Tired of ppl wipe in this dungeon,ok lets start.
1. General Information
Type: Heroic 5-man Dungeon
Number of bosses: 6
Loot: item level 353, epic
2. Overview of the Dungeon
Zul'Gurub is a heroic 5-man dungeon containing a number of 6 bosses. The design of the instance is non-linear, meaning that the final boss can be accessed and defeated before all the other bosses in the dungeon are defeated.
This guide will focus on teaching you how to deal with both the more complex trash groups as well as, of course, how to defeat each of the bosses.
2.1. Map
Below is a map of Zul'Gurub, indicating the locations of all bosses, as well as suggesting a path that will lead your group to all of them. As mentioned above, bosses can be skipped and done in any order, so feel free to explore.
2.2. Cauldrons
An important note must be made about the cauldrons present throughout the dungeon, as using them is crucial to completing the instance. There are three types of cauldrons present: poison, frost and fire.
-> Poison cauldrons provide 90% resistence to nature damage.
-> Frost cauldrons cause your next attack to freeze the target and damage it for roughly 80% of their health (does not work on bosses).
->Fire cauldrons cause you to deal fire damage to yourself and enemies around you.
3. The Road to High Priest Venoxis
After entering the dungeon, straight ahead of you you will see Venomancer Mauri. This trash mob guards a poison cauldron which, upon defeating him, becomes clickable by your group. Venomancer Mauri himself has some inconsequential mechanics and is essentially tank and spank. Don't forget to interrupt
After defeating Venomancer Mauri you will be faced with a gauntlet event of sorts. The ground between Venomancer Mauri and the bridge which takes you to the first boss is covered by poison which deals a very high amount of damage. In order to get through the poison your entire group should right click the poison cauldron, thus gaining a debuff which reduces nature damage taken by 90% for 30 seconds. Doing so will enable you to get through the gauntlet. Don't forget to mount before u pass.
After that a mob in form of Mask will come. Be aware that he mark a target that target must go away from group. That way no friendly damage.
On your way to the first boss you will encounter yet another Venomancer. This one is named T'Kulu and works very similarly to the first one. Once dead his cauldron is usable by your group.
carfull if u get a link to other party member u will take increasing nature damage the closer u are to each other. Spreading out far enough will break the link. Breaking the link will cause an explosion which deals roughly 40,000 damage in a small radius.
In the room behind him you will notice two large serpent guards protecting High Priest Venoxis. Your entire group should stay close to the cauldron and your tank should pull one of the serpent guards out of the boss' room and next to the cauldron. By keeping the cauldron debuff up the entire time, carfull about is spell once he start to split move away from the front of him. After that call the other one and do the same thing.
4. High Priest Venoxis
The High Priest Venoxis encounter is one that revolves greatly around movement and positioning, while also requiring good output from your entire party. It is the most difficult encounter in Zul'Gurub.
4.1. Abilities
Whispers of Hethiss is a channeled, interruptible ability which Venoxis will cast at a random party member. This ability does a pretty large amount of nature damage over time. (Bugged in the moment can't interrupt overheal =) )
Toxic Link is an ability Venoxis will cast repeatedly throughout the fight, linking two players to each other. The linked players take increasing nature damage the closer they are to each other. Spreading out far enough will break the link. Breaking the link will cause an explosion which deals roughly 40,000 damage in a small radius.
Venomous Effusion is a poison maze on the ground covering the entire room. Players must move through the maze and will be damaged severely if they attempt to run or jump over the walls of the maze. The pattern of the maze is fixed and will never change during an attempt or between attempts.
In the image below you can see the poison maze. This should prove useful in determining what good positions are, especially for your tank:
Around 75% health, Venoxis buffs himself with
Blessing of the Snake God. This increases his physical damage dealt by 100% and gives him some new abilities. In addition to this, he is unable to dodge or parry.
Breath of Hethiss is an uninterruptible breath that affects targets in front of the boss. He is stationary while casting it.
Pool of Acrid Tears is a poison puddle, created by Venoxis in random areas of the room where you fight him. These puddles expand over time and deal damage to players standing in them.
At 50% health Venoxis moves back up to his throne and casts an ability called
Bloodvenom. This causes beams of poison to chase players around the room and deal massive amounts of nature damage to anyone getting hit.
After casting Bloodvenom, High Priest Venoxis will return to the bottom of the stairs and become stunned for 10 seconds while taking increased damage.
Provided that the encounter lasts long enough, Venoxis will gain Blessing of the Snake God again, and even perform another Bloodvenom phase.
4.2. Strategy
Your group should begin the fight spread out to minimise damage from
Toxic Link . Whenever
Whispers of Hethiss is being cast it should be interrupted. (Bugged in the moment can't interrupt overheal =) )
Players affected by Toxic Link should move away from each other immediately so as to break the link. Healers should watch out for the damage from the explosion when the link breaks.
When Venoxis enters his snake form, he gains new abilities. Players should watch out for the maze on the ground and make sure they are not standing in any poison. It's important to plan out a path to follow when running through the maze so that you do not become trapped if you are targeted by Venoxis' later ability,
Bloodvenom.
Breath of Hethiss should be avoided by everyone, including the tank who can die from its brutal damage within one or two seconds. As the tank, you should position the boss in such a way that he is not facing any party members. After that, either run to one side or simply run through the boss to avoid taking damage. In addition to this, make sure you do not cross the maze when trying to avoid the breath. Thus, thinking ahead of time and positioning the boss correctly is crucial.
When the boss goes up to his throne and starts casting Bloodvenom, players should run away and not take damage from the very visible poison beams. It is important that you run through the maze and not over the poison walls on the ground as you will take large amounts of damage by doing that.
During this phase, ranged DPS can still damage the boss.
After casting Bloodvenom, Venoxis will become exhausted and stunned, taking increased damage for 10 seconds. This is the ideal time for Heroism/Bloodlust or Time Warp, as it provides 10 seconds of increased damage followed by a period of relatively little movement.
From this point on Venoxis will cast Toxic Link and Whispers of Hethiss before going back to his snake form again later in the fight.
6. The Road to Bloodlord Mandokir
Too be finished. anything that i have forget pls put a comment bellow