Phase 1
In phase 1, Garuda should be pulled near the front of the 2 pillars from where she spawns in the arena at.
Shortly after she is pulled she will do a slipstream, and then a down burst before jumping, when she jumps several small aoe's will fill the ground, and being hit by these feathers that hit the ground will deal moderate damage, and place an un-removable debuff on the target.
It is ideal that as soon as she disappears from your screen that you start moving to avoid this attack, every time she jumps get to the nearest safe spot of where you should be headed after she is jumped to avoid the damage.
Once she lands she will cast Mistral Shriek, and deal 5,000-6,000 damage to anyone caught in the middle of the arena and will potentially kill anyone caught in this blast that is not a tank.
She will then summon several plumes, dps should move and take these down as fast as possible, healers should be in the middle of the arena for friction. The diagram below will list where dps should be ideally once the plumes have been dealt with.
Blue = Where tanks should be position, main tank facing out against the eye wall.
Purple = where the DPS should be standing, both ranged and melee.
Green = where healers should stand, healers are targeted with friction and can damage the pillars around them, the center is ideal because it will avoid the pillars all together.
Push Garuda down to 75% and prepare for the second phase of this fight.
Phase 2
In phase 2, you will be greeted by Chaurada and Superna. The off tank should pick up Chaurada and the main tank Superna, and move to opposite ends of the battlefield.
Take down Chaurada first, she will place a target on the off tank and this will indicate that her downburst is charged up and will deal a large amount of damage to the tank.
When Garuda, Superna, and Chaurada use Friction, this is a key indicator that Garuda and Superna are getting ready to smack the main tank very hard with Wicked Wheel. Sometimes they will jump before using this attack depending on the HP on the other add or if the other add has been killed.
The tank should save cool downs for when these attacks are about to go off to reduce damage as much as possible.
Once the first add is dead, the tank should walk to the other end, taunt Superna off of the main tank and move to the adjacent corner of the arena, DPS should adjust to be in range to deal damage but out of range for any potential damage done to rocks.
This phase is pushed by one of two criteria that have to be meet.
1 - A certain amount of time has elapsed Garuda and her sister's will jump to the middle of the Arena and perform a super charged Aerial blast, the damage is increased greatly for each add that is up.
2 - Garuda has been pushed to 55% and will force her to jump.
Once she jumps this will signify the end of Phase 2 and prepare for Phase 3.1, part of the final phase of the fight.
Phase 3.1
The main tank should pull Garuda to the eye wall and the DPS should collapse around her, the healers should stay away from the party to avoid additional damage taken by Friction.
DPS can use AoE abilities and spells to take down the plumes that will spawn around them, keep in mind and be very mindful of where spiney is before you start your AoE onslaught, but plumes move to where players are and pick players at random to move to.
Once the adds are dead focus on Garuda, she will not do anything special until she decides to jump.
Tanks should be mindful of the stacks of super cyclone on them, if this tack reaches 3, super cell will go off and wipe the raid. Always taunt at 2 and make the spiny plume your highest priority to taunt.
Once she jumps, move away from where she was and attack the spiney plume to make it explode, wait for the aoe on the ground to disappear before collapsing into the bubble. Garuda can still be damaged during this phase while she charges up Mistral Shriek.
If you manage to mess this up a tank LB2 can save the group from a wipe but drag the fight on for a much longer period of time.
After shriek she will jump once more and more feathers will rain from the sky, again.
Move as soon as you see she jumps do not hesitate to move as you will be hit by the feathers. Get to your safe spots that are designated by way markers and get ready for Phase 3.2
Phase 3.2
When the phase starts, Garuda will return and summon her sisters and spiny again, and shortly after summon the famous tornados that appeared in hard mode.
The party disbursement should look something similar to this.
Tips for tanks: You do
not need to worry about who spiny plume is on when it spawns on this phase, when it does it's attack to put a de-buff on the player, they will take about 500 damage and that's the end of it. So you do not have to worry about it initially, this means that if it is not on the main tank, the main tank can taunt spiny off of whoever has it, and the off tank can pull superna away from the main tank once chaurada is dead, and this will spare any melee DPS that are in the encounter from double wicked wheel.
Make sure to continue to watch for the 2 stacks before taunting off of the person who has it however, and once the last add is dead, focus on Garuda until she jumps again, kill the spiny plume and enter the bubble when it is safe and repeate phase 3.1 & 3.2 until you win.