Selrach Di'Zok  

Zone:The Temple of Kor-Sha
Faction:Brood of Di'Zok
Possible Classes:Shadowknight
Difficulty:^ ^ ^ Epic x4
Purpose:The Overking
Classifications:Biped, Dizok, Living, Nocharm, Nodrag, Organic, Overking, Sentient, Terrestrial, Warmblooded
Grants AA

a.k.a. Overking Selrach


Contents [hide]

Known Info

Multi mob encounter with epic 4x add management on the pull, short leash point and eight heroic adds every 30 seconds. One joustable AE with tapered damage based on proximity. Illusionist adds stifle on initial engagement.

Melee Abilities

  • Slashing 93%
  • Disease 3%
  • Heat 2%
  • Divine 2%

Healing Abilities

  • Bolster Confidence 98 %
  • Unholy Strike 2%

Non Melee Abilities

  • Overking's Inferno (48 second timer)
    • Damage Type: Heat
Effect 360 AE heat high damage over time (damage done decreases the farther you are away from point blank)

  • Di'Zok's Concussive Blast (48 second timer)
    • Damage Type: Magic
Effect 360 AE low damage over time, has a stun/stifle component, curable arcane

  • Cure Arcane
  • Cure Noxious (reprieve & remedy)
  • Cure Elemental (reprieve & remedy)

Strategy Overview

MT tank on Selrach, OT on adds, recovery team of 3 to neutralize stray adds. The initial fight starts on the dais (large circular platform that the Selrach and his minions start on.) After the first set of HEROIC adds are dead the Selrach is moved to the spot marked in the diagram below and we split tank the adds away from the Selrach.

Heal Strategy

Healers will start with everyone else during the initial pull MT and OT healers will move within healing range of their respective tanks to keep them standing, sanctuary should be used on the MT. All healers will move with in healing range after the first AE hits. When the first adds become active, the MT needs to be the target of an Anti-death spell. Once the first set of HEROIC adds are down the MT, and Group 1 DPS healers will move with their groups. During the move, an aoe prevention for stifle, stun and root needs to be in effect. These would include Advanced Warning, Blade Dance or Sanctuary. The OT and Group 2 DPS healers move with their respective groups.

Tank Strategy

MT and OT are in together on the pull MT on Selrach OT on epic adds. After the first set of Heroic adds are down MT will begin to move Selrach to the location marked below as “Phase 2 Selrach Tank Spot “ where they will tank Selrach with the high single target DPS group and the MT group. At 56% health on Selrach he will whip out his giant sword of wipeing the raid prior to that those near Selrach will need to begin spamming the clicky (Isydryl's Wand of Intervention, from Pawbuster) to disarm him or he will kill the whole raid.

OT during the move will reposition to the location marked as “Phase 2 Adds Tank Spot” in the diagram and be responsible for picking up the majority of the adds pathing to Selrach.

DPS Strategy

DPS will be devided into two groups group one will contain heavy AE and distance capable DPS Group two will contain heavy damage single target DPS. All DPS is to remain out on the pull to avoid the initial inferno once we have a solid timer DPS will target the MA for the initial set of adds up on the dais. Once the epic adds are down group one will focus on the MT target (Selrach) and group two will focus on OT targets (adds) Please remember no DPS on the move though. When there are no adds group 2 can use distance dps and debuffs only on Selrach. Every 48 seconds Overkings Inferno will go off 10 seconds prior DPS will joust out until the AE hits then of course joust back in when it hits.

DPS On add control should review the following information.

The Heroic adds are as follows:

2 Mentalists - Long Duration Stifle 2 Assassins - PBAE Damage on spawn 2 Warriors - Taunt 1 Evoker - Dunno... just dies 1 Diviner - Heals others in group but not enough to matter

The Mentalists are the first to die as they cast the Stifle and must be neutralized as fast as possible. Assassins will often go after healers or other non prefered characters... however will usually die in the AE if close to the Mentalists in the initial few seconds. Warriors will always die in the AE or by the person they force to target them.

Order of targets:

  • Mentalist
  • Mentalist
  • Evoker
  • Diviner
  • All that remain

NOTE: To all casters, any Arcane that you see is a high priority to cure off your healer as there is a Very high chance that it is a stifle. Also, any Nox debuff you see is a high priority to cure off of the tanks followed by the melee DPSers as this is the long duration Root.

Special Team Strategy

Three individuals will be tasked with add clean up duty. These folks will be with everyone else on the pull but after the move they will take up the position marked “Add Control Area” in the Diagram below. These folks sole responsibility is recovery and destruction of any and all adds that break free from the OT group. During lulls this group can change focus on Selrach for a bit of DPS and debufing but must be vigilant about not letting adds through to Selrach. After the 50% of Selrach's health heroic fire adds will begin to spawn and make their way slowly to Selrach it is of paramount importance that this team takes them out well before they reach Selrach or a massive AE will go off wiping the raid.

Encounter Diagram

Overking Encounter Diagram

Raid Groups

Group Setups
Main Tank Support Tank Melee DPS Caster DPS
Berserker Shadow Knight Guardian Ranger
Dirge Dirge Dirge Troubador
Coercer Coercer Illusionist Illusionist
Warden Assassin Brigand Swashbuckler
Defiler Mystic Bruiser Warlock
Templar Templar Inquisitor Inquisitor
NOTE: All strategies are written up with the group setups used to beat these encounters at the time and while the specific classes used are not required the general roles that they fill are.

Key Roles

  • Recovery Team Ranger, Shadow Knight, Monk were used in this strategy although any ranged or classes with taunts could be substituted

  • Person with Clicky Must make with the clicky at 56%


This is a long fight, semi technical in nature. Pre TSO this fight requires folks to be not only focused on their individual roles but to push their capabilities a bit to eek out that extra level of performance. Concentrate on individual roles and add control is king for this fight. Post TSO this fight is a bit easier but still requires due dilligence.

ZAM credits Ghosts of the Jaggedpine & MMO-Strategist for the original information in this guide.

Rise of Kunark Raid Quest Series
1The Fate of NorrathTairiza the Widow Mistress - Pawbuster - Imzok's Revenge
2The Amulet of DrolakisEmperor Venril - Overking Selrach
3Into the Bowels of the BeastThe Leviathan
4The Secret of the Stone
Sub-quest:Taking on Trakanon
Kluzen the Protector - Elder Ekron - Nexona - Druushk - Taskmaster Nichok - Milyex Vioren - Qunard Ashenclaw - Xygoz - Hoshkar - Travenro the Skygazer - Silverwing - Phara Dar

Other Resources: EQ2i LootDB Human-Readable Link:'Zok

This page last modified 2012-03-29 10:47:06.