Welcome to the Official Damage Inc. Website!
|
|
| DEM ZA TACTICKS, me BRUDDHA ! | |
| | Author | Message |
---|
drrava Basic User
Number of posts : 32 Location : Curitiba - Pr - Brasil Reputation : Who do you Play? : Drrava Registration date : 2008-04-14
| Subject: DEM ZA TACTICKS, me BRUDDHA ! Tue Sep 09, 2008 2:37 pm | |
| 1) Starting Zul'Aman Tuesday, 06 November 2007 Zul'Aman is separated into 6 areas where each boss is located.
Map of the Instance Group Setup: The only real requirement is for Zul'Aman is 2 well geared tanks. The instance is pretty friendly to all group types - there isn't a fight that REQUIRES a specific class or type of classes - although some bosses (Akil'Zon/Jan'Alai) favor ranged/AoE DPS and others (Zul'jin) favor melee. Crowd control is very useful in the instance so at least a mage for sheep and/or a shadow priest for mind control is highly recommended. The bosses all have large amounts of hit points and deal substantial amounts of damage so Karazhan + gear is recommended as well - anyone going in blues will be putting more pressure on the rest of the raid.
Starting the Instance To start the instance - someone must talk to Harrison Jones. He will lead the raid to a gong - where at least 5 members of the raid must click on. Note that after this point you are saved to the raid - this is to prevent people from resetting the instance if they fail the 20 minute run.
Hitting the Gong The main doors will open and Harrison Jones will die to some trolls, which will then attack the raid. The trolls consists of 2 elites and a small group of non-elites. Have the raid focus on the non-elites which can be AoE'd down while the tanks grab the elites, then focus fire down the 2 elites. Head down past the bridge to the open area with frogs and engage the 2 troll patrol that walks though this area. From here you can access all 4 animal bosses.
Next > 2) To Bear Lord Nalorakk Tuesday, 06 November 2007 To the south you can visibly see the first boss along with 3 elite trolls on a ledge.
Nalorakk and Co.
When you walk towards Narlorakk he will run away and send the 3 adds on the group. Kill the 3 adds and follow the him. You will have to beat 2 packs of Amani Bears to reach Nalorakk again, who will run away and send in a pack of 4 elite trolls this time.
more Trolls
Up the steps Nalorakk will send in 2 Amani'shi Warbringer, who will dismount off the Amani Bear at 20% HP.
Amani'shi Bear Mounts
Finally Nalorakk will be at a dead end with 2 elite trolls and 2 Amani'shi Warbringers. He will send the 4 adds on the raid - be sure not to move too close to Nalorakk or he will add.
Nowhere to Run
< Prev Next >
Bear Lord Nalorakk Friday, 02 November 2007
Bear Lord Nalorakk is the first boss in Zul'Aman - although all four of the animal bosses are accessable from the start of Zul'Aman, Bear Lord Nalorakk should be the first boss you hit for the 20 minute speed run quest since he is the easiest boss in the instance.
General Information: Health: Around 1,700,000 Phases/Forms: 2 forms - troll form and bear form - changes forms around every 10% HP
Abilities: (All Forms) • Brutal Swipe: A high damage melee attack that will hit the highest agro - damage will split with another player if that player is stacked on top of the highest agro • No Crushing Blows (Troll Form) • Mangle: All bleed effects cause 100% additional damage on all bleed attacks • Surge: Charge like ability that deals short ranged (~5 yards) AoE melee damage and a slight knockback (around 4k on cloth) (Bear Form) • Lacerating Slash: Bleeding for 1735 damage every 2 sec (18 sec duration) • Rend Flesh: Bleeding for 2335 damage every 1 sec (5 sec duration) • Deafening Roar: Deals 1235 to 1365 (~40 yards) AoE physical damage and silences enemies for 2 sec
Group Recomendations: • 2 tanks Notes: Narlorakk does not have any abilities that would hinder any class from performing their duties - even though he is the easiest boss in the instance he is also a gear check boss - due to his high HP and high damage output both tanks will have to be at least in Karazhan equivalent epics - the healers will need to be able to handle intensive healing for ~5-10 minutes, and the DPS will have to deal enough damage to take him down before the healers run out of mana. Anyone without at least mostly Karazhan equivalent gear will put more pressure on the rest of raid for this boss and the instance in general.
Strategy: Narlorakk has 2 phases, and will constantly switch between the 2 phases throughout the fight. Each tank will be assigned to a phase - the troll phase will be very direct melee damage intensive so a tank with high mitigation is preferred - the bear phase will be large amounts of damage over time so a tank with high HP is preferred.
