The Zuls

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Re: The Zuls

Postby anowyn » Wed May 04, 2011 2:14 pm

Aerron wrote:Didn't see it mentioned here ... Akil'zon got nerfed. Don't have to spread as far to avoid Chain lightning, and it doesn't cast as often.


It was mentioned in the May 2 hotfixes:

Zul’Aman
•Akil’zon’s Static Disruption will no longer chain if players are more than 5 yards apart and is now cast every 12 seconds, up from 5.
•No non-elite creatures should drop epic loot.
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Re: The Zuls

Postby econ21 » Wed May 04, 2011 3:06 pm

Kelaan wrote: We also need to figure out how to deal with the packs that have dual flamecasters ...


Those were some great tips - thanks for reposting. On your query, I take it that you can't CC flamecasters? Or is it just that CC is a luxury on a speed run?
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Re: The Zuls

Postby Koatanga » Wed May 04, 2011 3:19 pm

Flamecasters can be CCd, and it is recommended to do so even on speed runs. The haste buff they get is pretty ridiculous, although it can be spell-stolen and turned against them.

I also suggest using resistance when you have them in a group, either via our aura, or similar resistance buff. It's a lot of fire damage. If you must pull them together, mitigate as much of what they do as you can, via stuns, interrupts, cooldowns, and raid wall. They should always be the first things to die.
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Re: The Zuls

Postby Chicken » Thu May 05, 2011 7:45 am

Just commenting on Kelaan's post a bit as I got the speed run done yesterday.

Kelaan wrote:We also need to figure out how to deal with the packs that have dual flamecasters -- I'm curious if taking the dragonhawk (right) fork of the trash is better than tangling with the double-flamecaster group. (Has anyone had good results on that?)
Either crowd control or multiple people capable of offensive dispels are good for these packs. My group went with the latter option.

Kelaan wrote:
Eagle - 1 Minute Kill - 17 minutes remaining.

Early Lust/Hero, burn burn burn (have one or two designated to killing the kidnappers). Stack under the person picked for electric storm. Rinse and repeat.
Good timers are helpful here as well, so you can move a bit closer to the boss when the storm is coming. Optimally you'll have the safe spot for the electric storm close enough to the boss that your melee/tank can continue DPSing.

Kelaan wrote:
Bear - 1-2 Minute Kill - 16-17 minutes remaining.

Have 1 person soak the charge twice in a row, then swap. Don't worry about the extra add until the boss is dead (scroll down, see trash strat.) Phase 2, dodge silences accordingly with Cooldowns if necessary.
If you want someone to be charged twice in a row, make sure they're of mail+ armor. If your group has 3 clothies (and thus 3 ranged) have them rotate instead. Stay close to another, have a designated order for moving in/out.

Kelaan wrote:
Dragonhawk - 2 Minute Kill - 10-12 Minutes Remaining

Kill the hatchers, then burn the boss down to ~20%. Early Lust/Hero for added effect. Once the dragonhawks hatch, have your tank pop all CDs and burn the boss harder.
Alternative option: Kill one hatcher, let other hatcher hatch all on one side. This leads to a more constant stream of adds rather than one big release of adds. My group had the added advantage of pushing the boss to ~20% just after we'd killed most of the first wave of birds (and the hatcher in all the AoE). This does take slightly longer though, but makes it easier to actually tank all the adds since you only have to deal with one side at once.
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Re: The Zuls

Postby Senador » Fri May 06, 2011 9:08 am

A few things we’ve gathered as well.

Eagle Trash is very straightforward, so no tips here except be quick, and try and get the Tempest into the fray as early as possible. If my memory serves, pulling him stops adds coming from the back, which cuts down your time.

For Bear trash, the Tribesman do an annoying knockback and the Axe Throwers do a stun. If you have a melee heavy group focus the tribesman, if a ranged heavy group focus the axe throwers. Watch for totems, they have to be highest priority on Medicine Men (There should only be 2). Totems must be killed as quickly as possible. Bear Riders do a lot of damage so focus on them to reduce damage. I usually burn cool downs on the double bear + 2 guy pack in front of Nalorak.

Dragonhawk trash, if there are 2 Flamecasters, CC one, and burn the other, Spellstealing the buff is fantastic. They can be Mind Controlled too, but aren’t nearly as potent that way (The Flame AoE and their single cast fire spell both have long cool downs), but it is a great way to handle them. You CAN spellsteal the Earthquake buff, but our mage was having mana issues from continually doing this since they get so spammy on recasting it. Its usually better to steal it once, then kite then move out of the circles.

