Posts Tagged ‘dreadscale’

by Daniel Whitcomb

So. You’ve conquered Ulduar and Naxxramas. Or maybe you’ve just collected a lot of badges and got some nice shiny gear. Either way, you’re ready to go humor that old codger Fordring and fight and die in his silly little Arena. Even if the whole thing is obviously a waste of good time that could be spent killing the Scourge, the Ebon Blade’s agreed to cooperate, so you’d better be ready too, death knight. So today, we’ll give you a few tips about surviving the first few bosses of the Trial of the Crusader the death knight way.
Northrend Beasts

The Northrend Beasts are actually 3 boss fights in one, all in quick succession with no time to rest or rebuff. If there’s a challenge in this fight, it’s probably being able to switch up your tactics quickly between each boss.

The first boss, Gormok, is pretty straightforward for DPS. Stand behind him and wail away (while avoiding the Snowbold fire, of course). If you’re on Snobold duty, be sure to be ready to engage those as well. Either way, If the Snobolds and Gormok himself are close enough to take advantage of pestilence, don’t be afraid to take that route. Every little extra bit helps. You’ll probably be taking some extra AE damage from Staggering Stomp as well, so watch for that and make sure to bandage or swap in a Death Strike if needed. Gormok’s also an excellent boss to summon your Army of the Dead on. Try it at the beginning or just after he’s cast a staggering stomp. As long as the stomp doesn’t clear them out, they should do a nice chunk of damage.

Tanks will be switching off aggro here via Taunt as the Impale debuff stacks. Determine with your fellow tank and raid leader as to how many stacks of Impale you’ll take before switching. When your time comes to take over, be ready to taunt. When handing off, it might be best to disengage and back off while the other tank takes over. If you accidentally pull aggro again and get another stack of Impale, you may overtax your healers. Of course, if your fellow tank does this to you, you can use Death Grip to reclaim Gormok, but watch out, I have heard reports that he can hit diminishing returns on taunt if you do it too much.

The next boss, the two Jormungar worms, are slightly trickier. Acidmaw will probably die first, since his Paralytic Toxin will be the bigger trouble. As a DPS, if you get hit with the toxin, be sure to run to the Dreadscale tank and take a hit of the burning bile damage to burn it off. Acidmaw should drop quick, at which point Dreadscale is more or less a tank and spank. However, you’ll still want to try to spread out a bit to avoid others with Burning Bile, and above all, watch the slime pool. you don’t want to back into one of those while trying to dodge Burning Bile, you’ll be just as dead. Also, remember your Anti-Magic Shell. It can be just the thing to avoid a few ticks of said burning bile, get you some extra runic power, and take some pressure off your healer.

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by Matt Low

Welcome to the NBE encounter. And no, I’m not referring to Megatron. NBE is shorthand for the Northrend Beasts Encounter. It’s a straightforward engagement on normal. Once the switch is toggled to heroic, the fight goes into over drive. There’s a few changes that us healers need to grasp. For one, there’s a strict time limit on each set of beasts. Can’t kill Gormok quick enough? Too bad! Ready or not, here’s the twin snakes!Setting up

If you’re starting out the first time, I strongly advise bringing in 6 healers. As your raid continues acquiring more gear, you’ll be able to slowly drop down to five. But even that might be a tough stretch. Coming in with three strong single-target healers and three raid healers should be enough to withstand the demands of the fight.

Phase 1 – Gormok the Impaler

The damage has increased substantially. The debuff on the tanks have had their duration lengthened slightly.

Setting up

If you’re starting out the first time, I strongly advise bringing in six healers. As your raid continues acquiring more gear, you’ll be able to slowly drop down to five. But even that might be a tough stretch. Coming in with three strong single-target healers and three raid healers should be enough to withstand the demands of the fight.

Flasks - This is a relatively short fight. I would suggest Frost Wyrm for increased throughput. If you want to give yourself an advantage, down a Stoneblood for some extra health. This will help buy some time if you happen to get caught in a fire or a poison or something. It just increases the survival buffer.

