Zul, Reborn Mythic Strategy/Tactics

Last updated on Dec 12, 2018 at 10:19 by Dhaubbs 2 comments

Table of Contents

General Information

On this page, you will find a list of changes between Normal/Heroic modes and Mythic mode, as well as a working strategy to defeat Zul, Reborn in Uldir in Mythic mode.

The other pages of our Zul, Reborn guide can be accessed from 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 Icon Blood Recall. This will cause them to respawn roughly 10 seconds after they are killed.

1.2. Decaying Flesh

One add will be buffed with Decaying Flesh Icon Decaying Flesh. This buff lasts 12 seconds and prevents Blood Recall Icon Blood Recall from taking effect, allowing the adds to be killed permanently. When Decaying Flesh expires, or is offensively dispelled, it will jump to a new add of a different type; meaning if it is on a Bloodthirsty Crawg, it will always jump to either a Nazmani Bloodhexer or a Nazmani Crusher.

1.3. Ability Changes

1.3.1. Pool of Darkness

Pool of Darkness Icon Pool of Darkness will now cause the player soaking it to receive a stack of Corrupted Blood Icon 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 fast as possible, while largely ignoring the adds. In fact, the goal should be to keep the Bloodthirsty Crawgs alive for as long as possible, in order to allow certain classes to generate resources from them.

You are going to want to bring three Tanks to this encounter. The role of the third Tank is to maintain threat on the Bloodthirsty Crawgs while kiting them around Zul. Demon Hunters are excellent for this, due to their naturally high mobility. If the Crawgs ever catch up, then the Tank will take a significant amount of damage, so they should be ready to call for AoE stuns or Ring of Peace Icon Ring of Peace. It is important to note for the DPS that while it is all too easy for the Crawgs to die naturally to ambient AoE damage, it is possible for them to live too long and cast Engorged Burst Icon Engorged Burst, especially if they are allowed heal by hitting the tank. Keep a close eye on their energy and be ready to call for the raid to turn up the AoE damage if it looks like they are going to explode. On the other hand, you may find that your raid is dealing too much AoE damage to the Crawgs, and they begin to die while there are no other adds alive for Decaying Flesh Icon Decaying Flesh to jump to. If this happens, have your Tank stop kiting and allow the Crawgs to melee attack, so that they are healed by Hungering Maw Icon Hungering Maw. This is only really important for the first set, as the longer the fight goes on, the more Crawgs will be spawned.

For Pool of Darkness Icon Pool of Darkness, eight people should be assigned to soak. The first two should be soaked by the main Tanks since they will not be able to soak during the second phase due to the position requirements of Zul and Rupturing Blood Icon Rupturing Blood. Similarly, healers should soak the next two as they will be stretched incredibly thin keeping the tanks alive and managing the Deathwish Icon Deathwish targets. The last four soaks should be handled by classes with immunities such as Mages or Hunters. This is because any pools after the fourth should be taking place in Phase Two, meaning they can spawn inside Ruptured Blood Icon Ruptured Blood.

When the fight starts the raid should all stack tightly behind Zul. There are no mechanics that punish stacking, and in fact the more centralized your raid is, the less damage they will take from Dark Revelation Icon Dark Revelation and Deathwish Icon Deathwish. Have the raid DPS Zul, while allowing the Nazmani Bloodhexer and Nazmani Crusher to die to DoTs and cleave. Once they are close to death, ensure they are afflicted with Decaying Flesh Icon Decaying Flesh by purging the buff off incorrect targets until it jumps to the right one.

All Nazmani Bloodhexers after the first one should be crowd controlled for the remainder of the encounter. Classes with long range hard crowd control should be assigned to specific add spawns. When new sets of Blood Hexers are spawning, the raid needs to be aware if they are spawning on top of the previous Hexers, and to have a Death Knight run out to grip the crowd controlled Hexer away from the spawn. If your raid does not have a Death Knight, then spells like Shining Force Icon Shining Force will do the trick, or combining other shorter knockback abilities. Just do whatever it takes to keep those Hexers more than 20 yards apart. One thing to remember is spells like Polymorph Icon Polymorph or Hex Icon Hex will cause the Hexers to run around in a small 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 Icon Thrumming Pulse. The goal is to push Zul into Phase Two before the third Crusher spawns. This will happen a few seconds after the fourth Pool of Darkness Icon Pool of Darkness expires. Because your goal is to push before that third Crusher, it is exceedingly likely that the push will happen during the fourth Pool. A Mistweaver or Warlock should be assigned to soak this pool so they can use either Transcendence Icon Transcendence or Demonic Circle Icon Demonic Circle to dodge the knockback from Locus of Corruption Icon Locus of Corruption.

For Phase Two, make sure Zul is in the center of the room, with the raid slightly behind him. It is incredibly important for the raid that the path to the closest edge of the platform does not lead you in front of Zul. This is because Deathwish Icon Deathwish can cause players to run through Zul's cleave range, getting hit by Rupturing Blood Icon Rupturing Blood along the way and subsequently dying, dropping a huge pool of Ruptured Blood Icon Ruptured Blood on the stack point. When Deathwish goes out, allow the two targets to run to the edge of the room before dispelling one, and having a priest Leap of Faith Icon Leap of Faith the other one back to the group. Once the second Deathwish 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 to top the raid off.

Finally, the Tanks should handle Rupturing Blood Icon Rupturing Blood similarly to Heroic, however it is much more deadly on Mythic. Thankfully, this phase should only last a little more than 90 seconds, so liberal use of Mana and defensive/personal cooldowns is sustainable. When the Tanks leave to drop their stacks, have Paladins use Blessing of Protection Icon Blessing of Protection on them in order to remove the debuff before it expires naturally. When Rupturing Blood Icon Rupturing Blood is fully stacked, it is not uncommon for it to tick for roughly 40% of a Tank's Health 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. This will allow your healers to make sure the other Tank is good and healthy, as well as saving their Mana. This, of course, only works if you have a battle res to spare, or Zul is near death.

3. Bloodlust/Heroism/Time Warp

We advise you to use Bloodlust Icon Bloodlust/Heroism Icon Heroism/Time Warp Icon Time Warp at the start of Phase Two to burn Zul down as quickly as possible before he kills your Tanks.

4. Changelog

  • 12 Dec. 2018: Strategy adjusted to reflect the removal of Rogue's Shuriken Combo.
  • 29 Oct. 2018: Guide added.
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