First time poster, so sorry I can't post links.
www(dot)worldoflogs(dot)com/reports/rt-t6fa1behsmtsn0v5/
As a guild, we are currently 4/8 hc, with morchok, yor'sahj, hagara, and ultraxion down. None of these bosses took many serious attempts with our group, but we've wiped well over 200x on zon'ozz overall, most of which are ~2 minute attempts. Everyone in the raid group is getting frustrated, and it really feels like we're just missing some basic mechanic of the fight. In all of our pulls, we've had one attempt make it to enrage, and the boss was still at 30%, but that was one out of ~220-230.
Raid members for possible comp are as follows:
Warrior (prot/arms)
Hunter (any spec)
2x Paladin, one ret and one holy
Shaman (ele, but can go resto if required)
2x Priest, 1 is disc/holy 1 is shadow
2x Druid, 1 resto 1 boomkin
Mage (arcane or fire)
DK (blood or frost)
Rogue(can go any spec, but combat for zon'ozz for obvious reasons)
Usually have a holy priest/holy paladin/resto druid combination with the warrior tanking, but can switch to the dk if it'd make the fight smoother. No dps HAS to be in for the kill, we just want the boss down at this point.
We've tried just about every strat you can google. We have 5 people at max range (4 dps and the resto druid) with one standing slightly in front to aim the ball. We have 4 in melee with 2 heals (holy paladin focusing the tank). When we try doing 7 bounces on the first orb, it seems like about half the time we get a set of disrupting shadows going out right before the ball hits the boss. If it only hits one person its not a big deal, but when we get 3 people hit with it going into black its pretty much an instant wipe. We've tried shortening the range between bounces, dragging it out, regardless it seems like half the time we get the debuff. Help here would be huge.
Once in the dark phase, assuming we make it there smoothly, We usually have one group go left and one group go right. We'll send 3 ranged with the resto druid to dps down 2 eyes and a flail, and send 2 dps with the priest to burn the adds on the other side. Combat rogue cleaves the claw, gg. We usually pop shield wall at the start of it, and have the druid pop tranq (priest will pop hymn if necessary). We leave the eye closest to the claw alive through all of p1 since we found out it greatly reduces future damage (rumors of this being stealth fixed, and sure felt like it tonight, but it was a bad night. Confirmation?) We were doing each set like this, but tonight we had planned on having the boomkin solo one side of adds and have the spriest solo the other for the 2nd/3rd black phases, since raid damage was much lower. We never had a clean attempt make it there, but I digress. Feels like we're missing something obvious here as well, as if we kill all the adds but one we barely make it back to catch the ball as its spawning.
We've tried stacking up on the claw and killing everything in range then moving out, but it feels like we lose too much dps time on the boss. Again, maybe we're missing something with this strat. The whole tier seems relatively easy, and while we aren't world class raiders, we like to at least think we're halfway capable. This boss has been a complete brickwall for us though.
Any help/suggestions/whatever would be greatly appreciated. The whole raid team is frustrated with the fight, and we're out of ideas on how to fix it. We've even considered just skipping it for Warmaster Blackhorn, regardless of the giant ramp-up in difficulty. Hopefully someone here can help us get past it without skipping it.
TLDR; 10 man guild stuck on Zon'ozz, no idea why. Brickwalled... Hard.
Thanks! Sorry for the long post, just wanted to include everything that might help you help us. Feel free to ask about/post any armory links or whatever. Digging at the bottom of the barrel, so anything is appreciated.