Tomoe Member
Number of posts : 18 Age : 41 Localisation : Ontario, Canada Registration date : 2007-12-19
| Subject: Zul'Aman - Guide Part 2 (Hex Lord and Zul'jin) Sun Apr 27, 2008 4:12 pm | |
| Hex Lord Malacrass- Spoiler:
Trash 1)Two elementals - Tanks, tank with your backs against a wall. They also enrage, so healers need to beware the MT. 2) 4-pull - Remember to burn totems as they come up and keep sheeping if there's a guardian 3) Two elementals
Boss Fight - Boss cannot be reset - 4 smaller mobs beside the boss. Can be CC'd - Boss siphons a target and takes on aspects of them - Spirit Bolts - Every 40 seconds, he will do shadow damage to everyone in the raid that can be resisted - Boss siphons a target and takes on aspects of them Druid - Thorns, Lifebloom, Moonfire Hunter - Freezing Trap, Snake Trap, Explosive Trap Mage - Fireball, Frostbolt, Frost Nova Paladin - Consecrate, Avenging Wrath, Holy Light Priest - Psychic Scream, Flash Heal, Mind Control Rogue - Blind, Wound Poison, Slice and Dice Shaman - Fire Nova Totem, Chain Lightning, Healing Wave Warlock - Curse of Doom, Unstable Affliction, Rain of Fire Warrior - Mortal Strike, Spell Reflect, Whirlwind
This fight is difficult because (a) Fight is randomized by the raid makeup (b) Everyone needs to be aware of their CC. Usually, there is one sheep, one shackle, and two mobs burned down. Banish is not practical here because it can not be reapplied at any time. If a CC comes loose during Spirit Bolts, healer dies, raid wipes. Fight should be something like this: - One tank takes Hex Lord back towards the entrance. CC picks up their targets, then work on burning down the others. - When everyone is DPSing on the boss, CC needs to be re-cast every so often, and before Spirit Bolts. - All heals must be interrupted - Watch for Consecrates and Whirlwinds - If he siphons a mage, everyone needs to be topped off, as Frostbolts can one-shot clothies - If he siphons a warlock, everyone needs to move out of Rain of Fire [Key Notes: On a previous attempts, most frequent problems for this fight are (a) Wipes due to loose CC beating up healers, (b) heals not getting interrupted leading to the fight taking too long and healers run out of mana and (c) Melee DPS don't get out of Consecrate/Whirlwind fast enough] Zul'Jin- Spoiler:
Trash - When you open the door from Hex Lord's room, several groups of non-elites will spawn. Easily AoE tanked and nuked. - When Zul'Jin is pulled, he has several non-elites around him as well
Boss Fight - This is a 5-phase fight. - Boss cannot be reset - Anyone outside the fire wall will be locked out of the fight
Except for Eagle phase, always wait for tank to get aggro, as Zul'jin resets the aggro table between forms. 100% - 80% ===> Human Grevious Throw - puts a DoT on a random target that ticks for 2k - 2.5k. Target must be overhealed to remove DoT Whirlwind - hits for 4k-8k. Melee must move ASAP.
80% - 60% ===> Bear Creeping Paralysis - puts a debuff on the whole raid. After 5 seconds, whoever has this debuff takes 5k damage
60% - 40% ===> Eagle Electrical Storm - Causes 1,250 damage to a player every time they cast a spell. Tornadoes - 4 tornadoes will move around the area, sometimes heading for players and following them. Getting hit is about 1k damage and bounces you around.
40% - 20% ===> Lynx Claw Charge - Targets one player and attacks them, starting at 1k damage and increases by 150 each time for 10 hits. Results in 15k damage in 8 seconds Lynx Rush - Targets random people and dashes around clawing them, much like last boss in Shattered Halls
20% - 0% ===> Dragonhawk Flame Whirl - Every 15-20 seconds, Zul'Jin will spin around releasing a flame in all directions. This fire is resistible and will strike everyone in your raid for ~1000 damage. The Flame Whirl does, however, apply a stacking debuff that increases fire damage taken by 50%. This means that the second flame will deal 1,500 damage, and the third will deal ~2000 damage. Column of Fire - An orange pillar of fire will appear over a player. At first the players can survive it, but after 3 or 4 of them, they will one-shot whoever they hit
The most important thing is to survive the Eagle and Lynx phases. 1) Human - Straight up DPS. When someone has Grevious Throw, healers should switch to that target and cast immediately.
[Note: Stop DoTs when he's nearing 80% HP]
2) Bear - As he changes form, ranged DPS should group up a little so Creeping Paralysis can be removed with Mass Dispell. If there are hunter/warlock pets in the group, those pets may use up one of the ten Mass Dispell targets. MT's healer should dispell the MT, then themselves.
[Note: When he is nearing 60%, refresh any dots you have on ZJ.]
3) Eagle - In Eagle form, ZJ just flaps in the middle of the platform. Melee DPS do the brunt of the damage to get him into the next phase. - Since every cast zaps you for 1250 damage, make it count. Healers, Use your biggest heals -- Focus on staying alive rather than trying to chase other people around. DPS, use bandaids/potions -- Don't count on someone being able to heal you. - If you cast something with a cast time, followed immediately by an instant cast, you will only get zapped once (ie - Prayer of Healing followed by a Prayer of Mending on yourself) - Kite tornadoes -- If something is heading towards you, move directly away from it. 75% of the time it will switch targets before it reaches you - Do not clump up -- You'll have nowhere to run if things start heading towards you - If you get caught between a tornado and a wall, or between two tornadoes, you'll probably die. If you get caught between a tornado and the fire wall (entrance), you may be bounced out and locked out, possibly bugging out the next phase. - If you *must* cast something, ensure there is no tornado remotely near you before you stop to cast. If something comes at you mid-cast, stop casting and move.
[Note: At the end of Eagle phase, use light heals on the tank until aggro is properly established.]
4) Lynx - Blow all cooldowns and get him out of this form as quickly as possible - If there are several paladins, bubble the healers and warlocks if they get targetted. - Mages can Iceblock if ZJ targets them - Raid members can group up to make Circle of Healing more effective
[Note: Ease off on DPS at the end of this phase. Spread out so the fire pillars don't hit several people at once.]
5) Dragonhawk - Keep moving. Cast a spell, move a little, cast another. After the first several pillars, the multiplied pillars can one-shot. If you are constantly on the move, chances of you getting zapped are lower
[Key Notes: On a previous attempts, most frequent problems for this fight are (a) People killing themselves by casting during Eagle phase, (b) Tornadoes trapping people against a wall or bouncing between tornadoes till they die, (c) squishies die in Lynx phase if there isn't a BoP or iceblock avaliable or (d) Fire Pillars zapping people during P5.] [/size]
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