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World of Warcraft Zul’Gurub Guide

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PC Version
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| Table of Contents |
+——————-+

I. – How to Contact Me
II. – Version History
III. – Copyright Info. and Legal Information
IV. – Purpose/What This Guide Will Cover
V. – Zul’Gurub Instance
A) Trash Mobs
B) High Priestess Jeklik
C) High Priest Venoxis
D) High Priestess Mar’li
E) High Priest Thekal
F) High Priestess Arlokk
G) Bloodlord Mandokir
H) Jin’do the Hexxer
I) Hakkar
J) Edge of Madness
VI. – Credits

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| Section I. – How to Contact Me |
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Name – Josh Eaton
E-mail – jjeatonusa1@netscape.net
AIM – Charys Joshy

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| Section II. – Version History |
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Version 0.00 – (July 07, 2006) – Started.
Version 1.00 – (July 09, 2006) – Finished version 1.
Version 1.10 – (July 14, 2006) – Added third Arlokk strat.
Version 1.15 – (Sept 11, 2006) – Altered the Copyright Info to state policy
regarding posting this on your guild forums.

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| Section III. – Copyright Info. and Legal Info. |
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Alright. Here’s how it works. This guide will first be publicized on GameFAQs.
It is Copyright 2006 to me, Joshua J. Eaton. You, the reader, may use it for
whatever you want, but only here on GameFAQs.

You may NOT take it and place it on your own gaming website, nor may you print
it and give it out to anyone. At present, the only gaming/codes/FAQs website
that this guide is only allowed to be posted on is: www.gameFAQs.com . DO NOT
my personal consent. If you see this guide on any other website other than the
said one above, please contact me about it. Furthermore, my consent to post my
guide on another GAMING website other than the said one will NOT be given at
the current time, so please do not E-mail me to ask.

HOWEVER… if you wish to take this guide and post it on your guild’s forums
for you and ONLY YOUR GUILD’S USE, you may. Again, this guide may not be posted
on any gaming website other than GameFAQs, but you may post it on your guild’s
forums to help progress and/or for quicker access. I only ask that, if you do
this, you please do not alter the actual guide (you don’t have to post all this
legal crap and the purpose, etc, just don’t alter what you do post). Thank you.

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| Section IV. – Purpose/What This Guide Will Cover |
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This guide for the PC game World of Warcraft will cover the high-level instance
known as Zul’Gurub, or ZG for short. It will take you through the instance boss
by boss, give you the best strategy for that boss, and ensure that your group
obliterates this place. This guide will also briefly cover some of the harder
trash mobs in the instance and the most effective ways to kill them. Loot won’t
be covered here, but every possible thing that can drop from the bosses can be
found at thottbot.com or at wow.allakhazam.com simply by typing in the boss’s
name. Enjoy the guide, I hope it helps you and your guild beat this place with
ease.

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| Section V. – Zul’Gurub Instance |
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First a foremost, a bit of information about Zul’Gurub. This is a 20-man in-
stance raid designed to gear players up past your average UBRS or Stratholme
group. The vast majority of items found in ZG (Zul’Gurub) are not as good as
items that you’ll find dropping off of trash and bosses in Molten Core and are
nowhere near the quality of Blackwing Lair. For guilds who have the two latter
instances mentioned on farm status, ZG is most likely a joke to them and this
guide isn’t needed. ZG starting guilds though, ZG can be as challenging as try-
ing to 3-man Stratholme or 5-man UBRS.

Zul’Gurub has a plethora of bosses and since patch 1.11, even more loot and
even better quest rewards! The vast majority of quests involving Zul’Gurub are
found at Yojamba Isle located off the Stranglethorn Vale coast. It is the very
tiny island in the very north-west of the zone. Coordinates for those who use
them are approximately (15,16).

Now… do you remember way back when you did the Sunken Temple instance and ab-
solutely everyone wanted to kill Hakkar? Well, if you notice, that’s not the
real Hakkar. It’s merely his avatar. Zul’Gurub is controlled by the real Blood
God, the real Hakkar. In order to kill him, you have to kill five High Priests
within Zul’Gurub. There are a couple more bosses located inside Zul’Gurub with
very, very nice loot, but in order to do Hakkar, the five High Priests listed
below must be killed first or else Hakkar will have some VERY overpowered
skills that pretty much make him impossible.

