Why are we trying to kill Zul'jin? He's a good guy from Warcraft II!
GG LORE NEWBS!
Vol'Jin came to Durotar w/ Thrall in the beginning of WCIII. He plays a vital role in lore atm because he's technically the leader of the Darkspear Trolls, whom inhabit Sen'jin island.
Zul'Jin was a hero in WCII. He had some kick-ass throwing axes and a sweet veil. In the trailer, we're apparently trying to fight him because he hates us, the Blood Elves are his sworn enemy and they have been allowed into the Horde ranks.
well no one mentioned that the playable trolls say when you say
/charge you say "For Zul'Jin!" and as for people being killable get used to it, Arthas is next :P
Zul'Jin was a hero of the Trolls.
When the Alliance stormed the land that the Forest Trolls were on, the Blood Elves were with them. They took him, beaten him, and cut his eye out. Then, when he was imprisoned, he cut is own arm off to escape. Then, he realized that the Blood Elves were with the Horde. Zul'Jin was allies to the Horde, until he saw that the Blood Elves were allied with the Horde. So, then he hated the Horde and the Alliance. Therefore, that is why Alliance and Horde can kill him.
Does anyone else notice he is a One armed, one eyed, purple people eater?
Assumming after your group wipes he eats you. GG
Zul'jin=one-armed, one-eyed troll boss, see the trailer for details
Vol'jin= horde boss in thrall's throne room.
not that hard to see the difference.
Vol=2 arms, 2 eyes
Zul=1 arm, 1 eye
get it straight... im seein people posting their complaints about it despite the fact someone has already answered the question 1 post or 2 above them.
I hate how people say that the when you get a quest to kill someone that they die in the story line... Lets not forget that in WoW things can go either way sure sometimes they get beat and sometimes they dont however I dont think that WoW will affect the lore or storyline in the long run. If they ever make a Warcraft IV I believe many of the things you may be successful in doing in WoW wont turn out the same way in the storyline
what the hell nobodys comments says anything about how you kill zul'jin or any of his special abilities.
It is somewhat tough to say whether Zul'jin or Malacrass is the hardest 10-man boss in the game right now, but I believe Zul'jin is, for his fight requires the most coordination and spot-on execution. Even t6 geared guilds wipe to him occasionally (like us... though we fight him with alts most of the time), so I'll provide a personalized strat for all those attempting him.
Zul'jin has 5 phases. He starts in his human phase, and when you take him down to 80%, he'll start his Bear phase. At 60%, he starts his Eagle phase, at 40%, he starts his Lynx phase, and at 20%, he starts his Dragonhawk phase. The difficulty ranking of these phases are as follows (most difficult to least).
Note that he drops aggro completely after each phase.
Phase 1: Human form (100-80%)
Zul'jin's human form is rather simple, he has only 2 abilities besides his hard melee.
-Whirlwind: From time to time he'll start spinning in place and a countdown cast will start. When he finishes with this "cast," he'll cleave most melee for 6k damage. Since his hit box is pretty big, the melee dps should hit him from as far away as possible and then run out as soon as he starts this ability. Run back in afterward to dps.
-Grievous Throw: He'll occasionally throw a huge knife at a random target (possibly melee, and the knife is HUGE). It'll deal an initial 2-3k damage, and then continue to tick for 2.4k every 2s until the target is healed to 100% hp, similar to the boss in Slave Pens. It'll tick forever if the target never gets topped off, be warned.
AOE down the adds at the beginning of the pull, making sure that when you make the pull, everyone's inside the outer fence for a flame door spawns. Have your tank tank him at the bottom of the steps, and the ranged dps should spread out in a semi-circle around him. The melee should of course be behind him. All of his abilities in this phase are very weak, including his melee. As long as your melee dps watches out for his whirlwinds, it's as simple as a tank and spank to 80%.
Phase 2: Bear Form (80-60%)
At 80%, he'll run to the middle of the platform and change into a bear. The fight becomes somewhat simpler, but the danger level increases.
-Creeping Paralysis: On a set timer. He'll occasionally put this on everyone in the raid. It's a debuff that will deal 4.5k damage after 5 secs if it isn't dispelled off the target. The target will also be stunned for 4 seconds. If you have one or two priests in your group, simply have everyone stacked on top of each other and have the priests cast mass dispel. If no priests are available, have your other healers dispel themselves and the tank and leave the debuff on the dps.
-Overpower: Exactly the same as the warrior ability. It'll hit up to 6k on plate, and due to this and his increased melee hits, your tank will be taking spike damage. Make sure the tank is always topped off.
Like I've mentioned above, as soon as the phase starts, have everyone stack on top of each other for mass dispels. The melee shouldn't worry too much about this for they could easily live through it, but if possible (and without taking too much healing off the main tank) dispel everyone.