Positioning Before the Pull
Phase 1: Start by pulling Narlorakk to the center of the platform with both tanks stacked on top of each other to absorb the brute swipes. All melee DPS will move behind the boss, all ranged dps and healers will circle around the boss and stay 5 yards apart from each other so no more then 1 person will get hit with surge. The tank will get the debuff mangle. DPS down the boss until phase 2.
Phase 1
Phase 2: Narlorakk will transform into a bear - at this point the 2nd tank will need to taunt it off the first tank. The 2nd tank will require large amounts of heals through the lacerating slash and rend flesh - all healers will need to constantly keep the tank topped off in case an AoE silence goes off - heals over time spells are very beneficial during this phase. DPS down the boss until it transforms back to phase 1, at which point the first tank will taunt the boss off the 2nd tank.
Phase 2
Tips and Tricks: • If at any point both tanks have mangle during phase 1 have a paladin Blessing of Protection the 2nd tank, which will instantly remove the debuff • If a taunt fails and no backup taunt is available a paladin's Blessing of Protection on the main tank will cause the boss to attack the other tank • The boss is resetable - if a tank dies it is recommended the raid run down the stairs to reset the boss
alorakk but is able to wipe an unprepared raid instantly with electrical storm or overwhelm a raid with eagles.
General Information: Health: Around 1,300,000 Phases/Forms: One phase
Abilities: • Summon Amani Eagle: calls forth Soaring Eagles which have an eagle swoop attack for around 1500 damage • Static Disruption: (Nature) deals 3500 damage to target and to those within a close range of the target - leaves a debuff that causes nature damage taken to be increased by 25% for 20 seconds • Call Lightning: (Nature) deals around 4000 damage • Gust of Wind: throws target up in the air, dealing around 50% damage on landing • Electrical Storm: (nature) channeled spell that raises a random target into the air and places a cloud over them which strikes everyone not under the cloud every second for 8 seconds. Each strike hits harder - the first for 800 - 1200 damage, second for 1600 - 2400, third for 2400 - 3600, fourth for 3200 - 4800, etc. (Occurs every 45-60 seconds)
Group Recomendations: • 1 tank • Heavy on ranged DPS Notes: Akil'Zon favors a ranged dps raid, as 1 of his abilities (electrical storm) hinders melee dps from doing damage, and another of his abilities (summon Amani Eagle) can only be countered with ranged classes. However a good mixed raid should have no problem with this boss as only 2-3 ranged dps is needed to counter the eagles and electrical storm only happens every minute or so.
Strategy: Akil'Zon is a technical fight with only one phase that repeats every minute or so.
Positioning Before the Pull The ranged DPS and the healers needs to form a small circle around the boss to avoid static disruption, with 1 tank on the boss and all the melee DPS behind the boss. During the entire fight, the boss will: do light DPS on the tank (melee for around 2500, call lighting for around 4000 nature damage) as well as cast gust of wind and static disruption on the raid. Always keep the raid above 50% health to prevent gust of wind from killing everyone.
Position for the Fight Every minuite the boss will use electrical storm on a random player, which will lift them up and have a cloud above him shoot lighting on anyone that is not directly under that player. At this point the raid will need to collapes under the cloud's shade. After the storm the raid will need to move back into position (Akil'Zon will run back to the main tank after he is finished channeling electrical storm) and Akil'Zon will call out for eagles to assist him - these eagles do minimal damage (around 1500) but do not dissapear and can overwhelm the raid over time. Locks can seed, hunters can shoot down, mages can fireball, and shaman can chain lightning. Ranged DPS should focus on the eagles while melee dps focuses on the boss until the eagles are dead. | |
| | | drrava Basic User
Number of posts : 32 Location : Curitiba - Pr - Brasil Reputation : Who do you Play? : Drrava Registration date : 2008-04-14
| Subject: Re: DEM ZA TACTICKS, me BRUDDHA ! Tue Sep 09, 2008 2:37 pm | |
| Collaping on Electrical Storm Rinse and repeat the spreading out and collapsing through the electrical storm while managing the birds.
