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Zul'Aman guide (auch nur englisch)

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Veröffentlich am: 28.04.2011, 09:52 Uhr
1. General Information

Type: Heroic 5-man Dungeon

Number of bosses: 6

Loot: item level 353, epic
2. Overview of the Dungeon

Zul'Aman is a heroic 5-man dungeon, containing a number of 6 bosses. The design of the instance is such that you can engage the first 4 bosses in any order, but you can only engage the 5th and final bosses once the first 4 are defeated.

This guide will focus on teaching you how to defeat each of the 6 bosses and will not focus on trash packs or dungeon layout in any extensive manner. These latter issues will be touched upon briefly in a subsequent section, but we do not feel that they require particular attention.
3. Dungeon Layout and Trash
3.1. Map

The map below illustrates the locations of each of the bosses present in the dungeon, as well as the path your group must take to reach them.
Zul'Aman map

http://www.icy-veins.com/images/zul-aman-map.png (Fehler, das Bild konnte aufgrund zu hoher Ladezeit nicht direkt angezeigt werden!)


3.2. Trash

Some of the trash packs present in the dungeon do have a relatively high degree of difficulty attached to them, and as such will most likely require crowd control and coordination from your group, but they should not present too many problems.

The trash on the way to Akil'Zon is a gauntlet event, and your tank should be aware that he will need to pick up mobs attacking both from behind the group as well as ahead of it, and you should aim to make your way to the boss as quickly as possible through the gauntlet.

Amani Guardians are present in a few trash packs, and they have the ability to dispel crowd control such as Polymorph from other mobs. Because of this reason, they should be pulled a good distance away from any crowd controlled mobs.
4. Quests

There are quests that you can complete inside Zul'Aman, two of which will reward you with a selection of epic quality, item level 353 items.

The Captive Scouts
The Hex Lord's Fetish
Warlord of the Amani

5. Nalorakk

We will treat Nalorakk as the first encounter of this dungeon, and arguably the easiest one to defeat, although, as mentioned, the first 4 bosses can be attempted in any order.
5.1. Abilities and Strategy

Nalorakk's main ability is a charge, called Surge, which he will perform regularly throughout the encounter. He will target the player farthest away from him and charge that player. The charge adds a debuff to the target, increasing damage taken by 500% for 20 seconds.

In addition to this, Nalorakk will occassionally shapeshift into Bear Form and use a few Bear specific abilities on the tank, though these are of little consequence.

The strategy promoted by the encounter mechanics is that your group rotates the player who is "farthest away from Nalorakk" so that a player already debuffed by his charge does not get hit (and killed) by it. If your group only has one ranged player, melee DPS should also enter into the rotation.
6. Jan'alai

Jan'alai is an encounter which will test your group's ability to control adds and generally avoid damaging ground effects. It is a step up in difficulty from Nalorakk and mistakes here can and will wipe your group.

In addition to facing Jan'alai, during this encounter your group will also have to deal with a large number of adds called Amani Dragonhawk Hatchling.

These hatchlings will spawn from eggs located on either side of the platform. The strategy section will provide more details.
6.1. Abilities

Jan'alai has four abilities of importance:

Flame Breath: Jan'alai faces a random direction and casts a fire breath attack in that direction which also leaves a fire trail on the ground.
Fire Bombs: Jan'alai will go to the center of his platform and place a large amount of small fire bombs on the ground, which will explode after a short while, dealing massive amounts of damage to anyone being hit.
Summon Amani'shi Hatcher: Jan'alai will summon two adds which will immediately run to one side of the platform each and begin to hatch the eggs located there. If they are allowed to do this, the eggs will spawn Amani Dragonhawk Hatchlings.
The Amani Dragonhawk Hatchlings apply Flame Buffet, a stacking debuff.

6.2. Strategy

Flame Breath and Fire Bombs are abilities that your group will have to simply avoid damage from through correct positioning. All that is required is to make sure you are not standing in the fire trail, or on any of the bombs, and these abilities are practically irrelevant.

The biggest challenge your group will face is in dealing with the Amani'shi Hatchers and the Amani Dragonhawk Hatchlings. For this reason, we will explain the mechanics in more detail.

The boss will summon two hatchers, repeatedly throughout the fight. Each of these hatchers will head for one of the two sides of the platform and begin hatching the eggs present there. Each time eggs are hatched, Dragonhawk Hatchlings spawn from them and swarm the raid. If the hatcher is allowed to continue hatching (meaning if he is not killed), he will do so until no eggs remain, after which he will run to the other side and hatch those eggs as well.

When the boss reaches 20% health, any unhatched eggs will spawn hatchlings. Thus, it is the aim of your group to control the hatching of the eggs in such a way that you are not overwhelmed by the adds and can deal with them appropriately.

We propose the following strategy:

On the first wave of hatchers, kill the hatcher on the right side and allow the hatcher on the left to hatch all the eggs. Have your tank pick up all the resulting hatchlings and AoE them down. Kill the hatcher before he has a chance to run over to the right side and hatch the eggs there.

The second wave of hatchers will both head for the right side, as the left side has no more eggs available. You should kill one of the two hatchers (it makes no difference which) in order to slow down the hatching process and prevent your tank from being overwhelmed. Once the eggs are hatched, simply AoE the hatchlings and kill the hatcher.

