Friday, October 14, 2011

DGtCDB: Zul Gurub

Boy, this is late in coming but these take significant writing time to do and I've been busy.

Important Trash Note: Utilize your Cauldrons. Green Cauldrons will provide a substantial immunity to Nature damage - handy for fighting certain mobs and passing toxic areas. Blue Cauldrons will give you a buff that freezes and does substantial damage to the first target you hit; they make certain mobs much easier to kill. Red Cauldrons don't really get used much in trash, but cause you to make like a 'lock and start casting a Hellfire equivalent - with the exact same consequences to your health. All three will play in role in one of the later boss fights.

Going to try doing this in a slightly different format than the earlier ones which I've been advised were too "wordy". Sooooo, streamlined it is....

High Priest Venoxis
First boss does a lot of poison/nature damage - much of which is demonstrated by the trash priests on your way to the boss.
Rule One of Venoxis: Don't stand in Green. Repeat: Do. Not. Stand. In. Green. Tanks, please position the boss so that his ass is not facing the green fog on the staircase as you will make it hard for Melee to not violate Rule One; fog damage aura extends further than you think. Likewise, when the boss goes snake and starts spitting bile, get behind it, don't eat it.
Interrupt: Whispers of Hethiss - You'll likely need to rotate on this because it will be cast about every 5-8 seconds
Run Away!: Toxic Link - If this is cast on you, a green line will form between you and another player. You want to get away from that player as quickly as possible in order to cancel out the ability. Ranged and Healers should pre-position themselves in the room so that the ability will fall off immediately to negate it entirely for those players. Think a big triangle with Ranged DPS in opposite base corners and Heals at the tip towards the back alter.
Bloodvenom Tendrils - the boss will cast this when he jumps back up the stairs. You'll need to run though the green maze of lines on the ground to avoid the AoE damage they will do shortly after spawning so leave yourself a path to run and, if necessary and health allows, don't be afraid to cut quickly across a line if it means being able to avoid the AoE.

Avoid those abilities and Venoxis will likely fall in 1-2 phases.

Bloodlord Mandokir
Straightforward Tank + Spank pretty much. Mandokir will occasionally jump around and instagib someone with Decapitate so be prepared as Tank or Healer to have the other go down from time to time when RNG hates you. Deaths on this fight also cause Mandokir to Level Up - increasing damage by 20% for each one so you're trying to finish him before he simply overpowers you.
Rule One of Madokir: the Chained Spirits are how you get revived from Decapitate. You have 8. Mandokir will (re)spawn his Raptor Ohgan over the course of the fight. If Ohgan is allowed to run freely, he will kill the Chained Spirits. No chained spirits, no rezes. No Rezes, dead party through attrition. You want to control Ohgan with slows or burn him down to prevent this and maximize your Chained Spirits.
Run Away!: Devastating Slam is a conical AoE attack which has a ground effect similar to Earthquake in a big frontal V. Prioritize clearing out because ground spikes will erupt within it and kill you instantly. You don't want extra deaths on this fight - remember each one causes Mandokir to Level Up.
Periodically: Bloodletting will be cast on a player and a red line will link them and Mandokir. They will lose 50% of their remaining health every 2 seconds for 10 seconds up to a minimum of 75K. Healers need be aware of that minimum and also top these players back up after the spell finishes.

Mandokir will enrage at 20% increasing his attack speed by 100%. Survive that and take your spoils.

High Priestess Kilnara
Somewhat of an add fight, the Tank will need to juggle holding agro on Kilnara with pulling kitties to be burnt down by the DPS.
Rule One of Kilnara:: Her kitty adds need to die before she hits 50% health, or else any remaining adds will agro and start chewing on the party.
Interrupt:: Tears of Blood - she will cast this periodically before she goes below 50% and it will do significant AoE damage to the party if left to run it's full course.
Run Away!: Wave of Agony - she will face a random player and create a giant purple wave. Anyone standing in its path will be knocked back and take 70-80K damage when it goes off so clear out of it's path/get behind her before it does.
Dispel: Lash of Anguish is 18-20K damage every 2 seconds for 10 seconds - ~80-100K. If you can dispel magic, take it off, don't heal through it.
Periodically: Wail of Sorrow will damage the party. Heal through it.

