Gara'jal the Spiritbinder (tactics)

Gara'jal the Spiritbinder is the third boss in Mogu'shan Vaults.

Adventure Guide
''Leader of the Zandalar trolls' assault on the vaults, Gara'jal is determined to crack open this trove of ancient mystery and bring back whatever arcane power and knowledge he can find. Gifted with dark talents and surrounded by a loyal cadre of Zandalar mystics, he has broken through the outer walls and will not rest until the vaults belong to him.''

Spells and Abilities
Players crossing over to the Spirit World must return to the real world within 30 sec or die. Healing a player in the Spirit World energizes their soul with Spiritual Innervation. The effect of Spiritual Innervation varies depending on the class and specialization of the healed player, and the effect grows as the player continues to receive heals. Gara'jal will periodically use the following attacks instead of his normal melee attacks:- Sweeping Kick- Hammer Fist- Right Cross- Left HookThese attacks inflict Shadow damage to the target and bypass any absorption effects.
 * The Spirit World
 * The Spirit World
 * The Spirit World
 * The Spirit World
 * The Spirit World
 * Spiritual Innervation
 * Spiritual Innervation
 * Shadowy Attacks
 * Shadowy Attacks
 * Shadowy Attacks
 * Shadowy Attacks
 * Shadowy Attacks
 * Shadowy Attacks
 * Shadowy Attacks
 * Shadowy Attacks
 * Shadowy Attacks
 * Shadowy Attacks
 * Shadowy Attacks

Strategy
Gara'jal has a rather tight 6 minute hard enrage timer. Once the timer has runt out, Gara'jal casts Final Destination, instantly wiping your raid.

10-man
On 10-man mode, this is a two healer fight.

Assign two DPS and one healer who will get into the spirit realm each turn. Players get in the spirit realm by being nearby a totem and killing it. If any of those get the Voodoo Dolls debuff, other players should be assigned to replace them. It's recommended that a player who has been in the spirit realm stays one turn outside to DPS the boss as their DPS increases dramatically with the Spiritual Innervation buff. Players who get in the spirit realm needs to be healed to full health at least once or they can't get out. When the debuff from the spirit realm nears expiration, all players in the spirit realm should hit their extra action button to leave the realm. Failing to do so instantly kills the player. Getting out of the spirit realm can take 1-2 seconds, so don't wait too long. 3-5 seconds before the debuff expires is ideal.

Healers should focus on healing the 3 people in the spirit realm (themselves included) as much as possible during the 30 seconds in there, even if they are at full HP. All healing that healers receive grants them a substantial mana regen buff for a moderate duration once they leave, and all healing that DPS receive grants them a substantial DPS increasing buff. The potency of these buffs scales with how much healing that person received in the spirit realm.

It's important that players in the spirit realm kill as many spirits as possible while there - if too many are alive they will cause too much damage to the raid, usually resulting in a wipe.

Healers outside of the spirit realm should focus on intense raid healing to counter the damage from the spirits, and should focus specifically on the tank and the 2 other targets of Voodoo Doll, as they will be taking substantial damage. Absorption effects (ex. Power Word: Shield) cast on the tank will prevent damage to both the tank and the Voodoo Doll targets, and thus are effectively triple effective when used on the tank.

Once Gara'jal casts Voodoo Doll, he fixates on the tank he cast it on, so the offtank can taunt the boss at will to maintain a threat lead over the other DPS, as well as to generate moderate amounts of Vengeance for increased DPS. When a tank is banished to the spirit realm, the other tank will immediately gain aggro and within a second or two the Voodoo Doll debuff. The tank that was banished needs to kill the large add that spawns in the spirit realm to escape (failure to kill it in time results in instant death). DPS that are in the spirit realm can help kill this. Upon exiting the spirit realm, the tank should immediately taunt the boss to regain a threat lead over the DPS (the boss will remain on the other tank until the next banish, however, due to the fixate effect).

Success on this fight revolves around quickly and correctly assigning players to spirit totems, while avoiding the random Voodoo Doll debuff and Frail Soul debuff (heroic) and maximizing use of the Spiritual Innervation buff. The easiest way to accomplish this is for the raid leader to run the Gara'jalAnnounce addon, which computes and announces the optimal assignment as each totem spawns.

Once Gara'Jal reachs 20% remaining hp, he will enrage, increasing his damage by 20%. More important, he stops summoning spirit totems (note, any totems already summoned but not yet killed will remain usable), which means players will not be able to go to the spirit world for the remainder of the encounter and your raid will have to kill Gara'jal before the damage from Voodoo Dolls and the increasing numbers of Shadowy minions overwhelms your raid. This phase is ideal for Heroism/Bloodlust/Time Warp.

Related Achievements

 * Guardians of Mogu'shan
 * Heroic: Gara'jal the Spiritbinder
 * Sorry, Were You Looking for This?
 * Mogu'shan Vaults Guild Run

Quotes

 * Intro
 * yell
 * yell
 * yell


 * Aggro
 * yell


 * Killing a player
 * yell
 * yell
 * yell


 * Enrage
 * yell


 * Death
 * Gara'jal falls to the ground, gasping in pain, before dying. His spirit floats from his corpse and hovers a few feet above his body.
 * yell
 * yell
 * A portal to the Spirit World opens behind Gara'jal's spirit.
 * yell
 * yell
 * Gara'jal disappears through the portal before it closes.

Trivia

 * His final departing taunt is a paraphrase of the prophecy of Vigo the Carpathian, the main antagonist of the film Ghostbusters II.
 * Ray Stantz: And dig this, there was a prophecy. Just before his head died, his last words were "Death is but a door. Time is but a window. I'll be back."


 * As promised, Gara'jal returns to plague adventurers once more in the Throne of Thunder. His spirit represents the Zandalari tribe in the Council of Elders, and empowers each of the other elders during the fight.

Raid Finder

 * (1080p) - Fury Warrior

10-man Normal

 * (1080p) - Elemental Shaman