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Ciderhelm
11-19-2007, 12:36 AM
Please feel free to add tips and questions to this thread. The first version of this is based off only a single clear, and only what I gathered from the perspective of a tank. Initial information (as always) is subject to being terribly wrong. This is written for tanks, melee DPS, and raid leaders.

Credit to Elitist Jerks for some finer strategy points and Wowhead for ability damage numbers.


Group Makeup & Gear Level
We ran successfully with a diverse classes in the following structure:
2 Tanks (Preferably 1 Warrior, 1 Paladin/Druid)
3 Healers
5 DPS (Preferably 2 AOE'ers; Melee to Caster ratio does not matter)

Every class had it's strengths and crowd control abilities represented while at the same time not requiring any single class to complete the encounters. Class/spec limiting gimmicks did not appear to play a role.

Gear level -- don't do this unless you've been farming Karazhan for a while. It is the next logical step in progression, but it really requires your raid to be incredible players that have amassed most T4 level gear. This instance drops T5+ level loot.


Timed Run Information & Additional Gear
The timed run is a 45-minute gauntlet in which you must kill the first four Avatars. This begins on a 20-minute timer. An additional 15 minutes is added after killing Nalorakk (Bear) and an additional 10 minutes is added after killing Akil'zon (Eagle).

The boss kill order is optional. Killing Nalorakk or Akil'zon first is beneficial for the addition to the timers. The best recommendation for the circuit for newer guilds would be to go to Nalorakk first, then Akil'zon. If you are confident your guild can meet the timers beyond the first two bosses, plot the course you will take in advance.

The timed run allows the raid to access an additional loot table through chests that become available after clearing bosses while still on the timer.

For tanks, this will make Pauldrons of Stone Resolve available (don't worry, this has been reported to drop from both the Nalorakk (Bear) and Akil'zon (Eagle) chests).

In addition, all bosses have a 1% drop rate for Formula: Enchant Weapon - Executioner. This is currently the most powerful Threat enchant for tanks and is equally beneficial to Melee DPS. Fair warning for Dual Wielders -- the Executioner buff does not stack.


Zul'aman Trash
Flame Caster can be CC'd, interrupted. Spell Steal for haste buff. Mind control if you want. These are the raid-wipers so get them down ASAP.
Guardians dispel poly. Don't bother poly'ing flame Flame Casters with Guardians in the group. Or, when opportunities permit, tank the Guardian out of LOS of the Flame Casters.
There's an annoying patrol of two trolls on the main highway. They can always be avoided. They can also be run into by lazy raiders no matter which boss you are headed to. They are most likely to aggro on the first pull towards Nalorakk.
On the path to Nalorakk (down the main stairway to the immediate right), hug the left wall as you enter. You don't need to pull more than the first pack of bears.
On the path to Akil'zon (down the main stairway to the immediate left), a Druid or Paladin is ideal for tanking the non-elite adds. Keep moving on this path -- as soon as elites are up, move up. At the end, pull the larger elite on the stairways after you have aggro on the final two elites. Have the raid DPS him down (this will stop new adds).
On the path to Jan'alai (begins on the other side of Nalorakk's platform stairway), Scouts constantly respawn. They can be rooted and stunned. On this path, they are your primary target.
On the path to Halazzi (begins at the far side of main highway from the entrance, at the left; also easily accessible after killing Jan'alai), 5 Lynx patrols are hidden further in. Mind controls can be an issue here as well. It is possible to run on the wood deck into Halazzi's chamber w/o aggro'ing the left or right groups. In Halazzi's chamber, watch out for the roaming patrol; both packs do not come when pulled; use the left and right sides of the foyer to LOS pull the packs.

Ciderhelm
11-19-2007, 12:50 AM
Nalorakk (Bear Avatar)


Nalorakk has a Brutal Swipe ability which deals 28,500-31,500 raw damage. This is divided between targets in front of him, so you'll want both tanks standing in front.
During Phase 1 Nalorakk will Mangle the target, causing bleed damage to be doubled. He will also occasionally charge a others in the raid.
During Phase 2 Nalorakk will turn into a bear and apply two DOTs, Lacerating Slash and Rend Flesh. Rend Flesh also deals initial burst damage of roughly 6k damage. Nalorakk will also occasionally do an 2-second AOE silence.
Nalorakk can be reset.
Nalorakk cannot crush.

Two-tank this encounter. Since Defensive Stance reduces DOT damage, our Druid tanked Phase 1 and I tanked Phase 2. Taunt quickly on transition. Make sure your healers are keeping you healed to full.

This is one of the most intensive fights in terms of gear but relatively simple in strategy.


Gear Strategy:
Effective Health, w/ specific emphasis on Stamina. This is one of those fights that Effective Health theory is written for, and Nalorakk is quite capable of holding an under-geared raid back.

