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3.TEN PLAYER RAID ZONES-3.2Tier Two,Zul’Aman-7

Zul’jin
The final boss of Zul’jin is on a platform behind Hex Lord Malacrass’ room. This fight has five phases. Zul’jin turns into each of the four animal spirits. His abilities are, however, vastly different from the animal bosses in the zone.
Abilities
Zul’jin has approximately 2,000,000 hit points. His abilities change according to his active form.
Bear
Zul’jin goes into this form in the second phase of the fight.
Creeping Paralysis – Zul’jin applies this debuff to the entire raid. It paralyzes all of the players and does a burst of 4,500 nature damage after 5 seconds. This spell can be dispelled.
Overpower – This ability has a 9 second cool down and hits the tank for 6,000 damage points at the most.
Dragonhawk: This is the final form that Zul’jin chooses to use.
Flame Breath – Zul’jin breathes fire on everyone in front of him. It does 3,000 fire damage points to the players and is on a 7 second cool down. This spell is resistible
Flame Columns – This spell casts a column of fire at a random target’s location. It does 900 fire damage points to targets every second they remain in the column. IT lasts for 10 seconds and remains in the same spot even if the player moves.
Flame Whirl – Zul’jin rotates for 2 seconds and shoots fire balls that deal 1,000 fire damage points to the group. This spell is on a 13 second cool down and applies a debuff on the affected targets that stacks and increases fire damage taken.
Eagle
This is the third form Zul’jin chooses to take. He does not attack players while in this form.
Energy Storm – Zul’jin casts this debuff on the entire group. It does 1,250 damage points to any mana user that uses any ability during this phase.

Feather Vortex – A tornado that spawns and move around the platform, knocking players back and doing 1,000 damage points to players if it touches them. Four tornadoes spawn at once.
Lynx
Zul’jin chooses this form as the fourth form.
Claw Rage – Zul’jin targets one player and hits them 12 times. Each hit applies this debuff to the target to increase the damage taken by 150. The total damage is about 16,000.
Lynx Hunt – Zul’jin charges around, striking random players. He does a total of 9 strikes, for about 2,000 damage points each. The strikes also leave a DoT on the players that do 1,500 damage points every 2 seconds for 10 seconds.
Troll
Zul’jin begins the fight in this form.
Grievous Throw – This ability targets players randomly. It does an initial burst of a maximum of 5,000 damage points and leaves a DoT on the player that does a maximum of 2,500 damage points every 2 seconds until the player is healed to 100 percent.
Whirlwind – This is an AoE ability that does 3,000 damage points on plate and double that amount on leather.
The Pull and Position
The group enters the platform and the main tank walks towards Zul’jin. A flame wall prevents anyone from entering or leaving the platform once he is engaged. Before actually fighting Zul’jin, the group must kill the adds that are kneeling before him. Use AoE spells to do this quickly. Zul’jin seems to take offense to his worshipers being killed and engages. Let the tank establish aggro on Zul’jin while the damage dealers kill the adds.
Battle
This encounter changes by the phase. Zul’jin takes on different forms and gains different abilities with each form he takes. This fight is intense.

Troll Form
Zul’jin starts the fight in his Troll Form. He melees for a maximum of 5,000 damage points per hit on plate armor. During this phase, he has two abilities that require the most attention from healers and melee damage dealers. The Grevious Throw DoT stays on the player until that player is healed to 100 percent. The longer it takes to heal the player to full, the more damage the player takes. It is beset for healers to heal the player quickly to full.
Zul’jin uses his Whirlwind ability during this phase. All melee players should move away from Zul’jin quickly. This ability can easily one shot a player so only the main tank should be in range. A combination of both the DoT and the Whirlwind ability will most likely kill a player.
Bear Form
Aggro wipes during the transition from his troll to his bear form so do not front load damage. While in this form, Zul’jin’s melee damage increases to do between 5,000 and 6,000 damage points per hit.
During this phase, Zul’jin casts the Creeping Paralysis debuff on every member in the raid about every 20 seconds. If not dispelled, this spell causes the players to be paralyzed. It lasts 6 seconds; it does 5,000 damage points to each player when it expires. This is particularly dangerous for the tank since the tank cannot do any of the abilities to lessen the damage taken. The healers also are paralyzed so they cannot heal. A priest or paladin should dispel this debuff from at least the main tank and healers.
Every time the tank dodges an attack, Zul’jin does an instant Overpower attack that does 5,000 damage points to the tank. The healers need to keep in mind of this attack. This phase is a healing intensive.
Eagle Form
Unlike the transition from the first to the second phase, aggro does not wipe when Zul’jin changes from bear to eagle. Zul’jin does not hit the tank in this phase. He runs into the center of the platform and stays stationary. Players should move away from him while he is changing forms because the Tornadoes spawn where Zul’jin is.
This phase is about staying alive. Because the Electrical Storm does 1,000 damage points to players every time they cast spells, casters should cast their highest damage spells. Cast as little as possible to avoid taking large amounts of damage. Healers should

follow the same advice. They should only use larger heals since they damage themselves every time they heal other players. Healing potions, health stones, and bandages should be used liberally during this phase.
Tornadoes present another challenge for players. They start at Zul’jin and hen move randomly around the platform. Players need to try to avoid the Tornadoes. Stay away from the walls if a tornado is chasing you because it can be death trap. At 40 percent, the next phase begins.
Lynx Form
Aggro wipes again for this phase so give the tank a few seconds to establish aggro. This phase requires quick healing to prevent Claw Charge and Lynx Rush from killing people. It is also a mana intensive phase so healers really should try to save some mana for this fight and have all mana consumables ready to be used. Save health stones for this phase. A player should help heal through the Claw Charge damage by using a health stone.
Instead of spreading out, move everyone closer to Zul’jin so that damage dealers can continue to damage him while he rushes and charges. Do whatever you can to end this fight quickly.
Dragonhawk Form
The last phase begins when Zul’jin’s health drops to 20 percent. This phase is rather easy. The group spreads out and moves to avoid Columns of Fire. The tank should turn Zul’jin away from the group to limit the number of players affected by Flame Breath.
Flame Whirl affects everyone in the group and the idea is to kill Zul’jin before he kills the raid with this ability. Do whatever you can to kill him and then laugh hysterically when you defeat him.
The Zul’jin encounter is worthy of a final encounter fight. It provides variety and intensity. Expect to wipe a few times while new people get use to the fight. There is a great deal going on here for people to learn. Stay alive and damage him before he damages you.

 

 


   
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