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Zulaman

 
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Gogu1983
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PostPosted: 02/05/2009 13:11    Post subject: Zulaman Reply with quote

Number of players: 10.
Attunement: None.
Bosses: 4 Loas - Bear lord Nalorakk; Eagle lord Akil'zon; Dragonhawk lord Jan'alai; and Lynx lord Halazzi.
Pre-end boss: a Witch Doctor - Hex Lord Malacrass.
Final boss: Leader of the Amani, Warlord Zul'jin.
Instance Reset Timer: 3 days.[4]

The gates of Zul'Aman
Timed Event: See Zul'Aman timed event page.
Flight Path: Hatchet Hills, a new flight path location immediately outside the instance portal; connected to Light's Hope Chapel, and for the Horde, to Tranquillien and thus Silvermoon City.

Notes:
There is a repair NPC out front of the instance near the flight path, as well as one guarded by the trash in front of Halazzi, a friendly troll called Zungam who is part of a quest chain that starts outside the instance.
Hatchet Hills flight path marks the first flight path connection between 'classic' Warcraft and Burning Crusade zones. It is also the first flight path to have a loading screen as it leads through the portal between Eastern Plaguelands and the Ghostlands.
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History

Zul'Aman map from WC3, east of Quel'Thalas.

Once, forest trolls controlled a vast swath of Lordaeron. Their empire was called Zul'Aman, and the current area known as Zul'Aman was their power center. Many centuries ago, high elves and humans allied to defeat the empire and drove the trolls to near extinction. Now, the tiny area in northeastern Lordaeron is all that remains of the trolls' continent-spanning empire. In the intervening years, the trolls gave up their imperialist mindset, though they protect their small territory jealously. Warbands patrol the forest, slaying all living (and undead) creatures that are not trolls or normal forest beasts. They worship ancient deities, though whether these deities are the mythic old gods or some strange creation of their voodoo witch doctors is unknown.

Though the trolls' empire was destroyed in antiquity, they have always controlled the sprawling forest now called Zul'Aman. Their dominion once stretched across the continent, and they threatened the nascent human nations and the fledgling kingdom of Quel'Thalas with extinction. Eventually, the high elves traded arcane knowledge to the humans for help in defeating the trolls, and the two races bludgeoned the forest troll empire. Now Zul'Aman is reduced to its present borders. The trolls have never been content with this setback and have never forgiven the humans or elves for their near genocide. With Lordaeron and Quel'Thalas in ruins, the trolls move out to reclaim their kingdom.

Any trolls encountered try to kill on sight. Explorers need to be careful. Explorers are not totally without allies in Zul'Aman. Several bands of high elves, survivors from Quel'Thalas, fled south and now wander throughout the forest. Those who stay one step ahead of the trolls survive; those who do not are dead (and probably eaten by the cannibalistic trolls). Scourge patrols, hunting the elven refugees, also stalk through the land.LoC 115-118

The forest troll kingdom of Zul'Aman is a dark, primal woodland. The trolls' voodoo energies permeate the climate and ancient, stepped ziggurats rise above the canopy. The forest troll empire once stretched across the continent, and with both Lordaeron and Quel'Thalas in ruins the forest trolls send patrols in all directions to expand their territory and recreate their kingdom. Warlord Jin'zakk commands the trolls, and his witch doctors and shamans provide magic support.WoWRPG 22
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People and culture

An Amani troll

Zul'aman from Lands of Conflict.

Forest trolls are vile creatures. They practice evil voodoo magic and worship primal beings they call the Forest Gods. Violent cannibals, forest trolls eat their own kind as well as their enemies with equal zest. They despise humans and elves, who slaughtered innumerable forest trolls and robbed them of their empire in ages past. Forest trolls joined forces with the Horde in the Second War, as the orcs promised them vengeance against Lordaeron and Quel'Thalas, but the trolls' savagery was too much even for the orcs. So the trolls hate orcs now, too, who they feel betrayed them. In short, forest trolls hate everyone — including each other.LoC 116

Witch doctors control Zul'Aman, with shamans and warchiefs in lesser leadership positions. The exception to this tradition is Warlord Jin'zakk. The voodoo witch doctors wield arcane magic, while shamans provide divine support. Forest troll society revolves around hunting, spear fishing, shamanism and voodoo. They make their capital at the Shrine of Ula-Tek, a massive ziggurat they hold sacred. Forest troll society is patriarchal, though cunning and aggressive females occasionally hold important positions. Forest trolls are primitive, possessing few metalsmithing skills and no knowledge of steam technology. They are masters with thrown weapons, be they axes or spears.

With both Lordaeron and Quel'Thalas fallen, the forest trolls see a chance to regain their old empire. They push the borders of their realm ever outward. Warbands strike south, north and west, seeking to reclaim more of their land. The trolls are myriad — almost 20,000 total, and most of them skilled hunters. They have been fighting for centuries and are competent tacticians. Alone, Zul'Aman has little chance against the Scourge. However, if approached in the right manner (by a tauren or goblin, perhaps?) and promised their empire, they may be willing to join an alliance.

Like all trolls, Zul'Aman's forest trolls are lean, strong and tough. They possess long ears and noses and jutting canines. Their faces are hard and feral. Forest troll hide ranges from dark brown to light green. Many forest trolls wear primitive jewelry, often wood or bone, on their clothing, strung around their necks or thrust through their noses and earlobes. The males often maintain tall, dyed mohawks. Some paint themselves in tattoos. Forest trolls are organized into tribes, with names such as Blackleaf and Treeblight, and members of the same tribe are relatively loyal to each other.

Several Quel'dorei bands still wander loose in Zul'Aman. The high elves, scattered and lost as they are in Zul'Aman, still have some importance to the Scourge. The Scourge is lead by Necromancer Ru'sad. The elves know forests better than the Scourge, and the ghouls and zombies make a fearsome amount of noise trudging through the overgrowth alerting the elves. The gargoyles are somewhat more helpful; they fly through the clearings and dense tangles of the jungle scouts for Scourge patrols in the jungle and their leaders in Stratholme. They allowed the scourge to discover one refugee group and kill them as they slept.

The Scourge are confident that it is only a matter of time before they finally destroy the elves. They intend to prevent them from joining with their allies in Hillsbrad or Khaz Modan, or rally together. They intended to stop them from reviving the Sunwell.LoC 115-116
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Geography

Lore map of Zul'Aman

Map of Quel'Thalas showing Zul'Aman as a large zone

Zul'Aman is a temperate forestland of towering trees, dark shadows and ancient ruins and ziggurats. These ruins and odd, stepped pyramids remain from the days of Zul'Aman's empire, but they could be much older. They may be Titan or Old God remnants. Elevation rises toward the north, and a hilly region dominates the Quel'Thalas border. The mighty Greenrush River begins in Zul'Aman's Lake Abassi and exits the region in the southwest.

Primitive forest troll settlements are scattered throughout the zone. Weathered ruins hide among the trees, covered with vines and the dust of ages. Trolls guard treasure and captives, and ancient ruins of indeterminate origins dominate forest clearings. Bands of high elf refugees avoid destruction at troll and undead hands.LoC 115-118
Map

Map of Zul'Aman
Sub-regions
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In Lore
Greenrush River
Lake Abassi
Maisara Hills
The Shrine of Ula-tek
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Walkthrough
Timed Event

See Zul'Aman timed event
The first four bosses in the zone each have a hostage NPC. Upon entering the instance, a timer starts. When it runs out, all remaining hostages are killed. When a hostage is rescued before the timer runs out, it opens a chest with extra loot, and adds some bonus time on the timer. The feeling is quite similar to the infamous 45-minute Stratholme runs ( [60D] Dead Man's Plea) in original WoW. Since the first four bosses can be attempted in any order, there's some leeway for raids to choose a matching boss depending on competence and group make up.

