Zul gurub

WoW Classic ZG release date: Zul’Gurub launch time news and Phase 4 update

WOW CLASSIC ZUL’GURUB RELEASE TIME

New WoW Classic Phase 4 content will be released on Wednesday, April 15, 2020.

Blizzard has announced that the WoW Classic ZG release time has been set for 3pm PST, in the United States.

For gamers in the UK, this will mean a late launch for the new Phase 4 content. Taking into account the time difference, gamers across the pond can expect the new WoW Classic Zul’Gurub update to go live at around 11pm, BST.

As ever, gamers should be ready for delays and changes to update schedules, especially during current world events.

Many companies have been timing their updates differently to make sure to alleviate the extra server strain currently being experienced.

And as mentioned above, the Zul'Gurub 20-man raid isn’t the only new thing being added to WoW Classic today.

On top of the Zul’Gurub raid, World of Warcraft gamers will also get access to the Stranglethorn Fishing Extravaganza, and Dragons of Nightmare event.

Details on the new content coming to World of Warcraft can be found below, courtesy of Blizzard.

World of Warcraft: Official 2010 cinematic trailer

Zul’Gurub

Hidden in the jungles of Stranglethorn, an ancient Troll city full of peril has been uncovered. Do you have what it takes to delve into its mysteries with a band of hardy explorers? There’s only one way to find out! Zul’Gurub is a high-level, 20-man raid instance with 120 new rare and epic items to uncover. Adventure awaits!

Stranglethorn Fishing Extravaganza

The Stranglethorn Fishing Extravaganza is a grand new event set along the coasts of Stranglethorn Vale. Early on the appointed day, friendly neighborhood goblins will visit Ironforge and Orgrimmar to inform aspiring anglers of the grand tournament and give instructions. At the appropriate time, the shout will ring out across Stranglethorn to bait your hooks and cast your lines!

The Dragons of Nightmare

Something is amiss in the Emerald Dream. Immense dragons with the shimmering emerald scales of the Green Dragonflight have been sighted guarding the portals at the Great Trees. These once-noble creatures crawl with a new, strange menace, not the peace for which Ysera is known. Bring many allies should you dare to confront them; their powers are formidable and they will not hesitate to crush any who draw near.

Sours: https://www.express.co.uk/entertainment/gaming/1269422/WoW-Classic-ZG-release-date-Zul-Gurub-launch-time-Phase-4

Zul'Gurub

  • High Priest Venoxis – Originally sent to kill Hakkar, Venoxis became enslaved to the murderous entity before falling to Azeroth's heroes. Through the efforts of the Soulflayer's agents, Venoxis has been ripped from the spirit world and ordered to defend Zul'Gurub with his venomous serpentine minions.

  • Bloodlord Mandokir – The infamous Bloodlord Mandokir died a torturous death before Bloodscalp trolls desecrated his body years ago. Word has now spread that Mandokir walks the jungles of Stranglethorn yet again, using the corpse of the mighty Bloodscalp chieftain Gan'zulah as a host for his malevolent spirit.

  • Cache of Madness - Gri'lek – Among the hateful spirits in the Cache of Madness are Gri'lek, a dire troll stripped of his regenerative abilities by the loa; Renataki, an infamous and sadistic warrior; Hazza'rah, a seer tormented by dire future visions; and Wushoolay, a mighty combatant bristling with the powers of the storms.

  • Cache of Madness - Hazza'rah – Among the hateful spirits in the Cache of Madness are Gri'lek, a dire troll stripped of his regenerative abilities by the loa; Renataki, an infamous and sadistic warrior; Hazza'rah, a seer tormented by dire future visions; and Wushoolay, a mighty combatant bristling with the powers of the storms.

  • Cache of Madness - Renataki – Among the hateful spirits in the Cache of Madness are Gri'lek, a dire troll stripped of his regenerative abilities by the loa; Renataki, an infamous and sadistic warrior; Hazza'rah, a seer tormented by dire future visions; and Wushoolay, a mighty combatant bristling with the powers of the storms.

