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World of Warcraft:
Master Zul'Gurub

by Hugo Beland



What Zul'Gurub is:


Zul'Gurub is a 20-man raid instance located in the northeastern portion of Stranglethorn Vale. It is an end game instance meaning it is expected that all players will be level 60. In terms of difficulty, it's placed below Molten Core although many of the bosses are more demanding in terms of strategy and not as straight forward as many Molten Core bosses. In addition it is an outdoor instance. Abilities that have outdoor requirements like roots can be used here!

Location of Zul'Gurub:

The entrance to Zul'Gurub is in the northeast corner of Stranglethorn Vale, marked by the blue dot in the following image. However, the quests for Zul'Gurub can be found on Yojamba isle in the northwest corner off the coast of Stranglethorn Vale.

A list of the quests offered by the Zandalar Tribe trolls on Yojamba isle can be found here: Find Quests





Lore of Zul'Gurub:

Over a thousand years ago the powerful Gurubashi Empire was torn apart by a massive civil war. An influential group of troll priests, known as the Atal'ai, called forth the avatar of an ancient and terrible blood god named Hakkar the Soulflayer. Though the priests were defeated and ultimately exiled, the great troll empire collapsed upon itself. The exiled priests fled far to the north, into the Swamp of Sorrows, where they erected a great temple to Hakkar in order to prepare for his arrival into the physical world.

In time, the Atal'ai priests discovered that Hakkar's physical form could only be summoned within the ancient capital of the Gurubashi Empire, Zul'Gurub. Unfortunately, the priests have met with recent success in their quest to call forth Hakkar -- reports confirm the presence of the dreaded Soulflayer in the heart of the Gurubashi ruins.

In order to quell the blood god, the trolls of the land banded together and sent a contingent of High Priests into the ancient city. Each priest was a powerful champion of the Primal Gods -- Bat, Panther, Tiger, Spider, and Snake -- but despite their best efforts, they fell under the sway of Hakkar. Now the champions and their Primal God aspects feed the awesome power of the Soulflayer. Any adventurers brave enough to venture into the foreboding ruins must overcome the High Priests if they are to have any hope of confronting the mighty blood god.

Getting Started:

Upon entering Zul'Gurub it is apparent that there is no set order of bosses that you must kill. All bosses can be killed in any order due to the unique circular layout of the instance (The only exception is Hakkar). You have several choices on where to go first, although most raids will simply clear counter clockwise starting with Priestess Jeklik.

Map of Zul'Gurub

Suggested group composition:

No group composition is ever set in stone, but like all raids, an even amount of classes is highly recommended. The suggested minimum for each class is as follows:
This is the minimum amount of each class for a full clear of Zul'Gurub. Certain Aspects demand different classes more than others, but with this minimum, a group will be competent for all Aspects and side bosses. Any less, and a raid will risk a substantially more challenging encounter.

Noteworthy trash mobs and pulls:

Snakes: One of the most common trash mobs for the first three aspects. They have a physical attack and will periodically do a nature, multi-target cone attack with a poison debuff component that stacks. Because of this, it's important that as many snakes be slept / polymorphed / freezing trapped as possible since the AOE spit can add up quickly with devastating effects. The spit has limited range, so stay at max distance if possible. They're very easy if you don't let them go un-crowd controlled.

Axe throwers: Possibly the second most annoying mob in Zul'Gurub. They have a whirlwind type ability that will hit for near 1000-1200 damage pre-mitigation. It will also knockdown and stun for several seconds. It will target only one person at a time, but over the course of the whirlwind it will hit several people. Do not let an axe thrower loose at any time, they can quickly destroy low HP classes and cloth wearers if they aren't crowd controlled or killed.

Gurubashi Berserkers: Not entirely difficult, hits very hard, but you will only be facing these guys alone unless you have a bad pull. Not much to say besides watch your aggro and tank them proficiently, if you let it loose it will wreck havoc, but if it's under control it should go down smoothly.

Bat riders: Batriders have only one special ability that you should look out for, and thats it's AOE suicide. Sometime between 10-30% it will give a warning that it is going to explode, all players including the tank should run at least 20 yards away before it explodes, you have roughly 5-6 seconds. While it charges up it's suicide it will remain stationary, the AOE is enough to kill any person below 5000~ HP.

Blood drinkers: Definately the most annoying mob in Zul'Gurub. They will periodically leech life from all players in 30-40 yard radius. This ability will instantly heal the Blood Drinker to full health. Don't bother getting out of range of the leech, just stunlock them and pour heavy damage on them, it is imperative that they be stunned or else the fight can last almost indefinetely!

Hakkari Priests: Not difficult at all, but they should always be killed first if possible. They will heal and have a magic immunity shield they will occasionally use (the priest will look as if it is under the effect of a power word shield). They don't have much health, but if you let them live they will make your battles much longer overall, so bring them down first!



About The Author

Hugo Beland is a successful Web entrepreneur currently operating Best-Wallpapers, where you can download hundreds of free wallpapers to personalize your website.




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