Lyntha Posted May 9, 2012 Posted May 9, 2012 We have Phase 1 down. Easy, Peasy. Phase 2: We separate into three groups: Group 1 (Red X): 5 Melee/Mobile Ranged - 2 Healers, 1 Tank Group 2 (Purple Diamond): 5 Melee/Mobile Ranged - 2 Healers, 1 Tank Group 3 (Yellow Star): 7 Ranged DPS - 2 Healers. Their positions will be as follows: Groups 1 and 2 are mobile groups, consisting mainly of melee DPS. These groups will move from add to add, staying bunched up for heals. They will start at the flails and work their way through the eyes then hit the claws at the end. Strong cleave classes will be in Group 2. We have extra healing in these groups because they will be harder to heal due to movement. The tanks are considered part of these groups, but they will be tanking the claws on their sides, not dpsing the adds. Group 3 will be the ranged hammer group. They will start at their flail and kill it and the other flail simultaneously. This group will also dot up all of the adds around them and just wreck as much stuff as possible while staying bunched up for heals. The movement/targets of the groups are as follows: The one remaining eye on the outside will be covered by Group 3 once they get back onto the boss.
Berms Posted May 9, 2012 Posted May 9, 2012 You can take Zon'ozz to a claw and when the dps in that area are finished, they can cleave off of Zon'ozz to burn down that claw.
Sazda Posted May 9, 2012 Posted May 9, 2012 for the big ranged group: the two flails first - then everything else at the same time?
Unholy Posted May 9, 2012 Posted May 9, 2012 Can't wait! Hopefully everyone shows up and we can get an early start on this. I have no doubt we can down it tonight if that happens.
Lyntha Posted May 9, 2012 Author Posted May 9, 2012 Yes Saz, two flails first, then the eyes, then the claw. They then move down to the boss and final eye.
Prydain Posted May 9, 2012 Posted May 9, 2012 Remember that you can reduce some raid damage by interrupting the eye when they squat down (You can't see a cast bar).
Lyntha Posted May 10, 2012 Author Posted May 10, 2012 Thanks, forgot to mention that. We did well last night and once made it into third P1, just short of the kill. The boss's stacks fell off at about 30 seconds left. We are also somewhat dicey on timing of debuffs. This is what I'm seeing now: 1st. P1: Debuffs Go out from bounces 1-3. Debuffs go out again at start of 4th. They are still up at start of transition but quickly expire. Although the debuffs and raid damage aren't hitting at the EXACT same time, some people are still low as when we start to run to positions, debuffs are ticking, albeit their final ticks. 2nd. P1: Debuffs go out before first bounce and go out again between 2nd and 3rd. bounce. We are transitioning after the 4th. bounce now, which is RIGHT before he re-casts the debuffs. In order to extend the debuff timing and increase boss dps, we need to either force 3 add phases, or extend the non-add phases. It should go without saying that extending the non-add phases will result in a marked increase in boss dps, both in uptime on the boss, and on his stacks count. The downside to this strategy is that the tank will take a lot more damage, almost getting one-shot by the end. I think that our current strat of 2 tanking it it is more flexible and allows us the freedom to use this strategy. If the one tank goes down, the other will pick it up while tank 1 is getting brezzed. Before the 20% nerf, the tanks would almost get one-shot by melee+drain combo. Post 20% nerf, the damage should be survivable. I took a look at some early pre-nerf boss kills and most guilds did it with 5-4-4 bounces. Our strat for bounces next time: P1: Do 6 SHORT bounces. Hit it as soon as it's hittable, instead of extending it out. We should only spend about ~8 more seconds in that phase, which should be right as the debuffs end. We are going to do one more bounce than our current strat but shortening the ball travel length. This will still add time, but only enough to let the second batch of debuffs expire. 2nd P1: Do 6 LONG bounces. Since the debuffs will spawn around the time that the 5th. bounce is happening, we'll have to extend the travel distance out a bit more to extend the phase. This is when the tank will be in greatest danger of dying. We will use sacs on the tank to keep him alive through the drains. The drains only happen every 12-15 seconds and are fairly predictable so calling out CD's should be doable. There's a small chance that the timing will result in us having to do 7 SHORT bounces instead of 6 LONG bounces. 3rd P1: Pop BL and Burn. He should be at about half health at this point and should be taking 110% increased damage (Versus 80% increased damage with our old strat.). We should kill him right as the debuff expires, a bit before the berserk. We are also going to drop to 6 healers. Healing didn't seem too taxing as long as the groups are healed up to full before the black phase.
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