A. – Trash Mobs
——————-

Before I move on to some of the bosses in ZG, I’m going to tell you a bit about
some of the more difficult trash mobs and how you can most effectively handle
them. So let’s begin a little with those now.

Blooddrinkers
————-
These mobs are single trolls wielding two-hand weapons and are dressed in all
red armor. You attack them like you would any regular enemy, but there’s a
small catch. Around 40% health, they like to do a little AoE (area of effect)
move that, like their name implies, drinks your blood. It hits for about 250
damage, but it hits everyone, so the Blooddrinker basically heals to full HP.
To prevent this, simply have your rogues stun the hell out of it when it gets
to about 50% life. A couple syncronized 3-5 point Kidney Shots should do it.

Bat Riders
———-
These are found before “the bat boss”, Jeklik. There are several pulls that
have a Gurubashi Bat Rider in them and 5-6 smaller regular bat enemies around
them. Your tank is suppose to grab the Bat Rider and tank it away from the raid
while your mages and warlocks AoE the hell out of the smaller bats. The Bat
Rider can then be damaged down like any other enemy, HOWEVER, at about 40%, it
will say in your chat that it’s eyes glow with fire or something as it goes
crazy. As of that point, you have about three seconds to get everyone away from
the Bat Rider before it explodes, killing itself, and doing about 5000 damage
to anyone near it. So really… don’t be near it at that time.

Raptor Packs
————
A few places within the instance have small packs of raptors (five to seven)
that can’t be separated from one another. There are two ways to handle these
packs. One way is to have enough mages and druids to put them to sleep and kill
them one at a time. The other way is to have enough mages and warlocks to AoE
them to death. The second way is much, much faster, but you will need a lot of
healing on those AoE’ers. The druids could also throw in a Hurricane for each
raptor pack since it’s on a short cooldown.

Gurubashi Beserker
——————
These are the huge, hunched over blue/purple hairless gorilla mobs that patrol
around the instance. They have a lot of HP, randomly AoE knockback people, and
run to new targets very fast. At low health, they Beserk. They take more damage
but also do more, so the idea is to down them fast. You should only ever have
one Beserker on your raid at a time, so it’s fairly easy to handle them as long
as no one pulls too much aggro. For newer guilds, I’d advise letting your tank
have about five seconds alone on these before other people attack.

Warlock Imp Packs
—————–
When your guild gets near the Madness side of ZG or decides to actually go in
it, you’ll encounter several of these mobs. They are basically very high-damage
output imps, but they come in groups of three. They’re easy to handle if you
have at least two warlocks to enslave one each while the raid kills another.
The catch to these imps, however, is that when they die, a red portal opens up
and three voidwalkers come through. They have no special abilities, so just
kill them before releasing and killing another imp.

Jin’do Troll Packs
——————
Near the boss, Jin’do the Hexxer, are several pulls of about ten Undead Trolls.
Because they are Undead, you can’t sap them or sheep them. I mention these for
two reasons. One, they put a debuff on you that increases damage taken by up to
500. It’s a curse and needs to be taken off of the mages and warlocks who are
AoE’ing the group of trolls immediately. The second reason I mention them is
because in a few of the pulls, there are female Gnome warlocks who do A LOT of
damage with their Shadowbolts and also can summon several infernals. These
gnomes are humanoids though, and therefore can be sapped and sheeped. Have fun.

Okay, that just about covers the difficult trash mobs of the instance, so let’s
move on to the real fun: the bosses!

B. – High Priestess Jeklik
——————————

Jeklik is one of the harder bosses here in Zul’Gurub because of all the little
painful things she can do. Once her entire room is cleared (all the bat rider
pulls and such) and your whole raid is fully buffed, take note of one thing.
Face her cave that she is standing in, then turn around and look back in the
direction that you came. Note that you walked under a very large “arch” or so
to speak and that on the left and right each are very big weeds. This part is
important to note because if the person with Jeklik’s current aggro pulls her
past this point, Hakkar (last boss of the instance) will see it as a trap, heal
Jeklik to full health, and she will reset herself back into the cave. This can
be beneficial if your group is going to wipe, but it can be disasterous if you
have her at 1% and pull her over that line.

