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Zul'Gurub

Zul'Gurub:

Level 53-54 Instanced Zone



Location:
Azeroth / Zul'Gurub

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Overcast7: I keep seeing the 1.7 patch mentioned now, but I haven't seen any date. Anyone have any info on that?
Cob: I'm guessing that it will go into test next tuesday, and probably live two weeks later.
Daedelus: Can you fix the "New Tradeskills" Link on your preview...Imageshack isn't showing it anymore :P
Oraro: [quote=Daedelus]Can you fix the "New Tradeskills" Link on your preview...Imageshack isn't showing it anymore :P[/quote]

Here's another link to the file:

[url]http://putfile.com/pic.php?pic=9/24813043739.jpg&s=x7[/url]
Tunlan: First of all, that is a very nice guide you have there.

We went to Zul Gurub about 4 times so far, and I was with the group 3 of those times.

We managed to kill Bat, Spider, Snake and Tiger. But got wiped VERY badly at Panther.

I am not the raid leader, but I will try to explain our tactics.

I wasn't there when Spider was killed, but Tiger went down pretty well. (3rd try, I think)

The High Priest has 4 adds. 2 Zealots and 2 Elite Tigers. The tigers can be killed normally. But the Priest and the Zealots revive each other after about 20 seconds, just like the Core hound groups before Lucifron in MC.

It doesn't seem to be a spell that you can interrupt, so what we did was:

The area where he is is shaped slightly linke a triangle, so we pulled each mob into one corner. Then we beat each one down to about 10% of their hp. We had a tank keep each one busy and we Hunters drained the mana of the 2 priests, High Priest and one of the Zealots. (Something with L. Terrible with mob names, sorry)

When they were down to 10% each we got them together and AoE nuked them to death.

That's where the fun starts. The High Priest turns into some kind of were-tiger that summons 2 elite tigers to help him. We tanked the Priest, got rid of the tigers quick and then nuked the Priest. He has an AoE hit that sends you flying back quite a bit and that has a pretty big range. A member of our guild said that you would not be thrown back if you were jumping when it hits. I can't really confirm that. By the time he told us the boss was already down. :)

He keeps summoning tigers once in a while, but goes down rather easily. We were wiped most of the time because his AoE interrupts pretty much anything you do, from bandaging to healing. So of course we had our tank die sometimes, or there were not enough damage dealers left to nuke him down.

But once you have tried it 2 - 3 times, he goes down relatively well.

Panther: No idea so far. We wiped pretty badly yesterday. You summon her in some kind of stables under a temple, then the room is closed through a force field-type barrier and she appears. She turns into a were-panther, disappears sometimes and keeps summoning panthers. But unlike the Tiger guy she doesn't summon 2 every (let's say) 20 seconds, but pretty much continuosly keeps them coming. My guess is some kind of attack/spell makes her do that, and maybe we need to find out which one it is and stop using it. Because once she tells her 20 panthers to attack you you are down in less than 5 seconds.

We will definitely try her again today.
galaxis: Here is some information that our guild has gathered that we'd like to share:

[u]High Priestess Jeklik ~ Aspect of BAT [/u]
Notes: Bat riders explode when their hands light up (@10% life) for upto 6K
1. You can pull her away from the cave to avoid her summoning minions!
2. Suck her mana (hunter stings, priests mana drain, warlock suck mana).
3. She does *Aspect of Jeklik” AOE Damage +1687 & 5 sec Silence: Healers & Casters do Ranged fight.
4. At 50% she changes to her human form and a bomber in the sky will appear.
5. She will heal at @15% of her life. Have Rogues Kick and Warriors Shieldbash to prevent heals, also scattershot works and Counterspell.
6. If you pull too far or loose aggro she resets at full mana/hp. Can be used if you are going to wipe, to redo the enocounter.

[u]Hight Priest Venoxis ~ Aspect of SNAKE in The Coil[/u]
Notes: He comes with 4 Adds.
1. Sheep 3 of the 4 Adds.
2. Have the tank hold Venoxis... Separate Venoxis from the 4 snakes (or they chain lightening @ heal each other).
3. Kill the Snake Adds one by one.
4. All DPS Venoxis. If you pull past door or loose aggro he resets.

[u]High Priestess Mar’li ~ Aspect of SPIDER in Shadra’zazzar[/u]
Notes: She comes with 1 Diplomat, you may or may not want to kill him.
1. She summons spiderlings to help her, aoe -able.
2. At half life she’ll Net surrounding party. Net makes tanks loose aggro. If you loose aggro she resets full hp full mana.
3. She has a Intoxicating Venom, so you get drunk for awhile & can't target or fight.
4. She has a furious regen in Human form. She heals herself so Shieldbash and kick constantly?
5. Mar’li’s Brain boost 60 mana every 5 sec for 30 sec.

