|
Related Topics:
| First visit to Zul Gurub - So, last night we had our first guild twink run mains without the time for a regular instance group) to Zul Gurub. We were 3 mages, 3 hunters, 1 warlock, 3 priests, 1 druid, 2 pallies, 2 rogues, 5 warriors. Two of the warriors were from our..
I'm running out of inventory space :/ - Hi all, a few n00b questions about inventory space: Where do I get bags? I found two early on, but I have two slots free. The bags I have are 6 slots, do they get bigger later in the game? Is there any kind of stash or Is that what the..
Best way to sell Epic item? - Had a great weekend As I'd worked up to about 100g total between my 53 Paladin and 6 Mage (auction house mule) through questing and off green and the rare blue items my Paladin found. On Saturday I saw on the
how do i deal with a priest's "silence"? - Hey - Today I got my butt kicked by a higher level priest over and over and a big part of it was the priest using on me. Are there any potions or magic items that help protect against silence? Thanks! -- Munk 53 druid
Did I cripple my superweapon? - Elsewhere in the newsgroup another debate has broken out about DPS and Attack Power, with Simon Nejmann posting an analysis of why the Barman Shanker is the single best Rogue main hand weapon in the game that is nearly identical to the one he posted to..
|
|
|
Next: WarCraft: my first arcane crystal ...
|
| Author |
Message |
External

Since: Mar 02, 2006 Posts: 83
|
(Msg. 1) Posted: Wed Aug 02, 2006 9:38 am
Post subject: Preparing for Zul'Gurub Archived from groups: alt>games>warcraft (more info?)
|
|
|
My guild is going to do the first Zul'Gurub run quite soon. Some of the guild
members have experience about ZG, some don't. I'm thinking about it, but
I'm not sure if I'm ready for it yet.
What kind of equipment is recommended for ZG? My lvl 60 troll hunter has some
green stuff and some blue stuff. I've heard that nature resistance is important,
but I don't have any nature resistance equipment yet. One of my pets
has nature resistance 60. Of course I can use aspect of the wild if needed.
What about instance, it is mostly outdoor instance and thus easier for a hunter
than some other instances, I guess? |
|
| Back to top |
|
 |  |
External

Since: Dec 09, 2004 Posts: 862
|
(Msg. 2) Posted: Wed Aug 02, 2006 9:38 am
Post subject: Re: Preparing for Zul'Gurub [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
> My guild is going to do the first Zul'Gurub run quite soon. Some of the guild
> members have experience about ZG, some don't. I'm thinking about it, but
> I'm not sure if I'm ready for it yet.
>
> What kind of equipment is recommended for ZG? My lvl 60 troll hunter has some
> green stuff and some blue stuff. I've heard that nature resistance is important,
> but I don't have any nature resistance equipment yet. One of my pets
> has nature resistance 60. Of course I can use aspect of the wild if needed.
As long as the whole raid isn't in greens what ever you got on you
should do. My guild started doing it and some guildies have nothing but
greens on them. We still manage to kill the bosses. (not all but we
learning) I don't have any +nature gear, got the aspect thing but I
never use it.
Your pet pretty useless I've found. A lot of the bosses have melee aoe
attacks, ie poison clouds (the +nature damage thing). Hard to keep
track on both yourself and the pet. Mine just dies! So, I often don't
bring him out but the pet with +nature can't hurt.
Just bring some bandages, healing and mana pots. Unlikely a healer will
throw you a heal when needed, so heal yourself. |
|
| Back to top |
|
 |  |
External

