Zul'Aman Strategies Guide Part 1
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Wednesday, 19 March 2008
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Zul'Aman Strategies Guide Part 1
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Ten players, six bosses, one big challenge

wow_za_1_1_thb.jpg

Zul'Aman, located in the southeastern Ghostlands, is the second Level 70 instance for a 10 man raid. It is designed for those who mastered Karazhan, but lack the manpower to tackle 25 man instances. The loot, dropped by the six bosses, is at least compareable to, sometimes even better, than the items you get in Serpentshrine Cavern or Tempest Keep. In addition, the bosses drop Badges of Justice, which can be turned in for epic rewards in Shattrath. The best part: No attunement is needed. But be warned, Zul'Aman loot is far from welfare gear.

 

 

wow_za_1_2_thb.jpgYou will have to earn your epics, and especially the last two bosses are very challenging. If your raid is equiped with Karazhan loot only, it might take quite some time untill you see Zul'Jin go down. So you better bring your consumables! To make the instance challenging, even for raids that do Black Temple and Mount Hyjial, there is some kind of heroic mode. This doesn' mean stronger foes, but a timer to kill the bosses, compareable to the (in)famous Baron run. If you manage to kill the first boss in a set time, you get an additional epic item and the timer resets. Then you have to kill the next boss before the timer runs out, and so on. If Zul'Jin dies with the timer still running, the reward is an epic ring that is on par with Black Temple loot.

 

 

Getting ready

You can only have 10 people in your raid, so you should give the composition some thought. If you aim to beat the timer, you need a perfectly balanced raid. Two tanks are mandatory for 4 out of the 6 bosses. One should be a Protection Warrior. In the best case you get a feral druid as second tank. Since 2 of the bosses only need one tank, the druid can switch to catform to add some dps. Don't even think about using an offensive specced warrior as second tank, as things will only get a lot harder that way. You will also need 3 healers to keep the raid alive.

 

 

Fill the last 5 spots with dps classes, including at least one doing melee damage and two beeing able to AoE. Before moving to the instance, visit Griftah, who is back in Shattrath now. He offers the quest "Oooh, Shinies!", which you should pick up. Horde players, who travel to Silvermoon, go to Tranquillien from there (pick up the flightpath if you don't have it already!). Then move southeast to reach the instance. Alliance players fly from Ironforge to Light's Hope Chapel in the Eastern Plaquelands and ride north from there. There is a flightmaster in Hatchet Hills just outside Zul'Aman that gives you the opportunity to fly there directly after you visited him once. Look for the NPC Budd Nedreck as well to complete the quest given by Griftah and get another one that leads you into Zul'Aman and can be completed after killing the first boss, Nalorakk. Now you are ready to go!

 

 

zulaman-small-us.jpg E: Entrance
1: Nalorakk
2: Akil'Zon
3: Jan'Alai
4: Halazzi
5: Hex Lord Malacrass
6: Zul'Jin



Last Updated ( Thursday, 20 March 2008 )
 
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