- This topic has 19 replies, 10 voices, and was last updated 6 years, 8 months ago by
Ragùneraxe.
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Zek’voz, Herald of N’zoth
Tank gets combo of
- Void Lash (shadow damage + healing reduction)
- Shatter (physical damage + increase physical damage taken)
- Void Lash (shadow damage + healing reduction)
Depending on tuning tank swap happens either after all three hits, or after Shatter but before second Void Lash. Doing it after Shatter on Heroic and mythic is much safer, and probably necessary with 100% healing reduction debuff.
Surging Darkness is a series of 3 shadow explosions centered on boss, the order of these is random. In addition to getting killed if you stand in purple shit each of the three explosions deal some amount of damage to everybody in raid. Best way to avoid it is standing about 15-20y from boss, in the middle circle area so that you can duck in or out easily. Surging Darkness can overlap with any other ability. Reminds me of heroic Ragnaros…
- most of the room except small circle under boss is fatal
- boss is surrounded by fatal circle, outside of it and directly under boss is safe
- boss is surrounded by safe circle, directly under it and far away is fatal
Phase 1 – 100-65%
Adds spawn and fixate on random people. If they reach their target it will leave DOT and focus on another target. These can and should be CC’d and nuked down. Mass grip etc very helpful. Would assume mass grip is almost mandatory for mythic. Adds spawn always in same location so tanks need to position properly in advance.
Eye Beam is C’thun style beam that targets random player and will jump to anybody within 10y increasing damage. Initial target can and should gtfo, and raid pre-spread before it.
Phase 2 – 65-30%
3 adds in triangle spawn around the room about 30y apart and spam big damage spikes on random people. Need interrupts assigned. Boss should be dragged on top of one for extra cleavage. These can be moved in lfr/normal mode, but not in heroic. CC is possible to take two out while raid is focusing on one.
Roiling Deceit puts long dot on random people. At the end of dot it spawns shadow pool under. If anybody touches the pool later it will spawn add (Guardian of Yogg-Saron) that has low health but very high damage abilities. Move to the far corners of the room (check wowhead guide for map) to place these in safe zones.
Phase 3 – 30-0%
Corruption Orb fall from the sky. Graphics for this is big purple pillar and ball dropping from the sky. Standing below them knocks the ball up and towards direction you’re facing so make sure it bounces somewhere safe where somebody else can get it. Getting hit by an orb gives 30 second debuff which doubles damage done, healing and health.
When the debuff ever runs out you’ll be permanently MC’d (until damaged to half health in lfr/normal). During MC you’ll spam fears constantly so interrupts are needed, and on heroic mode once you become MC’d you’ll do aoe fear in 8y radius and must move out of raid before that. Idea is to have a selected number of high burst DPS people bouncing these orbs and sacrificing themselves to keep the debuff rolling on them, and acting as a soft enrage.
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Mythic changes
There are only two phases.
Phases 1-2 happens at the same time (meaning more overlapping abilities to handle) and lasts 90-40% health and the Corruption phase happens from 40% onwards just like heroic. Heroic P2 adds that stand in triangle need to be killed within 60 seconds or they become immune to damage, making this secondary burn phase. BL/TW during last phase and nuke boss before MC’s kill the raid off.
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Video guide on mythic difficulty
Added healing specific guide.
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As we’ve now had a decent number of tries on this boss over the last two weekends I think it’s time we take stock of the situation and look to some of the issues we’re having and some suggestions of how we could improve.
As I see it, (and I could be wrong) the main issues are as follows:
- Insufficent boss damage when adds are focused and adds not dying fast enough when we try to push more ST damage onto the boss. Possibly a question of a lack of balance between cleave/ST specs and the lack of some ranged damage dealers plus too many cleav melee. Both warlocks I think went demo for the fight which whilst this was nice for their logs, really didn’t help with boss HP. Should avoid using warlocks for what should be a melee cleave duty (i.e. small adds). Would also prefer two more ranged with strong ST in an ideal kill set-up.
- Tank deaths (Bragfist). He drops low at some points in the fight and if this happens when a combo is due and he isn’t topped up he dies. Possibly a healing issue which I’ll admit I don’t recall effecting us as much last weekend as this.
- Dropping pools during circle phases. Too often we have players getting out during rings to drop their debuffs and getting hit by a full room outer ring and dying. There is not much to do here other than ensure you get out only when you have to, use the speed boosts/portals and avoid getting out to the far side of the room until you’re 100% sure that the last circle isn’t going to be there. Similarly we need to avoid dropping pools too close to the melee in the first set of circles.
