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  1. #61
    Make sure your hunters are bringing a Serpent or Hyena (Attack Speed buff), and a Wolf, Quilen, Devilsaur, or Water Strider (Crit buff). This isn't going to make or break you, but it's going to hep optimize your DPS. A Wind Serpent or Dragonhawk would be acceptable, but non-optimal. If they are using any other pet than one of those, they're wrong.

    My guild did Normal Garrosh a long time ago, when we were struggling with DPS due to being undergeared. As a result, we used a strat that allowed us to focus more damage on Garrosh, especially in Phase 2, to push him before a 3rd Heart phase. It sounds like this might be helpful to you, and may also make Phase 3 go faster.

    We used 2 healers and 1 tank. Solo tanking, especially with a Paladin, allows for massive Vengeance whoring, resulting in huge heals and absorbs, as well as hilarious damage from the solo tank if they know how to play. Doing this correctly basically gains you another full DPS and half a healer. Solo tanking, have the entire raid group go left and then right on the Split heart phase.

    You also have very, very mobile DPS classes who do not suffer much from movement. I would highly recommend not killing Desecrated Weapons in Phase 2. These weapons have a little over 5 Million health on 10m Normal. My group achieved this by moving immediately to the right of Garrosh's throne with the ranged group (the tank follows, holding Garrosh and the melee group within DPS and healing range), and then moving just to the edge of the Desecrated Weapon to drop each subsequent one. Optional, you can have the ranged group run in and out of melee before each MC, and then back out to their position at the edge of the previous Desecrated Weapon after the MCs are dealt with.





    Tank him in the clear middle of the room for Phase 3. We ignored the adds, let the tank pick them all up (though we had an Army), and focused down Garrosh and the MCs.

    This is just an option for your group. It may not work for you like it did us, because skill levels of various players will differ in throughput and strategy execution.

    Good luck finding something that works for you!

  2. #62
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    our hunters use a wolf and a quillen for the rez as we always need the rez

  3. #63
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    From the sounds of it, you should be able to kill garrosh easily.
    Our guild uses the stack in phase 1 and 2 till we get the second intermission. We also use 2 heals and 1 tank.
    I have downed the fight on 3 roles, with ranged dps being the only thing I haven't done. I'll give you a step by step as for what your roles should be doing the way we do it, maybe you have been missing something that is obvious.

    P1:

    General strat:

    Everyone is stacked out of path of the iron star, the stack point is the square tip on the horde symbol in the middle of the room. 1 ranged goes out to kill engi, and come back ASAP. The weapon is cleaved down with the boss being main focus if you have good cleave dps, otherwise everyone swaps to the weapon, should be easy since its in melee range. If adds are alive for the iron star, someone knocks them back (Druid or shaman or GG from DK). If your tank is aware of the iron star damage path, he can position the adds and hold them in such a way that they get hit by the iron star without a knockback while not getting hit himself. Try to make sure the wolfrider is getting hit by the iron star and that everyone swaps to it if it doesnt get hit. Also interrupt his chain heal. If your dps is good enough, you should transition within 2-3 iron stars.

    Tank specifics:
    The adds hit hard, really hard, especially after they've been buffed by hellscream's warsong from the boss. If you have an aoe stun in your group, tell them to save it right after the boss's warsong is cast. Be liberal about CDs after the warsong till the adds die, the adds are what killed me the most while solo tanking this boss. Also make sure none of the adds are hitting you in the back. Pop a CD for the iron star explosion, if any adds are still alive, since everyone is low, the healers may not be able to keep you up. Your main duty in this phase is to stay alive, don't worry about threat, just have the hunters MD the adds to you on each set, and after the intial aggro your vengeance will carry your threat with you, assuming you're doing some aoe.

    Melee specifics:
    Just tunnel boss if your class can cleave or do good aoe (Frost DK, combat rogue etc.). Don't worry about dps to adds, they will die iron stars anyway. Make sure you are hard swapping to weapons if your class cannot cleave. Pop some personals for weapons and iron stars if you have them.

