
Originally Posted by Zegai
Hm..
We're having issues with the Zul'jin fight. Our raid is composed of T4-geared folks, with some badge gear mixed in. I'm probably the best equiped player, so if you want to check gear levels you can check my armory ;P.
We did the first four bosses with different raid groups, so no prob there. Dragonhawk still gives us some grief, on our second kill we.. didn't use a tank for him, the mage, lock and arms war DPSd the adds by themselves, since our druid was having a tough time getting the dragonhawks. Malacrass was cake, got him in the third try I think.. because we messed CC up on the second try.
Now.. Zul'jin is sure giving us a hell of a time. Several people have trouble staying alive through phase 3 (eagle), so we tried dpsing him down and healing through the damage - it helped, but usually one or two people died anyway. Any tips there?
Also, we had a lot of trouble on phase 4 - almost every time he fixates a healer, the healer dies. Tried it with 2 priests/1 pally and 3 priests, with the same result. I don't know if there's anything we can do besides getting one more healer or the PvP/Badge-trinket-thing, since our HP pool is quite limited because of our gear level.
I'd gladly hear any suggestion. For now, I'm thinking Zul'jin will be a 4-healer fight for us, probably something like 1-2 priests 1-2 holy pallies 1 resto druid.
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My Guild/experiences sound fairly similar to yours so I'll offer a few select tips that helped us. We're all Karazhan/Heroic geared, and as the Main Tank, I'm the best equipped probably and similar to you (with T4/Kara in all slots except my BP, which is a Hyjal drop).
We only raid once per reset, so it took us quite a few weeks to get to Malacrass/Zul'jin. Our first night on Zul'jin, our best attempt was 2%. We had four healers in the raid, and we actually were doing very well on the fourth (Lynx) phase, but the third phase was extremely long with our very weak DPS and took forever to get through, almost negating the extra healing we had to begin with.
Raid was:
Warrior (Prot)
Shaman (Enhancement)
Hunter (Beast)
Paladin (Holy)
Druid (Feral)
Druid (Resto)
Priest (Holy)
Shaman (Resto)
Mage (Fire)
Warlock (Affliction)
We ended up blowing our Bloodlusts for the Lynx phase, but had mana and DPS issues by the final phase and couldn't keep up with the raid heals.
The next raid, we had
two 1% wipes, then finally managed to down Zul'jin, but with a very screwy raid makeup of five healers (partly from availability of classes, to be sure). Raid was:
Warrior (Prot)
Shaman (Enhancement)
Hunter (Beast)
Rogue (Combat)
Druid (Resto)
Shaman (Resto)
Paladin (Holy)
Druid (Resto)
Priest (Holy)
Mage (Fire)
As you can guess, it took forever. We also had five people dead when he died, so it was certainly close.
Our next raid (which was last night), we put together a very ideal group and plowed through the first bosses, managing to down the Bear, Eagle, and Dragonhawk with two minutes to go on our timer (the best we'd ever done before was to get the Bear down before timer, so that was quite exciting!). We also managed to down Malacrass and Zul'jin, though Malacrass gave us a lot of trouble (maybe 5 wipes), but only took two tries on Zul'jin for the evening, which was nice. It seems we're learning, which is the hope.
Our raid makeup was:
Warrior (Prot)
Shaman (Enhancement)
Hunter (Beast)
Warrior (Arms)
Druid (Feral)
Shaman (Resto)
Priest (Holy)
Druid (Resto)
Priest (Shadow)
Mage (Fire)
Unfortunately we rarely have access to one, but it's clear that the Shadow Priest really makes the difference for us in terms of raid DPS, lowering the number of raid slots dedicated to healing. Also, I can't stress enough how useful even a semi-averagely equipped Feral Druid is for ZA in my experience. They provide much more stability for tanking/OTing than a DPS Warrior (at least at the T4 level), AND can do significant damage once their tanking job is done, even mid-fight.
Anyway, tips for Zul'jin for T4 gear-level:
Phase 3
We found it useful to "front-load" as much of our necessary spell-casting to avoid taking the 1250 shocks as much as possible. Therefore, we found it handy to have everyone in the raid recast important buffs/totems at 62-63% (I.E. While Zul'jin is still in Bear phase) and have everyone who is capable load him up with DoTs. Things like totems, judgements, healer DoTs, Curse of Whatever, etc. are prime examples of useful spells you'll want for Phase 3, but will take damage recasting during the phase. Therefore, if you aren't doing so already, have the raid reapply all such spells just before the phase starts. They'll carry over into a good portion of the Phase without the need to waste time/health recasting when you'll actually get hit for it.
Depending on your raid makeup, it may also help to swap groups around to maximize survivability (I.E. Hit Points). If possible, we give both groups one or more "extra" HP buffs, such as Commanding Shout, Blood Pact, etc. Then swap groups back to normal after the phase (though this is also useful for phase 4, especially for cloth types).
Also, I'm sure it's obvious, but make sure healers are aware of the damage intake from spell casts and how that translates into efficiency. Our healers generally try to use a pattern of sorts to manage outgoing and incoming heals, such as "heal other", "heal other", "heal self", "repeat". Also, things like Prayer of Healing/Mending, Tranquility (if you can avoid interruption), etc. are very efficient for the phase if timed well.
Lastly, though the Lynx phase is awful, we often find a well-timed Bloodlust on the melee group more useful during Phase 3 just to end it sooner, as that's where our healers tend to spend more of their mana on the fight as a whole.
