Patch 4.1: Guide to the new Zul'Aman, part 2

Jan'alai trash
This is the most touch-and-go portion of the instance's trash pulls. You'll find Amani'shi Scouts along the path and in various mob packs, and unless killed quickly, they'll run to a nearby drum and summon additional elite adds. Obviously, you want to avoid this, so any snare/root effects you can put on the little bastards should be deployed here. They're very easy to kill otherwise, and if you've done ZA before, you'll find them spawning in the exact same pattern all over again.
Otherwise, the most dangerous adds are the fire-casters, who will spew an AoE fire damage attack. This gets ugly pretty quick. What I can't tell you is whether this attack can be interrupted or not, so you're on your own there.
Jan'alai (dragonhawk boss)
This was one of the fights that drove warriors and bears up a wall back in the day due to the two specs' abysmal AoE threat generation. While that's no longer true, this is arguably the touchiest "animal boss" for a PUG.
- Flame Breath A frontal cone AoE fire attack that leaves a line of fire in its wake (I think this is the encounter's only really new mechanic). He targets this randomly, so try to keep the group spread out to minimize the risk of multiple people getting hit. If you're tanking, keep Jan'alai turned away from the group for the inevitable moment when you're the target. If you're anyone else, don't sit in fire. Sitting in fire is bad. Fire bad. Tree pretty.
- Fire Bomb Periodically Jan'alai will stop attacking, move to the center of his platform, and spawn little golden bubbles all over that will eventually swell and explode, dealing a huge amount of fire damage to anyone standing on top of one. As long as you move early, it's easy to avoid this, and he doesn't seem to spawn anywhere near as many Fire Bombs as he did at 70 (I remember having some hair-raising moments as a tank in the old ZA wedging my giant bear ass between the bubbles; at 85, you'll find some pretty big safe areas). Oh, and don't get caught too close to the entrances to the platform, either; he'll also spawn a line of fire there, so it's not a refuge.
- Summon Aman'ishi Hatcher Jan'alai retains the ability to summon special hatcher mobs that will run to both sides of the platform and spawn dragonhawk hatchlings from eggs. If you've never done ZA but you read the ZG guide we published earlier, how you deal with this is pretty similar to how you'll deal with High Priestess Kilnara's panthers. The idea is not to keep them from spawning but control the rate at which they do. When Jan'alai hits 35%, he will hatch all remaining eggs, and ideally you want few to no eggs around for the last part of the fight. To control the spawns, talk to the group in advance about which Hatchers you'll let through, which you'll kill (e.g., "Let the right one go the first time, kill the left, then switch"), and how many eggs you'll let spawn at a time. While the dragonhawks don't do a lot of damage individually, they apply a stacking debuff called Flame Buffet that increases fire damage taken. While it's dispellable, your healer is going to blow through a ton of mana to keep your tank up, because Jan'alai's not going to drop aggro in the meantime.
Halazzi trash
Unfortunately, I never saw this trash; the sole time I saw the latter half of the instance, I zoned into a group that had already completed it. If it's anything at all like the trash in the first half, it's not changed substantially from its level 70 incarnation. Expect a number of invisible lynx adds (i.e., don't ever walk in front of your tank) and trollish beastmasters. There was also a pathing mob pack in Halazzi's enclosure that was easy to miss if you weren't looking carefully, but again, I'm not certain that it's still there. However, this was the least troublesome trash clear of the instance at 70. While my memory's hazy on this point, I also recall a mob in Halazzi's enclosure with a frontal-cone cleave, or at least something that kept me tanking them facing a wall.
Halazzi (lynx boss)
Halazzi is still a dual-wield mob with significant melee damage. However, his mechanics are simpler to deal with than Jan'alai's.
- Frenzy Periodically Halazzi will get much larger and increase his attack speed by 60% for several seconds. As you'd expect, damage ratchets up on the tank while this happens, and it can help to blow a minor cooldown if the tank has a bad avoidance streak or if the healer's mana is getting low. However, Halazzi will likely Frenzy far more than you'll have a cooldown up, so just be prepared to heal through this.
- Totems Halazzi will drop totems that heal him or do damage to the group, so you should kill them immediately. That said, here's an achievement for going the length of the encounter without touching the totems and, appropriately enough, it's called Tunnel Vision. Ha ha, Blizzard.
- Transform Halazzi will split into both a troll and lynx form; when this happens, the troll doesn't drop aggro on the tank, but the lynx seemed virtually untankable. The cat will charge and attack random group members and does some pretty respectable damage, but he was susceptible to stuns and snares (though not roots) from what I observed. If Halazzi and his lynx form continue to follow the same mechanics they did at 70, you can theoretically DPS either down as a means of getting rid of the lynx (at 70 the lynx would despawn after you killed it or else did a certain amount of damage to Halazzi's troll form), but unfortunately this wasn't something I was able to confirm. To be frank, that the lynx didn't seem to follow normal aggro rules does prejudice the encounter in favor of killing it anyway.
