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    Zul'Aman - Boss Tactics

    Marveen
    Marveen


    Posts : 425
    Join date : 2008-09-30
    Age : 49
    Location : Kent, UK

    Zul'Aman - Boss Tactics Empty Zul'Aman - Boss Tactics

    Post  Marveen Mon Oct 20, 2008 7:04 am

    These tactics are mostly taken from http://www.zulaman.com/ - the tactics aren't very good, I recommend you grab a video off Youtube on whatever boss, makes it a lot clearer!

    NALORAKK (Bear)

    Tanks: MT on Troll phase (mitigation > stamina), OT on Bear phase (stamina > mitigation).

    Melee DPS: Get behind the boss asap.

    Ranged DPS: Spread out and keep distance (avoid damage to others if charged).

    Healers: Spread out and keep distance (avoid damage to others if charged). Keep tank HoTed, especially in the Bear phase (so some heals are up even if silenced)!

    Decursing/CC: Paladins be ready to BoP the outgoing tank on phase switch in case taunt fails! Mages cast Amplify Magic on tanks(?).

    Everyone:
    Gear check fight! (does high damage, easy tactics)
    He switches between a Bear and a Troll form.
    In Bear form he will mangle the tank and regularly cast an AoE silence.
    In Troll form he will increase damage taken by bleeds (therefore need to swap tanks), and he randomly charges and does AoE damage near charged person.

    AKIL'ZON (Eagle)

    Tanks: One tank.

    Melee DPS: Gank boss, but move when someone's turned into a cloud.

    Ranged DPS: Spread out (not too far!) to avoid AoE zap. Control flying adds (DoTs) if they get too many.

    Healers: Spread out (not too far!) to avoid AoE zap. Keep people above 50% health.

    Decursing/CC: --

    Everyone:
    Technical fight (low damage, positioning important).
    Does a random Nature bolt on a player and AoE near that person (so keep distance to those near you).
    Throws a random player in the air, they lose 50% health on landing.
    Every minute, boss turns a player into a thundercloud. When it starts to rain, everyone hug the boss until the storm is over, then spread out again.
    He summons flying adds - kill them if they get too many.

    JAN'ALAI (Dragonhawk)

    Tanks: MT on boss, OT rounds up spawned dragonhawks until no more come from that side.

    Melee DPS: Gank one add when it spawns. Help kill dragonhawks until they're all dead, then return to the boss.
    Don't stand in the fire wall when it goes up.

    Ranged DPS: Keep distance to avoid getting Flame Breath.
    Nuke one add when it spawns. Help AoE the spawned dragonhawks until they're all dead, then nuke boss.
    Find a safe spot when he puts up bombs.

    Healers: Keep distance to avoid Flame Breath. Focus healing on AoEers until sides are clear and no more dragonhawks come.
    Save trinkets/cooldowns for enrage phase.
    Move to a safe spot when he puts up bombs.

    Decursing/CC: --

    Everyone:
    Very technical fight (high damage, many things going on, positioning important).
    Summons 2 adds every 90 seconds - they will start hatching eggs and bringing in more adds exponentially (first 1, then 2 then 4 then 8 ...). Kill one add asap, let the other hatch all eggs on his platform, and AoE these out.
    Every 30 seconds he will teleport everyone to the centre (like Aran in KZ), puts up a fire wall in a circle around him, and loads of fire bombs all over the place (they explode after 5 seconds).
    Does a Flame Breath debuff on a random player that damages other players in a cone near them (makes you breathe fire).
    At 35% health he hatches all the remaining eggs (so if adds have been killed too fast up to now there will be many eggs left and raid is swarmed).
    At 25% health he enrages.

    HALAZZI (Lynx)

    Tanks: Share aggro on Lynx phase to share boss' cleave. MT on troll boss, OT on Lynx avatar in the Troll phase.

    Melee DPS: Focus on troll in Troll phase. Ignore animal avatar.

    Ranged DPS: Hunters with Tranquilizing Shot soothe him when he frenzies in Lynx phase.
    Focus on totems in Troll phase. Ignore animal avatar.

    Healers: Raidwide healing and mana regen important. HoTs and AoE heals are key.

    Decursing/CC: Remove stacking Magic fire debuff (like Flame Buffet) asap.

