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 Zul'Aman - Overview guide (10-man) ;)

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Chuffa
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PostSubject: Zul'Aman - Overview guide (10-man) ;)   Fri Mar 28, 2008 1:52 pm

Zul'Aman (Level 70+ | 10 Players)

Ten players, six bosses, one big challenge

Zul'Aman, located in the southeastern Ghostlands, is the second Level 70 instance for a 10 man raid. It is designed for those who mastered Karazhan, but lack the manpower to tackle 25 man instances. The loot, dropped by the six bosses, is at least compareable to, sometimes even better, than the items you get in Serpentshrine Cavern or Tempest Keep. In addition, the bosses drop Badges of Justice, which can be turned in for epic rewards in Shattrath. The best part: No attunement is needed. But be warned, Zul'Aman loot is far from welfare gear.

You will have to earn your epics, and especially the last two bosses are very challenging. If your raid is equiped with Karazhan loot only, it might take quite some time untill you see Zul'Jin go down. So you better bring your consumables! To make the instance challenging, even for raids that do Black Temple and Mount Hyjial, there is some kind of heroic mode. This doesn' mean stronger foes, but a timer to kill the bosses, compareable to the (in)famous Baron run. If you manage to kill the first boss in a set time, you get an additional epic item and the timer resets. Then you have to kill the next boss before the timer runs out, and so on. If Zul'Jin dies with the timer still running, the reward is an epic ring that is on par with Black Temple loot.

Getting ready

You can only have 10 people in your raid, so you should give the composition some thought. If you aim to beat the timer, you need a perfectly balanced raid. Two tanks are mandatory for 4 out of the 6 bosses. One should be a Protection Warrior. In the best case you get a feral druid as second tank. Since 2 of the bosses only need one tank, the druid can switch to catform to add some dps. Don't even think about using an offensive specced warrior as second tank, as things will only get a lot harder that way. You will also need 3 healers to keep the raid alive.

Fill the last 5 spots with dps classes, including at least one doing melee damage and two beeing able to AoE. Before moving to the instance, visit Griftah, who is back in Shattrath now. He offers the quest "Oooh, Shinies!", which you should pick up. Horde players, who travel to Silvermoon, go to Tranquillien from there (pick up the flightpath if you don't have it already!). Then move southeast to reach the instance. Alliance players fly from Ironforge to Light's Hope Chapel in the Eastern Plaquelands and ride north from there. There is a flightmaster in Hatchet Hills just outside Zul'Aman that gives you the opportunity to fly there directly after you visited him once. Look for the NPC Budd Nedreck as well to complete the quest given by Griftah and get another one that leads you into Zul'Aman and can be completed after killing the first boss, Nalorakk. Now you are ready to go!

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Last edited by Chuffa on Fri Mar 28, 2008 2:04 pm; edited 1 time in total
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PostSubject: Re: Zul'Aman - Overview guide (10-man) ;)   Fri Mar 28, 2008 1:54 pm

Against the clock

After entering Zul’Aman, you will find yourself in a big room. Buff the raid and get ready to go, then talk to the NPC called Harrison Jones (Hello Indy!). To open the gate 5 group members have to hit the gong. After that, Harrison will open the gate and will get killed immediately after that. This starts the 20 minute timer that gives additional loot for killing the first boss. Two Amani'shi Guardians will attack now, which can’t be crowd controlled and should be picked up by the tanks immediatly. In addition, you will have to deal with loads of Amani'shi Savages, which can be killed with AoE. After all the mobs are dead, head down the stairs to the right, but watch out for the patrol. Quite a few of the trolls you meet can be CC’ed, for example by POLYMORPH or FEAR. You will go south first, where the first Boss, Nalorakk, is already waiting, while sending packs of enemies against you. Pay attention to the Amani'shi Medicine Men, they will put down totems that heal all the mobs or even make them completely immune to damage. These totems must be destroyed as fast as possible.

Bear on!

