Zul'Aman

Go down

Zul'Aman

Post  Unbeliever on Fri Jan 04, 2008 3:52 pm

As most of you might know i'm that ZA crazy paladin who keeps whining about wanting to clear it.
Mainly because kara is the same as it always have been...

We all remember how it felt when trying to learn the tactics for Kara and Gruul etc.
Wipes wipes wipes. A necessary part of the game really.. since you learn the tactics by heart and can improvise if something goes wrong (read: someone taking over the red/green/blue beam on netherspite)

I believe that this is the same with ZA. It is also alot about different tactics rather than on gear.
And if gear really is the problem - there is lots of epics to get with honor that might beat random blues etc for healing/dps that you could get when not raiding Smile


Sure we need to have a wellgeared tank and some healers with nice healing/mana so that they don't go oom too quick.
That and DPS that knows that they're doing and knows how to play their class.

Other than that i got a feeling its mainly about tactics.
Which you can find all over the internet.

So I will start collecting these in this post here on the forum.
So when we feel the urge to try, we can do it without too much work.


I hope this is appreciated. Otherwise i'll stop right away.

// Unbeliever

Unbeliever

Posts : 9
Join date : 2007-11-23

View user profile

Back to top Go down

Nalorakk - Bear Avatar, 1st boss:

Post  Unbeliever on Fri Jan 04, 2008 3:55 pm

http://www.worldofraids.com/news/zulaman/nalorakkm.jpg

Abilities

Brutal Swipe: Hits all players in melee range in front of the boss, doing 9,000 damage devided up among all affected targets. Only used in phase one.
Surge: Charges a random player and deals up to 4,000 damage. Players standing nearby are affected aswell. Only used in phase one.
Mangle: Debuff that doubles the amount of damage taken from bleed effects. Only used in phase one.
Lacerating Slash: Deals 1,735 damage every two seconds for 18 seconds. Only used in phase two.
Rend Flesh: Deals 2,335 damage every second for 5 seconds. Only used in phase two.
Deafening Roar: Deals around 1,200 damage to each player and silences the whole raid for two seconds. Only used in phase two.

Tactic

A 2 Phase fight:

First phase - Human form:
He does a random charge.
Mangle - Increases damage done by bleeds by 100%.

Second phase - Bear form:
Applies 2 different bleed effects.
Raid wide Silence - 4-5 seconds long, does approx 1k damage.

Phase 1 is simply tank and spank. Make sure to heal the random person charged.
Phase 2 have the 2nd tank taunt the boss and be careful of the cleave so make sure the raid is not next to where the 2nd tank is bringing the boss.

When he goes back to human form, have the first tank taunt it, repeat until he is dead.


Last edited by on Fri Jan 04, 2008 4:32 pm; edited 1 time in total

Unbeliever

Posts : 9
Join date : 2007-11-23

View user profile

Back to top Go down

Akil'zon - Eagle Avatar, 2nd boss:

Post  Unbeliever on Fri Jan 04, 2008 3:57 pm

http://www.worldofraids.com/news/zulaman/akilzonm.jpg

Abilities
Gust of Wind: Throws a random player up in the air and deals falling damage equal to 50% of the players maximum hitpoints.
(Total, Not current HP)
Static Disruption: Deals 3,500 nature damage to the affected player and everyone close to him and puts a debuff that increases nature damage by 25%.
Call Lightning: Deals up to 5,000 damage to Akil'Zons current target.
Electrical Storm: Every minute, the boss lifts a random player in the air where he becomes the center of a storm. Everyone not standing underneath him gets hit for increasing damage. (When this happens, everyone in the raid runs underneath the player in the sky - and thus not taking any damage from the electical storm)

Tactic

Roughly every 60 seconds he will cast the his Storm on a random person with an emote. This player is raised up in the air and a cloud appears above them, simply everyone find this person and run under him and you will take no damage. The boss channels this spell so feel free to keep attacking at ranged unless you are lucky enough to have him target a melee next to him, just be carteful not to over-aggro the MT.

This is a basic tank and spank fight with a small twist. Also during the storm have ranged/casters target the eagles in the air and dot/attack them to give you more time on dpsing the boss, the melee just concentrate on the boss himself. A very easy fight, might take a wipe or 2 to understand what is going on.


Last edited by on Fri Jan 04, 2008 4:31 pm; edited 1 time in total

Unbeliever

Posts : 9
Join date : 2007-11-23

View user profile

Back to top Go down

Halazzi - Lynx Avatar, 3rd boss:

Post  Unbeliever on Fri Jan 04, 2008 4:27 pm

http://www.worldofraids.com/news/zulaman/halazzim.jpg

Abilities
Saber Lash: Melee attack that hits the maintank and anyone standing close to him. The damage is divided up evenly, so have both tanks stand on top of each other, they will then get hit for around 7,000 to 8,000 damage each, depending on armor. Only used in phase one.
Flame Shock: Hits a random player for around 4,500 fire damage and leaves a DoT that ticks for 4,000 damage every 3 seconds. It counts as magic and must be dispelled. Only used in phase two.
Corrupted Lightning Totem: A totem that casts chain lightning on a random player for 5,000 damage. The chain lightning jumps over to nearby players, so have your raid spread out well. Must be destroyed fast. Only used in phase two and during the last 25% health.

Tactic
This boss has a tiny amount of hp, roughly 600k. This is a 2 phase encounter that rotates (similar to Nightbane) every 25%.

