01-14-2014, 05:14 PM
The fight against Garrosh is a four-phase fight:
Phase One: lasts until Garrosh reaches 10% health, at which point he heals himself to FULL and sends the raid into a transition phase. During Phase One Garrosh has two abilities and gets help from adds.
Transition Phase: Lasts for 1 minute. During this phase the raid is sent into another realm where we have to defeat several adds and reach Garrosh in order to interrupt a cast channel that increases his power in the next phase.
Phase Two: Garrosh has 2.5 times as much health as he did in Phase One, but any damage done to him in the Transition Phase carries over to Phase Two. During Phase Two Garrosh will periodically send the raid into the realm where the Transition Phase took place, and we'll have to repeat the Transition Phase there.
Phase Three: Phase Two lasts until Garrosh reaches 10% health again, at which point he heals himself to 25%, and the raid enters Phase Three. This lasts until Garrosh dies. Garrosh has the same abilities as Phase Two.
Phase One
Garrosh's abilities in Phase One:
* Desecrate & Desecrated Weapon: Garrosh targets a random RANGED raid member every 40 sec (even if they're standing in melee), and creates a Desecrated Weapon at that player's location and does damage in a 15-yard radius. The Desecrated Weapon is a hostile, non-attacking NPC surrounded by a large void zone. The size of the void zone is proportional to its health. When the weapon is killed, the void zone disappears.
* Hellscream's Warsong: buff that Garrosh casts on any adds present, every 30 sec, which increases the targets' damage and health by 150%.
Phase One Adds:
* Kor'kron Warbringers spawn in packs of 6 (3 from each side of the room) every 40 seconds. They cast Hamstring, which deals a lot of physical damage to the tank and reduces the tank's movement speed by 50% for 10 sec.
* Farseer Wolf Riders: spawn one at a time, every 40 seconds, on alternating sides of the room. They have three abilities:
1) Ancestral Fury: stacking self-buff that causes the rider to gain 25% cast speed every time one of their spell casts is interrupted.
2) Ancestral Chain Heal: interruptible chain heal.
3) Chain Lightning: interruptible chain lightning.
--> We'll be interrupting the Chain Heal but NOT the Chain Lightning.
* Siege Engineers: low-health adds that spawn two at a time on small ledges on either side of the room. For 15 seconds, they will channel an uninterruptible spell into a giant spiked wheel (called an Iron Star) which are located at either side of the room. If they complete their casts the Iron Stars roll through the fighting area. Any players in the way take lethal damage and are knocked back. Adds in the way take a lot of damage. When the Iron Star crashes into the wall on the far side, it smashes, dealing a massive amount of fire damage to all raid members (but it's lower further away from the impact).
We can prevent the engineers from activating their stars by having ranged kill them.
Strategy for Phase One
Tanks:
* One tank picks up Garrosh
* The second tank picks up the Warbringers and the Wolf Riders.
DPS:
* Single Target the Wolf Riders. High priority target. Interrupt Chain Heal but NOT Chain Lightning.
* AoE the Warbringers. Not a high priority, but don't get overwhelmed, and don't let them get two buffs.
RANGED:
-- Desecrated Weapons --
* Ranged stay at range to avoid placing a weapon in melee.
* When the weapon appears, ranged group moves out of void zone.
* Ranged DPS kills the weapon. Not a high priority -- just dot them up.
-- Engineers and Iron Stars --
* One or two ranged players will be designated to kill one Engineer (the one on the left of the room, further from Garrosh's throne). We'll let the other Engineer activate his wheel.
* Get out of the way of the Iron Stars
* Be far from the wall where the Iron Star hits (at least halfway across the room)
* Place the adds in the way of the Iron Stars by having a tank position them close to the path, then have a player with a knock-back (druid, elemental shaman) knock them back into the path.
Transition Phase
When Garrosh reaches 10% health he heals up to full and transports himself, and the raid, into the realm of Y'Shaarj. This phase lasts for 1 minute.
Garrosh's abilities in the Transition Phase:
As soon as this phase starts we'll be teleported into a new area, chosen at random between phased-out versions of the Terrace of Endless Spring, the Temple of the Jade Serpent, and the Temple of the Red Crane.
