Horde ZG Strategies
The Ruins of Zul'Gurub is a 20-man raid outdoors instance located in Stranglethorn Vale, directly east from Lake Nazferiti. It ranks in difficultly and quality of rewards below Molten Core, and is challenging but possible for players with gear aquired from Dire Maul, Blackrock Spire, Scholomance, and Stratholme.
Back to the main ZG page: Zul'Gurub.
External Guides and Maps
Initial Information from Goblin Workshop
Map from WoWGuru
Nurfed Guide Nurfed strategy guide at whataboutpp.com
Clearing Trash
Use CC. Don't break CC. Use your brain.
- All pulls will be started well away from the raid - do NOT creep forward unless you are responsible for CC.
- MT pulls static groups (for initial aggro). Hunters should place freezing traps and mages should sheep non-trapped (or high risk) targets without being asked - work out targets as quickly as possible in /basinZGCC channel.
- A designated hunter will try to grab small patrols and bring them back to the raid when good pull opportunities present themselves.
- On non AoE pulls, one dangerous caster target (Priest, Shadow Caster, Witch Doctor) will be killed right away. Any additional casters must be priority CC targets.
- On AoE pulls, elites will be offtanked or CC'd then non-elites will be AoE'd AWAY from the elites.
- Watch your position (especially the outer edge of the main path ring). We do NOT pull all the trash and it is possible for static groups to aggro you if you do not remain aware of your surroundings.
- Face Snakes and Hunter type characters away from the raid - they have Cone AoE type attacks.
- Axe throwers can have their whirl attacks cut short via sheeping - please do so even if the thrower is the MA's target.
High Priests and Priestesses
Panther Priestess
Bosses
High Priestess Jeklik (Bat)
Jeklik begins her attack in bat form. Every ?? seconds, she emits a cry for help that will draw a wave of ?? non-elite bats. She also occasionally casts an AOE silence. After she reaches 50% health, she returns to humanoid form, and will cast lifedrain/and heals. She is vulnerable to spell interupts including silence (only the interrupt part). During her humanoid phase, a bat rider will drop random firebombs.
Boss #2: High Priest Venoxis (Snake)
Venoxis starts the fight off with 4 or 5 serpent adds. The serpents can be sheeped/sleeped. Venoxis mana should be drained
before engaging into melee range, as he has an AoE chain dmg spell, and some other random dmg spells. At 50% he shape changes
into a larger serpent. On the shape change and every ?? seconds later he "farts" out a posion dmg cloud.