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[10] Warlord Zon'ozz

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Re: [10] Warlord Zon'ozz

Postby Pallybunny » Mon Dec 05, 2011 2:26 am

So the best way is to maximize the range between tank and melee group and to minimize the range between melee group and ranged group so the ball hits the next group as soon as it materializes?
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Re: [10] Warlord Zon'ozz

Postby Hrobertgar » Mon Dec 05, 2011 2:01 pm

It's significant to note that the Void Diffusion debuff on the boss during the burn cycle is cumulative throughout the fight. So if you bring too many healers, you can simply do an extra burn phase where the boss is taking 320% damage.


The stacks have a timer too, so if you do too many ping-pongs then the stacks will drop off. For most groups 5-6 ping-pongs will add to the existing stack but 10 generally allows it to drop off.


So the best way is to maximize the range between tank and melee group and to minimize the range between melee group and ranged group so the ball hits the next group as soon as it materializes?


I think you could do this, but it would probably only be usefull on the first ping-pong ball, assuming your heals/raid-CDs could cover it. Having too many bounces could kill off your raid or keep your healers from healing the tank. For second and third ping-pong balls, adding to yout existing stack should be a priority over high stacks.

I've healed it and tanked it and 5 stacks always reliably builds upon the existing stack. I healed for one raid and we put out enough dps, that 5-5-5 resulted in a kill, but the raid I tank for required an extra ping-pong ball. For normal mode, having a 4th ball did not seem to risk an enrage. If your healers can handle it I would think going for 7-11 stacks on the initial ping-pong ball would be advantageous, but there is no need to risk high stacks thereafter as they would probably allow the debuff to drop off the boss, while straining your healers unnecessarily.
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Re: [10] Warlord Zon'ozz

Postby Pallybunny » Mon Dec 05, 2011 4:15 pm

Ok, I am happy to say that we killed Zon'ozz and Hagara today. Some tips for protection paladin on how to use save abilities:

1. Get some threat first - can use one Shield of the Righteous at the beginning.
2. Always try to help healers healing yourself with Word of Glory and use it in case of emergency. Lay on Hands and Ardent Defender should be kept only for emergency.
3. You should have Devine Protection glyph (40% magic resistance).
4. You should have a talent Shield of the Templar to have Guardian of Ancuent Kings cooldown reduced.
5. During all ping pong phases use your Holy Shield when Zon'ozz get 5-6 stacks of Focused Anger and be prepared for emergency cooldowns.
6. During odd ping pong phases use your Divine Protection right before the first Psychic Drain and Guardian of Ancient Kings before the second.
7. During even ping pong phases skip the first Psychic Drain and use your Divine Protection before the second one. Use your trinket with your Holy Shield if possible.
9. During shadow phase stack up with the whole raid and don't keep HoPo and dps as much as you can with your Shield of the Righteous. Pop up your Holy Shield right after Zon'ozz stops channeling.

This way you will remove all overhelming damage on you.
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Re: [10] Warlord Zon'ozz

Postby Calleana » Sun Dec 11, 2011 2:59 am

I found it was quite helpful to cast holy radiance on the raid during black blood when the boss was channelling.

Healing became a lot easier when we moved the healers away from ball bouncing duty so they could it off and focus on heals and dispels.
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Re: [10] Warlord Zon'ozz

Postby Sagara » Mon Dec 12, 2011 12:51 am

Also: get them frigging Mirror of Broken Images.

I cry myself to sleep when I hear of yet another thank that did not take that trinket because "too long a grind" "it's an old trinket now". GAH.
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Re: [10] Warlord Zon'ozz

Postby Taeron » Wed Dec 14, 2011 3:46 pm

This fight is always a big casino for us due to the ball bouncing mechanic so I hope you have some helpful advice.

The problem is that is position the camera in a top down view, so that I can see the direct path of the ball, yet it sometimes comes to the boss, lingers for a second, then decides to kill me instead and bonce back. I move the boss so that the ball approaches to his side, I move him to really center him, but it's never a sure shot - more often than not, it just killls me or hits melee.

Shold we have bigger distance between ranged and melee or is there a more sure way to handle this transition so that it hits the boss for sure?

