Halazzi
Halazzi is the last boss in sacrificial timer run. From the entrance, simply run straight until the raid reaches the second left turn area. This should have lynx mobs and beast tamer mobs. The group can get to Halazzi from Jan’alai (another boss in the timed run), by jumping down the platform with broken stairs and running straight across to the area with lynxes and beast tamer mobs. Just make sure to free the sacrificial NPC and loot the chest before the group jumps! Follow the path near the lake to the end and go left. Halazzi is in that compound.
Abilities
Halazzi does not do crushing blows. He has 600,000 hit points and a 10 minute enrage time.
Corrupted Totem: This totem casts a spell that does 5,000 nature damage points to targets, which chains to other targets.
Earth Shock Totem: A spell that interrupts spells and does 5,000 nature damage points.
Flame Shock Totem: A spell that does an initial burst of fire damage (5,000 points) and leaves a DoT on the target that does 4,000 damage points per tick and can be dispelled.
Frenzy: A buff that increases attack speed.
Saber Lash: An attack that does a maximum of 18,000 damage points to a target. The damage can be split by two targets and reduced by armor.
Spirit of the Lynx: A large cat is randomly summoned by Halazzi in the second phase. This mob appears when Halazzi splits into his troll and lynx spirit.
The Pull and Position
Once again the tank runs into the room to engage Halazzi. Pull Halazzi slightly towards the entrance, where the ramp and the floor meet. The rest of the raid spreads around the room.
Battle
There are three phases to this fight. The second phase is the most complicated. Three healers are needed for most of the fights in ZA. Two healers should be able to handle the tanks, while a third one heals both the tanks and raid. Since the off-tank will be taking Saber Lash damage, heals need to cover both of them.
Phase One
The tank and off-tank stand on top of each other to split the Saber Lash between them. Halazzi frenzies in this phase but a hunter can use the Tranquility Shot to remove the frenzy. Phase One lasts until Halazzi’s health drops down to 75 percent.
Phase Two
This phase begins when Halazzi splits into two spirits. The main tank stays on Halazzi while the off-tank tanks the Spirit Lynx. The spirit lynx despawns when the group either kills it or damages Halazzi down an additional 10 percent (roughly). Many guilds just ignore the Spirit Lynx since he will despawn between phases. Keep in mind that the lynx will target and chase after another raid member (usually a healer) until the off-tank taunts him.
Halazzi drops totems during this phase. Ignore all of the totems except the Corrupted Lightening Totems. When one of these pop up, all damage dealers need to switch to the totem to kill it. The only other important note regarding this phase is that Flame Shock debuffs need to be dispelled. This fight repeats this phase when Halazzi’s health drops to 50 percent so Phase Three is a repeat of Phase Two.
Phase Three
This fight is the same as Phase Two and begins when Halazzi’s health drops to 50 percent. It lasts until Halazzi’s health drops to 25 percent of his total health.
Phase Four
This phase begins when Halazzi’s health drops to 25 percent. When Halazzi’s form merges, Halazzi enrages, doing extra damage to the main tank. He also continues to drop Corrupted Lightening Totems. The raid must continue to kill the totems during this phase.
Hex Lord Malarcass
Hex Lord Malacrass likes to party. He has four friends that are keeping him company at the beginning of this fight. To reach Hex Lord Malacrass from the entrance, simply run straight through the entrance to reach the building he is waiting at with his friends. As with all the Zul’Aman encounters, this is challenging for a 10 man group.
Abilities
Hex Lord Malacrass has approximately 2,000,000 hit points and does two abilities. Besides listing his abilities, the following also contains the possible mobs that could be with Hex Lord Malacrass.
Hex Lord Malacrass: Even though Hex Lord Malacrass only has two abilities, do not underestimate their ability to do significant damage to the group.
Soul Drain – Malacrass uses this ability to temporarily steal the class abilities his target has. As an example, Malacrass gains Fireballs, Frostbolt, Frost Nova, and Ice Lance from mages; Lifebloom, Moonfire, and Thorns from druids; and other class-appropriate spells from classes.
Spirit Bolts – For 10 seconds, Malacrass shoots these bolts at the group. They do 450 shadow damage points every .5 seconds. The spell can be resisted and increase damage done to the targets as the number of Soul Drains Malacrass does increase.
Alyson Antille: This mob heals so interrupt her healing spells or keep her polymorphed for the duration of the fight.
Darkheart: This undead wraith casts an AoE fear and melees his targets. He should be shackled for the duration of the fight.
Fenstalker: This elemental can be banished and should be for the duration of the fight. This mob has an ability that does 2,00o nature damage points to players near him every 5 seconds for 30 seconds.
Gazakroth: This is an imp that casts fireballs at his target. He should be killed or banished for the duration of the fight.
Koragg: This is an undead ghoul. Shackle or fear him for the duration of the fight.
Lord Raadan: This dragonkin uses flame breaths and thunderclaps on targets. He should be killed or slept for the duration of the fight.
Slither: True to the nature of a snake, this mob casts poison bolts at targets. Sleep it or kill it quickly.
Thurg: An ogre that melees his targets. He can be crowd controlled using sheeps and ice traps.
The Pull and Position
The tank runs in and engages Hex Lord Malacrass while the rest of the raid runs in and controls the other mobs via their various crowd control abilities. The off-tank tanks whatever mobs cannot be controlled and also gathers some aggro on the controlled mobs. This prevents them from damaging other players if they momentarily become active.
Battle
Crowd control the additional mobs that can be crowd controlled. Malacrass only has 4 friends with him. Only tank adds if the group does not have the correct classes to control them. Kill them first if they actively damage the raid. Off-tank the healer and have a rogue interrupt the healing spells.
It is a tank and spank encounter with the adds controlled. Players need to be wary of the abilities he gain and act appropriately. Stay away from hunter traps and Malacrass when he whirlwinds. Kill totems and dispel DoTs and debuffs.
This fight is relatively easy. Wear some shadow resistance gear, between 100 and 200 shadow resistance, to mitigate the Spirit Bolt damage. The Spirit Bolts do significant damage to all of the targets so healing needs to be strong. Once Malacrass is defeated, stay in the middle of the room before continuing. As soon as a player opens the back door, a large pack of low health mobs run in to greet the raid. AoE these mobs down and continue to the final boss.