Just Some notes i looked up..
Grand Warlock Nethekurse - Similar to Normal mode. Hits harder, and his Void Consumption does a LOT more damage (3.5k a tick, people can die very quickly if they stand in it). When he does his Whirlwind at 20%, he throws out 1700 damage Shadowbolts once a second.
Warbringer O'mrogg - Significantly harder. Has a Burning Maul ability which makes him strike for 1-3k additional to his melee attack with Fire damage, this gives him fairly strong burst power. He hits hard enough in melee now that it's not really feasible to just heal whomever he's attacking and zerg him, he now needs to be fought "properly". I'll discuss O'mrogg in more detail below because he's unique in his handling, and a big deviation from how we usually do the fight.
Warchief Kargath Bladefist - Double damage, adds hurt a fair bit more. Strategy we used was to get me to stand on the top of the stairs, taunting all the adds to me and holding them and the boss with AOE tanking while the boss was DPS'ed down. If I had more than 4 adds on me, DPS shot down an add. The healer stands in the back corner of the cage, so any new adds run straight through my Consecration and glue to me. He went down first go like this.
Warbringer O'mrogg
The key to handling him "properly" appears to be the realization that he has two aggro tables. Direct attacks and threat generation abilities affect the threat table of the currently active head. DoTs, debuffs, and heals generate threat on both heads at once.
This is important, since you as the tank will need to generate threat on each of the heads in turn, whereas your healers will be generating threat on both of them at once. This means at some stage it is very likely that your healers will get above you in threat on one of the heads and get rushed while that head is active. It's also important to realize that DoTs (Ignite, Curses etc) generate threat on both heads at once, even the inactive head.
The evidence I've seen that suggests this is the case is the following scenario;
Everyone opens fire. I'm top on the right head. Fire mage is third. Hunter is second. Fire mage is scoring dots from Ignite. Everyone stops healing and shooting before he switches heads.
He switches heads, and immediately rushes the Fire mage. I pull him off the mage quickly with an Avenger's Shield.
This situation indicates that DoTs generate threat on both heads. If it was a total aggro wipe, he would have attacked me first, since nobody else was doing anything. If it was a dump on the top target, he would have attacked the Hunter. If it was random, he would not repeatedly chase around DPS on the first few head switches, and then chase healers on the later switches.
So, because we have a fair degree of certainty that he runs with two aggro lists, the strategy is simple;
Put on a high-threat set, you will need very heavy threat generation.
When you pull, make sure people use a minimum of DoTs, since they will tick on both heads. You may want to Salv your healers to reduce healing aggro buildup.
Do not use Avenging Wrath and Avenger's Shield on the pull. You will need it on the first head switch to get ahead of healing aggro.
Make sure people give you a good threat lead before the first switch, and stop all DPS after the second Thunderclap (he switches shortly after that).
When he switches, pop Avenging Wrath, throw your Avenger's Shield at him, and go to town on threat. Your objective is to ramp right up on the second table.
From this point, you need to maintain a high level of threat, and save your Avenger's Shield for any switches where he gets away from you. Make sure your DPS knows if he gets away from you to hold fire, because your position on that head's table must be low.
Kill him.
Quote from: Goregrinder;218486Just Some notes i looked up..
Warbringer O'mrogg
the tank will need to generate threat on each of the heads in turn
I'm not sure this is correct.
Afaiaa (and there is a big but old thread on Elitist Jerks about this) he does have 2 heads each with their own aggro table. The first head has 'normal' aggro, but the second head has a
RANDOM aggro table and there is nothing you can do with aggro to influence who will get his attention. Evidence of this is you can pull aggro simply by standing there and doing nothing, not even getting healed.
The rest of the comments are pretty much spot on, the first boss is still pretty straight forward tank'n'spank so long as you look out for void zones. The (penultimate) end boss is best tanked at top of stairs with all the adds to leave everyone else to DPS him down and ignore the adds completely. Far better than DPSing an add down though if you get to many is simply to fear one or trap it etc. He's a pretty straight forward boss that way so long as people bandage or use a health stone after whirlwind damage.
TL.
Cheers TL