Anyway, how to beat this big bat… she has two phases. Phase 1 begins the very
second your tank runs up to her cave and pulls her with his ranged weapon. He
should run back to the center of the room with her following and tank her there
in bat form, phase 1. During this phase, Jeklik can charge people who have high
aggro and has a 10-yard AoE that hits for about 1000 damage and silences every-
one it hits for about eight seconds. Basically… no caster should be near her.
Another point to make during this phase is that she summons a group of bats
from her cave that charge down to the group. Your offtanks needto blow their
Challenging Shouts on these so that the mages, warlocks, and druids can AoE
them. This small summoning happens only about 3-4 times and only in phase 1.
(My guild only has it happen once, but that’s because we have a lot more damage
output than beginning guilds.)

At exactly 50% health, Jeklik will change from bat form into human form. Her
armor is now significantly less and her health will go down faster. During this
phase, you need to now note two different things. One, at 30%, she summons
bomb-bats. They can’t be attacked or anything, but they fly over everyone heads
way above and drop bombs on random people. You should move immediately out of
the smouldering fire that remains on the ground after the bomb hits. It hurts.
The second thing to note in this phase is that she can heal. Her heal has a
long casting time and is easy to take care of, but don’t get careless. Rogues
need to kick her when this heal starts and mages need to Counterspell. The heal
is very easy to see, her hands glow a very, very bright yellowish-white color.
This phase continues all the way down to 0% health when she’s dead. If you keep
in mind the things I mentioned, it’s a piece of cake. Enjoy the loot.

C. – High Priest Venoxis
—————————-

This boss is a very simple one. The pull is complicated, but cake if it’s done
correctly. Venoxis stands in the middle up the stairs. On each of his sides, he
has two regular blue snake adds. They can’t be separated, but they can be con-
trolled. The snakes can be slept by druids and polymorphed by mages. This is
done and the snakes are killed one at a time while the main tank grabs Venoxis
and drags him behind the huge fire in this room so everyone is out of range of
his chain spell. Once the adds are killed, the real fight begins. Take careful
note that if you leave this room, you will reset the boss, just like with Jek-
lik.

Your tank should have sufficient aggro on Venoxis by now for full damage to
open up. Damage to Venoxis must be done at only two ranges: melee and max. Hun-
ters, mages, warlocks, shaman, priests, druids, and paladins have to be at
least 30 yards from Venoxis while the rogues and warriors have to be right next
to him. He has a holy damage spell that works like Chain Lightning from a Sha-
man, but it gets stronger as it goes. If casters are nearby, they’ll literally
be one-shotted if hit last. So they stand far away. One tiny thing you need to
note though: in this human form, Venoxis has a Renew spell he places on himself
that can be seen if a mage keeps Detect Magic on him. Priests need to dispel
this.

At exactly 50% health, phase 2 begins. Venoxis changes into snake form and his
armor increases slightly, as does his attack power. He can’t heal anymore, so
don’t worry about that. What you DO need to worry about is the poison clouds
that he drops on the ground that tick damage for a whole hell of a lot. Your
main tank has to move Venoxis out of this cloud that he periodically drops and
the melee attackers have to be cleansed of that poison. Take note also of the
tiny snakes he sends away to the casters. They have 1 health, but hit for about
200 damage. Just AoE nuke them once.

At 20%, Venoxis will enrage. His attack speed and output damage will go way up
and heals will have to be spammed on the maintank as well as poison cures be-
cause he will still be dropping the clouds now and then. Otherwise, the fight
is pretty simple. Enjoy the loot.

D. – High Priestess Mar’li
——————————

Now here’s an easy boss. Just keep something in mind: Like the other bosses,
if you run far enough away, Mar’li will reset completely. The point that this
happens is the ramp that you came up into her room from. Don’t go down it or
you will screw the raid. Something else to note: Do not stand on top of any of
the eggs/rocks in this room. If you do, and you pull aggro, you will Evade-
glitch her and she’ll heal to full health. Now with warnings out of the way,
let’s get down to business.

Your maintank charges in and grabs the boss, Mar’li, while the raid kills the
speaker right in front of her. Now Mar’li has two forms, like all of the five
priests do. Her’s is spider form and she goes into it randomly. Mar’li also has
a poisonbolt volley (hits lots of people) that she does, so poison curing and
cleansing has to be at it’s best. You will need an offtank for this fight as
well, a good one. Occasionally, Mar’li will root everyone around her to the
spot with a spider web and will run off to the rest of the raid to kill people.
The offtank’s job is to grab her when she does this and take her back to where
the maintank was tanking her.

