by Undertanker » Sat Apr 02, 2016 4:49 pm
Separation Anxiety - if an add is taken too far away from Garr, they receive this buff and enrages the add until brought closer again.
Remove buff - Randomly takes a buff from you - if gar is up long enough all buffs are gone with the exception of elixirs and consumables of that nature as only the magic buffs can be removed.
Garr gets stronger and does more damage with each add that dies.
Kill Command - When Garr is sub 50% HP he can order a "Kill Command" to any or all his adds (even if they are banished). The add will blow up regardless of their HP.
Garr adds - They will blow up for up to 5k damage when they die. Kill far away from the raid one at a time, as you want the other adds to be near Garr until it's time to kill that add to prevent all adds from having Separation Anxiety.
If you opt to kill Garr first, a very well geared tank can tank all adds with BIG BIG BIG heals on him. MT tanking Garr will not get hit hard due to adds being alive. Zerg Garr down, at 50% he could order adds to start blowing up for big damage, so right before 50% the tank on the adds pop shield wall / last stand / life giving gem to survive the explosions with their back to the wall. Very dangerous strat but is key for a good time on speed runs.