Trial of the Crusader; 10-man (Normal).
Northrend Beasts:
-This entire event of Gormok, Dreadscale/Acidmaw and Icehowl has a 15 minute timer. 15 minutes after Gormok is engaged, regardless of the boss you are on, they will enrage.
-This is noted as a mana-intensive encounter, with very little opportunity to regen, requiring everyone to conserve and limit player damage as much as possible.
GORMOK, the Impaler-
Primary Abilities;
Impale- cast every 10 seconds, 30 second DoT. Stacking bleed dmg.
AoE stomp- deals dmg and interrupts spell casting to all players within 15 yards of Gormok.
Snobold Attack! (Ack!)- Gormok throws Snobold minion at random player, which attaches to their back and has 3 attacks. A stun, a damage and (if casting) an spell interrupt. Especially dangerous if attacking a healer. Each time Gormok deploys a Snobold he also gains a +10% dmg buff. Only 4 Snobolds are thrown, and if they are killed before they kill their target player, no more will be spawned. If, however, they are successful, and kill their first target, they will jump to another player, and Gormok will gain an ADDITIONAL 10% dmg buff!!!
*when a Snobold is deployed, all dps need to target that Snobold and kill it.*
** Snobolds also throw fire bombs which leave flame patches on the ground = stay out of the fire**
-Gormok can be disarmed/dismantled, etc. This prevents him from appling ‘Impale’ and reduces his melee dmg. Timing of disarm abilities should be used to make sure the max amount of disarms can be used in sequence, greatly reducing the damage from Impale stacks. Having a /focus or keeping track of Impale applications will aid in this.
-Two tanks are used during this phase, taunting off after the first tank receives 3 Impales. Healers will need to keep the last tank up as his stack runs its full duration, as well as keeping up the new tank.
1) Kill Snobolds.
2) Keep casters out of AoE stomp range.
3) Swap tanks after 3 Impales.
4) Disarm as much as possible.
5) Watch both tanks health even after swap.
6) Tanks be prepared to used cooldowns and increase healing as dmg buff increases.
7) Stay out the fire!
Dreadscale and Acidmaw-
Primary Abilities;
Dreadscale;
Burning Bile (mobile); DoT on TANK ONLY. Lasts approx 25 seconds, dealing damage to the Tank and anyone within 10 yards.
Molten Spew (mobile); frontal cone DoT.
Slime Pool (mobile); aka Grobbulus fight, size 5-15 yards, 30 second duration.
Burning Spray (rooted); basically Burning Bile, but now targeting random raid member and hitting anyone within 10 yards of them.
Fire Spit (rooted); dmg to player tanking Dreadscale.
Sweep (rooted); AoE dmg and knockback to anyone near Dreadscale.
Acidmaw;
Paralytic Bite (mobile); cast on tank only. Dmg plus speed movement speed reduction. Lasts 60 seconds, however tank become paralyzed after approx 15 seconds.
Acidic Spew (mobile); frontal cone dmg.
Slime Pool (mobile); aka Grobbulus, size 5-15 yards, 30 second duration.
Paralytic Spray (rooted); basically Paralytic Bite, but targeting random raid member and hitting anyone within 10 yards of them.
Acid Spit (rooted); dmg to player tanking Acidmaw.
Sweep (rooted); AoE dmg and knockback to anyone near Acidmaw.
*The primary mechanic in this fight is managing Paralytic Toxin effect with Burning Bile. The only way to remove PT is by being near a player with BB on the.*
- The fight will always begin with Dreadscale mobile, and Acidmaw rooted in place. As you can see, both Jormungers have similar abilities when they are rooted or mobile. Melee should avoid both of them in their rooted phase, and when attacking the mobile one, stay away from the frontal cone dmg and the acid pools. When they change position (mobile goes rooted, rooted becomes mobile), they will reset agro tables, and will need to be picked up again by the tanks first. Ideally one tank is designated as the ‘mobile’ Jormunger tank, while the other one picks up the ‘rooted’ one.
Dealing with the BB/PT is done differently depending on the phase;
Situation 1; Dreadscale mobile, Acidmaw rooted:
Only the Dreadscale Tank will have BB, and the Acidmaw Tank will need to have PT removed. Since the Acidmaw tank will be positioning him away from the raid, and will be already getting the movement debuff, the Dreadscale Tank will have to move to him. Communicating when the separate debuffs are active, and the time remaining, will assist in clearing them as soon as possible. The BB AoE effect is roughly 10 yards, so the Tank with it only needs to get within ‘cleansing’ range, remove PT from the Tank with it, and then return to kiting Dreadscale around. Like Grobbulus, the ‘mobile’ tank will continue to move their target around the area to avoid poison clouds.
