Orgozoa Azshara's Eternal Palace Raid Strategy Guide
This guide provides tips and strategies for defeating the Orgozoa encounter in Normal Difficulty in Azshara's Eternal Palace. Changes to the fight for the other difficulties are listed below in their respective sections, including tips and strategies for dealing with the new mechanics introduced in these difficulties.
Orgozoa is the fifth boss of Azshara's Eternal Palace. After defeating Orgozoa, players may proceed to the
Mythic Orgozoa World Firsts
Normal Loot starts at Item level 415, Heroic Loot at 430 and Mythic Loot at 445.
Move 10+ yards away from others if afflicted with
adds as quickly as possible.
A tank with high
stacks needs to soak the
patches left behind by dead
Make sure that no tank reaches 10 stacks of
by having the add tank only reach 6 stacks and the other tank only reach 7.
Rush down to the next chamber and interrupt the
at the last second, or once everyone has arrived.
Dodge the Unstable Eggs and
Be careful not to touch jellyfish, as they one shot with their Electro Shock!
Repeat the phase one strategy with these additions:
Move away from allies when targeted by
cast by the Azsh'ari Witch.
Stand within the
as to help split the damage to survivable levels.
Around every 20-25 seconds, Orgozoa will apply
to several members of the raid.
This is a permanent debuff which simply deals moderate nature damage every second.
Simple as this seems, players with this debuff need to ensure that they are at least 10 yards away from their allies when the boss casts
At some point between each new
cast, the boss will cast
at a random player afflicted with
This deals a moderate burst of nature damage to the target whilst attempting to chain this damage to up to three additional targets nearby.
Any player hit by this ability will have
applied to them if they did not have the debuff already.
Any player with
needs to keep a close eye on the boss timers as to ensure that the amount of
s applied to the raid via this ability is kept to a minimum.
When the boss reaches full energy, it will channel
over 10 seconds.
This creates several patches that coat the encounter space, with a small spaces in between each of them.
These patches will deal high nature damage to anyone who stands within them.
3 sets of patches will appear over the abilities duration. The locations of the patches are set and the boss will alternate between them over the course of the ability.
Players need to stand within the safe spaces between the patches as to stay alive.
Once the ability has ended, players should then spread back out if afflicted with
Stand in the safe spots between the
Shortly after each
cast, the boss will summon 3
These should be tanked at least 15+ yards away from the boss, as Orgozoa has the
aura which increases damage done and reduces damage taken by 50% for all adds within 15 yards.
s spawn on the southern side of the encounter space, with the 3rd spawning in the north. The boss should be tanked in the north as to keep him away from the majority of the adds as they spawn.
s will occasionally instantly cast
, dealing a moderate amount of nature damage to the entire raid. This simply needs to be healed up.
All DPS should switch to the
s when they spawn and kill them as soon as possible, as to minimise the amount of incoming raid damage.
Keep the boss and adds 15+ yardsapart to avoid the
dies, it will mark the location it died with an
This blue patch will explode after 5 seconds, dealing a lethal burst of nature damage to any players within it and a high amount of nature damage to the entire raid.
If no player stands within the blue patch when it explodes, the raid will be hit with
, dealing lethal damage and applying a heavy hitting 30 second dot to anyone that survived.
Only certain immunities can soak this ability. As an example, Ice Block can be used to soak the patches, whereas Aspect of the Turtle and Cloak of Shadows can not.
To counter this, a tank with high stacks of
should stand in all three
Every ~6 seconds, the boss will apply
to the current tank.
This 45 second long debuff reduces the damage the target takes by 10% per stack.
Tanks must avoid gaining 10 stacks of this debuff, as otherwise they will be afflicted with
which instantly kills them.
A tank with 5+ stacks of
can comfortably soak all three
patches, as long as they are kept topped up by the healers.
Have a tank with high
Tanks have to taunt off of one another at specific stack points as to ensure that a tank can easily soak all three
patches whilst having high stacks of
The tanks should be assigned a role each. One is the "add tank", the other is the "non add tank".
The "add tank" should start tanking the boss at the beginning of the fight.
When the adds spawn, the "non add tank" taunts and the "add tank" gains threat on all three adds. The "add tank" will have 6 stacks at this point.
After all three adds have died, the "add tank" should taunt the boss back as soon as his stacks drop. The "non add tank" will have 7 stacks at this point.