Relevant Loot:
Jungle Stompers Fury

Ciderhelm
11-19-2007, 12:51 AM
Akil'zon (Eagle Avatar)


Static Disruption similar to Heroic Mechanaar first boss, Heroic Underbog final boss, or Naxxramas' Thaddius. This is a debuff placed on an individual player that deals 3,500 Nature damage to nearby allies while increasing the Nature damage you take by 25%.
Call Lightning and Gust of Wind. Lightning will occasionally hit you for about 4k damage; Gust of Wind will occasionally throw one of your healers or DPS'ers in the air.
Electrical Storm will occasionally put on the player farthest from Akil'zon and create a thundercloud under them. Players will be killed from lightning strikes if they do not get underneath the shadow.
Birds. He summons Birds. What do you do with them? I don't really know. We ignored them. If you handle them differently, feel free to post.

The two raid-wipers in this encounter are the Static Disruption and the Electrical Storm. Due to the nature of the fight, you won't be dealing with damage from both at the same time.

To deal with Static Disruption, have your raid stand in a circle around Akil'zon and stay spaced out. This will keep players from hitting each other with Static Disruption. As time goes on and more players have the increased Nature Damage debuff, Static Disruption ticks will kill.

Don't err on the side of caution, though! You want everyone in close enough that the Electrical Storm will not be placed too far away from any given player. Since the target of Electrical Storm is targeted at the farthest player and since the raid needs to immediately get under the rainshadow, you want to spread in as tight a circle as possible. As soon as Electrical Storm is finished, spread out around the middle again.

The other common strategy that we didn't use (but the video shows) is to have everyone run into the center as the timer nears for the Electrical Storm. However, we didn't have a boss timer running, and it was just as easy for us to move after the storm had formed.


Gear Strategy:
Use your most effective tanking gear. Emphasis on Avoidance or Effective Health is not necessary, though additional Stamina will help deal with the Nature Damage. Since Threat is also important in this fight, it's a good idea to put more and more +Hit or +Expertise items on as you outgear the encounter.

Relevant Loot:
Akil'zon's Talonblade Amani Punisher Bloodstained Elven Battlevest

Ciderhelm
11-19-2007, 01:08 AM
Jan'alai (Dragonhawk Avatar)

Flame Breath that deals cone damage to a random target and nearby players.
Firebombing where players are teleported to the center of the platform and Jan'alai begins tossing dozens of grenades randomly across the deck. Players have ten seconds to maneuver to a position that is clear of grenades. After this time, the grenades explode, dealing moderate fire damage to all players within five yards.
Two hatchers will spawn after every other firebombing. They will proceed to the left and right sides of the deck and begin breaking eggs to release dragonhawks. The amount of eggs they break doubles each time, meaning at first they will break one egg, then two eggs, then four eggs, then eight eggs. Dragonhawks place a small, stacking Fire debuff on players. Both the hatchers and the dragonhawks have low health.
Around 35% Jan'alai will break all remaining eggs and the resulting dragonhawks will swarm the platform.
Enrage will occur after 5 minutes. This is not a large increase in damage and should normally occur after the final eggs are hatched.
Jan'alai can be reset.This fight shares many of the time similarities of Shade of Aran though it's implementation is much smoother and more enjoyable. The first thing you need to do is choose a couple people to be handling hatchers and dragonhawk adds. We used a Warrior and Feral Druid to do this.

Hatchers are the first thing the raid needs to be aware of. The best strategy we found (thanks to posts on this website) was to kill one hatcher immediately after he spawns and kill the second hatcher immediately after he has popped four dragonhawks, and before he can pop eight more. Since there are only a limited number of eggs, this pacing allows most of the eggs to be broken prior to Jan'alai'ss 35% egg bash while keeping the dragonhawks manageable.

It really doesn't matter which hatcher you kill when they spawn, and they won't spawn after every firebombing. Every second gap between firebombings is a short down-time where you can clear out any remaining dragonhawks.

Getting away from firebombings is a simple process. Though they do scatter across the entire deck, there will always be at least one open area. In the worst case scenario, a competent raider may be hit by one grenade that deals 5k damage, but that's survivable. Just make sure people are on their game and avoiding large patches.

During the firebombing, Jan'alai will not attack the tank. As the grenades are about to go off, he will move away from the center and re-engage the tank. Once the grenades explode the tank should go back to his position in the center.

The 35% dragonhawk hatching may be rough. Use your raid composition to your advantage. If you have a Paladin tank (we didn't), consecration may be useful here. If you have a Warrior and a Druid (we did), consecutive AOE taunts may buy enough time for AOE'ers to nuke. This is rough, but once it's over, the rest of the encounter is smooth sailing.

This is a mana-intensive fight for healers and DPS'ers. If you lose players you can easily reset the encounter by running down the stairs (except during firebombings, where a flame wall prevents this). However, be careful that you run down the correct stairs, as you can't get back up without a long circuit around Zul'aman if you go down the wrong side.

Sustain DPS and sustain healing and be smart on timing and moving and you will make it out of this fight.


Gear Strategy:
Like Akil'zon, use your most effective tanking gear. Emphasis on Avoidance or Effective Health is not necessary. This is mana intensive, but both Avoidance for physical damage and Stamina for magic damage offer benefits. +Hit and +Expertise are good once you outgear the encounter.

