2005年12月24日

ZG攻略法

完全ネタばれ風味

http://www.calloffate.com/forum/forum_posts.asp?TID=36507&PN=1

by Elemo's info. thank you.


Zul'Gurub Strategies

High Priestess Jeklik - Bat lady

Stage 1 - 100% down to 50% - Charging, silencing bat lady

AE silence. Casters need to stay OOR, and sufficient aggro time needs to be given, as Taunt will not work when silenced. Alternately, you can designate someone to dispell Silence from the MT, to allow for Taunting if needed. This silence also makes aggro-management extremely important.... if someone pulls aggro and she moves to the caster area and casts silence... people are going to die.

Hunters/Warlocks need to drain her mana. She HAS to be OOM when she reaches 50%. Once OOM, the lone Hunter Sting should suffice to keep her OOM.

Every 30 secs a wave of ~8 bats comes from the cave. If 2 or more AEers are available, they will be AE'd down. Otherwise all DPS must swap to the bats until they are dead. For this purposes of this guide, we will assume there is a good balance of classes and thus at least 2 AEers.

The raid will be in 2 clumps here, 1 around Jeklik, and the others at ranged to AE the bats. Clumping is ESSENTIAL, as it guarantees where the bat waves will go.
There is one "Main AEer", this person will have their own healers, and will start AEing BEFORE anyone else. This is to concentrate all damage onto that AEer, to ease healing needs. After 2-3 waves of the Main AEers casting, the other AEers can begin. The Main AEer should be the person with the most HP and highest damage AE. There is usually a good single choice for this, as those stats are usually only differentiated by talents and gear. The secondary AEers should be Salvationed to reduce aggro, and the Main AEer should be sure to NOT have Salvation.

Warriors, other than the MT, can be asked to come back and burn their AE Taunt 1 at a time for each wave. The best time for this is when the mobs are approximately 75% HP.
With sufficient DPS, there should only be 2-4 waves, usually 3, before she hits 50%. Minimizing the number of waves is crucial to success as the mage's only have so much mana. Draining her mana ASAP is crucial here also, as you should hold her at 55% until she's OOM if she hasn't gone OOM fast enough... and the longer you hold her at 55% the more waves you will get.
Addendum: Setting Hunter pets to sit by the AEers and turning Growl on can help keep the casters alive. Every 1 bats being tanked by a pet, is 1 not beating on an AEer.

Every 30 seconds or so, staggered from the bat waves, she will charge someone and can do a significant amount of damage to them, not to mention interrupt their spellcasting. Who she charges may be controllable. Current theory is that the closest person that is MORE than X feet away will be charged. Have a Paladin stand with your ranged/healers, but just 5-10 feet closer than them.
Addendum: 3 crucial pieces in this stage: 1) 2 clumps of people; 2) Mana drain her completely; and 3) AEers must live, or be battle rezzed.

Stage 2 - 49% down to ~35% - OMG I better heal myself

She morphs back to her humanoid form, continues to melee, but also tries to heal herself if she has mana.

All out DPS, use every trick in the book to kill her from here on out.
She also may be casting a Mana Tap that is interruptable, anyone one that can stun or otherwise interrupt casting (she is immune to silence) whould watch for this.

Rogues/Warriors should also be monitoring her mana bar, if the hunters/warlocks slack or die, they need to be on the ball to interrupt her heals. This may also need to happen if she gets a mana tap off. A Warrior with Mortal Strike should maintain that on her at all times, as a safety net.

Start spreading out to prep for Stage 3.

Stage 3 - ~35% down to dead - Look out from above

This stage is virtually identical to Stage 2, except 1 big, fat monkey wrench... she starts the fire bombing.

This is where most Jeklik fights are lost.

SPREAD OUT!

Somewhere around 35%, not sure on the exact number, she starts to summon bats that can fire bomb the raid. These bombs ignite the ground in a MASSIVE AE DoT. If one lands on you, MOVE.

If you get hit at ALL with a fire bomb, MOVE AWAY and bandage up. Be ready to move again if another drops on you, it happens a good bit.
Addendum: You can watch the cave during this stage to see the bomb bats come out. If you see one flying your way, you can then start moving immediately. They WILL eventually fly over you, but if you keep moving you will already be out of the Fire AE before it even lands.