Since: Apr 22, 2006 Posts: 1315
|
(Msg. 3) Posted: Wed Aug 02, 2006 9:38 am
Post subject: Re: Preparing for Zul'Gurub [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
BombayMix a écrit :
> > My guild is going to do the first Zul'Gurub run quite soon. Some of the guild
> > members have experience about ZG, some don't. I'm thinking about it, but
> > I'm not sure if I'm ready for it yet.
> >
> > What kind of equipment is recommended for ZG? My lvl 60 troll hunter has some
> > green stuff and some blue stuff. I've heard that nature resistance is important,
> > but I don't have any nature resistance equipment yet. One of my pets
> > has nature resistance 60. Of course I can use aspect of the wild if needed.
>
> As long as the whole raid isn't in greens what ever you got on you
> should do. My guild started doing it and some guildies have nothing but
> greens on them. We still manage to kill the bosses. (not all but we
> learning) I don't have any +nature gear, got the aspect thing but I
> never use it.
>
Bring a slow-shooting bow/gun/crossbow, even if it has a bit lower dps
than your usual one. What you will be expected to do is to sustain a
rather high damage at a low-cost, with the occasional damage burst - if
you have aimed shot, your slow-shooting bow (3.10 or more) will be
doing more damage on average for those times when you have only one
target, and mana to spend (because, simply put, if you press aimed shot
right after an autoshot is fired, you'll be hitting the aimed shot and
immediately follow it with a regular autoshot. With faster bows, you
"lose" some autoshots during the aimed shot casting time.
So... use a fast bow for trash mobs, and a slow bow for bosses.
> Your pet pretty useless I've found. A lot of the bosses have melee aoe
> attacks, ie poison clouds (the +nature damage thing). Hard to keep
> track on both yourself and the pet. Mine just dies! So, I often don't
> bring him out but the pet with +nature can't hurt.
>
With that part I mostly disagree - there are many beastmasters out
there, just don't fall for the "respec" trap, it's not necessary. At
least not at first, and let me explain you why:
I've been raiding in Zul'Gurub many times with my beastmaster, and the
only time my pet is relatively worthless/too hard to manage is when
fighting Hakkar himself (I'm the one pulling sons of hakkar there)
My cat does a great job at sustaining heavy dps, off-tanking, and
pulling. Just remember that you usually do a better job damaging by
managing your pet as a priority (than god you have autoshoot) than just
simply try to do the best damage you can with your bow. Your pet is the
best DOT in the game, and nothing will change it - maintain it and
you'll kill bosses.
It's worth noting that pets can be buffed, and gain insane bonuses from
these buffs. For example, a +30 strength juju power buff on it adds 60
attack power to it - when taking into account frenzy, happiness,
ferocity and unleashed fury, the net upgrade from spending one
Winterfall E'ko every 30 minutes and keeping the pet alive is about 10
dps.
For your information, the Juju Power buff on an Arms warrior spamming
Mortal Strikes every 5 seconds is somewhere between 7-9 dps.
As a matter of fact, if your gear includes a mix of greens and blues,
the beastmastery tree holds the most damage potential to you. Use it,
use it, use it, learn to keep your pet alive, on the correct target,
learn to call it back when the leader calls for a slow down in damage
or a retreat from the melee guys, learn to keep it ready to intercept
and off-tank, learn these things, learn the place of your pet in these
raids.
Then progressively as you, as a player, gain experience and gear,
switch your focus on your ranged abilities towards the other trees, and
keep using what you learned with your pet.
ZG is probably the easiest instance to learn to raid with a pet, so
make the most out of it!
On the last full ZG clear, my pet dealt 45% and my bow dealt 55% of my
total damage. Some day I'll be getting epics - then I'll think about
respeccing. Until then, my pet is me!
> Just bring some bandages, healing and mana pots. Unlikely a healer will
> throw you a heal when needed, so heal yourself.
....and your pet, sometimes
Mana pots are not neccessary, in most cases you can feign death and
drink crystal water in battle when in need of mana. |
|
| Back to top |
|
 |  |
External

