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Toth and Zorn
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Toth and Zorn
I've been trying to not give away my strategy but... enough people have killed it, I guess I might as well. This works for 16 or 8 man.
A - Tank 1
B - Tank 2
Z - Zorn
T - Toth
Prior to Jump
(A)(T) <-------------------60 yards-------------------> (Z)(B)------------------------------------------------------
----------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------25 Yards-------------------------------------------
--------------------------(healers here)-------------------------------------------------------------------------------
-----------------------------------------------------------------------------(Ranged DPS)--------------------------
Jump
tank A go that way ---> <--- tank B go that way, take Toth with you
(A) <-------------------60 yards------------------->(T)(Z)(B)------------------------------------------------------
----------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------25 Yards-------------------------------------------
--------------------------(healers here)-------------------------------------------------------------------------------
-----------------------------------------------------------------------------(Ranged DPS)--------------------------
AfterJump
(B)(T) <-------------------60 yards-------------------> (Z)(A)------------------------------------------------------
----------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------25 Yards-------------------------------------------
--------------------------(healers here)-------------------------------------------------------------------------------
-----------------------------------------------------------------------------(Ranged DPS)--------------------------
Advantages of this over other methods:
1) Healers never take any smash damage
2) ranged DPS never move, or get debuff, due to the fact that Toth lands on the other side of the tank from them, giving an additional 5+ yards of space.
3) ranged never take smash damage
4) You can place your smart sorc DPS with the healers and they can dot both targets for massive dps. (Lightning sorcs are amazing here.). You can also put snipers there for double shatter shot.
5) The only people who need healing outside of sonic phase are the tanks and the melee dps.
When toth enrages, the melee needs to run out, that shockwave hits twice as hard, and is a bit hard to catch up from if you have quite a few getting hit. The rock explosion phase should be light healing... those rocks are avoidable and easily manage imo..the dot doesnt hit that hard, so no one should be dropping below 50% during that phase unless they eat a rock. After the phase ends, aoe heal and continue as you were.
Also, there is apparently a delay in when the 2 can be effectively taunted so you have to wait a few seconds after they jump together for the tank to swap targets.
A - Tank 1
B - Tank 2
Z - Zorn
T - Toth
Prior to Jump
(A)(T) <-------------------60 yards-------------------> (Z)(B)------------------------------------------------------
---------------------------------------------------------------------25 Yards-------------------------------------------
--------------------------(healers here)-------------------------------------------------------------------------------
-----------------------------------------------------------------------------(Ranged DPS)--------------------------
Jump
tank A go that way ---> <--- tank B go that way, take Toth with you
(A) <-------------------60 yards------------------->(T)(Z)(B)------------------------------------------------------
---------------------------------------------------------------------25 Yards-------------------------------------------
--------------------------(healers here)-------------------------------------------------------------------------------
-----------------------------------------------------------------------------(Ranged DPS)--------------------------
AfterJump
(B)(T) <-------------------60 yards-------------------> (Z)(A)------------------------------------------------------
---------------------------------------------------------------------25 Yards-------------------------------------------
--------------------------(healers here)-------------------------------------------------------------------------------
-----------------------------------------------------------------------------(Ranged DPS)--------------------------
Advantages of this over other methods:
1) Healers never take any smash damage
2) ranged DPS never move, or get debuff, due to the fact that Toth lands on the other side of the tank from them, giving an additional 5+ yards of space.
3) ranged never take smash damage
4) You can place your smart sorc DPS with the healers and they can dot both targets for massive dps. (Lightning sorcs are amazing here.). You can also put snipers there for double shatter shot.
5) The only people who need healing outside of sonic phase are the tanks and the melee dps.
When toth enrages, the melee needs to run out, that shockwave hits twice as hard, and is a bit hard to catch up from if you have quite a few getting hit. The rock explosion phase should be light healing... those rocks are avoidable and easily manage imo..the dot doesnt hit that hard, so no one should be dropping below 50% during that phase unless they eat a rock. After the phase ends, aoe heal and continue as you were.
Also, there is apparently a delay in when the 2 can be effectively taunted so you have to wait a few seconds after they jump together for the tank to swap targets.
Re: Toth and Zorn
seems like a very much tank coordination fight, not so much ranged. melee just follow the target. i'm assuming there is a tank swap because of a stacking debuff?
Pawtucket- Admin
- Posts : 66
Join date : 2012-06-16
Re: Toth and Zorn
Yeah there's a debuff that requires the tanks switch off. However, after watching last nights footage, there are a couple things that need to be addressed.