    Disc Priest specifics:
    I will give advice about how I heal this on my disc priest, and that should help your disc out. Your talent choice should be: Void Tendril, Body and soul, PW: solace, Angelic, ToF, Divine star. The Divine star and ToF are non-negotiable on this fight. The others are based on what gives you most utility. Make sure your disc priest understands that atenement healing is very very good on this fight, especially for the added DPS if your dps is struggling. He should be using atonement whenever there isnt large aoe damage going on.
    He should start by getting his evangelism stacks to 5 asap at the start of the pull, and make sure theres a PoM out on someone (Not the tank) right before the fight starts. By the time he has 5 stacks, the desecrated weapon should be down. Pop AA and divine star after the desecrate has landed. Just atonement on the boss after that, use another Divine star right before AA falls off. 5 seconds before the iron star starts rolling, use spirit shell and PoH on each group as many times as you can within the SS duration. From then on, its rinse and repeat. Use AA right before he uses DS if possible, make sure DS is up before the weapon lands. on 2nd iron star, just have your shaman use healing tide, while atonement on boss. If you get a 3rd iron star, his SS should be up again. If you hit a 4th iron star, have the DPS use raid CDs. Use PoM for every desecrate.

    This should get you into p2 transition without a problem.


    1st Intermission:

    Before you go up, make sure to clean up any adds or weapons thats left. If a new set of adds spawn right as intermission hits dont worry too much, they wont get the warsong buff in p2, and wont hit hard, but still kill them.
    Your strat changes depending on which temple you get.
    The red crane is obviously the most annoying one while solo tanking. Make sure theres a stampeding roar popped if you have a druid, otherwise have the disc priest give the tank a PWShield for the speed boost from body and soul, alternatively you could pop a personal speed boost. The point is that the tank should be the first one to reach one of the big adds. Make sure the whole raid goes down 1 corridor, either left or right, decide which one beforehand. Speed is of the essence in this temple, if your dps have CDs up, make sure they are popping it to bring the big adds down. After the first big add is dead, dont wait for the glowy bubble, just run down the stairs and around to kill 2nd add. If the bubble is at the foot of the stairs, get it, but if its at top, ignore it, cause trying to get it means the boss will annihilate the stair youre on and people may die if they're not fast enough.
    The other two temples are fairly straightforward, just make sure that you dont get past 25 corruption on garrosh, otherwise its basically a wipe. They are not different from duo tanking, so just handle them normally.
    Make sure that as many people as possible gets the glowy bubble for the buff, or else healing is hard.
    This phase the resto shaman should be dropping healing rain on boss, while disc should continue to atonement heal. If someone doenst have the dmg redux buff, they can pop CDs to make healing easier. If a lot of people haven't gotten the buff (Very possible for red crane) your disc priest can spirit shell PoH, and make sure he's using divine star on CD.

    P2:

    General Strat:
    Stay stacked up where you were in p1, cleave down weapons. Pop minor CDs for the weapons, but they realistically shouldn't be up long enough for them to be deadly, use same strat outlined in p1 to deal with the weapons. For whirling corruption, make sure the tank pulls boss a bit away from the stack, but that he's still in range for healers. Rotate healer CDs on the whirling weapons. The Disc priest can go, SS > PwBarrier > SS for the first 3 whirlings, and have healing tide and a devo (or some other raid CD) for the combo of the weapon+whirling (I forgot the exact numbers, but they do overlap). Move the boss back to the stack point immediately after whirling finishes so that everyone is in range to burn down MCs. Again, if you have a aoe stun (Or disrupting shout from warr), just use it 2 sec or so after the MC, otherwise make sure all dps are interrupting and swapping to the MCs. No cleaving down the MCs, FOCUS them down.