Each area contains adds which, when killed, confer a buff to players in a small radius that reduces damage taken by 50%. These buffs last to the end of the transition phase.
While any of the adds are alive, Garrosh, who is located behind the adds, is immune to damage, and he is "absorbing energy from the Heart of Y'Shaarj." Killing all the adds removes Garrosh's immunity, and attacking him stops him from further training energy from the heart. The less energy he gains, the better it is for the raid later on.
Once he is engaged by the raid, he'll spam Annihilate, a frontal cone attack that occurs in random directions. It does lethal damage to anyone in front of him, and very high physical damage to everyone else.
One minute after the start of this phase, Phase Two will start. We'll be sent back to the room where Phase One was fought, and we'll face Garrosh there. He'll have healed to full health, and his max health will be about 2.5 times higher than it was in Phase One. Any damage to him done in the Transition Phase will be carried over into Phase Two.
* Terrace of Endless Spring
-- Adds: Embodied Fears.
-- Name of buff: Consumed Courage
-- Add numbers: lots of low-health adds
* Temple of the Jade Serpent:
-- Adds: Embodied Doubts.
-- Name of buff: Consumed Faith
-- Add numbers: these come in packs.
-- Raid configuration: We'll need to split into two groups because the path to Garrosh splits up. Each half of the raid will handle the adds in its path. We'll meet up at Garrosh.
* Temple of the Red Crane:
-- Adds: Embodied Despairs
-- Name of buff: Consumed Hope
-- Add numbers: There are two of these adds
-- Raid configuration: We'll need to split into two groups because the path to Garrosh splits up. Each half of the raid will handle the adds in its path. We'll meet up at Garrosh.
Strategy for the Transition
* Kill the adds as quickly as possible
* Pile on top of the adds when they die to get the buff
* Deal as much damage as possible to Garrosh
* Don't die to the frontal cone attacks: Stack up inside Garrosh's hitbox, and move slightly behind where he is facing. That way we benefit from AoE heals and only have to move a little to avoid his frontal cone attack.
Phase Two
This phase starts once the transition ends. We'll be sent back to the room where Phase One took place. Garrosh will be at full health minus whatever damage we did to him during the Transition Phase.
Garrosh's Abilities in Phase Three
In Phase Three, Garrosh has an energy bar. He gained energy during the Transition Phase (from the time the transition started to when we engaged him), and he gains more energy throughout Phase Two. His energy bar determines the state of his abilities. He has four abilities, and each one of these abilities becomes "empowered" when Garrosh reaches a certain amount of energy. The empowered ability replaces the non-empowered version, and is basically a more dangerous version. Here are his four abilities:
(1)Whirling Corruption: 6-second Whirlwind attack. Deals moderate Shadow damage every second to the entire raid, but less the further you are away.
--> at 25 energy, Whirling Corruption becomes Empowered Whirling Corruption, which adds a missile attack at a random raid member, dealing a high amount of Shadow Damage to all players in an 8-yard radius and summoning an add called Minion of Y'Shaarj. These adds have no abilities, but when they die, they heal other nearby Minions to full health and grant them 200% increased maximum health and damage. This buff stacks.
(2)Touch of Y'Shaarj: Mind control cast on several random raid members. While mind-controlled, these players attempt to cast Touch of Y'Shaarj on other raid members, which, if successful, also mind-controls those players. Mind-controlled players' Touch of Y'Shaarj can be interrupted, and the mind control is broken when these players reach 20% health.
--> at 50 energy, Touch of Y'Shaarj becomes Empowered Touch of Y'Shaarj. This more dangerous version turns the mind-controlled players into Sha. They are immune to loss-of-control effects and have more health.
(3)Desecrate: This works just like it does in Phase One (the weapon + void zone attack).
--> at 75 energy, Desecrate becomes Empowered Desecrate. In this version, the weapon cannot be killed, and they regenerate health over time. They can be damaged, and lowering their health reduces the size of the void zone.
(4)Gripping Despair: Stacking DoT on the tank that deals Shadow Damage. This ability requires a tank swap.
