Northrend Beasts

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Northrend Beasts

consists of three linked encounters with little time to rest between.

Gormok the Impaler

Gormok requires the raid spread out moderately with ranged at least 15 yards away and two tanks. He is tanked in the same spot throughout the whole encounter, but will cast [Impale] on his current target. This is a DoT effects that stacks, and you will want to taunt him away when the first tank reaches two stacks, and taunt him back when the first two stacks are gone from the first tank, continuing like that until he's dead. Note that 3 or more stacks will inflict a large amount of damage, and this damage will continue even if the tank is no longer Gormok's target. He also casts [Staggering Stomp] which deals damage and interrupts any spell cast for players within range. He will also hurl snowbolds at random players, which should be killed by ranged as fast as possible as they can interrupt their target and throw fire bombs. If ranged keeps a healthy distance to one another to avoid more than one player being hit by the firebombs this should be trivial. No need for heroims here.

Acidmaw and Dreadscale

The worms will enter the arena a short time after Gormok's dead, there's no out of combat time to drink or eat between. This will require two tanks, be sure to designate one tank to each worm before the fight. Dreadscale will be the first to enter, a huge worm that should be picked up as soon as possible by it's tank and faced away from the raid because of his [Molten Spew]. When Dreadscale's mobile he will also spawn a poison cloud under him, similar to the clouds from Grobbolus in Naxx. Just kite him out of the clouds, but make sure to keep him faced away from the raid and preferably not too far from the Acidmaw tank. He will also cast [Burning Bile] on random players which should announce to the raid that they're on fire and move away from close players to avoid dealing damage to them (see more of this below). Acidmaw will start stationary and will be picked up by his tank and faced away from the raid because of [Acidic Spew]. He will also spawn poison clouds while his mobile, but more important is the [Paralytic Toxin] he'll cast. Players with paralytic toxin will have to move to a player with the burning bile debuff to clear the debuff. This will most of the time be the Dreadscale tank, so melee will want to keep an eye on where Dreadscale is positioned. We usually burn down Acidmaw first to avoid the paralytic toxin, and when he's dead we'll move over the Dreadscale which recieves a 50% damage buff when the other worm dies. Heroism is used to nuke down Acidmaw.

Icehowl

Icehowl will enter the arena a short time after the worms are dead, with no out of combat regen time between. This requires only one tank. He will be tanked against a wall in such an angle that melee can get between him and the wall, avoiding knockbacks. Rest of the raid should stay spread to avoid too many getting hit by [Arctic Breath]. Now and then he will use [Massive Crash], jumping to the middle of the arena and stunning the raid. He will then face a player, preparing to charge. When the stun ends, the raid will gain [Surge of Adrenaline] and have a few seconds to move out of his way before charges. Anyone still in front of him will recieve 50 000 damage and cause him to enrage. We don't want that, so make sure you're not stuck in the wall or anything silly like that, and move away as quick as possible. If you're not sure if you'll be safe, move until you're complete sure you are. If everyone's moved he will crash into the wall, stunning himself and will take 100% more damage for 15 seconds. When the debuff runs out, rinse and repeat until deaded.


Strategy Links

Tankspot video guide

StratFu guide

Wowwiki guide

Bosskillers guide

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