Since: Jul 06, 2006 Posts: 139
|
(Msg. 4) Posted: Wed Aug 02, 2006 9:38 am
Post subject: Re: Preparing for Zul'Gurub [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
ZG is a great run, esp for the newer guild, The bosses are rather
complex. Some trash mobs can be complex as well. The best thing you can
add to your raid for a ZG run is someone experienced with ZG and vent.
Its important everyone knows their roll on most bosses, so what better
what then having someone announce it over vent prior to fight. After a
few runs this wont be needed anymore and you guys will have ZG on farm
status.
Here is a quick listing of things that may require attention:
-Trash mob: Bat rider(elite) with 4 bats. Make sure you have a tank
grab the bat rider while the rest kill off the regular bats. After they
are down you can dps the Bat rider. At 25% health the bat rider will
burst into flames and blow up. This causes over 2k damage, I think even
up to 6k. So at about 50% health have all melee except tank run away
from bat. Keep tank shielded and healed and the tank should be able to
take the hit. Or if not, its only one person to rez. That part is
simple but when you get 2 bat riders and 8 bats you need to pay more
attention.
I'm only going to give you a brief run down of the five major
bosses(bat, snake, spider, tiger, panther) if you don't kill these
bosses Hakkar( the main boss) will be stronger and rip you apart. All
the other bosses in ZG are optional.
Boss1 Bat Boss: This fight starts in bat form, have tank get in 5
sunders, dps the boss down until bat form turns into troll form. At
this point everyone needs to watch out for orange bat bombs being
dropped near them, they do a lot of damage. The tank will have to kite
the boss away from these bombs or all melee will die. Also the troll
form will heal, so have shield bash and kicks ready or you are in for a
long long fight.
Boss2 Snake boss.. This boss can go either way, its easy if everyone
stand where they are supposed to. It hard if they don't. Basically you
are up against the boss and 4 snakes. Tank boss, sheep as many snakes
as you can, dps the snakes down one at a time. Once the boss is alone
dps boss, its important that all melee be as close as possible, and all
range be as far away as possible. This boss will cast chain lighting if
anyone is mid range, and this can wipe your group easily. Boss starts
in troll form, once he goes into snake form he will drop poisons, these
do damage so have tank kite away from poison and keep dpsing.
Boss3 Spider Boss: This is a tuff one. Have everyone stand about 30
yards away from boss, have tank goto boss. All rogue's can dps boss as
well but their real roll is to kill the mini spiders. These spiders
will grow and become stronger, too many big spiders will cause a wipe.
Rogues should be on them asap, when they are dead they can dps boss. 4
mini spiders come at start, more spiders will come. The boss will also
loose aggro from tank and run a muck on your casters(who are standing
30 yards back) so its important to have a tank with the casters/range
who can snap the aggro off of them and bring the spider boss back to
the main tank.
Boss4 Tiger boss: This boss took my guild about 10 tries. This fight
requires timing. Basically there are three bosses, main boss, a rogue
and a healer. If you don't kill all the bosses at the same time(with in
5-10 seconds) they will rez each other at full health and you will need
to reset(just run out of the area, they wont follow you, you dont need
to wipe) This concept is similar to the core hound packs in mc. When
the bosses comes out get a tank and three of them. Have two tanks on
the rogue(he will gouge and loose aggro from the tank, so you need an
off tank) and have dps kill the two tigers that also come out. Now
slowly dps each boss. Its help full to have each tank pull the bosses
away from each other. One tank goes out to the left, one stays in
middle, one goes to right. When all bosses are at about 10% health,
rush to middle and aoe. THey don't have to all die the at the exact
moment, but very close to it. After the the tiger boss spawns as a
tiger with two tigers. DPS should kill tiger adds. Tank takes boss,
with healers ready. THis part is just all dps, and killing tiger adds
as they come. Watch out for when he knocks you back, have tank stay
against wall to avoid being thrown all over the place.
Boss5 Panther boss: This boss sucks. Panther boss is a rogue who will
vanish and ambush people for lots of damage. While this is going on you
will have ungoldy amounts of panthers to deal with. The trick is to
have tank take boss, dps boss as much as possible until she vanishes.
THen have everyone get aggo of pathers and bring to corner for aoe. If
you can't get the panther boss down quick enough the pathers will
eventually overwhelm you.
After they are all down its time for Hakkar, who is actually easier
then pather or tiger boss.
Hakkar: Have tank take hakkar. Have group stand back, where stairs are.
Dps hakkar. There will be serpent adds who die and release poison.
Have off tank pull adds and everyone dps adds. When adds die everyone
stand in poison(except main tank). Hakkar will then do a life siphion.
If you are posioned(glowing green) you will hurt hakkar a lot. If you
are not posioned you will heal hakkar. If too many people aren't
posioned you will eventually wipe since hakkar will get more life back
then he is loosing. If everyone is posioned hakkar will die quick.
Hope that helps a bit! |
|
| Back to top |
|
 |  |
External

