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{{Removed|patch=4.1.0}}
A '''stun lock''' (also called '''stunlocking''') is the act of using multiple stuns and immobilizing effects in succession to prevent an enemy from fighting back or escaping. As a result, a stunlock sacrifices a large amount of DPS in exchange for keeping the opponent "locked down". Although typically and most easily accomplished by a [[rogue]], it can also be achieved to lesser degrees by [[warriors]], [[paladins]] and [[druids]]. Some refer to this ability as a full kill of an enemy player in PvP without allowing them to react, whereas others consider a small sequence of stuns a stun lock.
 
  +
:''This page is about the Zul'Aman raid. For the history see [[Zul'Aman]]. For the 5-man instance added in [[patch 4.1.0]], see [[Zul'Aman (instance)]].''
  +
{{infobox instance
  +
|name=Zul'Aman
  +
|aka=ZA
  +
|ss=Zul'Aman loading screen.jpg
  +
|caption=Zul'Aman loading graphic
  +
|loc=Southeastern [[Ghostlands]]
  +
|races={{Race|Forest Troll}}
  +
|boss=[[Zul'jin]]
  +
|type=Raid
  +
|level=70+
  +
|players=10
  +
|bosses={{Zul'Aman (original)}}
  +
|lockout=3 days<ref name="wow-europe.com">http://www.wow-europe.com/en/info/basics/raidcalendar/index.html</ref>
  +
|source=<ref>{{ref book |author=Arthaus |title=[[Lands of Conflict]] |isbn=9781588469601 |pages=115}}</ref>
  +
}}
  +
[[File:Zul'Aman bosses.jpg|thumb|300px|Zul'Aman bosses]]
  +
'''Zul'Aman'''{{coords|77|64|Ghostlands}} is a 10-man [[raid]] dungeon located in the [[Ghostlands]]. Although it requires no attunement and is intended to be more accessible to players on tight schedules, it was designed to be more difficult than [[Karazhan]] and with better [[Zul'Aman loot|loot]].<ref>http://wow.curse.com/articles/details/2428/</ref> In fact, the first bosses in ZA require Kara-level gear, while the later bosses need significantly better - even Tier 5 equipped groups don't consider this a walk in the park. Since the instance contains only six bosses, it indeed requires less time than a Karazhan full clear.
   
  +
The instance involves players fighting four avatars of the forest troll "gods": the bear, eagle, lynx and finally dragonhawk. These gods have been channeled into the bodies of four troll warriors. After defeating the four gods, players face off against the witch doctor that called on the gods, and finally against [[Zul'jin]] himself. The final troll boss will not only be a powerful foe; he's also able to draw upon the ghostly spirits of each of the four liberated animal gods and change his own shape to access their powers.
== Talents and Abilities affecting Stunlock ==
 
   
  +
The instance has multiple quest givers outside the entrance for events that occur inside, including time-sensitive missions (e.g. rescues) that offer differing rewards based on how quickly the task is accomplished.<ref>http://www.gamespot.com/pc/rpg/worldofwarcraft/news.html?page=1&sid=6174183&part=rss&tag=gs_all_games&subj=6174183</ref>
All classes [[Faction Insignia]]s free the user from stuns. Additionally, there are many talents, such as [[Nerves of Steel]] for [[Rogue]], [[Iron Will]] for [[Warrior]]s, [[Primal Tenacity]] for [[Druid]]s, and [[Unbreakable Will]] for [[Priest]]s, that grant stun resistance. Finally, orcs have a [[racial]] called [[Hardiness]] that gives them a 15% chance to resist stuns. A [[paladin]]'s [[Divine Shield]] and [[Blessing of Protection]] instantly breaks him/her from all stuns.
 
   
  +
Though the Ghostlands region is Horde territory , the area around Zul'Aman is considered [[contested]].
== How to Perform Stunlock (Rogue) ==
 