High Priest Venoxis - Snake duuuuuuude

Stage 1 - Kill the adds

Venoxis comes with 4 adds, they are labelled elite, but don't fight like they are.

Mana drain Venoxis as you kill the adds.

Venoxis has a wicked AE, tank him FAR away from the adds.

You can sheep/sleep as many as you have the people for, but honestly they just don't last that long.

This stage should go pretty quickly.
Addendum: Stun locks and any other way to reduce add DPS can give a good step up on healing mana for teh rest of the fight.
Addendum: Venoxis drops a fairly bad DoT on the MT, this needs to be dispelled every time it is cast.

Stage 2 - From "Adds dead" down to 50% - Look out, Chain Lightning

Fight him ranged until he's OOM.

Once OOM, you can melee him. But back out at 55%. This usually means you get to melee for about 10% of the fight.
Addendum: He also spawns little, tiny adds that come for the group every 10 seconds or so. Anyone who sees one should kill it, it should only take 1 shot.

Stage 3 - 49% down to death - Green Cloud o' Death

At 50% he morphs, and does a significant amount more melee DPS. Best for the MT to flip on Shield Wall right at 50% to give the healers time to adjust. Healers need to heal knowing it will be needed, don't watch the MT's health bar.

He occassionally breathes out a poisonous cloud AE, this is NOT a function of mana, you cannot stop it.

You will mainly be range fighting, however skilled players that do significant melee DPS can time a run in between clouds. When 1 cloud disappers, run in, do 5 secs worth of damage and get back out. Don't wait for the next cloud to show up, get out. A good amount of nature (?) resist can help here too.

It is a good idea for the MT to have his back to the healers during Stage 3. The cloud remains as a static "ground spawn" once active. Every time a cloud goes off, the MT should back away from it, toward the healers. The cloud does significant damage, as does his melee, so eliminating the cloud DPS can help a great deal on healing.


High Priestess Mar'li - Spider-woman

Stage 0 - The death of the Speaker

Directly in front of the High Priestess is a Speaker mob, they are aggro-tied, however the Speaker will not respawn.

Kill the speaker off first, and on any followup attempts in this instance reset, Stage 0 can be skipped.

Stage 1 - The pull

Immediately on aggro, 4 spider adds spawn. These need to die ASAP. EVERYONE except the MT and healers needs to kill these. AE is also suggested, but only for the 4-spider waves.

Note on spiders: After about 15 seconds of being alive, they will grow significantly in size and power. It is optimal, though not always possible, to kill them all before this happens.

Stage 2 - 100% to death - Ticking her off

That's basically all you're going to accomplish in this phase, making her mad.

Addendum: She spawns 4 spider adds at the start, 4 at 50% ... and randomly spawns 1 at a time throughout the fight. These adds must die ASAP. EVERYONE must disengage and kill the adds. They can rip thru your raid very quickly if not handled. And offtank should be assigned to tank them, and the waves of 4 can be AE'd with the standard "Main AEer" tactic.

Addendum: While in human form, she casts am EXTREMELY significant Life Tap on someone in the party (usually the MT?), this needs to be watched for and dispelled ASAP. Addendum: This is actually a spell cast with a visual graphic, a green beam of energy from her hands. You see it, you interrupt it, Shield Bash, Kick, whatever you can do.

Addendum: Every time someone dies, she heals about 5% of her health. NO PETS! Disproven, the life gain seen is from the aforementioned lifetap.

She will turn into a spider every 20-30 seconds. About 1 second after she morphs, she casts a short-ranged AE web. Everyone hit by the web is temporarily removed from aggro consideration. A second tank is absolutely vital here. This second tank should be AWAY from the fight, standing near the healers. When the web attack happens, the 2nd MT runs toward her, grabs aggro and drags her back to the main tank. Once back at the MT, stay put for a good 10 seconds or more, get as many sunders in as possible, and get back out to wait for the next round. You do not want to get webbed or you have destroyed your ability to do your job. The 2nd MT's aggro-generation combined with their ability to stay out of the web are the keys to success on this fight. Those 2 things are difficult to do at the same time, so it's a careful balance.
After an AE web.... EVERYONE must stop attack and let the 2nd tank drag her back to the MT and let the MT regain aggro. Aggro regain is usually fairly easy, once web wears off a particular person, their aggro value pre-web is placed back into consideration for aggro. So, if no one attacks after a web hits (which would be a miracle) she SHOULD come directly back to the MT when web wears off.
A Gnome MT here can help a good bit, as they have Escape Artist available to free themselves from the Web once per minute. However, it should only be burned if the 2nd Tank is not able to do his job on a particular round of Webbing, as the Escape Artist will NOT refresh often enough to use for every Web.
Addendum: 2 Pallies with the Blessing of Freedom buff can negate the entire need for a 2nd tank, and all the aggro swapping, etc. They can simply keep the Blessing up on the MT to avoid them getting webbed at all.


