Mar’li – Spider Aspect:

This fight can be quite difficult as Mar’li moves around, hits hard and needs to be handled in a certain way.

First of all – make sure all partymemebers have a greater nature resist potion, as she will deal AE poison damage.
After clearing the area, you should have MT run in and start tanking Mar’li where she is standing. Her praying add should be offtanked and killed asap. Mar’li will immediately spawn 4 spiders which will grow fast and do increasing damage. She will spawn these once in a while through the whole fight, so make sure you have some people ready to kill them. Kill the add and the spiders. Everyone (means EVERYONE) then needs to go into melee range of Mar’li except for the offtank.. He will place himself around 15-20 yards away doing ranged damage. (place him where you were before enganging Mar’li)
Mar’li will once in a while shift to a giant spider and AE web everyone around her. She will then attack partmembers NOT webbed, in this case the offtank because he was out of range. While webbed, no one should do any damage at all. Sporadic healing is allowed. When the web wears off everyone should run down to the offtank in melee range of Mar’li, leaving the maintank behind to be ready to get aggro when she webs next. If done correctly she will run back and forth between the two tanks, leaving the rest of the party alone. (this needs some practice, so don’t give up)
While in humanoid form she will deal melee damage to the main tank, and do an AE poison which really hurts. Have all shamans/druids remove poisons as fast as possible. She will also do lifedrain which needs to be dispelled VERY fast. Silence, earthshock, shieldbash, kick etc. works.

Other than that, it’s DPS, DPS and nature resist.


High Priest Thekal the Tiger Aspect:

This fight is much like Golemagg+Corehound Pack in Molten Core.

Have the maintank tank Thekal while 2 offtanks pull one add each. The adds need to be pull very far to each side (as they will heal eachother). Now whats really important now is to deal equal damage to all 3 opponents as the need to die within 10 sec. of eachother.
The best way to do this is to lower Thekal's HP to 5% first, then divide the party into two damagegroups which then kill the two adds at the same time, then finish off the boss.
He does a nasty mortal-strike which deals massive damage to the tank, so make sure you have lots of healing on him/her.

After you kill all 3 of them, thekal will then respawn in his tiger form. Main tank should have some time to gain aggro before starting full DPS.
In this form the boss does and AE knockback which deals around 500 damage to all in the area. He should not be tough to kill if your healers are awake.


High Priestess Arlokk the Panther Aspect.

This is in theory a simple task. (although hard to complete)

Have everyone stand by the Gong. The main tank should place himself in the middle of the room, and 1 offtank should be placed on each side close to the hay lying in the east and west side.

When you use the gong, the Arlokk will spawn in the back of the room, and run directly towards the party. The maintank intercepts her, and starts DPSing her. After a VERY short time ALL melee and damage-casters should start doing DPS on her.

By the hay panthers will start spawning. They should be picked up by the offtanks. These panthers will spawn constantly. They do not do a lot of damage, but eventually there will be loads of them. Keep the off-tanking warriors inside the panther spawning point, while keeping all casters close to the gong. This way they will stay with the tank and not aggro anyone, including the marked person. Do not use the AE advice above as the panthers will stay with the offtanks even when you heal them through the whole fight


After 10-15 seconds Arlokk will mark a random player in the party and all the panthers will now attack this person. Have as much healing going on this person as possible.

After a few minutes Arlokk will stealth, leaving you with the panthers. Use this time to AE/single kill as many as possible.
When she reenters visibility the maintank should gain aggro as fast as possible, and DPS should follow pretty fast. The panthers will now spawn twice as fast.
She will, if not killed, enter stealth once each 2-3 minutes, and each time the spawn rate on the panthers will rise.

So this fight is about healing and DPS. When she is low on HP, have the warriors fear the panthers once in a while, taking the heat off the healers.

Hakkar

To be able to kill Hakkar you'll need to kill the 5 Aspects in ZG, as he will be way to hard to kill if you do not. He will have the following abilities if they're NOT killed:

Jeklik - 1200-2000 AoE damage + 8s silence.
Venoxis - 800 damage poison to the raid.
Mar'li - 6 second stun and complete aggro reset.
Thekal - Enrages, increasing attack speed by 150%.
Arlokk - 2 second Gouge (aggro wipes the main tank)

So make sure you kill the 5 aspects before trying Hakkar!!


Clear the way up the stairs of the temple, and clear the middle level for humanoids all the way around. (Right and left side) Be carefull as the Sons of Hakkar (the flying snake-alike things) will spawn within 30 seconds.

When the area is cleared have everyone stand infront of Hakkar out of aggro range.
Before enganging have 2-3 rogues (some use hunters, but it seems a waste of damage on Hakkar) ready to run down the stairs and pull a Son of Hakkar up to the rest of the group. They should do this 20 seconds into the fight.
The fight itself is quite easy. The only person in melee range should be the maintank. Everyone else needs to go ranged.

