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Home › Groups › Perpetual Motion Squad

Perpetual Motion Squad: Tue Apr 10

April

Start Date: 
Tue, 04/10/2012 - 21:00 - 23:45
Groups:
  • Perpetual Motion Squad
saedo's picture

Parses:  

saedo — Tue, 04/10/2012 - 21:40

Parses:   http://www.worldoflogs.com/reports/rt-vzr3a50vlehoz2us/

Mehguy's picture

@ PMS - H Zon'ozz

Mehguy — Mon, 04/09/2012 - 23:48

OK, so we've tried every boss (minus spine, and we can't do madness until the rest are dead anyways), and it seems to me that right now, Warmastar Blackhorn is definitely out for the moment.  I think Yor'sahj is viable for us to do, but the healers needs to figure out the purple slime healing (I will find a site that goes into some more detail for the healers to research and learn a little more of what to do).  Hagara is possible, but I think after the few nights we tried with hardly getting anywhere, people got burned out on it.  Mostly I think that was due to its RNG nature, we started to get a little progress with frost, then we got nonstop lightning, we got farther on that, then it kept giving us frost first again and by that time we forgot how to handle frost, then back to lightning again, etc etc.  If it was guaranteed frost or lightning the first time, I think we would be fine.  So I think that leaves us with Zon'ozz.  Has a lot of high damage, and while our 4 attempts didn't necessarily last long, the prep for it just wasnt really there, so it was disorganized.

I hope I've corrected that this time around and hopefully this will push us towards success.

First

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

The orange circle is the entrance.  I will have 4 markings down, Square, X, Star, Triangle.

Initially we will start off, same as always, range will stack on Square, Boss will be in the middle on X.

Remember, he will put the debuff on 3 people each application.  Which will deal ~35k every 2 secs until dispessed, which will then deal ~55k, but will also deal that damage AND knock back anyone else within 10 yards.  Affected players run out.

First time through will be 7 ball bounces, I recommend having Foresight go fire for this and eat the 7th bounce solo with his combustion-trickery.  I would say S.Priest dispersion, but priests don't exist.

When the ball finally hits the boss, EVERYONE stack on X and pop healing cooldowns for the first few seconds of the black phase to get everyone topped off quick from having to deal with the ball bounces.  Don't blow all your CDs at once, we will have to do this at least 3 times.  One recommendation I saw was for healers to blow their 3 minute CDs first, then on the 2nd black blood phase, use their 2 min CDs, then on the 3rd turn, use the 3 min CDs again.  I figure healers would get more understanding out of that than I would.

After people are topped in the first few seconds, we need to get on adds.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

This will be the add location in correlation to the boss/entrance location.  There will be 5 eyes (blue flame), 2 flails (yellow swords) and the 1 claw (green shield).  Once the adds spawn/were topped, we will break into 3 groups.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

"Square group" will be Aeolynn, Feld and Moonshine

"Triangle group" will be Foresight, Plum and Razi

"Melee/Star group" will be Saedo, Kaluu, Ora and myself   -   Saedo and Kaluu will head to the flail indicated, while Ora and I head to the Star.

DPS assignments should be as follows.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Square group will only deal with the 2 eyes on their side, start on the "outside" eye and work in.  Once your 2 eyes are dead, stack on the X marker and help with claw (if its not dead), then nuke boss.

Triangle group get 3 adds (lucky SoBs!), reason being is Foresight is our highest ranged dps (which might change a little if hes fire, he was arcane last week) and Plum will have his DoTs.  The flail will come first since it has the least health, and hopefully with Plum DoTing everything up, that side should go smoothly.  Once adds are dead, stack on X.   IF after a few tries we notice you're falling behind, we may have a hunter, or perhaps either Kaluu or Saedo jump on that last eye to help get it down quick once their adds are dead.  We just want to avoid as little running around as possible.

Saedo/Kaluu will head to the flail indicated, it should drop fairly quick, then move onto the eye behind the flail, onces thats dead, move to claw and kill it/splash damage on Zon'ozz.  Ora and I will just head directly to Star/Claw.

Healers will ONLY worry about their groups and the tank during this part.  Dont be going crazy trying to heal someone if they are in another group.  Your group is your priority along with the tank.  Initially Zon'ozz will be hitting like a truck because he'll have 8 stacks of the buff from his tentacles.  But as those die the damage will go down, but remember that claw hits pretty hard too.  So with Oras more focused single targeting heals along with HoTs from our 2 druids should be sufficient.

Once all the adds are dead, or were back into the phase 1 again, I will keep Zon'ozz on Star at all times, ranged will always collapse back to X.  Reason for this, is the claw is on Star, so since I have to tank it, and drag the boss there, I might as well keep him there.  PLUS once we bounce the ball into him, he will run back to X anyways, so itll be easier for Melee to run back to X to stack with ranged/healers, since they will already be there.

This will just rinse and repeat after this point with the same groupings, and dpsing of targets, with ranged/healers continuing to collapse back to X after adds.

2nd bounce should reach 7 again, with Foresight using his combustion trick, if its up.  If for some reason it goes of on bounce #5, then we will just have to eat bounce #7. Also, I don't remember, but I think we discussed this, will the ball bounce off you if you Ice Block as well, or will it ignore it and just go through you?

The 3rd bounce should only get to 5, and we will just go through the normal process again.  There IS a slightly altered way to go about killing the 3rd set of adds.  One strat for the 3rd set of adds is to only kill 5 or 6 of the 8 adds that spawn.  Leave the 2 far outside eyes AND the outside flail (Triangle side).  By doing this, it will allow DPS to get back on Zon'ozz quicker to get some more damage in while hes still in the black blood phase, and "SHOULD" allow us to kill him before he goes into a 4th black blood phase.  But with the 15% reduction, I dont think it will come to that.  But we will have to wait until we actually get to that point to make a call on it.  It will be a little more taxing on the healers to have 2 adds up.  But the eyes don't really deal "consistent" damage, they cast every few seconds and only hit one target each, so the extra raid damage SHOULDN'T be too crazy.

I'm open to any suggestions/recommendations for possible healer swaps while were dealing with adds.  But with having 2 druids and 1 shaman, our options are limited.

Plum's picture

Very well written post. Seems

Plum — Tue, 04/10/2012 - 20:51

Very well written post. Seems very doable. As i shall be muti-dotting should one eexpect me to be afflic for this fight?

 

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