Monday, May 9, 2011

Zul'Aman: Round #5 - Hex Lord Malacrass

The fifth boss you'll take on is Hex Lord Malacrass.  This boss is a little more complicated than the previous four because he will siphon abilities from your party members as you fight him.

Here is a rough list of the abilities he will steal:
Death Knight:  Death and Decay, Plague Strike (including Blood Plague), Blood Worms
Druid:  Lifebloom, Thorns, Moonfire
Hunter: Explosive Trap, Freezing Trap, Snake Trap

Mage:  Fireball, Frostbolt, Frost Nova, Ice Lance
Paladin:  Consecration, Holy Light, Avenging Wrath
Priest:  Heal, Mind Control, Mind Blast, Shadow Word:  Death, Psychic Scream, Pain Suppression
Rogue:  Blind, Slice and Dice, Wound Poison
Shaman:  Fire Nova Totem, Healing Wave, Chain Lightning
Warlock:  Bane of Doom, Rain of Fire, Unstable Affliction
Warrior:  Spell Reflection, Whirlwind, Mortal Strike


Obviously, you want to do your best to negate these abilities, avoid standing in the ground AoEs, and dispell as much as you can. 



There will always be two adds standing next to him drawn randomly from a pool of about 8 possible mobs.  That's according to old notes on the boss.  So far, I've only seen the blood elf, the snake, and the demon in some combination.

Generally, as you prepare to engage the boss, you'll crowd control both of the adds.  If you can only crowd control one of them, make sure to burn the other add right off the bat, then engage the boss.  You should always be able to remove one of them from the fight.  Keep it locked down with crowd control for the duration of the encounter.

The possible Guardians (and abilities) are:


A Blood Elf caster that heals Malacrass.
An Imp which casts fireballs at the party.
An undead which hits the party with a knockback and casts curses on the party.
An undead Wraith which will use an ability like Psychic Scream and AoE fear everyone.
An Ogre that regularly breaks CC and melees random party members.
A dragonkin with a flame breath and thunderclap.
A snake with a poison bolt volley.
An elemental which will cast an AoE nature damage.


So the basic concept of the fight is to deal with the little adds first, either via CC or nukefest and then obliterate the boss while dealing with abilities he steals from a random party member.  It's not a very difficult fight.  It just calls on your party to be aware and adjust a bit on the fly. 

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