Concept art of Zul'Aman
Nalorakk

Nalorakk, the Bear Lord is the easiest fight in Zul'Aman. He's a fierce creature the size of a Zul'Gurub berserker with the head of a bear. The encounter is still pretty complex: As the raid makes its way up to the bosses platform, Nalorakk sends waves of trash mobs to attack the party, the last of which consists of trolls mounted on bears accompanied by two trolls. You cannot initiate combat with Nalorakk until these last four trash mobs are dead. During the fight, Narolakk alternates between his troll form and a bear form.
Akil'zon

The eagle-headed Akil'zon in the north-western corner is the second-easiest boss and most raids attempt him next after killing Nalorakk. This boss sends waves of non-elite eagles against the raid as they engage elite trolls on the way up and fend off elite trolls from the flank (Akil'zon gauntlet). The boss fight requires some attention and skillful maneuvering by the entire raid, but after some learning is rather easy to master.
Jan'alai

Next up: Jan'alai, the Dragonhawk hybrid. The path to him is rather uneventful (when compared to the first two bosses), still packs of fierce trolls and patrols calling for reinforcements offer some challenge. The boss fight itself has an interesting twist. On two pillars, two lairs of dragonhawk eggs are located. If the eggs are smashed, adds spawn from them. During the fight, the boss periodically summons hatchers to smash the eggs. Although it's tempting to kill the hatchers as soon as they spawn, it's better not to do so and let them crush some eggs, because when the boss' health reaches 35%, he spawns all remaining eggs. Besides this, the boss regularly throws a lot of bombs, which the raid has to learn to avoid.
Halazzi

The last of the animal bosses,Halazzi the Lynx Lord, is a very hard-hitting melee/shaman based boss. There's not a lot of fancy tactics, it's mostly a gear check for the tank and healers. With Kara/Gruul gear alone, this fight is very difficult, and at least some SSC/TK/ZA gear is recommended.
Hex Lord Malacrass

After the four animal bosses are all defeated, the way to the inner sanctum opens up, leading to Hex Lord Malacrass and the big man himself. Malacrass earned his lofty title by weaving the dark magic that enslaved the animal gods, but alas, his in-game representation is as inert as the lynx and eagle lords'. The trash mob groups leading to him require some skill to master, and the boss himself needs very good interrupts. Besides dealing large amounts of AoE damage to the entire raid, he frequently casts heals which must be interrupted by all means.
Zul'jin

The end boss of the instance is Zul'jin. The fight consists of five phases, while the boss shifts through all of the animal aspects encountered before. Each of the phases requires a different tactic, a key to success is survival — all raid members must learn what to do in each phase. To bring him down is the crowning achievement in any Zul'Aman run, the instance is clear!
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PostPosted: 02/06/2009 01:13    Post subject: Nalorakk Reply with quote

Nalorakk is the Amani lord of bears. He is one of the four animal bosses in the Zul'Aman instance. He guards the cage containing the troll male, Tanzar as part of the Zul'Aman Timed Event.
Trash

When the raid first comes down the opening stairs and around the corner south towards Nalorakk, he is visible standing on a ledge with Troll guards. As the raid moves to Nalorakk to engage him, he will send the guards around him against the raid and retreat to a further platform. He will send a absolut of four waves, and retreat three times. This behaviour is scripted, thus it's hard to get out of combat other than killing the mobs quickly. The script resets only when every raid member is either out of the instance or dead.

The four waves get increasingly difficult. The first two consist of Trolls, three in the first and four in the second wave. These trolls are some combination of Amani'shi Warrior, Amani'shi Axe Thrower and Amani'shi Medicine Man. The 3rd wave consists of two Amani'shi Warbringer, the fourth is two Amani'shi Warbringer and two Trolls.

On the last wave, the trolls flanking the Warbringers can be crowd controlled (Polymorph, Freezing Trap, Fear, or Mind Control). The Warbringers each need their own tank and should be tanked away from one another to avoid their Furious Roar, which increases damage taken by 25% and stacks up to 200%. They also have an enrage ability that increases each other's attack speed by 30%. Both these effects can be avoided by keeping them far enough apart. At low health (20-25%), the trolls will dismount their bears. After dismounting, mount and rider become vulnerable to crowd control.
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Abilities
Tauntable
No Crushing Blows
Enrages after 10 minutes of pulling him. (Raid Warning: Berserker Rage)

Troll Form
Mangle: All bleed effects cause 100% additional damage
Surge: An Attumen-like Charge ability, hits plate ~1500, hits cloth ~3500
Brutal Swipe: A cleave-like ability which does 11-14k damage on plate (~30k unmitigated); can be divided evenly between two targets

Bear Form

Nalorakk in Bear Form
Lacerating Slash: Bleeding for 1735 damage every 2 sec. (18 sec duration)
Rend Flesh: Bleeding for 2335 damage every 1 sec. (5 sec duration)
Deafening Roar: Deals 1235 to 1365 physical damage and silences enemies for 2 sec
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Strategy

The fight is primarily a healing/tanking check whose main challenges are handling the brutal swipe, keeping tanks topped off during silences, and tank transitioning correctly to avoid Mangled bleeds on a single tank.

Nalorakk alternates between his troll form and his bear form. Two tanks should be used, one for each of Nalorakk's forms. Each tank must taunt Nalorakk off of the previous tank as soon as he switches forms, so that one tank stacks Mangle debuffs and the other has the bleed effects. Taunt needs to be timed precisely, as even a single debuff on the bear form tank can result in a dead tank (during a silence for example).

Both tanks should stand in front of Nalorakk during troll phase so that his Brutal Swipe cleave is split between both. The primary tank for the bear phase can stand slightly closer to ensure the cleave is split. An unsplit Brutal Swipe on a single target normally kills it.

Nalorakk does not reset aggro when he transforms, so DPS can continue through transitions.

Healers should focus on endurance for this longer fight. Heals over time (HoTs) are important throughout the fight and especially during Bear Form, when the Deafening Roar silences the raid for 2 seconds. Fast heals immediately after the roar can also help prevent tank death. It works well to assign two healers to Nalorakk's current tank and an off-healer to top-off a wounded or bleeding previous tank as well as heal raid members who have just been Surged. A full stack of HoTs greatly decreases the pain of silence (even HoTs of a feral druid).
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Notes
All bleed effects can be removed by Stoneform, Blessing of Protection, Ice Block or Divine Shield
Nalorakk is the only NPC that is left-handed: he wields his cleaver in his left hand and buckler in his right.
Use Amplify Magic, Nalorakk does not use any magic attacks.
Brutal swipe can be dodged.
Larger races such as tauren have a much larger hitbox which may cause you to eat the entire brutal swipe. This is resolved with a simple change in profile such as eating savory deviate delight.
If using a Druid Tank on Troll form, have them shift and toss a couple HoTs on OT to assist healers (just make sure he does not die due to a Brutal swipe!).
Killing this boss will add 15 minutes to the sacrifice timer (see the Zul'Aman timed event article).
Be aware that if he uses silence and then transforms from bear to troll, the troll tank won't be able to taunt the Boss immediately.
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Quotes
Aggro: You be dead soon enough!
Aggro: Da Amani gonna rule again!
Charges a player: I bring da pain!
Kills a player: Mua-ha-ha!
Kills a player: Now whatchoo got to say?
Death: I... be waitin' on da udda side....

