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Orgozoa

Two phase encounter with a gauntlet-running intermission

Phase 1

  • Orgozoa Abilities

    • Desensitizing Sting

      • Debuff applied to the active tank every 6 seconds, debuff lasts 45 seconds

      • Causes the afflicted tank to take 10% less damage per stack

      • At 10 stacks, you die instantly

    • Dribbling Ichor

      • Series of 3 casts, causes water to fall from the ceiling

      • You’ll see the area get mostly covered with blue targeting circles, 6 yards wide

      • If you get hit when the circle is dribbled on, you take 214k Nature damage

      • Have to dodge 3 times in a row

      • Cast at 0:24, 1:52, 3:16 in Phase 1

    • Incubation Fluid

      • Orgozoa debuffs random players with a DoT that lasts until the end of Phase 1

      • Deals 20k Nature damage per second to anyone afflicted

      • By the end of P1, most if not all of your raid will have this DoT

      • The number of players affected by each cast scales with raid size

    • Arcing Current

      • Orgozoa zaps a random player that has the Incubation Fluid DoT

      • Chain Lightning-style effect, jumps to up to 3 additional players

      • Also applies Incubation Fluid DoT to anyone hit by the chain that wasn’t already afflicted

    • Chaotic Growth

      • Orgozoa buffs any allies within 15 yards

      • Increases damage done by 50%, decreases damage taken by 15%

  • Zoatroid

    • Metroid-looking add buggers

    • Spawn in groups of 3

    • Pervasive Shock

      • Zaps the entire raid for 25k Nature damage

      • Occurs every 20s that they’re alive

    • Amniotic Splatter

      • When a Zoatroid dies, it’s body remains for 5s

      • After 5s, it explodes, dealing 2 million Nature damage to anyone hit, and 75k Nature damage to the rest of the raid

        • While this 2 million number is from the Dungeon Journal, it's wrong. The actual amount of damage dealt is 424k per puddle. ​Unknown if that's a bug, or if someone forgot to update the Journal.

      • If nobody soaks, it deals 760k Nature damage to the raid, plus another 252k per 2s for 30s

      • Auto wipe if not soaked

      • These need to be soaked by a tank with stacks of the Sting

      • You can also sacrifice raid members to soak this, as that will prevent the AoE, but the soaking player will die even through immunities

    • Spawn at 0:38, 2:08

    • You’ll want to tank these ~20 yards from the boss, so they don’t get the buff

  • At 40% HP, the boss up and runs away, running to the second area and starting the intermission.

 

Intermission

  • The point of this phase is that you need to run down to the bottom of a ramp and reach the new room Orgozoa ran away to

  • There are obstacles in the way on the gauntlet

  • Eggsplosion

    • Unstable eggs are all over the ramp. They look like they’re on little pedestals, and have a circle around them on the ground

    • If you run into one of these circles, you take 25k Nature damage and are knocked back. Don’t do this

  • Hatery Moulting

    • The area will also be teeming with constantly spawning swirlies

    • If you are standing in a swirlie when it explodes, you get knocked back

  • You CAN be knocked off off the ramp you’re running down

    • This will cause fall damage when you land, possibly killing you

    • Blizzard added extra floaty squids through the air space to discourage you from jumping off the sides.​ Coming in contact with a squid instantly killed you. It seems like you may still be able to angle yourself just right to make a jump, but it's probably not worth it

  • Once you reach Orgozoa, you have to interrupt its cast of Massive Incubator

    • 45 second cast

    • If you fail to interrupt, it’ll spawn a bunch of adds, and probably wipe you. Don’t let that happen

    • Orgozoa takes 90% reduced damage during this cast

  • Once you interrupt the Massive Incubator cast, P2 begins

 

Phase 2

  • Orgozoa

    • Retains all of its Phase 1 abilities, continue handling them like you had been

  • Zoatroids do continue spawning in Phase 2

  • Hatchery Adds

    • Three types of adds spawn during this phase that you’ll need to deal with

    • Zanj’ir Myrmidon

      • Skewer

        • Deals 101k Physical damage to the active tank

      • Aqua Lance

        • Marks a random player

        • After 4s, throws a trident at them, creating a blue puddle

        • Puddle deals 38k Nature damage per second to anyone standing in it

    • Azsh’ari Witch

      • Shocking Lightning

        • Bolt of lightning, deals 100k-130k Nature damage to 3 random players

      • Conductive Pulse

        • Casted ability. If cast completes, the whole raid is stunned for 3 seconds

        • Interruptible. Make sure you interrupt it.

    • Dreadcoil Hulk

      • Powerful Stomp

        • Stomps the ground, dealing 1.2 million Physical damage split among everyone within 14 yards. Damage scales slightly based on raid size

        • If nobody is hit, triggers Reverberating Tremor

          • Deals 252k Nature damage to the whole raid

        • Can be soaked by the two tanks, or you can have 10+ players soak it

          • For tanks, if you use an AM ability you’ll be fine. Assuming 0 stacks of the Sting debuff, both tanks would take 600k Physical before any mitigations. Since it's physical, armor reduces the damage taken, as does any AM.

    • You’ll want to stack the adds together about 20 yards from the boss, so they don’t get the buff. Nuke them all down, ezpz.

    • Adds spawn at about 5:09, then about every 1:20-1:30 after that

      • Each spawn contains 2 of the 3 adds

      • This seems to be totally random which 2 you’ll get each spawn

 

Strategy

  • Phase 1

    • Tanks swap when the Zoatroids spawn

    • As an FYI for the tanks, the boss hits massively hard. When you first pick it up and have no stacks of Sting, you'll want to use a personal CD to make sure you don't die.​

    • Tank the Zoatroid adds 20 yards from the boss, AoE them down

      • The tank who picks up the Zoatroids (who'll have Sting stacks) needs to soak the explosions. Recommend using a CD as well

      • After the adds explode, and your Sting stacks drop, taunt the boss back immediately

    • Don’t get hit by the gunk from the ceiling

    • When afflicted by Incubation Fluid, try to stay spread from other people. Don’t know the exact jump range, but /range 8 should be a good place to start​​

    • As the phase goes on, the healing requirement goes up significantly. Healers may want a CD rotation, especially around the 2:10 mark

      • At that point, a fresh set of Zoatroids all cast their AoE, dealing 75k to the raid, and most of the raid will also have Incubation Fluid. Dangerous overlap where it’s easy to lose people

      • Also maybe want healer CDs for when the 2nd set of Zoatroids explodes, since each explosion deals 75k to the raid, and again most of the raid will have Incubation Fluid

  • Intermission

    • Run down the ramp as quickly as possible, avoiding the bad things

    • Interrupt the boss once the majority of your raid is in position

  • Phase 2

    • Tanks swap either at 8-9 stacks, or when adds spawn, whichever works best for you

    • Stack the adds up when they spawn, and nuke them down asap

    • When a Brute is active, tanks should be ready to soak the Stomp

      • It’s likely one tank will be able to solo this. Even without any stacks of the Sting, a Prot Warrior with SB up would take less than 200k from this.

    • Make sure you interrupt the Witch’s cast

    • Continue dodging gunk from the ceiling

    • Players with Incubation Fluid should continue trying to spread from other players, again try /range 8

    • Deal with Zoatroids like you did in Phase 1, with the tank having highest Sting stacks pick them up, then soak the puddles

    • gg