Tips and Tricks: • There are 3 ways to tell when the boss is casting electrical storm. The screen will first show mist then rain, followed by the emote "An Electrical Storm Appears!" in your textbox, followed by the boss casting a LARGE electrical attack that hits the entire raid • Two ways to know where the cloud is is to look for the cloud in the air or follow the purple beam from the boss to the cloud
Lynx Lord Halazzi Friday, 02 November 2007
Lynx Lord Halazzi is considered the 3rd boss in Zul'Aman and is more of a gear check/endurance boss then a strategy/execution boss. Like Nightbane - the boss switches between 2 phases every 25% health - and a 3rd phase once he is at 25%.
General Information: Lynx Health: Around 6000,000 Troll Health: Around 200,000 Phases/Forms: 3 Phases, phase 1 & 2 switches every 25%; phase 3 starts at 25% remaining health in lynx form
Abilities: (All forms) • No Crushing Blows (Lynx form) • Saberlash: A high damage melee attack that will hit the highest agro - damage will split with another player if that player is stacked on top of the highest agro (Troll form) • AoE attack: When phase 2 starts the boss will AoE the raid for ~4000 damage • Summon Spirit of the Lynx: A Lynx will appear and attack the raid for the duration of this phase • Corrupted Lightning Totem: Casts chain lighting on the raid • Flame Shock: ~5000 fire damage with ~3000 damage ticks with 4 ticks (Lynx entrage form) • Same as lynx form except more melee damage and drops corrupted lightning totem
Group Recomendations: • 2 tanks Notes: Halazzi does not have any abilities that would hinder any class from performing their duties - it is easier for the melee to destroy totems faster but due to the chain lighting jumps a good mix of ranged and melee DPS is recomended. Heal over time spells and heals that hit multiple targets work well here, as the whole raid will be constantly taking damage.
Strategy: The fight consists of 2 phases that alternate between each other roughly every 25% and a 3rd phase on the final 25%.
Positioning Before the Pull Phase 1: Similar to the Bear Lord Nalorakk boss - tank and spank phase with the tanks on top of each other to split Saberlash. Periodically Halazzi will get a buff that will increase his attack speed. THIS IS REMOVEABLE WITH TRANQUILITY SHOT (as of 2.3 test server).
Phase 1 Phase 2: Phase 2 starts when Halazzi is brought down to roughly 75%, 50% and 25%. Every time during the transition he will do a 4k AoE damage to everyone and will stop Saberlashing, as well as restore to full health. During phase 2 Halazzi splits into his normal troll form along with the spirit of Halazzi which must be off-tanked with the raid focusing on the totems and troll. The Corrupted Lighting Totems have around 10k HP and should be the primary focus by all DPS when they appear. The boss will also do a 5k Flame Shock on random people which leaves a DoT for 3k damage every 3 seconds for 12 seconds that is dispelable. This phase ends once the troll form is brought down to roughly 20% and he re-merges in lynx form with the HP he had before splitting. (i.e. if he was at 50% HP before phase 2, he will go back to 50% HP after phase 2)
Phase 2 Phase 3: Phase 3 starts at 25% when Halazzi is back in his merged form. This phase is no different than phase 1 other than the fact he now drops totems all the time and starts enraging and doing more damage.
Dragonhawk lord Jan'Alai Friday, 02 November 2007 Jan'alai is the final of the 4 animal bosses in Zul'Aman, and is the most technical of the 4. Comparable to shade of Aran, the boss requires the entire raid to constantly move around and to switch around targets often.
General Information: • Health: Around 960,000 • Phases/Forms: One phase; enrages at 25%
Abilities: • Flame Breath: Jan'alai casts a random flame breath that hits for about 4k on plate and 5.5k on cloth • Summon Hatchers: Every 60 seconds Jan'alai will summon 2 hatchers that will hatch dragonhawk eggs • Teleport/Fireball: Teleports the raid to the center of the platform and then lays fireball mines on the floor around the platform
Group Recomendations: • 2 AoE casters AoE is very useful in this fight to kill groups of dragonhawks quickly. Without AoE the dragonhawks would require a substantial more time to down, which is a problem considering the frantic pace and movement of the fight.
Strategy:
Positioning Before the Pull Jan'alai starts standing atop a platform area with smaller platforms on each side connected by a short bridge. The smaller platforms contain Dragonhawk eggs that will be hatched throughout the fight by the Hatchers and finally by Jan'alai himself. Jan'alai casts a Flame Breath spell that targets a random player and does damage in a conical area in front of him. The Breath weapon has a fairly short range so healers and ranged DPS should have no trouble staying clear. Fire breath targets a random player and deals damage to all players in a cone radius of that player, so it is recomended for the ranged classes to spread out around the boss.
