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Zul'Jin

zul'jin


Lord of Zul’Aman and the final boss of the instance, Zul’Jin is one tough fellow, hitting for an average of 4000+ in every form and changing form every 20% forcing your raid to adapt to his new abilities, a fun and difficult fight.

Troll Form


Whirlwind


Deals around 3,500 damage and hits every target within a short radius, melee DPS will have to be cautious and move out of range as soon as possible.

Grievous Throw


Once every few seconds Zul’Jin will target a random raid member and fling his sword at them, dealing out a bleed effect that ticks repeatedly for 2,350 damage.  This effect is not removed until the player is healed to full.

Bear Form


Creeping Paralysis


This is used first once Zul’Jin enters phase two and then periodically throughout the rest of the phase.  Everyone in the raid will have a magic debuff placed upon them, lasting 6 seconds, dealing around 4200 nature damage, and paralyzing for 4 seconds.  This is dispellable and should be done so on tanks and healers.

Overpower


Utilize in bear form this attack can hit for up to 6,000+ damage, this attack is also used fairly often making is necessary for Healer’s to prepare for spike damage throughout phase two.

Eagle Form


Energy Storm


This debuff on the entire raid causes any players that uses any ability whatsoever that takes mana to take 1250 damage.  This would be why melee DPS is required in this phase versus the almost inability of casters during this phase.

Feather Vortex


This spawns four vortex’s around the platform that will begin to chase random players, each hitting for around 1,000 damage per attack and dealing a 15 yard knockback as well.

Lynx Form


Throughout the fourth phase Zul’Jin will randomly select a raid member and charge them, focusing all attacks and damage towards that single target for at least a few seconds.  Healer have to react and focus healing on the selected target.

Claw Rage


This ability is a stacking debuff that is possibly applied every attack by Zul’Jin whilst in Lynx Form.  Each debuff applied increases the damage that the player takes, should this stack too much you might have to aid your tank in various ways to keep him up.

Lynx Rush


After Zul’Jin does a charge he’ll run about hitting random players for 2,300 damage and applying a bleed attack debuff that deals 1,500 damage per tick for ten total seconds.  This can hit quite a few people at a time so have everyone prepared to heal up when it activates.

Dragonhawk Form


Flame Whirl


In the final phase of the fight Zul’Jin will being to spin around creating something of a fire whirlwind, hitting everyone in the raid for 1,200 fire damage and placing a debuff on them increasing fire damage by 50%.  This debuff does stack and increases total raid damage each time it’s used.

Column of Fire


The other danger of this phase would be the columns of fire that fire down at random players throughout the phase.  Each column deals around 1,100 damage per tick and only increases as the fire damage debuff increases.

The Fight


Before you even begin the fight, look for the eight non-elite trolls that are kneeling to Zul’Jin, these guys will engage along with the boss the instant the fight starts, making it necessary to pick them up and burn down lest they become an actual annoyance.

Once the trolls have been taken care of and Zul’Jin positioned in the middle of the platform you can begin DPS.  Basically, for each phase there will be an aggro wipe, to deal with this you need to let the tank re-build aggro on the boss before re-engaging DPS once more.

Troll Form, Phase One


The initial phase of Zul’Jin is also the easiest in terms of tactics and simplicity of routine.  Manage threat, burn the boss down at a steady rate, and make certain to keep your healers on the ball for removing the bleed debuffs throughout the fight.

Everyone who gets Grievous Throw needs to immediately inform the raid and allow the healers to get him to maximum health to remove the debuff, leaving this going on multiple players just leads to a massive drain of healer mana and therefore prevents you from taking the full fights endurance requirements.

Finally, Melee DPS has to avoid all the whirlwinds to prevent excess healing as well, this shouldn’t be quite difficult as the cast bar appears before it actually goes off, allowing you time to rush out of range.

Bear Form, Phase Two


Once Zul’Jin calls on the bear spirit and changes form your tank needs to be ready to pick the boss up immediately, this guy hits hard and will effortlessly wipe out lesser-armored players should he run wild.

Also, everyone needs to get the Paralysis debuff removed, more importantly from the tanks and healers, as soon as possible, leaving it up can also result in quit the terrible rampage of the boss should a tank be paralyzed.

Since this effect is periodically applied I recommend assigning one healer to only dispelling the tank and themselves, keeping the boss occupied and a healer on the tank throughout the fight regardless the rest of the raids condition.

Deal with the spike damage and burn this phase down as well, soon enough at 60% Zul’Jin will be reverting to troll form and rushing to the center of the platform, this time to call for the eagle spirit.

Eagle Form, Phase Three


Probably the most annoying phase of any boss in the entire dungeon, during this third phase Zul’Jin turns into an immense eagle and hovers above the middle of the platform.  Although not moving nor attacking the boss will spawn the Feather Vortexes and debuff the entire raid.

The major trouble of this phase is that anyone whom casts a spell gets zapped for 1,250 damage, this makes it extremely annoying to heal your own raid or damage the boss with any type of magic DPS.

To make it through this phase you’ll need all your melee DPS to burn the boss down his 20% health whilst all casters minimize any required casting to avoid being zapped as mentioned above.

The only other annoyance is from the wandering Vortexes slamming into players for 1,000 damage and causing a knockback effect that can easily re-position your raid from what was originally intended.

Lynx Form, Phase Four


This is something of another annoying phase, not only does the boss now possess an extreme lack of focused attention, leading to numerous charges amongst players racking up the damage on the raid as a whole, but he also has a stacking damage debuff that can really hurt given enough time.

Healers have to be ready and focused to keep up any randomly targeted players, once Zul’Jin locks on and charges you’re going to have your hand full healing everyone from the most vulnerable cloth wearers to simply other DPS and such.

Finally, when Zul’Jin gives the real Lynx charge you have to deal with massive raid damage as he rushes through and slaps everyone around at least a couple of times for a few thousand damage each, this requires yet more concentrated healing and makes this phase mana intensive.

Keep one healer designated to tank healing and a few others to keeping the rest of the raid healthy, the worst part of this phase is keeping your practically unarmored players up against his wild charges.

Use bubbles, healthstones, potions, and whatever else is necessary to keep your raid alive and ready for the fifth and final phase of the fight.

Dragonhawk Form, Phase Five


The final phase of the fight, Zul’Jin will call upon the Dragonhawk spirit during his last 20% of life.  Make this an able transition like all the other phases and allow your tank breathing room to build aggro.

Basically the final phase of the fight is a DPS fest as the bosses stacking fire damage becomes a burning wheel of death and will inevitably wipe your raid.  Zul’Jin’s attacks are simple and unavoidable, burn him down.

Players need to move quickly out of the appearing flame columns as healing will definitely be stretched at this point, if you take too long to kill him you’ll start getting one or two-shotted by the Flame Whirl and fire columns.

Adapt to each phase as best as possible and bring the right raid composition to handle every challenge, do so and Zul’Jin’s head is yours for the taking.

Make sure you can afford to take Zul’Jin’s head:

 

 

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