Since: Apr 22, 2006 Posts: 1315
|
(Msg. 5) Posted: Wed Aug 02, 2006 9:38 am
Post subject: Re: Preparing for Zul'Gurub [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
crazyfalnger a écrit :
> Boss5 Panther boss: This boss sucks. Panther boss is a rogue who will
> vanish and ambush people for lots of damage. While this is going on you
> will have ungoldy amounts of panthers to deal with. The trick is to
> have tank take boss, dps boss as much as possible until she vanishes.
> THen have everyone get aggo of pathers and bring to corner for aoe. If
> you can't get the panther boss down quick enough the pathers will
> eventually overwhelm you.
As a hunter, don't forget to keep a flare out at the corners. That way
the mages and warlocks will be able to intercept stealthed panthers
(using fear and frost nova) before they come in reach of the "watched"
one (who basically has at all times the aggro of all panthers).
Remember the trick to use an AOE fear over a frost nova, for 8-10
seconds of total crowd control (mobs rooted and incapacitated) |
|
| Back to top |
|
 |  |
External

Since: Aug 02, 2006 Posts: 4
|
(Msg. 6) Posted: Wed Aug 02, 2006 11:18 am
Post subject: Re: Preparing for Zul'Gurub [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
"Ville-Matti Kiili" <ville-matti.TakeThisOut@kiieispammia.li.invalid> wrote in message
news:8o_zg.787$PD6.768@reader1.news.jippii.net...
> My guild is going to do the first Zul'Gurub run quite soon. Some of the
> guild
> members have experience about ZG, some don't. I'm thinking about it, but
> I'm not sure if I'm ready for it yet.
>
> What kind of equipment is recommended for ZG? My lvl 60 troll hunter has
> some
> green stuff and some blue stuff. I've heard that nature resistance is
> important,
> but I don't have any nature resistance equipment yet. One of my pets
> has nature resistance 60. Of course I can use aspect of the wild if
> needed.
>
> What about instance, it is mostly outdoor instance and thus easier for a
> hunter
> than some other instances, I guess?
Eipä sinne kovin kummosia vehkeitä tarvi, hyvät tankit ja hiilerit auttaa
paljon.
Myös AOE poweria tarvitaan. Hunter tekee sit vaan max dps:ää. Itse en edes
pidä pettiä esillä ZG:ssä. Hakkar tappelussa sitten hunter yleensä on se
joka pullii
adit jotta gruuppi saadaan myrkytettyä. Jos vasta tosin alottelette ZG:tä
niin jo ensimmäisten
bossien tappaminen vaatii hieman opettelua. |
|
| Back to top |
|
 |  |
External

Since: Nov 23, 2005 Posts: 414
|
(Msg. 7) Posted: Wed Aug 02, 2006 11:50 am
Post subject: Re: Preparing for Zul'Gurub [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
In article <1154530490.558198.246210 RemoveThis @75g2000cwc.googlegroups.com>,
"crazyfalnger" <crazyflanger RemoveThis @yahoo.com> wrote:
> Boss2 Snake boss.. This boss can go either way, its easy if everyone
> stand where they are supposed to. It hard if they don't. Basically you
> are up against the boss and 4 snakes. Tank boss, sheep as many snakes
> as you can, dps the snakes down one at a time. Once the boss is alone
> dps boss, its important that all melee be as close as possible, and all
> range be as far away as possible. This boss will cast chain lighting if
> anyone is mid range, and this can wipe your group easily. Boss starts
> in troll form, once he goes into snake form he will drop poisons, these
> do damage so have tank kite away from poison and keep dpsing.
Can you avoid the chain lightning just with this trick? 10 melee right
on him, everyone else at max distance?
Our method is to use massive mana drain in the first stage of the fight,
usually with a hunter's sting and warlocks but priests can do the trick
as well if we are warlock-deprived. |
|
| Back to top |
|
 |  |
External

