25man Heroic Warlord Zon’ozz Guide
Video Guide: http://www.youtube.com/watch?v=PGUSvx7bbJE
Warlord Zon’ozz has about 260 million health on heroic 25man difficulty.
- Focused Anger: Warlord Zon’ozz increasingly focuses his anger and rage, increasing his Physical damage done by 10% and his attack speed by 10% . This buff continues to stack and to make it go away Warlord Zon’ozz must be pushed into phase 2.
- Psychic Drain: Warlord Zon’ozz channels a wave of psychic force in a 30 degree cone in front of himself, inflicting 111000 to 129000 Shadow damage and leeching life for ten times the amount of damage dealt.
- Disrupting Shadows: This debuff inflicts 33392 to 38807 Shadow damage every 2 seconds. In Heroic Difficulty the effect deals 55592 to 64608 Shadow damage and knocks back all players within 10 yards when dispelled.
- Void of the Unmaking: Warlord Zon’ozz summons a void of the unmaking that will travel forward until it encounters a soul to absorb.
- Void Diffusion: When the Void collides with a player it diffuses, inflicting 180000 Shadow damage split evenly between nearby players. The force of this diffusion causes the void to richocet in the opposite direction, and the absorbed souls increase the damage the Void inflicts by 20% per diffusion.
- Black Blood Eruption: If the Void of Unmaking reaches the outer edges of the Maw of Go’rath, it will spark a violent reaction. This eruption deals 59700 to 60300 Shadow damage to all targets within the maw, knocking them into the air.
- Zon’ozz Diffused: When the Void collides with Warlord Zon’ozz, it inflicts a distracting shock to him. The Void Diffusion increases the damage Zon’ozz takes by 5% for every time the Void of the Unmaking bounces between players. This collision enrages Warlord Zon’ozz, causing him to awaken the Maw of Go’rath and lose his Focused Anger.
- Black Blood of Go’rath: Each tentacle of Go’rath inflicts 3795 Shadow damage every 2 sec. to all nearby enemies. The damage is multiplied by the number of tentacles alive.
- Ooze Spit: When not tanked the Claw of Go’rath spits ooze at a random player, inflicting 97500 to 102500 Shadow damage to the target and any allies within 4 yards.
- Shadow Gaze: The Eye of Go’rath casts its Shadowy Gaze at a random player, inflicting 25900 to 30100 Shadow damage.
- Wild Flail: The Flail of Go’rath whips about wildly, inflicting 14725 to 16275 Physical damage and knocking back nearby units within 15 yards.
- Sludge Spew: The Flail of Go’rath spews sludge at a random player, inflicting 43875 to 46125 Shadow damage
First thing about this fight that I would like to stress is how your raid is set up. You should do this before even engaging the boss because it is important.
Our raid is set up with group 1 having 2 tanks and 3 healers meanwhile the other 4 groups have 1 healer in each and ranged/melee dps spread throughout. This is to ensure a clean phase 2 when you get there. This is also to make assigning groups to the different raid markers on the ground easier.
For those who are tanking the boss, Phase 1 is a solo tank phase. When you are ready to pull the boss, you will pull him and keep him facing your raid until the boss has spawned the Void of the Unmaking and quickly turn him away afterwards to avoid the frontal cone Psychic Drain from hitting the raid. This must be done for every phase 1, so when phase 2 ends the tank needs to reposition fast back to the starting area so the orb can spawn in the same place for every phase 1.
If you have done normal before than phase 1 will pretty much be the same. The only difference would be having no range group, instead everyone would be in melee except for 1 shadow priest, 1 mage and any hunters that happen to be in the raid since they cannot really DPS when in melee range.
The reason there is only one group now is to make dealing the debuff Disrupting Shadows easier. This debuff is probably the only major change to the fight on heroic in phase 1. Instead of being able to be dispelled and only inflicting damage/knocking back that person it will now do damage and knock anyone within a 10 yard range back. With the way this boss works it can pretty much cause your raid to wipe.
Our strat for dealing with the debuff is pretty simple, we don’t dispel it we just heal through it. The only people who get dispelled are those at ranged. To get dispelled they have to call for it using their names. For example: “Dispel Lufon please” or “Dispel Sebs.”
Some of you may be asking now if everyone but those few people are in melee how do we deal with the orb. This is pretty simple, we cheat using class mechanics to our advantage. The first soak is done by our DK tank who simple pops a few cooldowns and barely takes any damage. The second soak is done by a shadow priest using dispersion, 2nd by a fire mage using cauterize, than the 3rd and 4th soaks are done by rogues specced into cheat death. After the Void of the Unmaking is hit 9 times we allow it to hit the boss and enter phase 2.
Phase 1 bounce order will look something like this: 9, 7, 7, and 3.
The difference that occurs on heroic difficulty from normal mode in phase 2 are the tentacles that spawn are now able to be attacked and must be killed, no longer are they there for show.
So even before entering phase 2, everyone is spreading out to their assigned areas ready for the phase to begin as to optimize DPS. Once tenticles spawn DPS go to work right away killing the flails first, then the eyes balls and lastly getting onto the claws. Each group goes in a clockwise like circle killing the closest adds before switching to the big ones. The big claws require one person stay in melee range which is what our second tank is for. One tank will be on one claw while the other is on the other claw with the boss. When the phase ends the tank with the boss will move into position even if the claw is up and a melee dps will take his place for the few seconds the claw remains up.
Reason the tenticles have to die so fast on heroic mode during phase 2 is because Black Blood of Go’rath, which is the AoE damage for that phase is multiplied by the number of tenticles up. So in the beginning there will be a ton of burst damage to the raid but will dimish as the tentacles die. Our tanks happen to have their 4 piece so we pop their cooldowns to help survive this phase as well as personal cooldowns with health stones. Anything you as a DPS can do to survive and take stress off your healers should be done during this phase.
The only time you won’t dps the tentacles in this phase is during the last phase 2 right before the boss hits enrage/after the phase 1 with 3 Void bounces only phase. Have everyone but your other tank group up on the left tentacle with the boss and just blow all your DPS cooldowns to kill him along with all your raid cooldowns to survive until he dies. So this means hymns, tranqs, bubbles, raid walls, all of them and any of them available should be popped.
If you manage to have high enough dps and live through the numerous phase 1′s and phase 2′s you should have a kill on your hands in no time.