Pay attention to the smaller eggs around Mar’li’s standing place. Every now and
then, they will break open and a few spiders will attack the raid. When this
happens, those spiders are priority. They constantly grow in size and get
stronger until killed, so kill them as quickly as possible and then go back to
killing Mar’li. At low health, in humanoid-form, Mar’li may stop everything and
attempt to heal just like Jeklik. Her hands will glow a bright yellowish-white
and it must be stopped by rogues and mages. Other than the above, this boss is
beyond easy. Enjoy. =)

E. – High Priest Thekal
—————————

The “tiger boss”… now here’s a complicated fight if you ever saw one. Okay,
once Thekal’s entire room is cleared of the trash mobs and such, you’ll face
him and get ready for the pull. It is absolutely neccessary that your raid have
three tanks (one main, two off) for this fight. You will also need at least two
rogues and a mage helps immensely. You’ll notice that to Thekal’s left is ano-
ther troll named Zath and to the right is another named Lor’khan. I’ll tell you
right now: Zath is a rogue and Lor’khan is a shaman.

Now the trick to this fight is knowing when to stop damaging one target and to
start on another, then making sure all three of them die within ten seconds of
each other. If this does not happen, your raid will wipe. If you have ever been
to Molten Core and up to the first and second boss, you know how Corehound
Packs work… this is the same. If one of them dies too soon or too late, they
will self-res and res the others as well at full health and you’re screwed. So
just take note now that they have to die within ten seconds of each other for
phase 2 to start.

The pull is just like any other, just wing it. However, a warrior must grab
Thekal, one must grab Zath, and another must get Lor’khan and separate them all
about five or ten feet. The two little tigers that come with the pull can easi-
ly be taken care of. Have your mage sheep one, kill the other, kill the sheeped
and get ready to DPS down Zath only. Now someone in your raid is going to need
a health-percent mod because it’s neccessary to know when to slow down and when
to stop DPS on Zath: 15%. Once Zath only has 15% health, no one at all should
attack him. The warrior who was tanking him needs to stop autoattacking and
just Revenge when it comes up to hold aggro sufficiently. Now and then, Zath
will Gouge the warrior and run off into the raid to attack people. This is what
you have a rogue on Zath for: to Kidney Shot. Zath is immune to Gouge and Blind
so your rogue will have to get a few combo points on him in order to do this
Kidney Shot when the warrior gets Gouge’d, but that’s okay, it’s very little
damage for 1-2 combo points.

After Zath is down to 15%, the entire raid except that offtank and rogue (and
the tank on Lor’khan) needs to attack Thekal. You will DPS him down now, slow-
ly but surely to exactly 10% before stopping. He has to extra abilities like
Zath’s Gouge or anything, so you should be okay. Just make sure that you stop
damaging him at 10% and your raid moves on to Lor’khan. The tank who was on
Thekal is going to need a large amount of aggro still on him, so make him con-
tinue to auto-attack and at least Sunder Armor now and then.

Now the raid moves to Lor’khan, the shaman. Now like shaman, Lor’khan heals.
This is why he’s last to be DPS’d and not Thekal, as to make handling his heals
easier. This is why you have another rogue and mage: to Kick and Counterspell.
If one of Lor’khan’s heals get off, your fight just got a whole hell of a lot
harder. It looks just like Mar’li and Jeklik’s heals: bright yellow hands and
long cast time, so don’t let it happen. Anyway… your whole raid is going to
now DPS Lor’khan down to 5%, while stopping his self heals at the same time (he
won’t heal Thekal or Zath). Once Lor’khan is at 5%, your tanks on the three of
them need to bring them all very close together, right next to each other and
everyone who can AoE has to. Remember, it is important that they all die within
ten seconds of each other, so make sure it happens so that phase 2 can begin.

