The Light and How to Swing It: Tanking the first 3 bosses of Dragon Soul

In the previous weeks, we've talked about getting prepped for patch 4.3, how to hit the ground running, and what pieces of gear should be on your hit list. Now we've come to the main event: the Dragon Soul raid. Deathwing's forces are assaulting Wyrmrest Temple, and it's up to you and your allies to knock them over and finally put a stop to his perfidy. The fights ahead will test your skills and the limits of your survivability. You'll also be taunt swapping like you've never taunt swapped before (which is its own kind of exciting).
Morchok
Morchok is a fairly simple encounter (and "fairly" is being generous). Consider it the Lootreaver of Dragon Soul.
When you pull Morchok, turn him away from the raid. His Stomp attack will split damage among all targets within 25 yards, but the two closest (that is, you and your co-tank) get a double share of the damage. So unless you're trying to play Kill the DPS, face the boss away.
You and your co-tank will be swapping at around two or three stacks of the Crush Armor debuff. Each stack reduces your armor by 20 seconds, so don't allow it to stack too high. Usually I'll take the boss first, co-tank taunts at two stacks, and then taunt when my stacks fall off, and we continue to taunt when stacks drop off there on out.

Lastly, at 20% remaining health, the boss will undergo a soft enrage, buffing his attack speed and damage done by becoming Furious. You can pop a cooldown here, if you want. I doubt you'll be in much danger, what with the loot pinata thing and all.
For glyphs, Focused Shield is a good idea since there are no adds. Glyphing Divine Protection is not necessary, as most of the damage will just be boring melee attacks. There's not much spell damage going out aside from Black Blood of the Earth, and you shouldn't be taking damage from that.
Loot to look out for:
- Brackenwall Shoulderplates
- Hardheart Ring (loot shared with other bosses)
- Indomitable Pride (shared loot, as well)

Yor'sahj is another easy boss -- feel free to call this the Skittles fight -- with, of course, another lazy tank swap mechanic. Swap on two to three stacks of Void Bolt; don't carry it too much further than that, to play it safe. It's worth mentioning, though, that Void Bolt will inevitably fall off when the boss is channeling three slimes into existence.
The fight itself is pretty much carried by the healers and DPS. Some colors will necessitate quick work to keep yourself alive. But other than that, DPSers will be running off to kill the chosen slime. Let's go through the colors and what they mean for you when they reach the boss.
- Purple This one will always be killed, so don't concern yourself with it. It's by far the deadliest slime. No good reason to let it reach the boss.
- Yellow You'll want to use cooldowns through this, as the boss will hit you much more often with Void Bolt and melee attacks thanks to the buff it gains. It's mostly spell damage that you need to worry about, so make sure to have the Mirror of Broken Images equipped and chain that with a glyphed Divine Protection.
- Blue Your healers' mana will rapidly dissipate, so be prepared to pop cooldowns to keep yourself alive until the Mana Void is destroyed and they get their juice back.
- Red There's no real effect on tanking. The raid will stack on you to mitigate the Searing Blood damage.
- Black Adds will spawn. Keep Inquisition up and cast Hammer of the Righteous to your heart's content. Consecration is just peachy here, as well. Don't panic when the adds are up; they fixate on random raiders, so there's no need to start frantically mashing your taunt keys.
- Green Acid will rain from the sky. Everyone needs to be spread out, to avoid chaining the acid damage damage, so make sure you're not standing on anyone.
Loot to look out for:
- Legguards of Radiant Glory (token)
- Hardheart Ring (shared)
- Indomitable Pride (shared)

This is the hardest fight of the first half of Dragon Soul and perhaps the one that will present the first speed bump to your raid as you make you start to progress. At least on 25-man, we found this to be a huge headache.
Keep in mind that as of the time I'm writing this, the fight is buggy as hell. The Void of Unmaking (the pong ball) loves to glitch out, standing still or bouncing off of a random entity (I swear we've seen it ricochet off of a player skeleton). So prepare yourself for some ridiculous wipes until the bugs are ironed out.
Anyway, the damage output on this fight can be intense for the tank. Zon'ozz gains a stacking buff, Focused Anger, that will increase his damage done and attack speed by 10% per stack, which only resets during each intermediary tentacle fun time phase.
Likewise, he'll periodically cast Psychic Drain, which does a large amount of shadow damage. You really want to mitigate that using a glyphed Divine Protection and of course the trusty Mirror. Watch your boss mods for when this ability goes off cooldown for the boss, and then pop your cooldown preemptively. Psychic Drain is easily the quickest way to die on this fight.
Now, during tentacle fun time, there will be a ton of AoE damage going out to the raid. It goes without saying that this is an excellent time to use Divine Guardian. The boss will also continue to melee you during this phase, so don't neglect to keep Holy Shield up.
Perhaps the most entertaining part of the fight, occasionally when the Void is heading back to Zon'ozz to push the fight to that tentacle phase, you'll need to drag the boss to intercept the incoming void. Pay attention to where the void is; hopefully, the raid will let you know which direction you need to run and how crazily you'll need to dash off to make the catch.
Loot to look out for:
- Handguards of Radiant Glory (token)
- Graveheart Bracers
- Hardheart Ring (shared)
- Indomitable Pride (shared)
Filed under: Paladin, (Paladin) The Light and How to Swing It






