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Lacar
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re: Za Tactics

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Trash

Amani'shi Guardian - Cannot be CC’d. The Guardians have a Rend ability. They hit cloth for approximately 4,800-5,200, with crits in excess of 11,000.

Amani’shi Medicineman – Can be CC’d. They are immune to Curse of Tongues

Amani’shi Tribesman – Can be CC’d

Amani'shi Savage - Basic Melee: Hits for 250-350 on cloth, Hamstring: Hamstring for 50 damage plus slowing effect

Amani'shi Scout - Basic Melee: 300 - 600. Runs to a nearby drum and summons 2-3 Amani'shi reinforcements. vulnerable to almost all forms of cc - stun, root, slow, etc (but not
sheep) They'll continually respawn about every minute or so until Jan'alai (Dragonhawk) is killed.
***The scout is the most critical part of the trash mobs leading to Jan'Alai. When aggro'd they will run to a nearby drum and signal two Elite lvl 70 Amani'Shi Guardians that must be tanked. Ideally you never allow a scout to get to a drum.
They can be stunlocked and rooted. The scout cannot be sapped or sheeped.
Every minute or two a new scout will spawn and begin its preset patrol. Keep an eye out behind you as you steadily move forward through Jan'Alai's trash as scouts will continue to spawn behind the group and may aggro if the raid group is not continually moving forward. We assign a druid and rogue to keep a lookout behind the raid so any unexpected scout can be quickly rooted and stunlocked down before he can summon two more adds.
If the group is currently engaged with the packs of elites (usually a caster, two guardians and a scout) additional adds can make a pull very stressful and potentially wipe and unexpecting group.
Amani'shi Axe Thrower - This deals roughly 1400 physical damage to cloth

Amani'shi Warbringer - Basic Melee: Deals roughly 6k to cloth. Dismount: After a certain amount of damage, the rider separates from his bear mount. Furious Roar: Physical debuff, targets take 25% more damage.

Amani'shi Bear Mount - They are vulnerable to all snares as well as Polymorph.

Amani Bear - 83832 health 6792 armor Basic Melee: 4544-6427 base damage, around 4k-5k on cloth. Crunch Armor: Reduces armour of enemies by 10,000, Not tameable
Frenzy : Gains 100% attack speed, dispellable via Tranquilizing Shot by Hunters.

Amani'shi Handler - Uses Traquilizing Poison, can't be sheeped (or pigged )

for later we can Repair inside - You can repair inside the instance. As you make your way towards Halazzi (passed the Handlers etc) you'll see a building, kill the Guardians etc inside and go up the stairs, you'll see a troll in a ball and chain. Go right to the top and kill the guardian up there. Go back down and click on the ball and chain to release the troll. He'll go downstairs and stop. You can now repair here.
Lacar
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re: Za Tactics

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Nalorakk

Video - http://www.youtube.com/watch?v=MvfcpQO0MgA OR http://stage6.divx.com/user/banana866/v ... 4/Nalorakk

Nalorakk is the first boss encounter you'll come across in the zone. He's the bear god in Zul'Aman, so the fight will consist of him switching between humanoid and bear forms at specific intervals. It's a fairly straightforward encounter that is mostly a "tank-n-spank" fight, though healing the target of his charge is crucial.

You will want to have two tanks for this encounter, as Nalorakk is tauntable and one tank the entire encounter will simply take too much damage to heal for the duration.

Humanoid Phase
During his "humanoid" phase, he will use three abilities; one is a random target charge ability called "Surge" that causes physical damage and knocks the target and any allies within 10 yards back, another being "Mangle" - a main tank targeted attack that increases damage done by bleeds by 100% and finally - "Brutal Swipe" - a frontal cleave ability that hits for "spread" damage, meaning you'll want multiple people being hit by it to spread the damage taken out.
At the end of this phase, have your bear form tank taunt and begin tanking as Nalorakk shifts into bear form.

Bear Phase
During this phase, he uses two bleed effects - Lacerating Slash and Rend Flesh - both of which are only used while Nalorakk is in bear form. Nalorakk also uses a raidwide silence effect that does around 1k damage and silences for 5 seconds.
At the end of this phase, have your humanoid form tank taunt and begin tanking as Nalorakk shifts out of bear form.