Waves Before Nalorakk
On first sighting: Get da move on, guards! It be killin' time!
Sacrifice timer: What could be better than servin' da bear spirit for eternity? Come closer now. Bring your souls to me!
Sacrifice timer: Don't be delayin' your fate. Come to me now. I make your sacrifice quick.
1st stair: Guards, go already! Who you more afraid of, dem... or me?
2nd stair: Ride now! Ride out dere and bring me back some heads!
Platform group: I be losin' me patience! Go on: make dem wish dey was never born!

Form Changes
Bear form: You call on da beast, you gonna get more dan you bargain for!
Troll form: Make way for Nalorakk!
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PostPosted: 02/06/2009 01:15    Post subject: Akil'zon Reply with quote

kil'zon is the Amani lord of eagles. He is one of the four animal bosses in the Zul'Aman instance. He guards the cage containing Harkor as part of the Zul'Aman Timed Event.
Trash

Before facing Akil'zon the group must complete a small Gauntlet event. For more details on the event and strategy on how to complete it successfully, see Akil'zon gauntlet.
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Abilities
Summon Amani Eagle - an ability to call forth Soaring Eagles which have Eagle Swoop.
Static Disruption (Nature) - deals 3500 damage to target and those within a close range of the target. After the damage is dealt it will leave a debuff that causes nature damage taken to be increased by 25% that lasts 20 seconds, but does not cause further damage to surrounding members.
Call Lightning (Nature) - deals 3800 - 4200 damage.
Gust of Wind - throws target up in the air. Upon target falling, deals half target's full health in damage.
Electrical Storm - channeled spell that raises a target into the air and places a cloud over them. The cloud then strikes everyone not under it approximately each second. Each strike hits harder - first strike for 800 - 1200 nature damage, second for 1600 - 2400, third for 2400 - 3600, fourth for 3200 - 4800, etc. Lasts approximately 7–8 seconds. (Occurs every 45–60 seconds)
Enrage Timer - After approximately 8 minutes he will enrage, increasing his damage dealt by 500%. He must be downed before the enrage.
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Strategy

This fight focuses on player positioning. Players should form a semi-circle around the boss, maintaining 8 yards or more between each other to prevent Static Disruption from hitting numeroase people at once.

Healers will need to keep all raid members' health high -- Akil'zon will sometimes cast Gust of Wind on a player and then follow up with a Static Disruption.

Recommended positions for this fight are for all ranged members to spread out around the left or right side of the platform. This will reduce the overall area in which the raid is spread out and diminuează the maximum distance anyone will need to run to get under the Electrical Storm.

This fight discourages stacking melee classes because they will often share Static Disruption. If using more than two melee classes, assign two with markers and have additional melee stack on one or the other. The marked melee should attempt to be as far from each other as possible. Disruptions will hit all stacked members, but this will reduce the overall jumps.
Electrical Storm

Akil'zon will confecționate an Electrical Storm centered on a random player in the raid. This person will be lifted into the air and a cloud emanating lighting bolts will form around them. There will also be a black circle on the ground. All raid members must move into the very center of the storm (calm in the eye) as the damage received from the storm will kill most players in only a few seconds. Players with the Static Disruption debuff will take increased damage.

The Electrical Storm ability is on a 45 second cooldown, which begins when he is initially aggroed. Because this is a cooldown to his ability and not a timed use, the actual case point can appear random.

Generally the best approach to dealing with Electrical Storm is for the entire raid to collapse at 10 to 5 seconds before the storm cooldown is up (this is the time tracked by mods such as Deadly Boss Mods or BigWigs).
Collapse Method 1

Raid members should collapse towards the boss but attempt to spread out slightly so that any Static Disruptions cast will chain to as few people as possible. People should begin collapsing towards the boss with 5 seconds left on the storm cooldown timer.

This method greatly benefits from group heals as the group will likely take one or more static disruptions before the storm appears. Attempt to keep everyone above 50% as best as possible.

Notes regarding this method:
Requires extensive healing as Akil'zon can continue casting disruption past the cooldown
Greatly benefits melee DPS as they can continue dealing damage during the storm
No one needs to be move then storm finally forms
Collapse Method 2

Using timers to establish when to collapse during this fight is risky because of the unpredictability of the Storm ability. The full raid taking more than one Static Disruption at this point will typically result in a wipe. Alternative strategies require large amounts of awareness on the part of the entire raid and will often result in the raid wiping because the storm spawned far away from the other nine people that were collapsing.

Set group based collapse points:
Tank the boss in the middle of the platform
Assign raid to spread out on left side of platform
Group 1 collapses to one corner of the inner rectangle of the platform
Group 2 collapses to the other corner
Begin collapsing when the timers show 10 seconds till storm
When storm spawns, the exposed group moves under the storm

This method results in a 50% reduction of post-cooldown pre-storm Static Disruption damage making healing much easier for the healers but can be less attractive for groups attempting the timer as melee will likely be unable to contribute DPS to the boss during the storm.
Listening

The following sound settings can be used to allow you to hear when Akil'zon is about to use Electrical Storm.

In the sound menu, maximize Ambiance:
Disable: Sound Effects, Music
Enable: Ambient Sounds
Master Volume and Ambiance: Maximum Volume
Sound and Music: Minimum Volume

Before the fight all you should hear are birds chirping. During the fight, you will hear the storm roll in!
Eagles

After the first Electrical Storm, Akil'zon will call forth his "bruddahs" which will bring some Soaring Eagles into the fight. They are different from the birds you met during the gauntlet run to the boss. They fly in the air and dive-attack random party members. That means melee dps and off-tanking is useless against them. These eagles have Eagle Swoop which hits for around 1500. Warlocks can seed, hunters can shoot down, mages can fireball, and shaman can chain lightning. They move very quickly across the boss area and some players may find it difficult to finish casting a spell before they are behind the player or out of range.
Strategies

There are several strategies for dealing with the birds:
Assign a Shaman: Use chain lightning and finish them off with instant ranged attacks.
Assign a Hunter: great ranged DPS and the advantage of instant ranged attacks.
Assign a Warlock: have an affliction Warlock with decent +dmg (800+) put Seed of Corruption and Curse of Agony on each bird as they come in range.
Ignore them: Eagles will only spawn to replace the ones that are killed, so if your healing is strong, you can heal through it. The damage they do can be overcome by a shaman using chain heal and a paladin with Concentration Aura to restrânge the chance of losing casting time to the swoop attacks. A shaman healer can also very effectively utilize Water Shield in this fight, since the birds hit you for a low amount of damage every 3–4 seconds.
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Notes
Killing him will add 10 minutes to your sacrifice timer (see the Zul'Aman timed event article).
Pets are not targeted by anything in this fight. The only damage they take is splash damage from Static Disruption.
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Quotes
Your death gonna be quick, strangers. You shoulda never have come to this place...
Aggro:I be da predator! You da prey...
Summoning Birds: Feed, me bruddahs!
Stop your cryin'!
Ya got nothin'!
Death: You can't... kill... me spirit!
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PostPosted: 02/06/2009 01:16    Post subject: Jan'alai Reply with quote

Jan'alai is the Amani lord of dragonhawks. He is one of the four animal bosses in the Zul'Aman instance. He is guarding the cage containing the orc male, Kraz as part of the Zul'Aman Timed Event
Jan'alai Trash

The path to Jan'alai begins past Nalorakk's platform and feature's a gauntlet with a twist — Amani'shi Scouts are watching for you and must be stopped.