    Tank Specifics:
    This phase has predictable damage intake for the tank. You will take loads of damage right before and during whirling corruption, but after the whirling, your damage intake shouldn't be that high till the debuff stacks up again. If you can manage it, help with interrupting the MCs and such, but never let yourself get low for MCs. Move the boss away from the stack, I just move him next to the throne. Make sure you're in range of healers, the boss isn't meleeing you during this, so its perfectly safe to turn your back to him, to run back in range of healers. Remember the boss follows you even during the whirling so don't bring the boss into the group while he's still casting it. Immediately after the whirling however, bring the boss back to the group. When the weapon+whirling combo happens, make sure you drag the boss immediately after the weapon drops, cause he will cast whirling pretty much right after. Use self heals/CDs if you have them for the combo, the raid healing will be intense and the healers may not be able to keep you safe.

    Melee Specifics:
    Easy phase for DPS, stick to boss, cleave down weapons if you can, otherwise swap to them. Hard swap to MCs to kill them asap. If you have a combat rogue, blade flurry + Killing spree right as MCs hit get rid of the MCs super fast. When whirling happens, stay with stack if you have no defensive CDs left, otherwise run with boss. If you do decide to run to boss, make sure you have strong defensives up, or you'll get smashed (I'm talking shield wall or cloak or AMS). Make sure you have a personal CD for the desecrate + whirling combo, and make sure to kill the weapon before moving with the boss.

    Disc priest Specifics:
    Make sure you try to hit the weapon when its about to die to get ToF bonus whenever possible. PWSolace/holyfire is amazing for this purpose, being an instacast. Use AA + Divine Star for all the desecrated weapons. For whirlings, if your SS is up, use it and spam PoH shield on people. Never use PoH starting on the tank, I find that often they are far away from the stack that the stack people don't get healed by PoH. If SS isn't up, just atonement heal. If you're stacked, the shaman should heal enough so that noone dies, and your atonement will keep people who get low alive. For the weapon+whirling combo, spam PoH on groups, regardless of SS, the healing can get insane. Also for the combo, cast pain sup on tank, you will be healing the raid more than the tank till whirling ends. Also make sure PoM is out before every weapon or whirling. PoM heals for a lot. The glyph of PoM is very good to instantly heal a low hp target, I recommed it for this fight.


    2nd Intermission:
    Same strats as first, try to not let boss get to 50 energy, which shouldnt be hard assuming you did the first intermission correctly and boss has <25 energy.


    P2 (Again):

    After you come down from intermission, the boss should invariably have >25 energy, but hopefully less than 50. If he gets to 50, its not a wipe, since just the MCs change, which isn't that hard. If you do get to 50+ energy, see p3 on how to handle empowered MCs.

    General strat:

    Hold boss in one side of the room (Halfway between the middle and the iron star roughly), and ranged/healers spread out. This side of the room is going to be what you fill up with weapons till p3. You should not be killing weapons at this point (DPS loss on boss for no reason), unless they drop in the middle of the room, or on top of melee, which can happen if your ranged aren't spread enough. When weapons drop on a ranged, they just move away. Make sure all ranged move to boss ~2 seconds before MC, this is very important if the boss has 50+ energy. Ranged need to spread out immediately after MCs. When empowered whirling happens, make sure theres a raidwide CD (Devo/rallying/healing tide etc. Disc CDs aren't really good at this point cause everyone is spread out, so he should just be using atonement on boss.) All dps (including melee) should be away from boss when the whirling starts, so that adds do not spawn right on top of the boss, or else the tank will get aggro on a lot from his aoe and that will be disastrous. Make sure everyone is spread and not standing in the purple swirls that come from empowered whirlings. These swirls represent where the adds will spawn, and as such 1 dps should be near each swirl and as soon as the add pops it should be burned by the nearest dps. It may be helpful to set up markers to indicate certain people to go to certain spots (Especially if they're bad at spreading). Some adds will get to the healers, but if they arent killed close to each other their damage isn't much, and can be ignored till some dps taunt it off. Once each DPS's add is dead, they should look for grouped mobs, and if mobs are grouped, pull 1 of them away from the group using taunts (Or distracting shot, or death grip) to kill them separately. If your dps are fast enough, they can kill the adds in ~10 seconds. The tank can hold a few of the adds, but not kill them. Make sure if the Tank is holding adds that the DPS taunt them off him and kill away from other adds.