Relevant Loot:
Bulwark of the Amani Empire

Ciderhelm
11-19-2007, 01:10 AM
Halazzi (Lynx Avatar)

During Phase 1 Halazzi uses the Saberlash ability. This is similar to Nalorakk (Bear) and Mother Shahraz' ability and is divided between two tanks in front of Halazzi. This is devastating damage but can be mitigated or avoided.
Phase 2 will begin every 25%. During Phase 2, Halazzi will summon a lynx named Spirit of Halazzi. Bringing either the Halazzi or the Spirit of Halazzi to low health will end Phase 2 (the Spirit has less Health). During this phase he will place Corrupted Lightning Totems; these must be targetted and brought down immediately.
Frenzy will occasionally occur. This can be removed with Tranquilizing Shot, but it is not necessary to do so.
No aggro reset occurs during the transitions between Phase 1 and 2.
Halazzi cannot be reset.
Halazzi cannot crush.
This is the roughest encounter for the tanks in terms of raw damage. If you are undergeared for this but wish to complete the encounter it would be wise to bring a Flask of Fortification or appropriate elixirs (Elixir of Major Agility, Elixir of Major Fortitude, Elixir of Major Defense).

During Phase 1, simply two-tank him. Soak up the damage. He has a very low health pool and will go down quickly so long as your healers can keep up.

Phase 2 and the transitions are where things get tricky. The off-tank needs to pick up the Spirit of Halazzi as quickly as possible and everyone needs to stay alert for Totems.

Coming out of Phase 2 is dangerous because Halazzi can immediately use his Saberlash ability. If the second tank is not already in place, the first tank is very likely to die. How we handled this? Since there is no Saberlash or Cleave during Phase 2, we had the off-tank Feral Druid grab the Spirit of Halazzi then move immediately back to his spot in front of Halazzi with me.

This fight will give you some rough moments in terms of damage. This is another of those fights that rewards you for understanding your class mechanics.


Gear Strategy:
Effective Health. Armor, Stamina, Avoidance in that order. Don't worry about Threat stats for this unless you are completely overgeared -- but even in T5/T6 gear I was taking some nasty hits. This is also one of those times that Shield Block Value is relatively useless for Mitigation because the hits you take are so large.

Relevant Loot:
The Savage's Choker Skullshatter Warboots

Ciderhelm
11-19-2007, 01:12 AM
Hex Lord Malacrass

Similar to Moroes in that there are four adds with Malacress at the beginning of the encounter. Every one of them can be CC'ed with a diverse raid. Undead Darkheart and Koragg can be shackled; Elemental Fenstalker and Gazakroth can be banished; Humanoid Thurg and Alyson Antille can be polymorphed; Dragonkin Gazakroth and Beast Slither can be slept.
Malacrass casts a 9,000 damage AOE Shadow DOT on the raid that ticks every half-second for 450 damage.
Malacrass will Drain Power every 60 seconds which will reduce each player's damage by 1% while increasing his own damage by 10%.
Malacrass will Soul Drain, creating a soul link between a player and gaining certain abilities. Most of these abilities are generic increases in damage for Malacrass; however, tanks should keep an eye out for Wound Poison and Mortal Strike if either a Rogue or Warrior are Soul Drained.Shadow Resist trivializes this encounter. Anywhere your raid -- other than your tank -- can stack Shadow Resist without losing too many stats you will be significantly closer to killing him. Even if this is only a couple pieces of gear and a Paladin Aura you want to do it. The rapid rate of low-damage spells during the AOE Shadow DOT means the law of averages on your resistance gear will play out. This is the most stable Resist-based damage reduction Blizzard has created to date, even moreso than Sapphiron.

At the beginning of the fight you want to determine which mobs will be CC'd and which will be killed. Keep in mind that some classes are susceptible to spell pushback when attempting to re-cast their CC spells -- this can be an issue during the AOE Shadow DOT. You don't have to kill any of the adds, but if you decide to, don't spend time killing more than two. Like Moroes, time is valuable since you are working against his abilities and increasing raid damage.

Malacrass himself is straightforward. Tank him anywhere. Be mobile and be sure to jump out of Rain of Fire and Whirlwind when he is Soul Draining a Warlock or Warrior.

He does hit relatively hard and your raid does have to be prepared for him in that regard. Wound Poison is particularly dangerous -- let your Healers know that you've got a healing debuff during this time.



http://www.theoryspot.com/photoplog/images/1/large/1_WoWScrnShot_111807_202532.jpg (http://www.theoryspot.com/photoplog/images/1/1_WoWScrnShot_111807_202532.jpg)
Not all doors are meant to be opened. At least, not while looting. (Click to Enlarge)



Gear Strategy:
Gear depending on the speed you expect Malacrass to die. If your raid is wearing significant Shadow Resistance, then forgo any +Hit or +Expertise in favor of more Damage Removal (Armor, Avoidance); otherwise, go with your normal gearing mixed with Threat. Stamina helps here no matter what since there is so much magic damage occurring throughout the encounter.