--> at 100 energy, Gripping Despair becomes Empowered Gripping Despair. This version causes Explosive Despair whenever the Empowered Gripping Despair DoT wears of or is removed (though immunities, as it can't be dispelled). Explosive Despair deals damage to the affected player, and stacks a debuff on them. The damage done is equal to the current value of Gripping Despair on the target (depending on the number of stacks) and the debuff causes the player to take 10% increased damage from Explosive Despair per stack of the Empowered Gripping Despair. This debuff continues to build up on the player from successive Explosive Despairs, and has a 2-minute duration which means that it won't have time to drop off.
At regular intervals, about every 2.5 minutes, Garrosh will take everyone back into the realm of Y'Shaarj, where we will have to almost repeat the Transition Phase (kill adds, reach Garrosh, damage him).
Strategy for Phase Two
The strategy for this phase depends on proper positioning and movement. The adds and the Iron Stars are gone, so we can use the whole room.
* Tank Garrosh in the center of the room.
* Tanks perform a tank swap to deal with the Gripping Despair ability. Swap when it reaches 8-10 stacks. Same with Empowered Gripping Despair (swap at 8-10 stacks). The effect will be the same except that the tank not currently tanking Garrosh will sustain high damage from Explosive Despair.
* Ranged start in one corner of the room, and stack & move together. With each new weapon that spawns on them, ranged must move slightly, so as to have each new weapon placed next to the old ones, conserving space. Don't bother killing the weapons. When Garrosh begins casting Empowered Desecrate, keep ignoring the weapons.
* Don't stand too close when he casts Whirling Corruption (the wirlwind attack). He can be moved while he's channeling the spell, so the tanks can drag him a bit away. When he begins using Empowered Whirling Corruption, kill the Minions away from the other Minions. Best way is to have each ranged DPS pick a Minion and attack it, pulling it away from the other raid members. Make sure that, while spread out dealing with the minions, no weapons fall in a problematic location.
* Interrupt mind-controlled players (use stuns and CC too), and bring them down to 20% as quickly as possible to break the mind control. When Empowered Touch of Y'Shaarj starts and they turn into Sha, we can't stun them any more, so they'll need to be taken down to 20% very fast so they don't get a cast off.
* Whenever we're sent into the realm of Y'Shaarj, reach Garrosh as quickly as possible to minimize the amount of energy that he gains, so that he doesn't get access to too many Empowered abilities.
Phase Three
When Garrosh is brought to 10% health in Phast Two, he'll heal up to 25% health and Phase Three will begin. This phase lasts until he dies.
Garrosh's abilities in Phase Three
During this phase he uses the four Empowered abilities from Phase Two: Empowered Whirling Corruption, Empowered Touch of Y'Shaarj, Empowered Desecrate, and Empowered Gripping Despair.
Strategy
Identical to Phase Two, the only difference being that we'll have to deal with stronger versions of all his abilities right from the start.
This is a brutal burn phase, because we need to kill him as fast as possible. While we might run in to Desecrated Weapons problems, with void zones taking up too much space (the ones from Phase Two will still be up), the biggest problem will be the Minions of Y'Shaarj, which will be more and more difficult to handle the less room we have the maneuver.
We'll use Bloodlust in Phase Three to kill Garrosh before we run out of room, and before the tanks become unable to survive the damage caused by Empowered Gripping Despair.
Summary
Tanks
* Phase One: one tank takes Garrosh, the other takes the adds.
* Phases Two and Three: perform a tank swap on Garrosh, and pick up any Minions of Y'Shaarj
Healers
* Phase One: beware of damage from the Iron Star impact explosions
* Transitions: beware of high raid-wide damage from Annihilate (frontal cone attack: lethal if struck, high damage on everyone else).
* Phases Two and Three: beware of high tank damage from Empowered Gripping Despair, and high raid-wide damage from Whirling Corruption.
DPS
* Phase One: Kill the Wolf Riders as soon as they appear. Kill the Desecrated Weapons.
* Phase Two and Three: DPS the mind-controlled players, kill Minions away from other Minions.
Everyone
* Phase One: Interrupt the Wolf Riders' Chain Heal but not Chain Lightning.
