It's not violating anything, my point was that it is incredibly complex. Since when do RHG's go from being a simple gladiator with a jetsword and a color to being a heroic boss in Siege of Orgrimmar with a fuck ton of mechanics?
Here's what I'm talking about.
Normal RHG
Blue with a YoYo
Magus
5. Phase One↑top
Phase One starts whe
n you pull Garrosh, and lasts until he reaches 10% health.
5.1. Abilities
5.1.1. Garrosh
Garrosh only uses two abilities during this phase.
Desecrate Icon Desecrate targets a random ranged raid member (even if the ranged raid member is in melee range at the time), dealing damage in a 15-yard radius and creating a Desecrated Weapon at that location. Garrosh casts Desecrate roughly every 40 seconds.
The Desecrated Weapon is a hostile NPC that is surrounded by a large damaging void zone. The Desecrated Weapon is stationary, and it does not attack or perform any other actions (and therefore it does not need to be tanked). The Desecrated Weapon can be damaged and killed, and the size of the void zone around it is directly proportional to its health (the less health the Weapon has, the smaller the void zone is). When the Desecrated Weapon is killed, the void zone disappears.
Hellscream's Warsong Icon Hellscream's Warsong is a buff that Garrosh casts on any adds present, roughly every 30 seconds. It increases the targets' damage done and health by 150%.
5.1.2. Adds
There are three types of adds present in this phase of the fight, but we only discuss two in this section, because the third type does not attack your raid directly, and is instead linked to a fight mechanic that is best explained on its own.
Kor'kron Warbringers spawn in groups of 6 (two packs of 3 adds coming in from either side of the room), roughly every 40 seconds. These adds have a single ability, Hamstring Icon Hamstring.
Hamstring Icon Hamstring deals a high amount of Physical damage to the Warbringer's current tank, reducing their movement speed by 50% for 10 seconds.
Farseer Wolf Riders spawn one at a time, roughly every 40 seconds. They spawn alternatively from either side of the room. These adds have three abilities.
Ancestral Fury Icon Ancestral Fury is a buff that causes the Farseer Wolf Rider to gain 25% increased casting speed each time one of their spell casts is interrupted. The increased casting speed stacks.
Ancestral Chain Heal Icon Ancestral Chain Heal is a standard, interruptible chain heal that the Wolf Rider casts on its allies (other adds and Garrosh).
Chain Lightning Icon Chain Lightning is a standard, interruptible chain lightning that deals high Nature damage.
5.1.3. Siege Engineers and Iron Stars
Siege Engineers are adds with very low health, who spawn, two at a time, roughly every 45 seconds. These adds do not spawn in the fighting area, but rather above it, one on either side of the room, on small ledges. They do not cast any abilities against your raid, but they play a very important role.
Next to each add spawns a very large spiked wheel. For 15 seconds, the Siege Engineers will channel an uninterruptible spell into the wheel, trying to activate it. If they complete their casts, then the wheels roll down into the fighting area, sweeping across it lengthwise and crashing into the opposite wall. The wheels, which are called Iron Stars (and which will henceforth be referred to as such), take up one half of the width of the room each, and they have two damaging effects attached to them.
Any players or enemies who come in contact with an Iron Star that is rolling through the room take massive damage and are knocked back. Raid members unavoidably die from this damage, while the adds simply take a lot of damage.
When the Iron Star reaches the end of the room, it smashes into the wall, dealing a massive amount of Fire damage to all raid members, but the damage is lower the farther away players are from the explosion. The wheel is destroyed in the process.
Your raid can prevent the Siege Engineers from activating their Iron Stars by killing them before they complete their casts (ranged raid members can attack the Engineers). After the Iron Stars are activated, the Engineers disappear.
Regarding the movement of the Iron Stars through the room, we would like to clarify that each Iron Star only takes up one half of the width of the room, and that they travel in opposite directions. This means that not only is it possible to avoid being hit by an Iron Star by moving out of its path, it is even possible to avoid being hit by either of them by strafing in and out of their path properly.
5.2. Strategy
This phase is quite difficult, but the strategy for it is not too complicated. There are several aspects to keep in mind. We will summarise the strategy before going into further details.
Have one tank tank Garrosh in the center of the room, while the other picks up the Kor'kron Warbringers and Farseer Wolf Riders as they spawn.
AoE down the Warbringers, and single-target the Wolf Riders. Make sure to interrupt the Wolf Riders' Ancestral Chain Heal Icon Ancestral Chain Heals, but do not interrupt their Chain Lightning Icon Chain Lightning casts.
Make sure ranged raid members stay at range, so as not to cause Desecrated Weapons to be created in melee range. Kill these weapons.