-if a warrior is being used as a tank, they can wait for the frontal cone attack to be used (it has a 30 second CD), so it is safe for his Jormunger to face the raid momentarily, then Intervene to the other Tank for the ‘cleanse’, and promptly Charge back to his target.
-in this situation, Acidmaw will also be targeting random raid member and hitting them, and anyone within 10 yards of them, with PT. It is advantageous for all raid members, heals and dps, to stay spread out to limit the amount of people being hit at one time. When anyone gets the PT debuff, it is their job to immediately get within the 10 yard cleansing radius of the Dreadscale tank (but NOT in front of Dreadscale) to remove the debuff. If this is done properly, there will be minimal slowing and damage taken and the healers and dps can return to their positions.
Situation 2; Acidmaw mobile, Dreadscale rooted.
Now only the ‘mobile’ Acidmaw tank will be getting hit with PT, and it will be the raid and ‘rooted’ Dreadscale tank having BB. Since the Acidmaw tank will absolutely HAVE to be able to continue to keep moving to avoid the acid pools, it will be the raid members hit with BB’s responsibility to cleanse him constantly, and if the ‘rooted’ Jormunger’s tank is a warrior (and the timing is right), he can again Intervene to cleanse, then Charge back to his target.
-the raid members with BB in this situation will have to be healed through it, as BB cannot be removed.
-If NOT going for the Achievment of downing both within 10 seconds of each other, you typically down Acidmaw first to remove the complication of Paralytic Toxin. However, be aware that once Acidmaw is killed, Dreadscale will ‘Enrage’, doing 50% more damage, for the remainder of the fight.
-Nature and Fire Resistance auras/totems are very helpful for this fight.
-once a suitable strategy for movement, cleansing and spacing is found, the fight becomes simple.
1) Have tanks assigned to be either ‘mobile’ or ‘rooted’.
2) Communicate BB and PT debuff, everyone stay out of BB AoE dmg.
3) DPS and Healers clear themselves of PT, players with BB assist clearing it off of tank with PT.
4) Melee dps stay clear of ‘rooted’ Jormunger, avoid poison pools, and stay out of ‘mobile’ Jormunger’s frontal cone.
5) Have movement and spacing assignments set.
Icehowl-
Primary Abilities;
Arctic Breath; targets random raid member and freezes all in a frontal cone and does frost dmg over 5 seconds. Staying spread out, and especially with healers, prevents this from hitting too many people and overwhelming the raid with dmg. An arctic breath to a player already damaged from any of the other abilities without immediate heals can lead to death early on.
Whirl; AoE knockback to all players within melee range, dealing physical dmg.
Massive Crash/Ferocious Butt; Icehowl jumps to the middle of the arena, knocking everyone in the raid back against the wall, where they will be stunned. He will then target a random player, face them and jump back, preparing to charge. At that time the stun will wear off, and everyone will get a temporary movement speed buff. The targeted player and anyone near them must immediately move out of the area to avoid his Charge path. If they are successful, Icehowl will hit the wall instead, become stunned, and take additional dmg for a time. If they do not move out of the way, they will most likely be killed instantly, and Icehowl will instead gain an ‘Enrage’ buff to his dmg for 15 seconds. This can be Tranq. Shotted off or a rogue with Anesthetic can remove it. However, the goal is to not get hit, and instead use the time to get extra dps on Icehowl.
*be aware that there are pillars along the side of the room, so do not just strafe left or right; move diagonally away from the way to avoid being stuck in a corner and take the hit.*
**the speed buff can allow players who where knocked back to the other side of the room to get in range of a stunned Icehowl rapidly. Melee players especially need to take advantage of this since they may find themselves on the totally opposite side of the arena, and need to get to him quickly to maximize the dmg buff.*
-Frost resistance auras/totems are very helpful with this fight.
-Icehowl can also be tanked up against a wall to reduce movement of melee and tanks getting back in range after a knock-back.
1) Position Icehowl properly.
2) Keep healers and ranged spread out to avoid Arctic Breath + dmg gibs.
3) Be prepared to move out of the way when Icehowl gets ready to charge.
4) Use movement speed boost to maximize dps and positioning after charge.
5) Do NOT get hit/stuck in a corner if you or someone near you is targeted!
6) Worst case scenario have plan to clear ‘Enrage’ effect and adjust if someone dies from charge.
7) Keep people topped off.
Link to Tankspot video and commentary on Northrend Beast;
http://www.tankspot.com/showthread.php?53693-Coliseum-Northrend-BeastsAll of this information is available at Tankspot, Wowwiki and related searches.