Patch 1.2 introduced a new Operation, Explosive Conflict, which takes players to the war-torn planet of Denova. An important source of baradium, the planet has fallen to a collection of elite mercenaries and Imperial traitors. Both the Republic and the Empire are scrambling to regain control.
The first encounter players face after landing on the planet of Denova are the twin terrors of Toth & Zorn. This pair of fearsome Drouks are under the control of their handler, the nefarious Murdok, and will slay any foolish enough to seek entry into the baradium mines, a key resource for the Warlord Kephess and his seemingly unstoppable army.
If, however, you seek to gain access to the rest of this planet and the battles within, then hit the jump as we provide a sure-fire strategy for taming these beasts.
Guide
This Operations Strategy Guide will cover Toth & Zorn, the first boss battle players encounter while undertaking Denova’s Operation: Explosive Conflict. These two Drouks are terrifying, but with the appropriate set-up and a particular attention to detail, they will go down in no time.
Our strategy recommends using two tanks (one for each boss), two healers and four DPS. For the sixteen-man version of this encounter, we recommend two tanks, four healers and the remaining ten members as DPS.
Placement
The encounter area is roughly circular, with an entryway in the shape of a bottleneck. You will need to split your Operations group into two groups, with each group focusing on a different side of the encounter area, not a specific boss. This is an important distinction to make, because Toth and Zorn routinely move around the encounter area.
As an even split, you will have one tank, one healer and two DPS per boss. For the sixteen-man, you will have two tanks, two healers and five DPS per side. These groups will not switch sides during the encounter but will attack whatever target is on that side.
The only stipulation on the splitting of your party is on the assignments of your Melee DPS players. Melee DPS should always be assigned to DPS Toth, since Zorn applies a nasty debuff called Weakened. This debuff increases damage received by that player from Zorn, reflects damage dealt to Zorn back at the player and reduces the player’s damage output. The debuff itself is applied by an ability called Shriek, an AoE scream that hits any targets within 25 meters of Zorn. To top it all off, Shriek also leaves behind another DoT on those affected, Mental Anguish. Ranged DPS assigned to Zorn should always keep in mind Shriek’s destructive potential and stay at least 25 meters away.
Strategy
The fight with Toth and Zorn is divided into three different “phases” of combat, each requiring intelligent party placement. The keys to winning are maintaining a general awareness of your position in relation to the bosses, to be prepared to change targets as the fight evolves and to use situationally-appropriate DPS burns or slows. Tanks and Melee DPS have the added difficulty of needing to stay mobile.
Phase One
When the fight begins, each of the two groups should report to their assigned sides. DPS should begin lightly attacking the boss, making sure to give the tanks time to build hate. When either boss reaches approximately 90% health, Toth will perform a leap to Zorn, then place a Fearful debuff on the targets within 30 meters of where he lands. It is important to note that the jump with be triggered by either boss reaching 90% first.
After the jump, it is recommended that the tanks perform a swap, taunting the other tanks’ target in an attempt to lure Toth and Zorn apart. Keeping the two Drouks apart is imperative. When the two bosses are within 30m of each other, they begin to slowly power up. Eventually this power-up will turn into a buff that makes them invulnerable as long as they are within range of one another and for a short time after being moved away from one another. The range on this ability is 30 meters, so make sure the two bosses are at least that seperated during the entire encounter. Also keep in mind that each group is assigned to a side, not a boss, the exception being the melee DPS that are assigned to Toth.
In practice, this means that after the tanks swap the DPS will be swapping targets. The ranged DPS will be standing in approximately the same area during most of the encounter, and the melee DPS for each side will have to figure out the best placement for themselves. Your healers should always be mindful of the debuffs being cast and cleanse them as quickly as possible.
Phase Two
The start of this phase will be indicated by a operation-wide warning indicating “Toth is Berserk! Stay Away!” During this phase Toth will gain a buff called Berserk, which effectively doubles his damage output. Tanks should save cooldowns for this, and healers should be aware of heavy incoming damage.
Zorn will begin to channel an ability called Baradium Heave during this phase, pelting anyone within 25 meters with baradium boulders. Zorn will not move so long as there is a player is within 25 meters who can be targeted and damaged by rocks during this phase. Be cognizant of this fact when trying to keep Toth and Zorn apart.
As soon as one of the bosses drops below 70%, we return to Phase One. The repeat of Phase One will last from approximately 70%-60%, and another leap will happen when one of the bosses hits 60%. At this time, Phase Three will begin.
Phase Three
Zorn will begin this phase by using an ability called Sonic Paralysis, which stuns whichever tank is in combat with Zorn. We recommend that the tank use his cooldown to break this initial crowd control and return to attacking the boss. At the same time, Toth will begin distributing operations-wide AoE damage to everyone via Smash. This damage is unavoidable but light.