See the Jan'alai/Gauntlet page for strategies on reaching Jan'alai.
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Abilities

Fire bombs and flame wall.
Flame Breath: A cone that has a long range but a small width, this does about 4-5k to people in a single line and adds up fast (believed to be random target). It is important to minimize its damage by spreading out appropriately.
Fire Bombs: He will periodically teleport the entire raid to him, put up "flame walls" on the outer ring of his area so you cannot escape. He will then begin spawning "time bombs" randomly throughout his area. After approximately 10 seconds they will blow up dealing 3-5k(?) dmg in a 5 yard area, so you need to find a spot that is safe and does not have fire bombs on it. This ability seems to be on a random timer as sometimes he will forget about it and other times he will spam it. AS OF 2.4: You will only be teleported if you are "far away", which seems to be about 20 yards or more. Players on the inner square should not get teleported (assuming he's tanked in the middle).
Summon Amani'shi Hatcher: About every 90 seconds during the fight he calls 2 Amani'shi Hatchers (Low HP) which run mostly to either side (sometimes both Hatchers go to the same side, like when all of one sides eggs are spawned) and begin hatching eggs into Amani Dragonhawks at an accelerated rate: starting with one, and one more each time (1,2,3,4... for instance, letting him hatch 4 times will spawn 1+2+3+4=10 adds and destroy 10 eggs). After spawning all of one side, the Amani'shi Hatcher will move to the other side and spawn that side if not killed.
Spawn all remaining eggs: At 35% health all the remaining eggs will spawn. This is why you need to let a few eggs hatch on each side to limit the number of eggs left when you reach 35%.
Enrage: Triggered after 5 minutes of combat, or upon reaching 20% health. Increases melee damage and attack speed by 50%.
Berserk: Triggered after 10 minutes of combat. Significantly increases his damage, and will very quickly wipe the raid.
Amani Dragonhawks

The Amani'shi Dragonhawk Hatchlings deal melee damage. They can be trapped, feared, frozen, and killed using AOE or single target attacks.
Flame Buffet: Increase fire damage taken by 2%. Stacks indefinitely. Can be dispelled.
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Strategy
DPS and Enrage

Jan'alai stands atop a platform with two smaller platforms on each side connected by a short bridge. The smaller platforms to the right and left contain Amani Dragonhawk eggs (20 eggs on each side). The Amani Dragonhawk eggs will be hatched throughout the fight by Amani'shi Hatcher and finally at 35% Jan'alai himself will hatch all remaining eggs. He has two enrage timers: one at 5 minutes that is rather unimportant, as it only increases his damage by 50% and speed by 50%, but at 10 minutes he goes berserk. You will need to get him down before this 10 minute timer.

It is important to spread out during this fight because periodically Jan'alai will cast a Flame Breath that does conical damage to a random player and others who are close.
Bombs

At random intervals (approximately every 30–60 seconds) Jan'alai will teleport himself and the whole raid to the center of the main platform. He will then create a series of Time Bombs. They appear first as small sparks then become large balls of fire. The bombs detonate after approximately twelve seconds dealing significant damage to all players within 5 yards. Players should look for deliberately placed gaps in the bombs which will keep them at least 5 yards from any bomb. (Inverting the camera to look down onto the platform aids in finding a spot). Tips: New bombs usually spawn under random players' feet. If you have Deadly boss mod or similar addons installed, it is actually better to STAND STILL after you are teleported, look for a clear area, and move to it at the last 2 seconds. If you move immediately after the teleport, you are likely to make more bombs spawn under your feet, which means you will have less clear area to stand on.

Alternatively, you may avoid the bombs by running to the "safe spot" that exists in the NW corner of the main platform. There are bone piles in this corner, which make it easier to locate. After being teleported, you may feel somewhat disoriented, making it difficult to run to the NW corner in time. A quick way to orient yourself is to look at your mini-map and spin until the arrow is pointed to the NW corner, then simply run forward. If your entire raid (minus the tank) takes this approach though, it is very important to spread out immediately following the bombs exploding, to avoid having several in the raid damaged by the directed flame attack.

When the Time Bombs cover the ground all exits from the main platform, including those to the hatchery platforms, are blocked by [Fire Wall]. Any attempt to cross this wall of fire will result in a debuff that does 3063 to 3937 fire damage per second for 15 seconds(Divine Shield does not remove this debuff). Mages have the ability to blink through the Fire Wall without gaining the debuff, thereby avoiding all bomb explosions.
Dragonhawks

Approximately every ninety seconds Jan'alai will call two non-elite Amani'shi Hatchers. The Amani'shi Hatchers will appear at the stairs where your group entered. They will then run onto the smaller platforms and begin hatching Amani Dragonhawk Hatchling eggs. The rate at which Amani Dragonhawk eggs hatch increases every tick i.e. the first tick he hatches one, the next tick hatches two more, the next tick hatches three more, then four more, then five more. The Amani Dragonhawk Hatchlings can spawn very quickly so keeping track of the Amani'shi Hatchers becomes important. You can quickly become over run by Amani Dragonhawk Hatchlings if you allow too many eggs to be hatched at one time.

Egg hatching places you between a rock and a hard place. When Jan'alai's health reaches 35% he will hatch all of the remaining Amani Dragonhawk eggs. If you have not allowed the Amani'shi Hatchers to spawn a few eggs during the fight this can produce a large amount of Amani Dragonhawk Hatchlings from both sides and will probably wipe the raid. Also, you must hatch eggs fast enough to avoid the boss's berserk timer.

The Amani'shi Hatchers are fairly weak and can be easily killed, killing only one outright and allowing the other to hatch a small number of Amani Dragonhawk eggs each time is a very good idea. For example: Have a rogue or other dps kill the left hatcher when it spawns. Let the other open 3-5 waves and let the offtank take care of these while while 2 AoE classes dps them down. When this side is clear just repeat the same on the other side. This way when he reaches 35% all the hatchlings will come from 1 side and can be easily controlled by tanking them, hunter trap, mage frost nova, etc.

Doing this also means fewer Amani Dragonhawks will spawn near the end of the fight when Jan'alai calls on the remaining eggs to hatch. Care must be taken with the number hatched since the Amani Dragonhawks should be killed before the next teleport/fire ball spell cast because trying to AoE down too many Amani Dragonhawks while avoiding the fire balls is more difficult.
Alternate Strategies

Paladin Off tank: A paladin off tank can easily handle tanking all of the eggs from one side with 1 healer. This method requires 2 high AoE damagers though (warlock, mage). In this manner, the fight can be simplified to just 2 egg sets, and then focus on the boss. Largest hindrance to this method is making sure no one Flame Breathes the paladin with 30+ debuffs. The paladin can also Divine Shield (bubble) out of the debuffs.

Moonkin Off tank: A Balance Druid is a substitute for tanking all of the eggs from one side with 1 healer. The Moonkin should have a large health pool and high armor. This method also requires 2 AoE damagers as well. In this manner, the fight can be simplified to 2-3 egg sets, and then focus on the boss. The Moonkin in this situation should use Hurricane + Barkskin for each set of eggs. Additionally a macro should be ready to switch to Dire Bear Form, AoE taunt, and switch back to Moonkin Form if control is lost.

Front loading hatchlings: If you have a mage for frost nova and slows along with 1-2 other good AoE DPSers, you might want to let the first hatcher clear out one entire side. While difficult, this can work, and doing this on the first spawn means that its easy to reset the fight and start over if an AoEer dies. Note that once the hatchers finish hatching one entire side they'll move to the other side, so be sure to kill it after the first 20 hatchlings are spawned. If you do 20 on the first hatcher spawn and 10 each on the next two spawns the rest of the fight turns into a simple tank and spank, and you don't have any distracting dragonhawks after the 5 minute enrage (which will tend to wipe your raid). If you try and fail, you fail early in the fight and can quickly reset, resurrect, and try again.

