Post by Belber on Mar 14, 2006 12:24:37 GMT -5
H'llo there!
I've been trying to spend a good amount of time in ZG lately to get a feel for the place and to slow down the spread of Hakkar and his minions.
Enemies scattered throughout:
Mostly a mix of 60-62 Elite mobs. Snakes, Tigers, Panthers, Trolls, and Berserker Trolls. Crowd control is a must. Druids and their ability to sleep beasts and mages sheeping are a must. Most enemies have some form of poison effects, nature effects, and the rare fire effects. Most of the mobs aren't terribly difficult to clear out. Some require specific strategies:
Blooddrinkers: Very important that only the main tank engage the Blooddrinkers in melee combat...everyone else should use ranged DPS as the Blooddrinkers heal themselves by sucking health off everyone in about a 20 yard radius...pretty simple to kill off if only one tank enters that 20 yard radius and then bombard them with ranged DPS attacks. Be sure to sheep at least one when they come in pairs.
Bat Riders: The Bat Riders are fairly conventional to attack until they reach about 10-20% health. They will then sit stationary and small bursts of flame will appear around them. At this point, anyone in melee range should immediately get as far away from the bat riders as possible as they are about to explode and cause quite a bit of damage. Easy place to wipe if people aren't paying attention.
Bosses I've encountered (excuse the lack of "real" names...I'll add them later)
"Bat" Boss
One of the closest bosses to the entrance is a priestess who can take on a bat form. It is important to have two "teams" seperated during the battle...a ranged DPS/Healer/AoE team and a melee team. The melee team should engage the priestess and keep her occupied for the entire fight. She will attempt to heal herself at one point in the battle and should be stopped from doing so (rogue kicks, etc.)
Periodically she will call in a swarm of bats. The "range" team should pull the bats away from the melee team and then rain down heavy AoE on them until they are dead. Healers should be assigned to the melee team but a few should be keeping an eye on the AoE members as a death of your AoE team will result in a wipe quickly.
When the priestess's health is lowered to a certain point, she will stop calling in bats and will call in one bat rider who drops flaming bombs onto the battlefield. It is important to avoid the "napalm" like flaming bursts as they do a lot of damage (particularly to the "softer" members of the group). There is no point in targeting the bomber as it cannot be combated...keep laying on the DPS onto the priestess until she is dead.
"Snake" Boss
After crossing a bridge, the next boss on your run through ZG will be the snake priest. His room is packed with mobs that need to be cleared but using crowd control effectively should make this fairly easy. The boss is accompanied on its platform by four snakes that need to be dealt with before trying to kill the boss. Have the group seperate again...this time into a healing unit and a ranged unit. You will also want to assign a Main Tank to tank the boss and a secondary tank to handle each snake as they are killed. Assign each mage and druid in the group one of the boss's snake companions. The main tank should pull the entire group down off the platform and the druids and mages should sleep/polymorph their assigned targets. The main tank should pull the boss away from the sheeped targets...at this point, the secondary tank should un-pop one of the snakes and that snake should be killed. Continue this until all of the snakes are killed. Ranged attackers may then assist the main tank until the boss transforms into a snake. At this point everyone should shift over to maximum DPS of any kind and bring the boss down as quickly as possible while avoiding the poison clouds. (I've had more success with this boss than any other)
"Spider" boss
The next boss that I've worked with others to bring down is the spider priestess. Pretty interesting method that seems to work for taking her down. Have everyone in the group...mages, druids, healers, hunters, etc...gather together in a very tight huddle at a point where two paths come together to form a "Y". The priestess is accompanied by a mob of spiders...killing these spiders is of prime importance and killing any spiders that add to the battle quickly is also very, very important. This will be the job of everyone except for the main tank and the secondary tank. The main tank should charge in to the priestess and grab aggro while the spiders are pulled back to the "huddle" and killed quickly. It is important to kill them very quickly as they "grow" and increase their ability to do damage the longer they stay alive. The main tank should keep the priestess away from the group but, periodically, the priestess will break from the tank when she casts a web effect and come charging towards the "huddle". This is where the secondary tank should step in, grab the priestess, grab aggro and haul her back away from the huddle to where the main tank is stuck in the webbing. When the webbing falls, the main tank should gain aggro again and the secondary tank should return to their post near the "huddle". The huddle can provide some ranged DPS but their main job is to pull off any spider adds and kill them quickly. Keep rotating the priestess back to the main tank while killing off the spiders and she should fall fairly quickly. Rogues can often assist the main tank in melee so long as the main tank can hold aggro.