What we found....
You MUST keep your members spread out. We found that having 1 healer to the left, 1 to the right and 1 behind all at max range helped alot with the Silence effect.

Recap of Abilities
Humanoid Phase
Brutal Swipe - Frontal "Saber Lash" ability that spreads its damage across the targets within the cone of its attack. If it hits a single target, it does 28500-31500 Physical damage (which can then be mitigated by armor), so it's imperative to soak this attack up with multiple members of the raid.
Surge - Charges a random target in the raid, causing 3700-4300 Physical damage and knocking back the target and allies within 10 yards.
Mangle - Increases damage taken by bleeds by 100%.

Bear Phase
Lacerating Slash - Deals 1735 damage every 2 seconds.
Rend Flesh - Deals 5525-7475 Physical damage and causes the target to bleed for 2335 per second for 5 seconds.
Deafening Roar - Does 1235-1365 Physical damage and Silences anyone within 50 yards for 2 seconds.
Lacar
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Halazzi

Videos - http://www.youtube.com/watch?v=GzWGP1k0AxY OR http://stage6.divx.com/user/banana866/v ... 52/Halazzi

Halazzi is the Lynx god of Zul'Aman. This encounter is a multi-phase fight, with phase 2 occuring every 25%. At 25%, the third phase occurs, which is essentially his humanoid form with a bit of added spice - he enrages and drops totems constantly. Thus, his hitpoints are much lower than the other animal gods in the zone, as the fight can get chaotic near the end.

Phase 1 - Halazzi by himself
This is the typical portion of the encounter. Halazzi is in his humanoid form by himself, and it's fairly "tank-n-spank" with the only damage ability used being Saber Lash, which works exactly like Mother Shahraz's, though this only requires two tanks to spread the damage. Periodically Halazzi will gain a "Freny" style buff that increases his attack speed.

When Halazzi is taken down to 75% and 50%, phase 2 begins with Halazzi casting an AE which does 4000 damage to anyone it hits. He also stops using Saber Lash during phase 2.

Phase 2 - Halazzi and his spirit
This phase consists of Halazzi in his troll form, as well as Spirit of the Lynx. The troll form will need to be offtanked while the spirit is killed. Once the spirit is killed, Halazzi merges with it and phase 1 begins anew, with Halazzi at the hitpoints he was at prior to splitting (75%, 50%, etc.).

Halazzi will randomly spawn Corrupted Lightning Totems that must be killed. If not killed quickly, the totem will fire off a chain lightning ability that does 5000 Nature damage to its initial target and chains to other targets from there.

He also casts Flame Shock on a random target during this phase, which will need to be dispelled quickly as it does initial damage as well as damage-over-time.

Phase 3 - Halazzi enraged
During this phase, which begins at 25%, Halazzi becomes enraged. This phase is no different from phase 1, except that he will drop totems constantly and does increased damage due to the enrage. This is the "beat the clock" moment of the encounter, as the longer this phase lasts, the less likely you are to defeat Halazzi. Maximum DPS during this phase is imperative.

Recap of Abilities
Phase 1
Saber Lash - This is a frontal "cleave" type ability that hits for 47500-52500 Physical and spreads its damage across each target it hits. If this hits a single target, it'll likely spell doom for your attempt, so it's important to have at least 2 targets soaking up this damage.

Phase 2
Corrupted Lightning Totem - Halazzi will spawn Corrupted Lightning Totems which cast chain lightning for 5000 Nature damage. The totems need to be killed quickly.

Flame Shock - Periodically, Halazzi will cast this on a random target in the raid. It does 4275-4725 Fire damage initially and 2775-3225 every 3 seconds for 12 seconds. It's crucial to dispell this immediately when someone is hit by it.

Phase 3
Corrupted Lightning Totem - Halazzi will spawn Corrupted Lightning Totems much more frequently than phase 1, which cast chain lightning for 5000 Nature damage. The totems need to be killed quickly.

Enrage - Halazzi will enrage during this phase, increasing his damage done.

What we found...
Create a macro ready /tar Corrupted the totem
Lacar
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re: Za Tactics

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Akil'zon

Video - http://stage6.divx.com/user/banana866/v ... 84/Akilzon

Akil'zon is one of the bosses you can choose to pick after defeating Nalorakk. Akil'zon is the Eagle god, and as such is dressed up in Eagle attire, as you see above. The fight is fairly straightforward and ends up being a "tank-n-spank" for the most part, though there are a few slight twists.