[u]Bloodlord Mandokir ~ Aspect of TIGER [/u]
Notes: He comes on a ridable raptor.
1. Tank Mandokir and have one tank on his pet. If you kill his raptor? first he goes into a berserker rage.
2. He spawns ghosts who will rez the party to full health and mana but each time he kills a party member he gains height and attack power. No one dies.
3. When you fight him he will randomly “watch” people. When he does, the next attack by the ‘watched’ person will cause him to charge them. ”If you are ‘watched’ Stop Meele!! Once debuff goes away Meelee hard.
4. He does MS.
5. He has a Whirlwind attack that causes 3K+ damage, so when he spins, have all melee back up and have one tank on him and his pet.

[u]High Priestess Arlokk ~ Aspect of PANTHER in Temple of Beth'ekk[/u]
Have no Info about this fight.

[u]Jin’do The Hexxer[/u]
Have very little on this mob except he comes with a harem, and his head is used to complete a quest.

[u]HAKKAR THE SOULFLAYAR[/u]!
No info on this fight either.

Respectfully,

Minervia
Officer of The Fallen Ones
Kilrogg Server
Tunlan: [quote=galaxis]Here is some information that our guild has gathered that we'd like to share:

[u]Bloodlord Mandokir ~ Aspect of TIGER [/u]
Notes: He comes on a ridable raptor.
1. Tank Mandokir and have one tank on his pet. If you kill his raptor? first he goes into a berserker rage.
2. He spawns ghosts who will rez the party to full health and mana but each time he kills a party member he gains height and attack power. No one dies.
3. When you fight him he will randomly “watch” people. When he does, the next attack by the ‘watched’ person will cause him to charge them. ”If you are ‘watched’ Stop Meele!! Once debuff goes away Meelee hard.
4. He does MS.
5. He has a Whirlwind attack that causes 3K+ damage, so when he spins, have all melee back up and have one tank on him and his pet.

[/quote]

I am quite sure that the High Priest I mentioned is the "Aspect of the Tiger", since he actually turns into one. I don't know how the Bloodlord fits into the whole thing, but I don't think he counts as one of the Aspects.
galaxis: Thanks for pointing that out.

That was actually a misprint, and here is the updated info on that.

[u]Bloodlord Mandokir[/u]
There’s a Boss that comes with a ridable raptor. If you kill his raptor first he goes into a berserker rage. He spawns ghosts who will rez the party to full health and mana but each time he kills a party member he gains height and attack power. No one dies. When you fight him he will randomly “watch” people. When he does, the next attack by the ‘watched’ person will cause him to charge them. ”If you are ‘watched’ Stop Meele!! Once debuff goes away Meelee hard. He does MS. He has a Whirlwind attack that causes 3K+ damage, so when he spins, have all melee back up and have one tank on him and his pet.

[u]Aspect of the Tiger Priest[/u]
Notes: The High Priest has 4 adds. 2 Zealots and 2 Elite Tigers. The tigers can be killed normally. But the Bloodlord and the Zealots revive each other after about 20 seconds, just like the Core hound groups before Lucifron in MC.
1. The area where he is is shaped slightly linke a triangle, so pull each mob into one corner. Then beat each one down to about 10% of their hp. 2. Have a tank keep each one busy and drain the mana of the 2 priests, High Priest and one of the Zealots. When they were down to 10% each we got them together and AoE nuked them to death.
3. That's where the fun starts. The High Priest turns into some kind of were-tiger that summons 2 elite tigers to help him. We tanked the Priest, got rid of the tigers quick and then nuked the Priest. He has an AoE hit that sends you flying back quite a bit and that has a pretty big range.
He keeps summoning tigers once in a while, but goes down rather easily. We were wiped most of the time because his AoE interrupts pretty much anything you do, from bandaging to healing.

Most of that was quoted from here and different boards, we found it mostly to be true.

Respectfully,
Minervia
Lightweaver: Here's what our guild has learned from doing the other ZG bosses that haven't been mentioned yet.


Jin'do the Hexxor

This fight has 3 major elements to it. I'll explain the 2 minor ones and the one main raid killing ability. To begin with there is a skeleton pit where he will randomly teleport people to and they will be quickly ravaged by the skeletons. The quickest and easiest way to fix this is to have one mage standing by the skeleton pit at all times to save whomever gets ported in there. The second ability is he will drop totems. These aren't totems with 5hps. These totems have a good amount of HPs and need a number of people attacking them to destroy them. One totem is a greater healing totem and the other is a mind control totem. Obviously you want to destroy these totems as they spawn up.

His final ability is his coolest (but a nightmare to deal with). Throughout the course of the fight he will spawn shades. These shades are invisible and untargetable but they are still there. Since they can't be targetted they will usually make a run straight to your healers who will be drawing healing aggro. The shades will hit them for 1 point of damage a few times then hit them for 600-700 damage and will obviously be interrupting spellcasting. Now, Jindo will be placing a curse on people. This curse will do 150-250 damage a tick, but more importantly will allow you to see the shades and kill them. When someone is cursed do NOT remove it. The cursed person must be attacking shades and kill them. They don't have alot of hps, a non-dps class can usually kill 1 and a dps class can usually kill 2-3 before the curse breaks (AOE doesn't work). Also a good idea is to have your hunters and warlocks take out their pets and set them to aggressive. The pets can see the shades and attack them, so just make sure they do that as well.