Once phase 2 starts, Thekal will resurrect after yelling “Shi’bala, fill me
with your rage!” and will be in tiger form. NO ONE in the raid except the main
tank should attack him at this point. Your tank needs to grab him and place his
own back against a wall. Thekal has a very large AoE knockback ability in this
form and your tank can pretty much avoid having to constantly run around if his
back is to a wall so he goes nowhere. While your tank picks up Thekal and does
this, the rest of the raid is going to attack the two little tigers that spawn.
They are easily killed, but spawn several times during phase 2, so watch out
and kill them as they come. Once the tigers are dead, your raid can damage and
eventually kill Thekal. Just watch out for his charge thing and his large AoE
knockback. Anyone who has Heals Over Time needs to have them on the tank incase
they get knocked back during a heal. Otherwise, phase 2 is a piece of cake.
Enjoy the loot!

F. – High Priestess Arlokk
——————————

Yet another pretty complicated fight. You won’t even see Arlokk until you sum-
mon her. You’ll know you’re in the right room when you’re at the very bottom of
the temple and a large golden gong is against one wall. Rightclicking that gong
will lock everybody in the room and summon Arlokk. Now about this fight: Arlokk
has two forms, humanoid and panther. During panther form, only the main tank
should be near her. She has a very powerful cleave that will three-shot rogues
and make healing difficult on other warriors. In humanoid form, feel free to go
all out. Arlokk has no healing spells whatsoever.

The catch of the fight? Arlokk constantly is summon little panthers and LOTS of
them from each pen. If they are not handled somehow, your raid will wipe. There
are 3 ways to control these panthers most effectively: One, you can designate
three people to each pen (a DPS-warrior, a druid, and a shaman/paladin) to han-
dle the panthers are they spawn. How? Your Shaman/Paladin has to AoE with a
totem or consecration to at least grab aggro on the panthers as they spawn.
Lightning Shield (shaman) or Retribution Aura (paladin) needs to be on so that
the shaman/paladin can still damage all the panthers. The druid is going to be
healing the shaman/pally and innervating them when needed. The warrior is to
help kill the panthers quickly.

What’s the second method to dealing with the panthers? Well, once Arlokk is in
humanoid form, the only reason she will ever go to panther form is to quite
literally Vanish. She will be Vanished for at least a minute and there is NO
way to bring her out of it. When she comes out of stealth on her own, she will
most-likely open up with an Ambush-cleave, so it’s important to spread out. Now
the second way to deal with the panthers here is to simply wait for her to Van-
ish before going AoE crazy on them all until she comes back. When she DOES come
back, she will be in panther form and will need to be picked up by the tank
again. Melee DPS’ers need to bow/gun in this form and keep spawning panthers
off the casters and healers until she goes into humanoid form. Then you DPS her
like no tomorrow. The fight goes on like this until she’s dead. There’s no
healing from her whatsoever, so that’s nice. You’ll want to make the fight fast
though if you’re using the second panther control method… your mana-users and
AoE’ers won’t like constantly being low on mana and drinking pots.

The third method of dealing with pathers is to basically have a warrior stand
at the entrance to the pen. When panthers spawn, he needs to pick them up with
a single Sunder and then should be spamming Demoralizing Shout and Piercing
Howl. Each Demoralizing Shout causes the same aggro as about 1/4 of a Sunder,
so spamming it is enough to keep aggro after a single Sunder. A paladin/shaman
will also need to be in the pen to keep this warrior up. The panthers do very
little damage, so one healer should suffice. =) Enjoy the loot!

G. – Bloodlord Mandokir
—————————

Now here’s a FUN fight! Bloodlord isn’t one of the five priests that must be
killed in order to fight Hakkar, but he sure as hell has equal or better loot
and is located very, very close to Mar’li, the spider boss and may as well be
killed on your way to or back from her. Bloodlord is a difficult fight to mas-
ter because of his hard-to-control aggro, but some of the loot is definitely
worth it (one of the best tanking swords, a bow that will have your non-MC hun-
ters drooling, and much more, including a dark-green epic raptor mount!)

Now here’s how Bloodlord works. Once you kill the speaker at the bottom of his
stairs, Bloodlord yells something about feeding your souls to Hakkar and runs
down the ramp on his raptor mount, dismounts, and the fight begins. You are go-
ing to need at least two tanks for this fight. You will need one for the pet
raptor and one for Bloodlord. Make sure that the tank who will be on Bloodlord
has his Shield Wall ready to go if you choose to kill the raptor rather than
offtank it for the entire fight. Now something to know about Bloodlord: every
time someone dies, he literally gets stronger. If too many people die, he will
level-up and gains a ton of health and hits very, very hard. He also grows in
size. Once he’s about twice the size of a human, it’s pretty much impossible to
win.

