Table of Contents
- +Introduction
- 1. Contents
- 2. Lore
- 3. Outline
- 4. TL;DR
- 4.1. Tanks
- 4.2. Healers
- 4.3. DPS
- 4.4. Everyone
- 4.5. Positioning
- 5. Bloodlust/Heroism/Time Warp
- 6. Class-specific Advice for Zul, Reborn
- 7. Changelog
- +Abilities
- 1. Pool of Darkness
- 2. Phase One: The Forces of Blood
- 2.1. Dark Revelation
- 2.1.1. Minion of Zul
- 2.2. Shadow Barrage
- 2.3. Call of Blood
- 2.3.1. Bloodthirsty Crawg
- 2.3.2. Nazmani Bloodhexer
- 2.3.3. Nazmani Crusher
- 2.1. Dark Revelation
- 3. Phase Two: Zul, Awakened
- 3.1. Locus of Corruption
- 3.2. Rupturing Blood
- 3.3. Deathwish
- 4. Changelog
- +Normal/Heroic Strategy/Tactics
- 1. Positioning and Strategy
- 1.1. Phase One
- 1.2. Phase Two
- 2. Tank Concerns
- 3. Healing Concerns
- 4. Bloodlust/Heroism/Time Warp
- 5. Changelog
- 1. Positioning and Strategy
- ×Mythic Strategy
- 1. Mythic Mode Abilities
- 1.1. Blood Recall
- 1.2. Decaying Flesh
- 1.3. Ability Changes
- 1.3.1. Pool of Darkness
- 2. Strategy
- 3. Bloodlust/Heroism/Time Warp
- 4. Changelog
- 1. Mythic Mode Abilities
General Information
On this page, you will find a list of changes between Normal/Heroic modesand Mythic mode, as well as a working strategy to defeat Zul, Rebornin Uldir in Mythic mode.
The other pages of our Zul, Reborn guide can be accessedfrom the table of contents on the right.
1.
Mythic Mode Abilities
1.1.
Blood Recall
All of the adds during the fight will be under the effect Blood Recall. This will cause them to respawn roughly 10 seconds afterthey are killed.
1.2.
Decaying Flesh
One add will be buffed with Decaying Flesh. This buff lasts 12seconds and prevents Blood Recall from taking effect, allowing the addsto be killed permanently. When Decaying Flesh expires, or is offensivelydispelled, it will jump to a new add of a different type; meaning if it is on aBloodthirsty Crawg, it will always jump to either aNazmani Bloodhexer or a Nazmani Crusher.
1.3.
Ability Changes
1.3.1.
Pool of Darkness
Pool of Darkness will now cause the player soaking it to receivea stack of Corrupted Blood each time the pool deals damage.
2.
Strategy
The aim of this fight on Mythic is to DPS through the first phase as fastas possible, while largely ignoring the adds. In fact, the goal should be tokeep the Bloodthirsty Crawgs alive for as long as possible, in order toallow certain classes to generate resources from them.
You are going to want to bring three Tanks to this encounter. The role of thethird Tank is to maintain threat on the Bloodthirsty Crawgs while kitingthem around Zul. Demon Hunters are excellent for this, due to their naturallyhigh mobility. If the Crawgs ever catch up, then the Tank will take asignificant amount of damage, so they should be ready to call for AoE stuns or Ring of Peace. It is important to note for the DPS that while it is alltoo easy for the Crawgs to die naturally to ambient AoE damage, it is possiblefor them to live too long and cast Engorged Burst, especially if theyare allowed heal by hitting the tank. Keep a close eye on their energy and beready to call for the raid to turn up the AoE damage if it looks like they aregoing to explode. On the other hand, you may find that your raid is dealing too much AoE damageto the Crawgs, and they begin to die while there are no other adds alive for Decaying Flesh to jump to. If this happens, have your Tank stop kitingand allow the Crawgs to melee attack, so that they are healed by Hungering Maw. This is only really important for the first set, asthe longer the fight goes on, the more Crawgs will be spawned.
