Horde ZG Strategies

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The Ruins of Zul'Gurub is a 20-man raid outdoors instance located in Stranglethorn Vale, directly east from Lake Nazferiti. It ranks in difficultly and quality of rewards below Molten Core, and is challenging but possible for players with gear aquired from Dire Maul, Blackrock Spire, Scholomance, and Stratholme.

Back to the main ZG page: Zul'Gurub.

External Guides and Maps

Initial Information from Goblin Workshop

Map from WoWGuru

Nurfed Guide Nurfed strategy guide at whataboutpp.com

Clearing Trash

Use CC. Don't break CC. Use your brain.

  • All pulls will be started well away from the raid - do NOT creep forward unless you are responsible for CC.
  • MT pulls static groups (for initial aggro). Hunters should place freezing traps and mages should sheep non-trapped (or high risk) targets without being asked - work out targets as quickly as possible in /basinZGCC channel.
  • A designated hunter will try to grab small patrols and bring them back to the raid when good pull opportunities present themselves.
  • On non AoE pulls, one dangerous caster target (Priest, Shadow Caster, Witch Doctor) will be killed right away. Any additional casters must be priority CC targets.
  • On AoE pulls, elites will be offtanked or CC'd then non-elites will be AoE'd AWAY from the elites.
  • Watch your position (especially the outer edge of the main path ring). We do NOT pull all the trash and it is possible for static groups to aggro you if you do not remain aware of your surroundings.
  • Face Snakes and Hunter type characters away from the raid - they have Cone AoE type attacks.
  • Axe throwers can have their whirl attacks cut short via sheeping - please do so even if the thrower is the MA's target.

High Priests and Priestesses

Panther Priestess

  • Raid stands by gong. MT stands in the middle closer to the door at start.
  • Do NOT attempt to run back into the instance if you die - the door is sealed and you can bug the gong.
  • Do NOT stay feigned/vanished during a wipe or the gong may bug.
  • Mana users except for the designated mark need to wait to do anything until the first mark is chosen.
  • The designated mark (druid in feral gear) should throw highest rank moonfire on boss then heal the MT until they get marked. Wait to go bear form until the mark has been received. Drink a greater stoneshield before shifting, and subsequently spam demoralizing roar for the AoE aggro (mark will wear off in time). Use the bear rage heal upon full rage bar.
  • Panther adds will be offtanked at the edge of one of the side pens. Please stay clear.
  • The shaman in the panther offtank's group needs to keep a stoneskin totem in range of the offtank at all times.
  • All DPS on the priestess (mana based DPS after the first mark).
  • Additional marked players need to STAY AWAY from the pen areas (the mark has a range - near the doorway or by the gong depending on your range needs).
  • Two hunters with improved frost trap need to lay traps in the middle of the room in case of loose panthers.
  • One offtank/DPS warrior will bring single stragglers back to the offtanking druid (away from other marked mana users). The druid needs to re-target the incoming straggler and growl+swipe to complete the hand off.
  • Healers with heal aggro (but no mark) please run to the offtank's location and try to hand off to the druid.
  • The Panther Priestess will occasionally vanish - during this period go ahead and kill straggler panthers, assisting the MA. Try to conserve mana / energy / rage for the Priestess' reappearance.
  • Warriors spread out towards the end of the vanish - whoever is closest when the Panther Priestess reappears needs to taunt and tank her until the MT can take over. She must not be attacking healers.
  • In case of emergency (offtank druid near death) - mages need to be prepared to frost nova the panther pack before they spread out (work out an order ahead of time). While the pack is frost nova'd - offtanking warrior needs to move in (with shield on) and do: challenging shout->retaliation->defensive stance. All others stay concentrated on the priestess.
  • In case of all hell broken loose - earthbind totems, intitmidating shout, flash bombs & fear.

Bosses

High Priestess Jeklik (Bat)
Jeklik begins her attack in bat form. Every ?? seconds, she emits a cry for help that will draw a wave of ?? non-elite bats. She also occasionally casts an AOE silence. After she reaches 50% health, she returns to humanoid form, and will cast lifedrain/and heals. She is vulnerable to spell interupts including silence (only the interrupt part). During her humanoid phase, a bat rider will drop random firebombs.


Boss #2: High Priest Venoxis (Snake)
Venoxis starts the fight off with 4 or 5 serpent adds. The serpents can be sheeped/sleeped. Venoxis mana should be drained before engaging into melee range, as he has an AoE chain dmg spell, and some other random dmg spells. At 50% he shape changes into a larger serpent. On the shape change and every ?? seconds later he "farts" out a posion dmg cloud.