Once the first pack of trolls is dealt with, you engage two Amani Bears. They should not be a problem and can be killed quickly. After that, follow Nalorakk, who then sends 4 more trolls after you. Crowd Control the two Tribesmen, while killing the Medicine Man first and the Axe Thrower next. Remember: Watch out for the totems and get rid of them fast! Next you face two Amani'shi Warbringers riding on bears. Players near them get debuffed with FURIOUS ROAR and take 25% more damage, so tank them apart from each other to avoid the tanks getting debuffed by both of them. It is important that you focus your damage on one of the Warbringers, because they dismount before they die and you have to deal with both the rider and the bear separately. Kill the rider first, then the bear before taking on the other Warbringer. The last group before the boss consists of two Warbringers, a Medicine Man and an Axe Thrower. CC both trolls and kill the Warbringers first. After this pack, it is time to engage the first boss.

Lord of the Bears

Nalorakk is the easiest boss you will encounter in Zul'Aman. Apart from his massive amount of 1,700,000 hitpoints, resulting in a very long fight, the only critical point is that you need two tanks, tanking one of the two phases each. The first tank can just engage the boss, who starts in his troll form, and fight him right where he stands. Both tanks should stand next to each other because of Nalorakks BRUTAL SWIPE, which hits for around 9,000 damage. This damage, however, is devided up evenly among the players in front of him, so have your tanks share the pain. As usual, melee DPS stands behind the boss, while the rest of the raid spreads out in a semicircle formation. This minimizes the number of players affected by SURGE, during which Nalorakk charges a random player and cleaves everyone nearby, hitting cloth wearers for around 3,500 damage. He returns to the tank after the SURGE, and he only uses this ability in his troll phase. His other ability in troll form is the MANGLE debuff he puts on the tank, doubling the amount of damage taken from bleed effects. After 45 seconds, Nalorakk switches to bear form and goes into phase 2.

Bloodshed

When phase 2 starts, the second tank has to take over immediatley by using TAUNT as a warrior or GROWL as a druid. Paladin tanks can cast BLESSING OF PROTECTION on the first tank to make sure the boss targets them long enough to get on top of the aggro-list. In bear form, Nalorakk hits the tank with REND FLESH, bleeding him for 11,500 damage over 5 seconds and LACERATING SLASH, another bleed effect that does 15,500 damage over 18 seconds. The tank from phase one, who has the MANGLE debuff, would take twice as much damage and die to the bleed effects, so a clean switch to the second tank is crucial.

Also, healers have to be prepared to change their target to the second tank to keep him alive. It is important that the tanks health is topped off as much as possible and he has all available HoTs on him. From time to time, the boss hits the whole raid with DEAFENING ROAR, doing up to 1,200 points of damage to each player and silencing the whole raid for 2 seconds, so make sure your tank won't die during that time. The tank should be ready to use a healthstone, a healing pot or even SHIELD WALL to make sure he survives the silence. A dead tank equals a failed attempt if you can't nuke the boss down within the next few seconds. After 30 seconds in bear form, Nalorakk goes back to phase one and switches to troll form, meaning that the first tank has to take over again. This is repeated until he dies. One word of warning: Nalorakk can resist taunts, so warriors should be ready to stance dance and use a secondary taunt. (This shouldn't be necessary too often anymore, since in the new build of 2.3, hit rating affects taunt as well.) A failed tank switch most likely results in a failed try. If you realize you won't beat Nalorakk for any reason (dead tank, failed switch, healers OOM), run down the stairs leading to him. This will reset the boss and you can try again without wiping.

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PostSubject: Re: Zul'Aman - Overview guide (10-man) ;)   Fri Mar 28, 2008 1:55 pm

Under Pressure

After Nalorakk is dead, you can pick up a map on his terrace, which you need to complete the quest you got outside. If you beat Nalorakk within the timer, you should hurry up to the next boss. You find Akil’Zon in the northwest, opposite of Nalorakk. Buff and regain mana, the following trash phase will be tough. You should mount up and enter the area close to each other. Ignore the Amani'shi Lookout, he can't be stopped anyway, instead go up the ramp untill you reach the first two trolls. Take down the Amani'shi Wind Walker first, then the Amani'shi Protector.