Good news though! When the fight begins, spirits spawn all around the room and
will constantly res people if they die so that they will have as many shots at
Bloodlord as possible! Another very, very important thing to note this fight is
that Bloodlord will be yelling things. He will be yelling in chat that he is
watching someone. When he yells this, a debuff will go on the person that he is
watching and if they continue to attack him, heal, do ANYTHING in the time that
he is watching, he will ignore all aggro, charge them, and quite literally kill
them in one hit. It is very important to, if you get watched, to stop every-
thing you are doing, press the Escape key to de-target him, and to just wait
for the debuff to run out. Then you can resume whatever you want.

Bloodlord has a ton of health and the fight will be difficult the first few
times, but it’s fun all the same. Your raid should also take note of the dam-
aging Cleave-type move that Bloodlord does every now and then. You cannot aff-
ord to have people dying, so the extra melee attackers who are on him must both
bandage themselves and receive a bit of healing. Occassionally, Bloodlord will
wipe almost all aggro and will charge at someone and attack. Your tank will
need to be on his feet in picking him right back up as to avoid raid deaths and
Bloodlord getting stronger. Furthermore, you don’t want a clothie to get charg-
ed, cleaved, and have two people die, so it’s nice if you spread out a lot.

If you choose to offtank Ohgan (the raptor) the whole fight, the tank on him is
going to need A LOT of healing due to the fact that Ohgan has an armor-reducing
move that will screw the tank a lot. What I believe is a better way to win this
fight is to have two tanks on Bloodlord while you kill Ohgan. Doing this sends
Bloodlord into a rage and he hits much faster, much harder. The two tanks on
him should generate as much aggro as possible and blow their Shield Walls to
reduce the damage they take until his rage is over and the fight can progress
normally. It’s a hard fight to master, but trust me, the loot is well worth it.
Enjoy.

H. – Jin’do the Hexxer
————————–

It is highly unlikely that a guild new to ZG or a pickup group is going to kill
Jin’do. Not only does the fight require tons of skill and coordination, but it
also requires a bit of luck. Don’t let anyone tell you otherwise, either. If
none of your DPS or DoT’ers get cursed, the shades can’t go down. If he lays
too many healing totems instead of mind-control ones, it’s harder. If the main
tank gets hit with the mind-control, it’s harder. If the main tank is ported to
the skeletons, it’s harder. All luck.

Anyway, once Jin’do’s room is clear, you can get ready for the pull. Jin’do is
very easily tanked and only requires one, so have your best ready. The hard
part about Jin’do is the coordination and the priority. He has several differ-
ent skills. One: he ports a random player to the skeleton pit in the corner and
they all attack that player. In this case, a mage has to run in and throw a few
Arcane Explosions to take them out (really low health). Two: Jin’do throws down
two different kinds of totems, healing and mind-control. Your best DPS have to
kill these totems as quickly as possible. The MC one isn’t that bad, but it
still sucks. The healing one heals Jin’do for 10,000 health every 3 seconds, so
take it out fast.

Jin’do’s third skill is a curse that he places on several random players at a
time. This curse is GOOD. Anyone in the raid who can de-curse must NOT de-curse
at all this entire fight. Ever. For every person that gets cursed, one Shade
gets spawned. The Shades are immune to AoE attacks and can’t be damaged unless
you can see them. This curse does nothing else but allow you to see them and do
damage to them. The best way to deal with the Shades is to hope to have your
Warlocks and Priests get cursed so they can DoT as many Shades as possible. The
Shades don’t have much health (about 1000, I’d say), but they are the number
one priority this fight because even if you can’t see them, they see everyone
and attack everyone.

Priority in this fight is as follows: Shades (if cursed), Healing Totems, Mind-
Control Totems, Jin’do. It is a very long fight and very hard to master, espec-
ially if you get unlucky. Before Blackwing Lair, Jin’do is actually harder than
any boss in the game for his level and raid size. The Shades must be dealt with
first, then Healing Totems, then Mind-Control totems. My guild doesn’t bother
draining Jin’do’s mana and neither should yours. Your priests are better off
healing and DoT’ing Shades and so are the warlocks.