At 50% she will turn into a giant cat lady, the roof will collapse dealing AoE damage, and any remaining kitties that weren't killed will awaken and attack the party. Heal through the AoE damage to top everyone back up and then just burn her down before her attack buff builds to the point where she can kill you all.

This is where those Cauldrons we were talking about earlier will come in handy.
Rule One of Zanzil: Use the right cauldron at the right time. Blue to Kill/Control spawned Berzerkers, Red to Burn down Zombies, Green to handle Toxic Torment.
Interrupt: Voodoo Bolt as much as possible to minimize Tank damage.
Run Away! Zanzil Fire is a line of fire towards a random target. It is not a buff.
Zerkers will lock on to a random player just like they did on the path up to Zanzil's area. If you can't kill them in an iceblock, the person they target needs to kite while DPS finishes them off.

This entire fight really depends on how much DPS you have. With lots, it's entirely possible to have everyone grab the Fire Cauldron to start, stack on the boss, pop Hero, and heal through the party damage from the Cauldron buff while you try to beat out the Potion timers. At which point, it basically comes down to what you get first. If your first Potion revives a Berzerker, it's best to deal with it. But Toxic Torment, or Zombies? Get the appropriate buff, then stay on Zanzil and burn baby burn! But, if your DPS is low it's going to be 3 phases at least so don't be impatient: take the time to handle them appropriately because the boss really can't kill you if you manage his adds/potions correctly.

Jin'do the Godbreaker
Ahhh, the fight that still breaks many party's backs. Quick and easy done right, brutal wipe fest done wrong.

Phase 1: Above 70% health, Jin'Do will basically use two abilities: Deadzone and Shadows of Hakar.
Targets in the Deadzone take 90% less magic damage, but also cast 90% slower. Tanks want to keep Jin'do out of these so he doesn't get the 90% reduction buff. When Jin'do goes to cast Shadows of Hakar though, the party wants to be inside the Deadzone because the Chain Shadow damage will destroy players otherwise. So basically, you're going to dance in and out of big green bubbles until the boss runs away and starts...

Phase 2: Ahhh.... the phase of mass death. There will be three chains in the room covered by bubbles. To break these, the tank needs to go pull Gurubashi Spirit from the landings below and get them upstairs. The Gurubashi Spirit should not be killed right away; instead the party wants to keep him up until he casts at least one Body Slam on a random player who must be standing near one of the chain bubbles when he casts it in order to break the chain.
Rule One of Jin'Do: Don't miss your Body Slams. The longer this fight goes on, the more adds will spawn in the room and the harder it's going to get. You want your first three Slams to hit the chain bubbles. Also note: the purple circles created by the slams increase all damage done to things inside them by 200% so you really want to take advantage of these and get them placed not just so that they break the chain bubble but that the chain itself is included as well.
Run Away!: Shadow Spike - If there are white puffy clouds below your feet, a large amount of damage is coming your way. Move out of the smoke circle. Note: the damage buff from the purple circle applies to these strikes as well - you really don't want one of these landing on you as Melee while dealing with the chain.
Control: Gurubashi Spirt - Tank and Healer need to communicate to the party how many jumps you want to try and take per Spirit because the longer he's up, the more damage he does. While you don't want him immediately dead, whether or not you're killing one after every shield break, or after two, or going for all three needs to be communicated to the party so your Tank doesn't die.
Twisted Spirits - will spawn from shadow portals and harass the party in increasing numbers as the fight goes on. Ranged should make a best effort to control these as they will beeline for your Healers otherwise and do significant melee damage. Failure to control these often ends up in dead Healers which often means wipe time. It's best for the Ranged to stay near the healer so that they can camp a Chain together as mobs rush in instead of run all over the room and be out of position for a Body Slam.

Control the adds, break the bubbles, and destroy all three chains and you'll be free to go.

Yes. I know there're 4 random archaeology bosses. There are also almost no people who've done the prof to spawn the boss sooo I'm not bothering.

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