Melee classes will typically want to focus on Akil'zon himself throughout the entire encounter, while ranged classes will switch targets to kill off any Amani Eagles that are summoned.

Most important of all, though, is that the raid will need to be spread out. It'll be a tricky balance to keep the raid spread out to avoid massive raid damage through Static Disruption, while also ensuring everyone can get to the Eye of Electrical Storm before the damage becomes too much to handle.

Recap of Abilities
Call Lightning - An ability that deals 3800-4200 Nature damage.

Electrical Storm - Every 45-60 seconds, Akil'zon will cast this on a random target in the raid. This creates an "Eye of the Storm" over that target. Anyone not within the eye will take periodic Nature damage, which increases over time.
It's critical that everyone be under the eye when the damage starts ticking, otherwise deaths will wrack up fairly quickly.

Gust of Wind - Throws the target of the ability into the air. When the target hits the ground, Gust of Wind deals half of the target's full health in damage. It's crucial to keep the raid topped off because of this ability.

Static Disruption - This ability deals 3500 damage to the target of the ability and anyone within 12 yards. Additionally, players within 10 yards of the target will receive a debuff which increases Nature damage taken by 25% for 20 seconds.
It's imperative that the raid stay spread out due to this.

Summon Amani Eagle - Periodically Akil'zon will cast this spell, which summons a Soaring Eagle. These eagles use the ability "Eagle Swoop" which does 1721 to 1999 Physical damage
Lacar
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Jan'alai

Video - hhttp://stage6.divx.com/user/banana866/ ... 30/Janalai

Jan'alai is the Dragonhawk god in Zul'Aman, and is another of the animal gods you can attempt to tackle after defeating Nalorakk; this is a 3 phase encounter.

Phase 1
Every 30 seconds Jan'alai will teleport the raid to his feet. 10 seconds thereafter he will start throwing balls of fire on the ground in random locations. These explode in a 5 yard radius and inflict extreme damage which will likely kill anyone in the impact, so avoiding them is crucial. He will also cast Flame Breath - a cone attack - in a random direction (cast at a target), which will inflict Fire damage to anyone within the cone of attack.

Finally, Jan'alai will cast a dispellable, stacking debuff called Flame Buffet, which does initial damage and increases Fire damage taken.

Phase 2
Every minute or so, Jan'alai will spawn 2 hatchers which will attempt to hatch the eggs around the fight area. Kill off one hatcher immediately and allow the other to hatch eggs 3 times; no more, no less, as you'll want a healthy number of the eggs gone before Jan'alai reaches 35%.

Each time the hatchers hatch an egg, there is a multiplier in the number of eggs hatched. 1 the first time, 2 the second time, 4 the third time, etc. Allow the second hatcher to hatch eggs 3 times, then kill him off before the next teleport from phase 1 occurs.

You will likely want to split up into two teams during this phase, with one focusing on Jan'alai and the others killing the hatchers/hatchlings. It's suggested to have at least 20 of the eggs hatched prior to taking Jan'alai to 35%.

Phase 3
Once Jan'alai reaches 35%, he hatches all remaining eggs. Hatchlings will spawn from each egg hatched (both from the Hatchers as well as at 35%); the hatchlings have approximately 6000 health and should be killed upon spawning.
The rest of this phase is exactly like phase 1, though at 25% Jan'alai will Enrage, increasing his damage and attack speed by 50%. It's suggested to save Heroism/Bloodlust for this phase as DPS becomes most important here.

Recap of Abilities
Phase 1
Flame Breath - Inflicts 4375-5625 damage in a cone in front of his cast direction. This is cast at a random target, so it's important to stay spread out to avoid a large amount of damage taken by the raid.
Flame Buffet - Inflicts 463-537 Fire damage to the target and increases Fire damage taken by 3% for 60 seconds. This stacks up to 200 times, but can and should be dispelled.
Teleport - Jan'alai will teleport the entire raid to his feet every 30 seconds. 10 seconds after the teleport, he will begin spawning balls of fire on the ground in random locations. These balls explode in a 5 yard radius and will pretty much kill anyone hit. The premise here is simple: avoid the balls of fire on the ground after a teleport!