  +
==Summary==
  +
*'''Introduced''': With [[patch 2.3.0]].
  +
*'''Location''': Southeastern [[Ghostlands]].
  +
*'''Level''': 70.
  +
*'''Number of players''': 10.
  +
* '''Attunement''': None.
  +
* '''Bosses''': 4 [[Loa]]s - Bear lord [[Nalorakk]]; Eagle lord [[Akil'zon]]; Dragonhawk lord [[Jan'alai]]; and Lynx lord [[Halazzi]].
  +
*'''Pre-end boss''': a [[Witch Doctor]] - [[Hex Lord Malacrass]].
  +
*'''Final boss''': Leader of the Amani, Warlord [[Zul'jin (tactics)|Zul'jin]].
  +
*'''Instance Reset Timer''': 3 days.<ref name="wow-europe.com"/>
  +
[[File:Zul'Aman Open.jpg|thumb|The gates of Zul'Aman]]
  +
*'''Timed Event''': See [[Zul'Aman timed event]] page.
  +
* '''Flight Path''': [[Hatchet Hills]], a new flight path location immediately outside the instance portal; connected to [[Light's Hope Chapel]], and for the Horde, to [[Tranquillien]] and thus [[Silvermoon City]].
   
  +
Notes:
A rogue can perform a stunlock in a variety of ways, some of which include [[Thistle Tea]] or [[Renataki's Charm of Trickery]], means by which to gain extra energy. A rogue's effectiveness at performing a stunlock is dependent on his or her build. For example, a full combat build or a [[Seal Fate]] build without [[Vigor]] would be least effective for stunlocking while a [[Cold Blood]] and [[Hemorrhage]] build would be most effective.
 
  +
* There is a repair NPC out front of the instance near the flight path, as well as one guarded by the trash in front of {{Mob|Halazzi}}, a friendly troll called {{NPC|Neutral|Zungam}} who is part of a quest chain that starts outside the instance.
  +
* [[Hatchet Hills]] flight path marks the first flight path connection between 'classic' Warcraft and [[Burning Crusade]] zones. It is also the first flight path to have a loading screen as it leads through the portal between [[Eastern Plaguelands]] and the Ghostlands.
   
  +
==Walkthrough==
Here are some stunlock strategies:
 
  +
=== Timed Event ===
  +
''See [[Zul'Aman timed event]]''<br />
  +
The first four bosses in the zone each have a hostage NPC. Upon entering the instance, a timer starts. When it runs out, all remaining hostages are killed. When a hostage is rescued before the timer runs out, it opens a chest with extra loot, and adds some bonus time on the timer. The feeling is quite similar to the infamous 45-minute Stratholme runs ({{questlong|neutral|60D|Dead Man's Plea}}) in original WoW. Since the first four bosses can be attempted in any order, there's some leeway for raids to choose a matching boss depending on competence and group make up.
  +
[[File:ZulAmanConcept.jpg|thumb|250px|Concept art of Zul'Aman]]
   
  +
=== Nalorakk ===
* For a Hemorrhage build:
 
  +
[[Nalorakk]], the Bear Lord is the easiest fight in Zul'Aman. He's a fierce creature the size of a [[Zul'Gurub]] berserker with the head of a bear. The encounter is still pretty complex: As the raid makes its way up to the boss's platform, Nalorakk sends waves of trash mobs to attack the party, the last of which consists of trolls mounted on bears accompanied by two trolls. You cannot initiate combat with Nalorakk until these last four trash mobs are dead. During the fight, Narolakk alternates between his troll form and a bear form.
Cheap Shot -> Hemorrhage x2 -> Kidney Shot -> Hemorrhage x1 -> Gouge.
 
Restealth using Vanish.
 
Repeat.
 
   
  +
=== Akil'zon ===
* For a Hemorrhage build:
 
  +
The eagle-headed '''[[Akil'zon]]''' in the north-western corner is the second-easiest boss and most raids attempt him next after killing Nalorakk. This boss sends waves of non-elite eagles against the raid as they engage elite trolls on the way up and fend off elite trolls from the flank ([[Akil'zon gauntlet]]). The boss fight requires some attention and skillful maneuvering by the entire raid, but after some learning is rather easy to master.
Cheap Shot -> Hemorrhage x1 -> Gouge -> Kidney Shot.
 
   
  +
=== Jan'alai ===
* For a [[Cold Blood]]/[[Preparation]]/[[Hemorrhage]] build:
 
  +
Next up: '''[[Jan'alai]], the Dragonhawk hybrid'''. The path to him is rather uneventful (when compared to the first two bosses), still packs of fierce trolls and patrols calling for reinforcements offer some challenge. The boss fight itself has an interesting twist. On two pillars, two lairs of dragonhawk eggs are located. If the eggs are smashed, adds spawn from them. During the fight, the boss periodically summons hatchers to smash the eggs. Although it's tempting to kill the hatchers as soon as they spawn, it's better not to do so and let them crush some eggs, because when the boss' health reaches 35%, he spawns all remaining eggs. Besides this, the boss regularly throws a lot of bombs, which the raid has to learn to avoid.
Cheap Shot -> Hemorrhage -> Gouge -> Kidney Shot -> Hemorrhage x2 -> Blind -> Slice and Dice -> Restealth.
 
