This is a four phase fight. In Phase One, we fight Rastakhan and two adds.
PHASE ONE: Rastakhan and his bodyguards
The fight starts with 2 adds, shortly followed by Rastakhan himself. During this phase Rastakhan takes any damage he receives and splits it between his 3 adds.
One tank should pick up Rastakhan, while the other picks up the adds. Tank them all on top of each other.
Rastakhan's Abilities:
Rastakhan's tank will also be hit with Scorching Detonation. This is a damaging channeled spell. When the channel ends the tank explodes, doing large drop-off damage to the raid. This can be reduced by having the tank run far from the raid before it expires. (Rastakhan doesn't move while he is channeling the spell, so there is no need to tank swap during the channel, but at the end of the channel the second tank may want to pick him up as he'll start chasing his tank.)
Rastakhan will cast Plague of Toads. Three yellow swirls will spawn around the boss, and one toad will hop out of each one and head to the edge of the room in a straight line. Avoid the toads!
[Heroic only: the toads will leave poison void zones behind them. Don't step in these.]
[Heroic only: Rastakhan will put a Serpent Totem in the ground. It looks like a tall, translucent, cobra. This Serpent Totem will face a random player and breathe fire at them (Serpent's breath). When this totem spawns, swap to it immediately and kill it, while getting out of the breath.]
The two initial adds:
Prelate Zalan: casts Seal of Purification, which spawns a holy beam that fixates on a player. It does damage to anyone it touches so kite it away from the raid.
Siegebreaker Rokha will cast Meteor Leap on a random player, which does massive damage, but the damage is split between any players within 8 yards. Entire raid should stack on the player to share damage.
We'll focus Rokha first while cleaving Zalan and Rastakhan.
[Heroic only: there will be a third add, Headhunter Galwana, who casts Grevious Axe, a debuff which does a burst of damage to a random player, then applies a DoT that ticks until that player is healed above 90% health. Top them fast.]
Immediately after Meteor Leap, Rokha will hit the tank with Crushing Leap, which does massive physical damage and applies a debuff that increases damage from the next Crushing Leap by 500%. This is not an issue if we kill Rokha before the second Crushing Leap. If, however, Rokha lives to cast another one, tanks will need to swap or stack cooldowns to survive.
Phase 1: Kite the beam away, avoid the toads, stack on player with Meteor Leap, tanks swap or use mitigation for second Crushing Leap, Rastakhan's tank run out for Scorching Detonation.
[Heroic only: Kill the Serpent Totem, heal the players with Grevious Axe, avoid the pools left by the toads.]
When both adds are dead, Phase Two begins.
PHASE TWO: Bwonsamdi
Bwonsamdi will come down from his throne and will debuff any players within 30 yards of him with a stacking DoT, Aura of Death. Tank him far from the raid to stop players from getting these stacks. A healer will need to stay in range, though, to keep Bwonsamdi's tank alive. Tanks should also swap Bwonsamdi at some point to keep their Aura stacks from getting too high.
Bwonsamdi absorbs all damage during this phase so it is pointless to attack him. DPS must focus on Rastakhan instead.
Bwonsamdi will cast Caress of Death on the tank, which does shadow damage and absorbs all healing for 5 seconds. Healers make sure the tank is topped off before the cast goes through, tanks may also need to use mitigation.
Bwonsamdi will also debuff players with Death's Door, which is a DoT that does ticking damage until it expires, at which point it spawns a Death rift where the player is standing. The rift looks like a portal. These rifts are very important for the next phase. Place them toward Bwonsamdi's side of the room.
Rastakhan gains two new abilities in this phase. He will cast Zombie Dust Totem, which mind controls random enemies and uses their long cooldowns. This lasts until the totem is killed. Kill the totem as fast as possible and CC the player.
There's also a jumping debuff to watch out for, called Plague of Fire, which targets ranged players and does moderate ticking damage. Then, after 2 seconds, it will jump to anyone within 7 yards. Ranged players should maintain a 7 yard spread, and get out of the 7-yard targeting circle.
[Heroic only: Plague of Fire will spread after 1.5 seconds, instead of 2 seconds.]
Phase 2: Tanks: Tank Bwonsamdi far from the raid with one healer to heal the tank, healers top off Bwonsamdi's tank before he casts Caress of Death, tank may need to use mitigation. Tanks may want to tank swap on Bwonsamdi so the Aura doesn't get too high. Rastakhan's tank will still need to run out for the Scorching Detonation channel.
Ranged: maintain a 7 yard spread, kill the Zombie Dust Totem and CC the mind-controlled player, and run to Bwonsamdi's side of the room when Death's Door debuff is about to fall off to place your rift there, and keep dodging the toads.
