Welcome To Zul’Gurub

Updated 2/28/2006

 

 

Definition of terms

 

General Fights

In general the non-boss fights are pretty smooth, however there are a couple of important things to be aware of.

 

Boss Fights

Every priest killed decreases the power of Hakkar.

General description:  Venoxis stands at the top of a stare case along with four snakes.  This battle takes place in two phases.  The first phase takes place with the priest in priest form, then halfway through she will change into snake form.  If anyone runs out the door or falls off the cliff the boss will reset.

Phase 1:

Polymorph/sleep:  3 of the snakes must be sheeped/sleeped.

MT:  the MT will fight the priest at the top of the stairs making sure that he stays directly at the top of the stairs to be in line of sight of the healers.

ST:  the ST must fight the snakes (one at a time)

MH:  The main healer is responsible for keeping the tank alive.  The MH will also have to dispel the renew effect that she casts on herself.

SH:  The priest has an AOE attack that takes out a lot of health as well as leaving a DOT  behind that should be cleansed.  Then use a flash heal to give the MH a buffer to get off a large heal.  A mana pot should be taken once you lose more than or equal to the greatest amount of mana the pot can give you.  It is important not to wait until you are completely out of mana before you take a pot, this will allow the cooldown to wind down so that you can take another pot.  When the priest hits %50 health she will change into snake form and do a massive amount of damage.  The SH should start a heal just before this happens so that it is timed that the heal hits right after the change in form.

AH: the auxiliary healers need to heal the rest of the group during the four snakes.  After that they should regenerate their mana so they can heal the group during the poison clouds.

DD:  damage must all be done at range due to the chain AOE given off by the priest.

MD:  The priest must be drained of her mana

 

Phase 2:

            MT:  As soon as the priest changes into snake form the MT must train the snake down the stairs.  The snake lets out a poison cloud that does MASSIVE damage over time.  The MT is responsible for getting out of the poison cloud as quickly as possible, healers cannot keep up with the amount of damage taken in poison clouds.

            ST:  the secondary tank must build up a good amount of hate which is quite difficult because during the first half of the battle DD have build up massive amounts of hate.  If the MT dies everyone MUST stop attacking in order for the ST to attempt to get agro.

            MH:  The main healer is responsible for keeping the MT alive.

            SH:  The SH is responsible for helping the MH.

            AH: Must keep the other group members alive.  The ST must be kept alive just in case the MT dies.

            DD: ranged DD’s at this point can go in and start unloading; however they must move out of the poison cloud as well.  Keep in mind that while there are AH’s it is possible that they may not be able to get to everyone.  You may need to step out and throw a bandage on yourself; this will become common practice for many boss fights.

           

General description:  The bat boss stands on top of a wall there are no other mobs, however there will be adds summoned during the battle.  This fight also takes place in two phases, however the phases are better distinguished between bat mobs vs. bat bombers.  When in bat form the boss may charge another character and cast an AOE silence.  The boss will then go right back to the MT.

Phase 1:

MT:  Often the MT will pull the boss as well as build up agro for a while.

ST: build up agro, and break off of the boss when needed to kill bats.

MH:  keep MT alive

SH: support MH.  Stand in such a way so that you are far enough from the MH so that if the boss charges and does her AOE silence you are not both effected.

DD:  the damage dealers can go in and attack during the first phase, however when the bats are spawned everyone but the MT should break off from the boss and take out the bats.  Again please bandage yourself when needed to conserve mana for the bomb bats.

AH: keep the group alive.

 

Phase 2:  You do not actually fight the bomb bats, rather they just throw down AOE’s that hurt quite a bit.  This part of the fight is mobile, the bombs will fall in the most densely packed areas.

MT:  the MT is in charge of constantly training the boss around, when this is done successfully the bombs fall behind the boss instead of falling on the people that are attacking the boss.  Also shield bashing the boss when she starts to heal is important.

ST: build up hate and shield bash when she tries to heal.

MH: the main healer must be mobile, and keep the MT alive.

SH:  the only way the MH can be mobile is if you trade of heals.  While you heal the MH can move while the MH heals you can move.  This of course is an oversimplified perfect world example, but it is something to shoot for.

DD:  take her out.  Rogues should kick when she tries to heal.

 

This is the Pong fight.  There is a speaker that we usually use a priest to mind control.  Everyone will go to the bottom of the hill while the priest mind controls the speaker.  A group of spiders will go down the hill and by the time they reach the bottom they will have grown to their full size and thus do around 1,000 damage per hit.

 

MT: the MT will pull and stand 20 yards away from the rest of the group.  Everyone else will be standing on top of eachother.

ST:  The spider will net the MT and then move onto someone else, the secondary tank must pick up the agro.  The spider will then net the ST and the MT must pick up the agro again.

MH: When the spider transfers to the ST the MH must transfer healing power.

SH: the SH must support the MH and cleans the MT from the poison.

AH: The group should be standing far enough away not to be effected by the poison spit.  If you are finding that you are being spit on you should step back, however the AH’s should cleanse those that get hit.

DD: The damage dealers should wait to attack the spider for a couple of agro transfers to make sure that the MT and ST are numbers one and two on the hate list.

MD:  the priest does a chained life drain that heals and damages for a good amount of health, she must be drained of her mana in order to take her down.  Warlocks will have to be cleansed often because they will have to be close enough to drain mana.

 

General description:  This boss is pretty easy if you do it correctly.  There is a wall of spears on the left side of the room; we will use this as a barrier between everyone and the boss.  The first person to take out is the speaker, the rogues and warriors will take him out quickly while the rest of the group stands behind the spears.  After the speaker dies the rogues should pop sprint and get behind the spears.  It is important for people to find a way to get into battle (ie buff someone that is in battle) otherwise when the boss gets pulled anyone not in battle will be teleported to the boss and will die.  If anyone dies a spirit will come to resurrect you and increase the power of the bloodlord.

 

MT:  take on the bloodlord

ST:  Tank the raptor, however don’t try to get agro.  Once the healer gets agro the raptor will just sit there looking at the healer and not be able to hit the MH.

MH and SH: keep the MT alive.

Everyone else should range dps from behind the spears.  Once the main boss is taken out the raptor will still be on the main healer.  At this point we can take a pause before we have to take out the raptor.