  • Cache of Madness - Wushoolay – Among the hateful spirits in the Cache of Madness are Gri'lek, a dire troll stripped of his regenerative abilities by the loa; Renataki, an infamous and sadistic warrior; Hazza'rah, a seer tormented by dire future visions; and Wushoolay, a mighty combatant bristling with the powers of the storms.

  • High Priestess Kilnara – When High Priestess Arlokk was killed, the panther loa Bethekk chose her sister, Kilnara, as her new mortal champion. Supporting the recent pact between the Gurubashi and Zandalar tribes, Kilnara has unleashed her savage panther minions on the region's unsuspecting denizens.

  • Zanzil – Exiled from the Skullsplitter tribe for turning his fellow trolls into mindless slaves, Zanzil was recently offered a place among the Gurubashi by Jin'do the Godbreaker in exchange for bolstering Zul'Gurub's forces. It is well-known that his toxic elixirs can even rouse the dead from their graves.

  • Jin'do the Godbreaker – After his defeat in Zul'Gurub, Jin'do's spirit was tormented by his failure to serve Hakkar's wishes. Jin'do recently found a way back into the world and enslaved the Soulflayer. Bristling with the dread god's terrible powers, Jin'do plans to restore the Gurubashi empire to its former glory.

  • Sours: https://www.wowhead.com/zulgurub
    1. Topix connersville
    2. Bnha jin
    3. Marshall independent com
    4. Ceriani inverted forks
    5. Cement planters rectangular

    WoW Classic: Zul’Gurub and More Now Available!

    Within the jungles of Stranglethorn Vale, distant drums beat in an ancient ritual, calling forth the Blood God, Hakkar to the ancient troll city of Zul’Gurub. Beyond the jungle, ancient emerald dragons rise, the insidious Silithid begin to swarm, and perhaps the most dangerous sport of all gets underway: the Stranglethorn Vale Fishing Extravaganza.

    Zul’Gurub

    Deep within the jungles of Stranglethorn, an ancient troll city full of untold peril awaits. Do you have what it takes to delve into its mysteries? Assemble a band of hardy explorers and make your way to Zul’Gurub a max-level, 20-player raid instance with 120 new rare and epic items to procure from its verdant tree-lined avenues and lost temples.

    Raid Bosses: 13
    Level: 60
    Location:Stranglethorn Vale
    Reputation:Zandalar Tribe
    Instance Reset: 3 Days

    Getting There

    The entrance to Zul’Gurub is located just east of Lake Nazferiti in Stranglethorn Vale. Horde players can fly into Grom’gol Base Camp and travel east past the lake to reach the dungeon. Alliance players will need to travel south from Duskwood and then head east at the lake.

    Boss Encounters

    13 total boss encounters await within Zul’Gurub, with four of those available on a rotating basis as part of the Edge of Madness encounter, which allows access to one of these bosses per reset.  

    Before you face Hakkar, you’ll first want to first defeat his five priests to improve your odds of success. If left alive, they’ll lend their powers to the Blood God, making him near unstoppable. They can be defeated in any order, and each has a chance to drop rewards your party may find useful in your journey through Zul’Gurub.

    To the Victor…

    Great rewards are waiting within Zul’Gurub, including 5 epic pieces of gear that can be earned through quest rewards with enough reputation with the Zandalar Tribe. If fortune favors you, you can also collect the Swift Razzashi Raptor and Swift Zulian Tiger mounts.

    Check out Wowhead’s guide for more information.


    The Dragons of Nightmare

    Something is amiss in the Emerald Dream. Immense dragons of the Green Dragonflight have been sighted guarding the portals at the Great Trees . . . but these noble creatures have been imbued with an ominous new presence, bereft of the peace for which Ysera is known. To confront these Dragons of Nightmare, you’ll need to call forth your staunchest allies—for their powers are formidable, and they will not hesitate to crush any who draw near.


    Stranglethorn Fishing Extravaganza

    Grab your fishing pole (and your sword)—the Stranglethorn Fishing Extravaganza is about to get underway along the coasts of Stranglethorn Vale! Early on the appointed day, friendly neighborhood goblins will visit Ironforge and Orgrimmar to inform aspiring anglers of the grand tournament and give instructions on how to participate. At the appropriate time, a shout will ring out across Stranglethorn to bait your hooks and cast your lines!


