Thekal is the so-called "Tiger" boss.
The Thekal Boss Fight involves two phases.
Phase one is the toughest. You engage Thekal and his two friends.
One of his friends gouges and does all sorts of nasty rogue-moves that cause tanking to be a bitch. He also hits for an absurdly fast amount of damage.
The other friends of Thekal's is a shaman more or less. He will heal and do other totem, shaman-like things.
The key is to separate Thekal, and his minions, into a giant Triangle. One of them is by the pulling Altar, one is in that large area to the north of his area, and the other is to the large area to the south.
As for actual strategy, stick two or so rogues on the Shaman, to interrupt him, as well as a few casters and other DPS. Stick a druid bear, warrior, and ranged DPS on the rogue-friend. Stick anything left over on Thekal.
Assign one person in each group to call out percentages. Then a raid leader must command people around to keep them relatively close. Once they all get down to 8-12%, have all of them brought together, and AOE them down. They must die within 10 seconds of each other, or else the fight begins again (And you'll have to run to reset it).
Phase two begins once they all die, Thekal comes back as Tigerman. Pull him over to the altar area, and have all the casters with their backs facing the mountain, and the tank with his back facing the other. Nuke his arse down fast, at this point it's more or less simple, one-two priests can easily keep the tank up indefinetly if played right.
Above strat is a good way to do it.
We usually have just one rogue and warrior on the shaman, who have to be very careful not to dps too hard (since one when of the three dies, the others will rez them).
So we dps down thekal first, then the rogue add, then Lor'Khan, and have the rogue on Lor'Khan kick and kidney shot and the war shield bash when she tries to heal.
By the down Thekal and Zath are down to 15% Lor'Khan is ready to join them in an AOE death.
Then we run into the altar area, and get our backs to the mountain on the right, while the MT builds aggro on the tiger on the left, and we kill his baby tiger adds.
Tigers will spawn during this last phase, and you will have to deal with them. We usually try to pour out enough dps to not have to deal with the tigers beyond the first spawn.
Here is a similar strategy albeit a bit different in the setup. As stated above separating Thekal, Lor'khan and Zath is key.
The way that my guild does it, we have the 3 warriors run in and grab their respective adds. Then, they bring them to the following positions.
Zath is taken out of the doorway and to the left if you are facing the altar. There is a dark green spot at the end of the first set of cages, this is where we tank Zath. Over with Zath, you have a warrior, a paladin, and a rogue.
In the middle of the doorway to the altar, Thekal is tanked on the road. A warrior is all that is needed for Thekal. The rest of the raid stands on the road down from Thekal, except those that are dealing with Lor'khan.
Over to the right of the doorway, between the sets of cages, a warrior pulls Lor'Khan to this position. A rogue and a paladin also stand with the warrior.
The Fight Phase 1
Once the warrior on Zath has aggro, dps starts on Zath. As stated above, Zath has some nasty rogue tricks. Whenever Zath incapacitates the warrior, the rogue can Kidney shot Zath to keep him in place or the paladin can stun him as well. Once Zath is down to between 30-35% dps shifts to Thekal. For the rest of the fight, only the warrior should be attacking Zath. The paladin and rogue standby in case Zath gets away. The rogue needs to maintain at least 3 combo points on Zath to do a Kidney Shot.
After getting Zath to 30%, dps switches to Thekal. A hunter needs to maintain a viper sting on Thekal for all of Phase 1. Attack Thekal until he is between 20-25%.
Then switch to Lor'khan. Prior to the raid attacking Lor'Khan, the paladin and rogue should be helping to kick and stun Lor'Khan to prevent him from healing. Once Lor'Khan is about 20-25%, the two other tanks bring Zath and Thekal to Lor'Khan's position. Then all three are burned down the rest of the way.
Everyone except the MT runs into the altar area to the right up the hill. The MT pulls Thekal to the left and puts his back to the wall. The other tanks are also on Thekal, fighting for aggro, should the MT go down. After 5 sunders, everyone attacks Thekal and burns him down.