Have one ranged DPS player assigned to killing one of the two Siege Engineers, and allow the other one to activate his Iron Star.
Make sure to get out of the path of the Iron Star, and attempt to use any knock-backs at your disposal to knock the adds back into the path of the Iron Star.
5.2.1. Handling Desecrated Weapon
The first issue your raid will be confronted with is the Desecrate Icon Desecrate casts. Since this spell targets ranged raid members, and since it targets them based on their role and not on their position, it is important to make sure that the potential targets stand well out of melee range, so as not to cause void zones to spawn on top of the boss and the melee group.
As soon as a Desecrated Weapon is created, everyone should move out of the void zone, and your ranged DPS players should kill it. Killing the Desecrated Weapons is not a high priority, so they can be killed just by keeping DoTs up on them.
5.2.2. Warbringers and Wolf Riders
The Kor'kron Warbringers are not very problematic on their own, so you do not need to prioritise killing them over damaging Garrosh. That said, you must be careful not to get overwhelmed by the number of adds, and you must also avoid having any of the adds buffed by more than one cast of Hellscream's Warsong Icon Hellscream's Warsong.
The Farseer Wolf Riders, however, are a top priority. Their Ancestral Fury Icon Ancestral Fury buff makes them increasingly dangerous the longer they are alive. Basically, you cannot really afford to have these adds get off even one successful Ancestral Chain Heal Icon Ancestral Chain Heal cast, meaning that all such casts must be interrupted. By doing so, however, you are causing the Wolf Rider to gain increased casting speed, which means that eventually they will become uninterruptible. For this reason, your raid must be fairly quick in killing them. Also for this reason, you cannot afford to interrupt any of their Chain Lightning Icon Chain Lightning casts, since avoiding the damage those casts do is not worth granting the Wolf Riders a stack of Ancestral Fury.
You will have to stress the importance of not interrupting Chain Lightning, and you must have a solid and efficient interrupter rotation in place.
5.2.3. Iron Stars
While it is possible to have both Siege Engineers killed before they manage to activate their Iron Stars, this is not optimal. Your raid can benefit greatly from having an Iron Star damage all the adds currently alive, since this will help out with the DPS requirements (naturally, the benefit of such a tactic depends on the tuning of the fight on live servers).
Therefore, we advise your raid to always allow one of the Siege Engineers to finish their cast, while killing the other one. Make sure that no one in the raid is standing in the half of the room through which the Iron Star will pass, and have your tank position the adds as close as possible to the path of the Iron Star (without being it themselves since they would be killed). Then, just as the Iron Star is about to pass by the adds, have someone in the raid with a knock-back (a Druid or an Elemental Shaman) knock the adds back into the path of the Iron Star.
If you do not have anyone in the raid with a knock-back, then you may be better off simply killing both Siege Engineers.
Finally, if you are allowing an Iron Star to be activated, you should make sure that everyone in the raid is quite far from the wall against which it smashes, in order to minimise the damage from this event. It is not necessary to be all the way on the other side of the room, but you will want to be at least half-way there.
6. Transition Phase↑top
When Garrosh reaches 10% health, he heals up to full health and transports himself and your raid into the realm of Y'Shaarj. This phase lasts for 1 minute.
6.1. Abilities
As soon as the phase starts, your raid will be teleported into a new area, chosen at random between phased-out versions of The Terrace of Endless Spring, The Temple of the Jade Serpent, and The Temple of the Red Crane. Depending on which area you are sent to, your raid will have to defeat one of three types of adds.
Embodied Fears are located in The Terrace of Endless Spring, and when they die, they buff any raid members in a small radius with a buff that reduces their damage taken by 50%, called Consumed Courage Icon Consumed Courage. There is a very large number of these adds, but their health is low.
Embodied Doubts are located in The Temple of the Jade Serpent, and when they die, they buff any raid members in a small radius with a buff that reduces their damage taken by 50%, called Consumed Faith Icon Consumed Faith. These adds are grouped up in packs.
Embodied Despairs are located in The Temple of the Red Crane, and when they die, they buff any raid members in a small radius with a buff that reduces their damage taken by 50%, called Consumed Hope Icon Consumed Hope. There are two Embodied Despairs in each Temple of the Red Crane transition.
The buffs granted by the deaths of these adds last until the end of the Transition Phase.
While any of the adds in your raid's realm are still alive, Garrosh (who is located behind the adds, further into the realm) is immune to damage, and he is "absorbing energy from the Heart of Y'Shaarj". Killing all the adds removes Garrosh's immunity, and attacking him stops him from further draining energy from the heart. This energy-draining is not relevant during this phase, but it plays an important role during Phase Two. For now, all you need to know is that the less energy Garrosh has a chance to gain, the better it is for your raid.
