Pardeux Raids: A Better Way To Raid
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Warlord Zon'ozz Strategy Guide

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Hit Points

10 Man: 68.2 Million

10 Man (H): 86.5 Million

25 Man: 204 Million

25 Man (H): 259 Million

Abilities


Disrupting Shadows

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Deals 33,392 to 38,807 Shadow damage every 2 seconds.
Will cause knockback when dispelled in non-LFR difficulties.


Focused Anger

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Physical damage increased by 20%. Attack speed increased by 5%.

Psychic Drain

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Channels a wave of psychic force in a cone in front of the caster, dealing 111,000 to 129,000 Shadow damage and returning it to the caster ten fold.


Black Blood of Go'rath

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Deals 15210 to 15990 damage every 1 second.


Strategy

The first thing the boss has is Focused Anger. This gives the boss a stacking buff during the whole fight, and each stack increases his damage done by 10%.   There is no limit to the stacks and it will reset after the boss is hit with the ball.

The next ability he has is
Psychic Drain. This allows him to deal about 120k shadow damage to the tank, and anyone else in front of him, and heal the boss for 10 times the damage dealt. This means he'll heal for about 1.2 million health, assuming that only one person gets hit. This should be manageable as long as no one else is hit by Psychic Drain.

The last ability he has is
Disrupting Shadows. He'll randomly select players with this debuff, where they will take 30k shadow damage every 2 seconds for 20 seconds or until the ability is dispelled.  When the debuff disappears, whether by dispelling or 20 seconds has passed, the player will be afflicted with Disrupting Shadows, which does about 35k damage and knocks the player back. 

Pro Tip: Be careful when dispelling as the knockback can launch players into the ball which can cause deaths and unwanted bounces.

His main mechanic is the void of the unmaking (purple ping pong ball) which he spawns directly in front of him. You can tell ahead of time where it will appear due to a large purple beam. This void will travel in the direction that it spawned until it hits a player or a wall. If the void hits a wall, everyone will get hit with
Black Blood Eruption, which will wipe the raid. Therefore, you must make sure to have people ready to hit the void at the correct times.

Whenever the void comes into contact with a player, it'll use
Void Diffusion, which does 500k damage split among everyone who was hit. Because of the damage, it would be ideal to have several players stack up to minimize how much damage any one player takes. However, the void has three additional effects after hitting one or more players.
  1. The void will gain one stack of Void Diffusion. Basically, it'll do 20% more damage, per stack, to the next thing it hits. This stack can go up to 10.
  2. After a hit, it will bounce in the opposite direction.
  3. It will fade out for several seconds, then become solid again.

After several (recommended 6-8) bounces you will want to allow the ball to hit Zon'ozz.  When the sphere hits him several things will happen.
  1. Focused Anger is reset to 0 stacks.
  2. The boss will be afflicted with a stacking debuff, where he takes 5% extra damage for each stack. The number of stacks applied is equal to the number of times the void bounces. This means the debuff can go up to 50% if the void is bounced 10 times.
  3. The boss will move to the middle, enrage, and cast Black Blood of Go'rath, which does 10k shadow damage to each player per second for 30 seconds.  To deal with this have the entire raid stack on one location and AOE heal through it.  Healer and other raid CDs may be required to survive.

When bouncing the sphere it gains damage after each stack.  In a 25 man raid it is safe to assume that you will have at least 7 characters who are ranged or healers to split the ranged bounce and the rest of the melee can take the melee bounce.  The first group will take the first hit, the second group will take the second hit, and this repeats until a group can no longer survive the next hit. At that point the melee will move out of the way and allow the sphere to hit the boss. The damage taken among 7 players for each stack is shown below.
  • 0 stacks - 500k - 71.4k per person
  • 1 stack - 600k - 85.7k per person
  • 2 stacks - 700k - 100k per person
  • 3 stacks - 800k - 114.3k per person
  • 4 stacks - 900k - 128.6k per person
  • 5 stacks - 1 million - 142.9k per person
  • 6 stacks - 1.1 million - 157.1k per person
  • 7 stacks-1.2 million - 171.4k per person
  • 8 stacks-1.3 million - 185.7k per person

From the table you can see that anything above 5 stacks with 7 people is lethal (prenerf).  Above 5 stacks you will need to chain raid cooldowns before each hit to survive.  The orb bounce deals shadow damage so Aura Mastery and other resistance CDs work. Ideally 6-8 bosses per reset is ideal for killing the boss before enrage.  After the boss does his 30 seconds of AoE raid damage, the fight pretty much repeats itself.

30% Nerf Tip: 8 stack bounce only does 130,000 damage per player so CDs should not be required to survive if everyone has full health.

Heroic Strategy

There are several key differences for the heroic fight. First, Focused Anger is now 20% damage per stack instead of 10% per stack. This means tanks will taking significantly more damage during each Phase 1.