Rogues help kill the first tiger spawns. A hunter then puts a viper sting up on Thekal to drain his mana, maintaining it for the rest of the fight.
Tiger spawns can be dealt with through fear or mages or warlocks using their AOE spells. A warlock using hellfire is especially effective in dealing with this.
How far in is this boss? because i want the tiger but i dont want to do the entire zul gurrub instance. will some1 whos run zul gurrub alot tell me an estimate of how far in this guy is itd be a big help and save alot of time thanks
There are two rounds of combat here. In the first round you get High Priest Thekal and two Zealots. Apparently you need to kill them all at the same time. The Zealot named "khan" heals herself, so keep an eye on that. Once all three are dead, Thekal resurrects and transforms into a were-tiger (think Tony the Tiger on 'roids). It's here that my group is running into trouble. His AoE launches people away and deals around 900 damage or so. It makes it really hard to keep the tanks alive. Also, Thekal will randomly charge and beatdown the healers and ranged dps characters. Two elite tigers spawn every 20 seconds or so and wreak havok if they aren't taken down quick.
Anyone who's taken him out care to provide some tips?
Here is the biggest tip I can give you on this fight. During the second phase he will jump and cause a AoE blast wave that has knock back. This was hitting me for about 1,100 points damage. (I am a super squishy mage with UBRS equivalent gear.) I have not figured out the range on this thing yet but it is at least 35meters and I think it is more like 40 or 45.
You can jump and avoid the wave!
If you are standing right next to him you immediately jump right when he does. If you are away from him you will notice it is a blast wave and will travel from him out to you. It is not easy to jump the wave but everyone should be attempting to. At some point, you will get the timing down and be extremely happy you learned it. It should be noted that some times he will do a double wave, he will jump and cause the AoE then jump right after.
Member of Gods of War
I'll let you guys figure out a technique for Phase 1. If you can't get that far on your own then you don't deserve to try this technique out...
Turn it into a cage match. Once he rezzes have the main tank pull him back into the hut where he started the fight at and then tank him inside the hut. The main tank's only challenge is to stay within Line of Sight right after an awkward diagonal knockback.
Leave a secondary tank at the steps of the hut to "seal him in." When the main tank loses aggro from a knockback then the secondary tank can taunt him to prevent him from leaving the hut.
Ranged DPS and healers WILL take damage from his knockback but now you have tons of room to run back and bandage or pot. The tiger spawns will run straight out of the hut and towards your healers so have your rogues and 3rd/4th tank pick them up and worry about them.
My guild didn't want to try this strategy out of sheer fear of Line of Sight issues...but we had none. First time using this method we killed him...no deaths.
We fight Thekal (stage 2) very similarly to the spider boss.
We have melee, and casters, both with their backs to different walls (to avoid getting knockbacked and to make sure he doesn't run all around, just to point a or point b). We use the two corners directly opposite his hut. When Thekal loses aggro on our tank, he'll generally run towards the healers/ranged dps (if he stays and fights a melee, tank can just taunt him back). We have a warrior ready to taunt him and drag him back when he does this, just as everyone does the spider.
In stage one, the best advice is to have one of the tanks establish secondary aggro on the rogue guy so he doesn't gouge and WTFPWN healers (and of course, kick/shock/silence the priest guy out of heals).
Also, for the spawns, I suggest dpsing early and crowd controlling later, as others have suggested.
If you are low on Melee DPS characters to take out the tiger adds, one way we found success was the warlocks (we have three in a 20 man raid, how lucky are we?) fear the cats as they come out. That allowed us to keep our DoTs up and still keep the adds off the healers in the final stage of the fight. And it worked well.
Oh, and any warlocks trying to use curse of weakness on him to lessen his attack, don't bother. doesn't work. Put curse of elements up there so the mages can nuke the hell out of him.