If done correctly, by the time the boss reaches 20%, no eggs will be left and your group will be able to focus on finishing off the boss.
7. Akil'Zon

Akil'Zon is a healing intensive encounter which will test your group's positioning more than anything else.
7.1. Abilities and Strategy

Throughout the fight, your group will face two types of flying adds: Soaring Eagles and Amani Kidnappers. The eagles deal moderate amounts of damage to players through Eagle Swoop and respawn if killed, so your group will ideally ignore them and heal through the damage. The Kidnappers pick up random party members and need to be killed in order for the party member to be released. Party members who are kidnapped suffer from Plucked, which deals damage over time.

In addition to this, Akil'Zon will cast Static Disruption on random party members which damages nearby players as well, so your group should stay spread out.

Akil'Zon's final and most deadly ability is his Electrical Storm. The boss will pick up a random party member and lift them in the air, channeling a nature damage attack that covers the entire platform, except for the small area under the targeted party member.

In order to avoid the damage from this ability, everyone should move to the location exactly under the party member, marked with a black area on the ground.

Because timing is crucial, it is important that no two party members are too far away from each other, so that everyone can reach the designated location quickly.
8. Halazzi

The Halazzi encounter is a rather long and drawn-out fight, which requires your raid to deal with adds and totems, however it is essentially an easy fight.
8.1. Abilities and Strategy

During the fight, Halazzi will summon Refreshing Water Totems fairly regularly. These totems place a green circle around them, which heals the boss. Your group can opt to either destroy the totems (they do not have a lot of health) or to ignore them and simply kite the boss around the room with care. Because he will always spawn these totems very close to himself, your tank should be quick to move the boss so that the healing he receives is minimal.

In addition to the totems, Halazzi will cast Transfigure twice during the fight. When doing this, he will summon a lynx which, while having a normal aggro table, does randomly charge party members and attacks them for a short while. Because of this, it cannot really be tanked and your group should simply kill it. During this phase, Halazzi will spawn several Corrupted Lightning Totems which should be killed immediately.

Lastly, Halazzi will cast Flame Shock on random party members, and this should be dispelled immediately as it does a lot of damage.

As you can see, the fight is fairly straightforward and requires only that your group can execute a few very basic tasks.
9. Hex Lord Malacrass

During this encounter, you will face Hex Lord Malacrass as well as two guardian adds. The two adds you will meet are randomly chosen from a pool of 8:

A Blood Elf caster, who heals the boss.
An Ogre who will regularly break out of crowd control and melee players.
An Imp which casts fireballs and does not present any real threat.
An Elemental which does a fairly weak AoE nature damage attack.
An Undead which casts a knockback and curses party members.
An Undead wraith which casts an AoE fear.
A Dragonkin which has a flame breath and a thunderclap.
A snake which has a Poison Bolt Volley.

9.1. Abilities and Strategy

Regardless of which combination of adds your party encounters, your strategy should involve either crowd controlling them through the most efficient means, or simply focusing them down and killing them. The only exception to this is the Ogre, which should be killed rather than crowd controlled.

Once the adds are dealt with, your group can focus on killing Hex Lord Malacrass. His only ability of consequence is Siphon Soul. This will target a random party member and imbue Malacrass with the characteristics of that player's class. As a result, the boss will cast a handful of class specific abilities on your party before choosing another player.

Overall, despite initially appearing complicated, this fight is quite simple in both tactics and execution, due in large part to the low amounts of damaged caused by all abilities.
10. Daakara

The Daakara encounter is the final encounter of the dungeon, and consists of three phases. During the first phase you will face Daakara by himself, while in the subsequent two phases he will take on the aspect of two of the four spirits you faced earlier in the dungeon:

Dragonhawk: causes AoE fire damage as well as a breath attack and fire trail similar to Jan'alai's.
Eagle: summons totems and torandos.
Bear: charges random raid members dealing damage.
Lynx: summons two smaller lynxes, charges all party members, and focuses on a random party member dealing extreme amounts of damage to that person.

10.1. Abilities and Strategy

During the first phase of the encounter, Daakara will cast Whirlwind, causing moderate damage to anyone around him. Aside from this, he will cast Grevious Throw on random party members and simply melee the tank.

When his health reaches 80%, Daakara will absorb the essence of one of the four spirits mentioned previously and go into the second phase. At 40% health, the boss will absorb one of the remaining three spirits, and enter the third phase, which lasts until the boss is dead.

As you can notice from the list above, the different phases' mechanics are not complex and they should present no real difficulty for your party, but we will give you a few tips for each of them.
10.1.1. Dragonhawk

When Daakara absorbs the Dragonhawk spirit, your group should avoid standing in the fire on the ground at all costs, because its damage is very high and it will kill even a tank in mere seconds. In addition to this, your healer should be prepared to heal the entire party.
10.1.2. Eagle

During the Eagle phase, a number of tornados will be moving around the platform slowly. Coming in contact with these will inflict a significant amount of damage to players, so they should be avoided. Additionally, your group should kill any totems present.
10.1.3. Bear

During the Bear phase, aside from the boss' melee attacks, there is little damage going around. Your healer should be prepared to heal the party members charged by the boss.
10.1.4. Lynx

As the Lynx phase begins, Daakara will summon two smaller lynxes with approximately 450,000 health each. These should be killed by your party with priority. Daakara himself will charge random party members, inflicting damage and affecting them with Lynx Rush. He will also target a random party member and go into a Claw Rage, which will cause that target to take an extreme amount of damage. Do not hesitate to use any means available to help the target survive.