Hakkar uses a disease attack which is contagious and will spread to eveyone close, so keep your distance. (if you don't it will spread, and make you wipe as it can't be removed).

Every 45 seconds Hakkar will stun everyone and do a life drain. If this happens he will heal loads of %, and leave the party almost dead. To prevent this have the rogues (again, you can use the hunters) fetch a Son of Hakkar from the middle floor of the temple - pull it into the group and kill it. It will let out a poisoncloud and everyone in the group should place themselves in the middle of this cloud.
When Hakkar then uses his lifedrain, he will drain the poison instead and take loads of damage.
Keep having the rogues (or hunters) run back and forth getting the Sons of Hakkar and make sure everyone gets poisoned. Keep the maintank alive, and Hakkar is a piece of cake.

AFTER NEWEST PATCH - THIS IS THE BEST IDEA YET

3 warriors tanking...more the better.
Raid spread out, have mages spread out equally in the whole raid so nobody is out of sheep-range.

Tell your warriors to go all out from the beginning, his current target will get most rage due to getting hit but the other warriors need to stay above healers threat, otherwise he'll go for the healers as soon as the first tank gets mindcontrolled.
Use all cooldowns ASAP as a warrior.
After the 1st mindcontrol start DPS.
Each 1 minute and 30 seconds Hakkar will drain life, make sure you kill a son of hakkar before that time and have everyone collapse to get the poison (except perhaps 1/2 tanks) then get back to their original position.

Every 10 seconds (or even less) he will mindcontrol the current tank and switch to his target second on the threatlist (hopefully a tank ^^), keep tanks at maximum HP and sheep the mindcontrolled tanks. All mages focus on the sheeping, the MC'd tank runs fast and might run out of sheep-range due to a spread out raid. As soon as mindcontrol fades have your sheep whisper the &quot;main dispeller&quot; (in our case a paladin) who will dispell the sheep*NOTE*

Also - have your warriors use their fear at all times. It won't work on Hakkar, but having CD on it when you get mindcontrolled is quite good. That way you won't mess up the raid.


Gahz'ranka

This giant hydra is spawned in the water northeast of the temple of Hakkar.

What you need to do is to get the quest -Nat's Measuring Tape- http://www.thottbot.com/?qu=8227 by the rubble placed down by the water behind the temple of Hakkar. It is guarded by some croc's, but they're not very hard to get rid of.

The quest will bring you to dustwallow marsh, coord 58.59 where you are to give Nat his measuring tape back. He will then tell you how to lure Ghaz'ranka out into the open so you can kill it.

You'll then recieve some fishing equipment, and in ZG you'll need to fish in several different places to recieve enough bait to lure Ghaz'ranka. I think you need at least 300, even 350 in your fishing skill to complete this quest.

Ghaz'ranka has a few abilities worth mentioning.

AoE knockback : Knocks everyone in a large radius not back, but up into the air.

Frost breath: Does a frontal AE frost breath which deals a few hundred points of damage.

Ghaz'ranka is easily defeated. Make sure you clear the water from aggressive fish before you summon the hydra. When summoned have the whole raid enter the water. When Ghaz'ranka makes it's AE Knockback/up everyone will land back in the water, not taking damage from the fall. If you fight it on the ground, people will easily recieve 500-800 damage from the fall.
Just have the MT build up some aggro, and from there it's just straight forward with damage. 

The Edge of Madness

The Edge of Madness is an area with one of 4 possible bosses. It's the area after Mar'li with loads of Imps (tip: enslave them for amazing DPS). You'll have to have an Alchemist learn the recipie for Gurubashi Mojo Madness, which is located on the big stone tablet here behind the Brazier of Madness.

Use the Mojo Madness on the Brazier of Madness to summon one of the 4 bosses - every 2 weeks during the maintainance, 1 boss will rotate in (coming &quot;closer&quot; to our realm) and one boss will rotate out (receding from our realm).

The 4 bosses are Gri'lek, Wushoolay, Renataki and Hazza'rah. You need to kill them to complete the voodoo dolls for the class trinkets available in Zul'Gurub:

Druid: Wushoolay's Charm of Nature ( http://www.thottbot.com/?i=51985 )
Hunter: Renataki's Charm of Beasts ( http://www.thottbot.com/?i=51978 )
Mage: Hazza'rah's Charm of Magic ( http://www.thottbot.com/?i=51979 )
Paladin: Gri'lek's Charm of Valor ( http://www.thottbot.com/?i=51982 )
Priest: Hazza'rah's Charm of Healing ( http://www.thottbot.com/?i=51980 )
Rogue: Renataki's Charm of Trickery ( http://www.thottbot.com/?i=51987 )
Shaman: Wushoolay's Charm of Spirits ( http://www.thottbot.com/?i=51986 )
Warlock: Hazza'rah's Charm of Destruction ( http://www.thottbot.com/?i=51984 )
Warrior: Gri'lek's Charm of Might ( http://www.thottbot.com/?i=51977 )



Don't know if it helps but more info is good in my book