Post by skrallik on Dec 12, 2005 15:03:34 GMT 1
Arlokk is the sixth boss located in the Zul Gurrub Instance. Her aspect is that of the "panther".
Arlokk's Abilities
Arlokk has several abilities that she uses in the fight. They are as follows:
Summon: While Arlokk is alive, mobs of Panthers will be summoned around the area you are fighting her in. These mobs will consist of high level elite and non-elite panthers.
Stealth: At 3 points during the battle Arlokk will stealth and vanish from the fight. This leaves the party time to deal with the Panthers.
Hunters Mark: When this mark is placed on a player all panthers will attack that person until it fades. It lasts approx. 2 minutes. While a pain to the marked player who will need healing, it actually makes it very easy for other players to find the panthers and groups them up nicely for AOE effects.
Strategy
Once the gong in the Temple which Arlokk resides in is hit, a rush of panthers will attack the raid as well as Arlokk. The ranged elements of the raid should be by the Gong while the Main Tank should be tanking in the middle of the room. For the first part of the fight, all DPS should be centered on Arlokk.
The healers need to watch out for Arlokk's "mark" and be sure to spam heal anyone unfortunate enough to recieve the debuff. DPS should be centered on Arlokk until she stealths, and not attacking the panthers because this battle relies heavily on downing Arlokk quickly.
After the first stealth, the party should center on killing the panthers as quickly as possible. When Arlokk returns, the panthers will spawn at an even quicker rate and need to be kept under control (AoE's, flash bombs, fear, etc, etc). All I can say here is that Frost Nova is your friend and should allow you some degree of crowd control with these mobs. Arlokk should stealth one more time before the final engagement with her.
One very simple way to deal with the adds in this encounteris to have 2 people assigned to tank them at either place where the panthers come out of. A warrior is best, but a paladin with consecration can do the job just fine too. Just have them there the whole encounter and heal them, they don't take too much damage and you can forget about the panther adds.
On Arlokk's third repop; the raid needs to down her as fast as possible, simply because of the speed at which the panthers will begin to spawn. At this point it is a race for DPS to down Arlokk, before getting overrun with all the adds that will be popping throughout the last part of the fight.
Some people have noted the use of "Green Whelp Armor" for this fight as it will put attacking mobs to sleep for 30 seconds. It may be a considerable investment for regular leather wearers of the raid to pick this item up. We have also heard of many groups that either get druids to tank in bear form with this armor, or warriors that use it for this fight. Either way it makes the battle, much easier
Arlokk's Abilities
Arlokk has several abilities that she uses in the fight. They are as follows:
Summon: While Arlokk is alive, mobs of Panthers will be summoned around the area you are fighting her in. These mobs will consist of high level elite and non-elite panthers.
Stealth: At 3 points during the battle Arlokk will stealth and vanish from the fight. This leaves the party time to deal with the Panthers.
Hunters Mark: When this mark is placed on a player all panthers will attack that person until it fades. It lasts approx. 2 minutes. While a pain to the marked player who will need healing, it actually makes it very easy for other players to find the panthers and groups them up nicely for AOE effects.
Strategy
Once the gong in the Temple which Arlokk resides in is hit, a rush of panthers will attack the raid as well as Arlokk. The ranged elements of the raid should be by the Gong while the Main Tank should be tanking in the middle of the room. For the first part of the fight, all DPS should be centered on Arlokk.
The healers need to watch out for Arlokk's "mark" and be sure to spam heal anyone unfortunate enough to recieve the debuff. DPS should be centered on Arlokk until she stealths, and not attacking the panthers because this battle relies heavily on downing Arlokk quickly.
After the first stealth, the party should center on killing the panthers as quickly as possible. When Arlokk returns, the panthers will spawn at an even quicker rate and need to be kept under control (AoE's, flash bombs, fear, etc, etc). All I can say here is that Frost Nova is your friend and should allow you some degree of crowd control with these mobs. Arlokk should stealth one more time before the final engagement with her.
One very simple way to deal with the adds in this encounteris to have 2 people assigned to tank them at either place where the panthers come out of. A warrior is best, but a paladin with consecration can do the job just fine too. Just have them there the whole encounter and heal them, they don't take too much damage and you can forget about the panther adds.
On Arlokk's third repop; the raid needs to down her as fast as possible, simply because of the speed at which the panthers will begin to spawn. At this point it is a race for DPS to down Arlokk, before getting overrun with all the adds that will be popping throughout the last part of the fight.
Some people have noted the use of "Green Whelp Armor" for this fight as it will put attacking mobs to sleep for 30 seconds. It may be a considerable investment for regular leather wearers of the raid to pick this item up. We have also heard of many groups that either get druids to tank in bear form with this armor, or warriors that use it for this fight. Either way it makes the battle, much easier