    SO basically this phase goes like this : Spread till weapon drops, stack for MCs, spread for whirling, kill adds separately, and repeat.

    Once you get the boss to 10%, p3 starts.
    Sometimes, its worth it to hold the dps on the boss if he's less than 15% and there is empowered whirling coming. You're going to be missing a lot of dps if you go into p3 with empowered adds or MCs up, so you should try to push him when no MCs or empowered are coming. This call needs to be made by the RL who is looking at timers.

    Tank specifics:
    Tank boss in side of room. Pop CDs for empowered whirling corruption. You can kill adds easily with the vengeance you have, but make sure the adds are not grouped up. If you see adds on healers, taunt them over to you. This phase can get kind of hectic for healers, so make sure you are always aware of your health, try to keep some CDs for p3, but better to pop CDs than to die. If something bad happens and some adds are killed near each other, taunt it over and pop CDs while you kill it. Realistically, you shouldn't need to be doing anything apart from holding aggro on boss this phase and staying alive. If more than 1 add is on you, make sure you do not AoE, or else the adds may die, and thats bad.

    Melee specifics:
    Stay on boss when weapon is about to come out, it shouldnt target melee if you have enough ranged. Swap to MCs and interrupt and kill. Especially if they are empowered. Once boss casts empowered, run away from boss, regardless if you have defensive CDs up. If a swirl is under you, stand right next to it, but dont get hit by it. Once the add spawns, kill it asap, then look for other adds. If all adds are dead and weapon has >2s till cast, get back on boss, if weapon will be cast in 2s, stay out of melee till its cast, even if you're 10 yards from boss, it can still target you, and you dont want to drop weapons on the boss. Hold personal CDs for the start of p3, unless you're sure they'll be back up again.

    Disc priest Specifics:
    Atonement healing is best in this phase, since you will almost always have ToF buff up, since the boss should be below 35% hp. For MC stacking, if you're not MCed, pop SS and PoH raid, no use in PoH if people are spread out (Like during empowered whirling or ranged for weapon). Void tendrils work wonders to keep adds off you. Use PWShield liberally (Regardless of rapture CD) in this phase as well, and have PoM on tank whenever possible. You can also kill empowered adds on you pretty easily, 2-3 smites and a penance should kill a add, assuming it hasnt been buffed.


    P3:

    General Strat:
    You really should strive for a clean transition into p3 with no weapon in middle, no empowered adds up and no MCs. If you don't get a clean transition, deal with everything while the boss does his roleplay. If you got a clean transition, pop hero and offensive CDs as soon as boss start roleplay and goes to middle. Ranged should still be spread out, and when the first weapon drops, everyone gathers on boss for MCs. You will have empowered MCs this phase, meaning stuns and silences don't work, the MC cast has to be interrupted. Everyone needs to swap to the MCs and dispose of them immediately. MCs are going to be what wipes most people this phase. Dealing with MCs is priority #1 this phase. You should move from the middle of the room to the other side that you used after 2nd intermission. Its helpful to set up markers and announce over voice chat where you're taking the boss. Empowered whirling should be handled to a similar fashion in the previous phase with everyone spreading out. Make sure everyone is stacked on boss for MCs. Sometimes weapons will drop on the boss, but just move him. You should be grouped up near the boss most of the time for easier healing till empowered is about to start, and then everyone spreads. Do not try to ignore mechanics to push boss when he's low, handling mechanics is the safest way to kill him, not burn him.