Additionally, red circles will begin to appear around the encounter area. After a few seconds, these circles will explode, dealing a significant amount of damage. During the appearance of red circles, your operations members should be moving constantly to avoid this damage if at all possible.
At approximately 50%, this fight will return yet again to Phase One, and will last from 50% to 40%, with another jump happening as either boss drops below 40%. After this happens, we return to Phase Two, which will last from 40% to 30%, and is finally followed up by a repeat of Phase One, from approximately 30% to 20%. After this concludes, Phase Three will be repeated, with one small change: the Zorn tank will become stunned again, but will be unable to break it this time. Healers should be aware of this and have heavy heals ready. This repeat of Phase Three will end at 10%, which will see a repeat of Phase One.
As one boss dies, the other will gain a linked enrage that will increase his damage dealt. It is for this reason that your raid leader should monitor the health of each boss and assign DPS burns or slows accordingly. For our strategy, we recommend getting each as close to 10% as possible, and then burning one down before finally killing the other.
For ease of reference during this encounter, please refer to the following list of phases, so you can know when and what to expect at the various percentages of life per boss. Please note that these percentages refer to either of the bosses life totals hitting the amount listed:
- Phase One : 100% – 90%
- Leap : 90%
- Phase One : 90% – 80%
- Phase Two : 80% – 70%
- Phase One : 70% – 60%
- Leap : 60%
- Phase Three : 60% – 50%
- Phase One : 50% – 40%
- Leap : 40%
- Phase Two : 40% – 30%
- Phase One : 30% – 20%
- Phase Three : 20% – 10% (Zorn unbreakable stun)
- Burn Phase : 10% – 0%
- Final Phase: Handler Murdok
As both Drouks bite the dust, their handler will drop down from his campsite above, obviously irritated with your lack of regard for his favorite pets. This enemy can hardly be called a boss; he deals moderate damage but has relatively low health. He should be easily managed and is more of a “tank and spank” than the two Drouks themselves.
If you keep these recommendations in mind, you should find that you have each boss down in no time! But Denova will not be so easily conquered, and in our next guide we will turn to Firebrand and Stormcaller, the next two bosses in Operation: Explosive Conflict.
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Posted 6/21/2012 11:00:34 AM"PvE piff... carebears..."
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Posted 6/20/2012 3:57:52 PMFor the Zorn Berserk phase, we always have ranged step into 25m range to absorb damage. It is our experience that the more players you have in range the less damage each throw does. Can anyone confirm this?
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Posted 6/20/2012 4:36:08 PMAs far as my experience has yielded, having multiple people within range of the attack doesn't lessen the brunt of it, though of course I could be wrong. Generally speaking, what we'll do is move forward and pop up a Ballistic Shield to absorb some of the damage. With everyone under the shield, and perhaps a sorc healer under there dropping puddles, it's more than manageable.
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Posted 6/20/2012 4:36:24 PMI'm pretty sure that the damage isn't lessened by the number of players in range, it's just more distributed. Getting your ranged within 25m of Zorn is a really bad idea though, since they get in range of fearful. If they get fearful on HM then you're going to have to swap dps assignments on the fly and any players that don't notice they've been affected will very quickly commit suicide from the debuff.
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Posted 6/20/2012 4:38:24 PM100% agree with this post. Generally speaking you'll have someone up close to absorb the damage anyway, so from what I've seen it's just whoever is closest being pelted.
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Posted 6/20/2012 3:40:09 PMMy ops group actually puts the ranged dps and healers out in the open area, this gives us more room to dodge the area attacks without the fearful debuff being applied (very very very important in HM) and avoids any LoS issues with the outcropping on the left side of the images. The extra couple seconds that the dps aren't on the boss at the start also gives the tank a good threat lead.
Keep in mind that this is a story mode guide. In hard mode the Fearful debuff not only increases damage taken from Zorn but reflects damage done to Zorn. For this reason melee should never be on Zorn, they follow Toth from tank to tank. Ranged DPS can avoid getting the fearful debuff by being outside of 25m from Zorn.
Also on hard mode when Toth goes berserk he turns yellow and a yellow circle appears beneath a random player. That player runs over to Toth and stands under his backside until the circle turns purple, then runs back to wherever they came from. During this time Zorn is immobile so if the Zorn tank is chosen it's not a wipe.
When you kill the Drouks there is a drop in combat before the handler comes out. Use this time to rez a couple dead players before engaging the handler (you will lose quite a few players during the last 5% unless you've got the encounter on farm).
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Posted 6/20/2012 3:46:32 PMThanks for such constructive input, it's always nice to see other players weigh in with variations to the strategy. Thanks again!
