If you are looking to learn about what you're supposed to do on a certain boss, or all bosses in the Zul'Aman raid, and how to get the coo mount - Amani War Bear in WoW Classic TBC Phase 4, this guide will help you out.
Zul'Aman is a BC Classic raid for groups of 10 players. The entrance to the portal is located southeast of the Ghostlands. Zul'Aman is made up of 6 bosses and ends with the encounter facing Zul'jin. Find all the info as well as the boss guides, timed challenge for Amani War Bear and the raid map.
1. Access and Map of Zu'Aman
Zul'Aman is accessible without a quest or key. Any player can therefore go there without going through a more or less difficult harmonization. Back in the days of Burning Crusade, Zul'Aman was supposed to be harder than Karazhan, so it required gear from Medivh's Tower to defeat the first bosses, with later bosses being significantly tougher.
The entrance portal to Zul'Aman is in the southeast of the Ghostlands, not far from the Sanctum of the Sun. In addition, a flight master is available nearby, which makes it easy to get there once you have done it for the first time.
2. Open The Door To The Raid
There are 6 bosses in this raid and a bunch of trash, but the first real boss that you’ll encounter in this raid is the door, a lot of people don't know how to get this door open, so basically what you need to do is:
- Talk to Harrison Jones who is roaming near the entrance of the raid and he will move to the gong near the big door.
- At this point, have 5 players click the gong and not move for a few seconds, what happens when you click the gong is you're going to start sort of channeling a spell but you’ll see no cast bar or anything when 5 players click the gong and channel that spell for a few seconds that will trigger Harrison Jones to move to the door and open it for you.
Be ready for this because the moment the door opens, 2 elite mobs will get aggroed and a bunch of non-elite Amani trolls will join them shortly after, those initial mobs are not very hard but it is very easy to die as a DPS or healer if you don't know they're coming.
3. Timed Challenge and Amani War Bear
There is a special event, the Timed Challenge. To launch it, talk to Harrison Jones at the entrance to the instance. At that same moment when you open the door, you’ll notice at the top of your screen that a timer has started, this represents how long you have left before a chest at the 4th boss disappears, that chest contains a bunch of powerful loot pieces, and most importantly the famous Amani War Bear, you’ll get one war bear per raid if you manage to kill the 4th boss before the timer ends.
You have 20 minutes to kill the first boss of your choice. Any boss will do, but be aware that two bosses allow you to increase the duration of the timer:
Killing Nalorakk adds 15 minutes to your timer.
Killing Akil'zon adds 10 minutes to your timer.
The other bosses do not add any additional time. Including the bonus time above, you have 45 minutes to kill the first 4 bosses.
Depending on the performance of your teams, you will receive one or more chests (containing a piece of armor, a weapon, or a jewel), but the objective is mainly to recover the Amani War Bear mount. Note that the items obtained from the chests depend on the number of bosses you killed during the timed challenge, not the boss itself. So you can kill the bosses in any order you want, you will have the same loot table as if you kill the bosses in another order.
45 minutes should be more than enough for most groups, but throughout this guide, we'll still talk about how you can shave a minute here and there, especially with trash.
Here is the list of bosses in Zul'Aman. The first 4 bosses must be killed to spawn Malacras.
Nalorakk is the 1st boss of the Zul'Aman raid in Burning Crusade, in the Ghostlands. You'll have to clean up some trash before facing the boss, which shouldn't be a major concern for you. Here are our tips for successfully killing Nalorakk.
Trash Strategy
We ring the gong and off we go for 15 minutes of trash. To reach Nalorakk, go through the right side, smash the small patrol, then move forward into the forest to the right. The bear aspect boss is an elusive one because he will keep fleeing from you and sending his minions on you, none of this trash is really hard. But you need to be careful on the Warbringers, the trolls that are mounted, once they reach low health they will jump off their mount, and the bear itself casts Crunch Armor, a whapping 10k armor reduction for 6 seconds, so as soon as they appear healers be ready to spam your tanks and tanks make sure to only take one and not both at once.