Phase 3: Eagle Form (60-40%)
The most annoying phase of the whole encounter. When he reaches 60% hp, he'll run to the middle of the platform and fly up into the air. There'll be no damage coming from Zul'jin himself at all in this whole phase. Instead, 4 tornadoes will spawn that moves around the platform.
-Tornadoes: These will CHASE after people and deal around 1k to anyone that's close enough. It'll also deal a knockback. Once they hit someone, the tornadoes usually go after someone else. Be warned that it is possible to have multiple tornadoes chasing the same target.
-Energy Storm: This is a debuff that Zul'jin puts on everyone once the phase starts. It cannot be dispelled by any means. Whenever someone casts a spell that uses mana, he/she will be dealt 1250 damage from the tornadoes (some hunter spells not included).
Everyone should be constantly moving around the platform to avoid the tornadoes. Due to the energy storm, any class with a dot should put it on Zul'jin right at the beginning of phase transition when Energy Storm hasn't been cast yet (locks could CoD around 70%). Use your biggest heals if possible to make every cast count. Prayer of Mending works wonders in this fight. DPS casters should also cast their biggest casts, but wanding should be a big chunk of their dps in this phase to save healer mana. Do not get cornered and do not stay on the stairs; these places negate the knockback ability of the tornadoes and might make you take multiple tornado hits in quick succession. As a bug, it is possible for someone to get knocked over the fire door. He/she cannot get back on the fight, so avoid this at all costs by staying away from the entrance.
Casters could trick the debuff into thinking that only one spell is cast if he/she follows up a cast with an instant cast (for example, a prayer of mending after a greater heal). He/she will only be hit once, but he/she will be able to squeeze in two casts.
Phase 4: Lynx Form (40-20%)
This is the most healing intensive phase of the fight. A lot of people will be taking a lot of damage at once, and very very quick heals are needed to negate his Claw Rage ability.
-Claw Rage: Occasionally Zul'jin will target a person at random, charge, and hit him/her 12 times in 6 seconds. The first hit deals 500, and the subsequent hits deal 150 more each hit (650, 800, 950, etc). This damage is not mitigated by armor, so the target will be dealt 16k damage in 6 seconds. This is a lot of damage, and if all the healers don't target the person being hit and spam heals on him/her, that person will die 100% of the time.
Lynx Hush: Occasionally he'll charge around your raid, dealing 2k on 9 targets and putting a debuff on them that ticks for 1.5k every 2s over 10s. Combined with the Claw Rage, there's a lot of healing that's needed to be done.
This phase is basically a test of your healers' skills. The debuffs that he puts up deal a decent amount of damage. While the debuff is ticking, Zul'jin charges at a target that MUST be healed very fast. There's no way to negate his attacks except with quick efficient heals. Having your ranged dps at max range helps too for it takes a while for him to reach a ranged.
Note that it is very easy to pull aggro in this phase but it must not happen. Your tank won't be tanking him a lot due to his 2 abilities, so watch your threat.
It is possible for the Claw Rage targeted player to vanish, ice block, bop, or divine shield out of it. Zul'jin will instead unleash the remaining Claw Rage on the person highest on aggro, hopefully your tank.
Phase 5: Dragonhawk Form (20-0%)
Essentially a tank an spank. This is a test to see if enough people survived the previous phases and is a dps race to the finish.
-Flame Whirl: He'll do this about every 12 seconds. It at first deals 1k damage to everyone, but with each whirl everyone will get a stacking debuff that increases flame damage taken.
-Flame Breath: A frontal cone attack that deals 2-3k fire damage.
-Fire Columns: He'll spawn this at random on top of people. They look like fluxing holy fires, and deals 900 damage per second to anyone standing in one.
Note that all of his fire abilities increase in damage over time due to the debuff that he puts on everyone.
Basically spread out, move out of the fire columns, and dps as hard as you can without pulling aggro. If enough people survive the previous phases, this phase will be very easy.
Ok heres the deal straight from Blizzard!
"During the First War, the Horde offered the forest trolls a place in the Horde. At that time Zul'jin refused, for he felt that his people needed no assistance in battling the elves. He only agreed to join the Horde's ranks when the orcs proved their worth by rescuing a group of trolls shortly before the Second War began. Yet Zul'jin grew furious when Warchief Orgrim Doomhammer not only failed to destroy Quel'Thalas, but also abandoned the siege against the high elves in favor of an attack on Lordaeron. The forest trolls stayed behind and kept fighting. Zul'jin slaughtered countless elves, but even so, he was captured. Chained to a crumbling pillar, he endured hours of torture that cost him his right eye. When his captors were attacked by a small troll warband, the resourceful Zul'jin capitalized on the opportunity, using a fallen spear to cut off his own arm and secure his freedom. Returning home, he began rebuilding his army, and even as he remained behind Zul'Aman's walls, his legend grew.
