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Northrend Beasts 10 + Hard Mode

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Northrend Beasts 10 + Hard Mode

Post  HolyBoly on Sat May 08, 2010 2:45 pm



Welcome to ToC (Trial of the Crusader)

1st boss up is actually 3 affraid

1st one coming out the gate is Gormok the Impaler


Abilities
Staggering Stomp 50000 yd range — Deals a staggering stomp that inflicts 7800 to 8200 physical damage to all enemies within 15 yards and interrupts spellcasting for 8 seconds
Impale 10 yd range — Inflicts 100% of weapon damage to an enemy and causes it to bleed for 1400 to 1800 damage per application every 2 seconds for 30 seconds. Cast every 10 seconds
Snobold Vassals:

one for every 20% of Gormok's health loss and attack players.They have 134,000 health. The player under attack receives the debuff Snobolled!. While they are not very dangerous on melees, they are able to lock down a caster from ever casting any spell. They have three abilities:
Fire Bomb: Inflicts 4813 to 6187 Fire damage to all enemies within 8 yards of the target
Head Crack: Stuns an enemy for 2 sec. 30 seconds cooldown
Batter: deals damage, interrupting spellcasting for 5 sec.

Tactics
  • Tank and spank

  • DPS kill snobold adds that attach themselves to random players {Macro: /y Get this snobold off me, he has a candle} helps others know you got a rat on you

  • Ranged and healers spread out to stay out of fire patches. Range 12

  • Stop casting during Staggering Stomp so you dont get interrupted

  • Tanks taunt the boss off each other when their Impale debuff has expired.Taunt at 3 stacks
.
  • Dont stand in fire.

TIP: Gormok's damage can be reduced by disarming him in normal mode

Hard Mode Tactics
Staggering Stomp 50000 yd range — Deals a staggering stomp that inflicts 9263 to 9737 Physical damage to all enemies within 15 yards and interrupts spellcasting for 8 seconds
Impale 10 yd range — 150% of weapon damage to an enemy and causes it to bleed for 2625 to 3375 damage per application every 2 seconds for 30 seconds
Fire Bomb: more damage, react faster

Fight remains the same! Very Happy


Last edited by HolyBoly on Sat May 08, 2010 3:56 pm; edited 2 times in total
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ToC10: Phase 2

Post  HolyBoly on Sat May 08, 2010 3:33 pm

Next out the gate is Acidmaw and Dreadscale
Acidmaw=Poison alien
Dreadscale=Fire cherry

During the encounter one will be rooted to the ground and the other will be moblie. As they come out the gate, Acidmaw is rooted and Dreadscale is moblie, their abilities change depending on weather they are rooted or moblie

Acidmaw Abilities

a darker shade
Mobile:
Paralytic Bite Melee range — Inflicts 7863 to 9137 (Heroic: 12950 to 15050) Nature damage on an enemy and injects them with a paralytic toxin. Used on Acidmaw's tank
Acidic Spew 100 yd range — Deals 2775 to 3225 (Heroic: 3700 to 4300) Nature damage per 0.25 sec for 2.5 sec to enemies in front of the caster
Slime Pool 0 yd range — Inflicts 5088 to 5912 Nature damage to enemy targets within the Poison Cloud. This is spawned underneath Acidmaw periodically while mobile and lasts 30 (Heroic: 45) sec
Rooted
Paralytic Spray 100 yd range — Sprays acid at an enemy and nearby targets, dealing 6938 to 8062 (Heroic: 8325 to 9675) Nature damage and applying a debilitating paralytic toxin
Acid Spit 100 yd range — Deals 5088 to 5912 (Heroic: 6938 to 8062) Nature damage to an enemy
Sweep 15 yd range — Inflicts 6938 to 8062 (Heroic: 8325 to 9675) Physical damage to enemies within 15 yards and knocks them back

