Zorn and Toth are the first boss of the new (as of patch 1.2) Operation, Explosive Conflict. I really enjoyed learning this fight, being a tank that has had to OT more than he gets to MT finally getting a fight that requires 2 tanks was fantastic.
Group Composition:
- 2 Tanks
- 2 Healers
- 4 DPS
Attacks (Zorn):
- Rock Throw
- Scream
- DOT
- Melee
Attacks (Toth):
- AOE Stomp
- Melee
- Jump
Mechanics:
When Toth Jumps aggro will drop(as of March 30 patch notes the aggro drop does not happen)- Toth puts a fearful debuff on the tank next to where he jumps
- When the two bosses are together their damage increases
- Zorn's scream is a frontal cone AOE
- Red circles on the ground warn of erupting rocks
- Zorn will DOT people with a weakness debuff
Story Mode Strategy:
To begin split the Ops into two groups, each containing 1 tank, 1 healer, 2 dps. These groups are assigned left and right sides of the canyon. If you have a gunslinger position him with the right group and make use of the shield ability during the rock throw - the team on the right will be the only ones dealing with the rock throw.
The tanks need to position the two bosses at least 30m apart to prevent their AOE attacks from hitting both groups. This can most easily be done by tanking them deeper into the canyon from where they start. They pat back and forth quite a distance, so wait for them to be approximately positioned before starting.
The tank on Zorn needs to face him away from the rest of the raid, facing him into the canyon wall works the best.
Both groups DPS the target on their assigned side.
At 85% (and every 20% thereafter) Toth will leap to Zorn, this places a "fearful" debuff on the targets within 30m of where he leaps (whichever boss hits the % mark first triggers the change). Tanks need to swap targets at this point, this is most easily done by the tanks staying close to their positions and taunting the other boss. This swap needs to be done quickly because Zorn will begin his rock throwing phase soon after the leap.
After switch the rest of the groups need to swap targets as well and DPS the appropriate boss (now on their side).
During the rock throwing phase Zorn will hit everyone within 30m of him. If no one is close enough he will chase players to get in range, so the tank at least needs to stay close. It was hard to tell if the damage was increased if less targets were being damaged, but that is the assumption.
After the rock throwing phase the bosses will jump together again and tanks need to swap once more. After this swap Zorn will perform his channeled scream which MUST be turned away from the raid. Normally at this point red circles also appear on the ground and the tank needs to dance around them while facing Zorn in the appropriate direction.
Through the whole fight random targets will be given a DOT that can (and should) be cleansed.
When one of the bosses dies the other will enrage dramatically increasing the damage output - kill them as close together as possible.
When they are both dead a champion that has been watching will jump down. His damage is moderate but his health is low and should be easily managed.
To begin split the Ops into two groups, each containing 1 tank, 1 healer, 2 dps. These groups are assigned left and right sides of the canyon. If you have a gunslinger position him with the right group and make use of the shield ability during the rock throw - the team on the right will be the only ones dealing with the rock throw.
The tanks need to position the two bosses at least 30m apart to prevent their AOE attacks from hitting both groups. This can most easily be done by tanking them deeper into the canyon from where they start. They pat back and forth quite a distance, so wait for them to be approximately positioned before starting.
The tank on Zorn needs to face him away from the rest of the raid, facing him into the canyon wall works the best.
Both groups DPS the target on their assigned side.
At 85% (and every 20% thereafter) Toth will leap to Zorn, this places a "fearful" debuff on the targets within 30m of where he leaps (whichever boss hits the % mark first triggers the change). Tanks need to swap targets at this point, this is most easily done by the tanks staying close to their positions and taunting the other boss. This swap needs to be done quickly because Zorn will begin his rock throwing phase soon after the leap.
After switch the rest of the groups need to swap targets as well and DPS the appropriate boss (now on their side).
During the rock throwing phase Zorn will hit everyone within 30m of him. If no one is close enough he will chase players to get in range, so the tank at least needs to stay close. It was hard to tell if the damage was increased if less targets were being damaged, but that is the assumption.
After the rock throwing phase the bosses will jump together again and tanks need to swap once more. After this swap Zorn will perform his channeled scream which MUST be turned away from the raid. Normally at this point red circles also appear on the ground and the tank needs to dance around them while facing Zorn in the appropriate direction.
Through the whole fight random targets will be given a DOT that can (and should) be cleansed.
When one of the bosses dies the other will enrage dramatically increasing the damage output - kill them as close together as possible.
When they are both dead a champion that has been watching will jump down. His damage is moderate but his health is low and should be easily managed.
Hard Mode Strategy:
We've worked through a bunch of different strategies and some things have worked better than others.
First, DPS don't switch targets, they stay on the same target the whole fight. We accomplish this by properly positioning everyone so they don't get the Fearful debuff, and stacking our one melee DPS on Toth for the whole fight. From what we can tell there is an AOE and a cone effect from the Fearful debuff, standing directly behind Toth seems to keep you properly out of the way. If you don't get it the first time keep working on your positioning.
We ended up tanking the bosses with their backs facing the raid, or facing the wall - sometimes it's hard to get them in to the proper position, but we stopped trying to do the max distance trick with the tank angled back toward the raid, it just caused more problems then it was worth.
Our tanks do swap targets, we have moved a bit further into the canyon so the bosses are further apart and further up from the entrance which gives our DPS and healers more room to move around.
There is an added mechanic, now when Toth enrages a person will be targeted with a yellow circle - that person must run to Toth with the circle touching him and wait for it to turn purple. Once it turns purple get out of the way, when the shot hits the circle it will drop Toth out of his enrage. Make sure you aren't pushing through this phase too quickly, because if Toth jumps before his enrage falls off you're probably going to wipe.
