To make it easy to navigate the guide, we have split it into 2 pages:
- Abilities: read about the encounter abilities;
- Normal/Heroic Strategy/Tactics: find out how to defeat the encounter in Normal and Heroic modes.
Goroth is the first boss in the Tomb of Sargeras.
As punishment for past failures, Goroth's flesh is marred with searing wounds. With every movement this behemonth makes, his flesh crackles and hisses with unending torment, a scourge he is happy to inflict upon those who oppose him.
The encounter against Goroth has a single phase, with a predictable cadence that allows for a simple rinse-and-repeat style once the raid is acclimated to the boss.
- Perform a taunt swap when Burning Armor is applied. The debuffed tank should get a minimum of 25 yards from the rest of the group before the debuff expires.
4.2. DPS & Healers
- Correctly aim the Shattering Star such that it collides with several Infernal Spikes to reduce the damage taken.
- Ensure no Infernal Spikes are destroyed if you are targeted with Crashing Comet.
- The boss can be tanked where he stands (at the top of the arena) and should be faced away from the raid.
- Ranged and healers should fan out in a semi-circle behind the boss.
- Hide behind the Infernal Spikes when Infernal Burning is cast.
- Avoid being hit by Fel Eruption and the pools left behind.
5. Bloodlust/Heroism/Time Warp
Goroth's position is very flexible and does not have any significant impact on the fight as long as certain conditions are observed and obeyed. We advise ranged raid members and healers to position themselves at mid range from the boss, roughly in the center of the room. The group should form a loose spread; ideally, the Infernal Spikes will spawn relatively close together, which allows the target of Shattering Star to easily reduce the damage. A loose spread allows for less movement from Crashing Comet, however, which improves the raid damage overall.
The tanks should position Goroth roughly where he spawns, and spin him to face away from the raid and the entrance of the room. As Goroth has a large model and hitbox, this serves to separate the tanks from the melee stack and ranged, which makes movement for Burning Armor less disruptive. When Burning Armor is applied, the tanks should perform a taunt swap and the debuffed tank should ensure they are at least 25 yards from anyother players when Burning Armor expires. If you are using a boss mod (such as BigWigs or DBM), an easy way to calculate this is to type /range 25. This causes a small radar to pop up on your screen which will turn red if there are any players within this radius, and change to green when you are in the clear.
Players affected by Crashing Comet should move away from any nearby party members and Infernal Spikes. A loose spread should ensure this is minimally disruptive and does not require much raid movement.
DPS and healers should be very aware of Shattering Star, as it will deal mortal damage to the target if they do not correctly handle the mechanic. The target should ensure at least one Infernal Spike is between them and the boss (the more Infernal Spikes in the line of the spear, the less damage taken). All other players should be sure to avoid the line of the spear, as anyone in the line of the Shattering Star will take damage as well.
When Infernal Burning is cast, all raid members (including the tanks) should seek refuge behind an Infernal Spike. This will entirely negate the damage from Infernal Burning, which will likely be lethal if a player is caught. This ability is very telegraphed, and the raid will have plenty of time to properly react. After the first Infernal Burning, Fel Eruptions will begin. The eruptions generally target the extremities of the room, and central positioning will mostly eliminate the need to dodge. The pools left behind will limit the space in the room and should be avoided at all costs.
2. Tank Concerns
The tanks should perform a taunt swap after each cast of Burning Armor. The afflicted tank must be sure to get at least 25 yards away from any other member of the raid. It is also important avoid being within range of any Infernal Spikes, as Burning Armor will also destroy them.
3. Healing Concerns
Most of the damage in the fight is avoidable, so most of the healing concerns are about healing avoidable damage that was not avoided and the tank damage from melee attacks.
Special care needs to be given to the following:
- players afflicted with Crashing Comet;
- players targeted by Shattering Star;
- anyone accidentally hit by Infernal Burning;
- the tank afflicted with Burning Armor.
4. Bloodlust/Heroism/Time Warp
We advise you to use Bloodlust/ Heroism/ Time Warp on the pull. The entire fight is a single phase featuring generic rinse and repeat mechanics, and therefore it is advantageous to pump out as much damage as possible in the opener. This ensures the greatest cooldown synergy and the least possibility of mechanical interference.
Goroth is the first encounter in the Tomb of Sargeras. It is comprised of a single phase with simple mechanics that repeat in a predictable cadence. The primary mechanics of the fight center around Infernal Spikes, which can be used to avoid lethal abilities Goroth performs.
2. Infernal Spikes
Infernal Spikes spawn under random Ranged and Healer players. A small circle will appear, and after a brief delay, the spike erupts and deals moderate Fire damage to anyone hit. It also knocks them away from the spike. The spikes are inanimate after spawning and can be used to affect other abilities performed by Goroth.
3. Crashing Comet
Crashing Comet targets up to 3 enemies, causing a medium sized circle to appear under their feet. After a few seconds, the comet crashes down from the heavens to the player's current location, dealing moderate Fire damage to anyone hit and destroying any Infernal Spikes within the impact radius (10 yards).
4. Shattering Star
Shattering Star targets a random non-tank player. After 6 seconds, it deals immense damage to its target plus moderate damage to anyone struck by the spear while it travels. The damage to the target is reduced for every Infernal Spike the Shattering Star strikes as it flies.
5. Burning and Melted Armor
Burning Armor inflicts moderate Fire damage to the current target every 2 seconds for 6 seconds. When the debuff expires, it explodes for moderate Fire damage which hits and applies Molten Armor to everyone within a 25-yard radius. Molten Armor increases all damage taken by 100%. This ability will also hit any Infernal Spikes within range and destroy them.
6. Infernal Burning
Infernal Burning ignites everyone within line of sight of Goroth, dealing very high Fire damage immediately, followed by moderate ticking Fire damage every 2 seconds for 10 seconds. Standing behind an Infernal Spikecounts as breaking line of sight and will negate this damage entirely.
7. Fel Eruption
Fel Eruption begins after the first Infernal Burning and causes the nearby Fel pools to rain from the edges of the room. The raining lava inflicts moderate Fire damage to everyone hit and leaves behind a pool that will continue to deal ticking Fire damage to anyone remaining within the void zone.
Last edited by Bearbunbun on Fri Jun 23, 2017 10:04 am; edited 1 time in total
Our Raid Notes:
We're going to keep him towards the back near GREEN MARKER facing away from pillars/raid, Tank swap immediately on Burning Armor and debuffed tank RUNS to BLUE MARKER (25 yards away from everyone) to drop their debuff. Boss must be away from any pillars.
Range and healers should fan out in the middle of the room, kind of like keeping inside the inner circle.
Move from bowling ball(Shattering Star) towards multiple pillars. Do not destroy all pillars.
Entire raid hides behind pillars during Infernal Burning (Tanks Included). If no pillars are up, completely stack up and listen for COOLDOWN Requests.
Crushing comet people move outside the ring (no marked location, just move at least 10 yards away from any person or pillar.)
Healers should pre-hot/pre-shield or whatever people with Crushing Comet and the Tank with the Burning Armor.
Fel Eruption: Part of the Room burns up and destroys pillar so we need to make sure healers and range are spread out evenly so not all pillars are destroyed.
BLOODLUST ON PULL