My guild 1 tanked (paladin), 2 healed (resto druid and disc priest).
As for the transition:
NEVER STOP even for 1 second to get the damage reduction buff if 1 of the gold orb things drops off the adds in the middle group. You should always get at least 1 gold orb off the final 2 packs normally you get 2 but sometimes only 1). You don't need the buff from the middle pack and delaying a second or 2 can be the difference between getting 24 energy or going over.
Sort out exactly what add each person is responsible for interrupting in each pack. Some players might be wasting global cooldowns on interrupts that they don't even need to be using. For example your hunter can use binding shot on 1 of the packs and that will stun that entire pack for 5 seconds... You will then only need 1 more interrupt on the adds before that pack is dead.
Save your potions for it (I used mine just as we fly up in the air before the loading screen).
Minimise the time it takes you to run from the 1st packs to the other room where Garrosh is. Some classes can move while dpsing so they should already be moving towards the next room as they are finishing off the 1st pack instead of standing still dpsing the adds and then having to run about 40 yards further after the adds have died. Maybe use a roar from your druid to increase players movement speed to reach the 2nd room faster.
Pool resources ahead of entering the transition. On my hunter I always tried to make sure I had a full focus bar, a lock and load proc and i'd save my fervour cooldown.
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Originally Posted by JV Chequer
Tips for P4 on fight? We're working at it.
Not a lot to say about it. My guild only killed it after the nerf but I don't think the nerf was the difference for us as all our phase 4 wipes were due to mess ups with the iron star. We killed it the 1st time we got the iron star to hit Garrosh at the correct time. Once your iron star kiter has sorted that out it's really nothing more than nuking and making sure people pay attention to their malice debuff. (we had malice people run out of the circle but I know some people have 2 groups and just move the circle across both groups till it's gone).
It's such a short phase. Survive that iron star hitting the boss and the boss is dead about 60 seconds later with nothing more than an easy malice to deal with (same as the 1st malice basically).
Front Left: Tank (DK or Monk) + Rogue (+ ele cap totem)
Front Right: Tank (war or Pal) + Resto Druid HotW
Middle: Disc Priest + Dps War
Back Left: Hunter (binding shot) + ele shaman (solar beam + wind shear)
Back Right: Destro Lock + Arcane Mage
The "back" people drop ~3 globals into the middle group on their way back, which usually pretty much kills the front add in the middle pack.
You have basically the same comp as us, just replace our DPS war with your feral Druid. I don't know what feral Druids have for CC, but our warrior usually uses shockwave + disrupting shout, so that's quite a bit of CC. You could easily have your ele shaman drop cap totem on his way past the middle group if you have your DK take remorseless winter to stun his side. Disc/Druid is great for dps during this phase but terrible for CC. When we wipe, it's usually due to missed CC, because we have very little margin for error. We are able to get to ~20 energy otherwise.
I don't think I can say enough times that Intermission 1 is the hardest part of the fight for 10m. You really do need to optimize talents and glyphs and even specs for it, even at a moderate dps loss in the rest of the fight.
10 steps to success:
1. Don't mess up Malices (killing anyone or letting energy hit Garrosh)
2. Designate 3 people with strong cool downs to take the last 3 ticks of Malice 2 and spawn the meteor
3. Don't spawn any extra Iron Stars (ignore dps and spread out, just don't spawn 2)
4. Stack up as soon as Bombardment 1 is over for Malice 3
5. Kite the Iron Star Correctly
6. Pick 3 immunity people (2 prime + 1 backup) to handle Malice 4. Have them stand on opposite sides of the person with Malice
6a. It is okay if the person with Malice 4 dies. Just don't give Garrosh any energy.
7. Everyone else GTFO as soon as Bombardment 2 starts, do not spawn a 2nd star
8. Stack for Malice 5
9. Spread out for Bombardment 3
Not sure if it will even help you, but it sure did for us.
Just one tank it between t1 and t2. The other tank just keeps his vengeance while the first one tanks with all the stacks. Of course deceide which of your two does most damage. I have no idea about wars or dks, but just give them a few tries and they will see which of them can main tank and whom can basically hit like wet noodle.
If you use this strat then make surethey use str flask, use potions and possibly even swap to dps trinkets.
As for whirls, if they are not empowered just all stack on boss and rotate cds. I can't tell which ones and when, you will have to sort out yourself. Just make sure the desecrate crew knows when to run out.
Thanks all for the tips! We succed to past T1 under 25% energy
Now we struggle a little on P2, to put him under 25% to skip the second transition.
We try'd to optimize our dps by sticking to garrosh during whurl, the best shot was near 30% i think?
If you have somes tips about P2, you rulz =p
(Sorry for my shitt* english )
When you say "skip the second transition" I assume you mean "afk for one minute in ToES", because if you truly want to avoid having that phase, you need the boss <10% in Phase 2A.
30% isn't so bad for 5 attempts. You can improve your dps a lot by standing the boss totally still and having a desecrate team move in and out to bait the weapons, and using raid CDs to heal through the Whirling Corruptions. Having a good strat for breaking MC is also important. We are all stacked up, so Chain Lightning + shockwave does the trick. As a Mage, I don't even attack the MCs unless our shaman is one of the people MCd.
Otherwise, this phase is all about getting using cooldowns optimally. You're going to save your 3 min CDs for the Phase 3 burn, so you can take the time to optimally line up your CDs in Phase 2 to maximize dps (line up with trinket procs or other CDs, make sure you aren't moving or MC'd, etc)
My observation from our 10 man progress, but HP%/DPS ratios may be similar.
25% is about max, with DPS pushing this you will be pushing ~15% right as the second Empowered Whirling happens before pushing phase 3.
20% will have you pushing phase 3 either just missing or just beating second whilring.
15% will have you pushing phase 3 immediately following second MC and well before second Whirling.
11-14% May need to hold dps until second MC before pushing phase 3
Anything higher than 25% and you will probably need the DPS time of doing the Heart or you will take too long to push phase 3.