Tank from the egg platforms: Jan'alai can be tanked from the egg platforms, which puts the majority of the raid outside his fire breath range. The tank and a single healer can pull the boss to one of the egg platforms while the rest of the raid allows the entire opposite egg platform to hatch. Without the fire breath to worry about, the rest of the raid can quickly dispatch the eggs on the other platform. If a teleport occurs before the firehawks are down, the tank can pull the boss back to the same egg platform, with typically only one fire breath hitting the raid. By the second teleport, the adds should all be dead. When the hatchers spawn again, the tank and healer (or possibly a different healer if the first is low on mana) pull the boss to the cleared egg platform and the rest of the raid hatches and kills the remaining firehawks on the other side. When all firehawks are down, the raid should take the standard spread-out configuration in the middle platform to DPS the boss.
Reset

Jan'alai will reset if he runs off the platform. After resetting he will despawn for approximately 30 seconds, allowing you to finish resurrection of dead party members. It is advisable that your raid do not release to aid in wipe recovery. If you are unable to complete resurrections before he respawns, simply pull him down the stairs again.

Any members that release and zone into the instance entrance will need to carefully navigate the Scout respawns on their way back to Jan'alai's platform. You cannot summon players inside the Zul'aman instance.
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Fire Resistance

Fire resistance gear is not strictly necessary for this fight, although having a few pieces of it (especially for the adds tank) can make the healers' job easier.

If you have paladins or shamans in the raid, fire resistance aura or totem should be arranged for each group.
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Bugs

The Hatchers will some times go to the same platform, both hatching eggs on that platform. If this happens, it is generally best to kill both Hatchers, minimizing the amount of eggs they hatch, unless the boss is nearing 35%. It is thought that this will happen if the eggs on either side is uneven, so it might not be a bug.
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Quotes
Yells on timed event: Come, friends. Your bodies gonna feed ma hatchlings, and your souls are going to feed me with power!
Yells on timed event: Come, strangers. The spirit of da dragonhawk be hungry for worthy souls.
Yells on aggro: Spirits of da wind be your doom!
Calling Hatchers: Where ma hatcha? Get to work on dem eggs!
Yells: I show you strength... in numbers.
Yells: I burn ya now!
Yells on death: Zul'jin... got a surprise for you...
Yells upon killing a player: Tazaga-choo!
Yells upon killing a player: It all be over now, mon!


Yells: Hard Enrage You done run outta time!
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PostPosted: 02/06/2009 01:18    Post subject: Halazzi Reply with quote

Halazzi is the Amani lord of lynxes. He is one of the four animal bosses in the Zul'Aman instance. He guards the cage containing the gnome female Ashli who is part of the Zul'Aman Timed Event.
Abilities

The fight consists of 3 phases. Halazzi is a single NPC until taken to 75%, 50% and 25%, at which point he splits into his Troll Spirit and a Spirit of the Lynx. Take either spirit to 20% to reunite them into the single NPC.
Halazzi cannot perform crushing blows
He will enrage after 10 minutes
Halazzi has ~600k health in non-split form. When split, Halazzi's max and current health changes to ~240k health, while the Spirit of the Lynx spawns with ~230k health.

Phase 1 - Single NPC, no totems
Frenzy — Increases Attack Speed. Can be tranquilized.
Saber Lash — Deals 47500 to 52500 damage to the tank (shared with up to one additional target in his front melee zone), mitigated by armor.

Phase 2 - Two Spirits, totems (75%, 50%, and 25% health)
Transfigure - ~4K damage on the entire raid group when transitioning from Phase 1 to Phase 2.
Phase 2 ends when either spirit reaches 20% health. Spirit of the Lynx then despawns.
Corrupted Lightning Totem — 5000 Nature damage, chains to nearby targets. Is cast frequently.
Flame Shock — 5000 Fire base with a 4K tick. Dispellable.
Earth Shock — 4000 to 5000 Nature damage, interrupts any school being cast for 3 seconds.

Phase 3 - Single NPC, totems (<25% health)
Enrage — Increased melee damage.
Totems, as in Phase 2.
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Strategy

This is a heavy healing encounter, so bring consumables or a Shadow Priest. Your tanks should have at least 18k health each fully buffed, and must be kept fully healed at all times. Bring three healers, assigning one healer to each tank, and having the third healer split between two. Having a Resto Druid as your third healer is helpful, because he can keep full stacks of Lifebloom on both tanks and innervate one of the healers. Use mana potions as soon as needed, you will need another one before the encounter ends, so starting potion cooldown early is advisable.
Phase 1

During this phase all damage will be focused on the two tanks. The main tank should begin the pull by running forward and engaging Halazzi. The off-tank should run with the main tank. Do not spend time attempting to turn the boss, the off-tank must be in position as quickly as possible.
The off-tank must stack up with the main-tank at all times.
All melee must stay behind Halazzi to prevent eating a Saber Lash.
Hunters should use Tranquilizing Shot when Halazzi gains Frenzy (jump and fire Tranquilizing Shot to interrupt any current shot rotation).
If no Hunters are in the raid, tanks should use trinkets to help mitigate Frenzy.
Assign a healer to the off-tank.

Saber Lash is a frontal cleave that can hit up to two targets, splitting the plenar damage evenly between them. Two tanks must both be in front of the boss in order to properly split the damage. This ability occurs randomly about every 5 to 15 seconds, but often occurs very frequently. This is similar to an ability possessed by Mother Shahraz.

In the event that one of the tanks parries, dodges, or blocks, the other tank still only takes half the Saber Lash if positioning is correct. The tank that parried or dodged completely avoids the damage that they would have taken otherwise. High dodge/parry on the OT is an advantage.
Phase 2

This phase begins when the merged avatar form of Halazzi is brought to 75%, 50%, and 25% health. At the beginning of this phase he will split into his troll and spirit lynx forms, dealing 4k AoE damage to everyone in the raid.

This phase ends when either Halazzi or the Spirit Lynx reaches 20% health. The Spirit Lynx has 10% less health than Halazzi's troll form, but totems spawn near Halazzi so groups with melee damage may prefer to focus on Halazzi instead of the Lynx. Establish your phase 2 DPS target before beginning the fight.

Halazzi does not perform Saber Lash during this phase.

His DPS drops significantly and the lynx does not hit hard. It is possible for one paladin to heal both tanks, so the other 2 healers can be assigned to each raid group for spot healing and decursing. This significantly helps if your healers run into mana issues, because they wont overheal and decurse the same person.
The main-tank continues to tank the troll form of Halazzi.
The off-tank's priority is to pick up and tank the Spirit Lynx.
Main tank should have cast bars enabled and announce when totems are spawned.
ALL DPS must switch immediately to Corrupted Lightning totems immediately. They have 8900 health
Raid members must be kept healed up to prevent Flame Shock's initial damage from resulting in death.
Flame Shock debuff must be removed immediately (similar to Maiden of Virtue's Holy Fire).
Assign 2 offhealers a group to spot heal, main healer can keep both tanks up
If you have a warlock cast Curse of Weakness on the lynx.

The major priorities in this phase are to destroy the totems as quickly as possible and to dispel the Flame Shock debuff from raid members. The most efficient method to handle totems is for the main tank to enable cast bars as there is a one second cast period when Halazzi drops a totem.

Totems can be targeted using a macro such as:
/target Corrupted Lightning Totem

Please see the discussion page for further information about possible targeting macros.

The off-tank might find the following macro useful (replace Taunt with Growl for druids):
/cleartarget
/targetexact Spirit of the Lynx
/cast [exists] Taunt
/target [noexists] Halazzi

This will target the Spirit if it is up, and taunt it, otherwise it will keep targeting Halazzi. One can start spamming it when the spirit is about to spawn. Due to the exists condition, it won't waste a taunt on Halazzi.