I've been trying to spend a good amount of time in ZG lately to get a feel for the place and to slow down the spread of Hakkar and his minions.
Enemies scattered throughout:
Mostly a mix of 60-62 Elite mobs. Snakes, Tigers, Panthers, Trolls, and Berserker Trolls. Crowd control is a must. Druids and their ability to sleep beasts and mages sheeping are a must. Most enemies have some form of poison effects, nature effects, and the rare fire effects. Most of the mobs aren't terribly difficult to clear out. Some require specific strategies:
Blooddrinkers: Very important that only the main tank engage the Blooddrinkers in melee combat...everyone else should use ranged DPS as the Blooddrinkers heal themselves by sucking health off everyone in about a 20 yard radius...pretty simple to kill off if only one tank enters that 20 yard radius and then bombard them with ranged DPS attacks. Be sure to sheep at least one when they come in pairs.
Bat Riders: The Bat Riders are fairly conventional to attack until they reach about 10-20% health. They will then sit stationary and small bursts of flame will appear around them. At this point, anyone in melee range should immediately get as far away from the bat riders as possible as they are about to explode and cause quite a bit of damage. Easy place to wipe if people aren't paying attention.
Bosses I've encountered (excuse the lack of "real" names...I'll add them later)
"Bat" Boss
One of the closest bosses to the entrance is a priestess who can take on a bat form. It is important to have two "teams" seperated during the battle...a ranged DPS/Healer/AoE team and a melee team. The melee team should engage the priestess and keep her occupied for the entire fight. She will attempt to heal herself at one point in the battle and should be stopped from doing so (rogue kicks, etc.)
Periodically she will call in a swarm of bats. The "range" team should pull the bats away from the melee team and then rain down heavy AoE on them until they are dead. Healers should be assigned to the melee team but a few should be keeping an eye on the AoE members as a death of your AoE team will result in a wipe quickly.
When the priestess's health is lowered to a certain point, she will stop calling in bats and will call in one bat rider who drops flaming bombs onto the battlefield. It is important to avoid the "napalm" like flaming bursts as they do a lot of damage (particularly to the "softer" members of the group). There is no point in targeting the bomber as it cannot be combated...keep laying on the DPS onto the priestess until she is dead.
"Snake" Boss
After crossing a bridge, the next boss on your run through ZG will be the snake priest. His room is packed with mobs that need to be cleared but using crowd control effectively should make this fairly easy. The boss is accompanied on its platform by four snakes that need to be dealt with before trying to kill the boss. Have the group seperate again...this time into a healing unit and a ranged unit. You will also want to assign a Main Tank to tank the boss and a secondary tank to handle each snake as they are killed. Assign each mage and druid in the group one of the boss's snake companions. The main tank should pull the entire group down off the platform and the druids and mages should sleep/polymorph their assigned targets. The main tank should pull the boss away from the sheeped targets...at this point, the secondary tank should un-pop one of the snakes and that snake should be killed. Continue this until all of the snakes are killed. Ranged attackers may then assist the main tank until the boss transforms into a snake. At this point everyone should shift over to maximum DPS of any kind and bring the boss down as quickly as possible while avoiding the poison clouds. (I've had more success with this boss than any other)
"Spider" boss
The next boss that I've worked with others to bring down is the spider priestess. Pretty interesting method that seems to work for taking her down. Have everyone in the group...mages, druids, healers, hunters, etc...gather together in a very tight huddle at a point where two paths come together to form a "Y". The priestess is accompanied by a mob of spiders...killing these spiders is of prime importance and killing any spiders that add to the battle quickly is also very, very important. This will be the job of everyone except for the main tank and the secondary tank. The main tank should charge in to the priestess and grab aggro while the spiders are pulled back to the "huddle" and killed quickly. It is important to kill them very quickly as they "grow" and increase their ability to do damage the longer they stay alive. The main tank should keep the priestess away from the group but, periodically, the priestess will break from the tank when she casts a web effect and come charging towards the "huddle". This is where the secondary tank should step in, grab the priestess, grab aggro and haul her back away from the huddle to where the main tank is stuck in the webbing. When the webbing falls, the main tank should gain aggro again and the secondary tank should return to their post near the "huddle". The huddle can provide some ranged DPS but their main job is to pull off any spider adds and kill them quickly. Keep rotating the priestess back to the main tank while killing off the spiders and she should fall fairly quickly. Rogues can often assist the main tank in melee so long as the main tank can hold aggro.