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Posted 6/20/2012 3:37:15 PMOf course, there is more than one way to skin a cat. We like to keep the bosses on the same side of the canyon and swap the tanks from side to side. This way the melee do not have to follow Toth from side to side. Instead, they can stay on one side of the canyon and wait for the tank to pull Toth back to them. This also allows ranged on Zorn to stay in one spot (important for maximizing DPS) and keep 29 meters away from Zorn which guarantees that they will not get the Fearful debuff.
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Posted 6/20/2012 3:47:05 PMAbsolutely, and I really think that each strategy will vary based on group composition, and how comfortable people are with different mechanics.
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Posted 6/21/2012 12:04:30 AMare you guys doing this on HM? We found there are quit a few ways to kill this encounter on story mode where as in hardmode... less movement as possible is better and as we have only 1 melee.. (had due our raidgroup fell apart 1 week back) it is easier when tanks can stand on their place which makes it less possible to happen to lose aggro and in turn this means that dps can dps longer and harder. Also... either Toth or Zorn have a pushback... trying to switch tanks may lead that you get kicked away while you have the mob onto you or... in the worse case.. you don't have the mob on you and he will eat either your dps or the other tank very easily.
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Posted 6/21/2012 1:29:48 AMOn hard mode we've had great use of a tank swap, whereby they swap bosses instead of places. As you said there are many ways to do this encounter, and what I enjoy are seeing the various different strategies that people are using, and then discussing in the comments. I'm actually quite honored to have such a discussion occur, so thanks guys, nice to see some involvement.
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Posted 6/21/2012 8:59:52 AMWe also swapped boss location instead of tank location because it is very easy to do, involves no movement from anyone (except the melee dps).
I like Denova Hardmode... I didn't do any nightmare KP or EV as we went straight to denova story and after to hc as soon as we were mostly T3 equipped. The reason I like it is because it forces people to analyze their rotation, how to maximize potential and trying different ways to defeat this encounter. As a tank, I like to be challenged, I want dps to do as much damage as possible so it's always nice to see when they step up and you are forced again to concentrate because usually my main problem during raid is not to miss to send my companions on missions ;).
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Posted 6/20/2012 3:29:25 PMI really appreciate the guide, DH, this ends up being the easiest fight to wipe on for a guild that has cleared HM EC every week. A few comments:
Toth jumps at 90/70/50/30/10...I'm not sure how you're only seeing 2 jumps. Last week, toth was not jumping at 50, but this week he his back to jumping at 50 again. It's possible that doing the swap the way you suggest would affect this...we have our tanks swap sides instead of the bosses to keep the mechanics of fearful and melee dps in check.
An important thing to keep in mind is that the tank that begins the fight on Zorn takes a substantial amount more damage than the one tanking Toth, since that will be the tank who gets Toth for every berzerk phase. Gearing and also abilities for mitigation can be a huge factor in having the tanks survive.
One last comment: this week, now that we have our 16man dps in nearly full Campaign gear and mostly fully augmented, we were "blowing up" these guys. This leads to a need to actually slow dps to a stop before the leaps (90/70/50/30/10) for two reasons. The first is for fearful to fall off the tank that needs to switch to Zorn. The debuff lasts for 1 minute (I think?) so if your time between leaps is less than that, you end up with a tank needing to hold zorn with the fearful debuff for up to 20 seconds. This is possible, you just use taunts and no attacks to keep threat, but it is very fragile, especially since a fearful tank take increased damage. Stopping dps until about 10 seconds left on fearful is adequate. The other reason you need to stop is for the 70 and 30% leaps (Hardmode only). A player will get a yellow reticle and will need to move to the berzerked toth. After a while, Zorn castes Baradium Heave and throws the rock (at Toth if you're doing it right). If you push past 70 or 30, toth will jump to zorn, the rock will miss him, and he will stay berzerk. You _should_ get another chance at "knocking" toth immediately after, but this was very buggy this week.
Cheers on a great ops guide, its always great to see other people's strats!
- Gordon - Chosen - Prophecy of the Five
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Posted 6/20/2012 3:48:52 PMHi, and thanks for the feedback. Yeah, as far as I've noticed we're only getting two jumps, and I do believe it's related to our swap method. Either way, as I always say, this guide is but one view of many ways to do this encounter, so there are bound to be variations.
And yeah, on Hard Mode we stop the pushes on DPS so that we don't get an inadvertent leap. Thanks so much for the positive feedback and input, we're glad you are enjoying our guides. Keep your eyes peeled for the rest of the Denova Guide series, coming up very soon.
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Posted 6/20/2012 5:16:45 PMActually, if you push Zorn over the health threshold during Toth's berserk then you'll miss a leap. This might be why you're only seeing 2 jumps. How the jumps work is it's triggered by the first one to reach 90/70/etc... If the one that reaches that first is otherwise channeling an ability then the trigger seems to be ignored.
edit: the same seems to be true for pushing Toth over a threshold when he's channeling his stun