If you want to solo this:
He only spawns visibly when some other bosses are dead
In fase 2, ignore the little spirits.
Half a stair down there is a gurubshi spirit on both side of the boss.
Lure him to the chain and let him cast body slam.
This breaks the immunity of the chain.
Now break the chain.
Do the same thing for the other chains.
Now kill the Godbreaker.
Quest
Break the Godbreaker
A World of Warcraft quest in Zul'Gurub. Facts and objectives from the current retail game data.
The highest voted Wowhead comments for this page. They are community notes, not TheWoWDB comments.
She said i will be know as a "Bloodslayer" but i didnt get the title.
I hate you blizzard, i want my title now!
You should ask your question on the Wowhead Forums next time, in the Priest section, since your question is specific to Priests.
The first phase is trivially easy. It sucks for all casters, and there's nothing you can do about it, but it doesn't make a difference because it's so easy, so don't worry about it. The best thing you can do is not take damage - your healer needs to go into Phase 2 with full mana, especially if your group is inexperienced or undergeared.
In Phase 2, here are some things you should think about as a Shadow Priest:
-This goes for everyone, not just Shadow Priests: make sure that when the tank pulls a berserker spirit, you're near one of Hakkar's Chains, so that if you get targeted with Body Slam, it hits the chain. Screwing this up usually means a wipe. Don't stand where Body Slam lands.
-Dot up the vulnerable chain and help take down the spirit adds. If there are only a few spirits around, you can safely DPS the chain, but be ready to stop when more of them spawn.
-Have Power Word: Shield handy for your healer because s/he will definitely draw healing aggro on those spirits (unless your healer is a Priest who knows how to Fade). The spirit adds do a fairly significant amount of damage to non-tanks, so if you aggro them, try not to let them hit you either. (TidyPlates is a great addon for knowing who nearby is aggro on you.)
-Save Dispersion for if you need to move through an area cluttered with spirit adds, or the circle left behind by Body Slam. You'll be moving a lot to avoid the Shadow Crash type nukes anyway, so always be aware that you're not putting yourself in danger when you move.
-Don't be afraid to Divine Hymn if your group is bad at avoiding damage in this phase. The best thing you can do is help your group survive: the required damage output is easy to achieve, but the possible damage taken is dangerously high.
tl;dr Don't take damage; help keep your group alive (by killing spirits, shielding, and offhealing if necessary); and DPS the chain. In that order.
Quest facts
The client quest POI data records no map location for this quest, so no map is shown.
Check whether you have already completed this quest
in-game: /run print(C_QuestLog.IsQuestFlaggedCompleted(29241))
Description
<Bloodslayer Zala points at the temple in the distance.> When Jin'do was last ripped from dis world, he survived as a shade, weak and broken, in da spirit world. But Jin'do always had power over da spirits. One by one, he broke dem to his will, and wit' each soul devoured, Jin'do got closer ta' rippin' a hole through to dis world. Ta be here now... Da spirits be wit' us, we must end Jin'do.
Getting there
Inside the dungeon: Zul'Gurub
Zul'Gurub was the capital of the Gurubashi jungle trolls, a tribe that once controlled the vast jungles of the south. It was here that Jin'do the Hexxer summoned the savage loa Hakkar the Soulflayer into Azeroth.
Bosses in the Adventure Guide, in order: High Priest Venoxis, Bloodlord Mandokir, Cache of Madness - Gri'lek, Cache of Madness - Hazza'rah, Cache of Madness - Renataki, Cache of Madness - Wushoolay, High Priestess Kilnara, Zanzil, Jin'do the Godbreaker.
Entrance: Zul'Gurub, Northern Stranglethorn at 72.2, 32.9.
Instance text, bosses and entrances are the client’s Adventure Guide data.
Community notes from Wowhead · 9 comments
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