"Furious at the Horde's latest betrayal, Zul'jin was pleased when the witch doctor Malacrass approached him with a devious plan to crush the elves once and for all. Malacrass had studied the Zandalari high priests and their ability to call upon the favor of the animal gods. He also knew that the elves had magically bound one of the mighty naaru, using it to channel the power of the Light into their own ranks. Malacrass had devised a similar plan: to seal the power of the animal gods within the bodies of the Amani's strongest warriors. Zul'jin quickly approved the plan and lent his full support. Malacrass experimented tirelessly and succeeded in imbuing four warriors with the essence of mighty animal gods: the lynx, dragonhawk, bear, and eagle. Some adventurers fear that Malacrass may have bound a fifth, even darker essence within his own soul...."
Hex Lord Malacrass is the second to last boss in Zul'Aman, the main difficulty of this fight is dealing with whichever adds he spawns, and adjusting accordingly to burning him down as fast as possible before he gets too powerful and defeats your Main Tank.
Thurg - An Ogre, best to sheep this one. Uses melee attacks.
Gazakroth - A fireball-spamming Imp. Can be banished, or killed quickly.
Lord Raadan - A dragonkin that will thunderclap and flamebreath. If you have druids, you can sleep him, although killing him is often the best idea due to his raid disruption abilities.
Darkheart - A wraith that has a Howl of Terror kind of Fear. Shackle him if possible ASAP.
Alyson Antille - A Blood Elf healer, she can be polymorphed or killed.
Slither - A serpent that will use poison bolts. You may sleep him with a druid or kill him quickly.
Fenstalker - A swampwalker who will use Volatile Infection similar to the one in the plaguelands, making that player deal 1800-2200 damage to his allies nearby every 5 seconds for 30 seconds. You can banish or kill this guy.
Koragg - A ghoul. Standard undead CC (shackle, turn undead) can be used.
Spirit Bolt - 450 shadow damage to nearby enemies every .5 seconds for 10 seconds.
Soul Drain - Targets 1 random person, Malacrass will then take 2-3 abilities from that person's class to use against the raid. He will continue using these until he switches Soul Drain targets.
Possible reported abilities taken from classes:
Druids: Lifebloom, Thorns, Moonfire, Heals
Mages: Fireball, Frostbolt, Frost Nova
Paladin: Consecrate, Holy Light, Avenging Wrath
Priest: Heal, Mind Control, Mind Blast, Shadow Word: Death
Rogue: Blind, Slice and Dice, Wound Poison
Shaman: Fire Nova Totem, Healing Wave, Chain Lightning
Warlock: Curse of Doom, Rain of Fire, Unstable Affliction
Warrior: Spell Reflection, Whirlwind, Mortal Strike
Drain Power - Every minute, he will drain everyone's powers by 1% and give them to himself, effectively increasing his size and damage by 10% each time he does it. The goal of this fight is to finish him off before he manages to become too powerful for your tank to handle.
Malacrass can be a tough battle if you don't have enough DPS or have an unlucky spawn of adds. You will ideally kill 2 adds of his, keep 2 crowd controlled, and hop on Malacrass as quickly as possible. Given the fact that he will gain 10% more damage and stats every minute, timing is essential. Unload your maximum DPS, keep your tank up, deal with the Soul Drain, and hope for the best!
Once you're done with Malacrass, on to the final boss of the instance, Zul'jin!
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