After beginning the battle, approx. every 60 seconds or so he will call two non-elite Hatchers who appear at the stairs where the group enters and run onto the platforms to hatch the Dragonhawk eggs. The Hatchers may may go each to a different egg platform or both to the same egg platform. The resulting Dragonhawks Hatchlings, although fairly weak, can overwhelm lightly armored classes quickly and even more heavily armored classes in numbers. The Hatchers will hatch the Dragonhawk eggs in a multiples every tick i.e. the first tick he hatches one, the next tick two, then four, etc. This spawns the Dragonhawks very quickly so keeping track of the Hatchers becomes important. Although the Hatchers are weak and easily killed, killing only one and allowing the other to hatch a small number of Dragonhawk eggs each time they spawn is a good idea because it means fewer Dragonhawks will be spawned near the end of the fight when Jan'alai calls on the remaining eggs to hatch. Care must be taken with the number hatched since the Dragonhawks should be killed before the next teleport/fire ball spell cast because trying to AoE down too many Dragonhawks while avoiding the fire balls is almost impossible.
Positioning During Normal DPS At intervals (approx. 30 sec.) Jan'alai teleports himself and the whole raid to the center rise of the platform and casts a spell that creates fireballs that almost cover the platform leaving only small clear areas in which to stand. Although the fire balls themselves do no damage when touched and can be moved through to find a clear area, after about 10 seconds or so they explode with an 8-12k splash damage radius approx. the size of the fireball itself. During this time all exits from the main platform are blocked off by a wall of fire, and will kill you if you try to pass through.
Positioning During Fireballs When Jan'alai's health reaches 35% he will hatch all of the remaining Dragonhawk eggs. If you have not allowed the Hatchers to spawn a few eggs during the fight this can produce a large amount of Dragonhawks and will probably wipe the raid. Once you've pushed him through the 25% mark he will enrage, attacking 50% faster and each attack causing 50% more damage.
Tips and Tricks: • The boss is resetable by running to the bottom on the stairs • The hatchers come from the stairs after every 2 fireball teleports • A holy paladin with rightous fury/concentration aura activated and healing is a good way to round up loose dragonhawks
The Fight Hex-lord has 4 adds (described in more detail below). Each add is a different mob type and have differing abilities and will need to be CC'd, off-tanked, or killed. During the entire fight, the Hex Lord will melee damage his highest threat target for (amount?). He will also use an ability called Soul Drain which gives him several abilities from a single class for 30 seconds (described in more detail below). After his Soul Drain buff wears off he will lose his class abilities, stop melee dps, and cast Spirit Bolts on all members of the raid. As soon as he is done with the Spirit Bolts, he will immediately cast Soul Drain and gain a different classes' abilities (as he will no longer have the old classes' abilities) for 30 seconds. Alternating between the Soul Drain phase and the Spirit Bolt phase is basically the entire fight. After the Hex Lord reaches 80%, his Soul Drain also gives him a stackable buff which increases his size and the damage of his melee, Soul Drain abilities, and Spirit Bolts. The longer you take to kill him, the harder he becomes. Key factors of the fight are: Dealing with the adds quickly Keeping the raid topped off before spirit bolts Learning how to deal with each different class ability Healers maintaining enough mana throughout the entire fight Abilities | |
| | | drrava Basic User
Number of posts : 32 Location : Curitiba - Pr - Brasil Reputation : Who do you Play? : Drrava Registration date : 2008-04-14
| Subject: Re: DEM ZA TACTICKS, me BRUDDHA ! Tue Sep 09, 2008 2:39 pm | |
| Adds He starts with 4 random adds, much like Moroes from Karazhan. There will always be a sap/sheepable, hibernatable, banishable, and shacklable mob but additional CC types may come in to play as well. Possible adds are: Far Left (Humanoid) Thurg - An ogre melee. Sap, trap or polymorph can be used. Thurg has some magic resistance and will often break polymorph and traps early. Alyson Antille - A blood elf priest. Can be polymorphed or sapped. Her heals need to be interrupted. Left (Hibernatable) Lord Raadan - A dragonkin which uses flamebreath and thunderclap. Can be slept or trapped. Due to his AoE abilities killing him is highly recommended. Slither - A serpent with a poison bolt volley. Can be slept or polymorphed. Right (Banishable) Gazakroth - An imp. Chain casts fireballs. Banish or kill it quickly. He has no aggro list and will target players at random. Fenstalker - A swampwalker type elemental. Can be banished or trapped. Casts Volatile Infection on a player, dealing 1885 to 2115 Nature damage to nearby allies every 5 sec for 30 seconds. Far Right (Shacklable) Darkheart - An