This lines up in such a way that the "add tank" will always have 6 stacks when soaking the patches.
TL:DR: Add tank taunts on 7 stacks. Non Add tank taunts on 6 stacks.
As of a recent
- Upon reaching 40% health, Orgozoa will transition into the Intermission. This removes all stacks of
from the raid.
Immediately upon entering the intermission, the boss will exit out of the western exit and quickly zoom down into the chamber below.
This takes 34 seconds. Upon reaching the bottom, the boss will begin to cast
This will "awaken all denizens of the hatchery", which sounds terrifying and will likely lead to a wipe.
All players should get to the bosses room and the cast should be interrupted when all players have arrived, or at the last moment if some players are too slow.
, the boss is taking 90% less damage, so it is kinda pointless to sit there and nuke the boss if all players have arrived on time.
As players descend to the chamber, they will need to avoid multiple hazards.
Unstable eggs will trigger an Eggsploision if anyone runs into them, dealing damage and knocking the player back.
swirly circles will knock back any player who stands within them when they detonate.
Avoid the multiple hazards alongthe path to the next chamber!
Jellyfish floating in the space away from the path will one shot players with
if they are touched.
Players are able to jump from the upper section of the path to the lower section with a movement speed increase, but this will instantly kill you, so don't do it!
is interrupted, the boss will grip all players outside of the chamber to its location.
This can instantly kill players. It is unclear what exact spell is killing the players, as it not shown in combat logs.
To stay on the safe side, do not rely on this grip to get to the bosses room.
Once interrupted, phase two will begin.
The boss will maintain access to its
casts and its
aura during this phase.
The boss will not spawn any
on normal difficulty, instead the boss will summon 2 naga adds after each
The adds the boss summons is randomly selected from a pool of three adds. The adds chosen will always be different from one another.
Listed below are the three different add types, their key abilities and the strategies needed to counter them.
Regardless of what adds spawn, they should be killed as soon as possible as to keep the number of incoming abilities to a minimum.
This add will target a random player with
. After 4 seconds, the add spawns a
patch at that players location.
If you are targeted by this, you should move to a low traffic area so that the
patch is out of the raids way.
Move away from allies when targeted by the
Aside from dealing random bursts of damage to players with her
, this add casts
If this 3 second interruptible cast goes through, it will stun the entire raid for 3 seconds.
It is vital the cast is interrupted, and because of this dangerous cast: the Azsh'ari Witch should always be focused down as the highest priority.
This add will occasionally cast
which deals a lethal burst of physical damage split between all players within 14 yards of the add.
The "add tank" should be able to survive this hit by themselves, as they should have high stacks of Desensitising Sting.
Alternatively, all available players can stand next to this add as to help split the incoming damage.
Any melee on this add need to be aware of the number of players around them, as they may need to move out of the ability if very few players are going to be hit.
It is vital that at least one person is hit by the
, as otherwise a
will trigger, dealing substantial raid wide damage.
Help split the damage from the
Aside from the addition of the new adds, phase two plays out very similarly to phase one, with tanks taunting off of each other at the 6 & 7 stack mark whilst players nuke the adds over the boss.
During phase two,
adds will continue to spawn.
Dealing with these adds is done in the same way as phase one: make sure the tank picks them up and soaks the
when they die.
As there will be additional adds, DPS need to dedicate significantly more time to them than they did on normal difficulty.
Aside from numerical changes, in which the enemies have more health and deal more damage, there is a few mechanical additions to the mythic version of the encounter.
Call of the Tender
In both phases, the boss has the Call of the Tender passive.
This causes the
s to spawn twice as often: one set directly after the
cast, another set halfway between two
This forces the raid to place more attention on the
s, as to keep their numbers under control.
This also makes tank swaps far more complicated, as using the standard "taunt on 6 & 7" does not line up with the new add spawn timers.
If the raid has two monk tanks available, then they can two tank the encounter, as they will be able to taunt sets of adds off of one another using the Summon Black Ox Statue talent.
If the raid does not have two monk tanks available, or if the raid wants to make the fight much more simply for their tanks, they can run a third tank.
This third tank is responsible for picking up the adds and tanking them until they die. A tank with high
stacks can then soak the Amniotic Splatter patches.
s close to the boss, but out of the
Although the adds do come in more often, the raid needs to make sure they have good boss damage so that they can remove their Incubation Fluid stacks before the damage becomes unhealable.
