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Gara'jal the Spiritbinder Strategy Guide

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Hit Points

10 Man: ?? Million

10 Man (H): ??Million

25 Man: 309 Million

25 Man (H): 453 Million

Abilities


Summon Spirit Totem

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Summons a totem that provides a conduit between this world and the spirit world.

Frenzy

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Increases attack speed by 25% and increases all damage dealt by 10%.


Right Cross

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Gara'jal the Spiritbinder attacks with a crushing right handed punch.

Left Hook

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Gara'jal the Spiritbinder attacks with a mighty swing of his left fist.

Hammer Fist

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Gara'jal the Spiritbinder slams his opponent with both fists.

Sweeping Kick

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Gara'jal the Spiritbinder attacks with a sweeping kick.


Strategy

This fight is a little similar to Valiona and Theralion, in that some players will have to kill adds in another realm, and they have to get out before dying. In this fight, the boss will cast Summon Spirit Totem.  The five closest players within 6 yards of the totem will be ported to the Spirit World when the totem is destroyed. The players closest to the totem will have the debuff Conduit to the Spirit Realm. Porting to the Spirit World leaves a player with 30% health remaining.

Once a player is in the Spirit World, he/she leaves the physical body behind and have Crossed Over. This means the player has 30 seconds to kill as many adds, called Shadowy Minions, as possible and return to the physical world. If the players does not return within 30 seconds, the player will die. To return to the Physical World, the player must be healed to full. This gives the player the buff Revitalized Spirit and the ability Return Soul.

The raid selects the 5 to enter the realm, therefore some strategy can be utilized to optimize the selection.  One of the five people going into the Spirit World must be a healer. Otherwise, the DPS in the realm cannot be topped off to escape and will die. Finally, there are a ton of adds in the Spirit World. This means we'll bring in DPS classes with very high AoE damage (i.e., Monks, Warlocks, Ret. Paladins, etc.) are preferred.

Any healing done to the physical body causes the player healed to gain Spiritual Innervation. This causes the player's primary resource to regenerate, and the amount generated is proportional to the amount of healing received. The resource is class and spec specific.  The buff also lasts for about 35 seconds after leaving the realm. This allows DPS to deal massive amounts of damage to the boss, and the healer coming out has enough mana to heal through the high amount of raid damage. It is crucial that healers establish a rotation for going into the Spirit World to make sure none of them run out of mana.

The boss also has a set of melee attacks that do 100% weapon damage as shadow damage. They don't happen often, but they hit the tank quite hard, so healers need to be ready for the tank to spike occasionally. These abilities are listed below:

  • Right Cross
  • Left Hook
  • Hammer Fist
  • Sweeping Kick
When the boss is at 20% health, he'll use Frenzy. Not only does this increase his haste and damage, but he also stops summoning Spirit Totems. This means Shadowy Minions will continue to spawn without being killable. Therefore, we have a soft enrage timer and need to burn down the boss as quickly as possible.

The boss also does have a berserk timer. Specifically, the raid has 6 minutes to kill him, or he'll cast Final Destination, which wipes the raid in 3 seconds.

Shadowy Minion

Spiritual Grasp

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Hurls a bolt of Shadow energy that will inflict 54000 Shadow Damage to the target and all other players within three yards of the target on impact.

Shadow Bolt

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Hurls a bolt of dark magic at an enemy, inflicting 16,187 Shadow damage.

Shadowy Minions spawn in the Spirit World and need to be taken down. Otherwise, they will cause too much damage to players and the Physical World and wipe the raid. They only have two abilities. First, they have Spiritual Grasp, which is what allows them to deal damage to players in the Physical World. This does 50k (57.5k) shadow damage to a random player. The second ability is Shadow Bolt. This does about 22.5k (26k) shadow damage to a player in the Spirit World. 

Voodoo Dolls

Voodoo Dolls

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The caster links the victims together, Hexing them to all receive the damage that is inflicted on the other victims.

Banishment

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The caster banishes their current target to the spirit world.  Only by facing the torments therein can the victim free themselves.

Soul Sever

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Attempts to tear the soul of the victim assunder.  If successful, the victim will die.

The boss also has a mechanic catered to tanks called Voodoo Dolls. The main tank and 3 additional players will turn into Voodoo Dolls. The boss will fixate on the tank turned into a Voodoo Doll, and 100% of the damage dealt to that tank is also dealt to the 5 others who are Voodoo Dolls. This means external cooldowns must be used on the main tank to reduce damage dealt to the others, and healers will need to be assigned to watch these players. Also, those afflicted with Voodoo Dolls cannot be sent to the Spirit World. Therefore, backup DPS will need to be assigned.

If the tank survives the boss' attacks as a Voodoo Doll, which lasts for 1 minute, the boss will then cast Banishment on the tank, and the other Voodoo Dolls return to normal. The tank is sent to the Spirit World and must kill a Severer of Souls in 30 seconds. The add's only ability is Soul Sever. If the tank kills the add within 30 seconds, the tank returns to the Physical World. Otherwise, the tank dies. The tank should be able to defeat  the add without any major difficulties.


Heroic Strategy

There are two key differences with the heroic version. First, any player who returns from the Spirit World will get the debuff Frail Soul. If the player attempts to return to the Spirit World within 30 seconds, the player automatically dies. This means you will need to assign at least two groups (each consisting of 4 DPS and 1 healer) to alternate going into the Spirit World. Of course, there will be more than 2 healers in the rotation since they all need to replenish their mana. Also, you should assign backup DPS in the event any of the original DPS get the Voodoo Dolls debuff.

The second key difference is that the tank sent to the Spirit World will have to kill three Severers of Souls instead of one in 30 seconds. However, two of these adds are visible to everyone else in the Spirit World. The one not visible by the raid is always random, but the locations of each Severer remain the same. The diagram below shows where they spawn in the Spirit World.
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The DPS in the Spirit World need to quickly call out which Severer they cannot see. This is the one the tank must kill, while the DPS burn down the other two. Once again, all three must die within 30 seconds, or the tank dies.

The fight also has a very strict berserk timer. Once 6 minutes has passed, the raid automatically dies. However, the adds in the Spirit World must also be controlled. Therefore, specific DPS (along with backups) will be assigned to go down to the Spirit World during specific totem spawns. There are as follows:

1.   0 DPS
2.   4 DPS  Note that the first banishment happens while the DPS are down below.
3.   1 DPS
4.   2 DPS
5.   1 DPS
6.   4 DPS  Banishment #2
7.   1 DPS
8.   2 DPS
9.   4 DPS  Banishment #3
10. 1 DPS
11. 2 DPS
12. 1 DPS
13. 4 DPS Clean up adds

Pard Tip:  Sending DPS down into the spirit world is genrally an overall DPS loss on the boss.  Therefore, finding the balance that keeps the spirits low in number with the fewest dps is optimal.  Healers will get overwhelmed  if too many are alive and voodoo targets are more likely to die.
There will be 1-2 more totems spawning at this point, but they will be ignored to push the boss past 20% and meet the berserk timer. Because of Frail Soul, the totems with 1 DPS will consist of two different players. To make things simpler, each "Group" will go down during the following totems:

  • Group of 4 DPS - 2, 6, 9, 13
  • First Group of 1 DPS - 3, 7, 12
  • Group of 2 DPS - 4, 8, 11
  • Second Group of 1 DPS - 5, 10

Pard Tip:  The last 2 totems are a good time to send down a healer that has low mana, however, they will be taking a lot of damage so they will need a damage reduction CD and possibly a throughput CD to survive.  Paladins are ideal for this since they can bubble, top themselves, and hop out quickly. 
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