1. #1

    Could use some help on Mythic Zek Voz(Logs Included)

    Hey Folks,

    Trying to help my semi casual guild get over the hurdle that is Mythic Zek Voz, we've never made it to P2 so just wondering where we should try to focus on improving. I know we have a few folks that get hit by the occasional surge but I feel like we're just missing something strategy wise. Any constructive feedback is much appreciated.

    https://www.warcraftlogs.com/reports/7GvmWPaBYgKLtf6c/

    Thanks!

  2. #2
    Pandaren Monk
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    Been progressing on the same fight, had several under 1% wipes this week. Should go down next.

    How do you feel the adds are going for you? For us it was key switching tank to a Blood DK, because the mass grip is a HUGE benefit for bursting them down. We use stuns and Monk Ring of Peace to help handling the adds while they're getting nuked.

    Other keys: Prespread for Eye Beam (specially important when it coincides with Surge, make use of the whole circle for this and not just a small part), drop clouds as far away as possible (tricky when combined with Surge, best is when classes with immunity gets it and can run out through the Surge to drop it).

    Note that phase 1 is by far the hardest. When you reach phase 2 with full raid alive and preferably all CR's available, you're very close to a kill (in fact we got him to 1% the first time we ever reached phase 2).
    Last edited by Beace; 2018-10-15 at 06:41 PM.

  3. #3
    Eye beam is 11 out of your 23 first deaths, surging darkness is also a problem with early deaths.

    Make sure you spread before eye beam even starts, and when you get eye beam, don't move at all. It's a lot more likely that you will run into someone than the person next to you moving away when you get it.

    The only hard eye beam should be the one that comes with the 3rd surging darkness. It happens as surging darkness ends, so everyone needs to spread and stop moving when they get eye beam and let other people move away from them.

    I assume people are dying to surging darkness because they either have the slow from the melee adds or they're trying to drop deceit. Save movement abilities for when you have the slow, it can also be freedom'd off or dwarf racial, gnome racial, and stuff like that. Also you should only use a personal when you get roiling deceit expiring during surging darkness. You need to get spot healed and pop a cd or maybe even an external so you can survive the surging darkness while you drop the deceit off in a nice place.

    Melee adds dying is a lot more important than you think. As long as you kill 2/3 big adds before the 3rd one gets 10 stacks you can just interrupt every cast, melee adds will kill you during surging, eye beam, and sometimes even through just dot damage. Have a couple of people spec AoE so that you can get it down ASAP. Use ring of peace, grips, and stuns to manage them better as well. Have a melee rotation on interrupts and have range backups for surging darkness when melee can't be in range. Have everyone call out interrupts via voice comms. Watch for abilities that can break CC accidentally, like halo, melee cleave, laser matrix, etc.

    Also, melee really sucks on most fights on Uldir and this one is no exception. Try to replace a couple with range dps if possible.

  4. #4
    Theres really 3 things that are critical.

    1) Blow CD's on the adds, seriously. Stack up, make sure they group up well and then stun them and nuke them. The slow / bleed they place on you complicates later abilities. Don't randomly stun when one is 5 yards out so it dies super slow. Get this right. The come in at about 1 min and then every 2 after that.
    2) Pre spread for the eye beam, its not that hard. You can excuse occasional eyebeam deaths in the dance one and res them as long as they don't derka derka half the raid.
    3) Drop the cloud thingies far out so you don't randomly spawn adds, you can recover from it but its far far faaaar from ideal.

    Consider 4 healing and trying to push before the 3rd wave of adds. It sounds counter intuitive but the adds and their overlaps suck, the faster you kill them the less heals needed overall. If you plan out CD's for your when the damage happens its not hard to 4 heal.

  5. #5
    Quote Originally Posted by Deja Thoris View Post
    Theres really 3 things that are critical.

    3) Drop the cloud thingies far out so you don't randomly spawn adds, you can recover from it but its far far faaaar from ideal.
    Yeah but it feels really pro to switch off the strat mid-pull for an audible, huddle up for a barrier, then spread back out and continue the strat as normal. Feels pro man.

