and then let the shaman Earthbind Totem slow them down as you kite them around the area. The second method is to use whatever kiter classes you have available improvise and do their best to avoid getting his while keeping the zombies busy.
The zombies will inflict Infected Wounds on anyone they hit, increasing the damage they take from subsequent strikes. The tank + Shaman kiting combo has more leeway with hits, due to tanks being able to take alot more punishment, while normal kiters will have a much harder time.
About every 105 seconds, Gluth will use his Decimate power to cut everyone else in the room down to 5% of their HP, including the zombies. However, doing this will cause all the zombies to have near-irreversible aggro on him and head for him unerringly. This is when all AoE capable classes, especially mages, will need to drop what they’re doing and take the zombies down before they reach Gluth. Mage Frost Nova works great here, and you are encouraged to take advantage of it.
The MT and OT will alternate holding aggro on Gluth for the entire fight. This is because of his Mortal Wound debuff he casts on his aggro holder regulary. It stacks up, so eventually the healers wont be able to heal the tank if he continously holds the aggro. It is therefore essential that when the MT has accrued 3-5 charges of the debuff, you switch to the OT to allow the debuff to expire (15 secs). After that, its safe to let the MT draw aggro again.
Normal Difficulty
There is no difference, the encounter plays out the same.
Boss Kill