undead wraith melee with an AoE Fear. Can be shackled or feared by a Paladin (Turn Evil). Koragg - An undead wight. Can be shackled or feared by a paladin. Casts knockback and a 20 yard AoE curse Cold Stare which deals 1414 to 1586 Frost damage if spell or ability is used. Spirit Bolts Spirit Bolts deal 450 shadow damage to nearby enemies every 0.5 sec for 10 seconds. Can be resisted, but is not subject to line of sight. It increases in damage with each Soul Drain. Testing has shown that Dampen Magic/Amplify Magic does not change the overall damage for a Spirit Bolt volley. Therefore, Amplify Magic can be placed on the raid and the damage taken from the Spirit Bolts will not increase, thereby providing a nice increase to raid healing. The downside is that certain stolen class abilities (like a mage's) appear to do extra damage to Amplified targets. (Additional testing is desired over anecdotal evidence.) A Paladin's Concentration Aura (especially improved with talent points) is invaluable for allowing the raid healers to avoid pushback from the bolts. Note: Rogues can CoS, Pallies can bubble, Warlocks can Shadow Ward, and Mages can Ice-block to avoid damage from spirit bolts. Druids can use Barkskin to reduce the damage and cast without interruption but due to the 1 minute cooldown of Barkskin they can only use it for every 2nd spirit bolt volley. At the initial pull, warlocks can use Rank 1 banish (for 20 seconds) on the demon or elemental add in order to provide time to re-banish it before the first spirit bolts occurs. If Rank 2 banish is used, it tends to wear off directly when Spirit Bolts starts, which makes it difficult to re-banish the add due to the pushback caused by the bolts. After the initial cycle of spirit bolts, this timing becomes less reliable because of lost time while banishing. For warlocks, the Nether Protection talent is incredibly useful for this fight. Normally it will cause the warlock to be immune to most of the spirit bolts, drastically reducing damage taken, healing needed, and spell pushback. It is worth noting that if the warlock is specced fully into Nether Protection, they can actually become immune to the Spirit Bolts for at least four seconds, making re-banishing during Spirit Bolts much, much easier, as well as easing the work of the healers. With three talent points into Nether protection, the warlock will have a 30% chance to become immune to shadow damage; with Hex Lord casting bolts every .5 seconds, Nether Protection usually procs quite often. Shadow Resistance is also a useful asset in this fight if available. The priest buff Prayer of Shadow Protection or the paladin's Shadow Resistance Aura can offer 70 resistance these do NOT stack but they can stack up with Flask of Chromatic Wonder and any other shadow resistance gear. With the buffs and the Flask and Medallion of Karabor around 145 Shadow Resistance is obtainable which can practically reduce the spirit bolt's damage to around 60%. However it is not advised to downgear oneself too much in favor for resistance as the lack of other primary stats reduces overal the effectiveness of the team. It is also worth noting that if Hex Lord is in priest form and he is mind controlling a player then that player is marked friendly to him and will not be targeted by spirit bolts as long as the mind control lasts. While it is strongly NOT advised to leave mind control on a player in this case there can be exeptions to time the dispel after the spirit bolts. Soul Drains Soul Drain is a channeled debuff, places on a random member of the raid. The person drained will not suffer any direct penalties, but Malacrass will gain some abilities from the target's class, as detailed below. Class Spec Abilities Notes Druid Lifebloom, Thorns, Moonfire Heals for a large amount, Mages can Spell-steal. Hunter Freezing Trap, Explosive Trap, Snake Trap Move away from them. Mage Fireball, Frostbolt, Frost Nova, Ice lance Paladin Consecration, Holy Light, Avenging Wrath Avenging Wrath can be dispelled or spellstolen. Priest Heal, Mind Control, Mind Blast, Shadow Word: Death, Psychic Scream, Pain Suppression Mind Control can be dispelled by priests and shamans. Rogue Blind, Slice and Dice, Wound Poison Shaman Fire Nova Totem, Healing Wave, Chain Lightning The totems have very little health and should be killed quickly. Warlock Curse of Doom, Rain of Fire, Unstable Affliction Warrior Spell Reflection, Whirlwind, Mortal Strike Note: All heals can and should be interrupted by kick/pummel/bash/counterspell/shock/etc. Strategy
Before starting the fight establish control methods and kill order for the adds present. Some raids may find it more useful to maintain crowd control on one or more adds through out the fight, while others will have enough DPS to kill all adds before beginning DPS on Malacrass. Note that Malacrass does not start stacking the Power Drain debuffs until his health reaches 80%. If the stacking debuffs are a problem, kill all four adds before attacking Malacrass. The raid will then not have to spend mana, casting time, and cooldowns keeping adds controlled.
