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![]() Introduction This guide is intended to provide a comprehensive description of theencounter with Imperial Vizier Zor'lok in Heart of Fear. It is targeted at anyonewho desires to understand the fight mechanics. This guide is updated for World of Warcraft MoP 5.4. Imperial Vizier Zor'lok is the first boss encounter in the Heart of Fear.This is a two-phase fight, which will mainly serve to test your raid members'ability to perform movement-based tasks. The second phase of the encounteris of greater complexity than the first, and this is where the maindifficulties will arise. 1. General Information↑top
2. Loot↑top2.1. Armor
2.2. Amulets, Cloaks, and Rings
3. Overview of the Fight↑topThe encounter against Imperial Vizier Zor'lok (henceforth referred tosimply as Zor'lok) is a two-phase fight.
3.1. Video by Inner Sanctum10-man Heroic kill 4. Core Abilities (used throughout the fight)↑topZor'lok has a few abilities that he uses throughout the fight, regardlessof the phase. 4.1. Inhale and Exhale
4.1.1. How Inhale Stacks
As you can see, you have no control on the number of stacks of 4.1.2. How Exhale Works
4.2. Song of the Empress
4.3. Dealing with the Core Abilities
The only concern is for melee players, who should make sure to be slightlyaway from the boss so that, if targeted, the tank can properly get betweenthem and Zor'lok's hitbox. Dealing with Abilities such as 5. Phase One↑topAs we explained in the overview, Phase One lasts until Zor'lokreaches 40% health. During this phase, Zor'lok will go to each of thethree platforms in the room, switching platform whenever you remove 20% ofhis life (so at 80% and 60%). On each platform, Zor'lok uses a specificability that your raid will have to deal with, as we explain in the sectionsthat follow. When moving to a new platform, you will have to pass through 5.1. Platform: Force and VerveWhen on the south-western platform (located on the right side of the roomwhere you fight Zor'lok), you will have to deal with 5.1.1. Force and VerveEvery 45 seconds, Zor'lok will channel Fortunately, immediately before casting Force and Verve, Zor'lok willcreate 3 shields on the ground near him, that your raid can use for protection.Being under one of these shields will reduce the damage taken from Force andVerve by 40%. Zor'lok always creates the three shields in the same specific way.
Each shield can only protect a limited number of players: 4 in 10-man, and9 in 25-man. Any additional players who move under the shield will simply notbenefit from its protection. There is no limitation in LFR. 5.1.2. StrategyWhenever Zor'lok creates the protective shields, you will have a few secondsto move under them before the channel of While the shields do spawn in random locations, it is easy to assign playersto shields based on their spawning order and distance from the boss. Werecommend splitting your raid into three groups. One group should contain thetank and melee DPS, while the healers and ranged DPS should be split betweenthe other two groups. Then, simply assign each group to one of the threeshields. Since Force and Verve is a channeled spell, Zor'lok does not melee or cast You should keep in mind that the damage from Force and Verve is Physical,so cooldowns like In LFR, as we mentioned, there is no limit to how many players can benefitfrom a single shield, so this aspect of the fight is trivialized. Additionally,the damage of Force and Verve overall is considerably lower in LFR, making iteasy to heal. Even players who are not protected by a shield can be kept aliverelatively easily. 5.2. Platform: AttenuationWhen on the north-eastern platform (located on the left side of the roomwhere you fight Zor'lok), you will have to deal with 5.2.1. Attenuation
The disks bounce off the edges of the room, after which they begin travelingback towards Zor'lok, despawning long before they reach him. The disks alsosometimes split in two, with the two new disks traveling in slightly differentdirections. Both of these factors make them more difficult to avoid. 5.2.2. StrategyThe strategy for this phase is extremely simple. Whenever Even though the disks deal high damage, a player can survive damage fromseveral disks without the need for healing. Since both Attenuation and For avoiding the disks we recommend standing at a moderate distance fromZor'lok. You should not be too close, because this makes it difficult toreact in time to the newly spawned disks. Standing too far away from Zor'lokis also problematic because you have to handle both disks that bounce backfrom the edges of the room, as well as disks that split in two. It is also quite beneficial to make it a habit of running in a circle aroundZor'lok during Attenuation. This is because he does not spawn the disks atthe same time in all directions around him, but rather in a spiralingpattern. Therefore, by running at the same rate as the disk spawning rate, youwill find that you have to actually avoid very few. To get a feeling for this,simply try it out in practice. The direction of the spiraling pattern can beeither clockwise or counter-clockwise, and your boss mod should alert youquickly which it is. You must run in the appropriate direction, as thisallows you always be a step ahead of the disks, making it easy to avoidthem. Zor'lok has a massively large hitbox, so melee players are able to attackhim from quite far away. 5.3. Platform: ConvertWhen on the south-eastern platform (located at the back of the room where youfight Zor'lok), you will have to deal with 5.3.1. Convert