Also when Zorn is using his channeled scream, when he activates it, it will stun the tank. Make sure to use your CC breaker ASAP so you can move around freely and avoid the red circles.
Also on Hard Mode Zorn will DOT people with a debuff called "Weakness" (? I think). This does stacking damage, each tick it does more damage until it's cleansed. These need to be taken care of ASAP on the tank and quickly on everyone else so the healers don't get stressed. I'd recommend assigning someone other than the healers to manage the majority of the group and let the healers focus on the tanks.
First, DPS don't switch targets, they stay on the same target the whole fight. We accomplish this by properly positioning everyone so they don't get the Fearful debuff, and stacking our one melee DPS on Toth for the whole fight. From what we can tell there is an AOE and a cone effect from the Fearful debuff, standing directly behind Toth seems to keep you properly out of the way. If you don't get it the first time keep working on your positioning.
We ended up tanking the bosses with their backs facing the raid, or facing the wall - sometimes it's hard to get them in to the proper position, but we stopped trying to do the max distance trick with the tank angled back toward the raid, it just caused more problems then it was worth.
Our tanks do swap targets, we have moved a bit further into the canyon so the bosses are further apart and further up from the entrance which gives our DPS and healers more room to move around.
There is an added mechanic, now when Toth enrages a person will be targeted with a yellow circle - that person must run to Toth with the circle touching him and wait for it to turn purple. Once it turns purple get out of the way, when the shot hits the circle it will drop Toth out of his enrage. Make sure you aren't pushing through this phase too quickly, because if Toth jumps before his enrage falls off you're probably going to wipe.
Also when Zorn is using his channeled scream, when he activates it, it will stun the tank. Make sure to use your CC breaker ASAP so you can move around freely and avoid the red circles.
Also on Hard Mode Zorn will DOT people with a debuff called "Weakness" (? I think). This does stacking damage, each tick it does more damage until it's cleansed. These need to be taken care of ASAP on the tank and quickly on everyone else so the healers don't get stressed. I'd recommend assigning someone other than the healers to manage the majority of the group and let the healers focus on the tanks.
Nightmare Mode Strategy:
Coming Eventually
Tank Tips:
If you're tanking Zorn make sure he is always facing away from the rest of the group.
Tank swap needs to happen fast, make sure you are ready for it and plan appropriately. If you're positioned well you shouldn't have to move much to taunt and get them to reposition.
Be careful when you're dodging the red circles that you keep Zorn facing the right way, I found that facing him to the wall, then away from the raid, then back at the wall worked quite well.
Save your cooldowns for the rock throwing phase and Toth's berserk, these are likely the highest damaging portions of the fight.
If you're tanking Zorn during the rock throwing phase you may be targeted with the yellow circle, Zorn is stationary so it's OK for you to run over to Toth to drop it.
Tank swap needs to happen fast, make sure you are ready for it and plan appropriately. If you're positioned well you shouldn't have to move much to taunt and get them to reposition.
Be careful when you're dodging the red circles that you keep Zorn facing the right way, I found that facing him to the wall, then away from the raid, then back at the wall worked quite well.
Save your cooldowns for the rock throwing phase and Toth's berserk, these are likely the highest damaging portions of the fight.
If you're tanking Zorn during the rock throwing phase you may be targeted with the yellow circle, Zorn is stationary so it's OK for you to run over to Toth to drop it.
TL;DR Recap:
- Split into 2 groups, each group takes a side (left/right)
- Face Zorn into the wall (or away from the raid)
- Don't stand in red circles
- Swap targets after Toth leaps to Zorn
- After the leap watch for Zorn's rock throw, use cooldowns as necessary
- Person with yellow circle needs to stack on Toth until it changes, then get out of the way
- Cleanse DOT throughout the fight





How can they jump at those % health if they both have different health pools?
ReplyDeleteThe first one that reaches the % triggers the leap, so if one of them is at 100% and the other reaches 85% the leap will happen, it doesn't matter which of them reaches it first.
DeleteThanks for the guide BTW :)
ReplyDeletei have seen that one of the bosses, can't remember which one, gets a taunt immunity buff and for a short time cannot be taunted, this seems to happen when toth leaps to zorn. any idea what tanks need to do too retaunt bosses away quick enough?
ReplyDeleteIt's Zorn that gets the immunity, I've only seen it last a few seconds at the very most. Generally I don't even notice because by the time I've tabswapped targets and moved in to range I can taunt immediately.
DeleteIn earlier iterations on the PTS it lasted longer, but they changed it a few times, I can't even confirm that he's immune at all at this point. Your tanks should be able to swap targets and taunt quite quickly.
thanks=)
ReplyDeleteZorn does get the immunity to taunt, he gets it by proximity to Torn, so you have to let the bosses separate before you can taunt him off again. We had some issues with this, our MT would taunt Torn as soon as he lept, then our OT could not taunt Zorn, he would have to taunt Torn off again, wait for them to separate enough and then taunt Zorn. Caused quite a bit of WTF??? until we figure that out ;p
ReplyDeleteStill haven't really seen it, but we keep them apart pretty much all the time - I've also been able to AOE taunt Zorn when he was standing right next to Toth. Is it only proximity after the leap? I'll watch my debuffs more next week.
DeleteReally to deal with it, we just make sure that the tank currently on Zorn doesn't taunt Toth too fast and lets the other tank pull Zorn away first.
I can't find this operation on the imperial fleet. Where is it?
ReplyDelete