    Everyone:
    Gear check boss!
    Switches between phases every 25% health (like Nightbane in KZ), with a final phase at the last 25%.
    In the Lynx form phase he cleaves highest threat player(s), and he sometimes goes into a frenzy.
    In the Troll form phase he splits into a full-health troll and an avatar animal. He also summons Chain Lightning totems. And he casts a stacking debuff on a random player (increases fire damage taken). At 20% health in this phase he switches to Lynx form (health as he was before).
    In the last 25% health he enrages and drops totems (in Lynx form).
    He does an AoE when he switches phase.

    100-----75 (100----20) 75------50 (100----20) 50------25 (100----20) 25------0¦ Boss health
    L--------> T+l-------> L--------> T+l-------> L--------> T+l-------> LE------>¦ Kill


    HEX LORD MALACRASS (end-boss' minion, has 4 random adds)

    Tanks: MT on boss.

    Melee DPS: Gank adds first, then focus on boss.
    Don't kill adds when he channels - stay alive (help heal if you can).

    Ranged DPS: Nuke adds first, then focus on boss.
    Don't kill adds when he channels - move in to be in range of AoE heals and stay alive (help heal if you can).

    Healers: Focus on DoTed people. When he stops to channel AoE on the raid, move in to be in range of AoE heals.
    Put as many HoTs up on the raid as possible (if you can HoT, put one up on all your entire party first, then the other party, then AoE heal until it's over) - Wild Growth/Circle of Healing/Chain Heal = win.

    Decursing/CC: Adds can all be CCed: Sleep Dragonkin and Serpent, Shackle Wraith, Sheep Ogre, Banish Imp/Elemental.
    Make sure CC is refreshed before the AoE shadowbolts start.
    Mitigate whatever tricks he does when he steals abilities (example: stun MCed people, interrupt heals).
    Put Shadow Protection on the entire raid.

    Everyone:
    Tank and spank fight.
    The four adds can be: Ogre (warrior), Imp (fireballs), Elemental (?), Dragonkin (flamebreath/thunderclap), Wraith (melee/instacasts), Blood Elf (healer), Serpent (poison bolts). Gank two of these first, then focus on the boss.
    Boss puts up a nasty DoT and regularly stops to do a channelled Shadow AoE to raid. Stay alive here - if you can heal, help heal!
    Every minute he drains everyone's power by 1% and gains 10% strength.
    He randomly Soul Drains a player and steals 3 of their abilities - he uses these until the next Soul Drain.

    ZUL'JIN (end-boss)

    Tanks: Boss can't be taunted. Move him to the gate (so everyone is near him) in phase 2.
    Save charges/intervene for phase 4 (pick him up when he zooms around).

    Melee DPS: Hold fire on transitions. Avoid whirlwind in phase 1.
    Save cooldowns for phase 3 and melee-gank him hard here (aggro not an issue and casters can't dps hard).

    Ranged DPS: Hold fire on transitions. Collapse ranged group in phase 2.
    Stay alive in phase 3, avoid whirlwinds. Bandage if you take damage, only hunters dps.
    Hug boss in phase 4 (behind boss).

    Healers: Heal bled people to full hp in phase 1, asap.
    In phase 2, collapse the ranged group and outheal Paralysed DPS in phase 2.
    In phase 3, your heals will damage you! So do only 2-4 heals for the entire phase, so make them count (big trinketed heals, tank priority). Bandage and avoid the whirlwinds!
    Focus heals on the targeted person in phase 4, hug boss (behind him!).
    Heal burning people in last phase.

    Decursing/CC: Decurse Paralysis from the raid in phase 2 (Mass Dispel rules).

    Everyone:
    Changes form every 20% health:
    100-80: Troll. Melee whirlwind and puts a bleed dot on a random player (it's only removed when fully healed up, like Rok'Mar in SP).
    80-60: Bear. Everyone starts Paralysed - after 5 seconds all debuffed will be stunned and take damage.
    60-40: Eagle. Tornadoes are spawned (knockback and damage). Casters take over 1k damage every time they cast.
    40-20: Lynx. Will fixate on a player and melee them. Random charge that debuffs those hit to take more damage.
    20-kill: Dragonhawk. Does fire breath in melee range and debuffs a random player (fire DoT and weakness to fire). Makes void zones (note: fire damage!).
    Threat wipe at each transition.
    Marveen
    Marveen


    Posts : 425
    Join date : 2008-09-30
    Age : 49
    Location : Kent, UK

    Zul'Aman - Boss Tactics Empty Re: Zul'Aman - Boss Tactics

    Post  Marveen Thu Oct 23, 2008 6:22 am

    Updated after our first attempt, mostly changed from a healer's perspective (and the dragonhawk boss).

      Current date/time is Sun May 12, 2024 5:12 am