- Small adds not dying before melee move off them and onto the second caster add. We need to ensure that small adds are dead before moving, small adds in stack with boss just kills people. This may mean that first and even second interrupts on Purple need to be by ranged and not Scabb/Fear.
- Cast getting through. No casts can get through, ever, especially if the add’s CC is broken early. Everyone with an interrupt should be on back-up after the first intterupt (i.e. don’t all try and interrupt cast 1 and then put yourselves on CD).
- Breaking CC. Look at your azerite traits and abilities, are you responsible for cc’s breaking? Happened far too often.
- Bad overlap. Need to esnure we’re all saving out CDs for this phase as it’s the most likely to kill us if we don’t screw up earlier. Options could include potting here or even Bloodlust though this should normally be saved for later.
Anyway, just a few of my own thoughts and observations to kick this off, please constribute with your own points and suggestions.
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From what I could observe on the points you raise Scabb.
- I don’t really know to comment on this
- As above
- I think this is the trickiest mechanic of the fight as you have to drop pools far away but you can’t move out during rings and when ring ends you don’t have much time, usually less than 3 seconds. Then if you don’t have a movement ability you have to rely on portals which are really hard to spot within all the players/boss/spell animations and might not even be accessible due to the rings pushing you away from them. It’s probably why there are pools near melee once or twice or at the sides and not ends of the room. So it becomes a decision of do I leave the pool in a bad place or run out and try hope your defensive CD’s and healthstone can keep you up during ring damage (which has killed me once or twice this fight now).
- Small adds not dying is because Rag calls to kill purple add when the yellow add dies and not when all the small adds die. I follow his call so don’t stay to kill off the rest so this is probably something to clear up on. With the length of polymorph I don’t think it should be a problem to kill all the small adds before moving on.
- Not much to add apart from calling out yourself if you’ve made a targeting mistake.
- I didn’t think about it during the raid and because I never saw it activate during the fight but I think laser matrix is also breaking cc. If so I’ll change that trait next time.
- Not much to add apart from spreading for eye beam by using the DBM range checker
Happy to hear other suggestions, especially on 3.
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1. I checked back our logs and only Fruity changed over to demo for the fight. Damonah stayed affliction. I am personally saving my cooldowns for every single add spawn, but after doing a little digging (since what we are trying to do is push Zek to 40% before we get the third set of adds) it might be more beneficial if I use my burst right at the start and see how fast the first set of adds are dying.
2. Based on what I have seen the time when Braggha drops low are during Surging Darkness periods. With the way how fast the circles shift most healers only have enough time to fire off a single heal. Ming could help on the issue with a talent choice, but he cannot opt in for it due to our need for speed totem. Will poke Chi about it and see if a solution can be worked out, all it might need is a minor CD and a bit more attention to Braggha.
3. The problem I have seen to arise with Roiling Deceit is that the one who gets the first Deceit will have the biggest issue dropping it in the correct spot. The debuff lasts 12 seconds, and it will drop during the time the last Darkness circle is still up. The next two have a little leeway in movement, but the first individual will either have to pray for big circle to be the last one or they can choose to just die or drop it in an undesirable location. I am not sure if at the start positioning the boss between the three markers, right at the middle, can help on this issue, since then the bigger circles will be reaching the walls.
4. I think this was due to the fact we got called out to move on the next marked add. The video linked did not help either, since that one literally states that after 30% HP melee move on to the next big add while ranged cleave down the small adds.
5. I only recall interrupting being a problem when one of the adds not intended to be active broke out of CC.
6.Details can check CC breaks, so the next time something like this happens I will try and check back what contributed to the CC breaking. Laser Matrix is a very likely candidate, though the only information I found about it is someone testing it and stating that it does not break CCs like freeze trap.
About suggestions on how we can improve on these subjects:
1. In case of melee what I can think of can help in maintaining DPS during eye-beam phases (except on the one that happens during darkness) is to try and form a loose half circle around the boss to try and get as close to the six yard range as possible. Ranged should try and leave a gap between them and the melee, so in case one of them get eyebeam they can just take a step back and be safe from cleaving people, or others can just step aside if they see someone having eye-beam near them. The only problem I see with this method is that people really need to be aware where they stand, and react incredibly quickly when the beam targets are marked.
The circles follow a pattern, and they always start out where the boss is, and follow a small/big/small/big or big/small/big/small rotation from what I’ve seen. If you know where the center was you can stand close to the outer edge of the small circle, and at the inner edge of the large circle to minimize the downtime you get from having to move.
