Feedback: Zul - Mythic

BFA Dungeons, Island Expeditions, Raids
Please use this thread for feedback and bug reports regarding this encounter, or related issues. Noting the nature of your group (Mythic guild premade, PUG, etc.) is helpful, as are any logs. Thank you to everyone who has come out to help test!
Sometimes the decaying debuff just dissapeared from the mob or didn't even appear in the first place.

We had the most success with just killing the hexxer on pull and cleaving the crusher, while ignoring the crawgs (until we got overwhelmed). Keeping things in check (atleast without addons to help us out) just wasn't reasonable. We also hard-CC'd any spawning bloodhexxers, and still only got to 70% by the time a third set of crawgs spawned (now counting 12) and overwhelmed us.

I've got concerns that if the crawgs aren't going to be exempt from the jumping-debuff mechanic, a working strategy is utilising mass grip + AOE entanglement to keep crawgs CC'd the entire encounter. Each druid can keep 2 spawns of crawgs controlled, assuming you can stack them up together.

At that stage you're now:
Hard-CC'ing bloodhexers (potentially moving them away from spawn points with death grip because you don't want them to spawn on top of each other).
AOE rooting crawgs

And basically just dealing with the boss/crusher.

We either need to do significantly more damage so we can keep up with the constant barrage of adds, we need an extra debuff to help us out (so that 2x targets are afflicted, allowing to account for RNG of jumping on "bad" targets without falling behind), or the crawgs need to be excempt from the debuff (but make the hexxers not CC-able so they become a threat).

Mythic mechanic from killing/Dispelling shadow adds wasn't working well. Could also spellward + mass dispel them all without getting the debuff later on (blood elf pala run in with bubble+arcane torrent each wave = GG).
Blood elf racial so OP for this boss.

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