Phase 2
Flame Breath - Inflicts 4375-5625 damage in a cone in front of his cast direction. This is cast at a random target, so it's important to stay spread out to avoid a large amount of damage taken by the raid.
Flame Buffet - Inflicts 463-537 Fire damage to the target and increases Fire damage taken by 3% for 60 seconds. This stacks up to 200 times, but can and should be dispelled.

Phase 3
Enrage - At 25%, Jan'alai will enrage, increasing his damage and attack speed by 50%.
Flame Breath - Inflicts 4375-5625 damage in a cone in front of his cast direction. This is cast at a random target, so it's important to stay spread out to avoid a large amount of damage taken by the raid.
Flame Buffet - Inflicts 463-537 Fire damage to the target and increases Fire damage taken by 3% for 60 seconds. This stacks up to 200 times, but can and should be dispelled.
Teleport - Jan'alai will teleport the entire raid to his feet every 30 seconds. 10 seconds after the teleport, he will begin spawning balls of fire on the ground in random locations. These balls explode in a 5 yard radius and will pretty much kill anyone hit. The premise here is simple: avoid the balls of fire on the ground after a teleport!
Lacar
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Hex Lord Malacrass

Video - http://stage6.divx.com/user/banana866/v ... 52/Halazzi

Hex Lord Malacrass is not one of the animal gods in Zul'Aman - he is the final encounter you'll come across before your chance to attempt and defeat Zul'jin.

The encounter starts with Hex Lord Malacrass and 4 random adds. The possible adds are as follows:

An Ogre Melee add, should be sheeped at the beginning.
Gazakroth Imp that casts fireballs constantly. This is a Demon, so either Banish him or kill immediately.
Lord Raadan A dragonkin that casts Flame Breath and Thunderclap. Hibernate works, though killing is highly suggested.
Darkheart An undead Wrath that melees and has instant cast spells. This creature can be Shackled by Priests.
Alyson Antille Blood Elf that can heal. Be sure to interrupt her heals at all times.
A Serpent Spams Poison Bolts. You can either sleep this with Hibernate or kill it. Killing is suggested.
A Boglord Primarily a melee creature; can be Banished

The typical strategy from the Public Test Realm is to kill one or two of the adds and then shift focus to Hex Lord Malacrass for the rest of the encounter.
He will also cast a dot that lasts for 15 seconds and deals between 300-400 damage per tick.
Additionally, every minute he will "drain everyone of their power" by 1%; this is transfered to Hex Lord Malacrass, which increases his size and damage by 10%.
Finally, he will choose a random target and cast "Soul Drain" on them; this grants him abilities based on the class whom he targets. This could also be related to the talent spec of the class, but this hasn't been confirmed.

Recap of Abilities
Soul Drain - The possible classes and abilities used are as follows:

Druid
Lifebloom - Heals 472-528 every second and 46250-53750 when effect finishes or is dispelled.
Moonfire - Inflicts 925-1075 Arcane damage instantly and 250 every 3 seconds for 12 seconds. Stacks up to 99 times.
Thorns - Causes 200 Nature damage to attackers when hit. Lasts for 40 seconds.

Hunter
Various Traps

Mage
Fireball Volley - Inflicts 2188-2812 Fire damage to targets hit by the volley.
Frostbolt - Inflicts 2828-3172 Frost damage and reduces movement speed by 50% for 4 seconds. Can be dispelled.
Frost Nova - Inflicts 472-528 Frost damage instantly, freezes targets in place and increases Frost damage taken by 50% for 10 seconds. Can be dispelled.

Paladin
Consecration - Inflicts 500 damage per second to anyone standing in the consecrated land for 20 seconds.
Holy Light - Heals for 46250-53750.

Priest
Flash Heal - Heals for 46250-53750.
Mind Control - Charms the target for up to 20 seconds.
Psychic Scream - Causes up to 5 targets within 8 yards to flee in fear for 4 seconds.

Rogue
Blind - Blinds the target for 10 seconds.
Slice and Dice - Increases attack speed by 50% for 40 seconds.

Shaman
Fire Nova Totem - Causes 5655-6345 Fire damage.
Healing Wave - Heals for 46250-53750.

