- Author: Pride
- Date: April 27, 2022
- Updated: May 3, 2022
- Expansion: TBC Classic
Hex Lord Malacrass, the Witch Doctor, is the penultimate boss of the Zul’Aman raid. Players can challenge Malacrass after defeating the 4 Loa spirits that he enslaved.
His fight will be the most difficult one in Zul’Aman for many groups. There are a LOT of mechanics in this fight, but most of them aren’t too bad — it’s typically his high AoE damage through Spirit Bolts that will give your raid trouble, as it overwhelms groups with inadequate healing or DPS.
This guide will offer a detailed, step-by-step tutorial on how to defeat Malacrass via the magic words: oh ee, ooh ah ah, ting tang, walla walla bing bang.
Role Summaries
- Use crowd control spells on your assigned target at the start of the fight & re-apply them as necessary
- Don’t break crowd control effects!
- Use Master Healthstone & cooldowns like Divine Shield, Ice Block, Cloak of Shadows etc to survive Spirit Bolts if your healers are struggling
- Move out of Rain of Fire
- Make sure someone in your raid can dispel Malacrass’ Avenging Wrath or your tank will die
- Priests: Buff your raid with Prayer of Shadow Protection, it will help tremendously
- Cleave down the adds, but be careful, don’t break crowd control effects
- Follow the kill order on adds, even if cleaving
- Be at your maximum melee range away from Darkheart
- Use your personal DPS cooldowns during Heroism / Bloodlust for maximum DPS, after the adds are dead
- Move out of Consecration & Whirlwind
- Kill Malacrass’ Fire Nova Totem
- Rogues, Warriors: It will primarily be your responsibility to interrupt Malacrass’ spells in this fight
- Stay stacked up with your healers throughout this fight so they have an easier time keeping all of you alive
- Cleave down the adds, but be careful, don’t break crowd control effects
- Follow the kill order on adds, even if cleaving
- Use your personal DPS cooldowns during Heroism / Bloodlust for maximum DPS, after the adds are dead
- Kill Malacrass’ Fire Nova Totem
- Shadow Priests, Warlocks: Don’t deal self-damage during or shortly before Spirit Bolts
- Mages: You can Spellsteal Malacrass’ Avenging Wrath for a massive DPS buff for 10 seconds
Adds
- Don’t stand close to Alyson Antille, she silences
- Dispel Fenstalker‘s Volatile Infection disease ASAP
- Decurse Koragg‘s Cold Stare
Hex Lord Malacrass
- Dispel Frost Nova off the entire raid; a Priest‘s Mass Dispel makes this a lot easier
- DO NOT DISPEL Unstable Affliction
- Dispel Curse of Doom, Wound Poison, Moonfire
- The tank will need more healing when they have the Mortal Strike debuff / Malacrass uses Slice and Dice on himself
- Always keep an eye out on Spirit Bolts timer using an addon like DeadlyBossMods so you’re ready for it
- Make sure players are topped off before Spirit Bolts comes
- Spirit Bolts deals 9000 damage per player at first, so most players only need 2-3k healing to survive it
- After all of the adds die, Malacrass will cast Drain Power after every Siphon Soul, increasing his damage by 1% per living raid member per cast
- Spirit Bolts will now deal 9900 damage per player, then 10800, then 111700, etc.
- Druids: You can essentially cancel out Spirit Bolts on 1 group by using Barkskin -> Tranquility
Adds
- Keep all of the adds away from your ranged DPS & healers
- Move the adds away from crowd controlled mobs
- Make sure Lord Raadan & Thurg are always faced away from your raid
- Tank Koragg with your back against the wall to avoid his knockback
- Gazakroth cannot be tanked, don’t waste your time chasing him around
Hex Lord Malacrass
- Keep Malacrass away from the adds at the start, but be mindful of your healers’ range
- You will have to move Malacrass around to avoid AoE, such as Rain of Fire and Consecration
- Consider using defensive cooldowns when Malacrass uses Slice and Dice on himself / Mortal Strike on you
- He does more damage later on in the fight because of Drain Power, so using cooldowns later on is smart too
Abilities
Adds
Hex Lord Malacrass will have 4 adds with him, randomly pulled from 4 pools of 2 adds each, giving each chance a 50% chance to appear.
Most of the adds aren’t too dangerous, and all of them can be crowd controlled, if your raid lacks the DPS or healing to AoE them down.
Hex Lord Malacrass
Siphon Soul Class Abilities
Raid Composition & Preparation
The Pull
There are 2 trash packs inside Malacrass’ room that must be cleared before engaging him. It is recommended that you pull them to the entrance of the room, or even outside his room, to avoid accidentally pulling Malacrass while you’re fighting the trash.
After you’ve taken care of the trash packs, ress any dead players, buff up and regenerate mana at the entrance of Malacrass’ room.
When your group is ready to start the fight, have your Hunters use Misdirection on the tank — but don’t pull right away. The rest of the raid needs to move in with the tank, and particularly players who will be crowd controlling will need to move in fast — as much as possible you’ll want to CC adds at their original position, away from player AoE spells. If your group doesn’t have any Hunters, the add tank should move in first, so they get original aggro on the adds.