Thanks.
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Re: [10] Warlord Zon'ozz

Postby Cowmmunion » Thu Dec 15, 2011 8:30 am

I was having some trouble with that at first, but I started dragging him away from the ball, along the path of it, for that last hit. Instead of moving the boss from side to side for the last hit, move him to the side and backwards. If it's coming straight at him, pull him backwards until you see the ball kind of... solidify/change color. I'm guessing that you simply aren't having the ball travel far enough. The only thing to worry about when you start moving the boss like that is making sure that your melee is paying attention, but asking them to not hit the ball shouldn't be THAT troublesome.
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Re: [10] Warlord Zon'ozz

Postby Belloc » Thu Dec 15, 2011 9:11 am

If the ball is hitting the tank instead of the melee, it means two things:

One, the boss is too close to the ranged group. Two, the tank is too far away from the melee.

Remember that the ball's damage is split between everyone within 15 yards of the target that it hits. If the ball is killing the tank, it means that the tank is further than 15 yards away from the melee, which shouldn't be the case.
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Re: [10] Warlord Zon'ozz

Postby Taeron » Thu Dec 15, 2011 12:52 pm

Cowmmunion wrote:The only thing to worry about when you start moving the boss like that is making sure that your melee is paying attention, but asking them to not hit the ball shouldn't be THAT troublesome.


Have you met any melee players? :twisted:

Seriously though, thanks for the advice, I will definitely move him side and backwards to better snipe the ball. I think we really were too close. Thanks again!
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Re: [10] Warlord Zon'ozz

Postby econ21 » Mon Dec 19, 2011 4:48 am

What are the LFR tactics for handling the ball in this?

My last group asked the "off tank" to handle the ball. Thankfully that was not me, as I am not sure what I would have been expected to do. Just stand at a distance so the main tank is facing me and put my body in the path of the ball? Is it necessary for the ranged to stand with the OT or can the damage from the ball be taken by a single tank in LFR?
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Re: [10] Warlord Zon'ozz

Postby KysenMurrin » Mon Dec 19, 2011 4:53 am

It does less than 70k damage in LFR, so anybody can take the full hit. It also doesn't matter where the ball goes so long as somebody hits it; it doesn't need to ever hit the boss.
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Re: [10] Warlord Zon'ozz

Postby Nakama » Sat Dec 31, 2011 8:38 pm

KysenMurrin wrote:It does less than 70k damage in LFR, so anybody can take the full hit. It also doesn't matter where the ball goes so long as somebody hits it; it doesn't need to ever hit the boss.


Also in LFR, it automatically goes to the boss on 10 stacks, so as long as you have even vaguely competent healers, you can just let it bounce around, pop, heal through, recover and do it again.

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Re: [10] Warlord Zon'ozz

Postby Beelgers » Thu Jan 12, 2012 7:31 am

Our heals were having trouble after the last bounce dispelling, healing everyone up, moving, etc. if I got hit by psychic drain at the same time (full CTC; about 195k health raid buffed). The simple fix for us was me just switching to a stamina set. Gaining probably >30k in health (while of course unfortunately sacrificing CTC) gained us more than enough room to live through another global. Losing full CTC for just this fight wasn't too bad. We worked out timing my CDs and external CDs such as Hand of Sacrifice when the stacks of Focused Anger got high.

One thing - don't be an idiot like me and forget to switch back out of your stam set. It took me a long time before I realized why I was taking a lot more damage (after Ultraxion)!

I haven't had to use my stamina set before, but I always had it available. We don't do hard modes and we aren't ever exactly on the bleeding edge of progression.

I hope this helps someone. I suppose it may not depending on your strategy, gear, healing assignments, etc.
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Re: [10] Warlord Zon'ozz

Postby Cowmmunion » Thu Jan 12, 2012 7:36 am

We 2 heal this fight, and for the last bounces I'd just always make sure to use a cooldown. The first (Whether we went to 5 or 7) were normally no problem, it was the second set (Where we would normally go to 5) that I'd pop GoAK, and then I'd pop AD for the last bounce on the third set. Glyphed DP would take drains as it came off CD. Doing it that way tank death was never an issue (getting melee to run out of the path of the ball, on the other hand...)
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Re: [10] Warlord Zon'ozz

Postby Hrobertgar » Thu Jan 12, 2012 11:37 am

When I tank this fight, I also use Mirror of Broken images from Tol Barad vendor. It helps on psychic drain.

As far as getting melee to run out, on Normal mode we generally turn the boss sideways and yell in vent for the melee group to move. Yelling in vent helps a little, but turning the boss can be a nice visual queue for them as they like to be on the boss' ass and will respond to that even if they are tunnel vision on their rotation.

On Hard mode, pulling the boss further away to allow the ping pong ball to hit him while yelling at the melee to run to the side seems to work for us, as long as we keep the melee in place to share the final ping hit.
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