We can try positioning the boss a little closer to the yellow add when it spawns so melee can throw in some cleave damage on the boss more easily. In my opinion during the second add phase we can swap to melee cleaving down the small adds while ranged swaps over to the purple add (because we have darkness going right at that time.) That way melee can get more damage rolling on the boss, but it also means that ranged will need their very own interrupt rotation for that round. We can try saving up Zulmeera’s Solar Beam specifically for that occasion, starting out with that and after the 8 second passed other casters only need to interrupt for a few more seconds before we are done with the circles and melee can get back to interrupting them. I can also follow up Zulmeera’s Beam with a stun of my own after it expires, which grants us 5 more seconds of the mob not casting anything, and ranged can freely go ham on it.
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Hi,
So on the issue of bragha dying alot, a few factors involved.
Mainly yes he was receiving far less HPS incoming than the damage taken per second. I have noted that he was only receiving consistent healing from 2 of the 4 healers involved. Which is not right as 3 healers minus the poor shamans can heal pretty well on the move.There we’re also a few things he can check on his side to make it a tad safer though, on quite a lot of those deaths we didn’t have ironskin brew up for the final hit of the wombo combo on the tanks. Also on 2 of the deaths he had been clipped by the circles right before the wombo combo which would have really screwed up his stagger management.
So my suggestions here is i’m going to confront the healing team about keeping better uptime on braggha when he has the boss, as he requires more healing for the combo than rag does. Bragha looking at his ironskin brew to see how he can maintain it up until the final hit from the combo’s and trying his best to not get clipped by the circles as it’ll mess up his stagger for the combo.
Now I have a suggestion for the tanks from this research, what if we’re taunting at the wrong time? Hear me out, as our damage patterns on tanks is way off from almost every kill log i researched tonight.
This is the most common damage pattern from 90% of the monks ive seen:
And here is our damage pattern every pull:
The other teams are toggling the taunts far quicker than we are, from most of the logs it seems the monks are taunting just before the combo and taking the full brunt of it, other tank takes the boss back right after, takes the next damage phase. monks debuff falls off he taunts right before the combo and takes the brunt of it again.
I also see a 30s gap between each combo, so what if Rag holds the boss for the 30s. Brag taunts the boss for the combo, rag takes the stupid insect back and rinse repeat?
I like this tactic as A rag stays debuff free so he makes full use of his class (get punched and heal back up) and Brag makes full use of his class (eats big hits and shakes it off) -
since what we are trying to do is push Zek to 40% before we get the third set of adds
Any special reason? Might be easier to focus on adds cleanup instead since the second trash spawn is supposed to be the hard one, not the third group.
Based on what I have seen the time when Braggha drops low are during Surging Darkness periods
Tried swapping tanks, so that Rag is taking that overlap instead?
The problem I have seen to arise with Roiling Deceit is that the one who gets the first Deceit will have the biggest issue dropping it in the correct spot
Should be possible to drag boss from the regular tank spot closer to one end of the room for the Surging Darkness/Roiling Deceit overlap when there’s no big add spawn coming in, or even with the adds, but CC all three. Also surviving the Surging Darkness hit should be possible with 50% damage reduction cooldown. Or even outright sacrifice the person running out instead of getting extra adds that will fuck you over much worse.
The video linked did not help either, since that one literally states that after 30% HP melee move on to the next big add while ranged cleave down the small adds
The video also says adds management is hardest part of the fight, so it should be the part to focus on. Including fixing things related to adds management like who dps’es what and when.
Hi, So on the issue of bragha dying alot, a few factors involved. Mainly yes he was receiving far less HPS incoming than the damage taken per second. I have noted that he was only receiving consistent healing from 2 of the 4 healers involved.
Should be easy fix then. Maybe even save one cooldown for that bad overlap?
Now I have a suggestion for the tanks from this research, what if we’re taunting at the wrong time?
Original heroic/mythic strategy has the option of two different timings for tank switch during the three hit combo. Maybe doing the other switch is safer? Tried that?
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Part of the reason why Brag might have not gotten enough healing from my side was once during the spreading+darkness phase I was at the wrong side of the circle and couldn’t reach him. I’ll do what I can to fix my positioning issue.
Edit: did a little testing at it seems that Engineering grenades are not on the potion cooldown so if you want to give it a try we can use a Plague spreader grenade and a FRIED grenade on the problematic add group. Keep in mind that potions however will send the Grenade on cooldown too, but it is worth to give it a try and see how it performs.
