Zul’Gurub. The Troll Fortress of Stranglethorn Vale. Here, their God, Hakkar the Soulflayer, is residing. In order to get to him, though, all the High Priests will need to be killed. In this Boss Guide, I will explain as best I can, how to do that. The High Priests each take a unique animal aspect, which they transform into during the fight. I will go over the High Priests first, then Hakkar, and then the optional encounters in Part 2 of the Boss Guide. Here’s a map of the Zul’Gurub raid guide.
High Priestess Jeklik (Bat Aspect) Buy classic wow gold
All ranged DPS and Healers should form a camp at max range, to avoid her AoE attack.
One player, ideally a hunter, has to stand in between the boss and the camp, to soak up her charge attack, which does around 1000 damage to nearby players and silences them.
After 1 Minute, little bats start spawning, which need to be AoEd down. The focus should still be bringing the Boss down to 50% though.
Once Jeklik reaches 50% Health, she turns into a large bat. She should now be kited in a large circle around the room by the tank.
There are 2 Abilities that need to be interrupted now. One is a Healing Spell that heals her for 25% of her health, usually meaning a wipe if it gets through.
The other spell is a chain mind flay, which might not be as important to interrupt, though it can mean a wipe just as easily.
In Addition, Bats will now drop bombs, which is why the boss is being kited. They drop fire where they exploded, so get out of the fire!
High Priest Venoxis (Snake Aspect)
An offtank should tank the two adds around Venoxis. The Boss should be tanked near the large Bonfire. CC one of the Adds and kill them 1 by 1.
Now Have your ranged DPS damage the Boss, don’t use Mana intensive spells though. Now you need to drain Venoxis’ Mana, with hunters, priests and warlocks.
Now Melee can join in and bring the boss to 50%, which is when Phase 2 will begin. Melees should run away from the Boss before Phase 2 begins!
The Boss will now drop poison clouds on the ground, which is why it is not a good spot for melees.
The Tank will receive Poisons now, which need to be removed by Healers. Take care that he doesn’t die in this Phase.
Ranged DPS should now do full DPS on the Boss to bring him down. Melees can help, but don’t make your Healers job too hard!
Zul’Gurub Raid Guide – Zandalari IsleZul’Gurub Raid Guide – Zandalari Isle
High Priestess Mar’li (Spider Aspect)
To start the Fight, have a Priest Mind Control the speaker next to Mar’li and have him attack her. Have the raid kill the spider Adds and the MT get the boss once the Mind Controlled target dies.
Make two camps, ranged and melee. Have one offtank stay in the ranged camp, not attacking the boss.
Mar’li will turn into a Spider and cast Enveloping Webs on the Melee camp. When this happens, she will run to the ranged camp and the offtank will need to be ready to take her and head back to the melee camp.
A Spider Add will spawn during the fight, which needs to be focused by the ranged group. This add grows stronger the longer it lives.
She will use her Life Drain Ability on the Melee Camp, which needs to be interrupted. It heals her for quite a lot and needs to be looked out for.
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