1. #1

    Warlord Zon'ozz - Tank deaths early in fight

    Hiya

    We killed Morchok easily last night and started working on Warlord Zon'ozz but we were finding that the tanks were getting almost 1 shotted right at the beginning of the fight around about the time of the first Psychic thing, To conteract this we tried to have the offtank taunt just before the Psychic thingamy which seemed to work however after the first black phase the timers stopped working which meant it fell apart a bit.

    Is this a known problem with dbm and bigwigs?

    Alternatively is there something else that you can watch out for in the fight to tell you when its coming as we couldnt spot anything.

    Also has anyone else been having the same problems with tank deaths? if so how did you stop it or prevent it.

    Are we doing it right or is there some other way you are meant to handle this from the tanks perspective?

    Thanks

    Gren

  2. #2
    Deleted
    You need to let the ball hit him before he gains to many stacks, as far as i recall each stack he does 20% more dmg and attacks 20% faster. We let it hit him before he gained 8 stacks as that was about the time he would 1shot the tank. Also the ball can hit the tank if he's standing to close when its heading for the boss.

    DBM doesn't have a stack tracker for the stacks on the boss (don't know about Bigwiggs) it only tracks the "stacks" of the ball, so you'll have to watch the debuffs on the boss directly for this.
    Last edited by mmocb2358cdeee; 2011-12-01 at 12:15 PM.

  3. #3
    What exactly is the tank dying from?

  4. #4
    to be honest it looked like it was just a combination of the melee and psychic conal attack, were we right to be trying to taunt boss so main tank doesnt get hit with the cone attack?

  5. #5
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    Quote Originally Posted by grenraven View Post
    to be honest it looked like it was just a combination of the melee and psychic conal attack, were we right to be trying to taunt boss so main tank doesnt get hit with the cone attack?
    No, you only need 1 tank for this encounter. You will also need to ensure the cone attack only does hit 1 tank, the more people it hits the more he will heal, if you have 2 tanks and 1 is taunting right around when he does it, you'll likely have both tanks getting hit by it thus healing him for more.

    The only thing i can suggest is that you watch how many stacks the boss has and push him into transition before he gains to many (around 6-7 is optimal) also have the tank save his big cooldowns for when the boss has alot of stacks, he will hurt alot at that point.

    The way we did this encounter we had the tank face the boss towards the range camp at the start to ensure the ball is spawning near the range camp, after it spawns you turn the boss around immediately and then ping-pong the ball back and forth between ranged and melee. Once the boss had 5 stacks the melee moved to the side and the next time the ball came towards the boss it would hit him pushing him into transition. Rince repeat this around 3 times and he dies.
    Last edited by mmocb2358cdeee; 2011-12-01 at 12:31 PM.

  6. #6
    really?

    Hmmm ok back to the drawing board then

    Btw its 25 man we are doing in case that makes any difference

    Quote Originally Posted by Evory View Post
    No, you only need 1 tank for this encounter.

  7. #7
    Pandaren Monk Twilightdawn's Avatar
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    Quote Originally Posted by grenraven View Post
    really?

    Hmmm ok back to the drawing board then

    Btw its 25 man we are doing in case that makes any difference
    Still only one tank

  8. #8
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    Use 1 tank, make sure no one else gets hit by the cone, get him to the eat the ball every 5 bounces.

    25m.

  9. #9
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    yah we let the tennis ball hit on 4-5 stacks and it wxas super easy. 25 man, 1 tank

  10. #10
    I am Murloc! Kaneiac's Avatar
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    You just need to keep the tank topped off right before a Psychic Wave. It's not too difficult. After 4-5 bounces his Focused Anger won't be too far up and by then it'll be stack & heal phase. IF INDEED the death is due to Psychic Wave. It seems like your healers just can't keep up with the Focused Anger melee + Wave, from what you said.

  11. #11
    We did 5 bounces per ball (10 man normal). Seven seemed to be the tipping point for us, where people started to die.

    Anyway, we set up with a ranged pile (4 dps + healer), a melee pile (2 dps, 2 healers), and the tank.

    The tank kept the boss pointing off to the side of the ranged pile till the ball was summoned, so we didn't have to run far. The ranged pile right on top of it, so it immediately bounces in. Ranged (summoned) -> melee -> ranged -> melee -> ranged -> boss.

    We move the melee out as soon as they bounce it the second time, because the ball is usually wandering a bit by now, and the tank may need to reposition to catch it.

    Run in on the black phase and dps. Reset when the phase ends, and repeat. Lust/warp on the third black phase (the buff keeps stacking, so later is better).

    For fun, guardian spirit will bounce the ball. Just putting it out there.

  12. #12
    Also make sure that the tank isn't eating the orb and bouncing it back--we saw our tank go from 80% to dead because he would eat a ball by accident. We were having 4 ball bounces and the boss absorb the 5th.

    We did 3 healers in the melee stack, and 3 in ranged. Mass dispell the debuff off everyone. Tank healers are in the melee pile due to range issues.

    Also found that facing the boss towards the ranged made the ball spawn easier so ranged did less running and more DPS.

  13. #13
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    By the way, make sure that the tank doesn't get damage from the ball-bounce...

  14. #14
    Bloodsail Admiral Nume's Avatar
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    We were having similar issues and found we had better luck only doing 3 bounces after the first time (also 25 man). So basically we did 5-3-3-3 until dead. As long as your dps is decent you should be able to handle beating the enrage still (don't worry if you're not right on track percentage wise with the timer, due to the fact that the dmg debuff keeps stacking so dmg will go up as the fight goes on), and it greatly reduces the chance of the tank getting instagibbed (he should only be at ~6 stacks when it hits if you do it this way).

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