Relevant Loot:
Battleworn Tuskguard Staff of Primal Fury Heartless Tiny Voodoo Mask

Ciderhelm
11-19-2007, 01:15 AM
Zul'jin


Phase 1 (Normal): From 100% to 80% Zul'jin will deal normal damage, as well as use Whirlwind . He will also occasionally throw a weapon at a raid member and they will take DOT damage until healed to full. This is a relatively simple phase.
Phase 2 (Bear): From 80% to 60%, Zul'jin Paralyzes and Overpowers. Paralyze has a pre-cast debuff that appears on the player can be prevented by being dispelled. Overpower has a hidden cooldown and will not occur after every Dodge.
Phase 3 (Eagle): Retarded.
Phase 4 (Lynx): From 40% to 20%, Zul'jin deals normal damage and will occasionally Fixate on a player as well as Psychotic Cat Whirlwind. If the Fixate target is killed before it finishes, Zul'jin will return to the tank.
Phase 5 (Dragonhawk): From 20% to 0%, Zul'Jin casts Pillar of Fire, which must be immediately moved out of. Also, players will occasionally be targeted and take DOT damage similar to Phase 1.
Aggro reset after every phase.
Zul'jin cannot be reset.


The bullet points above give away most of the strategy. Here's some additional information.

During Phase 1, melee DPS'ers do have time to run out of the Whirlwind before the damage hits. Though the Whirlwind won't kill them, a Whirlwind followed by an axe to their face might.

Aggro drops allow tank switching in a very easy way, which is useful in Phase 2. Phase 2 deals all sorts of damage that can kill many Warrior or Paladin tanks with ease if a Paralysis gets off (at which point they lose their passive Dodge, Parry, and Block). Even if the Paralysis doesn't go off, many raid groups will only have time to dispel the tank and one healer before the countdown is finished, meaning the tank will be reduced to a single healer. Because of this, having a Feral Druid tank pick this up is especially beneficial.

For Phases 3-5 it helps to spread out. It doesn't hurt to spread out for the rest of the encounter, either. This is particularly important in Phase 3 because there are multiple highly annoying tornadoes going around the room and dealing knockbacks with light damage. By highly annoying I mean they move faster than you do and there's really not anything you can do to avoid them. Coincidentally, this is also the longest phase since casters deal additional damage to themselves when casting (even healers), so Melee are left to handle most of the damage in this phase.

During Phase 4 it helps to throw in an Intervene on the target of Fixate. As far as Psychotic Cat Whirlwind, you won't understand 'til you see it, because it really is ridiculous.


Gear Strategy:
Gear strategy is based on tanking strategy. If you are going to solo tank this encounter you need to stack Effective Health to ensure survival in Phase 2. However, as in our case with the Feral Druid tanking Phase 2, it can be better to stack your best overall tanking gear.

Relevant Loot:
Chestguard of the Warlord Ancient Aqir Artifact Cleaver of the Unforgiving Berserker's Call Ancient Sin'dorei Longbow Jin'rohk, The Great Apocalypse

Rak
11-19-2007, 01:41 AM
Originally when dealing with Guardian and Flame Caster groups, we would chain-sheep the Flame Casters to keep them from AoEing us to death while burning down the Guardians. On the group that plays catch with a skull right before the Dragonhawk boss, I found that if you pull the guardians far away from the sheeps and break LoS with the sheeps, they won't dispel them. I'm not sure if it's range or LoS that stops it, since I just now always pull far away and out of LoS with them.

I'm not sure about the Eagle boss's electrical storm being random. When we kill him, we have everyone collapse onto the tank about 5 seconds before he casts the storm. When someone screws up and doesn't get close in time, the storm has always been cast on that person. So maybe it's cast on the person farthest from the boss?

Cider mentions getting to the Lynx boss easily after killing the Dragonhawk boss, but some people might not realize you can also get to him by crossing the waterfall right off the left path at the start of the instance. I know some of my guildies missed that path until I decided to ride across the waterfall to check out the scenery.

On the Dragonhawk boss, we constantly had confusion with which hatcher to kill because a majority of the time, they wouldn't run to the left and right platform. They would both run to the same platform. It was very annoying and I don't know if we somehow were causing it, because I haven't heard other people talk about it.

To anyone that might be struggling on the Bear boss: Don't intentionally wipe if one of the tanks dies to save time. I tanked him in both phases from about 60% all the way until he died with no OT just fine. It's scary as hell, but possible.

Also, if you reset the Bear boss too many times (3, I think), the scripted pulls leading up the stairs will respawn.

I think one of my rogues recorded our first lynx kill last reset, I'll have to try and get him to host it. That fight is so incredibly fun and intense for a tank.

Narshe
11-19-2007, 02:35 AM
Use marking for the adds on dragonhawk. Mark one to kill, then leave the other till its marked. Make sure ur ppl don't attack any add before the mark is placed or you can kill both of them without hatching.
Having a paladin offtank the hatchlings is great for this fight, not required, but it helps a lot.

Taelas
11-19-2007, 03:24 AM
I would add Amani Punisher to Akil'zon's 'relevant loot'; it's one of the best tanking weapons for Protection paladins to date.

Ciderhelm
11-19-2007, 03:25 AM
Will do Norrath. I originally was only including Warrior drops, only added Feral towards the end. Would be happy to add any items valuable to Ferals or Protadins if you guys can point them out.