When either the Spirit Lynx or Halazzi's troll form are brought to 20%, they will join back together into the merged avatar form, assume the health he had before splitting, and resume performing Saber Lash. Generally as the Phase 2 DPS target reaches 20%, the tanks should begin to stack up again.
Phase 3

When Halazzi joins back together again following the third split phase (from 25% to 0% health), Halazzi will combine Phase 1 and Phase 2 abilities.
Halazzi enrages, dealing more damage to the main-tank.
Halazzi will continue to Saber Lash so tanks must remain stacked during this phase.
Totems will continue dropping during this phase and must be DPS priority.
Halazzi also continues casting Flame Shock on raid members, requiring extensive raid healing.

This phase requires even more healing as the melee attacks from the boss are increased from previous phases.
Additional tips
Druids in Bear form can tank Halazzi in Phase 1 very efficiently because he cannot perform crushing blows.
Halazzi is tauntable, as is the Spirit Lynx. Be careful not to have taunt on cooldown when the spirit is about to appear.
Hunter's Tranquilizing Shot can dispel Halazzi's Frenzy, greatly reducing incoming damage.
The Spirit Lynx will aggro on a healer quickly at the beginning of Phase 2; pick it up quickly.
DPS should produse a macro to "/target corrupted" to take down the totems as quickly as possible.
Tauren have a slightly larger hitbox than other characters; if your main-tank is a Tauren and the off-tank is not, the off-tank should move closer to Halazzi to ensure the Saber Lash is shared.
Because the secondary Saber Lash target is positionally determined, not threat-based, Paladins can use Blessing of Protection on the OT (or if the OT is a paladin he/she can Divine Shield) to eliminate Saber Lash damage.
The following macro can be helpful for the DPS classes to take down the Corrupted Lightning Totems. It is a "remake" of the Illhoof macro, so just spam it over and over and it will automatically target the correct target.
/cleartarget
/target Corrupted Lightning Totem
/stopmacro [nodead, harm]
/target Halazzi
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Quotes

During timed event
Yells: I be waitin, strangers. Your deaths gonna make me stronger!
Yells: Come, fools. Fill ma empty cages...

Aggro
Yells: Get on your knees and bow to da fang and claw!

Sabre Lash
Yells: You gonna leave in pieces!
Yells: Me gonna carve ya now!

Splits into Halazzi/Lynx phase
Yells: I fight wit' untamed spirit...

Returns to Halazzi-only phase
Yells: Spirit, come back to me!

Death
Yells: Chaga... choka'jinn.
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PostPosted: 02/06/2009 01:19    Post subject: Hex Lord Malacrass Reply with quote

Malacrass had studied the Zandalari high priests and their ability to call upon the favor of the animal gods. He also knew that the elves had magically bound one of the mighty naaru, using it to channel the power of the Light into their own ranks. Malacrass had devised a similar plan: to seal the power of the animal gods within the bodies of the Amani's strongest warriors. Zul'jin quickly approved the plan and lent his full support. Malacrass experimented tirelessly and succeeded in imbuing four warriors with the essence of mighty animal gods: the lynx, dragonhawk, bear, and eagle. Some adventurers fear that Malacrass may have bound a fifth, even darker essence within his own soul....
The Fight

Hex-lord has 4 adds (described in more detail below). Each add is a different mob type and has differing abilities and will need to be CC'd, off-tanked, or killed.

During the entire fight, the Hex Lord will melee damage his highest threat target for (amount?). He will also use an ability called Soul Drain which gives him several abilities from a single class for 30 seconds (described in more detail below). After his Soul Drain buff wears off he will lose his class abilities, stop melee dps, and cast Spirit Bolts on all members of the raid. As soon as he is done with the Spirit Bolts, he will immediately cast Soul Drain and gain a different classes' abilities (unless he drains the same class or player, which is not uncommon) for 30 seconds. Alternating between the Soul Drain phase and the Spirit Bolt phase is basically the entire fight. After the Hex Lord reaches 80%, his Soul Drain also gives him a stackable buff which increases his size and the damage of his melee, Soul Drain abilities, and Spirit Bolts. The longer you take to kill him, the harder he becomes.

Key factors of the fight are:
Dealing with the adds quickly
Keeping the raid topped off before spirit bolts
Learning how to deal with each different class ability
Healers maintaining enough mana throughout the entire fight
Maintaining sufficient DPS, which affects nearly every aspect of the fight
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Abilities
Adds

He starts with 4 random adds, much like Moroes from Karazhan. There will always be a sap/sheepable, hibernatable, banishable, and shacklable mob but additional CC types may come in to play as well. Possible adds are:

Far Left (Humanoid)
Thurg - An ogre melee. Sap, trap or polymorph can be used. Thurg has some magic resistance and will often break polymorph and traps early.
Alyson Antille - A blood elf priest. Can be polymorphed or sapped. Her heals need to be interrupted.

Left (Hibernatable)
Lord Raadan - A dragonkin which uses flamebreath and thunderclap. Can be slept or trapped. Due to his AoE abilities killing him is highly recommended.
Slither - A serpent with a poison bolt volley. Can be slept or polymorphed.

Right (Banishable)
Gazakroth - An imp. Chain casts fireballs. Banish or kill it quickly. He has no aggro list and will target players at random.
Fenstalker - A swampwalker type elemental. Can be banished or trapped. Casts Volatile Infection on a player, dealing 1885 to 2115 Nature damage to nearby allies every 5 sec for 30 seconds.

Far Right (Shacklable)
Darkheart - An undead wraith melee with an AoE Fear. Can be shackled or feared by a Paladin (Turn Evil).
Koragg - An undead wight. Can be shackled or feared by a paladin. Casts knockback and a 20 yard AoE curse Cold Dispoziție which deals 1414 to 1586 Frost damage if spell or ability is used.
Spirit Bolts

Every 30 secs, Malacrass uses this ability, which deals 450 shadow damage to every member of the raid every 0.5 sec for 10 seconds. Can be resisted, but is not subject to line of sight. It increases in damage with each Soul Drain. Testing has shown that Dampen Magic/Amplify Magic does not change the overall damage for a Spirit Bolt volley. Therefore, Amplify Magic can be placed on the raid and the damage taken from the Spirit Bolts will not increase, thereby providing a nice increase to raid healing. The downside is that certain stolen class abilities (like a mage's) appear to do extra damage to Amplified targets. (Additional testing is desired over anecdotal evidence.) A Paladin's Concentration Aura (especially improved with talent points) is invaluable for allowing the raid healers to avoid pushback from the bolts.
Rogues can CoS, Pallies can bubble, Warlocks can Shadow Ward, and Mages can Ice-block to avoid damage from Spirit Bolts. Rogues MUST use Cloak of Shadows before Spirit Bolt begins channeling or it will not nullify the damage. Druids can use Barkskin to reduce the damage and cast without interruption but due to the 1 minute cooldown of Barkskin they can only use it for every 2nd spirit bolt volley.
At the initial pull, warlocks can use Rank 1 banish (for 20 seconds) on the demon or elemental add in order to provide time to re-banish it before the first spirit bolts occurs. If Rank 2 banish is used, it tends to wear off directly when Spirit Bolts starts, which makes it difficult to re-banish the add due to the pushback caused by the bolts. After the initial cycle of spirit bolts, this timing becomes less reliable because of lost time while banishing.
For warlocks, the Nether Protection talent is incredibly useful for this fight. Normally it will cause the warlock to be immune to most of the spirit bolts, drastically reducing damage taken, healing needed, and spell pushback. It is worth noting that if the warlock is specced fully into Nether Protection, they can actually become immune to the Spirit Bolts for at least four seconds, making re-banishing during Spirit Bolts much, much easier, as well as easing the work of the healers. With three talent points into Nether protection, the warlock will have a 30% chance to become immune to shadow damage; with Hex Lord casting bolts every .5 seconds, Nether Protection usually procs quite often.
Shadow Resistance is also a useful asset in this fight if available. The priest buff Prayer of Shadow Protection or the paladin's Shadow Resistance Aura can offer 70 resistance these do NOT stack but they can stack up with Flask of Chromatic Wonder and any other shadow resistance gear. With the buffs and the Flask and Medallion of Karabor around 145 Shadow Resistance is obtainable which can practically diminuează the spirit bolt's damage to around 60%. However it is not advised to downgear oneself too much in favor for resistance as the lack of other primary stats reduces overal the effectiveness of the team.
It is also worth noting that if Hex Lord is in priest form and he is mind controlling a player then that player is marked friendly to him and will not be targeted by spirit bolts as long as the mind control lasts. While it is strongly NOT advised to leave mind control on a player in this case there can be exeptions to time the dispel after the spirit bolts.
Soul Drains

