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Zul'Gurub Instance Guide


Baracko

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So! Raeda wants a guide to the troll sanctuary, eh? Well, guide she will get! Them damn trolls been buggin us too long, and we've been doing our best over the past few months to thin their numbers! :)

Here is what we have learned along the way...

--- Baracko's ZG Raid Guide ---

*Read at yer own Peril!* :yahoo:

Trash Mobs

Trash mobs in here are pretty straight forward! They come in altering combinations of snakes, trolls, and berserkers with the occasional priest and blood-drinker thrown in for good measure. A good rule of thumb is to sheep the nastiest of the bunch first if you are dealing with a small group. Adders can poison large numbers quickly, so be prepared to depoison with whatever means you have at yer disposal. Axe-throwers can do a spin that can wipe out clothies quick - get out of range if they start breakdancin, and use an interrupt to break their mojo. Priests should always be sheeped first, as their fears can run you headlong into other groups. Berserkers have the same ability, and should always be pulled singley if possible and burnt down fast. Blooddrinkers are the worst of the bunch, and will heal easily if they are too close to the group. They should be tanked away from the group and ranged dps'ed till dead.

Honestly, the easiet way to deal with these is to listen to the raid leader or follow an experienced group's lead. The trash pulls are uncomplicated and can be done swiftly with experience people.

Jek'lik

The approach to Jeklik can be difficult. Her lair is guarded by roving groups of Batriders and their winged minions. Groups of bats should be handled one at a time by seperating the riders from the smaller bats, and burning the small bats down first. Once this is accomplished, focus yer fire on a single tanked rider until each is down in turn. Be wary of the rider's defeat! As they get close to death, they will often summon an innate ability to explode, doing serious damage to any closeby.

Small groups of priests and axe-throwers are interspersed there as well, and should be handled as previously discussed.

Once all mobs are cleared, Jek'lik waits for you atop the wall. Through previous battles with her, we have found a sure method of defeat. Begin by placing your Main Warrior by the wall, prepared to pull her down. With the tank's direction being North, place a shaman SE from the warrior on the grass clumps to drop totems and provide a charge target. Rogues should be stealthed around the warrior, awaiting the dps call. All remaining battlers should be North of the tree clump in the middle of the area, prepared to do ranged dps.

Once your main warrior gets her attention, delay attacking until her armor has been sundered three times. She will random charge every 10-15 seconds (hopefully your nearby shaman) and do a sonic burst causing silence for 10 seconds - this constitutes the main reason why the caster corp should stay out of range. Through the first phase of this battle, bat groups will be summoned to aid Jek'lik. Pull them away from the main tank, and clump the together to allow area damage to be done. Once they are down, resume attackin Jek'lik.

When half her strength is spent, Jek'lik will change back into her human form. She is a caster, so be prepared with interrupts - esp. if she heals. Shaman and Rogues should make sure that she doesnt. During this segment of the battle, Jek'lik will call bat bombers to drop flames on the group. Make sure to move out of the fire, and feel free to move Jek'liks position if she become surrounded by flames.

The key to this fight is steady damage, good positioning, and solid interrupts.

More to come...

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