Tomoe Member
Number of posts : 18 Age : 42 Localisation : Ontario, Canada Registration date : 2007-12-19
| Subject: Zul'Aman - Guide Part 1 (Animal Bosses) Thu Feb 28, 2008 10:35 am | |
| Extensive Pull-By-Pull DetailsThe planned order of bosses will most likely be Bear => Eagle => Dragonhawk => Lynx. The following is what your class may be expected to do for certain pulls. Bear (Nalorakk)- Spoiler:
Trash 1) Upon heading towards the Bear boss, three mobs will spawn and head towards the raid. (b) A mage can sheep one if they are quick, and have an AoE tank pick up the other two, or (b) the AoE tank can grab all 3 and DPS can knock them all out at once. 2) Two bears - straight up DPS. Both mobs can be dotted up before focusing on main kill. [Note: Hug the left wall as you move forwards.] 3) Four mobs will be sent running down the stairs as you approach. Mage(s), try to sheep the caster(s) on the stairs. 4) As you reach the first landing, two mounted bear riders will come. After they have been DPSed for a while, they will seperate into the bear mount and the rider. Tanks, these mobs must be seperated as you pick them up, ideally at least 15 feet apart. When they seperate, they will most likely go for healers, so it is essential to be quick on picking up the bear mount. DPS/Healers, when the bear mount appears, try to use any aggro-reducing skill you have. Healers, these mobs will enrage. With a setup of three healers, one healer will be assigned to each tank, with the third bouncing between the two tanks. Kill order should be (mounted rider) => (dismounted rider) => (bear mount) => repeat with other rider. 5) Reaching the boss platform, there will be two more mounted riders and two other mobs. Depending on the amount of DPS in the raid, they will either be (a) two sheeps, kill riders as before, then kill sheeps, or (b) sheep one, burn down one ASAP, kill riders, kill sheep.[/list]
Boss Fight - 1,700,000 HP - Boss can be reset by raid members running off the platform - Cleaves for about 7500 damage per tank - Charges random target for 3.5k - 4.5k damage - 100% damage from bleed effects during Human form - AoE silence during Bear form
This boss has Human and Bear forms. At the end of Human form, he will put a 100% increased damage debuff on the tank for 60 seconds, so the tanks must trade aggro between phases.
Tanks, taunt immediately as he changes forms, and make sure you are sharing the cleave during Human phase so one tank doesn't get squished. Do not taunt early or you might pick up the debuff.
Healers, if you have a HoT, keep it on the tank(s) during Bear phase and make sure they are topped off, in case there is an AoE silence.
[Key Notes: On a previous attempts, most frequent problems for this fight are (a) One tank dying due to AoE silence, (b) DPS not being able to kill the boss before healer's mana runs out and (c) Cleaves not being shared and tank gets one-shotted]
Eagle (Akil'zon)- Spoiler:
TrashAs you enter the Eagle trash area, you will initiate an event where you must kill the Tempest standing before the boss platform to stop the event. While the Tempest is alive, there will be (2) warriors spawning at the entrance of the gauntlet and flocks of birds spawning from the boss platform. There are 6 mobs standing along the ramp, then 4 mobs at the landing, plus the Tempest on the stairs. The key to getting thru this is as follows: (A) *Everyone* must stay in a tightly packed group, preferrably over the AoE tank so warriors do not pick of clothies who are used to standing in the back. (B) Keep the group moving as you DPS. Waiting too long will only waste more mana on spawned warriors/birds. (C) Use mana pots and conserve mana. There is no time to sit and drink between pulls. (D) Single target DPS should focus on Windwalkers first, since they heal.
