1. #1

    Garrosh 10M P1 Problems... =/

    Yes... we are having problem in Garrosh P1...

    Idk why, but everything we try seems to be in vain.

    We have descent DPS, but it seems they are not enough to get all adds down before a new wave.
    The Axes always drops and force the raid to move, losing even more DPS...

    How do we kill those adds?

    I know about Iron Star, but our tanks says that they cannot get aggro from all adds, and still have movement cd's to leave star area...
    What to do?

  2. #2
    You don't need movement CD's for Iron Star. Tank the adds in the middle of the room and just move a little left/right. Alternatively, use a knockback.

  3. #3
    Quote Originally Posted by Frozendekay View Post
    You don't need movement CD's for Iron Star. Tank the adds in the middle of the room and just move a little left/right. Alternatively, use a knockback.
    this, a knockback makes it EXTREMELY easy

  4. #4
    You're really not giving us much to work with here. Why are desecrates forcing the raid to move? Why are tank shaving trouble with aggro on adds? They should stick like duct tape to the tank. Your tank can not be hit by the iron star, while the adds can be without moving. Alternatively just use a cooldown to soak the iron star.

    Give us logs, give us a comp, give us a strat, anything and we'll be more able to help you better.
    Last edited by NesQuek; 2013-09-27 at 01:30 AM. Reason: Grammar

  5. #5
    Quote Originally Posted by NesQuek View Post
    You're really not giving us much to work with here. Why are desecrates forcing the raid to move? Why are tank shaving trouble with aggro on adds? They should stick like duct tape to the tank. Your tank can not be hit by the iron star, while the adds can be without moving. Alternatively just use a cooldown to soak the iron star.

    Give us logs, give us a comp, give us a strat, anything and we'll be more able to help you better.
    This.
    Also, there are several really good guides out there. Give us something to go off of so we can help you out. Mainly your comp your team is using.

  6. #6
    I will give more information now, sorry about that, i did the post during a break on the tries to see if we were forgetting something obvious.

    Our comp:
    Bremaster on adds / DK on Boss as tanks
    Druid and Shaman for healers
    Shadow Priest, Demo Lock, Rogue, WW Monk, BM Hunter as DPS

    It seems that tanks takes ALOT of damage, not in a sense that we lack heal to keep then, but in the one where sometimes they are full, and then they spike too fast to death. This caused some wipes.
    Tanks are saying that they never gave the back to adds, but i'm not 100% sure about that.

    Also the Brewmaster monk is having some difficulty getting all adds after the first Iron Star.
    The adds slow him, and he has a pretty rough time leaving the area of the Star, even with knockbacks on adds.
    Sometimes we need to use Lifegrip on him to avoid his death to it.
    When the first Iron Star breaks and the new wave of adds spawns, most of the time the adds goes all the way to the healers, wile most of the times it can be controlled, sometimes we lose tries because a healer is killed, or because hes unable to heal for long time because hes trying to kite the mobs to the direction of the tanks.


    We tried killing both stars, but i't seems impossible to down that adds without it, in time for the next wave.
    And we need ~4 stars to get garrosh hp down...
    This with everyone doing more then 250k of DPS and two healing.
    (Our monk does over 350k)

    We took almost 3 hours just to start getting a 50% chance to pass p1...
    Its not consistent enough, even worse because the true hard phase is P2!

    Idk what we are doing wrong, or why our DPS cannot kill adds without star...
    We are interrupting the Far seers as much as we can.


    We obviously had read the strats from icy veins, and fat boss, still something is wrong for us in this fight, and i don't know what it is.

  7. #7


    - Get your tank to turquoise position in the middle (5)
    - Ranged and healers stack at green (3)
    - After the first weapon, all ranged/healers move to orange (4), while the designated DPS (hunter, mage, whatever) runs to blue (1) and kills the engineer
    - After killing the engineer, the dps runs from blue (1) to orange (4)
    - Ignore the engineer at red (2)
    - The iron star will start at the red (2) side and move in direction of the black arrow (7)
    - Knockback all enimies as the black arrow (6) shows you, so that the iron star will hit them
    - Tanks and melees can stay at the turquoise position (5) when iron star hits (you can use a healing cd for the impact, but actually it's not necessary)
    - Ranged/healers continue to switch between green (3) and orange (4) on each weapon, means that the previous weapon has to be killed when the next weapon hits

    This positioning is suitable up to empowered whirlwinds. Your tanks should've no problem to gather all the adds, to be honest. If it's a BrM-Monk, use the aoe taunt from your black-ox-thingy, or just a few brews should do the trick. Make sure that the DK does not get aggro on the adds, as you should clearly have 1 tank only on Garrosh and 1 only on all adds. Since the adds are killed by the iron star, your dps can focus on Garrosh (and dotting the weapon). If the weapon is @20% or somethin when the new weapon is thrown, you can quickly finish it off.