  6. #6
    The fight is extremely predicable thanks to reliable ability timers. As others have said, save openers and CDs for adds. Here is a quick breakdown of how the fight goes through all of phase one with things that should be called by the raid leader or whoever you have doing calls:
    Before first add
    Pull boss, first surging ring, ~10s after surging ends is first eye beam. Shortly before eye beam someone should be calling out that people need to spread, this is most of your deaths. Eyebeam fires 3 times, it's helpful to have someone calling out beam 1, beam 2, beam 3, done
    First add spawns ~1s after the third eyebeam goes off
    Clump behind the boss as soon as the third eyebeam goes off. Once the Nerubian spawns, blow cooldowns on it and the silithids. Two players should CC the other 2 nerubians. When the nerubian and most if not all of the silithids are done, move on to the second nerubian and blow it up. An interrupt order is good here.
    If your DPS is on the lower side, an eye beam and surging will be coming up as you kill the second or as you move on to the third. Around this time, the third nerubian will hit 10 stacks of its buff keeping you from hard CCing it, make sure people pre-spread for the eye beams around the boss as you will have to dodge surging at the same time. Keep interrupts going at range on the nerubian, finish the eyebeams with callouts and dodge the surging, kill add
    Before second add spawn
    Back on boss, lots of free time before anything happens. Eyebeam comes next, prespread, have someone call beams as they go out. As soon as the third beam goes off, stack behind boss for add spawn
    Second add spawn
    Second adds spawn right after third beam again, but this time a surging is coming soon. IDEALLY you should be able to kill the first nerubian before surging starts but if not that's fine just kill it while dancing around and kill the silithids during surging. During this point the boss is doing is big slam so avoid the front of him.
    Surging ends, first nerubian and all silithids should be dead. Move on to the second, eyebeams will be happening as you kill the second nerubian or are moving on to the third
    Before third adds spawn
    Reset the boss, get in some free damage. This one really sucks, it's going to be a surging with an eyebeam happening on the final circle of the surge. Dodge the first 3 rings, hope the 4th ring isn't the small inner ring and spread the best you can to avoid beam deaths, call out beams and count them down. After beam, stack up for add spawn.
    Third Adds
    Easy add kills, no mechanics really until the third add you will probably have an eye beam followed by a surging depending on your speed. After or during that surging the boss should hit 40% and then the fight is free.

    I didn't include roiling in this because that's a non mechanic, just drop it in the alcoves or where you first walked in to the room. If it's during surging just blow personals and you should survive. If you HAVE to drop a bad roiling, it's okay to pop a roiling and burst down the Yogg add when NO other mechanics are going out, if everyone stacks in a healing CD you will live easily.
    Sorry for the wall of text, fight is just still relatively fresh in my mind from being in charge of timers and calls.
    MMO-Champ users log on and just say things

  7. #7
    You're spending way too much time killing the adds. You want them to be on top of that first big add (the one you don't CC). Everyone in the raid can stack up at this point near it so they funnel in and then you can drop stuns, ursol's, and snares on them. You should be nuking them first then killing the big add, just make sure to get interrupts. They should be basically dead before you move to the next big add. The second set is the hardest because it happens with rings, and you have people knocking them apart which just slows things down. If you need a poor-man's grip, just have one of the druids be designated to vortex + typhoon them once they're on top of the big add and they'll be stacked.

  8. #8
    I am Murloc!
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    One thing I don't see mentioned often is that caster adds don't break CC immediately after getting 10 stacks. The first pack gets to that point during Surging Darkness, so you'd have to interrupt the casts while dodging the circles. Instead, you can simply recast your CC, get to position and burn it down without any issues.

    It's not a huge thing, but helps to avoid "random" deaths from 150k Void Bolts.

  9. #9
    Quote Originally Posted by Deja Thoris View Post
    Theres really 3 things that are critical.

    1) Blow CD's on the adds, seriously. Stack up, make sure they group up well and then stun them and nuke them. The slow / bleed they place on you complicates later abilities. Don't randomly stun when one is 5 yards out so it dies super slow. Get this right. The come in at about 1 min and then every 2 after that.
    2) Pre spread for the eye beam, its not that hard. You can excuse occasional eyebeam deaths in the dance one and res them as long as they don't derka derka half the raid.
    3) Drop the cloud thingies far out so you don't randomly spawn adds, you can recover from it but its far far faaaar from ideal.

    Consider 4 healing and trying to push before the 3rd wave of adds. It sounds counter intuitive but the adds and their overlaps suck, the faster you kill them the less heals needed overall. If you plan out CD's for your when the damage happens its not hard to 4 heal.
    Replying with quote just to echo the 4-healing point. This fight is best done with 3 or 4 healers because of the extremely low healing requirement.

  10. #10
    Quote Originally Posted by Kief View Post
    Replying with quote just to echo the 4-healing point. This fight is best done with 3 or 4 healers because of the extremely low healing requirement.
    100% true. I respecced to disc (was our 4th healer) and spent most of the fight straight out DPSing because outside of spiking damage, the healing requirement is really low.

    Pushing before the 3rd adds is definitely the way to go.

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