1. May 18, 2016  

    [GUIDE] Zul'Gurub full dungeon

    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 calledBloodvenom. 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




  2. May 18, 2016  
    Here are the strategy for the rest of the bosses that he misses:


    Bloodlord Mandokir

    - When you enter the arena you'll notice 8 spirits surrounding the area, they will play a key role during the fight which I will explain later. And no, you cannot use the cold mixture to bring Mandokir down severely.

    - When engaged, he can sometimes use Decapitate which instantly kills a random player including tank. No way to work around it, just make sure that if the tank dies, a plate DPS must be ready to semi-tank and kite Mandokir until the tank is ressed by the spirits. You DO NOT get gear break if you die from his abilities, and you will be revived by one of the spirits. In addition, you will gain a stacking debuff that increases your health, damage and healing done by 10%. (Not working atm) They can only revive you once so be very careful.

    - Everytime Mandokir successfully kills a player, he gains a stacking buff that increases his damage by 20%. This can be very dangerous when he enters Phase 2.

    - Shortly after the first player is revived, Mandokir will release Ohgan to kill off the spirits. It CANNOT be taunted, but it CAN be snared or stunned, so DPS that undead raptor ASAP before it can reach the spirits! More spirits = more survival. Mandokir will sometimes revive him so focus on the raptor first. (The problem now is, currently it cannot be CCed by any means. It CANNOT be taunted on the first go, but after the first time it is revived, it can be temporarily taunted before it goes back to its duties.)

    - When Mandokir starts to use a smash, a yellow area will appear. Move out of that area ASAP, cause his smash will 1-shot anyone caught in the path.

    - Mandokir will go nuts when his HP reaches 20%, use defensive CD and Time Warp/Heroism/Bloodlust and kill him fast before he starts to overrun the tank.


    Lady Kilnara

    - The group of mobs just before her are a pain in the neck to kill, have a hunter to do the MD + FD trick to pull one mob at a time.

    - Interrupt her Tears of Blood at ALL times, especially if you have a melee-heavy group.

    - You'll notice 16 of Kilnara's cats around the room, each with fairly low health at 150k. The tank must pull Kilnara to the back of the room while the rest of the DPS should focus on the cats. Make sure to kill all the cats before Kilnara hits 50% of her health, any adds alive after that will be deadly. Their pounce will hurt and can stack to a very lethal level.

    - Kilnara will frequently leave a debuff that deals a hefty 20k damage per 2 seconds, dispel it ASAP!

    - She will sometimes summon a wave that will target a random player. If you're it, kite it away from the DPS group.

    - When Kilnara hits 50% health, the rest is tank and spank but healing can be pretty difficult with her Ravage ability. (And she still uses the magic debuff)


    Zanzil

    - You'll notice 3 different coloured cauldrons strewn across the area. Have the ranged group to be near the green cauldron. Zanzil will activate random effects depending on what cauldron to use to counter that effect.

    - If he summons a big add, take the blue cauldron and kill the big add. If you're being eyed on by him, make sure not to get near him.

    - If he summons a lot of small zombies, the tank should take the red cauldron and kill the zombies. Make sure that the healer heals him hard.

    - If he leaves behind a huge graveyard gas, all members MUST take the green cauldron ASAP to reduce Nature damage taken.

    - He can sometimes use the fire trail that will radiate infront of a random player, move out of it ASAP!


    Edge of Madness

    This encounter requires at least a person who has Archaeology level of 225. Inspect several artifacts strewn across the area, and eventually a random spirit boss out of the four will appear. Currently, only Renataki is being summoned but I'll put a strategy of all 4 bosses.

    - Renataki

    Easy tank and spank. He will sometimes Vanish and then Ambush a random person. Heal whoever is hit by Ambush. Watch out for Deadly Poison though, this can stack 20 times and lasts 12 seconds. The other danger to watch out for is his Thousand Blades. If you have done Lord Marrowgar in Icecrown Citadel, this is the exact same thing that Renataki will do. (Minus flames) Spread out and heal through accordingly.

    Renataki will go crazy at 30% HP remaining. Use defensive CDs from here on.

    - Hazza'rah

    Interrupt his Wrath if possible. His Earth Shock is a major annoying spell for a spellcaster and healer, as it will interrupt their spell casting. The major thing to watch out for is his Sleep ability. This puts all BUT one party member into a slumber. 4 Nightmares will be spawned and will slowly move towards the sleeping members. If the Nightmare reaches a player, they'll die instantly. The one who is not under Sleep effect MUST nuke them down ASAP, as they have very low health and killing them will also free the Sleeping member.

    - Woshoolay

    Spread out if you see him, as he has Forked Lightning. Avoid his Lightning Cloud if possible, this is an AoE damage area. If he starts to cast Lightning Rush, the person who is being targetted by him MUST move out of the way ASAP before he reaches the location to avoid getting 1-shotted. (Another reason why ranged must spread out)

    - Gri'lek

    If Gri'lek uses Avatar, his damage will go nuts but he will run at half his speed. The tank MUST kite him to avoid getting a lot of damage. If he Pursuits a player, that player must run. He will also try to trap his target using Entangled Root, dispel it ASAP! And lastly, his Rupture Line will be spawned at random locations, don't stand on them or you'll get a nasty damage.


    Jin'do the Godbreaker

    Requires at least 2 out of 5 bosses down.

    - In Phase 1, he will summon an area called Deadzone. This reduces magic damage taken but your casting spell will be doubled. This is the key to counter his next ability: He will soon gather in more shadow into himself, making his physical attacks to trigger Chain Lightning that deals crazy amounts of damage. Make sure that everyone but the ranged group to stay inside the Deadzone to reduce damage.

    - In Phase 2, when his HP hits 70%, he will pull everyone into the Spirit Realm and will continue to summon the adds that has very small health. (The small adds hit very hard on clothies at 20k damage, careful!) There will be 3 chains that you need to break, but the problem is they are all shielded.

    - The only way to break the shield is by forcing the big add (you can find them at the place where you kill the big add in the Living realm prevously) to use Body Slam onto a person on top of the shield. This will break the shield and allows the party to break the chain. Repeat this 2 times and you'll complete the encounter, since Jin'do will be automatically killed with the release of Hakkar's soul. (Welll, not immediately but you'll have a dialogue between Hakkar and Jin'do before he is killed.)

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