Hakkar (The big baddie himself)

Okay here's the deal with Hakkar. His following abilities are as follows. I'll detail 2 of his abilities and his main ability (which is also his greatest weakness). First he has an AOE slowing ability. This ability is a magic and will reduce movement speed, attack speed, and casting speed by 50% and can be dispelled,and it should be dispelled by Priests NOT paladins. I'll explain why not pallies in a minute. His second ability is a corrupted blood debuff. This debuff does about 200-300 damage and can spread to nearby allies. Simple to counter, ONLY have the MT with Hakkar, NOONE else should be anywhere near him including rogues, basically don't let anyone melee Hakkar. Hakkar will also randomly mind control people, just get ready to sheep them when he does so.

Now his main ability is one you have to use to kill him. He will do a drain life to about 15-16 people in the raid and can and will heal him for 15% while doing massive damage. Now this is what you have to do to stop him and to beat him. There are 2 sons of Hakkar near him. You have to kill the sons and they will poison you. You WANT to be poisoned. When Hakkar life drains while you are poisoned he will take damage instead of being healed. So you want EVERYONE in the raid to get poisoned (except the MT who will have Hakkar away from the group). Let hakkar damage himself through Life draining everyone who is poisoned. The reason I said before that you want Priests to dispel the slowing affect and not the pallies is because the pallies cleanse can remove the poison and not the magic sometimes, so you want to definitely remove the magic effect and not the poison. The respawn on the sons is 40 seconds, and Hakkar Life drains 30 secs or so I believe. So you have to time the deaths of the sons and getting poisoned with his life drains. In between sons you just dps him down. Though the main damage will comes through the poisoned life drain. Rinse and repeat.
KronixZ: I have a question about killing the third boss. The problems is to hold the aggro on the mt cause when he fires the net, he starts radnoming targets and it gets really hard to retake aggro. Can the net be interupted? Are you using a off tank to retake the aggro when the mt losses it, and if not, what should be used on it to interupt her "madness"? The thing is, we can take her to cca 50% but then we have to restart her cause many of the casters die in the process. Must her mana be drained or what? Can someone post the ideal class list, we are horde so what number of classes do you take in? I know many of you defeated her easy so pls help...
Lightweaver: [quote=KronixZ]I have a question about killing the third boss. The problems is to hold the aggro on the mt cause when he fires the net, he starts radnoming targets and it gets really hard to retake aggro. Can the net be interupted? Are you using a off tank to retake the aggro when the mt losses it, and if not, what should be used on it to interupt her "madness"? The thing is, we can take her to cca 50% but then we have to restart her cause many of the casters die in the process. Must her mana be drained or what? Can someone post the ideal class list, we are horde so what number of classes do you take in? I know many of you defeated her easy so pls help...[/quote]

This is what we do to fight her, takes alittle coordination but it works. When we fight her we divide the group into 2 'camps, the melee and the ranged (including healers). Melee stay on her and dps, and the ranged stay at ranged and heal, dps, etc. We keep 1 warrior with the ranged. When she goes spider and nets, she will run straight for the ranged. The tank that stayed with the ranged picks up the aggro and all the others run to where the melee got netted. The melee then run to her and keep dpsing her. The tank that was originally tanking her stays put and is now the one protecting the ranged classes. And we keep pingponging back and forth.
Zulpan: We are still finding it difficult to take down the Bloodlord, any suggestions?
our strat so far is to
Kill the Raptor asap, (ive heard the buff he gets lasts 30sec-1min) then unleash DPS, any recommendations for a party on the horde side.
Traith: We did exactly that. We took down the raptor with OT and casters on top of that ledge between wall and a that single rock, while MT with other melee fought him on the lower level at that far wall. Make sure only MT has aggro, if he loses it you will wipe.

It is alright to let a couple of ppl rez (especially healers) in the beginning. He was easier than I thought. We still are having trouble with spider.
Arioso: Mandokir is a Cake with this tactics

He can be tanked.
Our Strategy is very simple. Take the Raptor down as soon as possible. Doesnt Care if he is in Rage then, its better to heal just one tank than two. Then - just like Onyxia - Nuke him to death with Wands and Dots
No other spell needed. He will always come back to the tank, as he does by far the most aggro. Keep him alive at all costs, Schammys/Paladins should do raidheals, as Mandokir randomly charges one Member of the party. Rogues and Off-Warrios should stay away from him and use their bows

Hunters can Auto-Shoot, as long as they feign death as soon as the cooldown is over.

The Partymember who is spotted by him MUST stand still and do nothing. No heal, no hit, simply nothing. If you do anything except walking he will get angry and kill you.

No-one dies with this tactic; quite boring and time-consuming, but very very simple. Dots and Wands for the win :)
DOCGAUN: We cant seem to get the hexxer down after the patch 1.8. The pest can no longer see the shades unless cursed..

We are using the above tactics, but we simply cant get him below 20% Anyone have any ideas?? that might help us??

Abit frustarted right now, must have wiped 50times or so :oops:

Thanks in advance
Presas: any1 done the bat lady after patch 1.8 the the spawns occur even thou we pull her far away if we do it to far the she will go back to her cave... how to do her now then?
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