    The Stirring of the Silithid

    The arid sands of Silithus are shifting. Something is awakening beyond the wall to the south. Aid the Druids of the Cenarion Circle as they delve into the mysteries of the desert, and seek the answers behind the Twilight Hammer’s mysterious presence in the area. Discover more about the alien creatures known as the Silithid as you explore their hives. Many new endeavors await the high-level adventurer!


    What are you waiting for? Get in there and make (new) history then join the discussion on the forums.

    Sours: https://worldofwarcraft.com/en-us/news/23391283/wow-classic-zulgurub-and-more-now-available

    Zul'Gurub Raid Guides

    1.

    Getting into Zul'Gurub

    Unlike Molten Core and Blackwing Lair, Zul'Gurub actually does not have a raid attunement. You can find the raid entrance in Stranglethorn Vale on the Eastern side, where you can just walk in with your 20-man raid group.

    2.

    Recommended Classes for Zul'Gurub

    Zul'Gurub is a 20-man raid, which means you can have up to 20 people in your raid group while inside. Zul'Gurub was originally created as a stepping-stone raid to allow more groups to experience raiding, even if they could not get a 40-man roster together, meaning it is considered to be one of the easiest raids released in Classic. For most raiding guilds, this generally means breaking up your 40-man raid team into two groups of 20 who can each clear the raid. This is actually quite doable if your team has been doing Blackwing Lair, as Zul'Gurub is generally considered to be an easier raid than Blackwing Lair. For a raid composition, you generally can bring whatever classes you wish, but you should bring at least 2 tanks and 4-5 healers. Some bosses will require a third tank as well, so make sure to have at least 1 Warrior that can off-tank when needed.

    While the actual comp requirements are pretty relaxed compared to other raids, more Warriors and Rogues will let you have an easier time, since they are generally stronger DPS classes. Aside from your standard DPS line-up, you need to at least bring 1 Mage and 1 Hunter for specific fight requirements. The ideal raid composition can be found below, but absolutely do not feel obligated to copy it exactly; you can bring whatever you want for the most part.

    For more information about the best healers, tanks, and DPS, check out the tier lists for each here.

    While the above setup is what would be considered an optimal group in a perfect world, it is extremely important to emphasize that you could complete Zul'Gurub with almost any raid composition. At the end of the day, players are more important than specs and classes in WoW Classic, so try not to focus too much on crafting an ideal group.

    3.

    Notable Trash in Zul'Gurub

    Zul'Gurub's difficulty mostly comes from bosses, but there are some difficult trash packs that can prove fatal if you are not prepared for them. The most difficult pull are listed below.

    • On the way to High Priestess Jeklik, you will face Gurubashi Bat Riders. These are not hard to kill, but will explode on death, so make sure melee are away from them.
    • The Gurubashi Axe Throwers will do an AoE spin that is quite dangerous, so make sure your melee are watching for it. You can interrupt the spin by using Polymorph IconPolymorph on them as well.
    • Gurubashi Blood Drinkers will drain life from all enemies and friendly targets around them, so they need to be tanked individually away from anyone else while ranged DPS take care of them.
    • Gurubashi Champions will do a knockback, so melee and tanks need to be careful.
    • As a general rule, make sure to kill all of the trash around boss rooms. Several of the bosses require lots of movement, meaning you could accidentally pull extra trash when fighting bosses if you are not careful.
    Zul'Gurub Map

    The suggested boss order for Zul'Gurub is listed below. However, it is worth noting that the only "required" bosses if you want to kill Hakkar are the High Priests and High Priestesses. All of the other bosses, such as Bloodlord Mandokir, are technically optional.

    1. High Priestess Jeklik
    2. High Priest Venoxis
    3. High Priestess Mar'li
    4. Bloodlord Mandokir
    5. Edge of Madness
    6. High Priest Thekal
    7. High Priestess Arlokk
    8. Jin'do the Hexxer
    9. Hakkar
    10. Gahz'ranka

    Each boss page contains a list of the loot that the specific boss drops, but you can see a full list of available drops on our Zul'Gurub Loot page.