* Transitions: Stack on the adds when they die, and don't get hit by Annihilate
Phase One: lasts until Garrosh reaches 10% health, at which point he heals himself to FULL and sends the raid into a transition phase. During Phase One Garrosh has two abilities and gets help from adds.
Transition Phase: Lasts for 1 minute. During this phase the raid is sent into another realm where we have to defeat several adds and reach Garrosh in order to interrupt a cast channel that increases his power in the next phase.
Phase Two: Garrosh has 2.5 times as much health as he did in Phase One, but any damage done to him in the Transition Phase carries over to Phase Two. During Phase Two Garrosh will periodically send the raid into the realm where the Transition Phase took place, and we'll have to repeat the Transition Phase there.
Phase Three: Phase Two lasts until Garrosh reaches 10% health again, at which point he heals himself to 25%, and the raid enters Phase Three. This lasts until Garrosh dies. Garrosh has the same abilities as Phase Two.
Phase One
Garrosh's abilities in Phase One:
* Desecrate & Desecrated Weapon: Garrosh targets a random RANGED raid member every 40 sec (even if they're standing in melee), and creates a Desecrated Weapon at that player's location and does damage in a 15-yard radius. The Desecrated Weapon is a hostile, non-attacking NPC surrounded by a large void zone. The size of the void zone is proportional to its health. When the weapon is killed, the void zone disappears.
* Hellscream's Warsong: buff that Garrosh casts on any adds present, every 30 sec, which increases the targets' damage and health by 150%.
Phase One Adds:
* Kor'kron Warbringers spawn in packs of 6 (3 from each side of the room) every 40 seconds. They cast Hamstring, which deals a lot of physical damage to the tank and reduces the tank's movement speed by 50% for 10 sec.
* Farseer Wolf Riders: spawn one at a time, every 40 seconds, on alternating sides of the room. They have three abilities:
1) Ancestral Fury: stacking self-buff that causes the rider to gain 25% cast speed every time one of their spell casts is interrupted.
2) Ancestral Chain Heal: interruptible chain heal.
3) Chain Lightning: interruptible chain lightning.
--> We'll be interrupting the Chain Heal but NOT the Chain Lightning.
* Siege Engineers: low-health adds that spawn two at a time on small ledges on either side of the room. For 15 seconds, they will channel an uninterruptible spell into a giant spiked wheel (called an Iron Star) which are located at either side of the room. If they complete their casts the Iron Stars roll through the fighting area. Any players in the way take lethal damage and are knocked back. Adds in the way take a lot of damage. When the Iron Star crashes into the wall on the far side, it smashes, dealing a massive amount of fire damage to all raid members (but it's lower further away from the impact).
We can prevent the engineers from activating their stars by having ranged kill them.
Strategy for Phase One
Tanks:
* One tank picks up Garrosh
* The second tank picks up the Warbringers and the Wolf Riders.
DPS:
* Single Target the Wolf Riders. High priority target. Interrupt Chain Heal but NOT Chain Lightning.
* AoE the Warbringers. Not a high priority, but don't get overwhelmed, and don't let them get two buffs.
RANGED:
-- Desecrated Weapons --
* Ranged stay at range to avoid placing a weapon in melee.
* When the weapon appears, ranged group moves out of void zone.
* Ranged DPS kills the weapon. Not a high priority -- just dot them up.
-- Engineers and Iron Stars --
* One or two ranged players will be designated to kill one Engineer (the one on the left of the room, further from Garrosh's throne). We'll let the other Engineer activate his wheel.
* Get out of the way of the Iron Stars
* Be far from the wall where the Iron Star hits (at least halfway across the room)
* Place the adds in the way of the Iron Stars by having a tank position them close to the path, then have a player with a knock-back (druid, elemental shaman) knock them back into the path.
Transition Phase
When Garrosh reaches 10% health he heals up to full and transports himself, and the raid, into the realm of Y'Shaarj. This phase lasts for 1 minute.
Garrosh's abilities in the Transition Phase:
As soon as this phase starts we'll be teleported into a new area, chosen at random between phased-out versions of the Terrace of Endless Spring, the Temple of the Jade Serpent, and the Temple of the Red Crane.