''Once blind is about to fade:''
 
Cheap Shot -> Hemorrhage -> Gouge -> Kidney Shot -> Hemorrhage x2-> Cold Blood -> Eviscerate.
 
   
  +
=== Halazzi ===
* For a [[Seal Fate]]/[[Vigor]] build using daggers:
 
  +
The last of the animal bosses,'''[[Halazzi]] the Lynx Lord''', is a very hard-hitting melee/shaman based boss. There's not a lot of fancy tactics, it's mostly a gear check for the tank and healers. With Kara/Gruul gear alone, this fight is very difficult, and at least some SSC/TK/ZA gear is recommended.
Cheap Shot -> Sinister Strike -> Gouge -> Kidney Shot -> Backstab -> Blind -> Restealth.
 
''Once blind is about to fade:''
 
Cheap Shot -> Backstab -> Kidney Shot -> Backstab.
 
''Note: If you possess 5 pieces of [[Nightslayer Armor]] you can complete the second half using:''
 
Cheap Shot -> Backstab -> Cold Blood -> Eviscerate.''
 
* For an [[Adrenaline Rush]] build:
 
Cheap Shot -> Adrenaline Rush -> Sinister Strike -> Gouge -> Kidney Shot -> Sinister Strike x3 -> Blind -> Restealth.
 
''Once blind is about to fade:''
 
Cheap Shot -> ''(Wait for Energy)'' -> Kidney Shot -> Sinister Strike x3.
 
   
  +
=== Hex Lord Malacrass ===
* Alternate method of subtlety-specced stunlocking blowing as few long cooldowns as possible(works best when specced the appropriate talents to reduce energy costs/increase chance of adding extra combo points):
 
  +
After the four animal bosses are all defeated, the way to the inner sanctum opens up, leading to [[Hex Lord Malacrass]] and the big man himself. Malacrass earned his lofty title by weaving the dark magic that enslaved the animal gods, but alas, his in-game representation is as inert as the lynx and eagle lords'. The trash mob groups leading to him require some skill to master, and the boss himself needs very good interrupts. Besides dealing large amounts of AoE damage to the entire raid, he frequently casts heals which must be interrupted by all means.
1) Cheap Shot -> Hemorrhagex1/2 -> Gouge -> Restealth (4 combo points minimum)
 
2) Ambush (adds the fifth combo point) -> Kidney Shot -> Hemorrhagex2/3 -> Gouge -> Restealth (3 combo points minimum)
 
3) Repeat step 1
 
Optional: If your victim is already near death, you can change step 3 into an Ambush -> Eviscerate to finish it off.
 
Blind is saved here for trinket breakouts/other breakouts such as a mage's blink.
 
 
   
  +
=== Zul'jin ===
It should be noted that, for the most part, stunlocks are confined to the realm of 1v1 PvP and dueling. Any interference by other players during a stunlock may prevent the rogue from executing his or her next stun, which in turn allows the target a chance to break out of stunlock. Furthermore, the stunlocks listed beforehand require precise timing to avoid diminished returns. Each ensuing stun must be timed to land just as the previous stun is about to fade.
 
  +
The end boss of the instance is [[Zul'jin (tactics)|Zul'jin]]. The fight consists of five phases, while the boss shifts through all of the animal aspects encountered before. Each of the phases requires a different tactic, a key to success is survival — all raid members must learn what to do in each phase. To bring him down is the crowning achievement in any Zul'Aman run.
   