There are three more identical groups on your way up that you deal with in the same way. The problem is that in short intervals, you will have groups of two trolls coming for you from down the ramp. One should be sheeped, the other one is picked up by the tank who is on the Wind Walker. As if that wasn't enough, groups of 5 eagles come from up the hill, attacking you as well. Kill them with AoE, while a tank makes sure to grab the sheeped mob beforehand so it doesn't kill the AoE-ing player. Move to the next pack as soon as you have killed most of the mobs. The key here is massive and focused damage so you get up the hill before being overrun or healers go out of mana. When you have reached the top, you see an Amani'shi Tempest. As soon as you engage him, the mobs will stop spawning. Kill off the rest of the enemies and move on to the boss.

Calm before the storm

Once you got the hang of the Akil'Zon encounter, it is only about clean execution. Make sure all the players are past the stairs before you start the fight, because the boss will close the passage to the platform. Spread out around the boss, but don't go too far from each other. Akil'Zon casts STATIC DISRUPTION on a random player from time to time, doing 3,500 damage and leaving a debuff that increases the taken nature damage by 25% and can't be dispelled. Since players nearby are affected as well, it is important the raid is spread out well. The boss also casts GUST OF WIND on a random player sometimes, throwing them up in the air and dealing 50% of the targets full health as fall damage. Healers should keep the whole raid topped and players should be ready to use healing potions and health stones to avoid anyone getting killed by an unlucky combination of STATIC DISRUPTION and GUST OF WIND. Akil'Zon hits the tank for around 2,500 damage per hit and uses CALL LIGHTNING on the tank as well, dealing up to 5,000 damage.

Taken by storm

The fundamental point of this fight is the ELECTRICAL STORM Akil'Zon casts on a random player roughly every minute. You will see a dark spot appear under the player and the boss channels a purple beam on him. Every player, including the tank, should collapse back onto the position of that player as fast as possible. The affected player lifts up in the air and becomes the center of a storm that hits everyone badly, who is not directly under it. After the storm is over, the raid spreads out again. After the first storm, eagles appear that fly around uncontrollable and hit players with EAGLE SWOOP for around 1,500 damage. They can be shot by hunters, shamans can hit them with CHAIN LIGHTNING and Warlocks can use SEED OF CORRUPTION on them. But in most cases, your healers should be able to heal through the damage until the next storm. When everyone is gathered up for the next storm, just AoE the birds to death. If you manage a clear execution of collapsing back on one players position and spreading out again, it only depends on your healers being able to keep the raid alive against the high group damage.

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PostSubject: Re: Zul'Aman - Overview guide (10-man) ;)   Fri Mar 28, 2008 1:56 pm

Make Haste

Next on your list is Jan’Alai, you find him in the southeastern part of the instance. Even if the countdown ran out, you have to be quick with the next trashpacks. When engaged, the Amani'shi Scouts will run to a nearby hut and summon more trolls. They can be stunned or slowed and don't have a lot of hit-points. Just nuke them down before they call in the reinforcements. Try not to have too many breaks, otherwise you might be surprised by some Scouts coming from behind. The Amani'shi Guardians you encounter can just be tanked and spanked, the Amani'shi Flame Casters on the other hand cast Fireballs, which should be interrupted. They put a powerful HASTE buff on themselves, which can be dispelled by priests or shamans. Or maybe your mages want to SPELLSTEAL the buff to use it themselves! There are also patrols that include dragonhawks. They should be no problem, just kill the hawks first. After a short while, you should be facing Jan'Alai, avatar of the Dragonhawk.

A fiery guy

When the raid is buffed and ready, just have your maintank pull the boss to the middle of the platform. Again, melee dps is positioned behind the boss while the rest of the raid spreads out in a circle around the boss. Jan'Alai shoots a FLAME BREATH towards a random player, hitting for 4,000 to 5,500 fire damage. Everyone else in the path of the FLAME BREATH gets hit as well, so positioning is important. From time to time, the boss teleports all players into his melee range and then scatters dozens of small bombs all over the platform. After ten seconds, all bombs blow up at the same time and hit players standing too close. So everyone should pick a bomb free spot to stand on. Don't try to run through the flame walls surrounding the platform during this, they hurt even more than the bombs! After the bombs detonated, the maintank pulls Jan'Alai back to the middle and the raid spreads out again.

You have to break some eggs ...

