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The bosses of Zul'Gurub are many and can be categorized as either essential or questionably 'optional'. The 5 animal aspect high-priests lend their power to Hakkar, meaning that facing him without first destroying the priests would be extra difficult. These 5 priests are considered essential before Hakkar can be attempted. The remaining bosses can be considered optional because they do not affect Hakkar in any way.

High Priests/Priestesses

    High Priestess Jeklik - Bat Aspect

      The priestess will start the battle perched upon a ridge, and descend upon you in bat form when pulled. This is the first form of her attack.

      In this form she can cast an AoE silence, charge an enemy and silence them, as well as call a swarm of bat upon the raid group. Best to have mages ready for the swarm to AoE them down quickly.

      Once she gets to 50% health she'll turn back into caster form. In this form she will cast a number of shadow spells in addition to Greater Heal. During this phase as well she will summon bats to drop fire bombs on the raid. Watch to avoid these as they're very damaging. The biggest challenge aside from this is the part of the melee in disrupting her heals somehow with Kick, Stun, Bash, whatever. her heals restore 20-30% health, so allowing even a single heal can mean a complete wipe for the raid. If properly controlled, the fight is long, but simple.


    High Priest Venoxis - Snake Aspect

      The first step to this battle is to clear the room that he's in, leaving only him and his entourage. The ways you can do the battle vary, but the most common way to do it is to first draw out and kill off his 4 minions, possibly one at a time, polymorphing or freezing them somewhere. When they're dead, join your main tank again who has been keeping Venoxis busy.

      You'll want to stay at a good range for the fight, allowing only the main tank to be close. His abilities include Renew, Holy Nova, Holy Fire and a spell called Holy Wrath that jumps from person to person. Staying out of range reduces the chance that this will reach anyone else. You'll also want to drain his mana, as he has a number of defensive spells.

      At 50% health Venoxis will transform into his snake form and gain considerable melee attack. He also gains the ability to release a poison gas cloud. It is at this point that your strategy can vary; but his strategy includes periodically releasing poisonous gas clouds which are signified by him raising his arms. All melee need to quickly run out of it as soon as they notice this. You can then resume melee on him between clouds.
      If attention is paid to the clouds and proper distance, he is an easy fight.


    High Priestess Mar'li - Spider Aspect

      As the fight begins, many find it advantageous to eliminate the speaker by way of Mind Controlling it and having it fight Mar'il. Meanwhile, several spiders will spawn, which should be dealt with quickly with AoE attacks. Once the speaker dies from Mar'il's attacks, she will come after the raid. Others merely aggro and attack the speaker while fleeing the room. Mar'il will return once you start back down the slope, and you're free to kill off anything that's not Mar'il.

      Several abilities of Mar'il include shapeshifting into her spider form periodically, the ability to heal herself, the ability to spawn a spider which grows larger as it is left alive, an AoE web and an AoE poison. The AoE web will be followed by her attacking the next highest person on the aggro list not webbed.

      The web attack is a large concern; many find it advantageous to have a secondary tank stand out of range of Mar'il with the ranged team to quickly grab her and drag her to the main tank position. If a spider spawns, divert all ranged attack to it to make sure it dies quickly. One that is left to grow can quickly wipe a raid group. Have those that can de-poison do so, and attempt to prevent her from healing.


    High Priest Thekal - Tiger Aspect

      Even after clearing the room of tigers Thekal himself still wn't come without a group. In addition to two tiger, Thekal will be joined by Zealot Lor'Khan and Zealot Zath. The trick is that all the trolls have to die at the same time. This means tanking them seperately and carefully until they can be brought together and brought down with AoE.

      After this stage, Thekal revives as a powerful tiger, and a gnuine pain to deal with. At this point, and randomly until his death, Thekal can spawn two tigers to attack the raid. These should be taken care of first.

      One of his more noteworthy abilities is a stomp that knocks everyone back. To reduce this effect, move the raid to the smaller back area that you pulled Thekal from right after you kill his caster form. He hits hard, so keep him away from casters.


    High Priestess Arlokk - Panther Aspect

      A high-damage fight, due to several factors.

      Bang the gong at the back of the room to begin the encounter. preferabl the casters and ranged are in the alcove near the gong and the tanks are in front nearer to the entrance of the room/where Arlokk spawns.

      There are two phases that the fight can be in:

      Arlokk phase: Arokk will attack the raid in addition to swarms of panthers from the side cages. hese panthers swarm indefinitely, so fearing them would be a good option for this phase. Focus on DPS on Arlokk. Occasionally she will mark someone whom the panthers will focus on.

      Panther phase: So named as Alokk disappears for a short time, giving you the chance to AoE the panthers that have accumulated (though they still spawn infinitely).

      This can be a very mana-intensive ight, both due to excessive AoE and mass amounts of healing needed.


Bloodlord Mandokir

    The Broodlord is a very difficult fight in comparison to the aspects. After clearing Blood Drinkers and raptors from the area you will need to engage the speaker, who is easily downed.

    Mandokir will ride down on his raptor mount and split from it. In ecent patches it is seen as more advisable to not immediately kill the raptor first, as leaving it up and killing both equally or Mandokir first generally yields a more controlled fight. Nevertheless it should be offtanked away from the main raid.

    Mandokir is a unique fight. Along the wall will be souls that will randomly choose to resurrect you during batte with full health. Accept them, but be weary, as Mandokir levels up every 3 deaths. Deaths are also likely with this fight, especially towards the beginning. If he levels up enough, he will become too strong and large to be managable and a wipe is nearly certain. During levelling up he will yell "Ding!" in true WoW gamer fashion. Likewise, Jin'do will occasionally yell back "Gratz!"