Lynx boss, skipping the croc patrol is a huge time saver, due to where it is. If you can bypass it with Waterwalking/Path of Frost, do so. The lynx packs aren’t too bad if you’re careful, cooldowns help. A lot of the trash is skippable here, and should be. You only need to pull 1 pack of cats (Either the ones next to the stairs up to Hex Lord, or the ones near the huts) and you can skip everything else until the ambush cats. The real challenge pull comes from the 4 pack in front of the Halazzi’s room due to the LoS issues caused by the stairs, and the cats will pounce and stun you as you pull, and probably runoff and stomp the healer or an overzealous DPS. Interrupt Domesticate.

For Halazzi himself, have your ranged all stand in the Water Totem, and ignore the Lynx. You don’t have to reapply dots, etc to Halazzi by focusing him, they have the same health, and your melee don’t have to chase the damn thing when it fixates on a ranged. Also, the lynx standing in the green won’t bother you since you are ignoring it, and your ranged that gets fixated will be helped with the totems healing. Finally, since the Totems also restore mana, you can pull him even if your healer/ranged are low because it will compensate for it.

On packs with Zandalari in them, don’t leave them for last. When you do kill them focus them until they go immune, then swap to whatever you left alive with it until they finish “leveling up” then finish them off so you don’t waste DPS time. The pack of two Zandalari between Lynx/Dragonhawk and Eagle/Bear are skippable, and I suggest you do so. It saves a lot of time and healer mana.
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Re: The Zuls

Postby Kelaan » Fri May 06, 2011 10:59 am

Senador wrote:On packs with Zandalari in them, don’t leave them for last. When you do kill them focus them until they go immune, then swap to whatever you left alive with it until they finish “leveling up” then finish them off so you don’t waste DPS time. The pack of two Zandalari between Lynx/Dragonhawk and Eagle/Bear are skippable, and I suggest you do so. It saves a lot of time and healer mana.


Shit. I need to turn back SCT or something, as I didn't realize they went immune. How do you skip them reliably? Do you just wait for them to (slowly) patrol away? Do you ride up the stairs and go around them?
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Re: The Zuls

Postby Senador » Fri May 06, 2011 11:54 am

To skip the patrols, you generally go "down and around" them. For the Eagle/Bear one, you can go down to all the non agro trolls, and go up the hill near where Bears first pack jumps down. The Lynx/Dragonhawk one is much easier to avoid. You can either go down near the non agro trolls, or up the stairs and jump into the lynx pack right there.

Since they have so many HP, they annoyingly go immune while leveling up, and they do so much damage, especially with the sigils, even waiting a couple seconds for them to path for a good spot to be clear of them is preferable to actually fighting them when you are racing the clock. Also, since its two Zandalar mobs, what usually happens is, the second one will be immune for several seconds of just wasted time while it levels up; unless you DPS them closer to evenly, in which case you're taking a ton more damage than you need to.

A couple practice runs will get it, and skipping these two packs can actually shave a couple minutes off your clear between the damage time and the mana regen time.

From what it looks like, here is the trash you must clear to do the run. Anything else is skippable. Also listed are notable mobs in each.

Entry waves after hitting the gong.

Eagle Gauntlet including the Tempest.

4 Bear Waves (3 Trolls, 4 Trolls including Medicine Man, 2 Bear Riders, 2 Bear Riders + 2 Trolls including Medicine Man).

2 Bears by themselves between the 3 trolls and 4 troll events.

1 Scout standing alone at entrance to Dragonhawk trash area.

1 Scout Pack with a Zandalar and 1 Flamecaster.

1 Scout Pack with the Dragonhawks and Trainer

1 Scout alone on hill.

1 Scout Pack with 2 Flamecasters (These are the ones throwing the skull).

1 4 Troll pack with 1 Zandalar and 2 Flamecasters

1 Lynx cub pack

3 Lynx Ambushes

1 Pack of 2 Cats + 2 Trolls (These trolls are random) directly in front of Halazzi's room.
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Re: The Zuls

Postby Seloei » Sun May 22, 2011 4:14 am

If you want guides for the time trips, check the old archives for ZA. Loved that instance back in the days and there were a lot of tips and tricks posted how to make the timer faster. Still remember being the only group on our server to sell the bears and altogether, only 3 guilds managed to get a bear down. Sad server, i know :)

as was said in the short guide:
casters on the way to eagle, ignore the melee and aoe near the end. Faster through the gauntlet, less damage taken.

onto the bear boss you can "sleep/hibernate" one of the bears outside to skip them. and you can AS the group uptop the cliff to pull em straight down, no need to wait for em before the bears.

onto the way to dhawk you can skip a few packs if you go the right path and make sure to nuke/root/stun scouts asap.

on the way to lynx, go near the stairs up to hex lord and jump over the small place between the huts. Can skip a bunch of packs and swim across to avoid a few other packs.

theres dozens more tips and tricks to use for a faster timer. For anyone who did a bear run in the old days, doing one now is almost guaranteed if they use the same tactics.
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