You may have noticed the two smaller platforms left and right of the big one. They are covered with eggs, which are very important to the fight. Every minute, two Hatchers appear and run towards the eggs, releasing one Dragonhawk Hatchling from the first egg, two from the second egg and three from any additional egg they hatch. Since the boss will hatch all of the remaining eggs at once when he hits 35% health, you want the hatchers to get rid of some of the eggs. Kill one of the hatchers immediately after they appear, and then let the other one hatch 3 or maybe 4 eggs before killing him as well.

A second tank should tank the dragonhawks as good as possible, then you can just AoE them down. Be aware that the hatching of the eggs doesn't stop the bombs or the FLAME BREATH, so be careful. It is important that you find the right balance between damage to the boss and getting rid of eggs. If you nuke down the boss too fast, you get too many adds when he hatches the remaining eggs at 35%. On the other hand, Jin'Alai enrages after 5 minutes, increasing attack speed by 50 % and damage by 50%, and goes in a frenzy after 10 minutes, killing the raid. So you can't only concentrate on the eggs either. It might take a few tries to get the feel of this fight, but at least you can reset the boss by running down the stairs if something goes wrong.

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PostSubject: Re: Zul'Aman - Overview guide (10-man) ;)   Fri Mar 28, 2008 1:58 pm

Stray Cats

It is now time to pay a visit to Halazzi, avatar of the lynx and the last animal boss you have to face. There are quite a few trash-packs on the way to his temple in the northeast of Zul'Aman, including lynxes and crocolisks. You shouldn't have too many problems, just take care when fighting Amani'shi Beast Tamers. They mind control a player for a short time, so if you fight other mobs as well you should sheep them and kill them off once the other enemies are dead. You will notice a hut near a small lake. Inside, a troll is kept who can repair your equipment and sell reagents once you freed him. If you are trying to beat the timer, you should just ignore him. After a while, you will reach the temple of Halazzi. Beat the last trash packs, including those inside the temple, and you are ready to face the boss.

Temple of the lynx

You need two tanks for this fight, and there are two different phases Halazzi switches between. The first phase is quite simple - just tank the boss in the middle of the room and do damage. Halazzi will enrage from time to time, which makes him hit faster. If you brought a hunter, he can dispel this with TRANQUILIZING SHOT. The key ability in this phase is the SABER LASH that hits for around 50,000 damage. A lot of the damage is mitigated by armor and it is divided up between the affected players. Just have both tanks stand together, like they did in the fight against Nalorakk, then the SABER LASH will hit each of them for around 7,000 to 8,000 damage. Once you brought down Halazzi to 75%, phase 2 starts.

Double Trouble

The second phase is a lot more challenging than the first one. The Spirit of Halazzi, a ghost lynx, appears and attacks the raid, he should be picked up by the second tank while the first tank stays on Halazzi. He won't use SABER LASH in this phase, but he casts FLAME SHOCK on a random player. It hits for around 4,500 damage and leaves a powerful DoT that has to be dispelled immediately by priests or paladins. He also puts down a CORRUPTED LIGHTNING TOTEM. The chain lightning cast by this totem hits for 5,000 nature damage and jumps over to nearby players, so make sure you raid is spread out well. This totem has to be destroyed as fast as possible, have at least two ranged damage dealers switch to the totem and burn it down when it appears. Otherwise, just nuke the Spirit of Halazzi. When he is dead, Halazzi goes back to phase one.

Staying alive

This fight is a test for your healers. In phase two, not only the tanks take lots of damage. The CORRUPTED LIGHNING TOTEM and the FLAME SHOCK also hurt the whole raid considerably. The damage dealers should make sure they do the highest possible dps in phase two to end it quickly. Halazzi switches phases again at 50% and 25%. After you dealt with the Spirit of the Lynx, the final part of the fight is waiting. Basically, it is phase one again, except Halazzi now also puts his Totem. Just ignore it and concentrate on max dps to take him down quick.

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PostSubject: Re: Zul'Aman - Overview guide (10-man) ;)   Fri Mar 28, 2008 2:00 pm

The Hex Lord is waiting

Now that you killed the last one of the animal avatars, you can move on to the main bosses in Zul'Aman. The door to the building in the eastern part is now open, with two Amani'shi Berserkers standing in front of it. Your tanks grab one each, damage dealers should wait a bit before starting to nuke because the Berserkers can't be taunted. When close to dying, they enrage and do a lot more damage, so healers have to be on their toes. After the Berserkers, you deal with a group of four trolls like those before, then it is 2 Berserkers again. Now you are facing Hex Lord Malacrass, the last boss before Zul'Jin.