Razmo
11-19-2007, 04:10 AM
You forgot to add Pauldrons of Stone Resolve

Ciderhelm
11-19-2007, 04:11 AM
You forgot to add Pauldrons of Stone Resolve

Nuh uh. Check the first post.

Razmo
11-19-2007, 04:24 AM
yeah but it doesn't say at which boss it droppes if you don't do the timed thingy

Ciderhelm
11-19-2007, 04:27 AM
Does it drop off a boss at all? I couldn't find any conclusive evidence it's on a loot list (at least on wowhead).

Razmo
11-19-2007, 04:33 AM
It drops off Akil'zon wowhead comments say. But you might be right, maybe it only drops from the timed event. I'll go and check.

Akil'zon - WoWWiki - Your guide to the World of Warcraft (http://www.wowwiki.com/Akil'Zon)

Bruizer
11-19-2007, 05:11 AM
I'm not sure about the Eagle boss's electrical storm being random. When we kill him, we have everyone collapse onto the tank about 5 seconds before he casts the storm. When someone screws up and doesn't get close in time, the storm has always been cast on that person. So maybe it's cast on the person farthest from the boss?

Agree. We followed the same tactic and the storm always seemed to go for a straggler late in collapsing towards me.

Bruizer
11-19-2007, 05:30 AM
Originally when dealing with Guardian and Flame Caster groups, we would chain-sheep the Flame Casters to keep them from AoEing us to death while burning down the Guardians. On the group that plays catch with a skull right before the Dragonhawk boss, I found that if you pull the guardians far away from the sheeps and break LoS with the sheeps, they won't dispel them. I'm not sure if it's range or LoS that stops it, since I just now always pull far away and out of LoS with them.

The first night in, we had a shadowpriest with us who tended to Mind Control the Flame Casters. They do enough damage to just about kill the rest of the pull before dying themselves, so that helped a lot.

Ciderhelm
11-19-2007, 05:31 AM
Ok, I changed the description of Electrical Storm.

maddfez
11-19-2007, 09:26 AM
For Hex Lord, we found the fight significantly easier if you kill all four adds before fighting the boss. We found the hardest part of the fight to be reapplying CC during the spirit bolts, so we just decided to kill all four and haven't lost yet with that plan.

We have a solid selection of T5 level gear (working on Kael atm), but no T6 and no shadow resist gear....just the priest buff.

Once we're ready to move onto Hex Lord, we have an interrupter sit on heals during whenever a healing class is siphoned and with the heals interrupted he dies pretty quickly. Haven't seen him grow more than three or four times with this strategy and one shotted him last night with half the group having never seen the fight before.

Urhan
11-19-2007, 10:20 AM
Had something strange happen on Halazzi last night. I kept eating unsplit Saberlashes right after the spirit went down, but the paladin OT was standing right on top of me. My best guess is that there's something about the saberlash targeting that requires the OT get some threat into him immediately after the spirit phase to register as a valid target, but I'm by no means sure. Any other ideas?

Shaiden
11-19-2007, 01:07 PM
*EDIT*
Nevermind, dumb question :)

Klimpen
11-19-2007, 01:12 PM
Urhan, there's currently a problem with saberlash and Tauren [and I assume Draenei] hitbox being too large and 'blocking' the OT from splitting it. The recommended thing to do on the forums is to eat a Savory Deviate Delight.

Zoal
11-19-2007, 01:27 PM
The group i went in with last week (full Kara gear, nothing else really) had some trouble with the zone but nothing major, we went Bear->Eagle->Lynx

Lynx i believe bugged out on us. First attempt we had no idea what he did, but did alright on him, wiped though. the next 5 attempts had us getting owned within 5 seconds. His attack speed was like he was in Frenzy 100% of the time. Eventually i trinketed out and we burned cooldowns to push him into Phase 2, once he made that transition, we ended up wiped again though - next shot at him his phase 1 attack speed was back to normal and we got through the boss without a real problem.

Next we hit the Dragonhawk and the raid went to hell. The trash was terrible (though knowing about the guardians will help a lot) the respawn on the scouts were a huge pain. The dragonhawk himself was such a huge step up in difficulty for us. We couldnt really get a good pattern down for killing Hatchlings and avoiding death. Him teleporting us in for firebombs while hatchlings and sometimes hatchers were alive were terrible.

Question: What is the rate at which hatchers break eggs? I heard 1 -> 2 -> 4 -> 8 but the peopel assigned to hatchers in my group thought 1->2->3->4

If it is 1->2->4->8 is hatching only 1+2+4 enough to even out the eggs and reduce time spent in enrage? I believe i counted 20 eggs on each side, so thats 40 eggs, doing 1->2->4 would be 7 per spawn. after 3 spawns thats 21, and still half the eggs are left up. Adding in that 8th trigger at least once would be a giant help for time, if its controllable (controllable being the key word). I also thought of having the opposite hatcher do the 1->2 cycle just to get a few small manageable eggs popped per hatcher cycle.

Our group layout for this should have made this boss easy, but it really was not.

