Some information, taken from Wiki.
(Unknown Number) boss in Zul'Aman, He might be the "real" first boss, or the "second" last boss.
He drops Badge of Justice
He starts with 4 random adds. Possible known adds:
- Melee add, Sheep him.
- Fireball Spam, possible banish or kill quickly.
- Flamebreath & Thunderclap, sleep him/kill quickly, if you get this add, preferrably killing is a good option.
- melee and instant casts, shackle him.
- Heals. Interupt heals/Kill quickly.
- Posion bolts. Sleep it / kill quickly, like the Dragonkin, killing it is preferred due to your druid does not have to shapeshift.
People seem to kill 1 or 2 of the adds before focusing on the boss.
Does a nasty dot that lasts for approx 15 sec and deals roughly 300-400dmg per tick.
During the fight randomly he will Soul Drain 1 random person, he will take on 2-3 abilites of that persons class. He will continue to use these new abilities till he Soul Drains another victim and repeats a new cycle of attacks.
Every minute or so he will drain everyone of their power by 1% and giving it to himself, thus increasing his size and his damage by 10%.
Tank and spank and deal with the new abilities he may gain.
Possible Soul Drains (Seen and or Heard, not sure if its spec Dependant or not):
- Thorns & Lifebloom (big heal!!!)
- Frost Nova & Firebolt/Frostbolt
- Consecrate & Holy Light
- Heal & Mind Control.
- Mind Blast & Shadow Word: Death?
- SnD & Blind.
- Fire Nova Totem & Healing Wave.
- Rain of Fire & Curse of Doom.
- Whirlwind & Spell reflect.
Known loot so far...
Cloak of Ancient Rituals
Coif of the Jungle Stalker
Dagger of Bad Mojo
Hex Lord's Voodoo Pauldrons
Hex Shrunken Head
Hood of Hexing
Hood of the Third Eye
Tiny Voodoo Mask
Tome of Diabolic Remedy
Feeling free to add a few things to the list you ripped from the wiki.
The thorns during druid state does such a large amount of dmg that dual-wielders might wanna stay away.
Priests seem to have the same abilities whether the priest is shadow or not, Mind Blast isn't one of them. Also the Heal during priest state is Flash Heal, the 1,5 sec cast. As opposed to the paladin 3sec Holy Light.
No indication of the abilites he gains to be related to specc. Getting Mortal Strike when soul draining the only Warrior in the raid, who just happened to have 50 talents in Protection, is a pretty clear indication of it.
I heard from different sources that at least for priests, the abilities he gains are related to the priests specc. But since I didn't get that far in ZA yet, I can't guarantee if that is true or not.
Oh, and I think the information provided in this guide might be usefull:
Along with the spells above also for soul drain he does:
Paladin: Avenging Wrath
Priest: Flash Heal
Hunter: Snake, Fire and Frost (Can make the MT lose aggro) traps
Warlock: Unstable Affliction
Mage: Ice Lance
Although the above comments are all valid, this fight is way simpler than you guys describe.
There are 4 adds of 4 types, kill one or two, depending on what type CC you got available.
The rest of the fight is easy:
1) Heal the raid through the shadow bursts.
2) be sure to keep the CCs up.
3) heal, interrupt or dispel the other abilities he picks up from players (especially his heals).
4) have enough concentration, mana and whatnot to repeat 1-3 a dozen times ... and - voila - he's dead :)
There is a quest for the Hex Lord that doesn't show up on wowhead called "Hex Lord?! Hah!" which is part of the chain starting from Ooh, Shinies! that leads you to Bud. The quest gives 13g 20s and 5 badges of justice.
How do you survive the shadow volley when he is draining everyone?
It hits the raid for 9k over 10 seconds. (450 every .5sec for 10 seconds)
Is Shadow Resistance gear required for this? We have 4 healers and are getting torn apart by it. We lose atleast one person every wave.
(Koragg, undead mob) seems capable of casting
(Cold Stare), which can be a nasty debuff if you don't catch it right away. It does about 1500 damage to whoever is currently affected when they use an ability (melee attack, spell, heal, etc) and jumps to a random party member. It is removable by Dispel Curse.
It should be noted that adds despawn when Malacrass dies. So it's a very good option to CC the most possible adds.
Shadow Resistance greatly helps here.
Having the items from the craftable-BT-SR-gear, helps a lot. Unfortunately, they might be the ones really needing help.
Drinking shadow protection potions helps as well though.