Once Garrosh is engaged by your raid, he will spam Annihilate Icon Annihilate. This is a frontal cone attack that Garrosh spams in random directions. It deals lethal damage to anyone in front of him, and very high Physical damage to everyone else.
One minute after the start of this phase, Phase Two will start. Your be sent back to the room where Phase One was fought, and you will have to face Garrosh there. Garrosh will have healed to full health, and his maximum health will be about 2.5 times higher than it was during Phase One. Any damage you have done to him in the Transition Phase will be carried over into Phase Two.
6.2. Strategy
The strategy for this phase is exceedingly simple. In short, you must kill the adds as quickly as possible, and then deal as much damage as possible to Garrosh without dying to his frontal cone attacks.
As soon as your raid is transported to the realm of Y'Shaarj, you should engage any adds present there and kill them. In the Temple of the Jade Serpent and The Temple of the Red Crane, your raid will have to split up into two groups, since the path to Garrosh splits up as well and adds have to be handled in different areas. This does not take long, and your raid will meet up again at Garrosh. In The Terrace of Endless Spring, this is not an issue.
While killing the adds, you should attempt to be essentially on top of them, in order to benefit from the damage-reduction buffs that they give out when they die.
Regarding Garrosh himself, your entire raid should stack up inside his hitbox, and always move slightly behind where he is facing. This allows your raid to stay stacked together (benefiting from AoE and ground-based heals), while also avoiding his Annihilate Icon Annihilate attacks with relative ease.
7. Phase Two↑top
Phase Two starts as soon as the Transition Phase ends. Garrosh will be at full health, minus whatever damage your raid did to him during the Transition Phase.
7.1. Abilities
During this phase, Garrosh has an energy bar (to be accurate, he had the energy bar throughout Phase One as well, although it played absolutely no role there). Garrosh gains energy during the Transition Phase (in the time from the start of the Transition Phase until your raid engages him), and he gains some energy at various moments throughout Phase Two, as we will see below. Garrosh's energy bar determines the state of his abilities. Specifically, Garrosh has 4 abilities in this phase, and each one of those abilities becomes empowered when Garrosh reaches a certain amount of energy. The empowered ability replaces the non-empowered one, and it is essentially a more dangerous version of it.
Whirling Corruption Icon Whirling Corruption is a whirlwind attack that Garrosh channels for 6 seconds. During this time, he deals moderate Shadow damage every second to all raid members, with the damage being lower the farther away players are from Garrosh.
At 25 energy, Whirling Corruption becomes Empowered Whirling Corruption Icon Empowered Whirling Corruption. In addition to Whirling Corruption's effects, this spell also shoots a missile at a random raid member, dealing a high amount of Shadow damage to all players in an 8-yard radius, and summoning an add called Minion of Y'Shaarj. These adds have no abilities, but when they die, they heal other nearby Minions of Y'Shaarj to full health and grant them 200% increased maximum health and damage. This buff stacks.
Touch of Y'Shaarj Icon Touch of Y'Shaarj is a mind control that Garrosh casts on several random raid members. While mind-controlled, these players attempt to cast Touch of Y'Shaarj on other raid members, which, if successful, also mind controls these players. Mind-controlled players' Touch of Y'Shaarj can be interrupted, and the mind control is broken when these players reach 20% health.
At 50 energy, Touch of Y'Shaarj becomes Empowered Touch of Y'Shaarj Icon Empowered Touch of Y'Shaarj. This works like Touch of Y'Shaarj, except that the mind-controlled players are now turned into Sha, being immune to loss of control effects and having their health increased.
Desecrate Icon Desecrate works exactly like it does in Phase One of the fight.
At 75 energy, Desecrate becomes Empowered Desecrate Icon Empowered Desecrate. The difference here is that the Desecrated Weapons cannot be killed, and they regenerate health over time. Do note that they can be damaged, and that just like with the normal Desecrated Weapons, lowering their health reduces the size of the void zones they create.
Gripping Despair Icon Gripping Despair is a stacking DoT that deals Shadow damage, which Garrosh applies to his current tank. This ability requires a tank switch.
At 100 energy, Gripping Despair becomes Empowered Gripping Despair Icon Empowered Gripping Despair. In addition to Gripping Despair's effects, Empowered Gripping Despair causes Explosive Despair Icon Explosive Despair each time Empowered Gripping Despair wears off or is otherwise removed (such as through immunities, since the DoT cannot be simply dispelled). Explosive Despair deals damage to the affected player, and stacks a debuff on them. The damage done is equal to the current value of Gripping Despair on the target (depending on the number of stacks), and the debuff causes the