Nalorakk Strategy
Put the two tanks on top of each other and throw yourself on the boss. He will alternate every 30-45 seconds between a troll form and a bear form. The offtank will take the troll form while the well-equipped tank will take the bear form.
Be careful, the boss hits like a brute. There is almost no damage on the raid (tiny AoE and infrequent random charges), so all healers are on the tank. The boss makes a cleave of around 17K. The two tanks must be facing the boss, this allows the damage of the cleave to be distributed over the 2 players (8K each, it is already more reasonable). The troll-form boss casts a debuff on its target that doubles bleed damage.
Shaped like a bear, it swings full of bleeds (short, long, big, small). It is, therefore, necessary to switch tanks to prevent bleeding from being sent to the tank that has the debuff. With each change of form, the responsible tank must make a provocation by praying that it does not resist. If so, the taunting move remains in combat stance to regain aggro. Healers will also have to be very reactive to change targets. Three seconds late and the tank is flattened.
That's it that's all. Combat is extremely static. No need to move the whole fight. DPS swings the sauce, healers heal (the right target), tanks cause at the right time and it rolls. The technique is therefore very simple. So simple that one is a little disappointed after a boss like Malchezaar.
On the other hand, you will need very good equipment to attack the boss: he hits very hard, he has a lot of life points (almost double those of Malchezaar), the fight is therefore very long and the healers will suffer mana level. On the other hand, if your stuff is suitable, it should not crease.
Akil'zon is the 2nd boss of the Zul'Aman raid in Burning Crusade, in the Ghostlands. Already a little more difficult, it will require good coordination from the players, especially to disperse and regroup at the right times. Here are our tips for successfully killing Akil'zon.
Trash Clear Strategy
Before you reach Akil'zon you'll have to go through a gauntlet of trash, people call it a gauntlet but really the only trash that respawns is the eagles that the Amani Tempest spawns periodically from the end of this gauntlet, so just try to reach that him as fast as you can, the moment you pull him those eagles will stop spawning.
Akil'zon Boss Strategy
After killing the last elite alone at the bottom of the stairs, the waves of mobs stop and you are already in front of the boss. Be careful, this one is very hot. The trash respawn is only 30 minutes and it is impossible to reset the boss. So be careful.
The principle of the boss is that it will be necessary to alternate a phase where all the players will be scattered and another phase where all the players will be grouped together. In normal state, the boss hits the tank (relatively not too hard, but still blunders), he also does chains of lightning on the raid, he sends a player into the air (50% of the player's life in less when falling), it shoots lightning that hits players next to each other. Because of all of his area abilities, it's important that all players are well spaced out from each other.
After 50 seconds, the player will cast a thunderstorm on a player. It flies into the air and lightning comes out of its body. At all costs, all players must move instantly under this player. If a player is not under the storm, they first take 800, then 1200, then 2400 damage every second and so on. In other words, after 4 seconds, he is dead. To avoid this, one solution is to group together in a pack slightly before the storm. Unfortunately as the storm is on a random timer (with a cooldown of 50 seconds), we cannot know exactly when the storm will be launched and it is possible to find yourself all packed for a few seconds before the storm during let him swing a chain of lightning. And there, it hurts a lot.
During the storm, he is incantation, so take the time to re-heal everyone. Everyone must also get out of the way as quickly as possible just after the end (or even just a little before the end) to avoid getting caught in a chain of lightning just after the storm, which would definitely end the raid. Another technique: it seems that the storm is launched on the person farthest from the boss. A good solution to choose a person who will position themselves correctly and that everyone knows where to go.
After the first storm, the boss periodically summons crows that fly above the raid and slap everyone around a bit. If they aren't dps, they end up sending players flying into the air, which is usually fatal if you're not at 100% health. It is therefore preferable to dps them, even if the boss summons others regularly. The cacs can make cleaves (they may be in the air, it still passes). Try to use your instant spells or area spells as much as possible, as birds fly too fast and either pass out of sight or out of range very easily. After 50 seconds, again a thunderstorm and so on.