The channeling dots-thing does shadow damage, but it's kinda like Arcane Missiles. This means you'll get spam-interrupted as a caster and using a Shadow Protection Potion absorbs the damage, thus preventing interruptions. Especially as a healer, having a paladin in your group with Concentration aura should help a lot. On the downside, you'll lack the 70 resistance from his aura if you have any priests in the raid to buff Shadow Protection.
If you haven't killed this instance before, bringing a Cauldron of Shadow Resistance might not be a bad idea.
He doesnt do his first drain power until he hits 80%.
Spirit Bolts at 0 Drain powers should not be a problem for you healers, 10 seconds should be plenty of time for chain heals, CoH, or even quick 1.5 sec flash heals to at least prevent deaths from it. He doesnt melee during spirit bolts so healers dont have to compete with that damage.
Its very beneficial to just kill all 4 adds at the start, just makes it less hectic if a cc breaks during spirit bolts its hard to reapply the cc, and will usually kill a couple people. It just seems to go alot smoother when all the adds are killed.
strategy from Bosskiller
video how to
malacrass' spirit bolts do not proc nether protection (warlock talent for immunity) so if you have 2 banish adds it could get really unlucky.
Although the Spirit Bolts are shadow damage,
it can not be reflected by Ultra-Flash Shadow Reflector, nor make you immune to it.
You will still take full damage from the Spirit Bolts even the trinket is activated successfully.
FOR ROGUES: He is immune to Wound and Mind-Numbing poisons, so go w/ Deadly.
One ad that wasn't mentioned:
Fenstalker - Elemental: He throws ranged nature damage at everyone and melees. Banishable.
I should also throw in try not to FEAR on this fight. One of the ads got feared out the door and it reset the fight.
A note on Concentration Aura for Malacrass:
My Kara/Gruul-geared group found that just straight-up Concentration Aura (from our ret pally) was not enough for our priest to get enough PoHs off during Spirit Bolt to keep the group up. We rearranged our groups to put the holy pally (with Improved Concentration Aura), the holy priest, and the resto druid (myself) in the same group at the cost of the Tree of Life aura on the tanks. During Spirit Bolt, the priest was responsible for PoH spam while the pally and I were responsible for getting the melee group up. There was a noticeable difference in how fast the raid was topped off again after Spirit Bolts after that!
My raid found that having our priest spec into Circle of Healing was an ENORMOUS help during the Spirit Bolts. Having it be instant cast and able to hit multiple people for 1000+ hits with CoH was awesome during the bolts. It costs a ton less mana than Prayer of Healing, too.
I'd suggest, if you have a healing priest, having him spec it and try it out. It's useful for many other ZA bosses, we found, as well.
Just somthing I might add for dps warriors or an OT dpsing, during spirit bolts switching to Defensive stance helps the healers quite a bit, the loss in dps isn't that bad since really the only problem my guild comes across is people dying to the bolts. Since dps warriors usually have 10k+ health its not that big of deal but as I said, it helps healers quite a bit not having to heal you immediately if you were low from somthing before like thorns or any of those things. Rate this down if you want but just a simple tip if your dps warrior keeps dying.
After a night of wiping on this guy, here is some advice I have for dealing with his soul drain abilities.
Note that Malacrass is fully interruptable; all of his heals (except lifebloom), his nukes as a mage, and Chain Lightning can thus be prevented.
Druid: Have a mage spellsteal Lifebloom to stop it from blooming. If you have a melee heavy raid, you may want to have some of your melee back off and use ranged attacks to avoid Thorns damage.
Hunter: I only saw him do this once and no one set off the single trap he did put down. Very easy to avoid if you just move him a bit.
Mage: Frost resistance aura is a lifesaver. Paladins should BoF the tank and raid members should break the frost nova however they can (blink, BoF, cleanse, dispel, etc) to avoid the massive ice lance damage. In fact, I'd go as far as to say you may want to wear PVP trinkets to break this.
Paladin: Have the tank immediatley move Malacrass to an isolated spot of the room and drag him around. You do NOT want hard-to-see consecrates lurking in the middle of the room. Purge avenging wrath.
Priest: Fear ward/tremor totems/stance dance to avoid the fear.
Rogue: Abolish poison is a godsend. Stoneform is also handy if your MT happens to be a dwarf. If your tank has an activatable mitigation trinket or potion, use them on this phase when he uses Slice and Dice.
Shaman: Also only saw this once. Kill the totems.
Warlock: Don't stand in rain of fire unless you like third-degree burns.
Warrior: Have everyone (yes, even the tank) run out on whirlwinds.
Balancing your raid for this fight as it changes based on what classes you have. If you have a druid, you practically need a mage to remove Lifebloom without it blooming; if you have a warlock, you need a decurse; frost resistance aura helps a lot if a mage is present, etc etc etc.