After the fight starts, you’ll want to assume the following positions, which you’ll be using for more or less the entire fight:
In simple terms, your tanks pick up their assigned targets and head to a pillar. Some of the adds are slower than Malacrass, so it’s recommended that your Malacrass tank moves him to a different pillar, more towards the center of the room, like in the picture above. The rest of your raid stacks on a single spot, somewhere inbetween Malacrass and the adds so your healers can reach both tanks & ranged DPS players can attack every target. Having a position similar to the picture above allows your players with crowd control to be close to the adds’ original spots, so they can re-apply their CC as necessary.
The Fight
Adds
While extremely well geared groups could nuke Malacrass down without killing the adds first, that won’t be the case for the vast majority of groups. You will thus want to kill the adds first, crowd controlling some of them. You’ll typically only need to CC 1-2 adds at most, as they aren’t particularly difficult to deal with. If your group has crowd control for them, it is highly recommended that you keep Gazakroth and Koragg CCed at the start, as they can be very annoying.
It is recommended that you kill the adds in this order, from most dangerous to least dangerous:
Lord Raadan> Alyson Antille > Koragg > Darkheart > Fenstalker > Gazakroth > Thurg > Slither
This part of the fight is extremely straightforward — kill the adds as per the priority order above. Marking the adds can make this a lot easier. This part is more of a test on your healers, and if they can keep both tanks up at once. Everyone else gets to have a field day cleaving down the adds, seeing those big numbers everywhere. Keep the adds you don’t want to deal with right now crowd controlled, then kill those too, and you’re done with the add phase.
Provided your healers are doing okay with keeping up your tanks and Lord Raadan is never allowed to face your raid, the only complications that can arise during this phase are Malacrass’ mechanics. Which brings us to the next section!
Hex Lord Malacrass
Most groups will take between 1 to 3 minutes to kill the adds. Malacrass however won’t be nice and wait for you to kill them, he’ll be using his abilities throughout. Specifically, Spirit Bolts 30 seconds in, followed by Siphon Soul. The first Spirit Bolts will be the roughest for many groups, as you’re still dealing with 3-4 adds and their damage, giving your healers a tough time.
Your healers must always remain aware of the Spirit Bolts timer and make sure the raid is fully topped off before it starts. Thankfully, there’s no Drain Power increasing Malacrass’ damage yet, so Spirit Bolts will do its baseline 9000 damage per player, reduced by a good amount if your raid is using Shadow Resistance buffs, such as Prayer of Shadow Protection / Shadow Resistance Aura. Most players will only need 2-3k healing in order to survive Spirit Bolts, which won’t be too difficult to achieve, though topping them off that will be extremely painful.
Immediately after Spirit Bolts ends, Malacrass will target a random player in your raid and use Siphon Soul on them, gaining 3 abilities from their class. This is a brief run-down of what to do to counter each of Malacrass’ new class abilities.
- Mage: Dispel Frost Nova immediately. If you have a Priest in your raid, stack up for Mass Dispel.
- Warlock: DO NOT DISPEL Unstable Affliction. Decurse Curse of Doom immediately. Move out of Rain of Fire.
- Priest: Dispel Psychic Scream, prioritize the tank. Dispel Mind Control with Dispel Magic, Purge, Arcane Shot or Spellsteal. Interrupt Flash Heal.
- Rogue: Dispel Wound Poison. Big heals on the tank when he uses Slice and Dice. Remove Blind with Divine Shield, Blessing of Protection or Ice Block.
- Druid: Use healing reduction debuffs. Purge Lifebloom during the first 3 seconds. Dispel Moonfire.
- Hunter: Kill the snakes. Quickly heal melee DPS when the Explosive Trap is triggered. Laugh at Malacrass.
- Shaman: Interrupt Healing Wave & Chain Lightning. Destroy Fire Nova Totem before it explodes.
- Warrior: Big heals on the tank while they have the Mortal Strike debuff. Melee move out of Whirlwind. Casters beware of Spell Reflection.
- Paladin: Dispel Avenging Wrath with Dispel Magic, Purge, Arcane Shot or Spellsteal. Tanks move him out of Consecration. Interrupt Holy Light.
Malacrass will keep these abilities for 30 seconds, at which point it is time for Spirit Bolts again. That is the general dance of this fight, which will repeat every 40 seconds, as Malacrass uses Spirit Bolts at 0:30, 1:10, 1:50, 2:30, 3:10, 3:50, etc etc. Stay alert, nuke down the adds, and use defensive cooldowns such as Divine Shield, Ice Block, Cloak of Shadows, Master Healthstones etc, to help out your healers as necessary.
Once you’ve killed all of the adds, it will be time for your DPS to switch to Malacrass. That will be a good time for your raid to use Heroism / Bloodlust, as the fight is now mostly a tank-and-spank, with your DPS having full uptime on Malacrass.
The only thing that changes at this point is that Malacrass will now cast Drain Power after every Siphon Soul, indefinitely increasing his damage dealt and reducing your raid’s damage dealt every time he casts it. This means that if you killed the adds at 2:30, the Spirit Bolts at 3:10 will deal 9900 damage per player, the one at 3:50 will deal 10800 damage, and so on. Your raid will eventually be overwhelmed, which is why you want to use cooldowns now and kill him ASAP.
And that is all of the tricks that Hex Lord Malacrass has! There’s a whole lot of mechanics of your players to deal with, particularly with his Siphon Soul giving him access to so many different abilities, but at its core this fight is a DPS race and a fight for survival. Provided your damage is decent and that your healers can deal with Spirit Bolts, you’ll be taking down his ugly witch doctor and finally get to take on the last boss, the Amani chieftain Zul’jin!
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