Fun with adds

Just like Moroes in Karazhan, Hex Lord Malacrass will face you together with 4 adds that are randomly picked from a pool of 7 possible enemies. Every one of those adds can be crowd controlled one way or the other. There is an ogre who does melee damage and can be sheeped. The imp Gazakroth spams fireballs and can be banished. Lord Raadan, a dragonkin, is very dangerous because of his massive fire damage, so kill him quickly or have a druid use HIBERNATE on him. The undead wraith named Darkheart should be shackled through the whole fight.

Alyson Antille is a blood elf healer and can be sheeped, but makes a good target for a quick kill, just interrupt her heals. You may also encounter a Fenstalker who casts VOLATILE INFECTION on players, which deals nature damage to everyone close to the affected player. Being an elemental, this add can be banished. The last possible add is a serpent that shoots poison bolts and can either be sheeped or sleeped. Kill 1-3 of the adds, depending on what adds you get and which CC abilities are at your disposal. While one tank takes care of the adds you kill, the other one grabs the boss. Don't spend too much time on the adds, the fight gets harder the longer it takes! Once the adds have been taken care of, it is time to focus on Malacrass himself.

On the receiving end of your own abilities

This is by no means an easy fight. Although the Hex Lord only does moderate damage to your maintank, he hurts the rest of the raid quite a lot. He casts SPIRIT BOLTS roughly every 30 seconds, hitting everyone in the raid 20 times over 10 seconds, doing around 450 shadow damage per hit. This damage can be resisted partially or even completely, so it is mandatory that priests buff the raid with SHADOW PROTECTION for this fight. The tank won't get hit by melee during this time, so your healers can concentrate on keeping the raid alive. Again, everyone should be ready to use healing pots and health stones if necessary.

One minute after the fight starts, Malacrass will start to DRAIN POWER from every player after each SPIRIT BOLTS. This stacking debuff reduces the damage done by players by 1% per stack, transferring it to the boss himself. So every 30 seconds, each player in your raid loses 1% damage and the Hexxlords damage increases by 10 %, affecting physical damage as well as spells. This puts a soft cap on the fight, the longer you take to kill Malacrass, the harder it gets. His last ability puts a lot of challenge and diversity in the fight: With SOUL DRAIN, he takes over the abilities of a random player. This happens after he casts SPIRIT BOLTS the second time and lasts until the next time he uses SPIRIT BOLTS.

The different abilities

It is very important to react correctly and quick to whatever class Hex Lord Malacrass uses DRAIN POWER on. Here are the different abilities he will use:

Warrior: Malacrass uses WHIRLWIND and SPELL REFLECTION. Melee dps should move away from the boss as soon as he starts whirl-winding. Casters have to be careful so they don't get hit by their own spells.

Paladin: Move the boss out of the CONSECRATION to avoid extra damage to tanks and melee damage dealers. The HOLY LIGHT must be interrupted by the classes able to do so.

Rogue: SLICE AND DICE adds to the Hex Lords attackspeed, the tank will need more healing. The boss also uses BLIND and different poisons. Druids, paladins and shamans remove these.

Mage: This might be the most dangerous part. Malacrass deals lots of damage to random players with FIREBALL and FROSTBOLT, they should be interrupted as much as possible. You can't prevent his FROST NOVA, but remove the immobilizing effect.

Warlock: While you should remove the CURSE OF DOOM that the boss uses, you shouldn't remove the UNSTABLE AFFLICTION. Everyone has to pay attention and run out of the RAIN OF FIRE, spreading out beforehand helps.

Druid: Melee classes need more healing because of the THORNS. Priest and Shamans should remove the LIFEBLOOM on the Hex Lord very quick, it heals him for a huge amount of hitpoints.

Hunter: Pull Malacrass away from the traps he puts down so the tank doesn't trigger them and make sure everyone moves out of the VOLLEY.

