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Zon'ozz Beachball fails and glitches.

8 replies
56 posts
+2 votes
Hey all, I'm listening to the Warroom at the moment, and my team has some more glitches to share other than the shaman totems bouncing the ball.

First off, the ball doesn't actually become bouncable (and thus it doesn't do damage) until there's a white light in the center of it. Keep that in mind for your range group, as they do NOT want to have the ball pass through them. Bla.

Secondly, we recently switched to two healing this fight in our ten man (shadow priest plus DK tank with 4 piece set bonus = win). Well for some reason the ball randomly started bouncing back at the ranged group when there was NO one around to bounce it. Finally we dug into the logs, and found that my shadowy apparitions were bouncing the ball back! It was a simple fix from there, as I just stood out by my lonesome and didn't take part in the volleyball fun.
Posted Feb 8, 12
0 votes
51 posts
+7 votes
That's a good point. The ball is inactive for a short time after each bounce and can't be bounced again. Ideally you want your ranged group to be just far enough away so that each time it activates right before it hits the group you want it to hit.

Where this can really cause a pain is if the ranged are too close at the start, the ball goes halfway through the melee group before bouncing back out, which seems to give it more likelihood to bounce out at an angle.
Posted Feb 8, 12
0 votes
56 posts
+2 votes
Not to mention it might hit the tank. That's happened to us before too. I used to think this fight was like VnT in BoT, with the ranged moving as a group, and that's how I explained it to my older ranged raiders who've raided with me in there, but now I'm more thinking it's like an easy mode Ryolith with the RNG.
Posted Feb 9, 12
0 votes
51 posts
+7 votes
The nice thing is that really, only one ranged person needs to have a clue. Put a symbol on their head, tell everybody else to follow that person around but always stand just behind him... and ranged actually has a ton of control. Up in melee, between bouncing around and sticking tight to his fairly small hit box, the control just ranges from "stay there" to "get out".
Posted Feb 9, 12
0 votes
56 posts
+2 votes
Oh yes, that's exactly what we do.
Posted Feb 9, 12
0 votes
21 posts
0 votes
That explains why on more than one occasion we've see the ball go through the boss on the last bounce and hit the melee team again.
Posted Feb 9, 12
0 votes
15 posts
+1 votes
Between beach ball fails and Zon'ozz occasionally one-shotting our very well geared Prot Paladin we were hitting a wall and fraying at the edges. We were getting frustrated as a team, and a few of us started comparing notes with other raid teams. We discovered that there is a strong advantage to having a DK or Druid tank this fight. We had logs that showed our Prot Pally going down from 100% to 0% in 3 seconds. The incoming damage is more manageable for some reason on my DK than on our Prot Pally. I'm assuming it has to do with the Block mechanic.

Also, one of our healers pointed out that when the ball hits Zon'ozz, the tank needs to be as far from the boss as possible while still being inside the edge of the hit box. Otherwise the ball hits the tank instead of Zon'ozz. I dealt with this by moving back just as the ball was arriving to hit the boss and it worked like a charm. It makes absolutely no sense since the boss is between the tank and the ball, but I died twice from the ball going through the boss to hit me. And yes, we were far enough away that the ball was active when it got to the boss. I saw the white dot in the center each time. ;-)
Posted Feb 28, 12
0 votes
56 posts
+2 votes
I would argue the fact that DK tanks are OP for ALL of DS save Blackthorne. They've quietly become the best tank in the game hands down, which is a far cry from them being (at least looked at) the worst at the beginning of Cata.

I would take a min geared DK tank over an OP pally tank for Ultraxion every time just due to their magic shield.
Posted Feb 28, 12
0 votes
15 posts
+1 votes
\Xaelra\ wrote:
I would argue the fact that DK tanks are OP for ALL of DS save Blackthorne. They've quietly become the best tank in the game hands down, which is a far cry from them being (at least looked at) the worst at the beginning of Cata.

I would take a min geared DK tank over an OP pally tank for Ultraxion every time just due to their magic shield.

I think the issue goes beyond whether or not DK's are OP. Even with a 5% buff, Zon'ozz still hits like a Mack truck and as I said before, Bear tanks seem to fare just as well in this fight. I believe it comes down to mitigation/avoidance/absorption mechanics and for whatever reason Block seems to be broken in this fight. Two of three attacks in a given series are melee, which should be mitigated by Block, but this doesn't seem to happen; Psychic Drain just seems to be the final straw.
Posted Feb 29, 12
0 votes
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