I must admit ZA is a pretty well designed instance. It’s the first time we went in, and just by reading some preliminary strats and then giving them minor tweaks as we experienced the encounter (and wiped), it’s all in all a pretty fun encounter. Our group make-up was pretty suboptimal (no pally, no warlock) but we still managed to kill 3 bosses on our first night.
Group setup : 2 Warriors (Prot, Fury), 2 Druids (Resto, Feral), 1 Rogue, 1 Shaman, 2 Priests (Shadow, 41Holy), 1 Mage, 1 Hunter.
Bear Avatar
Trash is simple, CC the casters tank and spank the melee. Note that most humanoid mobs can be MCed so if you’re short on CC that is an alternative. The boss himself is simple, two tanks stacked on top of each other to split his cleave, melee behind, ranged somewhere else. He charges around but doesn’t hit hard. Every now and then he will switch forms, other tank taunts, tank’n spank. He switches back and the first tank needs to taunt back. 2.3 taunt changes make this fight very non random. The DoTs on the bear form can get pretty painful on the tank so look out for that. In human form he’s not really a big issue. (Druid tank for human, War/Pal tank for bear).
Eagle Avatar
The trash here is actually more challenging than the boss itself. It’s gauntlet style ala Shattered Halls, 4 sets of 2 elites (windwalkers) on the road, every now and then non-elite eagles spawn from ahead and 2 elite reinforcements spawn from behind. Have a tank tank both windwalkers, kill them fast then move on to the next windwalkers, you don’t want to stay in the same spot for long. Reinforcements don’t hit for hard so just have another tank grab those and the eagles, AE down the eagles every 1-2 packs. Once you pull the tempest guy at the end spawns stop. I’m not sure if the gauntlet is supposed to respawn or not but we’ve cleared it once, it bugged out on us and spawned as we pulled the boss. We recleared the gauntlet, then after we wiped to the boss it didn’t respawn again. Rajaxx anyone?
Boss was simple enough once we got our strat done. At first we had no idea what to do, then we decided to all run into melee range once the storm ability CDed, but found out it was a bad idea when he lightning balled us to death without using his storm ability even after it CDed. Our strategy is as follows: 2 markers are placed on 2 ranged (ideally 2 ppl with better awareness and playskill), have them stand in separate spots and assign the ranged to be split into 2 groups and stacked on top of either marker (3-4 per stack) the two ranged groups stands in a “triangle” formation with the melee, 20 yards apart, that way only 3-4 people are hit by the lightning ball at the same time, nothing chain heal can’t remedy. A hunter and mage was assigned to kill the birds in the sky. The triangle formation makes it really easy to see where the storm is forming and everyone can easily run to the spot without much mistakes. The boss will run into the group so the two ppl with markers will have to reposition themselves and the ppl assigned to the markers will have to follow. If everyone can get that routine this boss is retardedly easy.
Dragonhawk Avatar
Fun. I’m sure there’s a way of skipping all the trash by abusing his mini-game ability, but we cleared the way anyways. The trash packs are relatively easy but for the scout mechanic. We managed to be killing 10 or so mobs at the same time just because of these scouts. What happens is that you’ll notice there are drums around the area and scouts patrolling the vicinity. If they aggro they will run straight for a drum, if they get one (yes one) successful bang on the drum 2 elites will spawn. They can be rooted, stunned, and slowed (at least via frost shock) and only have 6k HP so kill them before they reach a drum. They will spawn behind you so rogues/druids need to be aware and react accordingly. Note that they will run STRAIGHT for the drums, so becareful when there are pulls with scouts.
Boss has 3 abilities, flamebreath, the mini-game, and hatcher spawn. Flame breath is a narrow but long cone AE, just make sure ppl don’t stand on the same straight line with the boss, especially behind the tank. The mini-game he will close the 4 “exits”, then start throwing balls of fire on the ground, after a few secs they all explode and you’ll take 5-7k damage per exploding ball that hits you. You have plenty of free time to find the free space (there is plenty of room) to stand. The explosion is slightly bigger than the ball graphic so don’t risk it and find somewhere where there is actually some room between you and any ball.
Every now and then two hatchers will spawn, and run to the two extensions on the altar to hatch eggs. There are 18-19 eggs on eggs on each platform. Each hatcher will run to either platform and start hatching eggs, each time they cast hatching they will hatch one more until they are killed (1 egg first cast, 2 eggs 2nd, 3 eggs 3rd, etc). Our strat was to have our druid charge and stun kill one, and let the other hatch 10 eggs (4 casts), stun and kill him, then deal with the adds. You may need to adjust according to your raid set up how many eggs you can handle at a time (10 was ok for us with only 1 mage AEing). Occasionally the add spawn will overlap his fireballing mini-game and ranged will need to react and kill the hatchers from inside the game area before they spawn too much and wipe your raid. The boss has a 5 minute enrage timer and a 10 minute berserk (wipe) timer. After enrage he does hit quite hard on the tank so healers need to be aware of that.
At 35% he’ll hatch all unhatched eggs, so you want to be cleared or near clear both egg platforms (3-4 add spawns if you hatch 10 at a time) you’ll only be left with his mini-game and dragon breath to deal with. His dragon breath has a long CD and as long as ppl are topped off and nobody is stupid to get hit by a fire-ball in the mini-game, this boss is fun and easy.
You can reset this boss by running off the platform (unless the mini-game is in progress), but make sure you run off the correct side because the stairs are broken behind the boss and you need to run all the way around to get back to the boss.
Shaman healing in ZA?
In Karazhan, 2 healers was enough. At our current gear level (1/4 TK, 5/6 SSC), I’d say 3 healers is really pushing the mark. Bring 3. You’d still be raid healing but in many cases you’ll have to help out on tank healing as well (Bear avatar bear phase, Dragonhawk avatar). Otherwise shaman healing is fine and earth shield on your tank will help out a lot. The stationary nature of a shaman healer does affect us a bit (same as pallies), so I definitely recommend getting a resto druid to help out.
Concluding remarks
ZA is one incredibly fun instance but it does require a lot of communication (moreso than SSC and TK), so have everyone get on vent and talk. We didn’t make the first boss on time because of spending too much time observing patrol pathing, trash pack mechanics and so forth, but we’ll be looking forward to collecting the reward from at least the first boss next reset. I’ll write on the other bosses once we get a chance to try them out.