Endless - Kazzak

Zul Mythic

AnT

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Zul Mythic
« on: October 01, 2018, 03:03:21 PM »
1. Mythic Abilities
2. Strategy
3. Tips & Tricks

1. Mythic Abilities
Pools of Darkness
The pools now apply corrupted blood which is the debuff from last phase every time you take damage from soaking, you can expect having 10 stacks after soaking a pool from start to finish.

Decaying Flesh
All adds will respawn when killed unless they have decaying flesh on them which is a buff that jumps around every 12s or  when purged or when the add with the debuff is killed. When it jumps it only follows 1 rule, it prefers to not jump to the same add type meaning a crawg will not give the debuff to another crawg unless there are no other alternatives. When adds are killed without the debuff their energy is reset still.

2. Strategy
Decaying Flesh
The hardest part of the fight is obviously to manage the adds now that only 1 designated target can be killed at once. Whenever a target without the debuff is within kill range of 12 seconds we need to purge the add with the flesh debuff until it jumps to the target we want. Hexxers will be CC'ed throughout the fight meaning you can quickly learn their position and purge them when needed. Crawgs however are a bit more tricky just because they are stacked up and spawns in packs of 4 so using arcane torrent here is preferable. Crushers can also easily be purged because of their size. Because we are using CC on hexxers it is possible but unlikely that a debuff could go -> hexxer -> crawg -> hexxer -> crawg before it ends up at crushers so keep in mind that just because someone recently purged a hexxer does not mean you can relax if you are also helping out purging hexxers.

Add management
Like I mentioned before hexxers will be kept CC'ed throughout the fight, crushers are the highest priority of adds with that said the highest priority of adds are still not higher than the boss unless it is within kill range of a decaying flesh. We are also trying to kill some crawgs whenever we get the opportunity to do so to lower tank damage as well as the benefit of keeping them up for cleave is not as important for us. Most important about the crawgs tho is that we do AoE them down before they reach a 100 energy or we will have a wipe. When kiting the crawgs it is important to understand the situation and how the decaying flesh works. For example if all adds are up at full hp it is not very tempting to try and push a crawg and get rid of it. However if adds are generally low even if there is a crusher up it means we can very likely get some free crawg kills one after another so kiting patterns becomes different depending on the situation as you get more damage on the crawgs depending on how close to the boss you kite them. It also depends on their energy levels, are they close to a 100 because if so they need to be focused down while if they are around 0 we can take advantage of the free cleave damage and ST bonuses they provide for some. The hexxers might spawn in the same location as previous hexxers in those cases it is important that we grip the hexxer aside before the next one spawns. Alternatively break the CC interrupt it and out range it in the direction you want it to go.

3. Tips & Tricks
The knockback and applying of debuffs in the last phase can be immuned by Ice Block, Divine Shield etc to avoid getting any stacks at all.

Because the Deathwish raid damage depends on proximity from the target getting dispelled it is uneasy for the healers to dispel both at once but since your time is limited you might not have a choice however when using the grip from priest you can safely grip 1 player and dispel the other and then let the gripped player run out again before dispelling delaying the damage.
« Last Edit: November 01, 2018, 07:59:32 PM by AnT »
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