I suggest placing your best, highest damaging rogue solely on Jin’do to ignore
priority with the main tank. Have every other hunter and rogue on totems unless
there are none. Tell your rogues even if they are on Jin’do with combo points,
it doesn’t matter. The Shades and totems MUST be dealt with as quickly as poss-
ible. If they don’t want to waste combo points, tell them to use Slice and Dice
as they run to the Shades/Totems. Remember the skeleton pit also. If you are
using Ventrilo or TeamSpeak, the person being teleported to the pit can tell
the raid because it will seem to them like a huge lag spike before they appear
in the pit, so have your mage ready.

One last thing… besides the names or using your V key to see names, you can
tell the difference between the totems pretty easily. Remember that the Healing
ones must be taken down first because they heal for so much. They are a more
orange color and glow. The Mind-Control totems are much more green and will al-
most immediately have a large green beam coming from the top of them and going
to one of your raid members. It’s a slow and steady fight. With a tad bit of
luck and the right coordination and priority-following, you can down him. His
loot is beyond incredible. Your paladins and shaman will drool over Jin’do’s
Hexxer and damage dealing casters will absolutely love Jin’do’s Judgement and
the Bag of Whammies. Jin’do is the caster-loot version of the melee-loot Blood-
lord Mandokir. Enjoy the loot!

I. – Hakkar
—————

Provided you actually make it past all the bull**** on the way up the temple to
Hakkar, well… you’re here now, feel good! Hakkar is one hell of a fight. It’s
a simple strategy, but it’s very long and difficult to execute it. Hakkar is
fought way up on the platform that he stands on all day whispering the players
in your raid with stupid threats. You will need two well-geared tanks for this
fight and two hunters rather than one makes all the difference. You will also
need at least one or two mages.

Now… do you remember how you weren’t allowed to cure curses on Jin’do? Well
Hakkar is the exact same, but you’re not allowed to cure the poison you get
from the Sons of Hakkar that you kill. EVER. If you cure that poison, you are
healing Hakkar, period. How? The poison does what it says: it poisons your
blood. Every 1.5 minutes, Hakkar uses a move that drains the entire raid’s
blood in an attempt to heal himself. When this occurs, the entire raid (except
the main tank) MUST have the poison so that they harm Hakkar, not heal him. If
you do not have the poison or cure the poison, you are ****ing up and deserve
to be kicked from the raid. =)

Anyway, your main tank runs in and grabs Hakkar, followed by the offtank. No
one else should attack for about ten seconds. It’s important that the two tanks
generate a lot of base aggro on Hakkar due to the blood-sapping stun and the
length of the fight. It is also very important for the mages to watch the two
tanks. The sole purpose of the offtank is to pick up Hakkar when he mind-
controls the main tank. When this occurs, your mages must all polymorph the
tank who got MC’d. I, and my guild’s mage leader, strongly advise not using
your highest rank polymorph as it may last two long. Use rank 1, or 2 at the
most. You just want to prevent the tank from tearing the raid apart from the
MC, not keep him sheeped so long that the offtank gets MC’d and no one can grab
Hakkar.

It is also imperitive that the two tanks on Hakkar burn their AoE fears the
second the fight starts. It is NOT fun having the whole raid get feared by a
Mind-Controlled warrior who could have prevented it in a single button push.
Now, about the blood drink thing… Hakkar performs this every 1.5 minutes. The
purpose of the two hunters is to run down the stairs on either side and pull up
to the raid a Son of Hakkar. The raid has to kill the Son of Hakkar and stand
in it’s poison that it drops for at least one second in order to get poisoned.
The offtank must do this as well. The maintank should NOT move at all, he has
to keep Hakkar stationary. When Hakkar performs his blood-drink, everyone hit
will be stunned for a few seconds. Not everyone will be hit though. I’d suggest
throwing as many Heals Over Time on the main tank before the sap takes place so
he heals during it.

After this, your hunters should wait 30-45 seconds before going and getting the
Son of Hakkar on the other side. Your raid kills it and the process repeats.
The last thing you must note about Hakkar is the AoE poison he puts off. It
touches anyone withing five yards of the target that he selects and ticks for,
I believe, 200 damage every two seconds. Because a lot of the time, your
raid will have the Son of Hakkar poison, this poison shouldn’t be cured. Just
throw your raid a Heal Over Time spell now and then. They can bandage when not
poisoned. More on how this aura-poison works: Hakkar will give it to a random
target. Everyone who is within five yards of that guy will also get the poison
as well. To best avoid it, just have everyone who is DPS’ing Hakkar spread out
around him. He has a large melee radius, so the melee can easily do this.