PHASE THREE (Rastakhan at 60% health): Death Realm & Living Realm
Bwonsamdi will cast Bwonsamdi's Boon. This is a long cast that will drag the nearest half the raid into the Death Realm. We want half the healers and the rest very mobile DPS to be closest to him. We do not want ANY tanks to go down, as there's no way to get back until the final phase begins.
The Death Realm looks like a black and white shadow world. Bwonsamdi will be in the middle of the room chain-casting Caress of Death (shadow damage + healing absorption for 3 seconds (instead of 5)). Healers need to keep everyone topped up.
Everyone in the Death Realm will gain a stacking DoT called Deathly Withering. You can clear stacks in one of the Death Rifts from Phase Two, but this will deal a burst of damage to every player in the raid, so we can't do it all at once. One strategy is to have one player call out which player will reset their stacks and when, to avoid overlaps.
Orbs called Dread Reaping Shards will be rolling randomly around the Death Realm. Avoid them as much as possible. If they hit a Death Rift they'll pass into the living world, so people upstairs have to avoid them too.
Bwonsamdi will also cast Inevitable End, a long cast followed by a channel that sucks players toward Bwonsamdi. Any players too close to him when it finishes will be instantly killed.
The Death Realm may be the hardest part of the fight. Save cooldowns and Bloodlust for this phase.
So, in the Death Realm, players need to clear their stacks of Deadly Withering by standing in the Death Rifts one at a time (we'll have someone call this). Dodge the orbs, healers keep players topped up, and run from Bwonsamdi when he casts Inevitable End. Use cooldowns and Bloodlust to get through this phase fast.
This phase ends when Bwonsamdi is brought to 50% health.
Living Realm
Meanwhile, in the living realm, two adds will appear at the locations that the two adds from Phase One died. These two adds are Phantoms: the Phantom of Retribution and Phantom of Rage. The adds can be CC'd for 60 seconds, then they will be immune, but we probably just want to just cleave them down.
One tank should pick up the Phantom of Retribution along with Rastakhan, while the other picks up the Phantom of Rage.
Retribution casts Grave Bolt, which does a small burst of damage on the tank, which cannot be interrupted.
Retribution will cast Seal of Bwonsamdi, which spawns zones randomly around the room, that look like clear blue-green circles. These explode for large raid damage to anyone with in 40 yards, but they can be soaked by players, who then share the damage. One player could potentially soak one, but it's better to have as many people as possible to share damage.
Rage will cast Shadow Smash (or Necrotic Smash) which is a cone attack that does a lot of damage and debuffs any players hit with a healing-reduction debuff. Dodge the cone!
[Heroic only: a third add will spawn, Phantom of Slaughter. Slaughter should be tanked with Retribution and Rastakhan. Slaughter casts Focused Demise on a random player over a 5 second channel. Can ONLY be interrupted by the targeted player. Interrupt this if possible, otherwise, healers spot heal this person until the channel ends.]
Kill order is not critical, but one suggestion is to kill Retribution to get rid of the blue-green circles which do a lot of damage, but ultimately we want to cleave them all down as soon as possible.
Meanwhile, Rastakhan will be gaining a stacking damage buff which will act as a soft enrage.
In the Living Realm, one tank will pick up the Phantoms of Retribution and Slaughter, along with the king, while the other tank will pick up Rage. Pile in the blue-green circles to soak them, and get out of Rage's cone attack (Shadow Smash). We still need to kill the Zombie Dust Totem and CC the mind-controlled player, and the tank still needs to run the Scorching Detonation channel out, and Raztakhan will still be casting Death's Door on players which spawn the Death Rifts. Place these near the other ones, or, if there are too many orbs coming through those, toward the edges of the room.
PHASE FOUR (Bwonsamdi at 50% health)
When Bwonsamdi hits 50% health the Death Ream people are brought back into the Living Realm and the final phase begins.
There are no new mechanics in this phase. We'll still get the Scorching Detonation, Plague of Toads, Plague of Fire, Death's Doors, and the king will randomly spawn Death Rifts around the room. There will also be a lot of orbs rolling around. Keep placing Death Rifts at the edge of the room as this will make Phase Four a little easier, but even so there will be a lot of orbs.
The boss will cast Inevitable End in the Living Realm, which sucks people toward him and kills them if they get too close.
Finish off any remaining adds then nuke the boss down before the room becomes so crazy that there's nowhere safe to stand. Tanks run the channel out, avoid the toads and orbs, place Death Rifts at the edge, and run against Inevitable End.