Hex Lord Malacrass
Rather than four adds, Malacrass only has two these days, and you can crowd-control both. Neither has a lot of health (and which ones spawn seem to be random, as it was at 70), but it'll simplify the encounter if you only deal with one at a time. Really, they're mostly there to guarantee that your group has to deal with them and give Malacrass some uninterrupted time at the start to get some Drain Power stacks off, which is the encounter's real challenge.
- Drain Power Malacrass will drain power from players, reducing your damage by 1% and increasing his own by 10%. Yep, this stacks. Yep, it's essentially a soft enrage.
- Spirit Bolts Periodically Malacrass will stop and channel shadow damage at the entire group. At 70, it wasn't all that uncommon for raids to wear a few pieces of shadow resist gear to deal with this one mechanic, but it's not too bad at 85 ... until you get close to the end of the encounter with Malacrass sitting on a lot of Drain Power stacks. Be prepared to blow a survivability cooldown or two as the fight winds on to help your healer keep up with the damage.
- Random player abilities This is arguably the most interesting part of the encounter. Malacrass, while draining players' power, also gains the ability to use some of their skills. He can't use any abilities from a class that's not present in the group, so the only skills you'll see will come from the class composition you're rocking in the dungeon (e.g., if you have a druid, paladin, warlock, rogue, and warrior in your group, you'll see him steal druid, paladin, warlock, rogue, and warrior abilities). As far as I'm aware, the skill set he "borrows" hasn't changed from level 70, and you'll find a list on Malacrass' Wowhead page (just be aware that Wowhead hasn't updated to Malacrass' level 85 version yet). And yes, Malacrass has been updated to borrow things from death knights as well. I would actually nominate the borrowed Mark of Blood ability to be among the more troublesome (see below for why).
Daakara
Sorry, folks; I never saw this guy and, like Malacrass, there's precious little information available for him online. As soon as I land a competent group on the live servers, I'll update the guide.
WoW Patch 4.1 is on the PTR, and WoW Insider has all the latest news for you -- from previews of the revamped Zul'Aman and Zul'Gurub to new valor point mechanics and new archaeology items.
Filed under: Analysis / Opinion, Raid Guides






Reader Comments (Page 1 of 2)
boffthatmage Apr 26th 2011 7:58PM
All looking good. The only thing that worries me is getting past the dreaded Gong Boss at the start!
Bronwyn Apr 27th 2011 11:46AM
The gong boss isn't a problem since only one person needs to click these days.
bushkanaka86 Apr 27th 2011 1:27PM
The gong still requires 8 people to ring it but thankfully, Vol'jin counts as 7. Not sure were Harrison Jones wandered off too though.
In addition to this guide, I ran ZA last night and a couple other things/changes that I noticed:
I can confirm your suspicions about Nalorakk having Mangle. I saw it as a bleed debuff on the tank last night but unless the tooltip was wrong, the dot appeared to be rather insignificant (something along the lines of 12000 damage over 5 sec).
Regarding the trash before Jan'alai, as someone mentioned below me, you can spellsteal the haste buff on the fire casters which gives mages an insane cast time. Also, to answer your unknown, yes, you can interrupt them. The cast is very fast, like .5 seconds so it is very difficult but our pally interrupted one. A warlock's curse of tongues or a hunter's spore bat pet can slow the cast down so it is more manageable.
The trash leading up to Halazzi is almost identical to the level 70 version. There are 3 packs of stealthed cats that will jump you. The patrol is still around, 1 Beast Tamer and 2 Crocs. I don't remember if they had this ability back in the day but the Beast Tamer can Mind Control a member of your party. He also puts a mark on a target which causes the crocs to attack them regardless of threat. They killed me (the healer) but my group was able to finish them off regardless.
On the Halazzi fight, I wouldn't recommend killing the lynx when he splits to troll form. The lynx has over 2M HP and the troll form also has around 2M HP. The phase shifts back when the troll dies so I think the DPS is better spent on him. As a healer in full 359 gear, the damage in that phase was quite a bit but it was manageable. The healing in the other phase is quite minimal so its ok to blow all your mana during the Spirit phase.
This isn't a change, but I think it is fairly lame that when the Hex Lord channels a hunter, the only abilities he gains are traps. He laid a couple traps but he laid them in the middle of no where so no one even hit them. I think he should be able to do ranged attacks or something.
