Post by Revolutions on Dec 3, 2005 20:03:02 GMT -5
About Zul'Gurub
The instance is designed for a 20 member raid party.
Can be completed by organized hardcore raiding guilds in 2 hours.
It is on a raid-timer similar to Onyxia's Lair and the Molten Core. Once you kill a boss, you are saved to the that instance for the next 3.5 days.
"Over 120 new Epic and Superior items, including a new five piece set for each class!"
It is mostly outdoors (with the exception of a temple), which means druids can cast root.
Balanced for players without Molten Core (or greater) equipment.
Quests located on Yojamba Ilse to the east of the instance.
Boss Tactics
High Priestess Jeklik
When you pull Jeklik from her ledge, she morphs into bat form, and attacks. You need to tank her away from the casters because she occasionally casts an AOE silence. In addition to this, she summons packs of non-elite bats which should be killed by mage/warlock aoe.
Once she reaches 50% health, she changes back to humanoid form and no longer summons the packs of bats. Instead, she will lifedrain and heal herself while a bat rider drops magmadar-style 'fire globs'. If you get a glob dropped on you, you should stop casting/fighting and move immediately. She can be counterspelled, so use that to interrupt her from healing herself. If you get an immune message, it's because she is immune to the silence portion, but it will successfully interrupt her spell.
High Priest Venoxis
For this fight, we had the main tank fight Venoxis at the top of the steps, while we sheeped his four snake pets. We then killed the snake pets one at a time, and then focused on Venoxis. He casts an arcane explosion while in humanoid form and he is a slow steady fight.
When he reaches 50% he transforms into snake-form which has an AOE poison aura that does 450 damage a dot if you are next to him. In addition to this, he casts what looks like a venom bolt that does about 1600 damage. His health goes down a lot faster while he is in snake form, so you have to burn him down with ranged damage while the healers keep the main tank alive.
You can avoid a complete wipe by dragging him outside of his little area. As soon as he leaves his post, Hakkar will do a shout, and he will clear his aggro, run back, heal to full and resummon his pets.
Bloodlord Mandokir
His Abilities:
Mandokir has several abilities that he uses in the fight. They are as follows:
Enrage: Whe Mandokir's Raptor dies, Mandokir himself will become enraged and hit for large chunks of damage (2000 damage) and has his normal attack speed increased by 80%. This will last for about 10-15 seconds.
AOE Fear: He has fear that effects up to 20 targets. If you let him get lose in the group this can cause serious issues.
Watching: Mandokir "watches" people, he announces this by saying "XXX I'm keeping my eye on you". While he is watching you you can not do anything (heal, attack, buff, etc) or he will break aggro and charge the person he's watching. When he does charge he attacks twice for about 2500 damage! Even worse is the fact that if the person dies when he does this he gets buffed (levels) and grows in size!
DING: At a certain point (about 10%) he yells "DING!!!", perhaps to sybilize the start of the real fight and he hits for even more damage (I have seen over 14,000 damage!).
First off, be sure to clear all the bodies in the room to prevent any ressurecting mobs. Next off, be sure to save the ambassador for last, as his death will aggro Mandokir. Once all these conditions are met, you are "safe" to engage.
It is nearly impossible to keep agro on this boss as he will randomly break and charge raid member, thus deployment is important. If you get all ranged DPS and healers behind the spears in the area and have Mandokir tanked just in front of them, you will not get break charges. Make sure to kill the raptor first and then move on to Mandokir himself. Basically if you have everyone behind the spears, you have an easy fight. You should also keep the groups off tank sitting at the north end of the spears, as that is where Mandokir will come if he does aggro on the non-MT players.
When Mandokir starts to "watch" someone (as per his ability) they should stop doing anything and just wait for the ability to end. If a caster is hit by this "watch" attack, they will drop as the DPS is far too much to handle.
Once Mandokir hits the 10% health mark and "DINGS", everyone in the raid needs to switch to DPS and take him down as quickly as possible. There is no way to "stand" against him in this form, and he needs to be brought down by damage ASAP! Sometimes he will "DING" depending on players dying as well and not just 10% (it seems to be random). However he apparently does not always DING -- if you keep the dps steady and allow the tank to keep aggro, and never lose a player to death, he will not level up, and will never actually DING.
With all this in mind, Mandokir should be easy enough to down.