Tanks - AoE tank should be up front, picking up stationary mobs and birds. Second tank needs to be at the back of the group, picking up spawned warriors and bringing them to the AoE tank. Healers - The AoE tank will take massive spurts of damage. Always stay in the tank's Consecrate (if there is one) and use potions often. AoE DPS - Do not AoE as soon as you see birds. Give the tank enough time to get aggro and wait for the call to AoE. There is no time to res if you pull aggro. Follow the single target DPS kill order if AoE has not been called for. Single target DPS - Focus on Windwalkers, then the other stationary mob, then warriors if they have spawned.Boss Fight- 1,300,000 HP - Boss cannot be reset - Throws random target into the air resulting in fall damage of 50% HP - Lightning bolt on random target for 3500 damage which may chain to other targets within 12 yards - Flocks of birds will appear after a while and peck at random raid members - Once per minute he will cast Electrical Storm, lifting a random target into the air. Anyone not under the target's shadow will take damage, ticking from 800 damage the first second, 1600 the second, 3200 the third and so on.
During DPS phase, everyone must spread out in a circle around the boss. You should have Deadlyboss or Bigwigs, and have a small window that tells you if you're too close to someone else. Watch the Electrical Storm timer and move in close to the boss about 5 seconds before the timer is up.
When the birds appear, warlocks should put Seed of Corruption on the boss when it's almost time to collapse. The birds can be dotted, but they move out of range too quickly for single target DPS.
Move immediately! - 5 seconds before Storm is due, drop everything and move. When Storm is cast, everyone, including the tank, needs to move.
[Key Notes: On a previous attempts, most frequent problems for this fight are (a) Wipes due to one person not moving (boss seems to cast Storm on the person furthest away), (b) Storm being casted before timer is up, or well after timer is up (premature Storm results in people spread out too far, can't dash under the shadow. Delayed Storm means everyone is collapsed and chain lightning does disgusting damage.)]
Dragonhawk (Jan'alai)- Spoiler:
Trash Scouts - When these mobs are attacked, they will run to the nearest drums and summon two reinforcements. While moving thru the trash areas, everyone must be on the lookout for scouts. They will be pathing around and spawning in huts. When it is time to kill a scout, instructions should sound something like: (A) Get in range and target the scout (B) Root (if there is a druid avaliable) (C) Kill the scout (using stuns if you are a rogue, or your quickest spell if you are a caster)
Flame Casters - These mobs do large amounts of raid damage. Whenever possible, they should be sheeped, mind controlled, or burned down if there is no CC.
Guardians - These mobs break any sheep near them. If there is a need to sheep something near them, the mage must repeatedly cast sheep on the mob.
Handlers with a pack of Dragonhawks - Single target the handler first, then AoE the dragonhawks. These groups will occasionally put a raid member to sleep.
1) Single Scout by the entry. 2) 4-pull of 1-2 Flame Casters, 1-2 Guardians, 1 Scout. Tanks should pick up their target(s), Mage(s) should sheep while everyone else works on taking out the Scout. [Note: There is a group in the alcove on the right. Watch where you run.] 3) Handler + dragonhawks, 1 Scout. Kill order should be Scout => Handler => Dragonhawk. [Note: Hug the left wall as you move forward. Usually there are 1-3 patrolling scouts from in front and behind while you move between these pulls.] 4) Single Scount on the mound. 5) Another 4-pull. 6) Patrolling Handler + dragonhawks. [Note: When you reach the stairs, do not stand too far to the right, as there is a group in the nook] 7) Another 4-pull
Boss Fight - 1,000,000 HP - Boss can be reset. Careful you do not run off the side with the mounds. You need to run thru scouts again to come back. - Casts Flame Breath on a random target for 4.5k - 5.5k damage. Everyone beside them and in front or behind them will be injured, with no distance limit. - Two hatchers will run up the stairs, one to each platform, and begin hatching eggs. Each hatching motion will spawn about 4 dragonhawks. - There is a platform of eggs on either side. When the boss' HP gets low, he will hatch all remaining eggs. - Every once in a while he will put up a firewall around the two sets of stairs and in front of both bridges, and scatter firebombs around the middle. Anyone not on the main platform will be teleported to him. These bombs look like big shiny marbles and they will explode for 6k - 7.8k fire damage. You must be standing at least 5 feet away from the bombs to be safe.
