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3.TEN PLAYER RAID ZONES-3.2Tier Two,Zul’Aman-3,4

Akil’zon
Akil’zon is one of the animal bosses in the instance. He is the lord of eagles and resembles one. If doing a timed run through Zul’Aman, most guilds start out with Akil’zon. Defeating this boss gives the group extra time to get through the run. Get to Akil’zon by taking the first left and following the path. A lookout NPC alerts the other mobs of the group’s presence and starts a gauntlet event. Keep moving and killing mobs. Do not worry about mana since the group gets to rest before pulling Akil’zon.
Abilities
Akil’zon has 1,300,000 hit points and enrages after 8 minutes. He has several abilities that he uses throughout the fight. The fight does not have different phases so all of abilities must be handled. Akil’zon melee atttacks hit for an average of 2,500 damage points per hit.
Call of Lightning: This spell does an average of 4,000 nature damage points to targets.
Electrical Storm: This channeled spell that lifts a target into the air. At the same time a cloud appears over the target. The cloud then shoots electrical strikes at everyone not under the cloud. The strikes increase the amount they hit players for until the player either dies or moves under the cloud. This spell lasts 8 seconds.
Gust of Wind: Akil’zon tosses a target into the air. The fall damage decreases the player’s health by half.
Static Disruption: This spell increases nature damage taken by the target by 25 percent for 20 seconds. It also does 3,500 nature damage points to the target and to those witin range of that target.
Summon Amani Eagles: Akil’zon summons eagles that swoop down on targets. Thes can be ignored for the most part.
The Pull and Position
To pull Akil’zon, the tank simply runs in and engages him. The rest of the raid follows the tank in and spreads out around square lines on the middle of the platform.

Battle
The most difficult aspect is balancing the movement needed for both the Static Disruption and the Electrical Storm abilities. Static Disruption requires for the raid to be spread out so that healing does not become overtly intensive. Electrical Storm requires for the group to collapse onto one target. To effectively handle both, the group should spread out. At five seconds before Electrical Storm is about to occur, the entire raid should collapse onto the main tank. This way, the storm occurs at the group. Once the storm passes, the group spreads out again. Use a timer game modification to monitor when the storm is about to occur.
Ignore the eagles. Eagles spawn to replace the ones killed. They do not do enough damage to worry about so the group should focus on killing Akil’zon. If healing becomes a problem, an Affliction Warlock to place Seed of Corruption spells on all the birds as well as an instant DoT. Continue collapsing and spreading out as needed until Akil’zon dies.
If the healers are having problems healing through the damage, the tank can switch into nature resistance gear. While the regular hits are going to be higher, most of the nature damage is going to be resisted.
Once this fight is over, loot Akil’zon and free the captive. The captive opens the chest and gives the group an extra item. Obviously the captive can only open the chest if not sacrificed. If the group wants the extra item, they need to stay within the timer set for the first four bosses.

Jan’alai
Nalorakk’s platform has two separate stairs leading to the ground. Go down the one that the raid has not explored. Continue in this area, moving forward and to the left until the group reaches Jan’alai’s platform. The area between Nalorakk’s platform and Jan’alai is full of mobs that create another gauntlet. Scouts respawn quickly and need to be killed first. The scouts run to the nearest drum and pound on it to summon either 2 or 3 Amani’shi Reinforcements. Keep moving to avoid the respawning scouts and always be on the look out for them as your group moves.
Abilities
Jan’alai has 960,000 points. As with the other Zul’Aman fights, this is an intense fight for a 10 man group.
Berserk Timer: Jan’alai’s damage increases once his health reaches 25 percent (or at 5 minutes). At 10 minutes, Jan’alai’s attacks increase to the point that they can wipe the raid.
Fire Bombs: Jan’alai puts fire walls at the entrances and then spans fire bombs at random places throughout the area. These look like flaming eggs and blow up after 10 seconds, doing roughly 5,000 damage points to anyone within 5 yards of the egg.
Flame Breath: This is spell that does 5,000 damage points to people in a small cone area in front of Jan’alai. It has a small cone width but long range.
Spawn All Eggs: Once Jan’alai’s health drops to 35 percent, all of the remaining eggs spawn.
Summon Amani’shi Hatcher: Jan’alai summons two hatches every 90 seconds. They run to the eggs and begin hatching the Amani Dragonhawk eggs. The hatchers have low hit points.
Flame Buffet – Dragonhawks cast a debuff on the target that increases fire damage taken by the target by 2 percent. The debuff can be dispelled and stacks.
The Pull and Position
Once again, the main tank first engages Jan’alai by running to Jan’alai’s platform. The rest of the raid spreads out around Jan’alai.

Battle
The raid needs to spread out during this fight to avoid many people taking Flame Breath damage. Throughout the fight, keep repositioning to minimize how many players take Flame Breath damage.
Right before Jan’alai casts the Fire Bombs, he teleports everyone, including himself, to the center of the platform. The raid needs to run to clear areas between the Fire Bombs. Many raid members run to corners to avoid the bombs. The tank moves as well, while maintaining aggro on Jan’alai. Do not touch the Flame Walls. These walls instantly kill players that touch them. A tip for this part of the fight is to move the camera view so that players are looking downward at their characters.
Since Jan’alai spawns all of the eggs when his health drops to 35 percent, the group needs to let the hatchers spawn some of the eggs before he his health drops to 35 percent. The eggs increase how many dragonhawks every tick. So the first egg hatches one, the second egg hatches two, the next one hatches three and continues. Kill one hatcher when two spawn and let the other hatcher hatch only a few eggs such as 4 or 5 eggs. The off-tank tanks all of the hatched dragonhawks while AoE classes burn them down. Try to kill all of the hawks before the next Fire Bomb occurs. Hatch all of the eggs on one side before killing the hatchers for the other side. When only hatcher spawns, let him hatch a few eggs before killing him.
Some groups that are AoE heavy and have a frost mage, let the first hatcher hatch an entire side. The frost mage slows and uses Frost Nova to control the mobs while all of the AoE casters damage the mobs. The group can also let 20 dragonhawks spawn and then two spawns of 10 dragonhawks to clear the remaining so the fight because a straightforward tank and spank fight. Paladin off-tanks can easily tank all of the dragonhawks from one side as long as there are two AoE damage dealers killing them. The paladin should only need one healer since they can use their Divine Shield ability to bubble out of the dragonhawks’ Flame Buffet debuffs.

 


   
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