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Hey there, this is your Pal Pallie and welcome back to Git Er Raid. I'm sure you are ready
for this, but are you? Time to take out all your aggression and beat down that orc gone
bad that we call Garrosh Hellscream. This is a long fight and one of those that you
need to maintain focus throughout the fight in order to down it. It is definitely a two
tank fight and 2 to 3 healable. The fight is also 3 phase encounter with some intermissions
during phase 2. Lets do this!
In this first phase, you fight Garrosh and he brings out many friends along the way.
He himself only has 2 abilities at this point, he throws his weapon on the ground creating
a huge damaging zone. If you kill the weapon off in the middle, the zone disappears. Other
than that, he just does his Warsong that will massively buff the adds in the fight.
So what adds? Well some grunts come out in 2 groups of 3. They are fairly unremarkable.
They sometimes hamstring targets but thats about it. Cannon fodder for your aoe. The
wolf rider shaman is more interesting as he's a typical healer add. He'll heal with Ancestral
Chain Heal and do some dps with Chain lightning. Please note that for every time you interrupt
him, he'll cast 25% faster so try to save interrupts for the actual heals.
The last adds are Siege Engineers and they are the really interesting part of this phase.
These guys come out and start to activate these Ironstar siege engines on either end
of the room. If you can kill the Engineers off, the Ironstars won't come out. But you'll
have to do it with ranged dps and one on each side. If they come out, they will roll a big
path of death and likely kill anyone they touch. The big thing to recognize is that
they do tremendous damage to the adds too. So the strategy here is to let one Ironstar
come out, root and slow the adds and then run away when the Ironstar comes plowing through.
Obviously this takes some finesse but after you do it a few times, it comes naturally.
You want the help of the Ironstar to kill the adds off so that you can focus on Garrosh
and his weapons. So basically this phase consists of you dpsing down the adds and Garrosh, letting
the adds get rolled by the Ironstar and then finishing them off. Note that the Ironstar
still does raidwide damage when it hits the wall so try to be as far away from it as is
practical and then heal through the aoe. We bounced between these two raid markers and
stayed stacked in order to control where the weapon was thrown as well as doing some nice
raid healing.
I was assigned to kill the engineer and always killed the left side engineer. This meant
the right side Ironstar came out and rolled across the front half of the room nearest
the throne. It doesn't matter which one you use just make sure to kill at least one or
else you are probably going to get steamrolled....literally.
The goal of this first phase is to get Garrosh down to 10%. At that point, he heals to full
and throws you all into the Realm of Yshaarj. There are 3 different scenes in the Realm
of Yshaarj. They all have one basic concept though. Kill all the sha adds and then deal
with Garrosh slamming the ground with Annihilate over and over again for a little while. You
want to kill off the sha adds quickly not only to do more dps to Garrosh but the energy
he drains from the heart of yshaarj here affects his abilities in the normal realm so doing
this transition quickly is a good thing. Lastly, after killing some sets of sha adds, you can
stand in little glowy spheres to gain a 50% damage reduction buff for the last part of
these phases where Garrosh is slamming the ground all around the place. Highly valuable
to get these so keep an eye out!
Before moving to phase 2, lets just go through the 3 possible scenes you can get in these
intermission phases. I'm going to refer to the 3 as Basic, Run Through, and Split up.
The names are basically how you handle each one. In the basic one, there are 5 groups
of 3 stationary sha adds. Just kill each group, and move up to Garrosh. Nothing really fancy
about this one at all, hence the name, “Basic.”
Run Through refers to this one where there are a ton of little sha adds everywhere. Basically
on this one, you let your tank pull them all and dash up to the top as fast as possible.
Wait until your tank has all of them grouped up and then blast away. Lastly, Split up refers
to this scene where there is a big sha add down each of these staircases. All you have
to do is split your raid into 2 groups and send each group down each staircase to kill
their own add.
Thats basically all there is to these intermissions. Try hard to get the damage reduction spheres.
They are a kind of aoe bubble that you pop when you run into one so if you don't all
move together you might not get the buff. But then just dodge Annihilate over and over
and try to survive. Even if you don't get hit with the annihilate, you still take a
large amount of damage from him so rotate things like devo aura and other CDs in order
to make it through.
After this first intermission, we enter phase 2. Once you get him to 10% again in phase
2, he heals up 20% and then that starts phase 3. You will enter the intermission phases
here on a timer so every 2 minutes and 20 seconds, you'll be forced into dealing with
the intermission and of course Garrosh gains energy. Here is why the energy is important.
Garrosh has 4 major abilities during phase 2 and those persist on to phase 3. However,
his energy level determines if those abilities are empowered or not. In phase 3, he instantly
gains 100 energy so you finish off the fight dealing with all of his abilities being empowered.
So from here, lets go through those 4 abilities and then talk about what happens when they
get empowered. Whirling Corruption is a basic whirlwind attack. The further you are from
the attack, the less it hurts. But Garrosh does follow his current active tank when he
does this so that tank needs to stay away from the raid and pop a cooldown probably.
Melee of course would be smart to run away from this as well. When whirling corruption
is empowered, it will fire a missile at a player and when it lands, it will create an
add. This add must die away from any other adds because it will heal and buff nearby
adds when it croaks. The basic rule here is spread out and if an add spawns where you
were standing, its your responsibility to kill it yourself and keep it away from everyone
else's adds.