In order for the mind control to be broken, the mind-controlled player(s)must be damaged to 50% of their maximum health. Each attack made on theplayer(s), however, has a chance to instantly break the mind control. Thischance increases the closer the player's health is to 50%. 5.3.2. StrategyThe strategy for this phase simply involves freeing the mind controlledplayer(s) quickly. There is absolutely no complexity involved. Your healers should be quick to dispel any debuffs that the mind-controlledplayer may apply to the raid, or that raid members inadvertently apply to themind-controlled player when attacking them. 6. Phase Two↑topAt 40% health, Zor'lok will fly above the center of the room, and absorb allthe Shortly after this, he will pull the entire raid to his location. 6.1. AbilitiesDuring this phase, Zor'lok will use all of the abilities from Phase One.Fortunately for your raid, you will never have to deal with 6.2. StrategyThe strategy for this phase is simply to execute the tasks that you havebeen practicing in the previous phase. The center of the room is much more spacious than the platforms, so yourraid can spread out more to avoid the disks from 7. When to Use Heroism/Bloodlust/Time Warp↑topWe recommend using 8. Learning the Fight↑topIf your raid needs more practice on a specific platform, then it is possible,during an attempt, to stop attacking the boss once the platform is reached.Learning how to deal with boss abilities is a lot easier when players arenot distracted by performing their role. DPS will make less mistakes and takeless damage, making it easier for the healers to heal, giving them morefocus on the boss abilities. Phase Two is a combination of all the scenarios from Phase One.Even if raid members already know how to deal with all the abilities separately,chances are that having to deal with them at the same time (although Remember that learning something by steps is always easier than tryingto learn it entirely at once. 9. Heroic Mode↑topThe Heroic mode of the fight against Zor'lok is extremely difficult, and itwill prove a tough challenge for most raids. The fight only presents oneadditional mechanic, compared to Normal mode, but several changes make thefight much harder. 9.1. Differences from Normal ModeThe differences from Normal Mode can be categorized as changedmechanics and new mechanics. 9.1.1. Changed MechanicsTo begin with, Zor'lok has more health, and all his abilities deal moredamage, something which is a common trait of all Heroic modes. Each protective shield created during the When Zor'lok is casting 9.1.2. New MechanicsDuring the fight, Zor'lok will create three copies of himself, each at agiven time. He will create one copy called Echo of Force and Verve, and twocalled Echo of Attenuation.
There is no Echo of Convert, and when Zor'lok reaches 40%, hesimply enters Phase Two in the same way that he does in Normal mode. The Echo of Force and Verve only uses one ability, The Echoes have their own threat tables, melee their main threat target,and can be killed. It is important to note that 9.2. Phase One Strategy9.2.1. Force and Verve Platform StrategyThe Force and Verve platform strategy remains largely unchanged fromNormal mode. Even though each protective shield only protects fewer raidmembers, there are now 4 shields, meaning that everyone in the raid can alwaysbe protected. 9.2.2. Dealing with Echo of Force and VerveWhen Zor'lok reaches 80% and flies to the Attenuation platform, youshould send one tank and one healer over to the Attenuation platform, and leavethe rest of the raid on the Force and Verve platform, where they must burndown the Echo of Force and Verve. The reason for doing this is that you needto kill the Echo of Force and Verve as quickly as possible (before it has achance to cast more than one Force and Verve). The players on the Attenuationplatform will have to survive Force and Verve while also avoiding damage from The players on the Attenuation platform have to survive:
Therefore, you will have to send a healer who can heal on the move, and hasone or more defensive cooldowns available. If your raid burns the Echo ofForce and Verve properly, there should only be one Force and Verve being castby it. When the Echo is dead, your raid should all move to the Attenuationplatform. You will notice that not all raid members can besimultaneously protected by the shields when the Echo of Force and Vervecasts Alternatively, you can set up a rotation of players to move in and outof certain protective shields. In this case, you will have designated playersstand outside the shields for the first few Force and Verve ticks, and thenthey will move into the shields, while other players who were inside (andpresumably are not in danger of dying) will move out. 9.2.3. Attenuation Platform StrategyFor 9.2.4. Dealing with Echo of AttenuationWhen Zor'lok reaches 60% health and leaves for the Convert platform, youshould split your raid into two roughly even groups, and leave one on theAttenuation platform, to finish off the Echo of Attenuation, while theother travels to the Convert platform. The reason for this is that there mustbe enough players on the Convert platform to break out all the mind-controlledplayers relatively quickly. If there is no one on the Convert platform exceptfor the mind-controlled players, then the boss will start casting Once the Echo of Attenuation is dead, your raid members who were on theAttenuation platform should move over to the Convert platform, and bringZor'lok to 40% health. 9.3. Phase Two StrategyA short while after Phase Two starts, Zor'lok will create anEcho of Attenuation at his location. While it is possible to DPS and killthis Echo (like the previous two Echos), it is a waste of DPS and it willmost likely mean that your raid does not beat the enrage timer. You should move this Echo away from the raid, as far as possible, in one ofthe corners of the room, and leave a tank and a healer there to deal with it.This will keep it far enough from the raid that the disks caused by its When Zor'lok casts Finally, sometimes, Zor'lok's and the Echo's casts of 10. Concluding Remarks↑topThis concludes our raid guide for Imperial Vizier Zor'lok. We hope you havefound it helpful. Please do not hesitate to post any feedback you may have onour forums. |