This fight is really tough. It will require impressive responsiveness from all players to get under the storm at the right time (avoid lag and freezes, it's not good...). Good management of crows and good big heals. Once the technique is understood, it should go well, but there are still a lot of random parts so as not to die because of a nasty chain of lightning + flight + crows type sequence, for example.
Halazzi is the 3rd boss of the Zul'Aman raid in Burning Crusade, in the Ghostlands. Plan a lot of DPS, but above all good healing to keep the tank alive. Here are our tips for successfully killing Halazzi.
Trash Clear Strategy
You can avoid a lot of trash on the way to this boss if you’re patient with the patrols and pull carefully, one noteworthy mob you want to avoid pulling is the neutral crocolisks in the water, avoid tanking any mobs near the water and warlocks just forget about your seed of corruption for a minute, we know it's a lot to ask but think of the War bear. Speaking of which, if you manage to get to this point with 10 or more minutes left on the timer, you should be able to get the mount easily given you don’t wipe on the boss.
Halazzi Boss Strategy
The way this boss works is he goes back to 100% health when you get him to 75, 50, and 25%, each time he does that he will also spawn a spirit lynx, back in the day people used to kill the lynx, just completely ignore the lynx and just zerg down the boss, all your debuffs,
your sunders, hunter’s mark, and stuff will be on the boss so switching to another mob is just huge downtime.
Anyways so in phase 1, the boss has 2 important abilities to worry about, Frenzy, which can and should be tranq shot by a hunter, so stay on top of that, and Saber Lash, which is similar to Mother Shahraz Saber Lash, is a frontal attack that deals damaged shared by up to one additional target, so both tanks need to stack during phase 1.
When phase 2 starts, everyone suffers get 4k damage so top off everyone, and the other ability to deal with here is Corrupted Lightning Totem, just kill the totem as fast as possible because it can easily start destroying players.
Finally, in phase 3 you just need to nuke the boss down as fast as possible, he enrages and will still spawn totems as he did in phase 2, so stay on top of those still.
Jan'alai is the 4th boss of the Zul'Aman raid in Burning Crusade, in the Ghostlands. The secret lies in the proper management of eggs and birds. Here are our tips for successfully killing Nalorakk.
Trash Clear Strategy
To reach that the dragonhawk boss, you’ll need to take the path to the left as you go down the stairs from Nalorakk, and again there aren’t any crazy enemies to worry about but there’s one that you need to be aware of in advance, the Amani Scout, as soon as this he gets pulled he will start running to a gong, and if he reaches it in time he will call two enemies that have about 60k health each, they don’t do much damage but they will eat up quite a lot of precious time from your timer, so make sure to root, charge, stun and kill the scouts before they managed to do that.
Jan'alai Boss Strategy
In phase 1, you need to be spread around the boss in a circle, that’s because of the ability called Flame Breath, it’s a cone of fire that the boss casts on a random player, ideally, you want this to hit only 1 player so stay spread as much as possible. A few seconds after the fight starts, you’ll notice 2 none elite Amani Hatchers that spawn behind you, those will run to the sides of the room and start hatching the eggs that you see on either side of the room.
Each time an egg is hatched a draghonhawk will spawn, you just want to AOE those down, they’re not very dangerous, but here’s the catch, once phase 2 starts, if any eggs are left unhatched, they blow up and each deal a bit of AOE damage to everyone in the raid, so typically the way you want to deal with this has one hatcher hatch all of one side, and kill the other hatcher, once the hatcher you left alive is done with his side tho he will start running to the other side, make sure to not let him do that and kill him quick.
Other than that when phase 2 starts, the boss will also start spawning a bunch of fire bombs, they look like this and they will cover a huge chunk of the room, thankfully their range is quite small so just look for any gap where there aren’t any bombs before they blow up and you should be safe.
