ZG Boss Information

Angus_Og

New Member
JJust some info I am pulling together today.

ZG Bosses
- High Priestess Jeklik – Bat Boss
--- Mobs in the way
------ The bats can be AoE'd to death
------ Bat Rider mobs deal about 1000 damage per hit. At any point past 50% they will begin to "flare up" (fire around the wings of the mobs) and explode for serious damage (about 5k) to anyone who is in range. Before the bat Rider explodes he wll send an "emote" (a verbal warning) in addition to the "flare up".
--- Abilities
------ Phase 1
--------- Bat Summon: For the first phase of the fight (bat form), Jeklik will summon swarms of bats to her aid.
--------- Screech: AoE that does ~900 damage and will silence all those affected for 5 seconds.
------Phase 2 (@ 50% health)
--------- Healing: Jeklik transforms back into troll form and starts to heal herself for about 25-35%.
--------- Bat Fire: Jeklik will summon a bat rider to fly overhead and drop down fire bombs on the party dealing 1100hp and leave a 250hp DOT. The fire will remain on the floor as the battle continues.

- High Priest Venoxis – Snake Boss
--- Abilities
------ Holy Fire: An attack that deals about 800 damage and leaves a DOT.
------ AoE Venom Spit: An attack that poisons everyone in the group.
------ Holy Wraith: if multiple players are in range (~10yds) he will unleash his anti-zerg "Holy Wraith" ability. This AoE Holy Nova, will deal HUGE damage and will wipe the raid.
------ Poison Cloud: At 50% and in his Snake form, he will drop poison clouds that place dots of ~500 damage every 3 seconds.


- High Priestess Mar'li – Spider
--- Mobs in the way
------ The large red spiders need to be tanked, while the lesser elite spiders need to be AoE'd to death by mages and warlocks. Beware of the special attack that the spiders drop down on those who they attack; it will leave your vision "wavy" as though your character is drunk.
--- Abilities
------ Spider Summon: At the beginning of the fight Mar'Li will summon 4 spiders that will "grow" the longer they are alive. These spiders start at about 500-600 damage a hit but once fully grown and enraged, they can deal 1800 per hit! After the first 4, Mar'li will sporadically summon spiders as the fight continues.
------ Web: When Mar'li turns into her spider form (about 90% health), she will drop down a web attack that immobilizes all those effected, allowing her to break agro and attack other party members.
------ Silence: Mar'li unleashes an AoE silence when she transforms into her spider form. Stay away from her at this point or you will be unable to cast for about 5 seconds.
------ Life Leech: Mar'li heals herself through a dispellable life drain. This attack heals herself quite quickly and needs to be dispelled ASAP.
------ AOE Poison: This is a very nasty AOE poison effect that does 400-600 dps. You need to dispell it ASAP. Everyone in the group should have bandages handy, as the healers first prority is the 2 tanks.

- High Priest Thekal – Tiger Boss
--- Abilities
------ Heal: Thekal can heal himself as can his zealots. This heal is an instant heal ability. It is important to drain his mana quickly so he can be effectively fought.
------ Re-Animate: Unless Thekal and his two adds are killed withing ten seconds of each other, they will regenerate and come back to life. This is the exact same style of ressurection as the Core Hound Packs in Molten Core.
------ Knockback: In Tiger form, Thekal has an AE Knockback attack that sends players very far from the boss (it will also break agro).
------ Thekal's Charge: Thekal has a random charge attack that he will use to those inside his charge range. After making the charge attack, Thekal should return to the Main Tank, or the last person with agro.
------ Calling: After switching to Tiger form, Thekal can make a summon that calls forth 6 tiger adds. This can be interuppted and requires Thekal to use Mana.

- High Priestess Arlokk – Panther Boss
--- Abilities
------ Summon: While Arlokk is alive, mobs of Panthers will be summoned around the area you are fighting her in. These mobs will consist of high level elite and non-elite panthers.
------ Stealth: At 3 points during the battle Arlokk will stealth and vanish from the fight. This leaves the party time to deal with the Panthers.
------ Hunters Mark: When this mark is placed on a player all panthers will attack that person until it fades. It lasts approx. 2 minutes. While a pain to the marked player who will need healing, it actually makes it very easy for other players to find the panthers and groups them up nicely for AOE effects.

Optional Bosses
- Bloodlord Mandokir
--- Mobs in the way
------ The raptors are easy mobs to handle and much like any other mob in the zone, they need to be tanked an brought down with standard DPS.
------ The Blooddrinkers pose a bit more of a problem, as they have a special AoE attack that deals 200-400 damage to all those in 20 yard range. The thing to worry about this AoE attack, is that it heals the Blooddrinker for all the damage done! It is essential to keep just the main tank within the 20 yard range, or you will be fighting this mob for quite some time.
------ There is also an ambassador in this room at the base of the temple. It is important to not aggro him or kill him until the room is cleaned. When he dies, the boss aggros from the top of the temple.
------ Before attacking the ambassadour it is critical that you allow all MOB bodies in the room to decay and disapear from the floor. Once the Boss is aggroed, ghosts will appear around the edge of the room. The ghosts ressurect anyone that is dead on the ground. This is why it is critical to not have bodies on the ground. They will resurect the mobs, just as redily as you and this fight is hard enough as it is.
--- Abilities
------ Enrage: Whe Mandokir's Raptor dies, Mandokir himself will become enraged and hit for large chunks of damage (2000 damage) and has his normal attack speed increased by 80%. This will last for about 60 seconds.
------ AOE Fear: He has fear that effects up to 20 targets. If you let him get lose in the group this can cause serious issues.
------ Watching: Mandokir "watches" people, he announces this by saying "XXX I'm keeping my eye on you". While he is watching you you can not do anything (heal, attack, buff, etc) or he will break aggro and charge the person he's watching. When he does charge he attacks twice for about 2500 damage!
------ Leveling: As Mandokir kills players he gains experience. After a number of kills he will level and when he does this he gets buffed and grows in size! At a certain point (after a certian amount of levels gained) he yells "DING!!!", perhaps to sybilize the start of the real fight and he hits for even more damage (I have seen over 14,000 damage!).

- Jin'do the Hexxer
--- Abilities
------ Curse of Shades: At random points during the fight, Jin'Do will place a curse on a member of the raid that simultaniously creates a shade mob. The shades are elite mobs with low health (roughly 1500) but can only be seen by those who are affected by the curse. The curse lasts roughly 15 seconds.
------ Teleport: Jin'Do will teleport members of the raid into a nearby "pit" that is filled with skeletons.
------ Healing Totem: The Hexxer will drop a healing totem that gradually increases his health. This totem has just over 1000 hp.
------ Mind Control Totem: Like his healing totem, Jin'Do drops a totem that will take control of a member of the raid. This totem also has just over 4000 health.

Gahz’ranka
--- Abilities
------ Frost Breath: Slows attack and movement speed, drains mana.
------ Massive Geyser: Tosses everyone into the air for 500 damage plus the fall damage. Temporary aggro wipe.
------ Slam: AoE effect for minor damage.

Edge of Madness - One of four will spawn
--- Gri’lek
--- Rentaki
--- Hazza’rah
--- Wushoolay


LOOT
A couple of links to the loot in ZG.
Thottbot
Goblin Workshop
 
Last edited:
I don't know the specifics of it, but doesn't Venoxis have some kind of chainlightning ability?
 
I think that may be "Holy Wraith"...we just refer to it as chain lightning based on what happens if people stand in the gap between the meleer's and the ranged toons. Stay farther than 10 yds away from Venoxis!!
 
Back
Top