For Pool of Darkness, eight people should be assigned to soak. Thefirst two should be soaked by the main Tanks since they will not be able tosoak during the second phase due to the position requirements of Zul and Rupturing Blood. Similarly, healers should soak the next two as theywill be stretched incredibly thin keeping the tanks alive and managing the Deathwish targets. The last four soaks should be handled by classeswith immunities such as Mages or Hunters. This is because any pools after thefourth should be taking place in Phase Two, meaning they can spawn inside Ruptured Blood.
When the fight starts the raid should all stack tightly behind Zul. Thereare no mechanics that punish stacking, and in fact the more centralized yourraid is, the less damage they will take from Dark Revelation and Deathwish. Have the raid DPS Zul, while allowing theNazmani Bloodhexer and Nazmani Crusher to die to DoTs andcleave. Once they are close to death, ensure they are afflicted with Decaying Flesh by purging the buff off incorrect targets until it jumpsto the right one.
All Nazmani Bloodhexers after the first one should be crowdcontrolled for the remainder of the encounter. Classes with long range hardcrowd control should be assigned to specific add spawns. When new sets of BloodHexers are spawning, the raid needs to be aware if they are spawning on top ofthe previous Hexers, and to have a Death Knight run out to grip the crowdcontrolled Hexer away from the spawn. If your raid does not have a DeathKnight, then spells like Shining Force will do the trick, or combiningother shorter knockback abilities. Just do whatever it takes to keep thoseHexers more than 20 yards apart. One thing to remember is spells like Polymorph or Hex will cause the Hexers to run around in asmall area which can cause them to accidentally wander back into range.
As for the Nazmani Crushers, they should be handled just like heroic,pulling them out of range of other enemies before they cast Thrumming Pulse. The goal is to push Zul into Phase Two before the thirdCrusher spawns. This will happen a few seconds after the fourth Pool of Darkness expires. Because your goal is to push before that thirdCrusher, it is exceedingly likely that the push will happen during the fourthPool. A Mistweaver or Warlock should be assigned to soak this pool sothey can use either Transcendence or Demonic Circle to dodgethe knockback from Locus of Corruption.
For Phase Two, make sure Zul is in the center of the room, with the raidslightly behind him. It is incredibly important for the raid that the path tothe closest edge of the platform does not lead you in front of Zul. This isbecause Deathwish can cause players to run through Zul's cleave range,getting hit by Rupturing Blood along the way and subsequently dying, dropping a huge poolof Ruptured Blood on the stack point. When Deathwish goes out, allowthe two targets to run to the edge of the room before dispelling one, and havinga priest Leap of Faith the other one back to the group. Once the secondDeathwish target runs to the edge of the platform again, dispel them as well.Offsetting the Deathwish damage in this way allows time for healing cooldowns totop the raid off.
Finally, the Tanks should handle Rupturing Blood similarly toHeroic, however it is much more deadly on Mythic. Thankfully, this phase shouldonly last a little more than 90 seconds, so liberal use of Mana anddefensive/personal cooldowns is sustainable. When the Tanks leave to drop theirstacks, have Paladins use Blessing of Protection on them in order toremove the debuff before it expires naturally. When Rupturing Blood isfully stacked, it is not uncommon for it to tick for roughly 40% of a Tank'sHealth pool, so they will need a great deal of attention from healers.Sometimes it can be a good idea to simply let a Tank die once he runs out. Thiswill allow your healers to make sure the other Tank is good and healthy, aswell as saving their Mana. This, of course, only works if you have a battle resto spare, or Zul is near death.
3.
Bloodlust/Heroism/Time Warp
We advise you to use Bloodlust/ Heroism/ Time Warpat the start of Phase Two to burn Zul down as quickly as possible before hekills your Tanks.
⋘Normal/Heroic Strategy/Tactics
4.
Changelog
- 12 Dec. 2018: Strategy adjusted to reflect the removal of Rogue's Shuriken Combo.
- 29 Oct. 2018: Guide added.
+ show all entries- show only first 2 entries