As far as healing goes, I tend to target the MT's group (which is mostly melee) and Circle of Healing that group, using Prayer of Healing on my own group, meaning i can keep an eye on both groups at once.
If everyone is fully topped up before spirit bolts though I tend just to CoH 2-3 times on group one, the 2-3 times on group 2 and renew anyone with a lot of dmg left to heal.
With the changes to Molten Armor (Molten Shields affecting spells when talented), Malacrass will take twenty hits of damage whenever he uses the ability. It has the potential to add up pretty quickly with high +spell damage, and basically counts as an extra Fireball every 40 seconds.
Note that as a destruction warlock with nether protection talent the spirit bolts are nothing to worry about: The talent proccs very easily, meaning you will be immune to shadow damage. Shadow ward is a good ability to use too, it will absorb few spirit bolts.
This boss is either a yes or no boss. You MUST CC 2 of the adds the entire fight. What we did was have MT or non aoe tank pick up hex lord while the other tank pref the OT would pick up the adds. We had a druid sleep the beast, mage sheep the humanoid, warlock banish the demon and the we picked up the undead... Make sure the mage spams sheep because they break randomly and hit for about 8k on cloth. Leave as MANY adds as possible alive and cc'd because the more adds you kill the more damage hex lord does... Once the adds are takin care of all dps MUST switch to hex lord but remain CC. You should mark one ranged dps so during the fight all ranged stack up on him so there can be major chain heals, locks arent affected greatly by most of his abilities due to nether protection (if they have it). Burn him down all dps go all out, remember to have people interupt ALL of his spells because he will not heal in mage form, etc so interupt the dmg spells but especially the healing spells such as holy light. It is a very easy fight if you do it right but if you mess up it wont work... You will wipe about three times if is your first try then you will get the hang of it. Remember to have the tank move out when hex is a warrior and moves out of whirlwind ability because it is hard to heal through... Also remember to assign one healer to the MT who is tanking hex lord (I found a druid works better than every other class). Make the AOE healer cover the entire raid and then the third healer heal the OT during add phase then switch to raid heals... Good luck and have fun!
This can be one of the most chaotic and variable fights out there. I'd identify three changes we made between our unsuccessful and successful attempts that made the difference:
First, don't try to kill all the adds. Killing them all may seem like a good idea to reduce the chaos and variability, but prolonging the overall fight inevitably leads to insurmountable mana pressure, even with a shadow priest.
Second, delineate a clear healing assignment. This is not a fight where you can expect your healers to just "do what needs to be done." Give your healers specific assignments to maximize their group healing potential, e.g., prayer of healing on the caster group and chain healing on the melee. Tanks should have plenty of health to survive spirit bolts, so top off the DPS first.
Third, dispel mind control the instant it lands. Mind control is easily Malacrass' most dangerous ability. Paladins cannot dispel it because they can only cleanse friendly targets. It's up to priests and shaman. Make sure they are aware of this, as shamans and shadow priests may not be expecting to be required to cleanse raid members.
This is the 5th boss in Zul'Aman. You have to kill all 4 animal bosses, then his door opens up.
Bring some kind of shadow resistance gear and buff everyone with a Priest's Shadow Protection. He's harder than the Dragonhawk boss.
This guy is straight down the middle of ZA. Once all 4 animal bosses are down, the path to him opens. Before him are 3 pulls, two of which are 2 berserkers. They enrage at 20% and will slaughter your tank. Have healers ready. The other pull is a Tempest + 3 others.
Hex Lord Malacrass himself is very hard. I don't see a Kara outfitted team taking him down as is. He has 4 adds with them. They should be all CC'd except for one (typically the one you are not set to CC if that is applicable).
BE Healer: Sheep
Serpent: Frost trap
I would burn either the wraith or the dragonkin because a healer can't be responsible for CC this fight.
What makes this guy really hard is soul drain. Basically, everyone in the group will get hit with spirit bolts and take upwards of 4-9k damage as he drains. I don't know the exact figure but it is hefty. On top of that, he takes the abilities of the class he was directly draining. Here are some of the possible abilities he can get:
Druid Lifebloom, Thorns
Hunter Various Traps
Mage Fireball, Frostbolt, Frost Nova
Paladin Consecration, Holy Light
Priest (Holy) Heal, Mind Control
Priest (Shadow) Mind Blast, Shadow Word: Death
Rogue Blind, Slice and Dice
Shaman Fire Nova Totem, Healing Wave
Warlock Curse of Doom, Rain of Fire
Warrior Spell Reflection, Whirlwind
My guild only tried him twice and he soul drained our rogue twice. From the drain alone, the healers were eating mana like crazy. There are so many abilities to worry about too. It's a chaotic fight.
