Warlocks @ Zul'Aman

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Path: Classes | Warlock | Warlocks @ Raid Bosses

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Nalorakk

Mostly tank n spank, with a few twists regarding positioning.

  • Stay at maximum range at all time.
  • Spread out, especially during the humanoid phases.
  • No need to move around much, except to get back into position after being knocked back.
  • Watch your threat. You do not want this guy to give you a bear hug.

External strategy link

Akil'zon

Not a complicated fight, but one that does require lightning reflexes (ha ha).

  • Spread out in a small circle around the tank. Stay at least 12 yards away from all players, to avoid chaining Static Disruption.
  • When Electrical Storm hits, fall back asap onto the black spot below whoever got hit. This is what makes or breaks an attempt, so be alert.

Dealing with the adds

Warlocks, among other classes with instant DoTs, are great at dealing with the Amani Eagles. Depending on spec, it will take one or two players two keep them under control. Alternatively, the adds can be ignored, but this puts considerable added stress on the healers, so not recommended in all groups.

External strategy link

Jan'alai

Trash

The trash leading up to Jan'alai is quite intense. There are patrolling scouts that need to be rooted and killed quickly or they will alert many, many adds. These scouts are on short respawn timers, so avoid afk until you reach the boss and watch your back.

Timing, control, DPS

Timing is everything in this encounter. If DPS on the boss is too high, there will be too many hatchlings when he hits 35% health - the moment when all remaining eggs will hatch. If, on the other hand, DPS is too low, he will enrage after 10 minutes, wiping the raid. So, keep your eyes on his health bar and the enrage timer and adjust your dps accordingly.

Hatchers and Hatchlings

One Hatcher is killed asap after they spawn. The other will be allowed to hatch a total of 10 eggs. After that, the second hatcher and all hatchlings that spawned are AOE'd.

Positioning

Spread out to avoid too many people getting hit by the cone shape Flame Breath.

Fire Bombs

The bombs are easy to avoid if you change the camera view to top-down and fully zoom out.

External strategy link

Halazzi

Phase 1 - Troll form

Max range, spread out, tank n spank. Nothing special.

Phase 2 - Split forms

P2 starts at 75%, 50% and 25% health.

  • Stay spread out to avoid chain lightning from the totem.
  • Kill the Corrupted Lightning Totems asap. To make this easier the following macro can be used instead of your normal assist macro:
    /assist playername
    
    /targetexact Corrupted Lightning Totem
  • When there are no totems up, dps Spirit of the Lynx. Do not dps Halazzi during this phase.
  • If there are few dispelling classes on the raid, then a Spellstone or Felhunter can be used to remove the Flame Shock dot.
  • Phase 2 ends when Spirit of the Lynx reaches 19% health.

Phase 3 - from 25% to 0%

Basically a P1 with added Corrupted Lightning Totems.

External strategy link

Hex Lord Malacrass

Banishing

Two out of the eight possible adds can be banished: Gazakroth the imp and Fenstalker the elemental. Whether they are actually CC'd or killed should be discussed beforehand.

Spirit Bolts volleys

Shadow Ward is very valuable here. Best to cast it whenever it's ready.

Siphon Soul

Pay close to attention to whom gets Siphon Soul. Depending on their class different nasty things will happen:

  • Druid: Nothing special.
  • Hunter: Avoid traps. If a snake trap fires, throw some AOE to deal with the snakes.
  • Mage: Nothing special.
  • Paladin: Nothing special.
  • Priest: Mind Controlled players should be CC'd. Fear could be an option here. The MC lasts 20 sec.
  • Rogue: Nothing special.
  • Shaman: Kill totems asap.
  • Warlock: Spread out to avoid Rain of Fire. It ticks for 3k.
  • Warrior: Be alert when a warrior gets Siphoned. Spell Reflect hurts.

Drain Power

Drain Power works like a DPS/gear check as Growth does on Gruul. So be the best you can be - don't hold back on consumables.

External strategy link

Zul'jin

This is a complex, five phase encounter. Phases change when Zul'jin reaches 80%, 60%, 40% and 20% health. Make sure no dots are up whenever a new phase is about to begin.

Adds

His 10 adds are fairly weak and can be easily disposed of with some SoC.

Phase 1 - Humanoid form - 100%

Easy peasy. Stay at range and tank n spank.

Phase 2 - Bear form - 80%

If the dispelling of Creeping Paralysis proves difficult, a felhunter can be used very effectively to get rid of it (Devour Magic).

Phase 3 - Eagle form - 60%

  • This phase is all about avoiding Tornadoes. If one gets close, stop casting and move.
  • Casting spells is "expensive" in the sense that every cast also damages yourself. Use only your spells that deliver the highest amount of damage per cast. For most warlocks that means CoD and SB. Note that Life Tap also triggers the damage effect, making it hurt more than usual.
  • Don't feel rushed, this phase can take as long as needed. The aim is to have zero deaths and have as much mana left as possible when P4 starts.

Phase 4 - Lynx form - 40%

Bunch up at the boss to make both your own and the healers' job easier. To further help the healers (who will be quite overworked in this phase) down a HS and a health potion if you're being targeted for Claw Charge.

Phase 5 - Dragonhawk form - 20%

This phase is relatively straightforward and easy, if enough players are still alive. Don't stand in front of the boss, and run out of Column of Fire if one spawns on you. Other than that, just burn the sucker down!

External strategy link