    Zul'Gurub is the first raid that introduces both a tier token system and a reputation token system. Throughout the raid, "coins" and "Bijous" such as Razzashi Coin IconRazzashi Coin and Gold Hakkari Bijou IconGold Hakkari Bijou will drop, which can be turned in to the Zandalar Trolls on the island for reputation rewards. Every clear of the raid will reward roughly 3000 reputation in both passive gains and redeemable item drops, which, after you have leveled up your reputation, allows you to purchase your class tier armor and trinkets using the tier tokens that drop from bosses. There are many other reputation rewards that are worth going for additionally, such as the Zandalar Shoulder Enchants available at Exalted that will be BiS for every class until Naxxramas.

    For the tier pieces, you can redeem the tier tokens that you will get from the raid, but you can only redeem them for certain pieces depending on your reputation. The pieces and their requirements are as follows.

    1. The Class Tier Trinkets require Neutral;
    2. The Class Tier Necklaces require Friendly to first obtain, but only become tier at Exalted;
    3. The Class Tier Bracers require Friendly;
    4. The Class Tier Shoulders or Belts require Honored (classes have one or the other);
    5. The Class Tier Chests or Shoulders require Revered (classes have one of the other).
    • 13 Apr. 2020: Guide added.
    Sours: https://www.icy-veins.com/wow-classic/zul-gurub-raid-guides

    Gurub zul

    This article is about the outdoor subzone and lore of Zul'Gurub. For the 20-player raid instance removed in patch 4.0.3a, see Zul'Gurub (Classic). For the 5-player instance added in patch 4.1.0, see Zul'Gurub (instance).

    Zul'Gurub (pronounced [ZOOL-goo-roob]) is a temple city inhabited by jungle trolls located in northeastern Stranglethorn Vale. Thousands of years ago it was the capital of the Gurubashi Empire and all jungle troll tribes affiliated with them. However, now it only serves as the capital of the Gurubashi tribe.

    It is an extremely dangerous place where the influence of Hakkar still persists, the trolls there are brutal, violent and fast. Many people venture there in search of treasures and artifacts. But few come out of it, if not at all.[1]

    History

    1,500 years before the opening of the Dark Portal,[2] the powerful Gurubashi Empire was torn apart by a massive civil war. An influential group of troll priests, known as the Atal'ai, called forth the avatar of an ancient and terrible blood-god named Hakkar the Soulflayer. Though the priests were defeated and ultimately exiled, the great troll empire collapsed upon itself. The exiled priests fled far to the north, into the Swamp of Sorrows, where they erected a great temple to Hakkar in order to prepare for his arrival into the physical world.

    In time, the Atal'ai priests discovered that Hakkar's physical form could only be summoned within the ancient capital of the Gurubashi Empire. It was in Zul'Gurub that Jin'do the Hexxer enslaved several high priests of the Gurubashi to aid him in summoning their dread god, Hakkar the Soulflayer, into Azeroth.

    In order to quell the blood god, the trolls of the land banded together and sent a contingent of High Priests into the ancient city. Each priest was a powerful champion of the Primal Gods - Bat, Panther, Tiger, Spider, and Snake - but despite their best efforts, they fell under the sway of Hakkar. The champions and their Primal God aspects started feeding the awesome power of the Soulflayer.[3]

    The Zandalari knowing that they could not free their champions and stop Hakkar from entering our world on their own, sent word to the Darkspear tribe that the Horde needed to come and help stop Hakkar before it was too late. The Horde stormed Zul'Gurub and slew Jin'do, but not before Hakkar entered the physical world. The battle was costly but in the end, the Horde was victorious.[4]

    After the Cataclysm

    CataclysmThis section concerns content related to Cataclysm.

    Jin'do's restless spirit burned with shame at his failure, and it drifted in the spirit world, seeking a way to return and a plan.

    Most of the sections of the city have been caved in such as Shadra'zaar and Altar of Hir'eek.