Focus on quickly killing the adds. Be careful not to start killing AoE-attack capable adds (like Slither) during Spirit Bolts.
Spirit Bolts will be cast every 30 seconds and last 10 seconds. Spirit Bolts can not be avoided via line of sight. Rogues should focus on using Cloak of Shadows to mitigate some of this damage.
Following Spirit Bolts, Malacrass will select a new target for Soul Drain randomly from the raid.
Tips for specific class Soul Drains Druid - Melee will need to watch their health due to thorns. Purge the Lifebloom quickly and dispel Moonfire as soon as possible. Hunter - Melee need to avoid traps, this is a high DPS phase because (if traps are avoided correctly) only the tank will take damage. Mage - It may be advisable to coordinate an interruption cycle among interrupt capable raid members to prevent spell casts. Light tank damage. Paladin - Have a ranged interrupter focus on heals as Malacrass will often use Consecrate before healing. Dispel or Spellsteal Avenging Wrath and avoid Consecration. Priest - Mind Control must be dispelled quickly. Heal interrupts must take priority. If you have more than two interrupters, assign one person to Mind Blast. Rogue - Heavy Tank damage phase but raid DPS can open up. Dispel poisons to optimize heals and Disarm Malacrass. Shaman - Fire Nova Totems must be killed as quickly as possible. Establish a split interrupt rotation for the heal and chain lightning (Rogue/Shaman on Heal, Warrior on Chain Lightning). Warlock - Remove Curse of Doom, be careful not to dispel Unstable Affliction and move out of Rain of Fire spawns. Warrior - While warrior form he is susceptable to Disarm this is suggested to be done at the start of Whirlwind. Non-tank Melee absolutely must move out of Whirlwind. Tanks should burn avoidance trinkets to avoid Mortal Strike as much as possible. Power Drain After dropping Malacrass to 80% health he will begin to use Power Drain once every 30 seconds, increasing his size and damage by 10% and reducing all player's damage/healing by 1%. Once Malacrass begins Power Draining the DPS race begins because he will eventually become buffed enough to wipe your raid during Spirit Bolts.
Additional Tips Mages can Spell Steal the Lifebloom and Avenging Wrath from Malacrass. Elemental Shaman are excellent interrupters for this fight because they can out-range Whirlwind, Consecration, and Fire Nova Totems. If a healing Shaman is in the group, gathering up during Spirit Bolts will increase the efficiency of Chain Heal. Restoration Shamans should place Earth Shield on themselves before Spirit Bolts to reduce damage pushback on heals. All Priests should use Prayer of Mending during Spirit Bolts and Circle of Healing works very well as well. Rogues - Hex Lord is immune to mind-numbing poison, but wounding poison works.
Abilities
Every time his health drops by 20%, he walks to the center of the platform, switches form, and does a threat wipe. Note that he's immune to Taunt, but Debuffs (and DoTs) remain on him. The use of Misdirection is strongly recommended for every phase change. Phase 1: Troll Form Whirlwind: AoE dealing 3k damage on plate, 6k on leather. 2s cast time. Grievous Throw: 1.5-3.5k initial damage on a random player. DoT deals 2.4k damage every 2s, removed if the player has 100% HP. Phase 2: Bear Form Creeping Paralysis: Debuff on the entire raid. Deals 4.5k Nature damage after 5.5s, and applies the debuff Paralyzed. Paralyzed players are stunned for 4s. Both debuffs are dispellable magic effects. Rogues, you can use Cloak of Shadows during that 6 second span of the Creeping Paralysis debuff to get to avoid getting stunned. Overpower: 4.6-5.9k on the tank, ~9s cooldown. Phase 3: Eagle Form While in Eagle Form, he remains stationary, and doesn't attack. Energy Storm: Debuff on the entire raid causes every character that uses spells to take 1250 Nature damage, can be resisted. Feather Vortex: 4 Feather Vortex spawn, they look like tornados and move around. They deal 1k Nature damage and knock players back if they are touched. Phase 4: Lynx Form Claw Rage: Zul'jin focuses a random player other than the tank, and hits him 12 times with Claw Rage in about 6s. The first strike deals 500 damage. Every strike applies the stackable debuff Claw Rage, which increases the damage taken by consecutive attacks by 150. Thus, the second hit deals 650, the third 800, and so on. The last hit deals 2150 damage, for a total of 16k. Claw Rage attacks cannot miss, be dodged, parried, or blocked. If the focused player feigns/vanishes/etc, Zul'jin will focus the tank. Lynx Rush: When he uses this ability, he does so 9 times in a row in quick succession. Every attack targets a random player, and deals about 2k damage, further mitigated by armor. The target is chosen completely random; one player might be targeted multiple times in a row (up to 3?), and he can also target the tank. Every player that was attacked also gets the debuff Lynx Hunt, which deals 1.5k damage every 2s over 10s. Phase 5: Dragonhawk Form Flame Whirl: He gains this buff, rotates for 2sec, then deals 1k Fire damage to the entire raid (partially resistible). This will also apply a stackable debuff that increases Fire damage taken by 50%, which cannot be resisted. 