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 Post subject: Zul'jin (thx wowwiki)
PostPosted: Tue May 13, 2008 3:01 pm 
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Joined: Fri Jan 18, 2008 10:32 pm
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Get your whole group up on his platform past the threshold when you start the fight, there's a wall of fire that closes his platform off. The 8 adds don't have many hitpoints and die fast to AoE. The adds are linked to the boss.

Every phase change he does a threat wipe, so be careful with DoTs. He's immune to Taunt, so the tank must quickly gain aggro. Use Mis-direction if possible. When he turns into an Eagle you do not need to worry about the threat list though, as explained below. He changes phases every 20% of his hitpoints. Also, raid members might want to consider changing their gear out for max, or at least more, stamina. Having the mages/priests/healers above 9k health is a lot of help in this fight.

Phase 1
Melees watch out for his whirlwind. Healers react quickly to Grievous Throw. Players only lose this DoT when their health reaches 100%.

Phase 2
As soon as he starts this phase you will notice everyone gets a Paralysis debuff. Dispel it off the main tank and yourself, then other healers if time (or the tank doesn't need a heal). DPS etc do not need it dispelled. After 5 seconds of having the debuff, you will take damage and become stunned, assign someone to top people off before the next. He can hit decently hard, so keep the tank topped. Uses overpower on the tank.

Two tactics exist to cleanse the debuff. Either have the raid stack, and use Mass Dispel to cleanse the entire raid of the debuff, or just dispel the MT and a healer or two of the debuff.

Note: Being dead by Paralysis count as suicide so you won't suffer durability loss.
Phase 3
The tornados have a fixed algorithm of movement, they'll move to one person, hit them once, and start moving towards another person.

The best way to avoid this is to leave your two best melee dps hitting the boss, and the other members go to the corners of the room, two at the sides of the entrance, two on the left side on each corner, two on the right side on each corner, and two on the bottom of the stairs where Zul'jin is standing, leave a healer at one side of the entrance and one on each side of the room, so each healer will have line of sight of at least six members of the raid, this will minimize the damage taken by the tornados.

The tornados knock you back and deal around 1k damage. If you are a caster (yes healers included) every time you cast you will get hit for about 1250 damage. Heal over time spells really make this phase much easier. Melee need to try and burn him down as quick as they can, as they get no punishment for doing damage. Use bandages. Casters use wands and regenerate mana for the next phases. Hunters may use Arcane Shot, Steady Shot, Multi Shot, Aimed Shot, and Serpent Sting. Hunters will take damage from using Feign Death, Rapid Fire, and switching Aspects. Hunters are important for doing lots of damage during this phase. It is recommended that hunters use Rapid Fire on this phase, even though you will take damage, as a good use of Rapid Fire can really be helpful.

Retribution Paladins can use Crusader Strike without taking damage. Spells with a base mana cost of 0 such as Desperate Prayer, Inner Focus, and Starshards will not cause damage to the caster.

Warlocks can use Shadow Bolts timed in conjunction with Drain Life to nullify the repercussion from casting and maintain DPS. With healing assistance you can get all your DoTs off and take minimal damage.

Phase 4
Lynx form he melees fairly weak on the tank. He also will use Claw Rage on a random player in the raid and melee them. Intervene near the end of the phase (9-11 stacks) to help out cloth wearers. Healers use fast spells. Announce Vanish/Divine Shield/etc to the raid, so healers know that he will change back to the tank. Healers take good care of Lynx Hunt victims, as everyone should be topped for the next Claw Rage. Everyone needs to be on their toes to stay alive, he's very fast, and your health can drop quickly. Keep Healthstones/potions ready.

Phase 5
Everyone will get a buffet like debuff every so often, increasing fire damage taken. He will choose random people throughout the raid and place a beam of fire on them. They may take lots of damage due to the debuff, so move out of these beams ASAP. It's a simple phase if people are good at staying out of void zones. Spread out so only one person is hit at the same time. Flame Breath will hit the tank for more and more fire damage due to the debuff, so DPS him down as fast as you can. The tank needs to build threat fast, but also stay focused to move out of the beams quickly. Melee stay in his back to avoid getting hit by Flame Breath.

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 Post subject: Re: Zul'jin (thx wowwiki)
PostPosted: Tue May 13, 2008 3:10 pm 
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Joined: Fri Dec 07, 2007 9:17 pm
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tnx shead.

yeah.. looks like a cool tactic with the tornados to not move to many and spreat out

Some screenies of positioning:

Phase 3
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Phase 4
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in phase 4 you should spreath out so that when he gos to someone.. the warrior can intervene. so that the warrior takes some hits instead of the Dps/healer

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 Post subject: Re: Zul'jin (thx wowwiki)
PostPosted: Tue May 13, 2008 6:21 pm 
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Joined: Mon Jul 09, 2007 6:30 pm
Posts: 1093
Main: Mirid
Class: Druid
Type: Tank
Alt: Mirid
Alt Class: Druid
Alt Type: Ranged DPS
That's helpful very! I never knew that about how the tornadoes moved; I thought they were just random.

So, we stand two people in each corner, and don't move around too much?

Hopefully if we follow the steps here for phase 3 it will stop causing us a problem.


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 Post subject: Re: Zul'jin (thx wowwiki)
PostPosted: Tue May 13, 2008 11:07 pm 
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Joined: Fri Dec 07, 2007 9:17 pm
Posts: 266
good to know


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