Zul'Gurub Guide Index



Section 1- General



1.1 - Coins, Bijous, & Reputation

1.2 - NPCs and Reputation Rewards

1.3 - Map of Zul'Gurub


Section 2 - The Bosses



2.1 - Boss 1- High Priestess Jeklik

2.2 - Boss 2- High Priest Venoxis

2.3 - Boss 3- Bloodlord Mandokir

2.4 - Boss 4- High Priestess Mar'li

2.5 - Boss 5- High Priest Thekal

2.6 - Boss 6- High Priestess Arlokk

2.7 - Boss 7- Jin'do the Hexxer

2.8 - Boss 8- Hakkar



Section 3 - Links and Contributors



3.1 - Links to other guides

3.2 - Contributors





Boss 6- High Priestess Arlokk

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.

Danee from the Windrunner Server sends us this addition to clarify positioning:

Position 1 tank & 1 paladin in front of each of the panther cages. The main tank stands center between the cages, this is where he'll fight Arlokk. The rest of the raid stands at the end of the room opposite of the gong, near the entrance. Once one of the pallies hits the gong, Arlokk will appear and summon a mob of panthers out of each of the caged areas. The pallies should consecrate, giving the warrior time to use challenging shout. They will fight and heal at their end, this will keep the bulk of the panthers out of the raid. Meanwhile, the rest of the raid focuses all dps on Arlokk

 

Beltislav, from the Kargath server sends us this addition to let us know how to deal with the panthers without Paladins (until the Horde gets them with the expansion:

Just like in your strat, position 2 tanks right at the entrance of the cages (right up against the large posts). This works best is the tank happens to be an Arms warrior, or have at least a few points in Arms.

Taunt the first panther that spawns, then get the second, and maybe even third on you. By now, if you have Improved Thunder Clap, you should have enough rage for it. It will get the next panther on to you, as well as helping hold the aggro of the other panthers. The cooldown will end almost exatly as the next panther walks up to you.

I used this strat last night, and I held all the panthers until someone got marked, and even managed to kill 3 or 4 before it happened.

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.


You can search for items that drop from Arlokk using the TenTonHammer Search engine here http://searchcgi.tentonhammer.com/queuer.exe?Query=Arlokk&GameType=wow&SourceType=item.



Have comments or suggestions? Thought of something that has been missed? Found another tactic that can be used? Found an error? We would love to hear from you! Email us at [email protected] or [email protected].



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Last Updated: Mar 13, 2016

About The Author

Byron has been playing and writing about World of Warcraft for the past ten years. He also plays pretty much ever other Blizzard game, currently focusing on Heroes of the Storm and Hearthstone, while still finding time to jump into Diablo III with his son.

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