There is still a bug u can do if u havehunters with u... the hunters aimed shots the 2 main adds, gets aggro and start running away with cheetah... tank grabs aggro from tigers and boss while the hunters are running. It wnt resett as long as the boss deosn't run out. Th ehunters will run with the adds as far as possible and then feign death...a split second later u need to pull noss out of the room and he will resett. It will take a time though for the adds to rsett so when the boss has resetted u can pull him with no adds... it wont get easier than this. I hope this will help u all who have probs on this boss.
sorry for bad language
Our guild does this without resetting, there's really no need at all.
Go with this initial setup:
T Z Th L T
Have your hunter Multi shot Th, Z and L. Warrior needs to grab Th asap and pull him to the open area to the right of the altar, we tend to go as far into the corner as we can.
The Rogues are stood there in order to grab the tigers as they run out.
No one touches Z and L, and the Hunter drags them out, Kiting them around ZG, as far away as poss. How well Thekal goes depands on how good a job your Hunter does.
All dps on tigers to get them down, then all move to Thekal.
Once he goes down, if the hunter hasn't kited the others far enough away yet (they seem to have a pretty long range, wish my priest could res from that far away.. :P) He will be ressed again in Thekal form. Just kill him again, at which point your hunter will have the others far enough away.
On the other hand, if he did his job right, Thekal just resses into Tiger first death.
As soon as Tiger is up, Hunter FD and head back to group. No one touch tiger until MT has aggro.
Mages are generally set to tiger duty, and sheep one of the adds he spawns, kills the others, unsheep and kill.
He spawns these 2 tigers at regular intervals and they can take down a clothy in 2 hits. (trust me, i know this..)
When MT has boss aggro, all DPS can go in, watch his knockback, keep your tank alive.
L and Z will respawn on the altar, they won't aggro you, and you're free to finish off Thekal without the hassle of dealing with them.
There is no need, at any point, if using this tact, to pull the boss out and reset.
He goes down nicely.
The previous tactic I posted for this boss, Ie, the kiting the adds round the inst one.. Was removed in patch 1.12, the boss will simply evade when they get to a certain distance away, run back to his altar and the whole thing resets.. A total ballsache, but ah well, below is the tact our guild now uses:
Assign a Tank to Thekal, one to Kahn and 2 to Zath. Assign a Rogue to Kahn.
Now, assign dpsers seperately to each target, I find this is best done with the help of an accurate damage meter.
Basically, you need to assign top DPSer to Thekal, miss out two, assign 4th dpser to him, miss out two, assign 7th dpser to him.
Assign second DPSer to Kahn, aswell as 5th and 8th. If your Rogue who is assigned to Kahn happens to fall on one of these spots, then that's great, if not, then jiggle your people around a little, basically, you gotta have a rogue on Kahn (this is to stun him to stop him healing, his assigned tank can also shield bash to help with this).
Assign third, 6th and 9th dpsers to Zath, and follow this pattern if you have any additional dpsers. Tanks and healers obviously do not count, as they will have assigned targets anyway.
MT pulls, and tanks take their targets, all three are tanked together between the pillars, with ranged at max range. DPSers must take down the two tigers before they take their targets, when the tigers are down, all concentrate on their own targets.
The three of them will go down fairly evenly, if your target falls, move to the one left with the most health.
They must fall within 10 seconds of each other, otherwise they will res.
When all are down, Tiger will appear.
Allow MT to take aggro, pull him to the top left hand corner of the area, close to where you find a hoodoo pile when clearing the place to begin with. DPS him to hell.
He will spawn 2 tigers at intervals, have 2 mages polying these and assigned DPSers taking them out.
ive tryed to down this guy with my guild 12 times. no luck =[ give me tips
Don't get pissed off about losing that item to another dps class. All of the high priests/priestesses can drop blooddrenched mask, and regularly do.
Why does it say level 1 Elite when he's a hostile boss?
We are a new professional raid group on Earthen Ring server, run by myself and fellow guild members on the side to the Lunar Tiger Knights, this is how the Topless Raiders have managed it:)
-long time coming but we had set backs :) -
Thekal dead - click here
Hope this helps other raid groups struggling, you can do it just dont give up
Loot from Thekal Lifetime:
Swift Zulian Tiger
Droped this today:
Okay, so we kill Thekal (We have the entire place on farm, so we just free roll)
I roll a 23.. A few minutes later.. a damn HUNTER ROLLS 55 and I get screwed out of it.
he just dropped the mount in detheroc healm us for hnb guild
I was in the arena , on my lvl 19 twink , and i saw a 60 Human rogue turn into this guy , is there an item that can turn u into him>>>?"