    Tank Specifics:
    Easy enough, pretty similar to the previous phase. Just make sure you are popping CDs, for high stacks of the debuff. Move out of desecrate if it drops on boss. Chain CDs when there is empowered whirling or MCs. Help with MCs as best as you can. This phase you're not holding him in 1 spot. You have to move him around the desecrates.

    Melee Specifics:
    Similar to p2. Spread for empowered, stack for MCs. Swap to MCs to kill them. Remember stuns won't work, you have to interrupt them. Pop defensives for empowered whirlings. Kill your specific add, yada yada. Do not worry where weapons drop this phase, the dps on boss much more important than weapons.

    Disc Priest Specifics:
    Atonement healing is the way to go this phase as well. However, you should be using SS on CD with PoH to shield raid, since people should be grouped up on boss. Use divine star liberally, along with PWShield. If you're low on mana, the transition is a fantastic time to pop Hymn Of Hope. Keep an eye on the tank, with the hectic nature of this phase, the tank dying is a real threat. Pain sup him if its up. You can use PWBarrier as a weaker Pain Sup on the tank to keep him up. Swap to the MCs to burn them. If possible, use SS before empowered whirling to shield raid. Use DStar when raid's grouped up.


    Well, that ended up being much much longer than I thought, lol.
    Hope this helped and GL with your kill.

  4. #64
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    Quote Originally Posted by greavous View Post
    disc priest is: Wimfantastic-thunderhorn
    shaman is: oxin-wildhammer

    shaman always does more healing (because of stacking and better gear obviously) priest works out same but (i dunno if this is expected) he gets 50% of the shamans heals but if you add his absorbs it ends up 100%. weve never had healing problems except for thok we had to get a 3rd healer mainly because of people being too far away from a healer when running.

    i would like to sue the log system but i cannot find a guide on how to use it, ive signed up to worldoflogs but after that im stumped, also does eveyone in the group have to get it or just me? as that might be a problem.
    I don't know much about resto shaman, but the disc priest...why is he running 19k spirit??? Tell him to drop 10-15k of that and dump it into crit > mastery. He will do 50% more hps easily! Also power infusion is garbage, use twist of fate. 90%+ of his healing should be from atonement and divine star. He is also using 2 cleave trinkets...those are the worst trinkets for disc. Should be using sha + immers trink or sha + siege. Also swap healing cape for dps, it has more crit (healing cape proc sucks for disc).
    Last edited by Illiterate; 2014-09-23 at 05:30 PM.

  5. #65
    Deleted
    Your Disc priest needs to dump alot of spirit and gem for crit his glyphs need attention too penance glyph is pretty much mandatory should be using divine star on that fight not Cascade

  6. #66
    @OP: it sounds like your guild is messing up mechanics. what strat are you using? I mean if you have a shaman healer there is absolutely NO reason you don't stack the ENTIRE fight up until p3. Shamans are absolute beasts on that fight with the stack method and make it easymode to heal. We 2heal it weekly with a rdruid/disc and it's all pretty easy going. however, your dps HAVE to be on the ball, and stack method means melee switch to weapon too. The stack method however allows you to get a lot more uptime on boss, more than you'd think. My guild went from getting 2nd temple at about 25% hp left to no second temple at all going to stack method. If you have a proper group setup you can even solo heal the stack method (aka, have a few raid cds, HTT, tranq, devo auras, smoke bombs, etc), I posted a vid of my guild run where I solo healed solo the fight, stacking p1 ping pong p2 (as I didn't want to risk getting mc'd), and it was pretty easy. The whole fight for healers is cd management, pop a cd for this desecrate, pop one for that whirling, and having everyone rotate their defensive cds as well as they can. dks should take very very little dmg due to ams, and if they're not using it they're bad as it's a dps increase to use ams (more RP = more runes due to level 75 talent).