Warlock
Curse of Doom - Inflicts 6475-7525 Shadow damage after 30 seconds. Can be cured with Remove Curse.
Rain of Fire - Inflicts 2313-2687 Fire damage to anyone within 5 yards every 2 seconds for 10 seconds.

Warrior
Spell Reflection - Reflects the next spell cast within 5 seconds.
Whirlwind - Attacks nearby enemies within 8 yards.

Other Abilities - Spirit Bolts

Periodically Hex Lord Malacrass will channel this ability. It lasts for 10 seconds, and every 0.5 seconds shoots out a bolt that inflicts 472-528 Shadow damage.
Lacar
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Zul'jin

Video - Zul'jin - http://stage6.divx.com/user/banana866/v ... 066/ZulJin

Zul'jin is the final boss of Zul'Aman. If you'd like, you can read more about the history of Zul'jin; it provides a great deal of information on this storied Warcraft character.

This is a multi-phase encounter, with phase changes every 20%. It's important to note that Zul'jin wipes threat every time the phase changes, so be prepared to throttle DPS when he switches phases. He starts out as his normal troll form, then switches to a bear, an eagle, a lynx and then finally, a dragonhawk for the last 20%.

Phase 1 - Zul'jin the troll
In this phase, Zul'jin uses two abilities in addition to his normal melee damage. One is a Whirlwind that strikes targets in melee range, the other is a random target ability similar to the one used by Rokmar the Crackler in The Slave Pens.

Phase 2 - Bear form
Phase 2 begins with Zul'jin wiping threat and taking on the aspect of the captured bear spirit nearby. He immediately fires off Creeping Paralysis, which is a dispellable debuff that has a 6 second duration. If not dispelled, it will cause 3000-3500 damage and stun for 4 seconds. He can also hit fairly hard in this phase, so keep the tank topped off when possible in case a healer is stunned by Creeping Paralysis.

Phase 3 - Eagle form
Phase 3 begins with Zul'jin wiping threat and taking on the aspect of the captured eagle spirit nearby. He spawns Energy Storms around the room in random locations that knock back anyone they come in contact with, as well as causing around 1k damage. Casters during this phase (including healers) will be hit for 1250 damage each time they cast a spell.

Phase 4 - Lynx form
Phase 4 begins with another threat wipe and Zul'jin taking on the aspect of the captured lynx spirit nearby. He will fixate on random targets, causing them to take additional damage for the duration of the fixate; Intervene is very useful here. After about 10 seconds Zul'jin returns his attention to the tank. He will also Whirlwind similar to Kargath Bladefist in The Shatter Halls; he's not rooted in place during this so he'll move around hitting random targets.

Phase 5 - Dragonhawk form
Phase 5 begins with a threat wipe and Zul'jin taking on the aspect of the captured dragonhawk spirit nearby. During this phase, he will cast a flame buffet-style buff that increases fire damage taken. Additionally, he will spawn a beam of fire (think void zones, ala Netherspite) under random targets in the raid which pulse fire damage. If that person isn't fully topped off, they will likely die; move out of the beam quickly. Staying away from/out of the beams of fire is important for this phase of the encounter.

Recap of Abilities
Phase 1 - Zul'jin the troll
Grievous Throw - Inflicts 2850-3150 Physical damage and causes target to bleed for 2375 every 2 seconds until fully healed.
Whirlwind - Attacks enemies within 8 yards every 2 seconds for 4 seconds, dealing normal damage plus 50.

Phase 2 - Bear form
Creeping Paralysis - Zul'jin pulses this periodically. Debuff that lasts for 6 seconds; can be dispelled. If not dispelled, casts "Paralyzed." Paralyzed inflicts 3000-3500 Physical damage and stuns for 4 seconds.

Phase 3 - Eagle form
Energy Storm - Creates an Energy Storm, causing spell casts by nearby players to damage them for 1250 Nature damage.

Phase 4 - Lynx form
Fixate - Causes Zul'jin to focus on a random target in the raid, increasing the damage he does to them for 10 seconds.

Phase 5 - Dragonhawk form
Flame Whirl - Increases Fire damage taken by 75%; cannot be dispelled; stacks up to 25 times.
Pillar of Fire - Creates a Column of Fire under a target, damaging anyone within 4 yards for 810-990 Fire damage per second for 25 seconds.
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