When they replaced Zul'jin with Daakara, I was expecting a completely new fight. However, the fight turned out to be nearly identical other than the fact that he only picks 2 animals at random to transform into instead of using all 4 animals.
I guess I will have to add a question to the Queue though because if they kept all the bosses the same in ZA and even the last fight is the same, what was the point in removing Zul'jin?
Straz Apr 26th 2011 7:59PM
"Fire Bad. Tree pretty."
Pure win lol
Chrisissocool1996&gmail.com Apr 26th 2011 8:11PM
Actually, malacrass did DK abilities long before 4.1, so you might want to check that
PeeWee Apr 27th 2011 4:23AM
Soloed Malacrass a few times on my blood DK. Took 22 minutes the first time while I learned the drill -.-
Each attack... EACH attack (incl. DOT ticks, from what I could see, not 100% sure about that) that a marked target strikes him with, heals him for 4% of his max health.
Now I fear PUG's more than anything.
splodesondeath Apr 26th 2011 9:08PM
Lots of fun - it's the only one I've gotten so far.
The Blazing Speed buff on the Flame Casters IS AWESOME TO SPELLSTEAL. Do that shit right away, nothing is funner than sprinting around shooting .3 second fireballs at stuff.
Spawn Apr 26th 2011 9:43PM
Just finishedthis with a PUG on live server, last boss remains fairly similar to his old self, changes into one of the four animals bosses and gains similar abilitis, we killed him to fast to see eagle but bear charges dealing AoE damage, lynx he changes into a lynx with bleeds and spawns two lynx adds, and dragonhawk he will cast the fire cone and do a flame whirl which leave a 50% fire damage increase that will stack and is unavoidable. There may have been other mechanics but was busy healing so this is all I noticed, hope this helps anyone who gets to him.
talkaboom Apr 26th 2011 10:13PM
He will choose 2 random forms instead of all 4 at 85.
talkaboom Apr 26th 2011 10:14PM
WTB edit button.
Either that or we killed him too fast.
Furi Apr 27th 2011 10:48PM
Aye it's 2 forms only and doesn't change on a wipe. for the cat fight if you have a priest it works to bubble at roughly 5 stacks. For my group it also worked to save cooldowns for the dragonhawk fight.
Udja Apr 27th 2011 12:12AM
Our group saw bear and dragonhawk; the dragonhawk phase was ridiculously easy. We actually lost all 3 dps and our healer partly into the dragonhawk phase, but our blood DK tank amazingly solo'd him down from 2 million.
Bear phase: rotate players in and out like you did for the bear boss
Dragonhawk phase: watch for tornadoes and kill the lightning totems
Saeadame Apr 27th 2011 8:29AM
My recent group got the Lynx and the Dragonhawk. For the Lynx, when he's mauling a random player the tank has to taunt and use a cooldown or the person will more than likely die, particularly if your healer doesn't have other-player damage mitigation spells to use. Our first tank for the fight apparently didn't know where his taunt button was, so we kept dying (annoying). Then we got the dragonhawk, pretty straight forward, lots of fire on the ground, the usual.
Lennox Apr 27th 2011 1:15PM
My group got the Bear and Eagle. Bear is very similar to Narolak, including the need to have people alternate being furthest away.
Eagle is much more simpler then back in the original ZA. The wind effects this time are much easier to avoid. Tornados pop that will follow people around and will stop for a few seconds, a bit like the tornado on the air elemental mini boss in ToO. He still does damage to casters if they cast, but the damage is much lessened. Our Resto Shaman was so bored during this phase he started doing some DPS, he said the damage was really easy to cover. Admittedly, in our group, he was the only caster, so a more caster heavy group will make things a bit more damage intensive.
Tirrimas Apr 26th 2011 10:06PM
Yay! Thank you!
cfen74 Apr 26th 2011 10:18PM
Beer foamy.
Ian_ohearn Apr 26th 2011 10:18PM
Ah that explains why my group never saw eagle, charges were towards the start so must have been before he shifted so ignore what I said about bear abilities.
Vandell [XBL: Keazra] Apr 27th 2011 1:18AM
Being on an RP server I just have one question..
.. is there ever another opportunity to get a robe like the one Vol'jin gives for killing Daakara? The Robes of Dissenstion?
PeeWee Apr 27th 2011 4:24AM
Find the item on Wowhead and look at the "same model as"-tab. If there is no such tab, the item is unique.
Jim Griffin Apr 27th 2011 1:24AM
The Frenzy on Halazzi is technically an enrage and can be soothed away by a druid (and I assume shivved by a rogue or tranqued by a hunter). With soothe, it made the normal form parts of this fight really easy and allowed me as the healer to focus on keeping people up during lynx attacks.