Touch of Yshaarj is a nasty mind control cast by Garrosh in this phase. You have to bring
your raid member down to 20% health to break it and in the meantime the Mced players are
attempting to spread it to others. You must interrupt the crap out of your mind controlled
fellow raider or else you will be quickly overtaken by this. When this ability is NOT
empowered, you can use stuns and any CC to keep them locked down. If empowered, this
spell will transform your raid member into a Sha and now you can't stun them or do anything
other than pure interrupts to stop them from spreading this to your raid.
Desecrate is just like the weapon from phase 1. Only thing here is you might want to keep
clearing these weapons as space can become premium in the last phase possibly. Why? Well,
glad you asked because Empowered Desecrate is basically an indestructible weapon. So
you rapidly lose the room to this. And finally Gripping Despair is simply a dot on the tanks.
When it becomes empowered, it will explode and do a big chunk of damage the more stacks
it has. All this really means that tanks need to be on top of swapping as soon as stacks
drop and it adds some additional aoe damage in phase 3 when its empowered. The magic number
for tank swaps seems to be 3 stacks of Gripping Despair.
So as I said, you push Garrosh down to 10% in phase 2 with some intermissions laced in
and then he heals back up 20% of his health. Note I didn't say he heals back up to 20%.
So if you dps him a bunch past 10% and he ends up at 5% before he heals, he'll be at
25% once he finishes his little RP. So keep dpsing him hard here, don't let up!
That covers all of the phases so I'll note a few strategy points that I might have missed
along the way. My experience is based on a 2 heal 6 dps raid comp with approximately
1.7 million overall raid dps. Again, not bragging, just noting this for anyone who wants to compare
and approximate timings of things. The biggest decision is whether to *** or not on the
pull. If you are able to avoid a 3rd intermission during phase 2, you will still have 2 minutes
on the Sated debuff so you won't have *** going into phase 3. We had just enough dps
to avoid that 3rd intermission so we saved ***.
So phase 1 gets to be routine. Send someone to kill an engineer, kill adds, dps down Garrosh
and watch out for the Wolf rider casting Chain Heal. Oh and watch tanks if there are any
adds up when he does his warsong. You'll want to lazily dps down the descrated weapons he
throws down so you can keep in the same general area during this phase.
Intermissions come up next. Again, split your raid team ahead of time into 2 groups in case
you get the Split scene, but other than that just race through as quickly as possible and
get to Garrosh. Avoid annihilates and pop some raid CDs if you need it. This is really
the focusing up for 10+ minutes part. Its really easy to get lazy here and then get
smashed by annihilate thus burning your group's battle rez. Get through this and live! Side
note, coming out of the first intermission, he shouldn't have any empowered abilities
yet if you are fast enough.
Within a few seconds of coming out of an intermission, Garrosh will throw a weapon down so you must
have a spot for everyone to focus on and get to as soon as possible. We put these markers
up here in the back of the room to go to. So after the first intermission we went to
Purple and moved to the right for weapon throws. We'd continue to move right as more weapons
came out until we got to the next intermission.
Coming out of that 2nd intermission, we'd go to this green marker and use the space
on the left side of the room during this part. At this point, he most definitely has an empowered
whirling corruption ability. So after you move for the desecrated weapon and break the
first MCs of this phase, be prepared to spread out and handle the adds. Don't go really far
out as you don't want to outrange your healers, but find a free spot and handle your own add.
Its not terrible if tanks end up picking up an add or two here so if that happens just
pick em off but you should be getting ready for the next weapon throw and MC so group
back up as soon as you are able. We had our disc priest marked with a Star on his head
and after handling the adds, it was our job to find him as soon as possible before the
next Mind Control went out.
This part of the fight is again all about control. Keep the floor clear of weapons as
much as you can, kill off your adds, break MCs, and live through the whirling corruptions.
If you get a 3rd intermission, it gets really tricky. You get pulled in directly after an
empowered whirling corruption so there are adds waiting for you when you get back. You
have to pick them apart very quickly and not lose your head. I'd recommend maybe heading
towards the throne or something as a general area and everyone try to taunt an add from
the pack and kill it away. Again, don't panic and just handle it.
If you have enough dps, you can avoid the 3rd intermission like we did here and get
to phase 3. Again, *** here during his RP as he's doing nothing else. We handled things
a little differently in phase 3 but not too much. We would certainly have ranged and heals
out for the weapon throws but as soon as that happened we'd stack below the boss for the
mind controls. This let us use some aoe interrupts like ring of peace and arcane torrent. Then
any single target interrupts could follow after that if people weren't broken by then.
After they were broken we spread back out for weapons and whirling corruptions over
here by the Square raid marker.
We also ignored any adds spawned by whirling corruptions and just focused the boss until
he was dead. Do whatever you have to in order to survive that aoe damage and get ready to
break MCs quickly. That is such an extremely important point I'll repeat it again, break
the Mind Control quickly or else you'll ruin many a kill. Do that and you'll take down
that big baddie and get rewarded like I did here! Smash some adds with Ironstars in phase
1, don't let Garrosh absorb a lot of power in intermissions, and survive all his empowered
abilities through phase 2 and phase 3. Thanks for watching and please comment, like and
or subscribe to the video if you found it helpful and....have a good one!