Depending on the group makeup, the safest way is probably this -- Hatcher is allowed to hatch 3-4 times before it's killed, and half the egg platform is cleared at a time. The fight should be something like this: 1) Everyone moves into position in a large circle around the boss. Do not stand in front / behind anyone, especially near the tank. 2) When hatchers come, AoE tank and one healer follow one hatcher (ie - left) to its side. The other hatcher (ie - right side) is killed. 3) AoE tank is picking up hawks. After 3-4 hatches, hatcher is killed off. 4) AoE tank and their healer gets teleported back to main platform for Fire Bombs. Get to a safe spot, AoE the hawks, continue light DPS on boss. 5) Hatchers come again. Kill the left hatcher, AoE tank and their healer follows the right and repeat the hatchings. 6) Fire Bombs, get to a safe spot, AoE hawks, DPS boss. 7) Kill any hatchers that continue to show up. 8) Boss will hatch the remaining 8-16 hawks when HP is low. Taunt off healers immediately, Bubble/Fade if they can. AoE hawks, DPS boss. 9) Stay alive through any Fire Bombs and you win.
Flame Breath - Spread out, and stay spread out. Many times, someone has decided to move to a new spot, get targetted, and end up toasting 3-4 people around them. One or two times, that's fine. But if 3 people in a clump get targetted one after another, half your raid is dead.
Fire Bombs - You can move through the bombs without making them explode. When Fire Bombs are coming, zoom out your view and look straight down. Your first priority is to not get blown up.
[Key Notes: On a previous attempts, most frequent problems for this fight are (a) People blow themselves out during Fire Bomb, (b) AoE tank crumples from taking too many hawks, (c) Flame Breath causes excessive raid damage and (d) hatchers don't get killed at the right times] Lynx (Halazzi)- Spoiler:
Trash Fighting by the river - Watch any AoEs you have. The yellow gators in the water can be aggro'd by AoE. Mind Control - Some handlers will mind control random raid members. This can only be dispelled by priests. 1) Pack of cats, some elites, some non 2) Patrol of two handlers, two cats, spawning cats 3) Two handlers, two cats, spawning cats [Note: The hut here has a repair NPC inside, also a quest target.] 4) Patrol along river. One handler, two gators. Sheep the handler before burning down gators. 5) Spawn of elite cats as you turn away from the river. 6) Patrol of two handlers + cats 7) Spawn of cats 8) Spawn of cats 9) Patrol around the bend 10) Handlers + cats at the top of stairs 11) Patrol around boss room 12) 2 stationary groups in boss room
Boss Fight - 600,000 HP - Boss cannot be reset - Saber Lash - cleave effect that hits each tank for about 7500 damage - Frenzy (Human phase)- increases attack speed by 100%. Can be removed by hunter's Tranq Shot - Corrupted Lightning Totem (Spirit Phase)- zaps a chain lightning at random target for 5k damage. Has 10k HP. Everyone must have the macro /target Corrupt
Due to his very quick attack speed, the MT takes insane burst damage, and it can be an instant wipe if the two tanks aren't stacked up to share Saber Lash properly. Human Phase - DPS as normal, healers need to spam heals on tanks and keep them topped off at all times. Spirit Phase - A ghost lynx will spawn which a tank needs to pick up. Healers raid heal and dispell debuffs. Whenever a totem shows up, everyone must burn it down as quick as possible. When he goes into Spirit phase, he will have a new health bar. When the phase is over, his health returns to where it previously was. He will switch between phases at 75%, 50% and 25%. After the third Spirit phase, his final Human phase will also spawn totems, which need to be burned down.
[Key Notes: On a previous attempts, most frequent problems for this fight are (a) Tanks not lining up properly (different races have different hit boxes), (b) healers running out of mana and (c) tanks are just too squishy] Go to www.zulaman.com for further details.
Last edited by Tomoe on Sun Apr 27, 2008 5:01 pm; edited 4 times in total | |
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