Ok, so there's a ring we won't be allowed to roll on, a mount that while cool, isn't actually useful, and a fist weapon that if we are allowed to roll on it, and then manage to win, we won't be able to wear both set pieces.... GO BLIZZARD!
11k kills logged, and no staves, daggers, maces, or leather. There's a blue leggings for everybody else tho - maybe we've got a hole in the loot table?
meh, thanks alot....
This guy is a real pain in the neck, but as just about every boss fight in ZG, it is a fun one.
I just dont understand how people without MC experience or items are supposed to deal with this guy, since he is very hard compared to just about anything you find in MC.
After wiping numerous times on Thekal,and one wipe at 2%,we finally got him down last night...
All the time,we did phase 1 with absolutely no mistakes,and then in phase 2 he would wipe the whole raid after a few aggro resets on tanks.We tried having 2 people tank him,so after one gets knockbacked the other takes aggro - But it didn't work,
of them would get knockbacked.
The solution is simple,do not tank him next to his hut.See the three cages to the left of the temple?Well if your tanks place their backs on the cages they can
jump,and also can't get knocked back.I was the main tank last night,and after he tried to knock me back -Getting aggro back was no problem :D
epics for us:
Primal Hakkari Girdle
Seal of the Gurubashi Berserker
ZG is much easier , but now there aren't well known tactics to kill all bosses , we're killing first 4 bosses without any problems for now and now we're trying to kill thekal ... a few of us have molten equip but most of use is equiped from high lvl instances and pvp ...
I WaNT THAT TIGER MOUNT , ITS MY DREAM MOUNT , IVE HAD 2 WOW DREAMS , AND I WAS RIDEING ON IT IN BOTH , SO IF IT EVER DROPS I WILL CRY FOR IT LOL .....
A bit of supplemental information.
The rogue-type add has a blind-esque attack. When we can spare it, we have a second tank on him in case he blinds the OT and goes after clothies.
During Thekal's first form, he does massive mortal strikes-- our MT is geared from Molten Core, and Thekal's mortal strike still took him from 45% to critically low. This is what makes the healing so mana-intensive. Luckily, Thekal's normal attacks are NOT very rough, and you can disarm him, so conserving mana is still possible.
Thekal's tiger form (we call him Tony) is very damaging also, though not quite as much, and you've got more healers available because the adds are dead.
3 Tanks, 1 fro each of the bosses, your MT on Thekal, Extra healers for the MT, send pets on Priest if your MT dies it 2nd tank on left add (WARRIOR add) 3rd tank on right add (HEALER add)
1.: kill the tigers
2.: Priest and his adds need to be seperated, pull the HEALER to the right, pull the WARRIOR FAR to the left
3.: Start with the warrior add, get him down to 25%. 1 Hunter and a lock have to concentrate on the HEALER add: DRAIN MANA 2 ZERO!
4.: now go onto Thekal, get him down to 20%
5.: now got onto the HEALER add, get him down to 15%. Make sure hey is ALWAYS oom, he needs not much mana to heal himself.
6.: If the last add is down to 15% look at the 3 mobs HP, making sure they have all about the
7.: After having all of them down to 10-15% get them togehter and nuke these guys down. They have to die nearly exact the same time, otherwise they will resurrect each other. (as corehoundpacks in MC do)
8.: After all of them are dead Thekal has a comeback as big bad Tiger. Here comes the tricky part^^
After getting him to change into Tiger Mode get your whole group to the place in front (NOT INSIDE!) of the house without delay! - except the hunters. Having your whole group in a smaller place makes it easyer for Warriors to keep him under control. Send all your warriors on him at the same time to make sure the aggro stays on a warrior even if one of them dies. Start hitting him after warriors hat time to build aggro.