To do this, certain players with excellent passive AoE/cleave abilities or efficient multi-dot spells should focus on cleaving damage onto the adds as much as possible.
This is usually around 5-6 of your DPS, with Outlaw Rogues, Fire Mages, Fury Warriors and Shadow Priests excelling at this particular job.
All other DPS should ignore the adds almost entirely, purely placing as much damage into the boss as possible.
This balance will be different for each individual raid setup. However, having the
s die just as a new set spawn in is a good indication that your damage split is likely in the right ballpark.
The group should always make sure that during phase one, no more than 3
s are alive for any reasonable period of time, as otherwise the healers will likely fall behind.
As to ensure that the
s receive this cleave, the third tank should position them as close to the boss as they can without having the
aura apply to the adds.
now targets all players afflicted with
, rather than just a single player.
This forces all players to spread out just before the ability is cast, as to ensure that no additional
debuffs are applied and no extra damage is chained between players.
cast has ended, all players should stack back up behind the boss, as to allow healers to more easily outheal the
Towards the end of a phase, the raid is going to take a large amount of damage each time
is cast, as the majority of the raid will have the
Healers need to assign cooldowns for these later
s as to help mitigate the large incoming raid damage.
Healers with cooldowns which only effect players within a small area should cast them in the run up to the
cast, as to make sure they are as healthy as possible when the cast goes through.
Healers should only have to deal with 7
during the first phase. An eighth
indicates that your boss damage is too low.
An example of healing cooldowns for this encounter can be found
in this google sheet.
that the boss casts upon reaching the second chamber during the intermission is now 20 seconds long, rather than 35.
The raid needs to move quickly, utilising raid wide movement speed increases, to make sure that everyone reaches the bottom before the cast needs to be interrupted.
s are alive when the intermission begins, they should not be killed and instead brought to the next chamber to be killed at the beginning of the next phase via passive cleave.
During the last phase, the overall strategy doesn't change all that much from phase one: with the raid stacked up behind the boss and the adds tanked as close to the boss as possible.
s and the Naga adds should be picked up as soon as possible. This is more difficult in this phase as there are more adds to pick up.
We recommend that the current "off-tank" helps pick up some of these adds and bring them over to the third tank so that all enemies can be clumped up and position quicker.
On mythic difficulty, all three types of Naga adds spawn each time the
As the raid cannot fully nuke down these adds without loosing out on boss damage, they will need to deal with the Naga adds abilities for far longer.
targets must place them as far away from the group as possible, as to give the raid space to spread when
The Azsh'ari Witch
casts must be interrupted. The raid may want to assign an interrupt rotation as to ensure all casts are covered.
The Dreadcoil Hulks
cast should be solo'd by a tank with high
stacks. If this is not available, a class with an immunity should cover this instead.
Orgozoa Advice for All Classes
Our class writers have written raid information on all specs, covering ideal talent builds and strengths and weaknesses for each spec in a raid environment:
Blood Death Knight Raid Tips
Arcane Mage Raid Tips
Assassination Rogue Raid Tips
Frost Death Knight Raid Tips
Fire Mage Raid Tips
Outlaw Rogue Raid Tips
Unholy Death Knight Raid Tips
Frost Mage Raid Tips
Subtlety Rogue Raid Tips
Havoc Demon Hunter Raid Tips
Brewmaster Monk Raid Tips
Elemental Shaman Raid Tips
Vengeance Demon Hunter Raid Tips
Mistweaver Monk Raid Tips
Enhancement Shaman Raid Tips
Balance Druid Raid Tips
Windwalker Monk Raid Tips
Restoration Shaman Raid Tips
Feral Druid Raid Tips
Holy Paladin Raid Tips
Affliction Warlock Raid Tips
Guardian Druid Raid Tips
Protection Paladin Raid Tips
Demonology Warlock Raid Tips
Restoration Druid Raid Tips
Retribution Paladin Raid Tips
Destruction Warlock Raid Tips
Beast Mastery Hunter Raid Tips
Discipline Priest Raid Tips
Arms Warrior Raid Tips
Marksmanship Hunter Raid Tips
Holy Priest Raid Tips
Fury Warrior Raid Tips
Survival Hunter Raid Tips
Shadow Priest Raid Tips
Protection Warrior Raid Tips
About the Author
This guide was written by FatbossTV. If you have any questions or want to provide alternate strategies/feedback, please contact them here:
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