== Applicable Addons ==
+
== Dungeon Denizens ==
  +
* {{RaceIconExt|Bear|Small}} [[Bear]]s
  +
* {{RaceIcon|BloodElf|Male|Small}}{{RaceIcon|BloodElf|Female|Small}}{{RaceIconExt|BloodElf Boy|Small}}{{RaceIconExt|BloodElf Girl|Small}} [[Blood Elves]] (four, [[Alyson Antille]], [[Brennan]], [[Darwen]], and [[Galathryn]])
  +
* {{RaceIconExt|BogBeast|Small}} [[Bog beast]] (one, [[Fenstalker]])
  +
* {{RaceIconExt|Crocolisk|Small}} [[Crocolisk]]s
  +
* {{RaceIconExt|DireTroll|Small}} [[Dire troll]]s
  +
* {{RaceIconExt|Dragonhawk|Small}} [[Dragonhawk]]s
  +
* {{RaceIcon|Dwarf|Male|Small}} [[Dwarf]] (one, [[Harkor]])
  +
* {{RaceIconExt|Eagle|Small}} [[Eagle]]s
  +
* {{RaceIcon|ForestTroll|Male|Small}}{{RaceIcon|ForestTroll|Female|Small}} [[Forest troll]]s
  +
** {{RaceIconExt|Akil'zon|Small}} [[Akil'zon]]
  +
** {{RaceIconExt|Nalorakk|Small}} [[Nalorakk]]
  +
** {{RaceIconExt|Halazzi|Small}} [[Halazzi]]
  +
** {{RaceIconExt|Jan'alai|Small}} [[Jan'alai]]
  +
** {{RaceIconExt|Zul'Jin|Small}} [[Zul'jin]]
  +
* {{RaceIcon|Undead|Male|Small}}{{RaceIcon|Undead|Female|Small}} [[Forsaken]]s (two, [[Deez]] and [[Kyren]])
  +
* {{RaceIconExt|Frog|Small}} [[Frog]]s (critters)
  +
* {{RaceIconExt|Ghost|Small}} [[Ghost]]s
  +
* {{RaceIcon|Gnome|Male|Small}}{{RaceIcon|Gnome|Female|Small}} [[Gnome]]s (two, [[Ashli]] and [[Fudgerick]])
  +
* {{RaceIcon|Human|Male|Small}}{{RaceIcon|Human|Female|Small}}{{RaceIconExt|Human Boy|Small}}{{RaceIconExt|Human Girl|Small}} [[Human]]s (six, [[Adarrah]], [[Hollee]], [[Christian]], [[Gunter]], [[Harrison Jones]], and [[Mitzi]])
  +
* {{RaceIconExt|Imp|Small}} [[Imp]] (one, [[Gazakroth]])
  +
* {{RaceIconExt|Lynx|Small}} [[Lynx]]es
  +
* {{RaceIcon|Ogre|Male|Small}} [[Ogre]] (one, [[Thurg]])
  +
* {{RaceIcon|Orc|Male|Small}} [[Orc]] (one, [[Kraz]])
  +
* {{RaceIconExt|SpawnRed|Small}} [[Red dragonspawn]] (one, [[Lord Raadan]])
  +
* {{RaceIconExt|Serpent|Small}} [[Serpent]] (one, [[Slither]])
  +
* {{RaceIconExt|Snake|Small}} [[Snake]]s (critters)
  +
* {{RaceIconExt|Spider|Small}} [[Spider]]s (critters)
  +
* {{RaceIconExt|Squirrel|Small}} [[Squirrel]]s (critters)
  +
* {{RaceIcon|Tauren|Male|Small}} [[Tauren]] (one, [[Mannuth]])
  +
* {{RaceIcon|Troll|Male|Small}} [[Jungle troll]]s (two, [[Tanzar]] and [[Zungam]])
  +
* {{RaceIconExt|Wight|Small}} [[Wight]] (one, [[Koragg]])
  +
* {{RaceIconExt|Wraith|Small}} [[Wraith]] (one, [[Darkheart]])
   
  +
===Trash mobs===
Stunwatch and CCwatch, both available from [http://www.curse-gaming.com Curse Gaming] and designed around stunlock, track the duration of your stuns allowing for better timing. Another addon, Natur's EnemyCastBar (also hosted at Curse Gaming), does the same tracking of stun length and diminishing returns, in addition to other functionality.
 