Tiger adds have to be killed by Hunters from Distance asap (2 Hunters can easily aggro-tennis and kill these guys), Rouges can help. Rest of the fight is won or lost by healers. If you waste too much mana on healing in Phase 1 you will have trouble to keep the tanks up in Phase 2. There is no need to drain mana in Phase 2. His Hp are pretty low. Healers and casters stay away from him, his jump attack aoe is deadly for you.
If aggro stays on the warriors and healing is up he is no match.
After killing go get the loot.
If a swift Zulian Tiger Mount comes out leave it to a Hunter! Hunters deserve epic mounts more than all other classes. Belive me, I know whats going on!
This boss maybe possibly bugged with 1.11
We tried him 5 times last night and couldn't keep them from rezing each other. They were all down for 10 sec b4 they rezed again.
No, ZG is supposed to gear you for MC. It's very hard for my guild (who can't get enough for MC)
Edited, Jun 2nd 2008 10:43pm by venomoutland
There are 2 phases to this encounter:
Phase 1 we used 3 warriors to tank boss and his 2 troll adds and kept the 2 tiger guardians sleeped/feared etc. Took each guy down to 15% health then moved them togther and nuked them all in one go.
Phase 2 Boss turns to a tiger and will get 6 guardians. He has a nasty knockback so the warrior positioned himself against the wall. Take boss down with mass dps then clear the tigers after.
Mon Sep 19 17:42:54 2005
As with most other bosses, Thekal has some annoying tricks & gadgets.
First: He has two - actually quite powerful - adds.
One of them is a rogue-style mob and has no mana-bar, the other is paladin/shaman style (i'd say shaman, as he deals a lot of dmg & has instant heal, ffs).
Tip: Drain the mana, so both Thekal and the Zealot can't heal each other. If they do, and you kill one of the others...
Second: All of the three must be defeated within ten seconds of each other - just like the Core Hound packs, but harder thanks to 20 player limit.
Third: Thekal the Tiger.
After the first phase (priests/druids/other healers : you shouldn't be <30% of your mana, or you are in trouble) he morphs into a BIG tiger with a 1000 damage AE knockback (FAR FAR away style knockback)
MT healer -must- stand outside of that range and still be within healing range, or you'll get molested by that big tiger.
Next: Thekal's Charge
Much like the Dire Maul guards, High Priestress Jeklik and Bloodlord Mandokir, he randomly charges to a person and hits them on the head before (hopefully) returning to the MT.
This can -majorly- suck if he does knockback & charge in rapid succession, as he knocks back the MT & then charge-kills the healer.
Next: KEEP THE MANA DOWN!
Hunters should ALWAYS have the mana-drain sting up.
No mana, no tiger-adds.
All in all, its a fight that needs mana conserving in the first phase, positioning during the phase switch and a highly attentive 7k+ life maintank that is able to rip away a pissed off High Priest from those cloth-nancyboys.
Not an easy fight, but real fun & challenging - much better than Molten Core, and slightly cooler than Onyxia (whom everyone did like, 20000 times - the fights are quite comparable, though, with positioning, keeping the MT alive at all costs and so on)
All the straight men in the world are just two bags of meth and a
Swift Zulian Tiger
away from marrying
High Priest Thekal
reputation status with the
on the island in
to get your specific class reward!
这个 NPC 能在这些地区找到：
杀死此 NPC 后您可获得：
Zul'Gurub Loot Guide
Zandalar Tribe Reputation Guide
High Priest Thekal Zul'Gurub Raid Strategy Guide
WoW Classic Druid Armor/Tier Sets - Appearances, Set Bonuses, Sources
WoW Classic Hunter Armor/Tier Sets - Appearances, Set Bonuses, Sources
WoW Classic Mage Armor/Tier Sets - Appearances, Set Bonuses, Sources
Every Single Mount - Classic
WoW Classic Paladin Armor/Tier Sets - Appearances, Set Bonuses, Sources
WoW Classic Priest Armor/Tier Sets - Appearances, Set Bonuses, Sources
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