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Brewmaster’s strength is smooth damage intake, and they require constant healing. This is a tradeoff, i dont die to big hits and you heal me all the time. If monk not getting healing, that means we as a raid not using brewmaster at its full potential. Look at methos’s kills, they using 2x brewmasters, their health yoyos like mad and they getting constantly bombed with heals, otherwise heavy stagger will kill them.
I am not telling that i cannot play better, i absolutely can, but i cannot enter combo on Zek with 20-50% HP as it routinely happening on our tries. When i start taking it at the start of the fight, healers not moving and i am topped, i can take it with zero issues. I am also thinking that healers got maybe little bit too comfortable with Rag and DK self healing.
We can split combo (taunt atfter shatter), in that case 2 tanks will have 50% healing reduction for a period of time instead of 1 tank having 100% healing reduction. That is something we should try and agree on, which is better for our team.
Also i would like to apologize to our healers for last raid, i was not feeling well and got angry over dying all the time. I did not mean anything malicious. I am sorry if i was rude.
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Hey all, thought I’d give my two cents on the subject.
I agree that the small adds (the Silithid Warriors) continued to be alive for too long, thus complicating things further (slowing players during the ring phases + the DoT doing unnecessary damage). I glanced at a couple of kill videos and it seems that some guilds, after having killed the first Weaver add, do not switch immediately to the next one, but instead finish off the Warrior adds. There is also a possibility of letting the strong cleave classes finish off the small adds, whilst the others, especially the ST classes, go onto the next Weaver mob. Yes, it’s important we keep the Weavers crowd-controlled/interrupted, but we shouldn’t underestimate the dangers of having those little buggers running around slowing and dotting people up.
My second point is also concerning the adds, more precisely the second add phase: that’s the phase we get the rings while fighting the adds, and in almost every try I saw myself fearing the second Weaver as his (or her 🙂 ) CC had been broken. My suggestion is, we wait for the rings to end before we move onto the next Weaver (in this case from the first to the second one), as that’s the only way to keep interrupts on the caster effectively. So, basically, dodge and finish off the small adds until the rings are done. Athiyk’s suggestion is something worth thinking about, however, during the darkness phase the ranged also have to move and it’s questionable how much more DPS we can squeeze out before the darkness ends. If we leave the purple caster CC’ed, we can just continue to do damage onto the boss, which is also of importance, as we saw last weekend.
My last thought has to do with boss positioning during the ring/darkness phase: is it possible to have the boss back at the center (starting point) of the room before every ring phase? It seemed that during the second set of rings we always had the boss somewhat misplaced (at the orange add), which made the safe zones from the darkness less predictable/convenient (on one try, I couldn’t get to the safe zone in time due to a sidewall blocking my path). I understand that the boss is there for the melee to cleave both it and the caster, but it might be worth it to thinking about this too.
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We can split combo (taunt atfter shatter), in that case 2 tanks will have 50% healing reduction for a period of time instead of 1 tank having 100% healing reduction. That is something we should try and agree on, which is better for our team.
Definitely try that if you have tank mortality problems, since it was an option from day one.
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More good points, thanks. Keep them coming.
I agree that many of the suggestions are worth looking at in more detail, in particular trying a different taunt rotation if this makes life easier.
Also like the idea of centring the boss again IF we’re going to leave the third add up. To be honest on our best tries we killed the third add as the first of the second set of rings came in so we can actually push it if we play and balance right, but if this helps reduce RNG and allows us to make ring patterns more predictable and ensure there is no cc breaking whilst increasing damage on boss, this could be a helpful trade off.
We can always move the boss back onto the add as rings end for cleave.
Not saying we will do this, but unless there are any valid reasons we shouldn’t try them they seem worth further consideration as do some other suggestions I’ve not repeated here.
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We can split combo (taunt atfter shatter), in that case 2 tanks will have 50% healing reduction for a period of time instead of 1 tank having 100% healing reduction.
We can try it this way, though the reason i suggested taunting just before the full combo comes in is because of how your stagger works and generally with how we’re doing it now your stagger sits from about 13k-18k dtps for about 15-20s before the combo even hits. Which requires constant healing attention from all available healers, if we move the taunt around A. healers can burst heal you in a short period and then go back to focussing on the raid and B. you’ll have iron skin up for it’s entire duration while still maintaining enough charges to drop a lot of your stagger after the combo.
Also i would like to apologize to our healers for last raid, i was not feeling well and got angry over dying all the time. I did not mean anything malicious. I am sorry if i was rude.
Don’t even sweat it 😉 it does get frustrating at the best of times bud.
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