Nalorakk is the first Zul’Aman boss. Reaching the boss requires clearing around 4 sets of trash. Each of these waves, the boss will be standing with his cronies. Nalorakk will retreat further up his staircase each time until you will have him up on the altar platform alone after defeating the last trash pull.
The fight is very simple and straightforward; it does require decently geared tanks (Karazhan or better), especially on the Bear form phase. The boss has a total of 2 phases; Humanoid and Bear. This boss is Taunt-able.
Note that, in order to complete and proceed with the Time Event, you will need to defeat the boss before the timer of 20 minutes runs out. If successful, you will receive a chest and another timer will initiate for another chance at another chest. If you fail, the chests will not be obtainable until the next instance reset.
As a general rule, a 10 man set up should have 2 tanks and 3 healers, and this boss is no exception. You must have a minimum of 2 tanks for this fight, one for each phase, or else the debuffs the tank will receive would be virtually impossible to live though. Classes can be varied. 1 melee and 4 ranged DPS are recommended. Gear for everyone should be Karazhan or better.
2 Tanks, both Karazhan or post-Karazhan geared. The better geared and higher HP tank should face off with the boss in Phase 2 (Bear).
3 Healers, flexible on classes, though at least one healer with heal over time spells is useful.
5 DPS, preferably 1 melee and the rest ranged. Putting in 2 melee or having an all ranged DPS is also viable.
This boss is resettable; simply run down the steps from where you entered the boss’ platform.
If one tank falls, the boss should be reset immediately.
The usual raid buffs will suffice. Flasks and consumables are not necessary. The Well Fed buff is recommended.
All attacks are physical. Bleed effects can be removed by the dwarf racial ability Stoneform.
Brutal Swipe – Cleaves the targets in front for a raw 30,000 damage, divided up between the players cleaved. This hits on plate for 14000-15000, so that’s around 7500 per tank. This ability is used in both phases.
Surge – Charges random ranged members with a small radius knockback of 10 yards. It’s a random attack with around 15 seconds in between each charge. It deals 3,700-4,300 raw physical damage, which is about 3,000 damage for a cloth target.
Mangle - Increases the dmaage from bleed effects by 100% for 60 seconds. This is cast during the Humanoid phase on the boss’ target (the main tank).
Rend Flesh - Physical bleed effect. 6,000 initial damage and 2,335 damage per second for 5 seconds. Cast immediately in Phase 2 on the boss’ main target.
Lacerating Slash - Physical bleed effect dealing 1,735 damage per 2 seconds for 18 seconds. It is cast immediately in Phase 2 on the boss’ main target.
Roar - AoE silence in a 50 yard radius around the boss. 1235-1365 raw physical damage is dealt to the affected players with a silence duration of 2 seconds.
Ranged party members should stand at max range and spread out as the boss has an AoE charge attack during the Humanoid phase.
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Positioning is the same for both phases, so once everyone is positioned, no further movement is needed.
The first tank can simply run up to engage the boss while the rest of the party members follow up behind. Melee DPS should attack from the back. The second tank needs to be positioned facing the Boss, next to the first tank.
The second tank must watch his threat because, if the boss manages to slap Mangle on him, the upcoming second phase will be nearly impossible to survive. Damage dealt by the boss during this phase is very manageable.
During this phase there should be 2 healers on the tanks, and one raid/off-healer. Nalorakk will do occasional charges towards a ranged player that will knock back anyone within the 10 yard radius of the charge. Nalorak does cleaves (“Brutal Swipe”) every so often, so one of the healers (the off-healer) should keep an eye on the second tank to keep him up. Both tanks must be standing side by side because the cleave damage is distributed: 7,500 on both tanks instead of 15,000 on a single tank.
DPS, both melee and ranged, are free to let loose at the boss, provided that their threat does not exceed the main tank’s threat. The second tank does not actually have to do anything during this phase except be ready to tackle Phase 2. Of course added damage is nice, but it is imperative that the second tank does not out-threat the first tank. The safest way to ensure this is to have the second tank just auto-attack.
Mangle, as mentioned previously is a debuff that is placed on the current target of the boss (this should be the first tank). It increases the damage from bleed effects by 100%. In Phase 1, the boss does not use any Bleed skills so the first tank is safe from harm. However, in Phase 2 there will be 2 bleeds placed on the Tank, so anybody tanking in Phase 2 with Mangle will be almost guaranteed to die.
Both tanks must be alive at the end of this phase, with the second tank without the Mangle debuff.
After 45 seconds, the boss will phase change and transform into a bear. Immediately after changing forms, the second tank must Taunt the boss off the first tank.
During this phase, the boss will only attack its current target (second tank) with the occasional Cleave that will also hit the first tank. All healers should switch their targets to the second tank because the damage dealt in this phase is extremely high.
2 bleeds will be placed on the boss’s current target, inflicting around 3,000 damage per tick total. Combined with Mangle, this would cause 6,000 damage per tick (Mangle = 100% damage increase from Bleed). This is why the second tank must not out-threat the first tank in the first phase and cause Mangle to be cast on himself.
Beware of a random AoE silence that affects the entire raid. This occurs once or twice each bear phase. Tanks must be ready to Last Stand, Shield Wall, or use other high power abilities if their life is in jeopardy. With 3 healers healing the tank, there should be no problems keeping the tank up even with the silence; just keep heal over time effects up on him and over heal him throughout this phase to minimise the risk of him entering the 2 second silenced period with reduced health.
This phase lasts 20 seconds, after which the boss will switch back to Humanoid form and Phase 1 begins again. When Nalorakk switches back to Humanoid form, the first tank must be ready to Taunt the boss off the second tank (if a warrior is tanking and Taunt fails, switch to Mocking Block or Challenging Shout).