Phase 4
The biggest challenge we had on learning this phase, like most, was getting our healers to work together in a smart way on the Claw Rage targets. Once they got the system down the raid before last, we haven't had any deaths from Claw Rage (though certainly some close calls).
First, make sure all healers have target-of-target in their UI somewhere and can heal with it. This is huge for us, and lets the healers keep Zul'jin targeted almost full-time and easily tell who he's on (without needing to rely on BigWigs or DBM to announce it then target that member in the raid window, wasting time via slow reactions).
Second, make sure one healer is assigned to "small spam heals" for Claw Rage targets and the other two or three healers are assigned to "big heals" for Claw Rage targets. This was the biggest change for us that really gave us some stability.
During our Zul'jin wipes on phase four, we finally realized that too many healers were making bad assumptions about the best way to heal through Claw Rage. They'd instinctively want to use their fast, small heals because the target always seems to have low health, and that's something engraved in healers' brains.
Instead, we generally use a Paladin or Shaman, depending on raid makeup, to be on small spam heals, which covers the damage from the initial 3-4 ticks, while the other healers are casting their largest, most hit-points-per-second heals on the target. The Claw Rage target will get low, but once the big heals start landing, they're rarely at risk of dying since it's very effective healing per second.
We also Intercept cloth Claw Rage targets when they get low/near the end of the Claw Rage duration, in case of a regular melee swing, though I can't say I've seen very many if any instances of it happening lately, but it's a precaution so no reason not to.
We also found it helpful to make sure healers/raid members themselves are topping off their health before the "claw whirlwind crazy spin move thing" goes off, since the DoT is somewhat severe and can kill people without heals midway through the ticks or with low HP to begin with.
Additionally, Prayer of Healing/Tranquility can be used quite effectively after a "spin move" since there's generally at least 2-3 people per group taking DoT damage afterward and Claw Rage doesn't start again for a few seconds.
For healers getting targeted by Claw Rage, if priests or druids, suggest they keep a HoT or PW:Shield on themselves at all times (or at least when Claw Rage is expected, but that's harder to manage), which will provide an extra bit of breathing room if they should end up targeted by Claw Rage when it's cast next. Although it costs more mana of course, one Super Mana Potion is much cheaper than the cost of repairing after a wipe.
Also, make sure the weaker hit point classes (priests, mages, etc.) are getting maximized Hit Points. Stick your Warrior for commanding shout, warlock for blood pact, etc. all in the same group with those people, even if it lowers efficiency of DPS/other classes. It'll benefit you in the end if everyone lives to Phase 5, and you can always swap people back during transition.
Lastly, if all else fails use Bloodlust/Heroism during Phase 4 if available, along with bigger cooldown abilities (Recklessness, Hunter Haste, etc.) where applicable.
On a final note, as the MT, I have found transitions between Phase 3 to Phase 4 and Phase 4 to Phase 5 (I.E. When Zul'jin moves center and changes forms) to be very iffy with agro. It seems his actual "reset moment" may not occur until he breaks free of his stationary location, but that's very anecdotal so just be careful with the transition into the final phase. More than once we've had him run after a healer even with the tank slamming/devastating during transition. It's usually not the end of the raid as he reagros quickly after an intervene/shield slam, but it's scary and hectic. Use of Fade and Misdirection are advised when possible.
Good luck, you'll get him soon!
Edit: Thought I'd also add a tip for the Dragonhawk boss.
When we first started ZA, we had real trouble with this boss. It took us I believe three raids to finally down him as I recall, and we ended up coming up with a rather unique strategy.
Due to the vast amount of damage dealt to the raid from Flame Breaths (even with ideal 'spreading'), and because we've never had the makeup or overall DPS to deal with a huge number of Hatchlings at once, we started splitting the raid into two teams. The "Tank Team" is made up of a healer (usually Tree Druid), the MT, and any Hunters or Shadow Priests at the raid (more on this later). The "Hatchling Team" is everyone else, usually 6-7 people.
We have the Tank Team immediately pull the boss into the right-side cubby, back-peddling down the bridge and moving him slightly to the side once in the cubby. Meanwhile, the Hatchling team kills the right-side Hatcher (the one that would've come to the Tank Team's side) and then kills Hatchlings from the left side. We spawn four waves of Hatchlings then kill the Hatcher.
By splitting the raid, the boss only Flame Breaths the members of the Tank Team, and with spreading out, only one person gets hit per breath, letting the rest of the raid and healers worry only about Hatchlings/Hatchers.
Once he ports everyone to the middle, there are usually 5-10 Hatchlings still alive, so they're dealt with during the Flame Bubble phases. Once the Flame Bubble phases are over and adds are soon to spawn, the Tank Team immediately moves back into right-side cubby position.
After two Hatcher waves, the left side is clear and Tank Team then moves to the left side so Hatchlings can spawn from the right.
After four Hatcher waves, all eggs are spawned and Hatchlings are no longer an issue, and from there the raid just needs to survive and keep the MT alive. The obvious downside is this method really takes a long time and lowers DPS on the boss (as he's only engaged full-time by one or
maybe two people, a Hunter and/or Shadow Priest, since they are less effective than other DPS classes at Hatchling killing in our experience). The other issue is you'll hit Enrage about 10-15 seconds before the final (fourth) Hatcher phase ends (before the first 'center summon'), which can be a bit dangerous for the MT with only one healer. We solved it by having the MT drink an Ironshield potion and simply communicating with his healer. Once the raid gets ported center, a second healer can help with the MT as needed, and once Hatchlings are all dead, all healers can focus on the MT, which makes it fairly easy to heal through enrage.