Healers are standing too far apart according to the diagram. Last night we had one healer on one side, another healer on another side, and it looks like they should be standing closer together, slightly between the bosses at 28m Range. This puts them just outside splash damage. Ranged can pick a side and stay there, which isn't an issue.
Prior to Jump
(A)(T) <-------------------60 yards-------------------> (Z)(B)------------------------------------------------------
----------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------25 Yards-------------------------------------------
--------------------------(healers here)-------------------------------------------------------------------------------
-----------------------------------------------------------------------------(Ranged DPS)--------------------------
This is where the strategy gets different. This suggests that the tanks run towards eachother meeting in the middle, switching bosses, and then continuing on to switch sides. Also, there is apparently a delay in when the 2 can be effectively taunted so you have to wait a few seconds after they jump together for the tank to swap targets.
Jump
tank A go that way ---> <--- tank B go that way, take Toth with you
(A) <-------------------60 yards------------------->(T)(Z)(B)------------------------------------------------------
----------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------25 Yards-------------------------------------------
--------------------------(healers here)-------------------------------------------------------------------------------
-----------------------------------------------------------------------------(Ranged DPS)--------------------------
This leaves Toth on the Left Side at all times, with the melee, and the melee don't move ever.
AfterJump
(B)(T) <-------------------60 yards-------------------> (Z)(A)------------------------------------------------------
----------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------25 Yards-------------------------------------------
--------------------------(healers here)-------------------------------------------------------------------------------
-----------------------------------------------------------------------------(Ranged DPS)--------------------------
Advantages of this over other methods:
1) Healers never take any smash damage
2) ranged DPS never move, or get debuff, due to the fact that Toth lands on the other side of the tank from them, giving an additional 5+ yards of space.
3) ranged never take smash damage
When toth enrages, the melee needs to run out, that shockwave hits twice as hard, and is a bit hard to catch up from if you have quite a few getting hit. The rock explosion phase should be light healing... those rocks are avoidable and easily manage imo..the dot doesnt hit that hard, so no one should be dropping below 50% during that phase unless they eat a rock. After the phase ends, aoe heal and continue as you were.
Healers are standing too far apart according to the diagram. Last night we had one healer on one side, another healer on another side, and it looks like they should be standing closer together, slightly between the bosses at 28m Range. This puts them just outside splash damage. Ranged can pick a side and stay there, which isn't an issue.
Prior to Jump
(A)(T) <-------------------60 yards-------------------> (Z)(B)------------------------------------------------------
---------------------------------------------------------------------25 Yards-------------------------------------------
--------------------------(healers here)-------------------------------------------------------------------------------
-----------------------------------------------------------------------------(Ranged DPS)--------------------------
This is where the strategy gets different. This suggests that the tanks run towards eachother meeting in the middle, switching bosses, and then continuing on to switch sides. Also, there is apparently a delay in when the 2 can be effectively taunted so you have to wait a few seconds after they jump together for the tank to swap targets.
Jump
tank A go that way ---> <--- tank B go that way, take Toth with you
(A) <-------------------60 yards------------------->(T)(Z)(B)------------------------------------------------------
---------------------------------------------------------------------25 Yards-------------------------------------------
--------------------------(healers here)-------------------------------------------------------------------------------
-----------------------------------------------------------------------------(Ranged DPS)--------------------------
This leaves Toth on the Left Side at all times, with the melee, and the melee don't move ever.
AfterJump
(B)(T) <-------------------60 yards-------------------> (Z)(A)------------------------------------------------------
---------------------------------------------------------------------25 Yards-------------------------------------------
--------------------------(healers here)-------------------------------------------------------------------------------
-----------------------------------------------------------------------------(Ranged DPS)--------------------------
Advantages of this over other methods:
1) Healers never take any smash damage
2) ranged DPS never move, or get debuff, due to the fact that Toth lands on the other side of the tank from them, giving an additional 5+ yards of space.
3) ranged never take smash damage
When toth enrages, the melee needs to run out, that shockwave hits twice as hard, and is a bit hard to catch up from if you have quite a few getting hit. The rock explosion phase should be light healing... those rocks are avoidable and easily manage imo..the dot doesnt hit that hard, so no one should be dropping below 50% during that phase unless they eat a rock. After the phase ends, aoe heal and continue as you were.
Re: Toth and Zorn
Sounds solid. I'm willing to give this a go if you guys want to give it another shot.
Pawtucket- Admin
- Posts : 66
Join date : 2012-06-16
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