12sec cooldown. Flame Breath: Hits everyone in front of him for 2k Fire damage (partially resistible). 7sec cooldown. Flame Columns: Point Blank AoE cast on a random player (or pet), dealing 900 Fire damage every second for 10 seconds. There may be up to 3 columns at the same time. Strategy | |
| | | drrava Basic User
Number of posts : 32 Location : Curitiba - Pr - Brasil Reputation : Who do you Play? : Drrava Registration date : 2008-04-14
| Subject: Re: DEM ZA TACTICKS, me BRUDDHA ! Tue Sep 09, 2008 2:39 pm | |
| Get your whole group up on his platform past the threshold when you start the fight, there's a wall of fire that closes his platform off. The 8 adds don't have many hitpoints and die fast to AoE. The adds are linked to the boss. Every phase change he does a threat wipe, so be careful with DoTs. He's immune to Taunt, so the tank must quickly gain aggro. Use Mis-direction if possible. When he turns into an Eagle you do not need to worry about the threat list though, as explained below. He changes phases every 20% of his hitpoints. Also, raid members might want to consider changing their gear out for max, or at least more, stamina. Having the mages/priests/healers above 9k health is a lot of help in this fight. Phase 1 Melees watch out for his whirlwind. Healers react quickly to Grievous Throw. Players only lose this DoT when their health reaches 100%. General methods which make players immune to phsysical damage like Paladin bubbles/Ice Block can work here. The dwarven racial Stoneform may also remove it (NEEDS CONFIRMATION!) It is not advised to use Healthstones or Healing Potions to remove it because he can hit the same person several times in succession and these will be much more useful in Phase 4. Phase 2 As soon as he starts this phase you will notice everyone gets a Paralysis debuff. Dispel it off the main tank and yourself, then other healers if time (or the tank doesn't need a heal). DPS etc do not need it dispelled. After 5 seconds of having the debuff, you will take damage and become stunned, assign someone to top people off before the next. He can hit decently hard, so keep the tank topped. Uses overpower on the tank. Two tactics exist to cleanse the debuff. Either have the raid stack, and use Mass Dispel to cleanse the entire raid of the debuff, or just dispel the MT and a healer or two of the debuff. Note: Being killed by Paralysis counts as suicide so you won't suffer durability loss. Phase 3 The tornados have a fixed algorithm of movement, they'll move to one person, hit them once, and start moving towards another person. The best way to avoid this is to leave your two best melee dps hitting the boss, and the other members go to the corners of the room, two at the sides of the entrance, two on the left side on each corner, two on the right side on each corner, and two on the bottom of the stairs where Zul'jin is standing, leave a healer at one side of the entrance and one on each side of the room, so each healer will have line of sight of at least six members of the raid, this will minimize the damage taken by the tornados. The tornados knock you back and deal around 1k damage. If you are a caster (yes healers included) every time you cast you will get hit for about 1250 damage. Heal over time spells really make this phase much easier. Melee need to try and burn him down as quick as they can, as they get no punishment for doing damage. Use bandages. Casters use wands and regenerate mana for the next phases. Hunters may use Arcane Shot, Steady Shot, Multi Shot, Aimed Shot, and Serpent Sting. Hunters will take damage from using Feign Death, Rapid Fire, and switching Aspects. Hunters are important for doing lots of damage during this phase. It is recommended that hunters use Rapid Fire on this phase, even though you will take damage, as a good use of Rapid Fire can really be helpful. Retribution Paladins can use Crusader Strike without taking damage. Spells with a base mana cost of 0 such as Desperate