    Mandokir likes to charge people, especially the farthest person outside a certain range. Positioning f the raid is an imporant thing to consider. Mandokir will also occasionally "Watch" someone, and will announce who. This person should immediately cancel and stop any action they were doing, and sit perfectly still. If actions are taken, Mandokir will charge them for massive damage.

    One of the allures of this fight is the potential for a raptor mount drop.


Jin'do the Hexxer

    Jin'do is often done after Hakkar, part for difficulty. The lead to it will yield a good deal of undead troll mobs, the likes of which can summon infernals and spread nasty curses, and hit pretty hard.

    Note the pit of quickly respawning dancing skeletons. Clearing it is useless for now.

    Jin'do himself, in all his dance party glory, yields some tricky traps:

    Healing Totem: A large totem that heals Jin'do. If many targets/totems exist, kill these first.

    Mind Control Totem: A large totem that links to a player that is mind controlled. Destroy these totems second.

    Shade Curse: Periodically shades of Jin'do appear that are invisible, but nonetheless attack the raid. Occasionally you will be cursed in such a way that you are now able to see them. If you have his curse, immediately begin killing these shades, and these is no other way of doing so.

    Occasionally Jin'do will teleport someone into the pit of skeletons. The good news is that these skeletons are very weak and go down very easily. Communication and target priority are key in this fight.


Gahz'ranka

    "The fish boss" as it's known and surely a great enemy of the legendary Nat Pagle. To summon the box, head to the shore south of Arlokk's temple and acquire the Measuring Tape.This is used in a quest in Dustwallow Marsh with Nat Pagle to get the Mudskunk Lure. Head back to ZG and fish at the "Muddy Churning Water" nodes to catch atleast 5 Zulian Mudskunks. Take these and the lure to the shore where you found the Measuring Tape and fish with them again to summon Gahz. Note: You will want to have cleared the pool just offshore of the fish ahead of time.

    Gahz is most suitably fought in the water, where warlocks can use their Unending Breath buff for a change if they wish and druids can generally show off and swim about. The boss itself is fought at the surface. Gahz has several abilities, including a frost breath and an AoE geiser ability that knocks everyone 500 feet into the air that makes you glad you're in the water. Aside from these, the fight is straightforward.


Edge of Madness Bosses

    The use of the Edge of Madness event is mostly to gain the items needed to complete the trinket piece of each class' ZG item set if they have a Voodoo Doll of their class.

    The room you enter will contain a brazier that can only be dowsed with Gurabashi Mojo Madness, which can be learned off a tablet on the wall in the back, but that also has a difficult set of regeants.

    Dowsing the brazier summons one of the bosses, which can drop between 1 and 3 of the items needed for the trinket. The boss summoned changes every two weeks in real time. You can get an idea which one it will be by checking the tablet descriptions for each boss on the wall, and seeing which describes them as being close to the edge of madness. In effect, getting the regeants required for the trinket is difficult.

    Gri'Lek

      A troll berserker that is immune to taunt and will ocasionally double his size, vastly increasing his attack power, wiping his aggro table but decreasing his speed. At this point his will tend to fixate on targets. It is best to attack, and run away until he is pulled away by someone else.


    Renataki

      Renataki is a rogue, and will occasionally vanish to ambush someone for great damage. DoT effects will not break this vanish effects but occasionally AoE effects will. He will usually gouge melee units before vanishing. Training a hunter or warlock pet on him is an effective way to track his position even after he has vanished.


    Hazza'rah

      Hazza'rah is a tricky boss for several of his abilities. For one, he will randomly AoE sleep the raid group. He will also spawn random units to attack the raid for massive damage. These spawns have low health, so hunter multishot is affective. Hazza will also mana burn casters. If hunters Viper Sting him, he will be unable to do so. his also helps prevent against further sleeps. Spawns will generally attack totems first.


    Woosholay

      Wushoolay can be fairly deadly if unprepared. The most notable things to avoid are lightning clouds, which should be run from, and a chain attack that can be argely toned down if he is faced away from the raid. Attempt to keep him mana burned, and the tank well healed, as he hits hard. Nature resistance is also useful, due in part to the lightning storm attack as well as a personal poison shield/buff.


Hakkar

    During the long clearing up to the top of hakkar's altar, you'll notice smaller red flayers, sons or spawns of Hakkar. Upon death they will unleash a cloud of poison. When you get to the top of the ramp to face Hakkar, you'll note that these still mak patrol on either side down the ramp. During the fight you should have one pulled up the ramp and sheeped. Why will be discussed later.

    For all the difficulty of the rest of the instance, Hakkar is an easy encounter once you have it under control. He will occasionally mind control someone (commonly a tank) for a short period. He will also fire out a DoT burst that affects a small area, so spreading out is helpful to a degree.

    The reasoning for the poison above is neat; occasionally Hakkar will do a massive lifdrain from all the raiders at once, stunning them. This is greatly detrimental to the raid and useful to him. If the raid is affected by the "Poisonous Blood" effect from the red flayer, though, the lifedrain from yourself then turns into a debuff to him, corrupting him for the amount supposed to be drained. If your entire does this, lifedrains turn into an easy 3-5% health off him.

    The proprietary drop, the Heart of hakkar, can be turned into to the Zandalar tribe for nice gear, not unlike Onyxia or Nefarion.

  
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