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There are two "new" troll dungeons introduced in patch 4.1 World of Warcraft, Zul'Aman was the more difficult on the PTR, to the point that it actually felt a little overtuned for folks trying to do it solely in heroic blues. Zul'Aman came up as a Rise of the Zandalari option far less than Zul'Gurub. Here are some guide to the new Zul'Aman, hope it can help you in World of Warcraft.
If you're healing, stay close to the tank; everything that spawns during this gauntlet is going to make a beeline for you. If you're tanking, check your six constantly; you'll get a bunch of mobs spawning from behind. If you're DPSing, keep an eye on the healer to assure there is nothing chewing him, and keep your AoE and emergency abilities at hand. Try to do the gauntlet at a pace that suits your group and its gear. Move too fast and you'll get overrun by mobs; move too slowly and your healer may run out of mana before it comes over. Once you've killed a large of mobs at the end of the gauntlet, mobs will stop spawning.
Before the tank pulls the boss, make sure everyone's at the top of the stairs and ready to go. Anyone who is not within Akil'zon's enclosure when he aggros will be locked out in 2 or 3 seconds, and this is a depressingly common issue with PUGs. As the tank keeps Akil'zon around the center of the platform. Melee will be behind. Ranged and the healer should spread out to avoid Static Disruption. As soon as a white eagle spawns and grabs a player, ranged DPS should switch to it at once.
Tank damage isn't too high on this fight, but group damage is time- and mana-consuming to heal through; the brown eagles in particular will get seriously annoying before long unless your group kills them. In heroic blues, the fight really felt like a race against the healer's dwindling mana supplies, given the random and serious damage flying around the encounter.
Surge is Nalorakk's new ability, which will see him charge member of the group is furthest from him. The person who is charged gets a 500% increase to physical damage taken for about 20 seconds, to the point that if you get charged with the debuff up, it's a one-shot kill. You have to rotate group members to avoid this happening. There are two ways to handle this: You can stack the group close to the tank and rotate players in and out to soak Surges, or you can just have any Surge target move close to the tank after absorbing the blow so he won't be the furthest member of the group away for the next one. Once the debuff has fallen off, he can move back out again. Once you've organized how you're going to handle Surge, the fight is a basic tank-and-spank, albeit one with a lot of damage. As with Akil'zon, let the boss down before your healer runs dry. Raid gear, as you might expect, makes this encounter the hell of a lot easier.