Prot warrior
Fury/prot warrior
prot paladin (heals most of the raid, tanks when needed)
resto druid
holy paladin
rogue
hunter/shaman (shaman first night with Lynx - hunter next night with hawk)
mage
warlock
shadow priest

Knowing about the bridge not landing conc ticks is nice too, this week however we'll be rolling without that prot paladin.

Urhan
11-19-2007, 02:14 PM
Urhan, there's currently a problem with saberlash and Tauren [and I assume Draenei] hitbox being too large and 'blocking' the OT from splitting it. The recommended thing to do on the forums is to eat a Savory Deviate Delight.

Aha, that explains it. Thanks, I'll head down to the Barrens and do some fishing before raidtime tonight.

maddfez
11-19-2007, 02:33 PM
Question: What is the rate at which hatchers break eggs? I heard 1 -> 2 -> 4 -> 8 but the peopel assigned to hatchers in my group thought 1->2->3->4

If it is 1->2->4->8 is hatching only 1+2+4 enough to even out the eggs and reduce time spent in enrage? I believe i counted 20 eggs on each side, so thats 40 eggs, doing 1->2->4 would be 7 per spawn. after 3 spawns thats 21, and still half the eggs are left up. Adding in that 8th trigger at least once would be a giant help for time, if its controllable (controllable being the key word). I also thought of having the opposite hatcher do the 1->2 cycle just to get a few small manageable eggs popped per hatcher cycle.


The fight is meant to make you choose between healing your tank through extra damage after the 5 minute enrage or being highly aggressive in letting hawks spawn.

How we balanced the fight was to let side one hatch twice for three birds and the other side hatch three times for seven birds. Split dps and took them out quickly. Three sets of hatchers should lead to 30 eggs popped and ten remaining for the 35% mark. The enrage will hit before he is dropped to 35%, so healing will be intense for the last wave of birds but then it was very sustainable.

I used consumables fairly aggressively while tanking this fight and I think any plan that has to deal with an enraged boss + dragon hawk adds will need to do so....if nothing else it couldn't hurt until you learn the fight.

I'm tempted to try letting the eight pop get off next time as it would greatly speed up the fight.

Cairn
11-19-2007, 07:28 PM
I have a question about the Scout Amani'shi ( before Akil'zon or the way before Jan'alai ) .
This mob ring the alert and after the wave of mob come.

If u kill this Scout Amani'shi the wave don't coming ?


(sorry not fluent in english and tired )

Arrivan
11-19-2007, 07:42 PM
If you kill the scouts before they reach the drums, they will not call reinforcements. That's what I've read at least, I've only been to the bear =/

Shortypop
11-20-2007, 01:06 AM
Just two things that might be worth trying:

- For eagle gauntlet last night we did the OT up front, MT at back. My (MT) pally healer consecrated each time the birds appeared - this worked very well but does require a very-able pally healer - as this adds consecrating, healing themselves as well as healing the MT onto their list of things to do. Good communication between the MT and this same healer - solved many of my problems with getting stunned and therefore not picking up the new adds. I swopped into some block gear with the sporegar shield and a fast throwing weapon which helped a lot.

- For the boss a nice point of reference is to tank him in the center of the square and then have ranged/healers on the edge of square, we collapsed in on the tank (mostly). One lock was SoC'ing the birds with a fury warrior sweeping striking them worked well.

Klimpen
11-20-2007, 01:53 AM
I'm not sure about the Eagle boss's electrical storm being random. When we kill him, we have everyone collapse onto the tank about 5 seconds before he casts the storm. When someone screws up and doesn't get close in time, the storm has always been cast on that person. So maybe it's cast on the person farthest from the boss?

I'm gonna have to agree with this, I kept an eye out and it was always the farthest from the boss.

Narshe
11-20-2007, 02:16 AM
I also had the impression that the storm is cast in the farthest character.

Ciderhelm
11-20-2007, 02:21 AM
Everyone has that impression. That's why the Akil'zon post says that's what happens. :D

syowr
11-20-2007, 04:19 AM
Wonderful guide.

I'm taking my guild in for an attempt tonight. We have Kara on farm but only recently. I'm sorta hoping this wil be a wake up for the people who are grumbling that Kara is a waste of time even though they haven't finished gearing up from it.

Shortypop
11-20-2007, 07:35 AM
Just been reading the Lynx boss and I'm a bit confused. What I understand is that at 75% he spawns the spirit which must be ot'ed and while the spirit is up he doesn't saber lash, so as long as the ot brings the lynx back slowly all should be ok (?).

Now is when I get confused, if you dps the spirit I assume when it gets to low hp it despawns and then you dps boss again until it's at 50% and rinse and repeat. What if you just dps the boss - does that mean you only have one phase 2 or ?

Bhalor
11-20-2007, 07:51 AM
Each time Halazzi enters phase 2 he is brought back to full health. Whenever phase 2 ends - either by bringing the lynx spirit or the troll close to 0% - the spirit despawns and Halazzi's health is brought back to 75% after first phase 2, 50% after second phase 2, and 25% after last phase 2, so you have the same amount of phases regardless of the tactics.

Our group prefered to damage the boss, so our lazy DDs didn't have to switch targets and the OT (feral druid in our case) could still damage the boss while just causing enough aggro on the spirit to stay above the healers.