Important:If you’re having disconnecting problems during the encounter (particularly due to the fires), see this thread on some possible solutions to resolve it. The issue seems to occur when fires are tossed out. There doesn’t seem to be a permanent fix for it yet. It’s happened to my main tank and some of the DPS a few times. If it happens repeatedly, there’s nothing more you can do other than call someone up from the bench and sit the player with the disconnect issues.

Phase 1 – Gormok the Impaler

The damage has increased substantially. The Impale debuff on the tanks will stay on slightly longer. So when one tank taunts Gormok, the previous tank is still going to suffer and is still going to need heals.

Fires that get thrown around hurt a bit more. This is especially dangerous for healers. If you’re not paying attention, you can die really fast. A Discipline Priest who is in the “zone” may be able to squeeze off a Shield on a player who is on fire. It should be enough to absorb at least one tick.

Two Paladins with beacons on different tanks will shine. Resto Shamans will wish to to target players within melee range and dishing out Chain Heal. Other than fires, ranged DPS and healers won’t be taking any damage.

Snobolds are an even bigger threat than before. Make sure you’re spread out. Just being near a player with a Snobold will trigger the occasional interrupt. If you’re lucky enough to have one o these gremlins on you, run within melee range of Gormok. The point is to allow incidental AoE attacks (a la Chain Lightning or Divine Storm) to strike the Snobold and Gormok.

Remember, you guys are on the clock.

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by Michael Gray

The Northrend Beasts are the first series of encounters inside the Crusaders’ Coliseum raid instance. Today we’ll look at their non-Heroic version. You actually fight four different critters, all of whom are the Biggest and Toughest of their racial types in Northrend. That Tirion sure is a kidder, isn’t he?

The four bosses that make up the Northrend Beasts are:

These encounters all take place immediately after one another, so you’re not going to have a lot of time to buff, rebuff, and drink in between the fights. You can consider the entire encounter to be like an endurance test, but it goes by fairly quick. Let’s jump behind the cut and get started on how to kill them all.

Gormok the Impaler

I wanted to make a Vlad Tepes joke about Gormok’s “Impaler” title, but I just couldn’t pull one together. Gormok’s only got a couple of tricks that make him anything more than a tank and spank. First, he Impales your tanks, forcing you to swap tanks back and forth to manage the debuff. Second, he has minions. These minions are snobolds, which Gormok will pick up and hurl at your raid. Let’s go through his abilities.

Gormok’s Abilities:

  • Impale - Inflicts about 2,000 damage in 10 man, about 2,500 damage in 25 man, every 2 seconds for 30 seconds. And it stacks. If you can get a Hand of Protection on the affected tank, however, the Hand will clear the effect.
  • Staggering Stomp – Does about 8,000 damage in 10 man (~12,000 in 25 man) to everyone within 15 yards and interrupts spells for 8 seconds.
  • Rising Anger – Increases all damage dealt by 15%. Applied every time Gormok throws a Snobold.

Snobold Minions:

  • Batter - Inflicts 75% of normal melee damage, interrupting spellcasting for 5 seconds.
  • Fire Bomb – Inflicts Fire damage every 1 second to all enemies within 8 yards of the target.
  • Head Crack – Stuns an enemy for 2 sec.

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by Matticus

The Beasts encounter consists of three separate fights within 1 encounter. Consider the strategies here in beta. The information is pulled from watching various videos and reading further into datamined abilities. Feel free to make any adjustments or corrections in the comments below. Once I knock out the fight myself, I’ll update this with further information.

Watch this video here. I’ll be referencing it.

Phase 1: Gormok the Impaler

25 man health: 8.92 million

Abilities

Staggering Stomp

Deals a staggering stomp that inflicts 9263 to 9737 Physical damage to all enemies within 15 yards and interrupts spellcasting for 8 seconds.

Impale

Inflicts 150% of weapon damage to an enemy and causes it to bleed for 3500 to 4500 damage per application every 2 sec. for 30 sec. (10 second cooldown)

Your tank is going to position Gormok in the middle of the room.

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