Working on Heroic 25 Zon'ozz and I was wondering a few things.
Currently, we are split into 4 groups working on a flail, 2 eyes and then the claw we are assigned to.
Do you think it would overall be better to just make sure all my dots are up on the 4 targets (UA, Corrup, CoE and BoA) or should I just keep UA/Corrup up on all of them and then Shadowbolt/Haunt them down one at a time?
Also, I am poping my DG after the second blackphase with correct intel procs, because thats what people have told me is the best way to go, but we are making it into 4 blackphases instead of the 3 phases like I've seen in kill advice. So maybe I should pop it on the 3rd blackphase?
You want to DG as late as possible in the fight while still getting full duration out of your doomguard. For me, that's 4 minutes in, on the 3rd proc. of insignia of the corrupted mind. This happens during the main phase, so I can have soulburn + engineering gloves lined up with it. Actually on this kill I'm linking, it looks like I doomguarded near the end of my Velocity proc, so I only got my DPS pot (which I popped since I had velocity lined up with meta and lots of time to stand there and pew pew, and the boss was prob. going to be dead before I could get another full meta in).World of Logs - Real Time Raid Analysis
I'm demo, so I got 34 casts, 1.9 dmg out of my DG. It ended about 30 secs before the boss died. (for a demo lock, you can pop up the "buffs cast" bar for demonic pact on WoL to see when the doomguard was up). I guess after the next round of nerfs I'll have to doomguard on my 2nd insignia proc.
I do a lot of dmg on that fight since I leave my felhunter on the boss during black, to make sure as many people as possible are in range for 10% spellpower, and also because it's doing more damage there than it would running over to eyes and flails. Also demo does well since late doomguard is really strong, and I usually line up my last meta of the fight with heroism.
As aff, you don't get so much dmg out of your pet, so it might be worth it to bring him over to adds to get a spell lock on an eye stalk, esp. if you don't have anyone else in your party with an interrupt, since one person eating two shadow chain beam things is how we generally lose someone during black, unless they were really low from a poorly timed black while people still had shadows.
Raid dmg during black scales with the number of adds up, so getting the flail down ASAP is key to healers being able to last the whole fight. As aff, I might do something like corruption and/or UA the flail (just one or the other if it always dies really fast), CoE the eye that will die last (for jinx, if your group it too far from the boss for jinx off the boss), shadow bolt the flail until it's dead, then full-dot one eye, soul swap to the other eye. If you're with a boomkin, you can wait on CoE until after the flail is dead, since they'll apply it to the flail with mushrooms they planted on the way over, before adds spawned. Work out with your party who's getting 5% spell crit on which eye, if applicable. non-jinx warlocks will want to work out who's getting 8% spell dmg on which eye, if they're with a boomkin (or unholy DK, if you mix ranged and melee). The hunter pet 8% has a 35sec CD or something, so you can't count on their pet putting it up in a timely manner. If you're in a party with good burst DPS, you can maybe get away with UA/Corr on the flail, and then dotting both eyes while they kill the flail. SB spam as aff is fairly weak compared to boomkin or spriest single target burst. Fire mages usually LB the eyes to get their 10% haste buff up from having dots on 3 targets before nuking the flail, but they have the excuse of having to target the eyes anyway to counterspell them.
Obviously also work out with your group which eye to nuke down after dotting them both. It's much better for the healers to have more adds dead sooner.
For my guild, learning this fight was more about getting the orb bounced correctly and getting it to hit the boss before a new round of disrupting shadows, so nobody had the debuff going into the phase. Correctly means no ranged hung around in the wrong spot to split with the solo soakers (spriests / fire mages), and no melee failing to get out. But we did sometimes still lose people in black phase, so optimizing the DPS of my party on adds was something I did, since more efficient DPS is always better. (we use the same strat you describe, 4 teams for 4 groups of adds, arranged into parties in the raid, with an extra group of spare healers and the tank + feral OT for the other claw)
If you do leave your pet on the boss during black, make sure you refresh dots right before adds spawn, so shadow bite will do as much as possible. When we first killed this, we were pretty tight on the enrage timer, so leaving the pet on the boss instead of having it help with adds seemed like the most efficient use of the pet, in terms of beating all the parts of the fight, not just surviving black phases.