Northrend Beasts Tactics
WotLK Guides - Trial of the Crusader - Strategy Guides
Northrend Beasts Abilities
Gormok
Staggering Stomp – AoE (approx 15 yards but that’s to be confirmed):
This can do around 10k splash damage and interrupts spell casting for 8 seconds, think of this as your offensive Tauren War Stomp.
Impale – DoT:
150% damage received and 4K second bleed damage. Lasts for 30 seconds and DOES STACK.
Summon Snowball:
Snowball adds get summoned that will start attacking raid members. Other players besides the targeted player can attack and kill the adds. They attach themselves to a player and it’s that player that cant target them.
Dreadscale
Burning Bite:
Inflicts 11k – 13k fire damage coating them with burning bile which has an AoE effect, so it’s important to stay away from your team mates but in range of the healers.
Burning Spray:
Apart from sounding like something you get after a heavy Friday night on cider this ability will deal 9k fire damage and again coats the target with burning bile. Stay away from your team mates but in range of the healers.
Fire Spit:
Hits for around 10k fire damage.
Molten Spew - AoE:
4k damage per 0.25 sec frontal cone shape. Fire damage.
Acidmaw
Paralytic Bite:
Deals 12–15k nature damage and injects a paralytic toxin.
Paralytic Spray:
Around 9k nature damage, plus applying a debilitating paralytic toxin. The toxin can be removed by splash damage from a raid member that has the Burning Bile debuff.
Acidic Spew - AoE:
3k nature damage per 0.25 sec, frontal cone attack.
Slime Pool - AoE:
5k-6k per second nature damage if your in the Poison Cloud. Avoidable.
Icehowl
Ferocious Bite:
8k damage and stuns for 3 sec.
Arctic Breath - AoE:
20k frost damage over 5 sec.
Massive Crash – Everyone gets hit!:
11kK Physical damage to all enemies, does a massive knockback and stuns all raid members.
Ferocious charge:
Raid member gets charged and if doesn’t get out of the way in time will get 1 shotted luckily this comes just after Massive Crash which puts a bit of distance between you and the boss.
Whirl:
10k Physical damage to all nearby enemies and knocking them back, standard whirlwind mechanic.
Frothing Rage:
Increases damage and attack speed by 50%.
TACTICS
Boss Name: Gormok
Tanks Required: 2
First up is Gormok, a fairly straight forward fight to ease you into the new raid instance.
Ensure healers and ranged dps stand at least 15 yards or more away from him so they don’t get affected by Stomp.
The tank will be receiving Impale which is quite healing intensive, switch every 5 stacks, giving it time to wear off the other tank, keep this rotation going throughout the fight.
Gormok will summon his snowball adds, these are attached to a player and only other players are able to target them, they need to be killed ASAP, while they are up they will be creating little patches of fire on the ground which MUST be moved out of due to high damage.
Rinse & Repeat, but remember you still have two more phases and three more bosses to kill so don’t mess around else your healers will go out of mana.
Boss Name: Acidmaw & Dreadscale
Tanks Required: 2
Acidmaw starts off moving around while Dreadscale will stay stationary, this situation switches every so often with one staying still and the other moving.
If you still have any adds left from Gormok make sure you take this opportunity to finish them off, this fight is going to be tougher than the last one and the added damage and inconvenience of the fire pools will cause you trouble.
IMPORTANT TIP: This fight is heavy on Nature and Fire damage, any resistances you can use will make the fight easier, I’m not talking making full resist sets of kit, purely totems, aura’s and any buffs will do the trick.
Have Tank 1 pick up Dreadscale and Tank 2 pick up Acidmaw and turn them away from the raid, this will negate the frontal AoE attacks they both have and is very important.
DPS should be focused on the boss that is stationary, no point in making it more complicated than it already is.
Dreadscale’s attacks will cause target players to be coated with Burning Bile it’s very important that the player should move away from other raid members.
Acidmaw’s attacks will cause paralytic poison on their target, its a DoT ability that reduces movement speed the longer it goes on for.
Players who are suffering from Paralytic Poison MUST remove it by taking a small amount of splash damage from someone with the Burning Bile debuff.
Try to set a specified area early on in the fight where people with Burning Bile should go so that people who receive Paralytic Poison know exactly which direction to head in.
NEW TIP: Assign the person who gets Burning Bile to keep an eye on the tank who is tanking Acidmaw, if that happens it's almost certain they will need to go to the tank to cleanse them rather than the tank going to them with the boss in tow.
We have upgraded our tactics now so that anyone with the Burning Bile debuff is on Paralytic Poison cleansing duty until their debuff runs out at which point then rejoin the raid team. The only problem with that is they need to be careful on splash damage so having the raid spread out a bit helps although they should be running around the outside.
TOP TANK TIP: Using a Pally tank will mean they can bubble out of the Paralytic Poison should they get it, if your raid DPS is high enough that should be plenty of time to get the job done.
AVOID POISON CLOUDS, they hurt and they will kill you. If necessary move the bosses out of the way to a clear area.
Keep the DPS up on the stationary boss until you have killed one of them, the other boss will receive a 15% damage increase so healers be prepared for that. It’s important that you save a little burst to finish the remaining boss off quickly.
Once both bosses are down you proceed to phase three.
Boss Name: Icehowl
Tanks Required: 1
Arctic breath can be a raid killer, it’s very important to have your healers ready to burst heal when this ability hits, it’s at this point that your healers could be running out of mana so please be aware of this and negate as much damage as possible.
Massive Crash and Ferocious Charge will come simultaneously.
Massive Crash will hit all raid members who will be stunned and knocked back to the outside wall, at this point you need to be watching out for the player being targeted by Icehowl as they are the one that will receive the Ferocious Charge.
Ferocious Charge will start with Icehowl taking a leap back to prepare to charge, at this point all players get a run speed buff and the stun effect from Massive Crash gets removed. You need to move out of the AREA the target player was in to avoid the rush, the object is to make sure that there is only a wall for Icehowl to hit and not a raid member.
If all players have moved out of the Ferocious Charge then Icehowl will get stunned, at this point you should full nuke him, you cant over aggro while he’s stunned but you can once he comes around so be careful and clip your dps until the tank has him securely again.
Once Icehowl is down then congratulations you have completed the first event Beasts of Northrend in the Crusaders Coliseum.
Last Updated on Thursday, 04 February 2010 00:10 Written by Cybac Thursday, 13 August 2009 11:58