Each area contains adds which, when killed, confer a buff to players in a small radius that reduces damage taken by 50%. These buffs last to the end of the transition phase.
While any of the adds are alive, Garrosh, who is located behind the adds, is immune to damage, and he is "absorbing energy from the Heart of Y'Shaarj." Killing all the adds removes Garrosh's immunity, and attacking him stops him from further training energy from the heart. The less energy he gains, the better it is for the raid later on.
Once he is engaged by the raid, he'll spam Annihilate, a frontal cone attack that occurs in random directions. It does lethal damage to anyone in front of him, and very high physical damage to everyone else.
One minute after the start of this phase, Phase Two will start. We'll be sent back to the room where Phase One was fought, and we'll face Garrosh there. He'll have healed to full health, and his max health will be about 2.5 times higher than it was in Phase One. Any damage to him done in the Transition Phase will be carried over into Phase Two.
* Terrace of Endless Spring
-- Adds: Embodied Fears.
-- Name of buff: Consumed Courage
-- Add numbers: lots of low-health adds
* Temple of the Jade Serpent:
-- Adds: Embodied Doubts.
-- Name of buff: Consumed Faith
-- Add numbers: these come in packs.
-- Raid configuration: We'll need to split into two groups because the path to Garrosh splits up. Each half of the raid will handle the adds in its path. We'll meet up at Garrosh.
* Temple of the Red Crane:
-- Adds: Embodied Despairs
-- Name of buff: Consumed Hope
-- Add numbers: There are two of these adds
-- Raid configuration: We'll need to split into two groups because the path to Garrosh splits up. Each half of the raid will handle the adds in its path. We'll meet up at Garrosh.
Strategy for the Transition
* Kill the adds as quickly as possible
* Pile on top of the adds when they die to get the buff
* Deal as much damage as possible to Garrosh
* Don't die to the frontal cone attacks: Stack up inside Garrosh's hitbox, and move slightly behind where he is facing. That way we benefit from AoE heals and only have to move a little to avoid his frontal cone attack.
Phase Two
This phase starts once the transition ends. We'll be sent back to the room where Phase One took place. Garrosh will be at full health minus whatever damage we did to him during the Transition Phase.
Garrosh's Abilities in Phase Three
In Phase Three, Garrosh has an energy bar. He gained energy during the Transition Phase (from the time the transition started to when we engaged him), and he gains more energy throughout Phase Two. His energy bar determines the state of his abilities. He has four abilities, and each one of these abilities becomes "empowered" when Garrosh reaches a certain amount of energy. The empowered ability replaces the non-empowered version, and is basically a more dangerous version. Here are his four abilities:
(1)Whirling Corruption: 6-second Whirlwind attack. Deals moderate Shadow damage every second to the entire raid, but less the further you are away.
--> at 25 energy, Whirling Corruption becomes Empowered Whirling Corruption, which adds a missile attack at a random raid member, dealing a high amount of Shadow Damage to all players in an 8-yard radius and summoning an add called Minion of Y'Shaarj. These adds have no abilities, but when they die, they heal other nearby Minions to full health and grant them 200% increased maximum health and damage. This buff stacks.
(2)Touch of Y'Shaarj: Mind control cast on several random raid members. While mind-controlled, these players attempt to cast Touch of Y'Shaarj on other raid members, which, if successful, also mind-controls those players. Mind-controlled players' Touch of Y'Shaarj can be interrupted, and the mind control is broken when these players reach 20% health.
--> at 50 energy, Touch of Y'Shaarj becomes Empowered Touch of Y'Shaarj. This more dangerous version turns the mind-controlled players into Sha. They are immune to loss-of-control effects and have more health.
(3)Desecrate: This works just like it does in Phase One (the weapon + void zone attack).
--> at 75 energy, Desecrate becomes Empowered Desecrate. In this version, the weapon cannot be killed, and they regenerate health over time. They can be damaged, and lowering their health reduces the size of the void zone.
(4)Gripping Despair: Stacking DoT on the tank that deals Shadow Damage. This ability requires a tank swap.