    You should only have 1 DPS for the engineer, 2 dotting the weapon should be enough, and the rest on Garrosh. We had a lot of problems to kill the adds as well, and tbh phase 1 will last forever if you don't use the iron star to kill the adds, as the warsong from Garrosh will overwhelm you add-wise. I'd also not rely on a life grip for the add-tank (we tried that as well), as a knockback is the best thing you can do (either the druid is capable of doing it, or the lock has to do it I guess, since the hunter trap may be too hard to aim).

    The key to that phase is a steady knockback of the adds and the fast & easy switching of positions for the ranged/healer camp. Dealing with the engineer is easy. You should have Garrosh @10% before a 3rd iron star (tho the 3rd star might start and deal dmg while Garrosh is doing his RP).
    Last edited by treenicillin; 2013-09-27 at 09:06 AM.
    It's better to burn out than to fade away.

  8. #8
    Quote Originally Posted by satanicway View Post
    It seems that tanks takes ALOT of damage, not in a sense that we lack heal to keep then, but in the one where sometimes they are full, and then they spike too fast to death. This caused some wipes.
    Tanks are saying that they never gave the back to adds, but i'm not 100% sure about that.

    Also the Brewmaster monk is having some difficulty getting all adds after the first Iron Star.
    The adds slow him, and he has a pretty rough time leaving the area of the Star, even with knockbacks on adds.
    The problem of your tank spiking sounds like a case of someone stunning all of the adds, possibly either of your monks. They then reset their swing timers and will 1shot whoever they are on. We did this for a couple of tries on our first week.

    I don't really understand how your BrM could ever have trouble leaving the area of the star. He has teleport, rolls, and, if he is normal, tigers lust.

    We kill Garrosh on the side we engage him and have a dps move to kill the star on that side, meaning they don't have to move at all. Melee cleave down adds, ranged kill weapon. Ranged swap between sides (different sides of the circle, left and right) and use the lock teleport when they need to switch sides. gg welcome to phase 2

    gl

  9. #9
    Stood in the Fire Winkle's Avatar
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    With a BrM i'm not sure how you can:
    A) get hit by the iron star
    B) not be able to pick up the adds considering you can just spam kegs everywhere.
    Last edited by Winkle; 2013-09-27 at 10:52 AM.

  10. #10
    I'm gonna give you the absolute arguably best way to deal with phase 1 and the easiest way. Ill even make a picture like the previous dude.

    http: //oi43. tinypic. com /2uzyn9y. jpg (sorry cant post links yet you will have to copy and paste this and remove the spaces)

    The way that is set up you will kill EVERY engineer to the right of the picture and the iron star when rolling across will damage incoming adds/Farseer wolf riders severely. Making them extremely easy to deal with. You don't have to do anything at all to make them take increased damage sometimes because they just naturally take the damage because of your raid positioning. The first Farseer Wolf Rider to spawn is a bit tricky if a ranged member gets aggro on it and a tank doesn't taunt it right when it comes out it will not be hit by the iron star. So taunting just the first one is required for it to take damage. Adds will need to be held in the path if iron star and slowed/CCd while the tank runs out of its path so they all die. If you have a druid or a shaman typhoon is insanely OP for this part! Also your ranged members NEED to run to the wall preferably away from the middle if possible towards the opposite side the iron star will be hitting the wall to drop desecrate and ranged dps just dot it up and let it shrink. If you lack a lot of dot effects then assign 1 person to deal with them. If your dps isn't that high you may consider doing hero in P1 and it will be up in time for P3. But ill tell you for sure this will be the easiest way to deal with P1 as long as your raiders can adapt to it. We made this change and instantly pushed him to P2 50% first time after the change. GL bro and if you have any questions let me know : )

  11. #11
    Quote Originally Posted by Frozendekay View Post
    You don't need movement CD's for Iron Star. Tank the adds in the middle of the room and just move a little left/right. Alternatively, use a knockback.
    QFT: Seems like a knockback will help you a lot here. Tanks need not do any heroics to get out of star path, if they are not there in the first place.

    Just tank boss in the middle, far enough to the one side that melee/tanks do not need to move from Iron star and have your Demo lock unglyph Carrion Swarm. Knockback into star as it goes by. Once you get this rotation down your DPS can spend less efforts AoEing and put more DD on Garrosh, getting you out of the phase quicker.

    In phase 2 the knockback can be a pain on MC people, but with Shadowfury you do not really need to use it as primary interrupt, and in phase 3 they are immune to the knockback so its not an issue.

  12. #12
    Im quite suprised people on garrosh now can't just solo tank P1 and just have the tank / passive cleave kill all the adds and kill both engs so you dont get iron stars and push it really fast so you only get 2 waves of adds. What my pallies guild did first week of normals.


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