I need some help with ZG strat

I am playing with a super casual dad guild. I need help with ZG as we currently do it in 2h with some wipes.

  1. The Hakkar MC, do we really need to polymorph then dispel magic the tank? It takes 2 people to actively pay attention to that task every 15s. Can we just ignore the tanks since they do little damage?
  2. We are doing two tanks, how do you deal with the Zealos Zath’s Gouge? I normally let him run to range then intercept->taunt. Is there a better way to handle him?
  3. The Mandokir charge resets aggro and it’s quite hard for the tank to regain threat. Is there any trick to cope with this? I stance dance to intercept and taunt but it seems he is immune to taunt…

Thanks,

  1. Yes you need to CC them. They do not do “little damage” they hit pretty hard while mind controlled, well, really fast anyway and will make quick work of a healer if they aren’t taken care of. Ignoring them is very much not recommended. You’ll either lose healers, or drain their mana healing through the extra damage.

  2. Two tanks on that little gouge boss is good. But, any of your dps warriors thats wearing plate can just taunt it too and tank it till the cc wears off the old tank and he can take it back.

  3. Mandokir is NOT immune to taunt. Taunt him back, if it resists try challenging shout or mocking blow. Its on your dps to remain disciplined and give the tank a moment to get it back after a charge.

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What Dot said. Also Zerker rage breaks gouge

  1. Rank. 1. Sheep.
  2. That works, so long as your ranged aren’t getting killed. We generally have three tanks for that fight. Just have a druid go bear, or a warrior toss on a shield.
  3. He charges the person furthest away, AFAIK. So have a hunter stand nice and far away from the tank, so they get the charge. DPS should have a threat meter, and wait until you get threat back.
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taunting someone who was mind-controlled by an NPC will force that person to attack you, and possibly for some time after the taunt wears off as well
having a warrior designated to taunt the tank that gets mind-controlled is an alternative to rank 1 polymorph if you don’t wanna do that for some reason
just make sure you don’t kill the guy

  1. Warrior yes , feral meh.
  2. Hunter FD/Feral charge.
  3. Feral charge.
  1. NEED to? Probably not. Unless the tank is fury prot and just destroys your healers. The key to that fight is to pretend it’s Ony phase 1 until the first MC. Once you develop a threat lead around 7500-10K, you are golden. EDIT: Reading responses, I’ll add - I am a Thunderfury tank who is one of the last remaining Deep Prot warriors. I do about 125-150 damage with my normal hits. The only real threat I provide the raid is if I Thunderfury our melee.

  2. Have a warrior (in DPS gear) taunt him. He’ll drop one spot on the meters but the guy doesn’t hit terribly hard as long as your warriors are wearing actual plate.

  3. He is indeed not immune to taunt. We don’t do anything special here. Intercept + Taunt and slowly backpedal him to his normal spot. Have folks stop DPS for three seconds.

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How do you expect to improve if you’re actively trying to ignore the things that will help you improve?

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That’s not what he’s saying. He’s asking if the tank damage can be ignored, which, for most guilds, it really can unless they’re strongly geared Fury-Prot and can shred clothies with ease.

  1. We have always ignored the tanks, even well-geared fury prot tanks. The tanks wear shields for the fight because Hakkar hits fairly hard, and so the tank damage is not that much. Never had anyone get killed by a tank in probably 30+ kills. It’s never been an issue. To control threat, everyone holds back on dps until the first tank is mind-controlled.

  2. Have a dps warrior or bear taunt and help bring him back to the gouged tank. He doesn’t hit all that hard.

  3. He’s not immune to taunt. Just chase him down, taunt/challenging shout/mocking blow to get him back and pull him out of the ranged group so he doesn’t whirlwind them. Those with aggro should run toward the tank to help him out.

One more thing about Hakkar. Your DPS doesn’t matter. The only thing DPS should worry about is being 3rd or lower on the threat table. So long as you do that, then all you have to do is make sure that everyone (with possible exception of the active tank) gets in the poison puddle when you kill the sons before the blood siphon, and you’ll win.

Thanks for your input. Our last ZG run is smooth. Not sheeping the tank improve the kill time significantly.

The only wipe is at the Blood drinkers pack. Does anyone know any addon that allows easy set up of target assignment? Normally I type the names of mages and their targets. IS it possible to have an on-screen note that you can shift-click other players’ names, then publish the notes to the chat ? That would be useful for tanks and heals assignment, particularly in PUG environment where roster changes every raid.

Just assign tanks and mages to specific raid icons at the start of the run.

  1. Not mentioned yet but worth considering – sheep heals your tank for free while they are mind controlled. You don’t need to sheep them, any cc works great to allow a squishy to move away from them.

My tip for groups having trouble on Hakkar is to mark a healer with a green triangle, ask all the healers to loosely group in the middle of the platform in front of Hakkar (with ranged spread out around the outside) and then focus on killing the son right on top of the healers. Because really the only hard part of the fight is keeping the tank alive, sheeping/dispelling the other tank, etc. while also having to deal with the son of hakkar and green puddle.

  1. We use two tanks and have both tanks take threat on Zath so that he just swaps back and forth. If your tanks are undergeared, you can pick really any third player to also take threat on Zath. It’s important that your dps do not touch any of the three bosses until you have them all comfortably positioned. It’s also very important that you have only 1 player in front of the main boss at any given time. Giving the tanks a few extra seconds to get the positioning just right will make or break this fight.

  2. The charge does not reset aggro, it acts more like a reverse taunt. If you have a hunter stand furthest away, they can soak the charge and drop aggro with a feign death. Mandokir will run right back to the tank. Another key tip here is, regardless of where Mandokir ends up standing your ranged and healers need to move away from him. He does a 360 whirlwind attack with unlimited targets and it can be a lot of raid damage if they just stand there and take it. Your melee also has to pay attention and run out if they need a heal/need to bandage – this is true for melee in several places in ZG.

You can keybind raid targets. I have them on F1 to F8.

For assignments I recommend a simple macro that you edit at the start of the run.