Shaman: The boss casts CHAIN LIGHTNING and heals himself with HEALING WAVE, these spells should be interrupted. The totems he puts down only have a few hitpoints and can be destroyed quickly.

Priest: The abilities differ depending on the drained priests specc. If it was a shadow priest, Malacrass hits with MIND BLAST and uses SHADOW WORD: DEATH. From discipline/holy priests, he gets MIND CONTROL and FLASH HEAL, which you have to interrupt.

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PostSubject: Re: Zul'Aman - Overview guide (10-man) ;)   Fri Mar 28, 2008 2:04 pm

Time to meet Zul'Jin

After defeating Hexxlord Malacrass, you open the door at the end of the hall to get to Zul'Jin. A horde of Amani'shi savages attacks you, just AoE them like you did at the very beginning of the instance. Then move up to the platform. Like in the Akil'Zon encounter, the platform will get blocked, so make sure nobody stays behind before starting the fight. You will have to deal with 5 different phases, switching at 80%, 60%, 40% and 20% of Zul'Jins hitpoints. Every switch resets the aggro, so give the tank time to get in a few hits before starting damage. When you get close to the boss, the battle begins. Nuke the savages quick, then focus on Zul'Jin, who is in his humanoid form. Melee damage dealers have to avoid his WHIRLWIND, also the boss does a GRIEVOUS THROW at random players for up to 4,500 damage. This leaves a DoT, ticking for around 2,500 damage every 3 seconds. You have to bring the players health to 100% to stop the DoT. Once you burned Zul'Jins health down to 80%, phase two starts.

Enter: The bear

At the beginning of his bear phase, the boss runs back to the middle of the platform. Your tank grabs him and starts building aggro. Every 30 seconds, Zul'Jin casts CREEPING PARALYSIS on the whole raid. After six seconds, this magic debuff stuns the player for a short time and deals around 4,000 damage. Priests and paladins have to dispel the debuff from the maintank, themselves and other healers before the stun hits. Heal the players you couldn't dispel. The maintank will also need a lot of healing during this phase.

Up in the air

When he hits 60%, Zul'Jin starts the eagle phase and flies above the middle of the platform. He can't be tanked, so start damage immediately. This phase is a tough one, melee is your main source of damage here. Whenever a player casts a spell, he takes 1,250 damage - this includes healing spells! This means casters only use their biggest damage spells and watch their health, while healers use big heals and HoTs. You also have to watch out for the tornados that move around the platform randomly, they knock you back and deal quite some damage. If you get cornered by them, it can get very nasty, so try to stay away from them. Your melee dps has to take care of bringing Zul'Jin down to 40%, then phase 4 starts.

Don't let him rip you apart…

When the lynx phase starts, the tank has to take care of the boss again. He won't do much damage to the tank, so you have to deal with a small amount of rage. For the damage dealers, that means slow damage, especially in the beginning of this phase. Zul'Jin uses two abilities in this phase. During the LYNX RUSH, he runs all over the platform and hits players for around 2,000 damage, leaving a DoT that deals additional damage. From time to time, he also focuses on a random player and attacks him with CLAW RAGE for around 8 seconds. The damage is quite high, on cloth in particular, so healers have to keep the player alive while a warrior, preferably the tank, uses INTERVENE near the end of CLAW RAGE to reduce the damage. When Zul'Jin is down to 20%, the last phase starts.

... and don't get burned either!

In phase five, you have to go all out on the boss, who is in his dragonhawk form now. Let your tank build some threat, then nuke as hard as you can. Every 15 seconds, Zul'Jin will cast a FLAME WHIRL on the raid, dealing fire damage and leaving a stacking debuff that increases fire damage. After around 90 seconds, the damage will get too much to heal and you wipe. The boss also puts PILLARS OF FIRE on the platform. Players have to get out of them quickly to avoid damage. If you manage to burn Zul'Jin down, you have cleared Zul'Aman. Congratulations!

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PostSubject: Re: Zul'Aman - Overview guide (10-man) ;)   Fri Mar 28, 2008 2:06 pm

Original guide and more detailed boss info can be found here :-

http://www.getbuffed.com/getbuffed/guides/view/1/?page=1

All credit goes to the original authors and translators

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