PHASE ONE: Rastakhan and his bodyguards
The fight starts with 2 adds, shortly followed by Rastakhan himself. During this phase Rastakhan takes any damage he receives and splits it between his 3 adds.
One tank should pick up Rastakhan, while the other picks up the adds. Tank them all on top of each other.
Rastakhan's Abilities:
Rastakhan's tank will also be hit with Scorching Detonation. This is a damaging channeled spell. When the channel ends the tank explodes, doing large drop-off damage to the raid. This can be reduced by having the tank run far from the raid before it expires. (Rastakhan doesn't move while he is channeling the spell, so there is no need to tank swap during the channel, but at the end of the channel the second tank may want to pick him up as he'll start chasing his tank.)
Rastakhan will cast Plague of Toads. Three yellow swirls will spawn around the boss, and one toad will hop out of each one and head to the edge of the room in a straight line. Avoid the toads!
[Heroic only: the toads will leave poison void zones behind them. Don't step in these.]
[Heroic only: Rastakhan will put a Serpent Totem in the ground. It looks like a tall, translucent, cobra. This Serpent Totem will face a random player and breathe fire at them (Serpent's breath). When this totem spawns, swap to it immediately and kill it, while getting out of the breath.]
The two initial adds:
Prelate Zalan: casts Seal of Purification, which spawns a holy beam that fixates on a player. It does damage to anyone it touches so kite it away from the raid.
Siegebreaker Rokha will cast Meteor Leap on a random player, which does massive damage, but the damage is split between any players within 8 yards. Entire raid should stack on the player to share damage.
We'll focus Rokha first while cleaving Zalan and Rastakhan.
[Heroic only: there will be a third add, Headhunter Galwana, who casts Grevious Axe, a debuff which does a burst of damage to a random player, then applies a DoT that ticks until that player is healed above 90% health. Top them fast.]
Immediately after Meteor Leap, Rokha will hit the tank with Crushing Leap, which does massive physical damage and applies a debuff that increases damage from the next Crushing Leap by 500%. This is not an issue if we kill Rokha before the second Crushing Leap. If, however, Rokha lives to cast another one, tanks will need to swap or stack cooldowns to survive.
Phase 1: Kite the beam away, avoid the toads, stack on player with Meteor Leap, tanks swap or use mitigation for second Crushing Leap, Rastakhan's tank run out for Scorching Detonation.
[Heroic only: Kill the Serpent Totem, heal the players with Grevious Axe, avoid the pools left by the toads.]
When both adds are dead, Phase Two begins.
PHASE TWO: Bwonsamdi
Bwonsamdi will come down from his throne and will debuff any players within 30 yards of him with a stacking DoT, Aura of Death. Tank him far from the raid to stop players from getting these stacks. A healer will need to stay in range, though, to keep Bwonsamdi's tank alive. Tanks should also swap Bwonsamdi at some point to keep their Aura stacks from getting too high.
Bwonsamdi absorbs all damage during this phase so it is pointless to attack him. DPS must focus on Rastakhan instead.
Bwonsamdi will cast Caress of Death on the tank, which does shadow damage and absorbs all healing for 5 seconds. Healers make sure the tank is topped off before the cast goes through, tanks may also need to use mitigation.
Bwonsamdi will also debuff players with Death's Door, which is a DoT that does ticking damage until it expires, at which point it spawns a Death rift where the player is standing. The rift looks like a portal. These rifts are very important for the next phase. Place them toward Bwonsamdi's side of the room.
Rastakhan gains two new abilities in this phase. He will cast Zombie Dust Totem, which mind controls random enemies and uses their long cooldowns. This lasts until the totem is killed. Kill the totem as fast as possible and CC the player.
There's also a jumping debuff to watch out for, called Plague of Fire, which targets ranged players and does moderate ticking damage. Then, after 2 seconds, it will jump to anyone within 7 yards. Ranged players should maintain a 7 yard spread, and get out of the 7-yard targeting circle.
[Heroic only: Plague of Fire will spread after 1.5 seconds, instead of 2 seconds.]
Phase 2: Tanks: Tank Bwonsamdi far from the raid with one healer to heal the tank, healers top off Bwonsamdi's tank before he casts Caress of Death, tank may need to use mitigation. Tanks may want to tank swap on Bwonsamdi so the Aura doesn't get too high. Rastakhan's tank will still need to run out for the Scorching Detonation channel.
Ranged: maintain a 7 yard spread, kill the Zombie Dust Totem and CC the mind-controlled player, and run to Bwonsamdi's side of the room when Death's Door debuff is about to fall off to place your rift there, and keep dodging the toads.
