Zek'voz is the third encounter in the Uldir instance on Mythic and is two phase encounter with a wide variety of mechanics including burst add ae/cc, single target add focus/interrupts, spreading for c'thun style eye beams, mind controls, and moving out of large ground effects. With the variety of mechanics separated by phases on Heroic, it is quite manageable.
- 2 Tanks
- 4-5 Healers
- 14-13 DPS
A series of three novas will occur centered on the boss, with 3 concentric circles of effect. A safe area will be present each cast in either the outer, middle, or inner ring. Also a significant amount of raid damage will occur as each of the 3 novas goes off.
A 12 second dot is placed on players, and leaves a cloud on the ground when it expires. These clouds can move slowly, and must be avoided as they spawn an extremely potent add if stepped in. If the add does spawn, it will do extremely high raid damage upon either reaching 100 energy or death.
Anub'ar Voidreavers (adds)
3 of these adds will spawn in a triangle in the center of the room, too far apart for any cleave damage, and cannot move. They chain cast Voidbolt, which does high single target damage to random players in the raid. These adds can be interrupted and cc'd.
Silithid Warriors (adds)
A set of small adds will spawn in the room and fixate on random players in the raid. These adds will apply a bleed and slow on you when you are hit.
Zek'voz will pick players to mark with a c'thun style eye beam which does chain damage within an 8 yard radius.
The tank debuff comes in the form of a 3 move combo, where the first move, Void Lash, places a 50% healing debuff on you for 8s, the second move, Shatter, places 50% physical damage taken debuff for 40 seconds, and then a second Void Lash for a total of 100% healing reduced. It appears even on mythic it is possible and best for each tank to eat the full combo before switching.
Add spawns will be the most intensive for raid healing during this phase, and is when the majority of cooldowns should be organized. Missed interrupts on the voidreavers will be able to oneshot any player not near full health.
Positioning & Strategy
Boss should be tanked near the center of the room where the center nerubian void weaver will spawn. Raid should stack tightly behind boss while killing silithid warriors but otherwise be moderately spread. Eye beam occurs faster on Mythic after targeting the affected player, so the raid must be pre-spread, and for melee it will be on the non-affected nearby players to move away rather than for the affected player to attempt to move out in most cases.
Both types of adds will spawn at approximately the same time in about 2 minute intervals. Raid should stack tightly to keep them together and use a combination of ring of peace and aoe stuns and knockbacks to keep them from landing attacks.
There will be 3 sets of add spawns before the second phase is reached if the raid is on track with dps. As with heroic, the second set of adds will overlap with a surging darkness cast and be the most difficult to deal with.
Roiling Darkness is more difficult to deal with than on heroic due to the fact that it occurs during a much longer portion of the fight, and so many more pools will be dropped, and they will tend to drift towards the boss. The raid must stay aware in case they are picked next where an empty spot along the outer walls is that they can head towards. One spot near the center should be left empty in preparation for the second phase, where the the orb will be bounced against a wall in a controlled fashion.
The adds from the first phase stop spawning, but all the other mechanics continue and there are also the following new mechanics:
Titanspark unavoidable damage is increased and occurs more frequently.
Orb of Corruption
Orbs of corruption fall down at the encounter area and must be soaked. Once soaked they place a 30 second debuff on affected players which increases damage and healing done. When this debuff expires the affected player becomes mind controlled.
Immediately upon being mind controlled the player releases a Void Wall, which fears players within 8 yards. Afterwards they will continue to cast Psionic Blast which will fear players if not interrupted.
Positioning & Strategy
Boss should, outside of Surging Darkness, be tanked in the center of the room.
Players to soak orbs of corruption should be assigned ahead of time, likely with priority to players with execute damage. The orb should be bounced, with the players facing directly at the wall, at the location that was pre-assigned in phase one. This will leave the orb always in the same location.
These players should move away from the raid group, to the side of the boss when their debuff is about to expire to avoid fearing anyone. After this, they can be death gripped back to the group to be cleaved down with the boss. Interrupts of Psionic Blast are very important as well, as fears can easily walk players over existing Roiling Deceit clouds.
Same as p1.
General raid healing will be higher in this phase due to Overload.
Eye Beam/Surging Darkness Overlap
Eye beam occurs directly following the first surging darkness in the encounter and raid needs to be prepared to spread asap.
Roiling Deceit/Surging Darkness Overlap
This occurs during the first surging darkness of p2. If possible immunities should be used to drop as far away as usual. It is possible only the first affected player will have to drop during the Darkness and the others will be able to drop very quickly afterwards.
Orb of Corrptuion/Surging Darkness Overlap
This occurs during any Surging Darkness cast in p3 as orb drops are constant throughout this phase. They must continue to be soaked. And if they will hit the ground in a covered area during the explosion, a player with an immunity/large cd should handle it. Also any mind controlled players alive during surging darkness must continue to be interrupted by range, or death gripped if possible.
When to Lust?
Recommending lust in the final phase as it can be a bit of a dps race as you lose raid members to mind controls, and also this amplifies the effect of the damage increase buff from the Orb of Corruption debuff.