It’s a very slow and steady fight and it takes some getting used to. The only
catch to him is that it must be finished and he must be dead within ten minutes
or else he enrages and will pretty much start one-shotting everyone. Don’t
worry about this though, it’s highly unlikely that it will happen. Just DPS him
down, spread out around him if you’re melee (all ranged should be by the stairs
where Sons are killed), pull Sons every 40 seconds, get poisoned, don’t cure
poisons, and sheep the Mind-Controlled tank. Enjoy the loot, there’s some VERY
sexy stuff, and congratulations on owning Zul’Gurub! =)

J. – Edge of Madness
————————

What? More? Yes, there’s a bit more to ZG for you. Remember the imp packs I
talked about in the A. section of this guide? Over near them is a path into a
very dark side of Zul’Gurub. Depending on the week and instance you’re in, one
of four bosses can be summoned. In order to do so, an Alchemist must make the
potion that extinguishes the fire. A 300 Alchemist can learn how to make the
potion by reading the large tablets on the walls behind the fire. The materials
needs for the potion are:

1x Blood of Heros
1x Massive Mojo
6x Powerful Mojo
1x Black Lotus

Anyway, once the flame is put out, your raid should back way, way up while the
boss gets summoned. It is a random boss and you won’t know which one it is un-
til you summon it, so wait before charging in. Below are the simple strategies
for each boss.

———–
Gri’lek
———–
This boss is very simple. Every 30 seconds, he enrages and grows about ten
times the size you see him when he’s summoned. You can’t miss it. When this
happens, his movement speed decreases A LOT, but his attack power multiplies by
some insane number and his regular hits are for about 15,000. So while he’s en-
raged, just kite him around. When he’s not, just beat the crap out of him. It’s
a very simple fight. Enjoy the blue loots. =)

————-
Wushoolay
————-
Another easy boss. He has a lightning storm spell just like a Druid’s Hurricane
but on a much lower cooldown. The tank has to face him away from the raid so
that not a lot of people get hit by his Chain Lightning. The tank also has to
just move Wushoolay away from the Hurricane he does so not all the melee are
getting hit. Simple fight, low health boss. Enjoy. =)

————-
Hazza’rah
————-
Like the other two bosses, very easy. The main tank and melee just DPS him down
near where he is summoned. The casters and ranged DPS have to stay at maximum
range. Every now and then, Hazza’rah will AoE sleep a ton of people for a few
seconds. He also may summon a few “Nightmares” that hit for a TON of damage but
have very little health. You’ll need your hunters and mages to take them out as
quickly as possible before resuming DPS on Hazza. Have fun. =)

————
Renataki
————
Okay, probably the easiest of the Madness bosses. He’s a crappy rogue, to say
the least. He has an AoE Gouge ability that he can use and then will go for
someone who isn’t Gouge’d. Just heal whoever it is and keep damaging him down.
Renataki may also randomly Vanish like a rogue, but like all rogues’ Vanish, it
sucks compared to Hunter’s Mark, so gg. =P Just watch out for his Ambush, say
goodbye to a random cloth-wearer. Enjoy the loot, he’s cake.

And that’s it for Zul’Gurub! Congratulations on destroying the place, I hope
this guide helped you through it. Enjoy the loot, good luck in future instances
in the World of Warcraft! Check out my other guides, I’ll most-likely be writ-
ing more! =)

===============================================================================

+———————–+
| Section VI. – Credits |
+———————–+

I’d like to thank a few sources who inevitably helped me write this guide. They
are as follows:

1. GameFAQs for posting (hopefully) this guide on their site.
2. Blizzard, for making such an awesome game!
3. Tigrane, level 60 Paladin, Frostmane US, for reminding me about a lot of the
difficult trash mobs.
4. Wrrand, level 60 Hunter, Frostmane US, for reminding me that Hakkar has to
be killed in ten minutes.
5. JTHM, for his e-mail telling me about the third method to dealing with the
panthers during Arlokk.

===============================================================================

Filed under: Random | Tags: , , | vrskidsv | August 18, 2009 Comments Off

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