Prayer, Inner Focus, and Starshards will not cause damage to the caster. Warlocks can use Shadow Bolts timed in conjunction with Drain Life to nullify the repercussion from casting and maintain DPS. With healing assistance you can get all your DoTs off and take minimal damage. It's worth mentioning that casters can follow a spell with a casting time by an instant casting spell without getting hit twice by the tornadoes. For example, a druid can cast rejuvenation right after casting regrowth (not necessarily on the same target) and just get hit once. Phase 4 Lynx form he melees fairly weak on the tank. He also will use Claw Rage on a random player in the raid and melee them. Claw Rage is the deadliest ability of this fight Zul'jin will turn towards a player and pause for a second then starts to hit that player several times increasing damage and attack speed every hit doing a lot of damage in a short time. Intervene near the end of the phase (9-11 stacks) to help out cloth wearers. Healers must use fast spells or instant spells, lag can make suvival problematic here. Announce Vanish/Divine Shield/etc to the raid, so healers know that he will change back to the tank. Healers take good care of Lynx Rush victims, as everyone should be topped for the next Claw Rage. He will stop claw rage on the target if the target uses Ice Block, Divine Shield, Blessing of Protection, Vanish, Feign Death and will return to his default highest threat target. The dwarf racial Stoneform can also help mitigate the damage. Druids should use Barkskin and can try to turn into Bear Form if they are fast enough although that limits them from using potions. Everyone needs to be on their toes to stay alive, he's very fast, and your health can drop quickly. Keep Healthstones/potions ready. Healers may find the following macro useful in the Lynx phase. It will quickly find Zul'jin's target and cast your fast heal on them. Hit this macro as soon as you see him turn to go after a raid member. Replace Regrowth with your appropriate fast heal spell (ie: Flash of Light, Flash Heal, Lesser Healing Wave). #showtooltip /target Zul'jin /assist /cast Regrowth Phase 5 Everyone will get a buffet like debuff every so often, increasing fire damage taken. He will choose random people throughout the raid and place a beam of fire on them. They may take lots of damage due to the debuff, so move out of these beams ASAP. It's a simple phase if people are good at staying out of void zones. Spread out so only one person is hit at the same time. Flame Breath will hit the tank for more and more fire damage due to the debuff, so DPS him down as fast as you can. The tank needs to build threat fast, but also stay focused to move out of the beams quickly. Melee stay in his back to avoid getting hit by Flame Breath. Quotes
Intro: Everybody always wanna take from us. Now we gonna start takin' back. Anybody who get in our way...gonna drown in their own blood! De Amani empire be back now...seekin' vengeance. And we gonna start...with you! Aggro: Nobody badduh dan me![1] Berserk: You too slow! Me too strong! Death: Mebbe me fall...but da Amani empire...never gonna die... Form Changes and Spells Transforms into Lynx: Let me introduce to you my new bruddahs: fang and claw! Transforms into Dragonhawk: Ya don' have to look to da sky to see da dragonhawk! Dragonhawk Fire Breath: Fire kill you just as quick! Transforms into Eagle: Dere be no hidin' from da eagle! Transforms into Bear: Got me some new tricks...like me bruddah bear! Player Deaths Da Amani de chuka! Lot more gonna fall like you! Patch 2.3 Trailer Dis was our land. TROLL land. We Amani was here before anyone! Da' elves and dere Alliance came to drive us out. But we never give up. We never forget... Da' elves took my eye. I cut off my own arm to escape 'dem... and now, 'de fight alongside da' HORDE!? I SPIT on da' Horde! I hate you, I hate you all... But I got a surprise for ya' now, so come on in... De' Amani never give up! We never forget. We never die. 'Dis is our land: you wanna stay, you stay he | |
| | | lwuajiro Basic User
Number of posts : 23 Location : Miami, FL. Age : 45 Hobbies : World Of Warcraft Reputation : Who do you Play? : lwuajiro Registration date : 2008-03-27
| Subject: Re: DEM ZA TACTICKS, me BRUDDHA ! Thu Sep 11, 2008 10:54 am | |
| Outstanding information, it should be read by everyone in the raid group attempting to do ZA. | |
| | | Sponsored content
| Subject: Re: DEM ZA TACTICKS, me BRUDDHA ! | |
| |
| | | | DEM ZA TACTICKS, me BRUDDHA ! | |
|
| Permissions in this forum: | You cannot reply to topics in this forum
| |
| |
| |
|