Hi, my guild is having issues downing HM Zonozz on 10 man. With nearly 100 attempts on him we thought it was time to look for some outside help. Any constructive criticism/suggestions/questions welcome. Our guild is very tolerant of wipes but it's about time we got this guy down. We often feel with a bit more 'luck' we could have had him multiple times but I think the reality is that we're compensating for individual mistakes that would be better of being eliminated.
Raid composition: For Zonozz, 1 tank 3 healers 6 DPS
Tank
Feral Druid
Healers
Discipline Priest
Restoration Druid
Holy Paladin
DPS
Combat rogue
Feral druid
Fire mage (This is me - I'm not going to hide, I have made play errors and am especially interested in resolving these)
Retribution paladin
2x Survival hunters
We do not have a bench, that's pretty much it. It's not the ideal composition by any means and suggestions again are welcome but please bear in mind the difficulty of implementing them.
Again to make it clear we are over 90 attempts on this boss, all with 15% debuff on raid.
Our latest WoL parse is here (First post no links): -
worldoflogs .com/reports/90lvlwxfxzakr7d6
Comprising ~10 attempts varying from accidental pull length to +5 minutes until a raid member DCed and we couldn't replace. Special shout out to our hunter who pet-pulled one attempt.
Black phase tends to kill us most often. On early attempts there are some instances where the tank is taking ball and other such mistakes, but black phase is the most problematic. I think this is an execution problem or the healing is too much.
Our tactic is 7-5-5-5, and I am solo soaking the 7th with Cauterise. Holy paladin is assigned tank healer, resto druid stands in melee and heals non-tank melee, discipline priest stands in ranged and heals ranged. So melee group is rogue, 2x druid, 2x paladin, ranged mage, 2 hunters, priest.
During black phase we stack on claw for AoE, popping usually 2 raid cooldowns in rotation. Ranged deal with flails, rogue stays claw to flurry once boss arrives, and ret paladin and cat druid take the 2 eyes. Once ranged have the flails down we have a 2-man ranged team (1 hunter and mage) break to the 2 eyes and the other hunter to the other side, each with a healer. Currently resto druid is covering mage/hunter and holy paladin is following the other hunter. After black ranged gather on boss spawn point to take ball and boss stays tanked on claw spawn point.
Problem points seem to be the mage and hunter dying to black blood or eye beams while dealing with eyes. Also general ball phase mismanagement - tank taking ball damage, ranged not spreading far enough for 7th bounce, but we know about this and general raid awareness is something we are working hard on already.
We have recently realised eyes can be interrupted, and have identified flails as highest priority, and are open to different healing assignments based on player skill rather than class/spec advantages as we have it now.
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TLDR: Zonozz 10M HM, black phase problems, resto druid can't keep mage and hunter up while we kill eyes.