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Thread: Siege of Orgrimmar - Garrosh Hellscream

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    Siege of Orgrimmar - Garrosh Hellscream



    Transcript here:
    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 lust 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 lust going into phase 3. We had just enough dps to avoid that 3rd intermission so we saved lust.


    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, lust 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!
    Last edited by Kazeyonoma; 10-02-2013 at 10:33 AM.

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    I like the style - informative without listing, advisory without being prescriptive.

    That said, I'm not your Pal, Buddy.

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    Thanks for the compliment! And some day you'll be my pal...some day <.< *insert ominous music*

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    Creepy...
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    So we've done 32 pulls on Garrosh normal and lowest we got him is 19%; we're good until Empowered Whirling Corruption. We're just not handling the adds well. Anyone have any tips/tricks for this phase. We spread out, adds spawn then it all goes to hell, it's chaos.

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    Quote Originally Posted by Theotherone View Post
    So we've done 32 pulls on Garrosh normal and lowest we got him is 19%; we're good until Empowered Whirling Corruption. We're just not handling the adds well. Anyone have any tips/tricks for this phase. We spread out, adds spawn then it all goes to hell, it's chaos.
    Do you mean the Phase 2 19% or the Phase 3 19%?

    Phase 2: Spread out, keep the adds separate. Kill them. Back to the boss.
    Phase 3: The tank with the debuff takes the first adds and any further waves and pulls them away from the boss. The other tank takes the boss until the end of the fight. The last phase should see a maximum of three add spawns, or about a minute and a half. Kite them through mass-CC like ring of frost, use that AoE DK freeze if you need to. Focus on the boss and the mind controls.

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    Quote Originally Posted by Fetzie View Post
    Do you mean the Phase 2 19% or the Phase 3 19%?

    Phase 2: Spread out, keep the adds separate. Kill them. Back to the boss.
    Phase 3: The tank with the debuff takes the first adds and any further waves and pulls them away from the boss. The other tank takes the boss until the end of the fight. The last phase should see a maximum of three add spawns, or about a minute and a half. Kite them through mass-CC like ring of frost, use that AoE DK freeze if you need to. Focus on the boss and the mind controls.
    Thanks, Phase 2 19%, we have not quite hit phase three. Last night we tried three healing and got a third intermission in phase 2 with adds up when we ported back, that did not end well. So we're back to 2 healing. But it just seems the adds go right to the healers. I heal on my H Pally and I'm a freaking aggro magnet. The one time we did kill them clean, we were spread all over the place.

    On a different note, anyone else notice GuildOx is not updating. It's not showing our 2 Paragons kills.

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    Quote Originally Posted by Theotherone View Post
    Thanks, Phase 2 19%, we have not quite hit phase three. Last night we tried three healing and got a third intermission in phase 2 with adds up when we ported back, that did not end well. So we're back to 2 healing. But it just seems the adds go right to the healers. I heal on my H Pally and I'm a freaking aggro magnet. The one time we did kill them clean, we were spread all over the place.

    On a different note, anyone else notice GuildOx is not updating. It's not showing our 2 Paragons kills.
    I don't know how many adds come in 10 man, but we stun and snare them. DKs, Warriors, Paladins and Druids can each taunt one out (monks probably can too).

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    It feels like 7 or 8 adds come out on 10 man for the empowered whirling although I never specifically counted. And yeah, when we were hitting the 3rd intermission, we would try to head away from where the adds were (left side of the room mostly) so that we could have a few classes with taunt pick ones out. Again, its not terrible if 2 or so end up on a tank. So have your classes that can taunt grab one when you fly down from the 3rd intermission. Or alternatively, let the tanks pick all of them up, get through the first weapon/MC combo and then one by one taunt them out and kill the adds. I agree though in general in phase 3, completely ignoring the adds is the way to go. Spread out some so you don't get killed by their spawning but then get back together to break MCs. 2 healing it looks like we killed him before the 2nd spawning of adds. Our monk probably died at the end there to adds that got slightly cleaved and buffed when a few died. But we managed to eek it out.

    If you are 2 healing and pushing him before the 3rd intermission, then you hopefully can push him like we did in the video. He hits 10% with 8 or so seconds left before a whirling corruption and 20 seconds before we'd be pulled into that 3rd intermission. That should leave you clean of adds with maybe a single weapon on the ground.

