Updated Mon, Mar 03, 2008 by Messiah
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
Hakkar
As with the other bosses you need to clear the pathways that lead up to Hakkar's altar. There should be 2 sets of humanoid MOBS patroling the area as well as small packs of Sons of Hakkar and soulflayers. Kill them all and then approach the altar.
Before you can kill Hakkar his 5 High Priests and Priestesses must be killed. They are Jeklik, Venoxis, Mar'li, Thekal and Arlokk. If you do not kill the them they will grant Hakkar the abilities shown below. With these abilities it will be very hard if not impossible to defeat him. We have heard of groups that have defeated him with 1 ability left active and rumors of 2. To our knowledge no one has been able to defeat him without any of the Priests being downed. This may change in time though.
| Boss Left Undefeated | Ability Granted to Hakkar |
| Arlokk | 2 second gouge attack that clears aggro |
| Jeklik | 1500 - 2000 damage AOE attack and an 8 second silence |
| Mar'li | 6 second stun attack and clears aggro |
| Thekal | Enrage attack that increases attack speed by 150% |
| Venoxis | 800 damage poison attack to everyone in the raid |
Cleave:
Hakkar has a cleave attack that hits everyone in his front arc. Therefore the tanks shouyld have Hakkar facing away from the rest of the group.
Enrage:
If Hakkar has not been killed within 10 minutes, he becomes enraged. While enraged his damage and speed go up drastically. Unless he is dead or down to a few percent of health (1 or 2%) by this point, the raid will be a wipe.
The strategies used in ZG for many of the bosses have changed drastically since it's initial release. Probably none more than the Hakkar fight. Jeremy for the Emerald Dream server sent in an excellent update for the Hakkar fight, which is included in the new writup as follows.
The raid make-up really needs the following: 3 Tanks (optimal, if there are less then Pallies and Priests must be quick about dispelling sheep), 5 healers (3 for the tanks and 2 for the pullers and sheepers), 3 mages (at least...for sheeping purposes). The rest of the raid makeup is up to the raid leader.
The entire raid spreads out in front of Hakkar so that when Hakkar casts Corrupted Blood optimally only 1 person gets the debuff. Rogues should be on the center boards and their only job in this fight is to help kill the Sons. Healers should be in front of the center boards (and up a bit to keep the tanks in healing range) and spread out to enough to cover most of the battle area. One mage will be on the on the center boards to sheep a Son of Hakkar, the other two mages should be spread out to ensure that no matter where a tank runs under MC they can sheep them.
The three healers on the Tanks will be alternating targets between which ever tank has aggro. Everyone that has bandages should use them after every life drain to regain life and alleviate the drian on mana from the healers. The healers assigned to spot heal should only worry about someone if they are below 50%...Lightwell is moderately useful for those that don't have bandages or need heals and still can't bandage.
The fight starts by one of the Tanks being bubbled and charging and turning Hakkar to face the altar. After the first tank has Hakkar turned, the other tanks engage and try to make sure they are #2 on the threat chart (a threatmeter UI mod of some sort helps for this). When the tank with current aggro is MC'ed, a mage must promptly sheep the MC'ed tank (3 different macros to /target each tank and /cast sheep really help for this). With 3 tanks, it's not imparative that once MC wears off to dispell the sheep, with less than 3 tanks you much dispell as fast as possible.
Hakkar's first life drain is at 90 seconds into the fight. At about 45 seconds until the life drain a Son of Hakkar must be sheeped on the center boards with a mark above his head waiting to be slaughtered. Before 15 seconds until the life drain the Son must be killed and everyone must get poisoned by the poison cloud quickly and move quickly back into their positions to avoid Corrupted Blood hitting the entire raid. The only person that doesn't get poisoned is the tank with aggro, that person must keep Hakkar away from the gathered raid. A Son of Hakkar needs to be on the platform and sheeped 45 seconds before every life drain.
The fight is scripted and just repeats the sequence above over and over again. So you need to:
- Do ranged DPS
- Kill a son FAST and get poisoned on as many as possible
- Let Hakkar life leach
- Do ranged DPS
- Kill a son FAST and get poisoned on as many as possible
- Let Hakkar life leach
- Repeat......
After the life drain all DPS stops and everyone bandages while the tanks regain aggro. DPS for this fight goes as follows:
Remember this is an endurance fight and requires the concentration of all members of the raid. If one person slips up, then it is almost certainly a wipe (you can reset by running down the stairs of the center boards). You can miss one or two poison life leaches and still win, but try not to as it makes the fight longer.
It is a very long fight even if you have everything right, so conserve your mana.
It will take a few attempts to get the timing and coordination down.
You can search for items that drop from Hakkar using the TenTonHammer Search engine here http://searchcgi.tentonhammer.com/queuer.exe?Query=hakkar&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? I would love to hear from you! Email me at messiah@tentonhammer.com.