Soulrender Dormazain extracts anima from the hellaciously brutish captives of Torghast to fuel the Jailer's armies. The tormentor has never met a soul he couldn't break, but his latest victim is proving resistant to the usual methods. Feeding on this captive's unending rage, Dormazain will enjoy spending millennia finding his weaknesses.
This encounter is a one-phase fight where Soulrender Dormazain is torturing Garrosh. All mechanics are centred around this torture. The area outside of the arena is classed as the River of Souls, which renders you unable to damage or heal.
Ruinblade - This is the tank swap of the encounter, a relatively simple +100% Physical damage taken debuff.
Torment - One of the four quadrants of the room will slowly fill from the back of the room towards Garrosh with Torment. Any players inside will lethal burst of Shadow damage.
I would advise having four raid markers in the room as shown in the positions shown on the RaidPlan Map above. You will then need one player to keep an eye on the back of the room and call out the safe spot.
During testing, it was observed that this dance phase always ended on the first safe spot.
Warmonger Shackles - Whilst shackled Garrosh will begin to cast Hellscream, to stop this cast all 3 Shackles will need to be snapped. Snapping a shackle hits the raid with a large burst of Shadow damage from Unleashed Tyranny.
[Heroic] Soul Manacles - Any player who snaps a Shackle will have this DoT placed on them for the rest of the encounter.
[Heroic] Rendered Soul - Periodically throughout the fight, fragments of Garrosh's Soul will impact on the floor. Avoid these to not take a large burst of Shadow damage.
Brand of Torment - Two players, will be marked with this and become Tormented. They will deal a moderate amount of Shadow damage to any players within their radius. However, they will also increase the damage taken by the Mawsworn Agonizers by 50% each.
These adds will spawn from the back of the room throughout the encounter and attempt to reach Garrosh. If they get too close to Garrosh (or reach 100 energy), they will gain Defiance, preventing them from being crowd controlled and increasing damage dealt by 200%.
Agonizing Nova - Is their only spell cast, and they will repeat this cast until they die. This cast can be interrupted, stopped with stuns etc. If any cast is successful, a large amount of Shadow damage will be dealt to everyone, and movement speed will be reduced by 20% (stacking).
Tank Damage Profile
Swing Timer: 1.5s (Curse of Weakness 1.8s)
Vengeance Demon Hunter
Kyrian Demon Hunters should hold Elysian Decree for Agonizers as their spawns roughly line up with the cooldown.
[Mythic] Imprison should be used on one Agonizer each wave.
Ruinblade can be blocked.
Shockwave is good to use once the Agonizers have been grouped together to stop all of their casts and keep them still for easier AoE DPS.
Blood Death Knight
The large benefit of playing a Blood Death Knight on this encounter is the ability to grip the Agonizers together for efficient AoE. They will generally spawn with only 1 that is far away from the others, so if you grip that towards the others you can mass grip togther with Gorefiend's Grasp.