Since: Apr 04, 2006 Posts: 283
|
(Msg. 8) Posted: Wed Aug 02, 2006 11:55 am
Post subject: Re: Preparing for Zul'Gurub [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
Catriona R wrote:
> Seems a little unfair on those people who don't use it - I'd be more than a
> little pissed off if I was excluded from things just because I don't like
> voice comms. I've tried them in the past and found that I can *either*
> listen to whats being said *or* concentrate on what I'm doing, not both,
> and concentrating on what I'm doing is a lot more use than screwing up
> because I'm trying to listen to what's being said.
Battlefield 2 had good ingame voice chat dynamics. The company
commander can ONLY talk to the squad leaders (4-6) and issue commands;
he can also speak to them 1 on 1.
The squad leaders could only talk to the company commander OR his squad
(1-6 members). Really cuts down on the cross-chat.
Not sure how ventrillo works, but I need to try it one day. |
|
| Back to top |
|
 |  |
External

Since: Jul 27, 2006 Posts: 49
|
(Msg. 9) Posted: Wed Aug 02, 2006 12:55 pm
Post subject: Re: Preparing for Zul'Gurub [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
Ville-Matti Kiili wrote:
> My guild is going to do the first Zul'Gurub run quite soon. Some of the guild
> members have experience about ZG, some don't. I'm thinking about it, but
> I'm not sure if I'm ready for it yet.
>
> What kind of equipment is recommended for ZG? My lvl 60 troll hunter has some
> green stuff and some blue stuff. I've heard that nature resistance is important,
> but I don't have any nature resistance equipment yet. One of my pets
> has nature resistance 60. Of course I can use aspect of the wild if needed.
>
> What about instance, it is mostly outdoor instance and thus easier for a hunter
> than some other instances, I guess?
Get some DM Tribute runs underway to get some decent blues in.
Venoxis is the easiest boss to deal with.
Popular tactics are as follows:
You'll enter the arena and see Venoxis and 4 Snakes, 2 either side, up
the steps. Everyone should congregate near the fire to the left. Healers
who have been designated to heal the MT should stand near the entrance
but back to the left a bit (We usually have 1 Priest and 2 x Resto
Shammys on MT Healing). DO NOT RUN OUTSIDE. This will reset the entire
fight.
What happens is Mages / Druids are assigned 1 Snake each to either Sleep
or Sheep. The Off Tank will then take down each of the 4 Snakes 1 by 1
until they are all gone. While this is happening the MT takes Venoxis
down the stairs and to the right. You'll see a path leading from the
entrance to the stairs and that should be your boundary line for the
others to take notice of.
So, MT runs in, drags Venoxis down the steps and to the right. As this
is happening Mages / Druids should be sheep or sleeping and the OT
should be systematically taking down the Snakes with everyone helping.
Once all the snakes are gone and as long as the MT still has Venoxis
tanked you then get to work on the boss. You should be using majority
Ranged DPS only and Locks / Hunters should be mana draining. If you
want, get a couple of high damage dealing Rogues in there to help the
MT. Once Venoxis gets down to 50% she/he will turn into the Snake. It's
vitally important that EVERYONE except the MT gets out of the way.
Venoxis has this chain damage thing that multiplys as it passes through
each player so it's very easy to wipe if too many people are banging
away at him/her. While MT is tanking, keep moving backwards in a circle
around the same area you've been tanking as Venoxis releases a cloud of
Poison that eats away vert fast. Keep ranged on and you'll find the
whole fight will take about 5 mins.
Once you've done it a couple of times you can add extra melee after the
50% mark but make sure they know about the Poison could. A tell-tale
sign is when Venoxis raises his/her arms. Must be an under-arm problem
We've done it in about a minute before. It's very easy. Get the timing
down and you'll have it nailed in no time. |
|
| Back to top |
|
 |  |
External

