Showing posts with label DS Guide. Show all posts
Showing posts with label DS Guide. Show all posts

Sunday, January 15, 2012

General Zon'ozz Guide

 Start with the boss facing the ranged so that the ball spawns in their direction. After it spawns the trick is to pass it back and forth between the ranged group and the melee group. On the 5th hit the ball must hit the boss or the damage the boss is duking out will start to become unbearable. As big as the bos sis he has an annoyingly small hitbox. To ensure that the ball hits the boss and not you, your pet, your last lingering sneeze molecule, melee run through the boss and keep attacking on the opposite side at max range. If you’re still having problems with the ball hitting someone, have melee run through and keep running, only turning around once the boss has connected with the ball.

Once Zon’ozz eats the ball, everyone should stack. This is a good time for heroism. Pop shamanistic rage to help out the heals, then wolves and start handing out the good DPS. Once the burn phase is over, it’s back to playing pong. 5 hits and it’s back to the burn phase.
If you get the debuff Blinding Shadows, make sure you’re not near the ball. It won’t affect the back and forth, but it could kill you if the debuff blows up the same time the ball hits you. A nicely (read: lucky) timed Stoneclaw shield might save you.
Also, don't stand in front of the boss. Bad things happen. 

Loot: Tier Gloves, and the usual ring/trinket suspects.

Monday, January 9, 2012

Yor'Sahj Guide

Yor'sahj is a basic tank and spank. Stand behind and whack away. The catch is that he summons 3 slimes forth from the lights that are at the edge of his area. Each slime has a different ability that, upon merging with him, will be given to the boss. To win this fight you need to know which slime to kill and what to do about the ones that live.

TL;DR Always kill purple. After that, kill priority is green > yellow > blue > black > red.

And now, the long explanation:
There are seven slimes that can be summoned. The boss will summon three at a time. You must kill one and leave the other two up (as once you kill one, the others become immune to attack). Sort of like Halfus, Yor’sahj’s abilities depend on which slimes you don’t kill. The abilities each slime grants are as follows:
  • Purple – Stacking debuff that will kill you if you receive too many heals.
  • Green – Does AOE damage to the raid based on player distance to each other. Closer than 4 yards means death.
  • Yellow – Decreases the bosses attack/cast time by 100%. He now does everything twice as fast.
  • Blue – Depletes all caster’s mana. Stolen mana is returned upon death of the mana void add that spawns.
  • Black – summons numerous adds that must be AOE’d down.
  • Red – Does AOE damage that increases the more spread out the raid is.
The slimes fall into 3 categories, and so their kill order should be based on what your raid has the most trouble coping with.
  1. Healing Limited (Purple, Blue) – These slimes prevent heals from working effectively.
  2. Heavy Raid Damage (Green, Yellow, Red) – These slimes greatly increase the amount of damage your raid is taking.
  3. Fast DPS Required (Black, Blue) – These slimes require the players to stop tunneling the boss and instead focus on killing adds.
I still stand by the “Always Kill Purple First” rule. The only exception to this would be if purple, red, and green came out at the same time. I have never seen this happen and believe (w/o solid evidence) that this never will happen – at least in normal.

My kill priority: purple > green > yellow > blue > black > red is explained as thus:
  • Purple = death incarnate
  • Green = we’re too lazy to turn on range check and spread out properly
  • Yellow = double attacks hurt a lot, no fun for heals. Use shamanistic rage on this one.
  • Blue = There’s nothing more dangerous summoned? Oh, ok then. I guess we can let the mages have mana too.
  • Black = Always up, since something gets killed before it. AOEing adds is no trouble for us, and the warrior wants an excuse to use his Whirlwind/Bladestorm macro
  • Red = Drop stoneclaw. DPSDPSDPSDPS
Loot: Ring and Trinket (zone drops), Tier Legs

Saturday, January 7, 2012

Morchok Guide

Setup: Morchok does heavy damage to the two closest players, so the tanks should be together in front, while everyone else in the raid is stacked together at max melee range. This ensures that every can get AOE heals/protection for stomps, while avoiding the chance that you eat an overpowered stomp meant for a tank.

Abilities to watch out for: 
1) Stomp - Every couple seconds Morchok will stomp the ground. This deals heavy damage spread across all players in range. Thus why we all stack. Glyphed stoneclaw is nice for stomp, as is shamanistic rage when it's up. Timing these two abilities becomes a lot more important in heroic mode. For now, just use them for every stomp they're up.

2) Resonating Crystal - In 25 man, seven people must be standing next to the crystal when it explodes. The crystal will spawn in random locations and attach tendrils to seven players. Depending on how far you are from the crystal, the tendril, and your screen, will be different colors. Red = too far/dead, yellow = you'll probably live but you'll waste a healers mana, blue = close/good.  Usually ranged and heals take care of this part, but be prepared to run out just in case things get screwy.

3) Black Blood of the Earth - after certain intervals Morchok will pull you all to him and start casting black blood. He will also drop pills around the outside. The goal is, as sooon as you can, shift into ghostwolf and run behind the pillars. Make sure you're a yard or two behind them so that the pooling blood doesn't catch you (as it's hit radius is wonky and sometimes goes through pillars. If you stand just right you can cast ranged attacks while safe from the blood. Ranged attack priority: Unleash Elements, Lava Bolt, spam lightning bolt. Yes, go find that lava bolt spell hidden in the elemental pages of your spellbook, dust it off, and click it. We're not very good casters though, I usually get only 4 to 5 hits off before the phase is over.

That's it. Morchok will go through one or two more blood phases. As long as you're stacked for stomp, the crystal is handled, and you don't stand in black stuff, you've got this down.


Swag: Ring (zone drop*), Trinket (zone drop), and badly itemized crit/haste gloves that you should only grab if you're wearing 359 gloves or you really want to piss of the hunters.
*Zone drop = these items drop from multiple bosses in Dragonsoul.