In our first try ever on the PTR we damaged the lynx, but somehow we felt that the troll could be burned down faster.

Wulv
11-20-2007, 07:53 AM
Wonderful guide.

I'm taking my guild in for an attempt tonight. We have Kara on farm but only recently. I'm sorta hoping this wil be a wake up for the people who are grumbling that Kara is a waste of time even though they haven't finished gearing up from it.

I think it will be. I think it has been a wake up call to a bunch in my guild who thought we would be able to plow through it with whatever group makeup we could put together. We didn't have issues in Kara with mixing group makeup that much but ZA seems more unforgiving.

Shortypop
11-20-2007, 07:58 AM
Thanks Bhalor that makes more sense. Last question - we're likely to run with druid and warrior tank combination. Originally I was going to put me (warrior) on lynx, but having been reminded he can't crush I'm leaning towards putting druid on the lynx. Also this will free me up a bit to apply demo shout, tclap and commanding shout more easily - not sure if we will have a dps warrior with us.

Any major advantage to having which tank on the boss or the add?

brain9h
11-20-2007, 08:55 AM
Originally I was going to put me (warrior) on lynx, but having been reminded he can't crush I'm leaning towards putting druid on the lynx.

Me too, seems this strategy will give our healers an easier time.

Wartorn
11-20-2007, 11:04 AM
Saber Lashes were not splitting last night. Could it be because one tank is avoiding it, so the other tank takes the full brunt of the hit, or is it really just a Tauren thing?

Rak
11-20-2007, 06:10 PM
Avoiding it doesn't do anything, I somehow manage to avoid most saber lashes.

Thibard
11-20-2007, 06:41 PM
Thanks for this :)

Taelas
11-20-2007, 09:29 PM
I think it will be. I think it has been a wake up call to a bunch in my guild who thought we would be able to plow through it with whatever group makeup we could put together. We didn't have issues in Kara with mixing group makeup that much but ZA seems more unforgiving.

I'll say. Wasted three hours on Nalorakk + trash last night... and my casual raid group spends three hours per raid. >_<

A Retribution paladin with okayish healing gear is NOT a replacement for an actual healer. *grumbles* Tried to tell the raid leader, but he refused to listen.

At least we got him down...

Wartorn
11-21-2007, 09:23 AM
Some things my ZA group picked up on last night on P3 Zul'jin.

1) Tornado will chase you down, but as soon as they hit you they find another random target. So, instead of running around like a headless chicken it's better to stand there an take it like a man because it will maximize cast time for both healers and DPS. Just make sure you don't stand against a wall or you can get hit multiple times off a rebound.

2) Assign 1 healer per 2 players, with all healers keeping an eye out for the MT. Healers should wait till one of their assigned players is at half health and only throw big heals. They should be throwing ~3 heals before healing themselves.

Zachzi
11-28-2007, 10:22 AM
Gear note for eagle boss:

For Eagle boss i think it helped alot to put on some Nature Resistance gear. I put on Wildguard Helm and Wildguard Chest. It made it much easier for our healers.


Zachzi

Cye
11-29-2007, 12:48 AM
Kind of an off topic question...but in the 2 videos shown for the first 2 bosses on the first page, what is the Addon in the lower right corner that looks like a graphical combat log?

Narshe
11-29-2007, 02:36 AM
Eavesdrop

What I have forgotten is the name of the addon to make easy marking that is on the top right corner ^^

Shaiden
11-29-2007, 09:32 AM
Just pointing this out, but on every attempt on Zul'jin (Quite a number... the jerk doesn't want to die) that we've reached the lynx phase, I have diligently intervene'd on the target of fixate but from what I can tell, I never recieve damage for it, and the target always gets hit by the attack.

I'm thinking intervene doesn't work in regards to fixate =/

P.S.

How do you guys handle Phase 3/4? In phase three we typically lose 1-2 people, and everyone has a grand old time cursing stupid encounter mechanics, followed by phase 4 where everyone clusters behind the lynx so that melee never has to stop DPS'ing, and we typically lose "more" people due to fixate hitting clothies, rogues, etc, anyone with low HP. Are there any other tactics to this any of you can think of?

Nilya
12-08-2007, 03:52 AM
My raid also got thrashed in the Lynx phase of Zul'jin once we figured out the "retarded" third phase. Any advice on when to intervene during fixates?

Satirev
12-08-2007, 04:01 AM
Every time i tried intervening, i never took the damage so i doubt it works.
Just make sure the healers know to just spamheal whoever gets fixated on, if it's a clothie BOP them if possible.

Vakfaroosh
01-31-2008, 12:22 PM
Dragonhawk boss has changed on Egg spawns (can't find patch notes anywhere but confirmed several times)

He pops 1, 2, 3, 4 now no longer 1, 2, 4. Also he no longer respawns eggs. We now burn 10 eggs per side per hatcher, after 4 hatchers, no more eggs, and all dps on the boss.

tenebris
01-31-2008, 01:23 PM
Dragonhawk boss has changed on Egg spawns (can't find patch notes anywhere but confirmed several times)

He pops 1, 2, 3, 4 now no longer 1, 2, 4. Also he no longer respawns eggs. We now burn 10 eggs per side per hatcher, after 4 hatchers, no more eggs, and all dps on the boss.