PHASE THREE (Rastakhan at 60% health): Death Realm & Living Realm
Bwonsamdi will cast Bwonsamdi's Boon. This is a long cast that will drag the nearest half the raid into the Death Realm. We want half the healers and the rest very mobile DPS to be closest to him. We do not want ANY tanks to go down, as there's no way to get back until the final phase begins.
The Death Realm looks like a black and white shadow world. Bwonsamdi will be in the middle of the room chain-casting Caress of Death (shadow damage + healing absorption for 3 seconds (instead of 5)). Healers need to keep everyone topped up.
Everyone in the Death Realm will gain a stacking DoT called Deathly Withering. You can clear stacks in one of the Death Rifts from Phase Two, but this will deal a burst of damage to every player in the raid, so we can't do it all at once. One strategy is to have one player call out which player will reset their stacks and when, to avoid overlaps.
Orbs called Dread Reaping Shards will be rolling randomly around the Death Realm. Avoid them as much as possible. If they hit a Death Rift they'll pass into the living world, so people upstairs have to avoid them too.
Bwonsamdi will also cast Inevitable End, a long cast followed by a channel that sucks players toward Bwonsamdi. Any players too close to him when it finishes will be instantly killed.
The Death Realm may be the hardest part of the fight. Save cooldowns and Bloodlust for this phase.
So, in the Death Realm, players need to clear their stacks of Deadly Withering by standing in the Death Rifts one at a time (we'll have someone call this). Dodge the orbs, healers keep players topped up, and run from Bwonsamdi when he casts Inevitable End. Use cooldowns and Bloodlust to get through this phase fast.
This phase ends when Bwonsamdi is brought to 50% health.
Living Realm
Meanwhile, in the living realm, two adds will appear at the locations that the two adds from Phase One died. These two adds are Phantoms: the Phantom of Retribution and Phantom of Rage. The adds can be CC'd for 60 seconds, then they will be immune, but we probably just want to just cleave them down.
One tank should pick up the Phantom of Retribution along with Rastakhan, while the other picks up the Phantom of Rage.
Retribution casts Grave Bolt, which does a small burst of damage on the tank, which cannot be interrupted.
Retribution will cast Seal of Bwonsamdi, which spawns zones randomly around the room, that look like clear blue-green circles. These explode for large raid damage to anyone with in 40 yards, but they can be soaked by players, who then share the damage. One player could potentially soak one, but it's better to have as many people as possible to share damage.
Rage will cast Shadow Smash (or Necrotic Smash) which is a cone attack that does a lot of damage and debuffs any players hit with a healing-reduction debuff. Dodge the cone!
[Heroic only: a third add will spawn, Phantom of Slaughter. Slaughter should be tanked with Retribution and Rastakhan. Slaughter casts Focused Demise on a random player over a 5 second channel. Can ONLY be interrupted by the targeted player. Interrupt this if possible, otherwise, healers spot heal this person until the channel ends.]
Kill order is not critical, but one suggestion is to kill Retribution to get rid of the blue-green circles which do a lot of damage, but ultimately we want to cleave them all down as soon as possible.
Meanwhile, Rastakhan will be gaining a stacking damage buff which will act as a soft enrage.
In the Living Realm, one tank will pick up the Phantoms of Retribution and Slaughter, along with the king, while the other tank will pick up Rage. Pile in the blue-green circles to soak them, and get out of Rage's cone attack (Shadow Smash). We still need to kill the Zombie Dust Totem and CC the mind-controlled player, and the tank still needs to run the Scorching Detonation channel out, and Raztakhan will still be casting Death's Door on players which spawn the Death Rifts. Place these near the other ones, or, if there are too many orbs coming through those, toward the edges of the room.
PHASE FOUR (Bwonsamdi at 50% health)
When Bwonsamdi hits 50% health the Death Ream people are brought back into the Living Realm and the final phase begins.
There are no new mechanics in this phase. We'll still get the Scorching Detonation, Plague of Toads, Plague of Fire, Death's Doors, and the king will randomly spawn Death Rifts around the room. There will also be a lot of orbs rolling around. Keep placing Death Rifts at the edge of the room as this will make Phase Four a little easier, but even so there will be a lot of orbs.
The boss will cast Inevitable End in the Living Realm, which sucks people toward him and kills them if they get too close.
Finish off any remaining adds then nuke the boss down before the room becomes so crazy that there's nowhere safe to stand. Tanks run the channel out, avoid the toads and orbs, place Death Rifts at the edge, and run against Inevitable End.