Reader Comments (Page 1 of 1)
Cetha Dec 16th 2011 8:25PM
I'm hoping to tank in Raid Finder on my pally this weekend, I assume most of this applies? Thanks for this!
madfigs Dec 16th 2011 10:51PM
On Zon'ozz, you won't have to worry about the ball bouncing at all! The tentacle phase will start on its own, you can just stack the raid behind him and keep him pointed away from them the whole time. The other two fights are pretty much the same.
VerticalEvent Dec 16th 2011 8:56PM
"Lastly, at 20% remaining health, the boss will undergo a soft enrage, buffing his attack speed and damage done by becoming Furious."
That's not a soft enrage. A soft enrage is typically a stack buff (or debuff) that is applied that makes the encounter harder and harder (and cannot be removed) until it starts to become too hard to heal through. Examples of soft enrages include Thorium's Lightning buff in Phase 2 (it will stack through out phase 2 until the bonus lightning damage becomes too hard to heal through, if the boss is not downed fast enough).
lownwolf Dec 16th 2011 9:38PM
If we are nitpicking, it could very well be a soft enrage if the damage is just impossible for the healers to keep up with for an extended period.
Remember that youre trying to be a nazi about made up words here......
GrandOldDuke Dec 16th 2011 9:51PM
'Each stack reduces your armor by 20 seconds'
My poor armor, its life expectancy cut incrementally short.
Rubicon Dec 17th 2011 2:10AM
The first 4 bosses seem to be -super- easy for tanks. You tank while the DPS spanks. I have done the last 4 on dps, but those are the only ones I am concerned with as a tank. For instance, when are the swaps?
zee824 Dec 17th 2011 8:50AM
well if u want to be really nit picky you could say that it is actually a hard enrege as it happens at a specific point in the fight, usually this is a specific time but it it still valid.
zee824 Dec 17th 2011 8:52AM
was supposed to be a reply to iownwolf
Magicslime Dec 17th 2011 12:49PM
Well, its not actually a hard enrage. Soft enrage is correct, because you can still pull through pretty easily. A hard enrage basically means you wipe.
Gustofrn Dec 17th 2011 10:48AM
Warlord Zon'ozz
25-Man RF is very different than the normal mode. LFR the ball auto tracks to the boss at 10 stacks. It "seems" to bounce off players so I OT the ball solo bouncing it near but away from the raid group (not sure if my control is just an illusion). I take all the damage and a healer can just focus on me (best to have a healer who likes you with you).
Then everyone just stacks on boss, no explanations or oops/sorry moments. Tanks control the fight (its why we like tanking).
10-man we do the ping pong Range & melee. Works well but if you want to one tank it have a strong tank & healer combo. Pong until ball gets 5-6 stacks then (Melee moves WAY out, if you are too close and the ball finds you, you can't hide your fail cause you're dead) so it hits boss. Nuke phase in shadowy realm. Coming out of Shadow Realm is our "this hurts phase." He stacks Focus Anger 3-5 times before pong starts. So if you want to do 5-6 stacks again on Pong Focus Anger reaches 9-10 stacks. Been killing MT tank or taking heals OOM. We plan to try 2 tanks, tank swaps in 2nd & 3 phase when he channels Pong, to keep Focus Anger under 6 stacks. How are others handling Pong? 1 or 2 tanks? fewer pong stacks in 2nd and 3rd exits?
Angus Dec 17th 2011 12:15PM
The pong should always be 5 stacks. Even means you are doing something wrong.
The ball launches out around the ranged group and heads for the wall. Ranged hits it, melee sends it back, ranged bounces it, melee bounces it back and IMMEDIATELY STRAFES TO THE SIDES. Ball is bounced back and boss eats it at 5.
This removes the buff on him. The big thing is that the balls are tossed at pretty much a set interval. Spin boss about and let him toss the ball at ranged. Spin him and let them do ping pong while the stacks start. It should not get high enough that a CD won't keep you up if it hits again at 5.
7 is too many, the boss is getting dangerously good at hurting the tank then. There's a timer on the ball that won't allow anyone to hit it once it has been hit. So the minimum time needed to get it to 7 is way too long.
gewalt Dec 17th 2011 2:21PM
youre delusional if you think it MUST be 5 stacks. you can do it any way you want to. yes, you can even use BL to get 9 stacks out in the first pong event, thus making the entire fight much shorter
Thrornir Dec 17th 2011 4:36PM
For 10-man normal, the first four bosses are easily possible with a single tank with intelligent use of cooldowns and your healers paying attention. My experience is this is true as well in LFR-25, but I haven't tried Normal 25 yet.
goldeneye Dec 19th 2011 9:17AM
"Red: There's no real effect on tanking. The raid will stack on you to mitigate the Searing Blood damage."
Nono, the raid will stack on the boss.
*cough* Tank primadonna *cough*
/ducks
:p