Bloodlord Mandokir - The Hated-One

Stage 0 - Kill his mount

This is labelled Stage "0" because it's basically an optional Stage. You do not HAVE to kill his mount first.

When aggro'd he runs at you, and when he gets close, he will dismount (a la Warchief Rend) and both he and his mount will attack you.

The options are:

Offtank his mount the entire fight and split healing on 2 tanks.
Kill his mount, at which point he enrages and increases his damage, then kill him.
Personally, I prefer option 2), as his "Watching You" debuff (as discussed later) may well be effected by the tanking of the mount.

Stage 1 - Kill him

There really are an infinite number of possible stages to this fight, but for the purposes of this guide, we will call them 1 big stage.

Every time someone dies that is on the Bloodlord's aggro list, a couple of things happen:

The Bloodlord gains size and strength. This is noticable increase, in both departments. So don't die.
He also gains abilities every X number of deaths, including things like Mortal Strike type abilities. The less people die, the easier this fight becomes. So don't die.
There are a number of spirits around the Bloodlord's room, the lore goes that they are spirits of people that have been slain by him in the past. When you die, one of these spirits will start moving from it's position and come to you. When it arrives at your, it will sacrifice itself and offer you a rezz window, because they want vengeance on the Bloodlord. Some say that accepting the rezz will again make the Bloodlord stronger, however I believe this is a misconception. So, accept the rezz and re-join the fight. I believe there are 40 spirits available, and thus 40 total rezzes. This high number should give you a clue as to how difficult this fight actually is, if they are offering your raid 40 free rezzes, it ain't easy. So don't die.
Every 10 or so seconds, he "watches" a particular person. He will shout to the zone that he is watching Soandso, and that person will receive a debuff saying they are being watched. (I believe CTRA also has a mod to spam that person with tells like for Baron in MC.) If you are being watched you MUST turn off attack and stop doing ANYTHING that helps the fight in ANY way. The only person that is exempt is the MT. If you participate in the fight while he has his "eye on you" he will disengage the MT and run directly to you... and kill you. I don't mean he will hit your hard, I mean he WILL kill you. You have about a 1 in 1000 shot of living thru it if you're not the MT..... so just don't test it.
When you are being watched, hit your 'Sit' key to make it impossible to attack or cast in any way.

Other than those 2 special things, this is a pretty straightforward fight, just DPS him down.
Stop EVERYTHING when you are "being watched".

Because of the confusion involved with the "watching you" buff, IMO, it's detrimental to have a 2nd tank and 2nd set of healers up doing anything, thus I suggest killing the raptor mount first thing.
Stop EVERYTHING when you are "being watched".

Addendum: The confusion during this fight can be GREATLY reduced if everyone forms a semi-small circle around the MT and Bloodlord. You need to be far enough away to avoid Cleave attacks, but also close enough that the MT can get Bloodlord back to the middle quickly if he runs away.

Last, but definitely not least..... Stop EVERYTHING when you are "being watched".


High Priest Thekal - Tiger man

Stage 1 - Bring out ye Tiger

There are 3 sub-bosses here, one is Thekal himself in Troll form, the other 2 are the Zealots. They must all die within 10 seconds of each other, or they rezz each other like the core hound packs in MC.

All 3 need to be mana drained, to keep their heals to a minimum.
The Shaman Troll will cast a Bloodlust type spell on himself, that Priests can dispell to save on healign needs.

The Priest Troll will do a Mortal Cleave, which reduces healing effects on the tank, and possibly more targets, by 50% for 3-5 seconds.

You need 3 tanks, and split the raid in 3, weighting the Thekal group with a little more DPS.

Use MT targets in CTRaid to watch health of the mobs... if you the one you are attacking gets significantly lower than either of the other 2, STOP ATTACKING until their health bars even out.