Since: Sep 21, 2005 Posts: 541
|
(Msg. 10) Posted: Wed Aug 02, 2006 1:16 pm
Post subject: Re: Preparing for Zul'Gurub [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
Ville-Matti Kiili ytrede sig i
<8o_zg.787$PD6.768@reader1.news.jippii.net> med dette:
>My guild is going to do the first Zul'Gurub run quite soon. Some of the guild
>members have experience about ZG, some don't. I'm thinking about it, but
>I'm not sure if I'm ready for it yet.
>
>What kind of equipment is recommended for ZG? My lvl 60 troll hunter has some
>green stuff and some blue stuff. I've heard that nature resistance is important,
>but I don't have any nature resistance equipment yet. One of my pets
>has nature resistance 60. Of course I can use aspect of the wild if needed.
Tanks can use a lot of nature resistance, but it's not important at all.
The improtant thing is to find the right tactic and expect to have a lot
of wipes before you get the first bosses down.
Healers should bring at least 10 Major Mana Potions, and everyone should
have at least 20 Greater Runecloth Bandages (at some encounters, only
tanks should be healed, the rest must bandage themself). Some resistance
pots will make it easier too.
I will suggest you should read up on the tactics for the various bosses
at <http://thottbot.com/?t=Tailoring;sort=slot>, especially the Bat boss
and the Snake Boss, since you wont get further than those at the first
couple of runs.
>What about instance, it is mostly outdoor instance and thus easier for a hunter
>than some other instances, I guess?
Hunters are great for several bosses, since they can kite the adds, so
the rest can concentrate on just killing the boss. It takes a lot of
practice though to get the tactic right for this.
Hunters are great too, for the needed mana drain. Some of the bosses
can't be killed if you don't drain them for their mana.
--
Allan Stig Kiilerich Frederiksen
"When you try to change a mans paradigm, you must keep in mind that he
can hear you only through the filter of the paradigm he holds."
-Myron Tribus |
|
| Back to top |
|
 |  |
External

Since: Apr 19, 2006 Posts: 62
|
(Msg. 11) Posted: Wed Aug 02, 2006 1:56 pm
Post subject: Re: Preparing for Zul'Gurub [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
Ville-Matti Kiili wrote:
> My guild is going to do the first Zul'Gurub run quite soon. Some of the guild
> members have experience about ZG, some don't. I'm thinking about it, but
> I'm not sure if I'm ready for it yet.
>
> What kind of equipment is recommended for ZG? My lvl 60 troll hunter has some
> green stuff and some blue stuff. I've heard that nature resistance is important,
> but I don't have any nature resistance equipment yet. One of my pets
> has nature resistance 60. Of course I can use aspect of the wild if needed.
>
> What about instance, it is mostly outdoor instance and thus easier for a hunter
> than some other instances, I guess?
I'm one MT in our ZG group, so I speak from this point of view.
I never ever needed nature resistence gear. Some bosses drop
poison clouds (snake boss), move out of it. Some drop fire to
the ground (I think it was the bat boss), move out of it.
The blue snakes shoot bolds of poison, and if such snakes
face the raid, they multiply and hit many chars. Thus, the
tanks have to turn the snakes away from the raid.
ZG is mainly an instance, where you need two MTs and some
healers. Where groups are larger you need crowd control, but
not more tanks. Druids sleep snakes and beasts, mages sheep
troll priests, ...
The hunters in the raid never have their pets out.
One thing to remember. Most bosses heal themselves, but rogues
warriors and mages can stop that, and have to.
Bart |
|
| Back to top |
|
 |  |
External

Since: Nov 23, 2005 Posts: 414
|
(Msg. 12) Posted: Wed Aug 02, 2006 1:56 pm
Post subject: Re: Preparing for Zul'Gurub [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
In article <4jbi6jF78ptaU1.TakeThisOut@news.dfncis.de>,
Bart Rider <caretaker.TakeThisOut@killamail.com> wrote:
> I'm one MT in our ZG group, so I speak from this point of view.
> I never ever needed nature resistence gear. Some bosses drop
> poison clouds (snake boss), move out of it. Some drop fire to
> the ground (I think it was the bat boss), move out of it.
> The blue snakes shoot bolds of poison, and if such snakes
> face the raid, they multiply and hit many chars. Thus, the
> tanks have to turn the snakes away from the raid.
Agreed, with the exception of the spider boss. Against tanks she does
most of her damage via poison, so if you find you're having trouble
keeping the tanks alive (and it's a wipe if they die) some decent blue
nature resist gear (Bloodvine, e.g.) will help.
> One thing to remember. Most bosses heal themselves, but rogues
> warriors and mages can stop that, and have to.
The bat boss, at least, is immune to Counterspell. I assume she's
immune to Silence as well but our priests usually have other things to
deal with than testing that.  |
|
| Back to top |
|
 |  |
External