Years later, as the trolls slowly recovered from their devastating defeat, Zul'jin learned that the high elves had nearly been annihilated by the Scourge. He planned a final campaign to end the bloodline of the elves permanently, but soon thereafter many of his mortal enemies (now calling themselves blood elves) joined the Horde. Furious at the Horde's latest betrayal, Zul'jin was pleased when the witch doctor Malacrass approached him with a devious plan to crush the elves once and for all. Malacrass had studied the Zandalari high priests and their ability to call upon the favor of the animal gods. He also knew that the elves had magically bound one of the mighty naaru, using it to channel the power of the Light into their own ranks. Malacrass had devised a similar plan: to seal the power of the animal gods within the bodies of the Amani's strongest warriors. Zul'jin quickly approved the plan and lent his full support. Malacrass experimented tirelessly and succeeded in imbuing four warriors with the essence of mighty animal gods: the lynx, dragonhawk, bear, and eagle. Some adventurers fear that Malacrass may have bound a fifth, even darker essence within his own soul...."
i donnu if ur stupid or just pretending, Vol'jin and Zul'jin are 2 different people, Vol'jin is the son of Sen'jin who got sacrificed by murlocs in warcraft3, Zul'jin was a person in Warcraft2, Vol'jin wasnt part of Warcraft at all until after his fathers death in wc3
Best advice I can give is to make an assist macro for the healers on phase 4 for the claw rage. Something like
/cast <name of heal>.
Also make sure you have enough physical damage for phase 3 to take him down without too much difficulty. We had a hunter, rogue and our prot warrior doing damage and it took a while. Another hunter would have made it easier. One note about the electric shock from using mana abilities: this is not true for all abilities just most of them. I have a personal theory that it uses the silenceable abilities table since a warrior's shouts will get him zapped, but a druid shapeshift will not.
If you're using the same crew that took out all the other bosses in ZA to take on zul'jin, you have plenty of dps for this encounter and I found that this fight is more about surviving to phase 5 than anything else. We leaned more toward stam/pvp sets for this fight since it helped our survivability.
We took him down for the first time 2 nights ago. Our raid consisted of:
1 warrior: prot
1 rogue: combat
1 hunter: BM
1 paladin: holy
2 shaman: both resto
1 priest: holy
1 warlock: aff
1 mage: fire
1 druid: balance
he was a member of the old horde that served the legion, not Thralls new horde
What Kind of Gear do you need for this bossy? Would gladiator gear suffice or am i gonna hafta go get better gear first?
If someone took my eye and I had to cut off my own arm to escape...Yeah I'd be pretty pissed off...
*Claps* to Zul'jin, you are smart by betraying the horde...
Why side with the blood elves? They took your eye!
one armed jamackan
the fact that your asking for cords makes me think you have no idea his the final boss in a raid and if you dint know that just give up on ever seeing him
on eagle phase, phase 2, have every1 stand in a large circle around him, not to close to the walls, and do not move they will come for u, hit u once and bugger off, stand close to a wall u will get hit to many times and die, run from it u will bump into other party members and have them take 5k dmg, now thats quite a bit of mana taken away from the healers coz some1 was acting retarded and ran into 5 people, make sure you have one healer (prefereble one with hots) looking at where the cyclones are going then put hots on the people they are going to, i hope this tactic helps you as this is the phase were most wipes will happen because of to many players being killed, then with the hardest phase right after(lynx) their is a low chance of surviving, my guild got him to 1% 2 times because of to many players going down during eagle phase because all the healers got knocked back, once again hope this helps :)
Whats his display ID?
Hmm no joke but whenever me and my guild does this guy he kills all the BEs in our raid groups.
Traditionally, trolls can regenerate lost limbs and the only way to kill a troll is to burn it to death. I'm not sure if that applies to WoW lore or not; maybe his arm was severed with a flaming weapon?
Actually, there are a number of ways to kill trolls, although the main one was to expose them to sunlight...
why the hell didn't his arm grow back?
Zul’jin is the last boss of Zul’aman Instance. He drops 133 & 138 level items. Zul’jin will be able to draw upon the ghostly spirits of each of the four liberated animal gods from the instance and change his own shape to assume their powers. Every 20% of his health, he switches form.
Strategy for all 5 phases you'll find here:
How To Zul'jin
U guys shud get to know ur wow lore........warcraft trolls do regen limbs, but thanks to zuljin's old age he cant.....also according to legend trolls can only be killed by burning them alive or disintegrating them with acid (i play d&d) but warcraft trolls on the otherhand are only invulnerable during the heat of battle(reference to the warcraft2 game manual) a trait commonly known as berserking :)..........and NO earthshakes sun does not kill trolls, thats vampires buddy, sorry but ur input was futile.......
这个 NPC 能在这些地区找到：
Zul'jin - Zul'Aman TBCC Strategy Guide
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