You will need the following raid composition in order to kill Warlord Zul'jin: 1 tank, 3-4 healers, and 5-6 DPS.
A successful Zul'Jin encounter is completed in five different phases: Human, Eagle, Dragonhawk, Lynx, and Bear. Each phase is triggered at 20% health intervals, and each interval wipes the aggro-slate clear. This fight is extraordinarily long. If you lose a player too soon you will most likely fail.
Phase 1 Abilities:
Grievous Throw: This is identical to the ability performed by Rokmar The Crackler from Slave Pens (2nd boss), which is a DOT that can only be removed by healing the targeted player to maximum health at which point the DOT is removed.
Whirlwind: This needs to be avoided by your melee class as it can do significant damage. If your melee players cannot successfully avoid the Whirlwind, have them remain away from Zul'jin during the Human Phase.
During this phase, the tank should keep Zul'jin facing away from the rest of the party while the melee DPS stands directly behind Zul'jin.
The primary danger of Phase 1 is a combined Grievous Throw and Whirlwind performed on a melee character. Avoid that combination and you should survive this phase without issue. Additionally, raid members should avoid placing DOTs on him when he gets near 80% health.
Phase 2 - Bear Form. When Zul'jin reaches 80% health he will move to the center of his platform and shape shift into a Bear. His two abilities during this phase are: Creeping Paralysis and Overpower.
Creeping Paralysis: Similar to Repentance cast by Maiden of Virtue in Karazhan, Creeping Paralysis will paralyze the entire party for a period of approximately twenty seconds. However, unlike Repentance, Creeping Paralysis does not get removed when the player takes damage. When the twenty seconds are completely, players will take 5,000 points of damage. A Priest or Paladin must dispel themselves and then immediately dispel the main tank otherwise the tank will be unable to dodge, block, or parry, and that could result in a wipe.
Overpower: This is the same as a Warriors Overpower: an instant attack that deals damage to an enemy that successfully dodges. Zul'jin's Overpower inflicts 5,000 points of damage when performed.
Near the end of Phase 2, it is recommended that you place as many DOTs onto Zul'jin as you possible can.
Phase 3 - Eagle Form. At 60% Zul'jin will again move to the center of his area and shape shift into Eagle Form. During this phase, Zul'jin will remain stationary in Eagle Form and do nothing. His two abilities during this phase are Electrical Storm and Tornadoes.
Electrical Storm: This will do 1,250 points of damage to any player who casts a spell throughout the duration of this phase.
Tornadoes: These will slowly chase players and often switch to a new player target throughout the fight. Tornadoes will do 1,000 points of damage and perform a knock-back for any player who comes into contact with one. Because of the Electrical Storm damage caused to spell casters, all players should use their healing potions and bandages as much as possible during this phase. Healers and DPS casters should switch to heavy-damage or heavy-healing spells during this phase since the Electrical Storm will damage them equally regardless of the spell-type that is cast.
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