Phase 1 -
He hits quite hard and also does a Mother Shahraz type of ability like Saber Lash that if it hits more than 1 person the damage received by each person is much less than if it were to hit only 1. Once you get him to 75 % he will go into phase 2.

Phase 2 -
During this phase he will transform back into his Shaman form and spawn a Spirit of the Lynx that has approx 200k hp. Also during this phase he will drop a nasty totem known as: Corrupted Lightning Totem that does chain lightning for approx 5k, maybe some nat res is not a bad idea, but not a necessity. The last ability of this phase is a Flame Shock that he will do randomly to 1 target.

Basically tank and spank in phase 1. When phase 2 occurs, 1 tank stays on the Shaman and the other tank takes the Spirit. You need to dps down the Spirit as fast as possible so you will not stay in phase 2, too long because of the nasty totems.

Kill the totems when they spawn (similar to Tidvalas during the Fathom Lord Karathress encounter in SSC), cleanse people if needed. Rinse and repeat till dead.


Last edited by on Fri Jan 04, 2008 4:32 pm; edited 1 time in total

Unbeliever

Posts : 9
Join date : 2007-11-23

View user profile

Back to top Go down

Jan'alai - Dragonhawk Avatar, 4th boss:

Post  Unbeliever on Fri Jan 04, 2008 4:30 pm

http://www.worldofraids.com/news/zulaman/janalaim.jpg

Abilities
Flame Breath: The boss casts a Flame Breath on a random player. Everyone in its path gets hit for 4,000 to 5,500 fire damage.
Fire Bombs: Jan'Alai teleports the raid to himself and surrounds the platform with flame walls. Then he covers the platform with Fire Bombs that explode all at once after 10 seconds.
Enrage: Increases attack speed by 50% and damage by 50%. The boss uses this either after 5 minutes or when he is down to 25% hitpoints.
Frenzy: Ten minutes after the fight starts, Jan'Alai goes ballistic and wipes the raid.

Tactic

Jan'alai has 2 major abilities, and at 35%ish hatches his remaining eggs(explained later)
- He has a 5 minute enrage that is rather unimportant, as it barely increases his damage.

1 - A "Flame breath" type cone that has a long range but a small width, this does about 4-5k to people in a single line and adds up fast (believe to be random target). It is important to minimize its damage by spreading out appropriatly.

2 - He will periodically teleport the entire raid to him, put up "flame walls" on the outer ring of his area so you cannot escape. He will then begin spawning "time bombs" randomly throughout his area. After approximatly 10 seconds they will blow up dealing 3-5k(?) dmg in a 5 yard area, so you need to find a spot that is safe and does not have fire bombs on it. This ability seems to be on a random timer as sometimes he will forget about it and other times he will spam it.

Throughout the fight he calls 2 "Hatchers"(Low HP) which run to the side and begin hatching eggs into dragonhawks at an increasing rate. You need to Kill 1 Hatcher as soon as possible and go give the 2nd one a hug, tanking and killing the dragonhawks he spawns (we would normally do about 5-7 hawks at a time and just draw out the fight).
When you are comfortable with the amount of hawks spawned, kil the hatcher and mop up the remaining hawks. This is the hardest part of the fight as you will have to heal alot of raid damage due to the small area of the egg platforms and the damage his fire breath does, you should assign at least one healer to go with the group that willl kill eggs, preferably one that is good at raid healing (CoH priest, resto shaman etc). The other difficult part of this fight is his ability to port and put up fire walls to the egg spawns while the hatchers are busy hatching eggs, causing you to get zerged so be careful!

The dragonhawks individually have a stacking flame buffet, and a fire damage based proc on top of their normal melee which is about 1k~ on leather.

The tactics to this boss are really, really simple
1) Minimize his fire breath damage when he isnt spawning hatchers
2) When hatchers spawn kill one, send the group to kill dragonhawks spawned by the other one.
3) Dont die to the fire bomb minigame.
4) Make sure you hatch almost ALL of the eggs before 35% (yes this means light dps for the entire fight), or you will be horribly zerged.
5) Profit

This one might need the movie to explain. so here is it.

Unbeliever

Posts : 9
Join date : 2007-11-23

View user profile

Back to top Go down

Re: Zul'Aman

Post  Ryukin on Fri Jan 04, 2008 11:52 pm

see where your coming from but it IS basicly a lack of geared people at the moment. its a 10 man yes but its the difficulty of SSC. we need our tanks like nale geared up slightly better for it still, bout how whiteout is now, thats immediatly evident on the first boss. also need people out of S1 gear and into raid gear ;P anyway i think doing gruuls and maggy is higher priority for now, we need to test our ability to execute 25 man raids in preparation for later on plus both are incredibly fun, and when completed, rewarding encounters Smile

Ryukin

Posts : 17
Join date : 2007-11-12

View user profile

Back to top Go down

Re: Zul'Aman

Post  Unbeliever on Sun Jan 06, 2008 4:21 pm

I still think you overrate ZA Razz

I don't know how many of you have been in SSC and downed some bosses.
But from my experience.. it really haven't been the same difficulty.

Unbeliever

Posts : 9
Join date : 2007-11-23

View user profile

Back to top Go down

Re: Zul'Aman

Post  Sponsored content


Sponsored content


Back to top Go down

Back to top


 
Permissions in this forum:
You cannot reply to topics in this forum