Dreadscale Abilities

Mobile:
Burning Bite Melee range — Inflicts 7863 to 9137 (Heroic: 12950 to 15050) Fire damage to an enemy and coats them with burning bile. Used on Dreadscale's tank
Molten Spew 100 yd range — Deals 2775 to 3225 (Heroic: 3700 to 4300) Fire damage per 0.25 sec for 2.5 sec to enemies in front of the caster
Slime Pool 0 yd range — Inflicts 5088 to 5912 Nature damage to enemy targets within the Poison Cloud. This is spawned underneath Dreadscale periodically while mobile and lasts 30 (Heroic: 45) sec
Rooted:
Burning Spray 100 yd range — Sprays fluid at an enemy and nearby targets, dealing 6938 to 8062 (Heroic: 8325 to 9675) Fire damage and coating them with burning bile
Fire Spit 100 yd range — Deals 5088 to 5912 (Heroic: 6938 to 8062) Fire damage to an enemy
Sweep 15 yd range — Inflicts 6938 to 8062 (Heroic: 8325 to 9675) Physical damage to enemies within 15 yards and knocks them back

Tactics
  • Players with Paralytic Toxin(slowing a player down until they cant move, it is wise to move ASAP) can get it removed by running close to a player with Burning Bile and taking a tick of fire damage

  • Burning Bile falls off naturally and cannot be removed

  • One worm is mobile and the other stationary

  • The mobile worm spawns poison circles

  • After one worm dies, the other enrages for at least 50% extra damage

  • Range 12 yards from each other to reduce the number of people being effected with Paralytic Toxin and Burning Bile

TIP: Hunters should mark both snakes when they burrow so they are easily followed underground

Hard Mode
Fight remains the same except bosses do more damage
Blow Heroism right at the start to get Acidmaw down as fast as possible
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ToC10: Phase 3

Post  HolyBoly on Sat May 08, 2010 4:21 pm

Final on out the gate is Icehowl

Fairly simple fight: DPS and RUN!

Icehowl Abilities
Arctic Breath 100 yd range — An icy breath that freezes targets in a cone in front of the caster, inflicting 15000 (Heroic: 20000) Frost damage over 5 sec. Channeled
Massive Crash 50000 yd range — Leaps into the air and crashes down with massive force, dealing 7400 to 8600 (Heroic: 10175 to 11825) Physical damage to all enemies, stunning them, and knocking them back to the wall
Ferocious Butt 8 yd range — Delivers a ferocious headbutt to an enemy, inflicting 41625 to 48375 (Heroic: 55500 to 64500) Physical damage and stunning for 3 sec
Frothing Rage 0 yd range — Increases Physical damage and attack speed by 50%. 15 sec duration
Whirl 15 yd range — Whirls around, dealing 6938 to 8062 (Heroic: 9250 to 10750) Physical damage to all nearby enemies and knocking them back


Picture of Icehowl performing Ferocious Butt


Tactics
  • Range 12 to reduce the number of people being trapped in Arctic Breath

  • Icehowl moves to the center of the room and picks a random target which he's going to charge. He turns in that raid member's direction
    After a short pause, Icehowl takes a few steps back. At the instant he starts moving backward, everybody gets a speed buff and can move again. Run left or right away from his target. NOT STRAIGHT

  • Ferocious Butt:After two seconds, he charges the spot where his target was originally standing

  • If he touches any player (not necessarily the original target) while moving to the chosen spot - they die instantly and he enrages

  • If he hits nobody, he crashes into the wall. He is stunned and takes increased damage for about 5 seconds


TIPS: his soft enrage is dispellable with Tranquilizing Shot (hunter) or Anesthetic Poison (rogue poison)

Hard Mode
Damage is increased
When Icehowl does Massive Crash and the stun breaks, players no longer receive a speed buff to avoid Icehowl's charge. Moving sideways is a very good method to avoid it, but keep an eye out for nearby columns. Speed enchants (Tuskarr's Vitality) or abilities like Pursuit of Justice, Feral Swiftness etc. can help too. The enrage after Icehowl hits a player can be removed as in normal mode, however, the loss of DPS due to missing a stun phase can cause you to wipe to the enrage timer
When the enrage timer expires, the next Massive Crash one-shots everyone affected by it
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