    Jin'do eventually forced his way back to Azeroth to call on allies old and new: the worshippers of Hakkar, the exile Zanzil the Outcast, and even Hakkar's former enemies among the Zandalar tribe. Together, they promised to rebuild Zul'Gurub - not for the glory of their defeated god, but to take his brutal power for their own, and see the troll race stand triumphant over a broken world.[5] After repelling the Gurubashi trolls from settlements across Stranglethorn, Vol'jin ordered his Siame-Quashi to Zul'Gurub, aided by adventurers. The effort was overseen by a Booty Bay representative, Overseer Blingbang.

    Exploring Azeroth

    After the Fourth War, Mathias Shaw reported that Zul'Gurub remains a dangerous place, proclivities to Hakkar remain strong in his followers, and SI:7 agents are to avoid it unless specifically directed to investigate it.[1]

    Geography

    Maps and subregions

    In the RPG

    The beginning of the great Gurubashi civilization lay in Stranglethorn's far eastern reaches. Few trolls live here now — only those Gurubashi who research and wish to preserve the ruins from the encroaching jungle.[6]

    Notes and trivia

    • Like Zul'Farrak, Zul'Gurub is also fully constructed behind the instance gate in Stranglethorn, which may suggest that it may have been intended as an outdoor elite raiding area. The land is entirely unoccupied by NPCs to preserve memory and bandwidth, despite all scenery and terrain being present.
    • While Zul'Gurub is located in Stranglethorn Vale, its terrain and vegetation are more similar to that of Feralas.
    • Zul'Gurub Protector Stones are hanging on several buildings in Booty Bay.
    • There is also a specific eerie theme for this dungeon.[7]

    Gallery

    • Zul'Gurub loading screen.

    • Hakkar and his Gurubashi minions.

    Patch changes

    References

    Sours: https://wowpedia.fandom.com/wiki/Zul%27Gurub
    ClassicThe subject of this article was removed in patch 4.0.3a but remains in World of Warcraft: Classic.
    • This does not exist on the retail realms anymore.
    • The categories should reflect this, and should not include retail realm categories.
    This article is about the original Zul'Gurub raid. For the area's lore, see Zul'Gurub. For the 5-man dungeon, see Zul'Gurub (instance).

    Zul'Gurub was a 20-man raid instance located in northeastern Stranglethorn Vale, released in patch 1.7. Like Zul'Farrak, it counted as an outdoors zone, and riding on mounts is possible. Zul'Gurub is the capital of the jungle troll tribes, led by the Gurubashi, worshippers of the terrible god, Hakkar the Soulflayer, who personally inhabits a temple in the deepest parts of the city.

    Guide

    The most efficient route through Zul'Gurub was as follows:

    1. Enter the instance and continue straight across the first bridge, turn right and head up a hill and kill High Priestess Jeklik.
    2. Go back down and across the second bridge to find the room on the left containing High Priest Venoxis.
    3. Behind Venoxis's Room take the right path, and continue going up. Here you can take a slight left up a hill and kill Bloodlord Mandokir or take a right through the path with spider webs to High Priestess Mar'li.
    4. Returning back down the hill past the large staircase on the right those who plan on doing the Edge of Madness should do it now.
    5. Down the path to your right you'll find High Priest Thekal.
    6. After High Priest Thekal off the path to the left you'll find the camp and shoreline used to spawn Gahz'ranka who is a water boss, kill him if desired.
    7. Back up the hill and down the road you will find a pyramid, inside is High Priestess Arlokk.
    8. Go back outside and continue up the path and kill Jin'do the Hexxer if you want to, and have time.
    9. Reverse back down the ramp, and over the bridge on your right to the temple of Hakkar, and you've cleared all of Zul'Gurub!

    Geography

    1. Mob High Priestess Jeklik
    2. Mob High Priest Venoxis
    3. Mob High Priestess Mar'li
    4. Mob High Priest Thekal
    5. Mob High Priestess Arlokk
    6. Mob Hakkar the Soulflayer
    7. Mob Bloodlord Mandokir
    8. Mob Jin'do the Hexxer
    9. Mob Gahz'ranka
    10. Mob Edge of Madness

    Dungeon denizens

    Sours: https://wowpedia.fandom.com/wiki/Zul%27Gurub_(Classic)

    Similar news:

    .



    4 5 6 7 8