So. The eggs hatch 1-2-3-4-5-etc?

40 eggs for each side.

Do they still all respawn once you kill them all?

I need some more confirmation on this.

Cairn
02-17-2008, 03:42 PM
No respawn now , we are doing this encounter with strategy Side By Side

(All eggs by Side )

Noraxe
02-17-2008, 07:28 PM
Does it drop off a boss at all? I couldn't find any conclusive evidence it's on a loot list (at least on wowhead).

The chest show upon which boss you kill first. First chest = armor loot, Second boss = weapon, Third Boss = Ring(amazing tanking ring) and fourth = cant remember think its a neck or a trinket and ofc the bear mount :)



I have a question about the Scout Amani'shi ( before Akil'zon or the way before Jan'alai ) .
This mob ring the alert and after the wave of mob come.

If u kill this Scout Amani'shi the wave don't coming ?


(sorry not fluent in english and tired )

Apperantly it is possible to sap that guy, mc him, run him into the first mobs.
But think the priests needs some pretty high spell hit to get it in. Our priest was holy at the time and she didnt bring her spell hit gear :P

Btw Cider on your Zul'jin movie I noticed that your raid members were kinda scattered out during lynx phase. Any reason for this?

Because we keep em stacked like on bear boss. So the charging is close of tanking rage.

Cairn
02-17-2008, 07:58 PM
Noraxe > old post, for the Gauntlet before Akil'zon , u can bug the wave with a rogue , hit the troll spawn, vanish => bug
For the Scout Amani'shi just kill him before he can ring the alert ( stun , mezz ..) , we do Jan Alai with the timer, no real problem with this zone.

Noraxe
02-17-2008, 08:36 PM
Oh yeah, thought you were talking about the guard before Akil'zon ^^
yeah thoose are just to slaughter like lvl 10's ^^

chops
03-15-2008, 07:01 AM
Noraxe > old post, for the Gauntlet before Akil'zon , u can bug the wave with a rogue , hit the troll spawn, vanish => bug


Does this Bug still work? Which troll spawn are you referring to? The initial scout at the bottom of the hill, or the Amansh'ni Tempest at the top which stops the spawns on the gauntlet?

Until the last attempt on Akil'zon (always had issues with the gauntlet, & subbed in a prot pallt for my prot warr) we've only been killing Nalorakk consistently & we keep missing out on the timed loot for one reason or another.

Wondering if this Bug is worth a shot as I really want to get a chance at those uber sexy Pauldrons of Stone Resolve

klor
03-17-2008, 07:05 AM
Eavesdrop

What I have forgotten is the name of the addon to make easy marking that is on the top right corner ^^

Grom's Target Icons?

hbombs
03-17-2008, 12:25 PM
the bug doesn't work anymore...(not that i ever did it :) ) Just get used to doing it normally. we went from never doing the trash right to just practicing and now we get eagle timed event every time. btw downed zuljin for the first time last night!

Ciderhelm
04-01-2008, 10:18 AM
Edited out the movie links (finally).

Morgo
05-24-2008, 11:58 PM
I am just wondering, maybe this was pointed out somewhere, or it's so obvious that nobody mentions it:
If you simply bring a priest to killing Zul'jin, have everybody collapse into the butt of the bear as soon as he transitions, and the let the priest mass dispel the dead center of the room. Sometimes one person gets missed due to hunter pets, so I always have somebody dispel me as a tank seperately. And make sure your raid is ready for this, because the priest won't have time to check if people are inside the circle, since the first paralize hits right after the transition.

Edit:
One more thing, the Guardian's dispel Startling Roar - Spell - World of Warcraft (http://www.wowhead.com/?spell=43249) only has a 20-yard range AND only works in LoS, so you can save your mage a lot of work by just pulling them away some yards where LoS is not available.

Rev13
08-01-2008, 08:30 PM
I havent read the entire thread, just the encounter guides. But I have a quick piece of advice that probably has already been stated

If you have a Hunter in the group, have him put on his Aspect of the Wild for the Eagle boss. I believe its 30% nature resist, which will stack with the 10% racial resist that night elves have if there are any other night elves in the raid. if you have 2 hunters, and the dps loss wont be substantial, see about splitting them between the 2 groups.

They may cry because their dps takes a hit, but let them cry.

Shadevarr
08-13-2008, 01:24 PM
P2 Zul'jin

The burst damage during this phase has me with a constant itchy "last stand" finger now

P3 Zul'jin

We have the mages pyroblast, warlocks using corruption and curse of recklessness, warriors keeping full sunder stack and it's mostly about melee moving out when a tornado is in bound. Takes a while but wanding during this phase goes a long way to NOT killing a caster.

P4 Zul'jin

We have the whole raid circle around lynx, when he fixates he will face the target 1st and start attacking 1.5-2 seconds later. This gives ample time for a quick healer to start pre-casting. Using this method we have kept up a 7k health holy priest through the whole chain of attacks.

P5 zul'jin

Really helps to have someone call out whom the fire pillars came down on.