Immediately after Malacrass finishes casting Spirit Bolts, he uses Soul Drain. Soul Drain is a channeled debuff that is placed on a random member of the raid. The person drained will not suffer any direct penalties, but Malacrass will gain some abilities from the target's class, which are outlined below. He has these abilities for 30 secs until he starts casting Spirit Bolts again, after which he will Soul Drain another (or the same) class. This continues for the rest of the fight. Class Spec Abilities Notes
Death Knight Death and Decay, Plague Strike, Mark of Blood Mark of Blood can heal for a lot if not removed and the afflicted does not stop attacking.
Druid Lifebloom, Thorns, Moonfire Heals for a large amount, Mages can Spell-steal.
Hunter Freezing Trap, Explosive Trap, Snake Trap Move away from them.
Mage Fireball, Frostbolt, Frost Nova, Ice lance
Paladin Consecration, Holy Light, Avenging Wrath Avenging Wrath can be dispelled or spellstolen.
Priest Heal, Mind Control, Mind Blast, Shadow Word: Death, Psychic Scream, Pain Suppression Mind Control can be dispelled by priests and shamans.
Rogue Blind, Slice and Dice, Wound Poison
Shaman Fire Nova Totem, Healing Wave, Chain Lightning The totems have very little health and should be killed quickly.
Warlock Curse of Doom, Rain of Fire, Unstable Affliction
Warrior Spell Reflection, Whirlwind, Mortal Strike

Note: All heals can and should be interrupted by kick/pummel/bash/counterspell/shock/etc.
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Strategy


Before starting the fight establish control methods and kill order for the adds present. Some raids may find it more useful to maintain crowd control on one or more adds through out the fight, while others will have enough DPS to kill all adds before beginning DPS on Malacrass. Note that Malacrass does not start stacking the Power Drain debuffs until his health reaches 80%. If the stacking debuffs are a problem, kill all four adds before attacking Malacrass. The raid will then not have to spend mana, casting time, and cooldowns keeping adds controlled.


Focus on quickly killing the adds. Be careful not to start killing AoE-attack capable adds (like Slither) during Spirit Bolts.


Spirit Bolts will be cast every 30 seconds and last 10 seconds. Spirit Bolts can not be avoided via line of sight. Rogues should focus on using Cloak of Shadows to mitigate some of this damage.


Following Spirit Bolts, Malacrass will select a new target for Soul Drain randomly from the raid.


Tips for specific class Soul Drains
Death Knight - Remove Blood Plague as necessary, and dispel Mark of Blood whenever a damage dealer is debuffed with it. Anyone that gets Mark of Blood should stop attacking until it is removed. Everyone has to run out of Death and Decay whenever it is casted in their area.
Druid - Melee will need to watch their health due to thorns. Purge the Lifebloom quickly and dispel Moonfire as soon as possible.
Hunter - Melee need to avoid traps, this is a high DPS phase because (if traps are avoided correctly) only the tank will take damage.
Mage - It may be advisable to coordinate an interruption cycle among interrupt capable raid members to prevent spell casts. Light tank damage.
Paladin - Have a ranged interrupter focus on heals as Malacrass will often use Consecrate before healing. Dispel or Spellsteal Avenging Wrath and avoid Consecration.
Priest - Mind Control must be dispelled quickly. Heal interrupts must take priority. If you have more than two interrupters, assign one person to Mind Blast.
Rogue - Heavy Tank damage phase but raid DPS can open up. Dispel poisons to optimize heals and Disarm Malacrass.
Shaman - Fire Nova Totems must be killed as quickly as possible. Establish a split interrupt rotation for the heal and chain lightning (Rogue/Shaman on Heal, Warrior on Chain Lightning).
Warlock - Remove Curse of Doom, be careful not to dispel Unstable Affliction and move out of Rain of Fire spawns.
Warrior - While warrior form he is susceptible to Disarm this is suggested to be done at the start of Whirlwind. Non-tank Melee absolutely must move out of Whirlwind. Tanks should burn avoidance trinkets to avoid Mortal Strike as much as possible.
Power Drain

After dropping Malacrass to 80% health he will begin to use Power Drain once every 30 seconds, increasing his size and damage by 10% and reducing all player's damage/healing by 1%. Once Malacrass begins Power Draining the DPS race begins because he will eventually become buffed enough to wipe your raid during Spirit Bolts.


Additional Tips
Mages can Spell Steal the Lifebloom and Avenging Wrath from Malacrass.
Elemental Shaman are excellent interrupters for this fight because they can out-range Whirlwind, Consecration, and Fire Nova Totems.
If a healing Shaman is in the group, gathering up during Spirit Bolts will increase the efficiency of Chain Heal.
Restoration Shamans should place Earth Shield on themselves before Spirit Bolts to restrânge damage pushback on heals.
All Priests should use Prayer of Mending during Spirit Bolts and Circle of Healing works very well as well.
Rogues - Hex Lord is immune to mind-numbing poison, but wounding poison works.
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PostPosted: 02/06/2009 01:21    Post subject: Zul'jin Reply with quote

Abilities

Every time his health drops by 20%, he walks to the center of the platform, switches form, and does a threat wipe. Note that he's immune to Taunt, but Debuffs (and DoTs) remain on him. The use of Misdirection is strongly recommended for every phase change.
Phase 1: Troll Form
Whirlwind: AoE dealing 3k damage on plate, 6k on leather. 2s cast time.
Grievous Throw: 1.5-3.5k initial damage on a random player. DoT deals 2.4k damage every 2s, removed if the player has 100% HP.
Phase 2: Bear Form
Creeping Paralysis: Debuff on the entire raid. Deals 4.5k Nature damage after 5.5s, and applies the debuff Paralyzed. Paralyzed players are stunned for 4s. Both debuffs are dispellable magic effects. Rogues, you can use Cloak of Shadows during that 6 second span of the Creeping Paralysis debuff to get to avoid getting stunned.
Overpower: 4.6-5.9k on the tank, ~9s cooldown.
Phase 3: Eagle Form

While in Eagle Form, he remains stationary, and doesn't attack.
Energy Storm: Debuff on the entire raid causes every character that uses spells to take 1250 Nature damage, can be resisted.
Feather Vortex: 4 Feather Vortex spawn, they look like tornados and move around. They deal 1k Nature damage and knock players back if they are touched.
Phase 4: Lynx Form
Claw Rage: Zul'jin focuses a random player other than the tank, and hits him 12 times with Claw Rage in about 6s. The first strike deals 500 damage. Every strike applies the stackable debuff Claw Rage, which increases the damage taken by consecutive attacks by 150. Thus, the second hit deals 650, the third 800, and so on. The last hit deals 2150 damage, for a total of 16k. Claw Rage attacks cannot miss, be dodged, parried, or blocked. If the focused player feigns/vanishes/etc, Zul'jin will focus the tank.
Lynx Rush: When he uses this ability, he does so 9 times in a row in quick succession. Every attack targets a random player, and deals about 2k damage, further mitigated by armor. The target is chosen completely random; one player might be targeted multiple times in a row (up to 3?), and he can also target the tank. Every player that was attacked also gets the debuff Lynx Hunt, which deals 1.5k damage every 2s over 10s.
Phase 5: Dragonhawk Form
Flame Whirl: He gains this buff, rotates for 2sec, then deals 1k Fire damage to the entire raid (partially resistible). This will also apply a stackable debuff that increases Fire damage taken by 50%, which cannot be resisted. 12sec cooldown.
Flame Breath: Hits everyone in front of him for 2k Fire damage (partially resistible). 7sec cooldown.
Flame Columns: Point Blank AoE cast on a random player (or pet), dealing 900 Fire damage every second for 10 seconds. There may be up to 3 columns at the same time.
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Strategy

Get your whole group up on his platform past the threshold when you start the fight, there's a wall of fire that closes his platform off. The 8 adds don't have many hitpoints and die fast to AoE. The adds are linked to the boss.