At 0%, Thekal will morph to a tiger, at which time he also does an AE Knockback and Aggro cleanse. The MT needs to have his back to a wall for this, and be ready to get aggro back quickly.

Thekal, and hopefully both Zealots, but Thekal especially needs to be out of mana before getting to 0%.

Stage 2 - Down with the tiger!

Thekal will occassionally do an AE knockback, again the MT needs to be butt-to-the-wall here.

Continue to mana drain him, if he gets over 250 mana he will summon tiger adds.

If tiger adds do spawn, have a Warlock solo them with DoT Fearing.

High Priestess Arlokk - Cat lady (Panthers)

Stage 1 - Arlokk is visible and attackable

Panthers spawn continuously, they can be feared, sheeped, sleeped, rooted, etc.

DPS needs to be focused on Arlokk. Get as much damage done as you can.

Arlokk will put a Hunter's Mark on a random person, this will be the target of the panthers. At least 1 healer needs to be dedicated to healing whoever gets marked... and to watching for the mark to change.

And type of Crowd Control can be used for the panthers, just keep them occupied.

One suggested method is to have a Druid wearing "Green Whelp Armor" tank the panther adds. Simply taunt them, let them hit you... and they sleep for 30 seconds. All you need to do now is just NOT hit them again.

Stage 2 - Arlokk stealths away

At random times in the fight, Arlokk will stealth and become un-attackable.

During this phase you need to kill as many panthers as you possibly can.

When she comes out of stealth, the panther spawn rate will increase significantly.

When she becomes visible again, revert back to stage 1. Repeat these 2 stages over and over until she is dead. A good rate is to have her stealth 3 times during the fight.

Jin'do the Hexxer - The most engaging fight I've ever seen

Stage "only stage" - Chaos

He is immune to taunt.... fun, eh?

The hexxer is a super-shaman. And since shaman are already over-powered, you can tell this fight is gonna be tough.

He drops 2 kinds of totems during the fight, these must all die ASAP.

The first is a healing totem, and it will heal him FAST.

The 2nd is a Mind Control totem. It will MC one raid member and have them fight FOR the Hexxer, until the totem is destroyed. Again, destroy this totem FAST.
As you clear his room you will notice a bloodpool full of skeleton mobs. And if you kill these skeletons, they respawn in about 20 seconds. This pool is the destination of a port spell that the Hexxer casts on one of the raid members every so often. You need at least 1 mage to be paying CONSTANT attention to this pool, if someone gets ported in, AE the skellies so they live to get out. If the Mage has the mana regen to do it, or if you can spare 2 Mages to swap out duties, you can simply keep the pool clear at all times.

Every now and then, The Hexxer will "Hex" someone. At the exact same time, a "Shade" will spawn that is ONLY visible to the person that is Hexxed. If you can see a Shade, kill it, ASAP. If you see more than 1, kill as many as you can.

This fight and Bloodlord are reported to be the toughest 2 fights in ZG, even harder than Hakkar himself.


Hakkar - the Horrible

Stage 0 - All 5 High Priests must be dead.

Jeklik, Venoxis, Mar'li, Thekal and Arlokk must be dead before you can kill Hakkar.

Stage 1 - Kill a Son

Hakkar will be at his altar, and you can stand on a path a ways out in front of it.

There are 2 Sons of Hakkar, 1 on either side of this path convergence.

You will pull the Sons, sheep 1. And kill the other. Always have at least 1 sheeped in camp ready to be killed.

EVERYONE must be near the son when it dies, so they get poisoned, except the MT. Do not cure the poison.

After the first Son dies, the MT will charge Hakkar. Tanking him AT his altar, with Hakkar's back to the raid. (This step is skipped after the first cycle.)

Stage 2 - Ranged DPS Hakkar

On the first cycle, let the MT get about 25 seconds of aggro, as Hakkar may be immune to Taunt.

Do as much ranged DPS as you possibly can on Hakkar.

At some point Hakkar will cast a Life Leech AE, that will stun the entire raid for 5-8 seconds. During this time, Hakkar will leech life from all of the raid simultaneously. However, if you are poisoned from the Sons cloud of death, Hakkar will instead LOOSE life.

Once the stun breaks, everyone will be cured of the poison, so you need to get it on everyone again. So, start back over at Stage 1 and repeat the entire process until Hakkar dies.

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