Posts Tagged ‘lord-jaraxxus’

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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21
Oct

Raiding Guide: Healing heroic Lord Jaraxxus

   Posted by: free-wow-guide   in WoW Boss Guides, WoW Raiding Guides

by Matt Low

This is the second boss in Trial of the Crusader. After you healed through the gate bosses that comprise the Northrend Beasts, Lord Jaraxxus is the next step.

My raid group managed to get this demon lord down this past week. We got the 10-man version down several weeks ago but the 25-man version eluded us for some time. Compared to Northrend Beasts, this boss should feel relatively easier. Your raid will spend less time learning Lord Jaraxxus than the previous boss.

Let’s check out the healing side of things, shall we?


Setting up

Your healing group should consist of 6 players. 2 tank healers will suffice. Big plus if you have 2 holy priests or other AoE type healers.

When you’re getting into position, direct your healers to cover the room as much as possible. Ideally your healers should be spaced out evenly from each other in a circle around the center. If each player can be covered by at least 2 or more healers, your raid will be in excellent shape.

Things to watch for

Incinerate Flesh: You thought this debuff was a pain on normal mode for healing. It becomes even more dangerous. If it goes off during normal mode, it’s easily healable. Healers can cover the damage. On heroic, it’s just about a guaranteed wipe when Burning Inferno lands. On normal, 60000 damage has to be healed up. On heroic, that amount increases to 85000. Priests, if their health was already low to begin with when they get this debuff, drop a shield on them to prevent any instant gibs while they get healed up to full.

Legion Flame: This green trail of heat can surprise even the most seasoned of healers. I confess I was exhibited signs of tunnel vision while healing. In one of the earlier attempts, I was roasted alive. Don’t let this happen to you!

No one likes barbequed dwarves, right?

Space yourselves out to avoid Fel Lightning. You can eat a 2nd or 3rd jump from a Fel Lightning and still live. In other words, you should be safe standing next to 1 other person if there’s no room around you due to fires on the ground.

Touch of Jaraxxus is a DoT that will be applied on random players. It’s also going to hit nearby players around them with Curse of the Nether (which is also a DoT). The damage that both abilities do are negligible. That being said, druids should dispel them when they have an opportunity.

Strong communication will play a large role in dealing with the above debuffs. Your healers should be talking to teach other. it keeps everyone focused and on task. It alerts healers as to which raid healer is healing which player.

Optionally, you can designate a player to call out debuffs on your raiders. Unfortunately, the problem with this is that by the time the other player hears the command, it may already be too late for them. it all depends on latency and reaction time.

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by Chase Christian

Trial of the Crusader is Blizzard’s most recent addition to the end game raiding scene. With 4 different flavors, regular and heroic for both 10 and 25 man groups, it’s really the most diverse group of 5 bosses we’ve ever seen. Unfortunately, it seems like the normal modes are tuned to be easy to PUG, and the difference between 10 and 25 man raids is simply increased damage and health for the bosses. With the release of heroic mode this week (provided we can kill Anub’arak), I am looking forward to a new twist on these otherwise plain fights.

First Encounter: Northrend Beasts

The very first fight you’ll see in Trial of the Crusader (ToC) is the Northrend Beasts encounter. It’s a fight against three groups of wild animals, which you’ll be required to best in order to proceed in the tournament. The first phase of the fight is against Gormok the Impaler, a large magnataur warlord. While fighting against Gormok, your job is fairly simple. DPS the boss as much as possible, and swap to kill the Snobolds that spawn on your raid mates (or you!).

Gormok will do some unavoidable AoE damage to melee DPS, and so you’ll just be soaking this up. When Gormok throws a Snobold onto a raid mate, simply run over and assist by targeting and killing the Snobold. There is NO enrage timer for this portion of the encounter, so feel free to swap to the Snobold, even it if means a lot of downtime walking back and forth. You can also use Dismantle on the boss to lower his melee damage, especially towards the end of the fight as he will be doing more damage then. This phase is very, very easy for melee DPS.

The second phase involves not one, but TWO large Jormungar worms: Acidmaw and Dreadscale. Acidmaw shoots acid and is the “green” one, and Dreadscale shoots fire and is the “red” one. My guild uses a very simple ‘burn’ strategy on Acidmaw. All DPS (ranged and otherwise) pile onto Acidmaw and we use Bloodlust to burn him down incredibly quickly. Acidmaw applies a debuff to his targets that slowly paralyzes them, eventually freezing them in place forever. As a Rogue, you can Cloak of Shadows to remove the debuff and save yourself the trouble. The method of removing this debuff is to run into someone who has the Fire debuff from Dreadscale.

We are typically able to kill Acidmaw in one rotation of the worms (they go underground and switch places), which leaves us with Dreadscale to kill. He’s a lot like Grobbulus for a Rogue: the tank will keep him moving out of the spawning fart clouds, and you don’t want to be in front of the worm or you’ll get spit on by his Fire breath. If your guild use a different strategy (or you’re going for the achievement), remember that you can Blade Flurry and attack both worms at once if they’re close together.

The third and final phase of this fight pits you against Icehowl, a giant Yeti. He’s really a pushover compared to the bosses you’re used to facing. Stack him up in the middle of the room and burn him down. He’ll occasionally throw everyone against the outside wall and stun you for a few seconds. When he does this, take careful note of who he is targeting. If he’s got his eye on you, he’ll be charging after you in a second or two.

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by Matticus

Lord Jaraxxus is the second boss that will be available this week for Coliseum raiders. Take a look at the video below. Be advised that it’s in German. Couldn’t find any other ones around (if you manage to find one, please post it in the comments below). The video shows the Lord Jaraxxus fight from a an off tank perspective. It looks to be a very healing intensive fight.

Breaking down abilities, execution, and healing below.

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