Since: Jul 17, 2006 Posts: 1545
|
(Msg. 13) Posted: Wed Aug 02, 2006 3:58 pm
Post subject: Re: Preparing for Zul'Gurub [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
ville-matti.RemoveThis@kiieispammia.li.invalid (Ville-Matti Kiili) writes:
>What kind of equipment is recommended for ZG? My lvl 60 troll hunter has some
>green stuff and some blue stuff. I've heard that nature resistance is important,
At least some tier 0.5 stuff is a must - this is not an easy instance. With
greens you'll be able to clear trash fine, but your tanks at least better
be well geared.
>but I don't have any nature resistance equipment yet. One of my pets
>has nature resistance 60. Of course I can use aspect of the wild if needed.
Nature resistance is unneeded for ranged for sure. I think the only time
where it would be nice to have is on the spider boss. For Hakkar you WANT
to get poisoned.
>What about instance, it is mostly outdoor instance and thus easier for a hunter
>than some other instances, I guess?
It's almost entirely outdoors. The panther boss is the only indoor one, I
think. *
--
* PV something like badgers--something like lizards--and something
like corkscrews. |
|
| Back to top |
|
 |  |
External

Since: Jul 17, 2006 Posts: 1545
|
(Msg. 14) Posted: Wed Aug 02, 2006 4:04 pm
Post subject: Re: Preparing for Zul'Gurub [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
"crazyfalnger" <crazyflanger.DeleteThis@yahoo.com> writes:
>are not posioned you will heal hakkar. If too many people aren't
>posioned you will eventually wipe since hakkar will get more life back
>then he is loosing. If everyone is posioned hakkar will die quick.
After Hakkar, you also have Jin'do. The most annoying thing about that
fight is that your main threat (the shades) are invisible to you most of
the time. Never decurse during this fight - Jin'do's curse is the only way
to see the shades. *
--
* PV something like badgers--something like lizards--and something
like corkscrews. |
|
| Back to top |
|
 |  |
External

