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1st boss from Dragon Soul is Morchok I didn’t make a guide for him cus he was kinda easy
,If you wanna see Morchok check on my website I’ve put the guide from learn2raid. This
guide is for Zon’ozz, the 2nd boss. A bit more challenging but overall not that difficult.
Main concept of the fight: You’ve got 2 groups, one ranged one melee, these 2 groups
bounce a shadow sphere between them during phase one. The shadow sphere must not reach
the wall. The shadow sphere explodes each time it bounces, damage from the explosion
is shared by those closest to it. Naturally you want your 2 groups to be as compact and
as coordinated as possible. We tried sending 1 player, for example a hunter with deterrence
to solo take the sphere, he didn’t make it.
Might sound easy but there are some things to look out for. Players rushing to get the
sphere, some are faster then others, result, the faster ones die because there are not
enough ppl sharing damage. We found that the best way to coordinate ourselves is to mark
2 players and everyone would stack and follow them religiously. For ranged we got the star,
for melees the green triangle. A critical moment is when the boss needs to
get hit by the Sphere. This means turning the boss around, and the boss, of course he
has a deadly cone attack. At the same time the tank needs to be out of the way of the
Sphere. Main tank would call out every time before he would let the boss take a hit. He
turns to the left, I turn to the left as well and the rest of melees follow me and the boss
takes the Sphere. How do you know when the boss should take
the Sphere? 4-5 bounces should be fine but what you really wanna look out for is his
debuff. Doesn’t matter what it’s called you just have to have him hit a sphere before
it runs out. That’s the critical debuff right there it increases damage taken by the
boss, you must never let that drop, in the end in our kill he reached about 18 stacks.
Speaking about debuffs we can’t discriminate, everybody has to have a debuff and so players
get one as well. The debuff that players get causes dot damage and it should be dispelled.
When dispelled, the player takes a 70k damage. Now imagine dispelling a player right after
or just before the Sphere reaches your group, the combined damage kills him. Additionally
when a player gets dispelled he explodes and bounces, now again imagine how he bounces
into a sphere, causing it to explode and killing himself and others.
Because of the bounces and the extra damage we found it easiest to have our affected debuffed
players move out of the raid when they get the debuff. They move out, they get dispelled,
they get healed, they move back in. Remember that, get healed , then move back in , don’t
get dispelled and be like yay I’m dispelled, and you move in you take damage from sphere
and you die, wait to get healed before taking sphere damage.
When the Black Sphere hits the boss you go into phase 2, the Black Phase. 30 second phase,
really high raid wide damage taken. Stack behind the boss and just heal and dps. This
is when the debuffs from the Sphere bouncing get applied to the boss. Have raid wide defensive
cooldowns lined up for around 4. black phases. Use bloodlust/heroism in the 3rd or 4th black
phase. He shouldn’t really survive beyond the 4th black phase.
At the begging of the fight and after each Black Phase, when no Black Sphere has yet
spawned, have your tank face the boss towards the ranged camp, that’s where the sphere
will spawn.