  +
*[[Amani'shi Guardian]]
[[Category:Rogues]]
 
  +
*[[Amani'shi Savage]]
[[Category:Game terms]]
 
  +
*[[Amani'shi Wind Walker]]
[[Category:Tactics]]
 
  +
*[[Amani'shi Medicine Man]]
  +
*[[Amani'shi Tribesman]]
  +
*[[Amani'shi Axe Thrower]]
  +
*[[Amani Bear]]
  +
*[[Amani'shi Warbringer]]
  +
*[[Amani'shi Bear Mount]]
  +
*[[Amani'shi Scout]]
  +
*[[Amani'shi Reinforcement]]
  +
*[[Amani'shi Handler]]
  +
*[[Amani'shi Lookout]]
  +
*[[Amani'shi Tempest]]
  +
*[[Amani'shi Flame Caster]]
  +
*[[Amani'shi Beast Tamer]]
  +
*[[Amani'shi Protector]]
  +
*[[Amani'shi Trainer]]
  +
*[[Amani'shi Warrior]]
  +
*[[Amani'shi Berserker]]
  +
*[[Amani Lynx]]
  +
*[[Amani Lynx Cub]]
  +
*[[Amani Elder Lynx]]
  +
*[[Amani Crocolisk]]
  +
*[[Tamed Amani Crocolisk]]
  +
  +
== Quests ==
  +
The Zul'Aman quest chain starts in [[Lower City]] in [[Shattrath]], but can also be started near the instance entrance (missing out on {{cost|s=75}}though).
  +
  +
* {{questlong|Neutral|70|Oooh, Shinies!}}
  +
** {{questlong|Neutral|70|Promises, Promises...}}
  +
*** {{questlong|Neutral|70|X Marks... Your Doom!}}
  +
**** {{questlong|Neutral|70|Hex Lord? Hah!}}
  +
*** {{questlong|Neutral|70|Tuskin' Raiders}}
  +
**** {{questlong|Neutral|70|A Troll Among Trolls}}
  +
***** {{questlong|Neutral|70|Playin' With Dolls}}
  +
  +
== Loot ==
  +
See [[Zul'Aman loot]].
  +
  +
==Video==
  +
<youtube>8VShM1ttE-Q</youtube>
  +
<br />Zul'Aman official trailer
  +
  +
== Gallery ==
  +
<gallery>
  +
Image:Zul1.jpg|
  +
Image:Zul2.jpg|
  +
Image:Zul3.jpg|
  +
Image:Zul4.jpg|
  +
Image:Zul6.jpg|
  +
Image:Zul7.jpg|
  +
</gallery>
  +
  +
==Patches and hotfixes==
  +
* {{Patch 4.1.0|note=Changed into new 5-man dungeon.}}
  +
* {{Patch 2.3.0|note=Added}}
  +
  +
==External links==
  +
<!-- Read http://www.wowpedia.org/Wowpedia:External_links before posting your links here.
  +
Links that do not conform to the rules will be DELETED.
  +
Repeat violations may result in a BAN.
  +
Have a nice day. :) -->
  +
{{elinks-zone|3805|armory=1}}
  +
{{elink|link=http://pillage.uber.com/zulaman|site=Pillage|desc=Complete Zul'Aman guide with walkthroughs, pictures, and videos}}
  +
{{elink|link=http://www.zulaman.com/|site=Zul'Aman|desc=Strategy guide and walkthrough}}
  +
  +
==References==
  +
{{reflist}}
  +
{{Dungeons|The Burning Crusade}}
  +
  +
[[es:Zul'Aman (10 jugadores)]]
  +
[[fr:Zul'Aman]]

Revision as of 07:22, 27 April 2011

This page is about the Zul'Aman raid. For the history see Zul'Aman. For the 5-man instance added in patch 4.1.0, see Zul'Aman (instance).
Zul'Aman
ZA
Zul'Aman loading screen
Zul'Aman loading graphic
Location Southeastern Ghostlands
Race(s) Forest trollForest troll Forest troll
End boss Zul'jin
Instance info
Type Raid
Advised level 70+
Player limit 10
Lockout timer 3 days[1]
Bosses

Template:Zul'Aman (original)

Zul'Aman bosses

Zul'Aman bosses

Zul'Aman[77, 64]VZ-GhostlandsBlip is a 10-man raid dungeon located in the Ghostlands. Although it requires no attunement and is intended to be more accessible to players on tight schedules, it was designed to be more difficult than Karazhan and with better loot.[2] In fact, the first bosses in ZA require Kara-level gear, while the later bosses need significantly better - even Tier 5 equipped groups don't consider this a walk in the park. Since the instance contains only six bosses, it indeed requires less time than a Karazhan full clear.

The instance involves players fighting four avatars of the forest troll "gods": the bear, eagle, lynx and finally dragonhawk. These gods have been channeled into the bodies of four troll warriors. After defeating the four gods, players face off against the witch doctor that called on the gods, and finally against Zul'jin himself. The final troll boss will not only be a powerful foe; he's also able to draw upon the ghostly spirits of each of the four liberated animal gods and change his own shape to access their powers.