Every phase change he does a threat wipe, so be careful with DoTs. He's immune to Taunt, so the tank must quickly gain aggro. Use Mis-direction if possible. When he turns into an Eagle you do not need to worry about the threat list though, as explained below. He changes phases every 20% of his hitpoints. Also, raid members might want to consider changing their gear out for max, or at least more, stamina. Having the mages/priests/healers above 9k health is a lot of help in this fight.
Phase 1

Melees watch out for his whirlwind. Healers react quickly to Grievous Throw. Players only lose this DoT when their health reaches 100%. General methods which make players immune to phsysical damage like Paladin bubbles/Ice Block can work here. The dwarven racial Stoneform also removes it. It is not advised to use Healthstones or Healing Potions to remove it because he can hit the same person several times in succession and these will be much more useful in Phase 4.
Phase 2

As soon as he starts this phase you will notice everyone gets a Paralysis debuff. Dispel it off the main tank and yourself, then other healers if time (or the tank doesn't need a heal). DPS etc do not need it dispelled. After 5 seconds of having the debuff, you will take damage and become stunned, assign someone to top people off before the next. He can hit decently hard, so keep the tank topped. Uses overpower on the tank.

Two tactics exist to cleanse the debuff. Either have the raid stack, and use Mass Dispel to cleanse the entire raid of the debuff, or just dispel the MT and a healer or two of the debuff.
Note: Being killed by Paralysis counts as suicide so you won't suffer durability loss.
Phase 3

The tornados have a fixed algorithm of movement, they'll move to one person, hit them once, and start moving towards another person.

The best way to avoid this is to leave your two best melee dps hitting the boss, and the other members go to the corners of the room, two at the sides of the entrance, two on the left side on each corner, two on the right side on each corner, and two on the bottom of the stairs where Zul'jin is standing, leave a healer at one side of the entrance and one on each side of the room, so each healer will have line of sight of at least six members of the raid, this will minimize the damage taken by the tornados.

The tornados knock you back and deal around 1k damage. If you are a caster (yes healers included) every time you cast you will get hit for about 1250 damage. Heal over time spells really make this phase much easier. Melee need to try and burn him down as quick as they can, as they get no punishment for doing damage. Use bandages. Casters use wands and regenerate mana for the next phases. Hunters may use Arcane Shot, Steady Shot, Multi Shot, Aimed Shot, and Serpent Sting. Hunters will take damage from using Feign Death, Fără întârziere Fire, and switching Aspects. Hunters are important for doing lots of damage during this phase. It is recommended that hunters use Repede Fire on this phase, even though you will take damage, as a good use of Rapid Fire can really be helpful.

Retribution Paladins can use Crusader Strike without taking damage. Spells with a base mana cost of 0 such as Desperate Prayer, Inner Focus, and Starshards will not cause damage to the caster.

Warlocks can use Shadow Bolts timed in conjunction with Drain Life to nullify the repercussion from casting and maintain DPS. With healing assistance you can get all your DoTs off and take minimal damage.

It's worth mentioning that casters can follow a spell with a casting time by an instant casting spell without getting hit twice by the tornadoes. For example, a druid can cast rejuvenation right after casting regrowth (not necessarily on the same target) and just get hit once.
Phase 4

Lynx form he melees fairly weak on the tank. He also will use Claw Rage on a random player in the raid and melee them. Claw Rage is the deadliest ability of this fight Zul'jin will turn towards a player and pause for a second then starts to hit that player several times increasing damage and attack speed every hit doing a lot of damage in a short time. Intervene near the end of the phase (9-11 stacks) to help out cloth wearers. Healers must use fast spells or instant spells, lag can make suvival problematic here. Announce Vanish/Divine Shield/etc to the raid, so healers know that he will change back to the tank. Healers take good care of Lynx Rush victims, as everyone should be topped for the next Claw Rage. He will stop claw rage on the target if the target uses Ice Block, Divine Shield, Blessing of Protection, Vanish, Feign Death and will return to his default highest threat target. The dwarf racial Stoneform can also help mitigate the damage. Druids should use Barkskin and can try to turn into Bear Form if they are fast enough although that limits them from using potions. Everyone needs to be on their toes to stay alive, he's very fast, and your health can drop quickly. Keep Healthstones/potions ready.

Healers may find the following macro useful in the Lynx phase. It will quickly find Zul'jin's target and cast your fast heal on them. Hit this macro as soon as you see him turn to go after a raid member. Replace Regrowth with your appropriate fast heal spell (ie: Flash of Light, Flash Heal, Lesser Healing Wave).
#showtooltip
/target Zul'jin
/assist
/cast Regrowth
Phase 5

Everyone will get a buffet like debuff every so often, increasing fire damage taken. He will choose random people throughout the raid and place a beam of fire on them. They may take lots of damage due to the debuff, so move out of these beams ASAP. It's a simple phase if people are good at staying out of void zones. Spread out so only one person is hit at the same time. Flame Breath will hit the tank for more and more fire damage due to the debuff, so DPS him down as fast as you can. The tank needs to build threat fast, but also stay focused to move out of the beams quickly. Melee stay in his back to avoid getting hit by Flame Breath.
edit
Quotes
Intro: Everybody always wanna take from us. Now we gonna start takin' back. Anybody who get in our way...gonna drown in their own blood! De Amani empire be back now...seekin' vengeance. And we gonna start...with you!
Aggro: Nobody badduh dan me![1]
Berserk: You too slow! Me too strong!
Death: Mebbe me fall...but da Amani empire...never gonna die...
Form Changes and Spells
Transforms into Lynx: Let me introduce to you my new bruddahs: fang and claw!
Transforms into Dragonhawk: Ya don' have to look to da sky to see da dragonhawk!
Dragonhawk Fire Breath: Fire kill you just as quick!
Transforms into Eagle: Dere be no hidin' from da eagle!
Transforms into Bear: Got me some new tricks...like me bruddah bear!
Player Deaths
Da Amani de chuka!
Lot more gonna fall like you!
Patch 2.3 Trailer

Dis was our land. TROLL land. We Amani was here before anyone! Da' elves and dere Alliance came to drive us out. But we never give up. We never forget... Da' elves took my eye. I cut off my own arm to escape 'dem... and now, 'de fight alongside da' HORDE!? I SPIT on da' Horde! I hate you, I hate you all... But I got a surprise for ya' now, so come on in... De' Amani never give up! We never forget. We never die. 'Dis is our land: you wanna stay, you stay here forever! We gonna bury you here.
_________________
Munca in echipa presupune in primul rand sa-ti pierzi jumatate din timp explicandu-le celorlalti de ce nu au dreptate!
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