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Achievement Points10

Achievement

Heroic: Warlord Zon'ozz

Defeat Warlord Zon'ozz in Dragon Soul on Heroic Difficulty.

Cataclysm Raid

10

Heroic: Warlord Zon'ozz is a 10 point achievement in Cataclysm Raid. Its criteria ask you to defeat any one of 2 creatures in Dragon Soul.

How to Earn

WhereDragon Soul (entrance in Tanaris at 61.7, 51.8)
Creatures2 creatures: Warlord Zon'ozz (10H) and Warlord Zon'ozz (25H)
RequiresAny 1 of the 2 criteria listed under How to Complete.

How to Complete

2 criteria from the current game data. Any one of them completes it.

Defeat these creatures (2)

Lines the game data counts toward this achievement.

  1. Warlord Zon'ozz (10H)
  2. Warlord Zon'ozz (25H)

Details

Points
10
Faction
Both factions
Requirements
2 criteria lines
Instance
Dragon Soul
Instance type
Raid
Expansion
Cataclysm

About Dragon Soul

Forged by Deathwing during the War of the Ancients, the Dragon Soul harnessed the combined power of the dragonflights until it was ultimately destroyed. Through the Caverns of Time, Thrall and the remaining dragonflights were able to recover the powerful artifact before its destruction. Now they have rallied at Wyrmrest Temple in a desperate attempt to use the might of the Dragon Soul against Deathwing himself.

From the in-game Adventure Guide.

Bosses, loot and map for Dragon Soul

Where to Earn It

Heroic: Warlord Zon'ozz is earned inside Dragon Soul, a raid. The entrance is marked below.

The entrance to Dragon Soul is in Caverns of Time, Tanaris at 61.7, 51.8.

Tanaris map with the Dragon Soul entrance markedEntrance 61.7, 51.8

Tanaris, from the game’s own world map art. The framed marker is the Adventure Guide entrance.

Part of

Meta achievements that count this one among their criteria.

More like this

Other achievements in Cataclysm Raid.

All Cataclysm Raid achievements

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Top Comments

The highest voted Wowhead comments for this page. They are community notes, not TheWoWDB comments.

1
rilgania+8via Wowhead (opens the original comment in a new tab)

Short guide for 10 mans (how our raid did the 1st kill):

Setup
- 1 Tank (druid)
- 3 Healers (shaman, priest, druid)
- 5 DDs (2 hunter, mage, rogue, warlock, priest)

Bounces
Ranged group: hunters, mage, warlock, priest. The position is always the same, somewhere to the south (where the portal is).
Melee group: the rest :). At the beginning, the boss was tanked in the center. After the tentacle phase, he'd just stay where the big tentacle was (to the west I believe) during the rest of the fight.

  • We used a 7-5-5-5 Tactic. After the last orb absorb, we grouped up near the big tentacle so that it could be tanked, but blowed everything at the boss.

  • The mage always took the last bounce with cauterize. That gave the ranged group time to move to the tentacle phase position.

  • The spriest would use dispersion on the 6th bounce in the first round.

  • MS-debuffs are a great way to reduce his Psychic Drain-self heal. The BM hunter provided a devilsaur, which ensured a 100% uptime without any DPS loss.

  • A note on the debuff: everyone should move out of the group so that they stay in range of both melee and ranged camp healers. Use range checks!

Tentacles
There are 3 different tentacles, and I'll call them just after what they look like: Small tentacles (2), eyes (5), and big tentacle (1). To help with orientation, the eyes are enumerated, starting on the one behind the boss to the north, going anti-clockwise. Thus the eyes on the normal ranged group position side to the south are 4 and 5. This is really hard without pictures.
Once the boss eats the orb, the raid meets where the big tentacle spawns.

  • Big tentacle: The rogue was the only one doing damage on it (with blade flurry).

  • Small tentacles: there are two of them near eye 1 and 3 and they need to die first to reduce the damage on the group. Split the ranged DPS evenly and make sure they are killed fast. We set the hunters on the one near eye 3, and the casters on the one near eye 1. Mind that this splits the group by maybe 20 yards. Make sure the group heals are spread evenly throughout the raid. The hunters usually could stay on top of the rogue and the tank to be in range of their tentacles.

  • Eyes: the casters killed eye 1 and 2 before the black phase ended, the hunters took care of eye 3. The ranged group moved back to their normal position at the end of the transmission, killing the last 2 remaining eyes (4 and 5) there.

Enjoy! :)

2
phlo+3via Wowhead (opens the original comment in a new tab)

I wouldn't want to give an overview of the whole fight, but i can say something which wasn't obvious to us untill the end of our learning process:
don't try to lengthen the time between the bounces of the void of the unmaking.
shorter bounces will overall increase your DPS, and most importantly for non-dk tanks: it will give you a good chance of reaching phase two with one less Psychic Drain.

in short: try to make the shortest possible bounces, without risking the ball passing through the melee group still inactive. (either premature P2 or dead tank)

3
Namnalia+3via Wowhead (opens the original comment in a new tab)

As our tactic was quite different from the above, some additions:

Our Firstkill on youtube

- We bounced the orb 7 times all the time, without using any special tricks like Cauterize or Iceblock. The time between the orb spawns is always 90s and the "dark phase" always lasts 30s, so bouncing less than 7 times results in more time where nothing happens at all (dark phase ends, but no new orb spawns) which results in less stacks on the boss.
- In the dark phase, we had two ranged an a healer for the tentacles behind the boss, the same setup for the ones at the entrance and the tank, a healer and a combat rogue on the big tentacle cleaving the boss. The remaining DD took out the tentacles near the big one. Markers really helped.
- Although the eyes are the most important damage wise, we started with the small ones as they go down quite fast. Raid Cooldowns are best used in the beginning of the dark phase (as all the tentacles are up).
- Tank damage is really high at the end of the normal phases, you'll need cooldowns every single time. If the tank has a p4-bonus, you should use external CDs as the raid wall is best used at the beginning of the dark phase.
- When the dark phase ended, we simply cleared the rest of the tentacles (especially the big one) and started all over again.
- The orb bugged a lot of times for us, remaining in its position after a bounce, exploding again and going in the wrong direction afterwards. You actually CAN survive this situation by simply bouncing it three times with the same team, but it really hurts.
- Don't panic with the debuff. We usually only ran out after a bounce and just healed through it when it came right before a bounce. It can be cloaked/blocked etc.
- As the boss damage goes up all the time, it is quite normal to have to burn through 40% of its HP in the last phase (as you can see in the video).

Have fun!

That is every comment on this page.

Related

Community notes from Wowhead · 3 comments

Top 3 shown above

The comments below were written by Wowhead users. They are community notes, not TheWoWDB comments. See them in context on Wowhead.

All 3 comments on this page are shown in Top Comments above.

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