High Priestess Jeklik the Bat-Aspect:
When you have cleared the area from bats/humanoids, you should all gather in one
big crowd within attack range of the Priestess who is standing up on the wall.
Now – let the MT warrior run in and pull her down – she will switch to a bat and
start attacking – after MT builds up some aggro, all other melee should go
attack her as well. Her attacks in this form are melee and once in a while a
deafening (silence) short range AE attack. She also makes a random knockdown on
any partymember engaged in the battle – It does little damage and is not to
worry about.
While in batform she will each 2 mins or so summon bats from the cave above the
wall which attack primarly the tank, but will quickly go for the rest of the
raid when healing occurs. Have all extra melee run back to the casters and help
killing the bats. They are not elite, and are easily killed.
When left with 50% health, she will switch back to humanoid form, still doing
melee attacks, but will also heal herself if not interrupted. Earthshock,
silence, counterspell and kick will all interrupt her healing which is
imperative if you want to kill her. She also does some sort of life-tap which,
as the heal spell, can be interrupted.
At this stage she calls the bomb-bats which are like the Orc batriders from
Warcraft TFT. They drop claypots with burning oil down on the ground dealing
massive fire damage. Your raid needs to pay close attention to this and move out
of the way asap.
Keep the damage going If done like this, she is no problem at all.
High Priest Venoixs the Snake-Aspect:
The second boss in ZG is as easy, if not easier than boss one. When you have
cleared the area from snakes, all you have to do is have MT run up to the boss
(who will be and stay in humanoid form) while you pull his 4 snake adds.
Poly/sleep 3 of them and kill them off one by one. They are very easy, and
should go down quickly.
After that, all damage should be ranged (even melees). Venoxis does an AE
moonfire which deals around 30-35k damage to everyone else in melee range,
except the one with aggro.
At around 50% he switches to Snake form and let’s out a poison cloud which deals
massive damage. MT should relocate himself and the boss, giving all other melee
the chance to go in and deal melee damage as well. Do not stay in there for more
than 5-6 seconds, as he will let out another poison cloud. Keep moving Venoxis
around, and make sure you have all healing going on MT as in the end he will
receive loads of damage from poison, but also from the Snake itself.
He's one of the easiest bosses in ZG.
Mar’li – Spider Aspect:
This fight can be quite difficult as Mar’li moves around, hits hard and needs to
be handled in a certain way.
First of all – make sure all partymemebers have a greater nature resist potion,
as she will deal AE poison damage.
After clearing the area, you should have MT run in and start tanking Mar’li
where she is standing. Her praying add should be offtanked and killed asap.
Mar’li will immediately spawn 4 spiders which will grow fast and do increasing
damage. She will spawn these once in a while through the whole fight, so make
sure you have some people ready to kill them. Kill the add and the spiders.
Everyone (means EVERYONE) then needs to go into melee range of Mar’li except for
the offtank.. He will place himself around 15-20 yards away doing ranged damage.
(place him where you were before enganging Mar’li)
Mar’li will once in a while shift to a giant spider and AE web everyone around
her. She will then attack partmembers NOT webbed, in this case the offtank
because he was out of range. While webbed, no one should do any damage at all.
Sporadic healing is allowed. When the web wears off everyone should run down to
the offtank in melee range of Mar’li, leaving the maintank behind to be ready to
get aggro when she webs next. If done correctly she will run back and forth
between the two tanks, leaving the rest of the party alone. (this needs some
practice, so don’t give up)
While in humanoid form she will deal melee damage to the main tank, and do an AE
poison which really hurts. Have all shamans/druids remove poisons as fast as
possible. She will also do lifedrain which needs to be dispelled VERY fast.
Silence, earthshock, shieldbash, kick etc. works.
Other than that, it’s DPS, DPS and nature resist.
High Priest Thekal the Tiger Aspect:
This fight is much like Golemagg+Corehound Pack in Molten Core.