From what I've read, these are things that can help:
1. Shadow Resistance. 150+!
2. 9000+ HP for the whole raid.
3. Dampen magic for everyone.
4. Rogues can vanish out of the drain, Pallies can bubble.
5. Circle of Healing/Chain Heals
6. Everyone needs to be topped off before the spirit bolts.
7. Everyone needs to bandage themselves after spirit bolts besides the MT and healers.
This fight is more about mana for healers than anything. we have downed him now a few times and 1 shotted last night. heres a few tips for the healers. make sure shadow protection is on everyone, if u battle rez this buff MUST be redone INSTANTLY. hots for mt and melle during bolts is a life saver. Keep your POM active at all times. 1 priest should focus on your MT and the other healers support the raid. DO NOT dispell a mages frost nova its a waste of time and mana. if the priest is taken by him make sure you drop fear ward on your tank instantly and dispell his fears on the raid. this fight requires alot of movement from everyone but during the bolts have your raid group up so group heals can be more effective. be sure to drink your mana pots the SECOND they are available. I have always popped my first pot, drop my mana to around 5k send out my fiend and drink another pot...this puts me back to 12k mana at 1/2 fight. spirit bolts are a pain for healers because you see everyone taking considerable damage at the same time...dont panic! focus on your mt and throw hots on the healers wait a few seconds and drop a group heal. the bolts are done, the hots are still ticking on your healers and the raid is st looking good. Heres the best tip of all. HAVE FUN:)
what he looks like
For groups struggling, try using a COH priest or other good AOE healer on each group during the bolts. COH priests are the best healer here because the bolts will interrupt casting, but COH has no cast bar. The only thing you need to make clear is that people must group up close during bolts if you are going to mass AOE heal for this. COH has a fairly small range. Spread away from him once healing is taken care of, though!
Downed him, but seriously... not nicely.
I am not even sure if you can down him "nicely". We got extremely lucky that he mostly soul drained our hunter and the abilities there are a joke. Killed all Adds except the banish and seriously had to work hard to keep the group up. Those Spirit Bolts is really what you grow to hate as well as the Paladin soul drain. I also want a consecration that ticks for 3k...
Now this is where it gets serious. There is no doubt that the hexlord is the hardest boss in here so far and some even say the hardest boss(and i agree with them).
There will be 4 elite mobs standing beside the hexlord. They are all cc-able. So...have your MT engage the hexlord cc the 3 mobs(shackle,sleep,sheep etc) and have your OT tank the 4th mob. Now, just finish them all off 1 by 1 since there is no enrage and the boss doesnt grow stronger untill his hp reaches 90%. Sound easy so far, only problem is he does this AoE thing which WILL dmg the whole raid and interupt spellcasting cause it's channeled. So have your pala's use their aura to prefend too much interupttion(this is a must!). This ability is one of the main things you should get under controll in this fight cause it can easily wipe a raid. Doing this fight with 3 pala's is nearly impossible, you really need a priest or a druid to keep the raid up during the AoE.
Ok,after all the mobs surounding the hexlord are cleared, start on him. After you get him below 90% he will keep growing stronger in the fight, so you need to have good dps on him otherwise the AoE will grow much too strong. At this point a new ability kicks in, soul siphon. This will alow the hexlord to steal ability's from certain classes in your raid(Mind controll from priests, whirlwind from warriors etc etc) So lots of dispelling in this phase and a lot of moving if he steals a AoE ability from a class(like rain of fire from locks). Specialy concencration aura is very very dangerious, move away from this or it's gonna be a wipe.
-Make sure you controll your cc'd target untill the ot picks him up
-Have at least 1 druid or priest in your party to heal on the AoE.
-Dont try to avoid the AoE by standing behind pilars, you cant and will only go out of LOS from the healers.
-When you engage the hexlord make sure to hit him hard(ofc watch omen), you really dont want him to live too long.
-Always be ready to move in case the hexlord uses Soul siphon and grabs a AoE ability.
- healers need to dispell a lot.
here are the adds and their abilities
Thurg uses Heroic Strike
Ayson Annitle uses priest heals and Smite
Lord Raadan uses Flame Breath and Thunder Clap
Slither uses Poison Bolt
Gazakroth uses Firebolt
Fenstalker uses Volatile Infliction
Darkheart uses Physic Scream
Koragg uses Slam
800k hp with 5? others in his room..
这个 NPC 能在这些地区找到：
Hex Lord Malacrass - Zul'Aman TBCC Strategy Guide
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