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    Great, thanks.

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    Has anyone got a good benchmark for how long phase 1 should last in 25 man? We only just started and the balance between getting adds down and pushing the boss didn't feel right. How many shamans should we be expecting to kill?

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    We pushed it before the third Iron Star IIRC. We got P2 done without a third Intermission phase. We killed the boss in 10:37.

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    How come nobody does LFR videos. More players do that than any other form of raiding.

    They feel left out.

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    We're going back to two healing tonight, we want to avoid a third intermission and coming back with adds. Plus I got my 4 piece on my pally, I'm a beast now, I'll solo heal it. LOL.

    For LFR the core mechanics are basically the same so normal guides work fine.

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    7%, freaking 7% - the fight is just so damn long and wipes at low %s are just exhausting. We were consistently getting to phase 3 as the night progressed, but were boxing ourselves in with Desecrates, or moving the boss to close for whirlwind, or empowering adds (tab target ftl) or any other mistake that can be made. This fight is fun, but unforgiving as hell.

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    Quote Originally Posted by Hega View Post
    How come nobody does LFR videos. More players do that than any other form of raiding.

    They feel left out.
    I've considered doing like a Wing at a time guide for Flex, not LFR. Summing up each boss in say 2 mins so the whole thing doesn't go over 10 minutes. But LFR didn't seem like it needed a guide, but I could be convinced if the demand was there.

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    We killed Garrosh 25n last night using a strategy based on the Method heroic strat. There are a couple of key things that we observed from their heroic kill that make the normal mode kill a lot easier.

    Main thing is that you do not need to have your entire ranged/healer camp at range. You only need 7 (in 25 man*) players standing outside melee range to bait the desecrated weapon. This means your less-mobile healers and ranged dps can just stand with the melee and never move, while a small team of more mobile DPS can run around.

    In phase 1, you use this knowledge to help with your positioning. Place the boss off-center, closer to the throne (if you look at the ground, there is a C-shaped design, stand in the gap). As your healers are there, the adds that spawn will naturally run in that direction making them very easy to pick up. The tank and melee pile do not need to move to avoid the ironstar. A neat trick is to have the tanks switch roles roughly every time garrosh does a war cry, so you aren't tanking both buffed adds and the boss at the same time and to balance out who has vengeance. Your team of 7 ranged DPS bait the weapon onto the steps of the throne, then rejoin the main pile or step off to the sides.

    In phase 2, rather than grouping in the centre, we took the boss over to a raid mark over to the left of the hall. The team of 7 this time bait the weapons to the end of the hall. We do not need to kill these weapons, because we place them at the edges of the hall, so all that saved DPS can be put into the boss instead (a few light dots to shrink them a bit still worth it). The combination of efficiency from having less people moving and less dps wasted on weapons was enough to make beating that difficult 3rd intermission pretty trivial.

    * I assume that this carries over to 10 man - but I don't know what the number of people you'd need outside melee range would be, 3 or 4 probably.

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    Only issue I see with that adjustment to strategy in 10 man is that in phase 2, you'll have a higher chance for the MCs to happen in that group of "people stacked on the tank" which is probably good given tank interrupts being nearby. However, there is a slight chance for 2 out of the 3 weapon baiter ranged to get MCed, which leaves one ranged nearby to interrupt both. To get around that, everyone just needs to be on their toes to watch for who gets MCed and get them interrupted from ranged quickly.

    But even if it comes down to splitting your group 4/6 or 5/5 for ranged/melee range, its a good point to know that your healers could be allowed to be less mobile or any less mobile ranged could stack in and it not screw the raid with a big ole weapon dropped on top of the boss and tanks.

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    had a 10% wipe and a 12% wipe today. Phase 3 is a fuckin' mess.
    "If the world is something you accept rather than interpret, then you're susceptible to the influence of charismatic idiots." -Neil deGrasee Tyson

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    Phase 3 is indeed a bitch. People get excited cuz he's so low and lose their heads. Gotta move for the weapon, stack in for MCs, interrupt the crap out of people (try rotating like aoe interrupts first then single target interrupts as people blast people down), and ignore the adds from whirling corruption. You'll probably get 2 MCs, corruptions and weapons so plan accordingly. Good luck and keep at it!

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