Since: Apr 19, 2006 Posts: 62
|
(Msg. 15) Posted: Wed Aug 02, 2006 5:36 pm
Post subject: Re: Preparing for Zul'Gurub [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
crazyfalnger wrote:
> ZG is a great run, esp for the newer guild, The bosses are rather
> complex. Some trash mobs can be complex as well. The best thing you can
> add to your raid for a ZG run is someone experienced with ZG and vent.
> Its important everyone knows their roll on most bosses, so what better
> what then having someone announce it over vent prior to fight. After a
> few runs this wont be needed anymore and you guys will have ZG on farm
> status.
>
> Here is a quick listing of things that may require attention:
>
>
>
> -Trash mob: Bat rider(elite) with 4 bats. Make sure you have a tank
> grab the bat rider while the rest kill off the regular bats. After they
> are down you can dps the Bat rider. At 25% health the bat rider will
> burst into flames and blow up. This causes over 2k damage, I think even
> up to 6k. So at about 50% health have all melee except tank run away
> from bat. Keep tank shielded and healed and the tank should be able to
> take the hit. Or if not, its only one person to rez. That part is
> simple but when you get 2 bat riders and 8 bats you need to pay more
> attention.
>
> I'm only going to give you a brief run down of the five major
> bosses(bat, snake, spider, tiger, panther) if you don't kill these
> bosses Hakkar( the main boss) will be stronger and rip you apart. All
> the other bosses in ZG are optional.
>
> Boss1 Bat Boss: This fight starts in bat form, have tank get in 5
> sunders, dps the boss down until bat form turns into troll form. At
> this point everyone needs to watch out for orange bat bombs being
> dropped near them, they do a lot of damage. The tank will have to kite
> the boss away from these bombs or all melee will die. Also the troll
> form will heal, so have shield bash and kicks ready or you are in for a
> long long fight.
>
> Boss2 Snake boss.. This boss can go either way, its easy if everyone
> stand where they are supposed to. It hard if they don't. Basically you
> are up against the boss and 4 snakes. Tank boss, sheep as many snakes
> as you can, dps the snakes down one at a time. Once the boss is alone
> dps boss, its important that all melee be as close as possible, and all
> range be as far away as possible. This boss will cast chain lighting if
> anyone is mid range, and this can wipe your group easily. Boss starts
> in troll form, once he goes into snake form he will drop poisons, these
> do damage so have tank kite away from poison and keep dpsing.
>
> Boss3 Spider Boss: This is a tuff one. Have everyone stand about 30
> yards away from boss, have tank goto boss. All rogue's can dps boss as
> well but their real roll is to kill the mini spiders. These spiders
> will grow and become stronger, too many big spiders will cause a wipe.
> Rogues should be on them asap, when they are dead they can dps boss. 4
> mini spiders come at start, more spiders will come. The boss will also
> loose aggro from tank and run a muck on your casters(who are standing
> 30 yards back) so its important to have a tank with the casters/range
> who can snap the aggro off of them and bring the spider boss back to
> the main tank.
>
> Boss4 Tiger boss: This boss took my guild about 10 tries. This fight
> requires timing. Basically there are three bosses, main boss, a rogue
> and a healer. If you don't kill all the bosses at the same time(with in
> 5-10 seconds) they will rez each other at full health and you will need
> to reset(just run out of the area, they wont follow you, you dont need
> to wipe) This concept is similar to the core hound packs in mc. When
> the bosses comes out get a tank and three of them. Have two tanks on
> the rogue(he will gouge and loose aggro from the tank, so you need an
> off tank) and have dps kill the two tigers that also come out. Now
> slowly dps each boss. Its help full to have each tank pull the bosses
> away from each other. One tank goes out to the left, one stays in
> middle, one goes to right. When all bosses are at about 10% health,
> rush to middle and aoe. THey don't have to all die the at the exact
> moment, but very close to it. After the the tiger boss spawns as a
> tiger with two tigers. DPS should kill tiger adds. Tank takes boss,
> with healers ready. THis part is just all dps, and killing tiger adds
> as they come. Watch out for when he knocks you back, have tank stay
> against wall to avoid being thrown all over the place.
>
> Boss5 Panther boss: This boss sucks. Panther boss is a rogue who will
> vanish and ambush people for lots of damage. While this is going on you
> will have ungoldy amounts of panthers to deal with. The trick is to
> have tank take boss, dps boss as much as possible until she vanishes.
> THen have everyone get aggo of pathers and bring to corner for aoe. If
> you can't get the panther boss down quick enough the pathers will
> eventually overwhelm you.
>
> After they are all down its time for Hakkar, who is actually easier
> then pather or tiger boss.
>
> Hakkar: Have tank take hakkar. Have group stand back, where stairs are.
> Dps hakkar. There will be serpent adds who die and release poison.
> Have off tank pull adds and everyone dps adds. When adds die everyone
> stand in poison(except main tank). Hakkar will then do a life siphion.
> If you are posioned(glowing green) you will hurt hakkar a lot. If you
> are not posioned you will heal hakkar. If too many people aren't
> posioned you will eventually wipe since hakkar will get more life back
> then he is loosing. If everyone is posioned hakkar will die quick.
>
> Hope that helps a bit!
>
/push
Nice Summery.
One comment to the trash mobs. Beware of fear (berserk and troll
priests do fear). Normally, you don't kill every trash mob group
around, so try not to be feared into another group.
By now, to get the class enchantments we usally farm Jin'Do the
Hexxer (http://www.thottbot.com/?n=743951) and Bloodlord Mandokir
(http://www.thottbot.com/?n=743923). See the Thottbot sites for
good descriptions on how to down them. Both drop the Primal
Hakkari Idol (http://www.thottbot.com/?i=53700), but only one.
Best regards,
Bart |
|
| Back to top |
|
 |  |
|
|
You can post new topics in this forum You can reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum
|
|
|
|