But that’s Jan’alai essentially, spread out, kill one hatcher, leave one hatcher alive, once the hatcher you left alive is done hatching his side kill him, avoid the bombs, and GG.
Malacrass is the 5th boss of the Zul'Aman raid in Burning Crusade, in the Ghostlands. It requires overcoming the first 4 bosses and is very tough. Expect great difficulty. Here are our tips for successfully killing Malacrass.
Trash Clear Strategy
If there's one trick that's successful in ZA, it's trash. Few, stressful and difficult without being impossible, a real treat. Malacrass trash is no exception. 2 or 3 groups only, very hard with a lot of mobs.
Malacrass Boss Strategy
Malacrass has 2 abilities, the first one and the most deadly part of this fight honestly is Spirit Bolts, this just deals quite a lot of shadow damage to everyone in the raid, this is just a healing check, you need to outheal it, try to help your healers during this too by using health stones, health pots, using any type of mitigation abilities and whatnot.
The second ability is Siphon Soul, which is kinda similar to Nefarian if you ever did that, the boss will steal some abilities from a random class in your raid, each class gives him 2 to 3 new abilities, some more deadly than others some more annoying than others, just interrupt, dispel and purge whatever
you can, everything else you just need to survive through really.
And finally, the longer this fight lasts the more stacks of Drain Power you’ll receive, which happens every 30 seconds and increases the boss’s damage by 10% and reduces everyone’s damage and healing by 1%, yet another reason to just zerg the boss down and AoE everything along with him in my opinion.
Zul'jin is the 6th and final boss of the Zul'Aman raid in Burning Crusade, Ghostlands. The meeting is divided into 5 phases. Here are our tips for successfully killing Zul'jin.
Zul'jin Defeat Strategy
Zul'Jin is a very interesting fight and a real endgame boss. Although Malacrass requires stuff and reactivity, Zul'Jin is actually more difficult. First of all, you have to go with a good group. One tank is enough. He will have to be very well stuffed, warrior if possible for the protective wall and the last rampart which will be useful, but it is playable with a druid too. We advise you to leave with 3 healers, it's doable with 4 but you will need a lot of DPS. The fight takes place in 5 distinct phases that I will detail separately. The aggro is completely reset between each phase. This is very important, especially for your healers: your tank must be full life at each phase change otherwise Zul'Jin risks turning on you as soon as you heal him. This is not a fight for casters (c.f Phase 3), but do not neglect a warlock or a shadow priest, it is very useful. Start with at least 2 CaCs and a hunter. It is not necessary to be full T5 to do this boss, but it clearly requires stuff, and for everyone.
Stage 1: 100%-80%
Phase 1 is the trolling phase of Zul'Jin. Nothing very complicated, he will put a debuff randomly on a player of the group who inflicts about 2000 damages plus a big dot that ticks at 2000/2500. The dowry will be removed only when the player finds himself at 100% life, so it must be reassembled very quickly so that the dowry disappears. The protective blessing of the paladin, stone shape of the dwarves, block of ice, and other gadgets remove this effect. It should also be noted that it is possible that the debuff is "missed", since it launches a jet weapon.
On top of that, it does a melee whirlwind that does about 9000 damages on leather (thief), but this whirlwind is avoidable if your CaCs are very responsive. They must be careful, it is possible that they take the whirlwind and just after the dowry (so the initial 2000 damages), which implies that they die immediately. It hits the tank pretty hard, and your trainers need to be responsive to the focus of the dot.
Stage 2: 80%-60%
Zul'Jin then turns into a bear. His one and only ability during this phase is that he lays a magic debuff on the entire raid, which after 5 seconds stuns the target and inflicts 4000 damages. You need to dispell this debuff very quickly. I advise you to put your raid in the "ass" of the bear and to do mass dispell, it works super well (especially since the patch 2.4 since the mass dispell acts on 10 people). If you do not have a priest (which can happen), be sure to dispell your tank and your healers as a priority. The shadow cape removes the debuff for thieves.