--> at 100 energy, Gripping Despair becomes Empowered Gripping Despair. This version causes Explosive Despair whenever the Empowered Gripping Despair DoT wears of or is removed (though immunities, as it can't be dispelled). Explosive Despair deals damage to the affected player, and stacks a debuff on them. The damage done is equal to the current value of Gripping Despair on the target (depending on the number of stacks) and the debuff causes the player to take 10% increased damage from Explosive Despair per stack of the Empowered Gripping Despair. This debuff continues to build up on the player from successive Explosive Despairs, and has a 2-minute duration which means that it won't have time to drop off.
At regular intervals, about every 2.5 minutes, Garrosh will take everyone back into the realm of Y'Shaarj, where we will have to almost repeat the Transition Phase (kill adds, reach Garrosh, damage him).
Strategy for Phase Two
The strategy for this phase depends on proper positioning and movement. The adds and the Iron Stars are gone, so we can use the whole room.
* Tank Garrosh in the center of the room.
* Tanks perform a tank swap to deal with the Gripping Despair ability. Swap when it reaches 8-10 stacks. Same with Empowered Gripping Despair (swap at 8-10 stacks). The effect will be the same except that the tank not currently tanking Garrosh will sustain high damage from Explosive Despair.
* Ranged start in one corner of the room, and stack & move together. With each new weapon that spawns on them, ranged must move slightly, so as to have each new weapon placed next to the old ones, conserving space. Don't bother killing the weapons. When Garrosh begins casting Empowered Desecrate, keep ignoring the weapons.
* Don't stand too close when he casts Whirling Corruption (the wirlwind attack). He can be moved while he's channeling the spell, so the tanks can drag him a bit away. When he begins using Empowered Whirling Corruption, kill the Minions away from the other Minions. Best way is to have each ranged DPS pick a Minion and attack it, pulling it away from the other raid members. Make sure that, while spread out dealing with the minions, no weapons fall in a problematic location.
* Interrupt mind-controlled players (use stuns and CC too), and bring them down to 20% as quickly as possible to break the mind control. When Empowered Touch of Y'Shaarj starts and they turn into Sha, we can't stun them any more, so they'll need to be taken down to 20% very fast so they don't get a cast off.
* Whenever we're sent into the realm of Y'Shaarj, reach Garrosh as quickly as possible to minimize the amount of energy that he gains, so that he doesn't get access to too many Empowered abilities.
Phase Three
When Garrosh is brought to 10% health in Phast Two, he'll heal up to 25% health and Phase Three will begin. This phase lasts until he dies.
Garrosh's abilities in Phase Three
During this phase he uses the four Empowered abilities from Phase Two: Empowered Whirling Corruption, Empowered Touch of Y'Shaarj, Empowered Desecrate, and Empowered Gripping Despair.
Strategy
Identical to Phase Two, the only difference being that we'll have to deal with stronger versions of all his abilities right from the start.
This is a brutal burn phase, because we need to kill him as fast as possible. While we might run in to Desecrated Weapons problems, with void zones taking up too much space (the ones from Phase Two will still be up), the biggest problem will be the Minions of Y'Shaarj, which will be more and more difficult to handle the less room we have the maneuver.
We'll use Bloodlust in Phase Three to kill Garrosh before we run out of room, and before the tanks become unable to survive the damage caused by Empowered Gripping Despair.
Summary
Tanks
* Phase One: one tank takes Garrosh, the other takes the adds.
* Phases Two and Three: perform a tank swap on Garrosh, and pick up any Minions of Y'Shaarj
Healers
* Phase One: beware of damage from the Iron Star impact explosions
* Transitions: beware of high raid-wide damage from Annihilate (frontal cone attack: lethal if struck, high damage on everyone else).
* Phases Two and Three: beware of high tank damage from Empowered Gripping Despair, and high raid-wide damage from Whirling Corruption.
DPS
* Phase One: Kill the Wolf Riders as soon as they appear. Kill the Desecrated Weapons.
* Phase Two and Three: DPS the mind-controlled players, kill Minions away from other Minions.
Everyone
* Phase One: Interrupt the Wolf Riders' Chain Heal but not Chain Lightning.
* Transitions: Stack on the adds when they die, and don't get hit by Annihilate