    the thing is, a lot of people go on about "oh well we should just be able to do garrosh mechanics PROPERLY the and not need high dps to down it!" well, this is true. but just how long do you want to bang your head against a wall? it's just like 3tanking dark shamans, you go with an easier strat you are capable of doing because it's easier. when you kill thok you don't have people spread around the stinkin room because that makes the fight a LOT harder, and nearly impossible. it's the same thing here, if you have capable dps who are capable of working mechanics then why on earth would you go for more difficult strats? solo tank, 2heal, 7 dps, stack method works extremely well. yes people have to be on their a-game, and yes, the tank has to know what they're doing and know how to rotate their cds, but it can make one heck of a difference.
    https://www.youtube.com/watch?v=O1k31zoaV-U

    I clear bronze, silver, and attempt gold proving grounds! Tank mode of course. Warlock, tank mode.

  7. #67
    Sorry if I am repeating some of the things already said in this thread but I'll post some of stuff my guild did.

    From doing garrosh many months ago to this day, I have learned one thing about this fight. It is all about minimizing the amount of empowered whirling you get. We had 1 and in p3 because it's guaranteed and it was so easy mode.

    But you can have up to 3 I think but anymore than that and it just becomes way too messy because that means your dps is low and it also might mean you will have to deal with empowered mc earlier than needed.

    We ran with 1 tank 2 heal 7 dps. Had a monk in the group who uses clones for weapons and that pretty much took care of that with some dots and light damage from range, but mostly focusing on garrosh.

    Starting in p2 we use the ping pong method but instead of going directly from point A to point B, we go to middle after desecrate, deal with mc, then move out to point B.

    To deal with empowered whirling, we had 4 markers down in the area to form like a square and we'd spread around one marker for the empowered drop the desecrate as near the marker as possible, then move to the next marker while killing the weapon and we'd continue in that order counter-clockwise.

    One other thing, it took us like 20 wipes to finally get it through peoples heads to not run into the white orbs in transition immediately after seeing it. When we finally perfected it, we just stood at the edge of them and 1 person ran through it. This really helps healing the dmg.

    I can't really put a benchmark on how much damage people should be doing to garrosh by end of the fight because of so many variables but I'd say if anyone is doing less than 60 mill, they need to improve (this was with 1 tank 2 heals 7 dps method btw so with 2 tank 2 heal or even 2 tank 3 heal, you'd probably need a lot more damage from each person). Overall dps isn't really that important because it's just padded #'s from p1.
    Last edited by blackpink; 2014-09-23 at 06:42 PM.

  8. #68
    Quote Originally Posted by greavous View Post
    our hunters use a wolf and a quillen for the rez as we always need the rez
    The hunter using the Wolf needs to swap to a Serpent or a Hyena for Attack Speed, right now they're both bringing Crit, making the Wolf functionally useless. Hunters should never be using a pet that brings the same buff as another hunter unless all buffs are covered, and they're not all covered in your group.

  9. #69
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    I just took a look at your Disc priest. I know this isn't the priest forums, but here's some quick pointers, that will help him.

    Armory for the interested: http://eu.battle.net/wow/en/characte...astic/advanced

    He is running way too much spirit. You can easily get away with running ~10k spirit with the legendary meta. Even lower with Siegecrafter trinket.
    Speaking of trinkets, the ones he's using are garbage for Disc. He should be using the ones from Sha + Siegecrafter or Sha + Imm . Even the lfr versions are better than his ones.
    He should be gemming and gearing for Crit > Mastery > Haste. Spirit shouldn't be touched after about 10k.
    He should be trying for the 4 set, the 4 set very good.
    The cloak he should be using is the DPS one, the healer cloak proc isn't good for Disc.
    His glyphs need changing too. Glyph of PWShield isn't good for disc. The smite glyph is OK, but there's better glyphs. The glyph of penance I would say is mandatory. Being able to heal while moving is amazing. He should also be running PoM glyph probably, especially if you're solo tanking.

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