Warning: the bear is extremely violent with your tank, it hits very very hard and quickly. A single healer will be enough to reassemble the people of the raid who could have taken the debuff, but you must have 2 healers on the tank at all times.
Stage 3: 60%-40%
Zul'Jin then turns into an eagle. It is no longer necessary to tanker him and he will not hit anyone. Four tornadoes will appear in the room and follow players randomly. To explain clearly how it works, it's like the third boss of the Mechanar and his fire elementals. The tornado takes you in focus for 4 to 6 seconds and then leaves on someone else. If a tornado hits you, it deals you 1000 damages and ejects you. You can't get through tornadoes.
In addition to that, every time you cast a spell, you have a "return" of 1200 damages. So each treatment launched will inflict 1200 damages on you, each fireball, shadow line too, etc. Suffice to say that it is very hard. Here are some tips to get through this phase:
First of all, your healers must use mostly heavy heals. Indeed, imagining that you launch a non-critical heal flash at 1500-2000, you then receive 1200 damage, or an effective healing of 300... in other words, it's not very profitable.
You must space yourself out in the room and distribute your healers in a triangle (left, top, right), so as to leave the center as free as possible from any tornado and to leave your CaCs DPS, since they are the main DPS during this phase.
All casters need to nerf their DPS so they don't die, if you cast too many spells you kill yourself. You must therefore cast a maximum of long spells in order to avoid taking too much damage. Your main job during this phase will mostly be to push the tornadoes away from the center so your CaCs DPS can strike. You still need to DPS a little as soon as you are full of life.
Watch out for tornadoes, you have to run as soon as one targets you. Avoid getting stuck in a corner, it can happen if a tornado touches you and ejects you against a wall, it then risks ejecting you several times without you being able to move, then you will die stupidly.
Stage 4: 40%-20%
Phase 4 corresponds to the spirit of the lynx. First of all, pay attention to the 3-4 transition, your tank must be full life at the time of the transition and a diversion can help a lot. If your tank does not have enough hit points, you will regain aggro immediately by healing it, which will correspond to a one-shot.
All raids should remain inactive for 2-3 seconds when changing phases. No bandage, no care stone, no evocation, NOTHING. Once your tank has it, we go up the raid very quickly and we space ourselves in the room. All raids must be within reach of your 3 heals at the same time for the following reason: from time to time Zul'Jin takes a player in focus and rushes him for 4-6 sec. by hitting him very hard (about 16,000 in 6 sec.) and very quickly. Your three trainers must then immediately change their target and completely overhealate the targeted person. Note that all the techniques work to make him lose the aggro: Ice block, Vanish, Feign death, Bubulle paladin (both), etc. Keep as much as possible the blessings of protection for the weak (priests, etc.).
Zul'Jin also makes a whirlwind, much like Leotheras at SSC. He starts running and rushes on everyone by inflicting 2000 damages and endowing the target (1500 damages / 2sec. for 10s). You must therefore reassemble your raid very quickly while paying attention to your tank which will continue to be hit (hard) during the dots that dots will finish ticking on the raid.
This phase is a real stress test for your caregivers. The mana will start to run out and you absolutely must not lose any player during this phase otherwise you will run out of DPS for phase 5.
Stage 5: 20%-0%
Here is the final phase. The first 4 phases were very trying and your trainers must start to be very short in mana. We can compare this phase to an enraged timer:
Every 12 seconds, it applies a stacking debuff on the raid that increases fire damage taken by 50% and deals 1000 fire damage to your raid.
He throws a cone of fire at your tank that deals 2000-3000 fire damage, increased with the debuff.
It launches columns of flames at up to 3 players simultaneously that inflict 900 damage/second, but you can and should get out of the column.
The rule is simple during this phase: BURST DPS. You have to shorten the fight because after a few stacks it will become very hard to keep everyone alive. Everyone must be attentive and immediately get out of the columns of flames.
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