The next difference is that when
Disrupting Shadows is dispelled, Disrupting Shadowsnow knocks back anyone within 10 yards of the player, instead of the player being knocked back. What this means is if one of the groups has a player with Disrupting Shadows, that player must leave the group before being dispelled. Otherwise, the whole group gets knocked back which means the void bouncing gets messed up and the raid wipes.

Pro Tip: The damage from the DoT is healable, so it is preferred to heal through the debuff instead of dispelling.  Dispelling risks additional raid damage and knockbacks as well as DPS losses.

The final, most deadly, difference is that after the boss is hit with the void, he'll spawn several adds that the raid needs to kill. I'll explain each add below. However, one thing you need to note is that each add will use the ability
Black Blood of Go'rath. This ability stacks, where the number of stacks is the number of adds up. Since there are 14 adds, each raider will have 14 stacks of Black Blood of Go'rath. Each add causes 3k damage per second, which means a total of 42k damage per second among all adds. As each add dies, the stacks (and damage) decrease.

The first add is Claw of Go'rath. Its only ability is
Ooze Spit, which can be avoided completely as long as there is a tank on it. Since there are two Claws in Phase 2, this is where we'll need the second tank.

The second add is Eye of Go'rath. Its only ability is
Shadow Gaze, which does 30k damage to a random player. The ability has a cast time and a duration, which means it's possible it can be interrupted. Because they spawn around the room and away from the middle, ranged DPS will need to burn these down.

The final add is Flail of Go'rath. Its only ability is
Wild Flail, which does 40k damage and a knockback to everyone within 10 yards. However, they have extremely low health (under 400k), so they can be burned down quickly before causing significant damage.
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The strategy for Phase 1 is simple. The raid stacks on the boss (where Square is) while specific players (i.e., Fire Mages and Shadow Priests) take care of bouncing the void.  Dispersion and Cauterize allow a player to solo bounce the sphere, however, immunities such as a paladin bubble will not work.  A void rotation must be organized ahead of time among the Mages and Priests to make sure the void is bounced correctly. The first Phase 1 you will want 9 stacks, and the rest will have 7 stacks. This allows two things:
1.  More damage to the boss due to more stacks
2.  With correct bounce timing you will not have any debuffs going into phase 2.  If the raiders are not topped going into phase 2 you could have deaths.

To prepare for Phase 2, the raid will be organized into four groups, where each group will consist of 4 DPS (no more than 2 melee DPS if possible) and 2 healers (we 8 healed the fight prenerf). Each group will be responsible for one corner of the room. The markers and group assignments are provided below.

Group 1 - Triangle
Group 2 - X
Group 3 - Diamond
Group 4 - Star


Since we used 2 tanks and 8 healers, there was one group that had only 3 players. This group (Group 4) contained our 3 strongest ranged DPS.

30% Nerf Tip: 6 healing can now easily be done.  Use stationary healers at each mark and have 2 (preferably druids) roam in between the markers casting Hots and other heals.


Once the void does its second-to-last hit (8th hit for the first Phase 1 and 6th for the others), the raid will need to get into position for Phase 2. It is crucial that the boss is hit by the void, or else you will not meet the berserk timer or debuffs will go out during Phase 2 (causing a wipe). The X and Star groups should be aware that the boss can still use
Psychic Drain, one-shotting any non-tank player. Therefore, they should move around such that they are not in front of him until he is hit by the void.

Pro Tip: As a Paladin healer using Hand of Sacrifice or other CDs on the tank is useful when people are moving to their phase 2 locations.  The tank is vulnerable at this time because he receives less healing while healers are moving.


In Phase 2, each group will be responsible for downing 1 Flail, 2 Eyes, and 1 Claw. Obviously, each tank will be by a Claw to prevent it from doing raid-wiping damage. The Flail should go down first due to its low health. Each group should coordinate a focus priority, where they either burn down the left Eye first or the right Eye. Because of the high amount of damage with high stacks, it's more important to get a single add down then to spread out the damage. The sooner the adds die, the less damage the raid will take. Once a group has downed a Flail and two Eyes, the group should head to its assigned class. Triangle and X groups will handle the Claw on the left, and Star and Diamond groups will handle the Claw on the right.

Once all adds are down, the raid will group up near where the left Claw was since the Main Tank will already be there. The fight simply is a rinse and repeat. Healers will assign specific cooldowns (such as Hymns and Tranqs.) for each Phase 2. On the fourth Phase 1, we use a Bloodlust/Time Warp to finish him off as quickly as possible since the berserk timer will be close. Because we will need him to get hit by one more void, the raid will move to Square after the 6th hit. During this Phase 2, the raid will chain all healing/defensive cooldowns since they will be burning the boss and ignoring the adds. It is also likely that the tanks will die, so the raid will need to be ready to spread out if this happens. With enough damage, the boss should die shortly into this phase.

Copyright 2012 www.PardeuxRaids.com Base content provided by Drorgar of Peachy Keen