Have the maintank tank Thekal while 2 offtanks pull one add each. The adds need
to be pull very far to each side (as they will heal eachother). Now whats really
important now is to deal equal damage to all 3 opponents as the need to die
within 10 sec. of eachother.
The best way to do this is to lower Thekal's HP to 5% first, then divide the
party into two damagegroups which then kill the two adds at the same time, then
finish off the boss.
He does a nasty mortal-strike which deals massive damage to the tank, so make
sure you have lots of healing on him/her.
After you kill all 3 of them, thekal will then respawn in his tiger form. Main
tank should have some time to gain aggro before starting full DPS.
In this form the boss does and AE knockback which deals around 500 damage to all
in the area. He should not be tough to kill if your healers are awake.
High Priestess Arlokk the Panther Aspect.
This is in theory a simple task. (although hard to complete)
Have everyone stand by the Gong. The main tank should place himself in the
middle of the room, and 1 offtank should be placed on each side close to the hay
lying in the east and west side.
When you use the gong, the Arlokk will spawn in the back of the room, and run
directly towards the party. The maintank intercepts her, and starts DPSing her.
After a VERY short time ALL melee and damage-casters should start doing DPS on
her.
By the hay panthers will start spawning. They should be picked up by the
offtanks. These panthers will spawn constantly. They do not do a lot of damage,
but eventually there will be loads of them.
After 10-15 seconds Arlokk will mark a random player in the party and all the
panthers will now attack this person. Have as much healing going on this person
as possible.
After a few minutes Arlokk will stealth, leaving you with the panthers. Use this
time to AE/single kill as many as possible.
When she reenters visibility the maintank should gain aggro as fast as possible,
and DPS should follow pretty fast. The panthers will now spawn twice as fast.
She will, if not killed, enter stealth once each 2-3 minutes, and each time the
spawn rate on the panthers will rise.
So this fight is about healing and DPS. When she is low on HP, have the warriors
fear the panthers once in a while, taking the heat off the healers.
Hakkar
To be able to kill Hakkar you'll need to kill the 5 Aspects in ZG, as he will be
way to hard to kill if you do not. He will have the following abilities if
they're NOT killed:
Jeklik - 1200-2000 AoE damage + 8s silence.
Venoxis - 800 damage poison to the raid.
Mar'li - 6 second stun and complete aggro reset.
Thekal - Enrages, increasing attack speed by 150%.
Arlokk - 2 second Gouge (aggro wipes the main tank)
So make sure you kill the 5 aspects before trying Hakkar!!
Clear the way up the stairs of the temple, and clear the middle level for
humanoids all the way around. (Right and left side) Be carefull as the Sons of
Hakkar (the flying snake-alike things) will spawn within 30 seconds.
When the area is cleared have everyone stand infront of Hakkar out of aggro
range.
Before enganging have 2-3 rogues (some use hunters, but it seems a waste of
damage on Hakkar) ready to run down the stairs and pull a Son of Hakkar up to
the rest of the group. They should do this 20 seconds into the fight.
The fight itself is quite easy. The only person in melee range should be the
maintank. Everyone else needs to go ranged.
Hakkar uses a disease attack which is contagious and will spread to eveyone
close, so keep your distance. (if you don't it will spread, and make you wipe as
it can't be removed).
Every 45 seconds Hakkar will stun everyone and do a life drain. If this happens
he will heal loads of %, and leave the party almost dead. To prevent this have
the rogues (again, you can use the hunters) fetch a Son of Hakkar from the
middle floor of the temple - pull it into the group and kill it. It will let out
a poisoncloud and everyone in the group should place themselves in the middle of
this cloud.
When Hakkar then uses his lifedrain, he will drain the poison instead and take
loads of damage.
Keep having the rogues (or hunters) run back and forth getting the Sons of
Hakkar and make sure everyone gets poisoned. Keep the maintank alive, and Hakkar
is a piece of cake.
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