The instance has multiple quest givers outside the entrance for events that occur inside, including time-sensitive missions (e.g. rescues) that offer differing rewards based on how quickly the task is accomplished.[3]

Though the Ghostlands region is Horde territory , the area around Zul'Aman is considered contested.

Summary

Zul'Aman Open

The gates of Zul'Aman

Notes:

  • There is a repair NPC out front of the instance near the flight path, as well as one guarded by the trash in front of Mob Halazzi, a friendly troll called Neutral Zungam who is part of a quest chain that starts outside the instance.
  • Hatchet Hills flight path marks the first flight path connection between 'classic' Warcraft and Burning Crusade zones. It is also the first flight path to have a loading screen as it leads through the portal between Eastern Plaguelands and the Ghostlands.

Walkthrough

Timed Event

See Zul'Aman timed event
The first four bosses in the zone each have a hostage NPC. Upon entering the instance, a timer starts. When it runs out, all remaining hostages are killed. When a hostage is rescued before the timer runs out, it opens a chest with extra loot, and adds some bonus time on the timer. The feeling is quite similar to the infamous 45-minute Stratholme runs (N [60D] Dead Man's Plea) in original WoW. Since the first four bosses can be attempted in any order, there's some leeway for raids to choose a matching boss depending on competence and group make up.

ZulAmanConcept

Concept art of Zul'Aman

Nalorakk

Nalorakk, the Bear Lord is the easiest fight in Zul'Aman. He's a fierce creature the size of a Zul'Gurub berserker with the head of a bear. The encounter is still pretty complex: As the raid makes its way up to the boss's platform, Nalorakk sends waves of trash mobs to attack the party, the last of which consists of trolls mounted on bears accompanied by two trolls. You cannot initiate combat with Nalorakk until these last four trash mobs are dead. During the fight, Narolakk alternates between his troll form and a bear form.

Akil'zon

The eagle-headed Akil'zon in the north-western corner is the second-easiest boss and most raids attempt him next after killing Nalorakk. This boss sends waves of non-elite eagles against the raid as they engage elite trolls on the way up and fend off elite trolls from the flank (Akil'zon gauntlet). The boss fight requires some attention and skillful maneuvering by the entire raid, but after some learning is rather easy to master.

Jan'alai

Next up: Jan'alai, the Dragonhawk hybrid. The path to him is rather uneventful (when compared to the first two bosses), still packs of fierce trolls and patrols calling for reinforcements offer some challenge. The boss fight itself has an interesting twist. On two pillars, two lairs of dragonhawk eggs are located. If the eggs are smashed, adds spawn from them. During the fight, the boss periodically summons hatchers to smash the eggs. Although it's tempting to kill the hatchers as soon as they spawn, it's better not to do so and let them crush some eggs, because when the boss' health reaches 35%, he spawns all remaining eggs. Besides this, the boss regularly throws a lot of bombs, which the raid has to learn to avoid.

Halazzi

The last of the animal bosses,Halazzi the Lynx Lord, is a very hard-hitting melee/shaman based boss. There's not a lot of fancy tactics, it's mostly a gear check for the tank and healers. With Kara/Gruul gear alone, this fight is very difficult, and at least some SSC/TK/ZA gear is recommended.

Hex Lord Malacrass

After the four animal bosses are all defeated, the way to the inner sanctum opens up, leading to Hex Lord Malacrass and the big man himself. Malacrass earned his lofty title by weaving the dark magic that enslaved the animal gods, but alas, his in-game representation is as inert as the lynx and eagle lords'. The trash mob groups leading to him require some skill to master, and the boss himself needs very good interrupts. Besides dealing large amounts of AoE damage to the entire raid, he frequently casts heals which must be interrupted by all means.

Zul'jin

The end boss of the instance is Zul'jin. The fight consists of five phases, while the boss shifts through all of the animal aspects encountered before. Each of the phases requires a different tactic, a key to success is survival — all raid members must learn what to do in each phase. To bring him down is the crowning achievement in any Zul'Aman run.

Dungeon Denizens

Trash mobs

Quests

The Zul'Aman quest chain starts in Lower City in Shattrath, but can also be started near the instance entrance (missing out on 75sthough).

Loot

See Zul'Aman loot.

Video


Zul'Aman official trailer

Gallery

Patches and hotfixes

External links

References