| You will need the following raid composition in order | | | | their healing potions and bandages as much as |
| to kill Warlord Zul'jin: 1 tank, 3-4 healers, and 5-6 DPS. | | | | possible during this phase. Healers and DPS casters |
| A successful Zul'Jin encounter is completed in five | | | | should switch to heavy-damage or heavy-healing |
| different phases: Human, Eagle, Dragonhawk, Lynx, | | | | spells during this phase since the Electrical Storm will |
| and Bear. Each phase is triggered at 20% health | | | | damage them equally regardless of the spell-type |
| intervals, and each interval wipes the aggro-slate | | | | that is cast. |
| clear. This fight is extraordinarily long. If you lose a | | | | Avoiding the tornadoes is the key to surviving this |
| player too soon you will most likely fail. | | | | phase. Remember, Zul'jin won't do anything but sit |
| Phase 1 Abilities: | | | | there and allow you to DPS him. The Tornadoes and |
| Grievous Throw: This is identical to the ability | | | | Electrical Storm damage are your enemies during this |
| performed by Rokmar The Crackler from Slave Pens | | | | phase. |
| (2nd boss), which is a DOT that can only be | | | | Phase 4 - Lynx Form. When Zul'jin hits 40% health, |
| removed by healing the targeted player to maximum | | | | he will move to the center of the platform and begin |
| health at which point the DOT is removed. | | | | the Lynx Form phase. His two abilities during this |
| Whirlwind: This needs to be avoided by your melee | | | | phase: Claw Charge and Lynx Rush. |
| class as it can do significant damage. If your melee | | | | Claw Charge: This is a random attack that will |
| players cannot successfully avoid the Whirlwind, have | | | | perform 10 consecutive, 1,000 point damage attacks |
| them remain away from Zul'jin during the Human | | | | to the targeted player. Armor does not curb any |
| Phase. | | | | amount of damage; cloth or armor wearers will get |
| During this phase, the tank should keep Zul'jin facing | | | | hit for the same amount of health. Each attack |
| away from the rest of the party while the melee | | | | places a debuff that increases damage taken by 150. |
| DPS stands directly behind Zul'jin. | | | | It is estimated between 14,000 to 16,000 points of |
| The primary danger of Phase 1 is a combined | | | | damage will be done to the target of Claw Charge in |
| Grievous Throw and Whirlwind performed on a melee | | | | about 8 seconds. Your healers must be fast if you |
| character. Avoid that combination and you should | | | | wish to keep the targeted player alive! |
| survive this phase without issue. Additionally, raid | | | | Lynx Rush: Zul'jiin will charge 6-7 people and place a |
| members should avoid placing DOTs on him when he | | | | DOT on them. This DOT will cause 8,000 points of |
| gets near 80% health. | | | | damage to each player over a period of 10 seconds. |
| Phase 2 - Bear Form. When Zul'jin reaches 80% | | | | Needless to say, a player who gets the combo of |
| health he will move to the center of his platform and | | | | Lynx Rush and Claw Charge is going to require |
| shape shift into a Bear. His two abilities during this | | | | excessive healing if they are to survive. |
| phase are: Creeping Paralysis and Overpower. | | | | During this entire phase, it is recommended that the |
| Creeping Paralysis: Similar to Repentance cast by | | | | entire raid stand next to each other and as close as |
| Maiden of Virtue in Karazhan, Creeping Paralysis will | | | | possible to Zul'jin. This will maximize the effectiveness |
| paralyze the entire party for a period of | | | | of chain heal spells and allow your melee DPS to |
| approximately twenty seconds. However, unlike | | | | continue DPS on him throughout the phase. This is a |
| Repentance, Creeping Paralysis does not get | | | | very tough portion of the fight for healers. They |
| removed when the player takes damage. When the | | | | must be quick to select their targets and cast heals |
| twenty seconds are completely, players will take | | | | or players will die in a matter of seconds. |
| 5,000 points of damage. A Priest or Paladin must | | | | Phase 5 - Dragonhawk form. When Zul'jin hits 20% |
| dispel themselves and then immediately dispel the | | | | health, he will begin the fifth and final phase of this |
| main tank otherwise the tank will be unable to dodge, | | | | encounter. His abilities during this phase: Flame Whirl, |
| block, or parry, and that could result in a wipe. | | | | Flame Columns, and Flame Breath. |
| Overpower: This is the same as a Warriors | | | | Flame Whirl: This is an AOE fire attack that causes |
| Overpower: an instant attack that deals damage to | | | | 1,000 points of damage to raid members. In addition |
| an enemy that successfully dodges. Zul'jin's | | | | to the fire damage, Flame Whirl places a stackable |
| Overpower inflicts 5,000 points of damage when | | | | debuff that increases fire damage taken by 50% |
| performed. | | | | (the next Flame Whirl will inflict 1,500 points of |
| Near the end of Phase 2, it is recommended that you | | | | damage and so on). |
| place as many DOTs onto Zul'jin as you possible can. | | | | Flame Columns: This is very similar to the Void Zones |
| Phase 3 - Eagle Form. At 60% Zul'jin will again move | | | | cast by Grand Warlock Nethekurse - the first boss in |
| to the center of his area and shape shift into Eagle | | | | Shattered Halls. The fire columns will cause 1,000 |
| Form. During this phase, Zul'jin will remain stationary in | | | | points of damage to any raid member who comes |
| Eagle Form and do nothing. His two abilities during this | | | | into contact with them. If your raid is paying |
| phase are Electrical Storm and Tornadoes. | | | | attention, these are not much of an issue; just move |
| Electrical Storm: This will do 1,250 points of damage | | | | away from them. |
| to any player who casts a spell throughout the | | | | Flame Breath: The last of his abilities during the final |
| duration of this phase. | | | | phase is Flame Breath, which is a directional AOE |
| Tornadoes: These will slowly chase players and often | | | | attack that inflicts approximately 1,500 points of |
| switch to a new player target throughout the fight. | | | | damage to anyone in its path. |
| Tornadoes will do 1,000 points of damage and | | | | The debuff caused by Flame Whirl potentially makes |
| perform a knock-back for any player who comes | | | | Column of Fire and Flame Breath extremely |
| into contact with one. Because of the Electrical Storm | | | | dangerous, especially when the debuff has been |
| damage caused to spell casters, all players should use | | | | stacked three or four times. |