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25 heroic warlord zon'os help
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Post by
emilsued
Hello:
First of all sorry if my grammar isn't the best, English is not my first language. So my guild (currently 4/8) have been struggling with this fight for the last couple of weeks and while we make some progress, we still haven't been close to downing him.
We are currently using 1 tank, 7 healers(2 holy pally, 2 resto shaman, 1 disc and 1 holy priest, 1 resto druid) and 17 dps (a little melee heavy with 7).
We are all soaking the ball using the strat we found in some videos that the ball bounce of the tank and of 1 range that is a little bit to the back while everyone takes the hit. We did try the 1 soaker at a time strat, but we found that this one was easier. We do 7-7-7 but we barely get pass half the second white phase. When the black phase begins, the tank, 2 melee and 2 healers go to the left claw and burn it. A dps dk in blood prescence and a healer go to the other claw. The rest of the raid is split into 4 groups, each with a healer and go to 4 different positions around the pool, where the flails are to burn them and them switch to the eyes.
When I see us having more problems is in 2 things, first some dps get hit by not moving fast enough on the last bounce or they run in front of the boss which is their fault for not being aware. The second thing is that when we go back to the second white phase and some people are not fully topped, the disrupting shadows debuff can be very tough on them.
So what I would like to know what should we change about or strat, or if there's any suggestion about anything we are doing? our best attempt is like 65%, so we still need a lot to get better in.
Thanks in advance and sorry for the long post, I wanted to be as accurate as possible
Post by
Porcell
We do 7-5-5-5. We only have one mage so we only get to solo-soak the last bounce. So the rotation looks like this:
1) First spawn, ranged.
2) Melee
3) Ranged
4) Melee.
5) Ranged. Ranged move forward into melee pile, except mage. I usually raid-wall right before this 5th bounce. That way 5th bounce and 6th bounce damage are covered by 20% reduced damage, AND raid wall is still up for when the second Tank Shadow Beam thing hits me.
6) Melee + Ranged. Big group so very little damage to each person
7) Cauterize mage solo-soaks. Call on vent to split. Everyone in the melee pile splits to their assigned sides (Odd groups left, Even groups right).
8) no bounce, ball hits boss.
Every other phase is the exact same, except we only do 5 bounces. So it goes Spawn, Range 1, Melee 2, Range 3, Range collapse, Melee+Range 4, Solo-Mage 5, hit boss.
Other people are doing CDs going into each black phase I think.
We heal through debuffs. If people have debuffs going into black phase, people call for a dispel on vent when they move out of the group.
Make sure tank uses Mirror of
Truth
Broken Gameplay For A Whole Expansion to CD the Psychic Drain.
We run 7 healers, 3 shaman, 2 priests (one of each), 1 paladin, 1 druid.
We do the same thing with the split. We have a melee group go left and right to kill the two flails then work on the "third" eye. The range group stays where they are when they split and kills the first eye then turns and kills the second eye. Then everyone makes their way around to the opposite side where melee get on the boss and cleave the second claw down and ranged finish up the fourth eye on each side.
Post by
Problimatic
Just one correction to Porcell's post, the item to absorb drains is mirror of broken images. Mirror of truth is an ilvl 200 trinket =P. I can't help much other than that since I only do the fight on 10 man which is a bit different (Only one claw for example)
Post by
Porcell
There, fixed the name.
Post by
Zakkhar
Are you begining the pull at correct position (which is on the 9 o clock, if usual position could be called 6 o clock?). Do you have ranged stack in mid and melee stay at claw for subsequent phases?
Post by
Porcell
Are you begining the pull at correct position (which is on the 9 o clock, if usual position could be called 6 o clock?). Do you have ranged stack in mid and melee stay at claw for subsequent phases?
Here, I made a map to better diagram how we execute the fight.
http://i.imgur.com/3mthC.jpg
We start at the north Red Oval. I pull the boss and keep it facing north. He spawns the ball on the ranged pile and I turn the boss around to face south. The boss is roughly standing where the North Claw will spawn with the Melee on his ass and Ranged up at the Red Oval (distance such that the ball will explode as soon as it comes off cooldown so it bounces immediately).
As the ball is heading out toward the mage for the 7th bounce, the Split is called and Groups 1/3 go left (in this case it would be to the east side since everyone is facing south) and 2/4 go right (west side of map) where they stand on the Orange Squares while the ball hits the boss.
Black phase starts. Me (warrior main tank) heroic leaps to the south end of the map circle and tanks the south claw. (Feral cat switches to Bear and tanks the North claw) Melee groups (1 and 2) go to the northern Flail and kill it and then move to the southern Flail and kill it, on their respective sides. The melee groups then go to their respective Eye #3 and kill it. Once Eye #3 is dead they collapse to South Claw and start DPSing the boss and cleaving.
The range groups 3 and 4 are standing on the Orange Square during the split and start DPSing Eye #1 from that position. Once it dies they pivot and DPS Eye #2 from the same position. Once both of the Eye #2 dies they run all the way south to the South Red Oval and DPS their respective Eye #4 before getting on the boss. (Ranged also DoT up the north claw while they are up there.)
I'm on the south claw, facing North, when the boss comes running out of the middle. At that point I have the boss facing South to spawn the ball on the ranged pile that is forming. Once the ball spawns I rotate the boss to face north and we repeat the procedure, except only going 5 bounces instead of 7 like the first time.
Using our frame of reference, we always have groups move the same direction, left or right. So when we start the pull and you go to split, you run to your left (east side). When we are down at the bottom and facing north, you still run to your left (now the west side). As long as people know which they to run each time (so they are with their assigned healers) you'll be fine. It's only when a melee goes running off by himself that you'll have a problem.
Post by
emilsued
Thanks for the input porcell, we are gonna try it that way tonight, hope it goes well
Post by
Problimatic
Mirror of Broken Gameplay For A Whole Expansion
/winning
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