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Home › The Downfall Handbook › Downfall Raid Guides › Crusader's Coliseum Strategy Page

Northrend Beasts Strategy Guide

saedo's picture

saedo — Tue, 08/04/2009 - 09:26

The first boss is a 3 in 1 encounter.   You'll fight 1 after another in succession.  

Each of the bosses are individually easy.   The trick is probably more that it's an endurace thing, there's zero break inbetween bosses.

 

Gormok the Impaler

 

Abilities:

  • Impale - Inflicts 1,750 to 2,250 (25-Players: 2,188 to 2,812) Physical damage per application every 2 seconds, for 30 (25-Players: 40) seconds.
  • Staggering Stomp - Inflicts 7,800 to 8,200 (25-Players: 11,700 to 12,300) Physical damage to all enemies within 15 yards and interrupts spellcasting for 8 seconds.
  • Rising Anger - Increases all damage dealt by 15%. Applied every time Gormok throws a Snobold.
  • Snobolds - Throws a Snobold Vassal at a random player. (HP:  134,810 - 539,240)  Gormok has 4 (25-Players: 5) Snobolds to throw. They will use the following abilities at their target (who will receive Snobolled! debuff) and other players nearby:
    1. Batter - Inflicts 75% of normal melee damage, interrupting spellcasting for 5 seconds.
    2. Fire Bomb - Inflicts 4,813 to 6,187 Fire damage every 1 second to all enemies within 8 yards of the target.
    3. Head Crack - Stuns an enemy for 2 sec.

 

The Fight:

A simple tank and spank but can hit the tank hard.   You'll need 2 tanks to trade taunt when the Impale bleed stacks too high, say every 3-4 of them.   He is also disarmable, which prevents impale.   Hand of Protection also removes the debuff.

If you don't have to be in melee, stay 15+ yards away.   He has that stomp that can interrupt your cast and damage you, so stay out if you can.

There are Snobol Vassals that spawn, they don't hit for much but can interrupt your casters.   They throw Fire Bombs which just leaves patches of fire to get out of.  They are more likely to focus on ranged, prob global aggro but occasionally hang out in the melee.  All your ranged dps should burn them down ASAP.

At the end of the fight, don't stop healing the tanks, they probably still got bleeds as you head into the next fight (starts right away).

Hard Mode:

  • Impale - Inflicts 3,500 to 4,500 (25-Players: 3,938 to 5,062) Physical damage per application every 2 seconds, for 30 (25-Players: 45) seconds.
  • Staggering Stomp - Inflicts 9,263 to 9,737 (25-Players: 11,700 to 12,300) Physical damage to all enemies within 15 yards and interrupts spellcasting for 8 seconds

It's basically the same fight but everything hits harder.   Impale also lasts 45 seconds now, and he cannot be disarmed so tanks have to eat it.    That means you need 2-3 tanks taking the impale.     We chose 2 tanks and let it stack to 4 so we'd have the dps to kill him before the Worms appear.    Use defensive CDs, remember he hits harder at the end, and BoPs remove the bleed.

Fire bombs also leave a fire dot that hurts, so more emphasis on not failing it.   The Rising Anger also becomes more of an issue as more Snobalds arrive.   In 10 man, there was no problem with ranged just killing them off as they appear.    Prioritize the snobalds on healers, casters, then the rest (melee/hunters).

There's also maybe a bug, or maybe this is the intention, normally there's 4 Snobalds, so 60% total increase in damage at the end.   But if a guy with a Snobald dies, or if you do something to knock off a Snobald like Ice Block or whatever, that Snobald becomes free and runs loose with normal threat rules, and Gormok throws out another Snobald (a 5th) which also adds another Rising Anger (75%).     

Also, you apparently have about a 2.5 min timer or around there before the next one shows up, so it's a bit of a dps race.

 

Achievements:

Upper Back Pain:  Defeat Icehowl while at least 2 / 4 Snobolds remain alive in 10 / 25-player mode.

This is the only achievement related to him.   Keep Snobolds around, and I suspect just let them annoy you the rest of the fight.  

 

 

Acidmaw and Dreadscale

Abilities:

Acidmaw:

Mobile:

  • Acidic Spew - Inflicts 2,775 to 3,225 (25-Players: 3,700 to 4,300) Nature damage every 0.25 seconds for 2.50 seconds, to enemies in frontal cone.
  • Paralytic Bite - Inflicts 7,863 to 9,137 (25-Players: 11,100 to 12,900) Nature damage to its target and injects them with a Paralytic Toxin.

Stationary:

  • Acid Spit - Inflicts 5,088 to 5,912 (25-Players: 6,475 to 7,525) Nature damage to a random target.
  • Paralytic Spray - Inflicts 6,938 to 8,062 Nature damage to its target and other players within 10 yards, injecting them with a Paralytic Toxin.
  • Sweep - Inflicts 6,938 to 8,062 Physical damage to enemies within 15 yards and knocks them back.

Both:

  • Paralytic Toxin - Inflicts 3,000 Nature damage and reduces movement speed by 10% every 2 seconds. Lasts for 60 seconds, or until removed by Burning Bile.
  • Enrage - Increases all damage dealt by 50%. Used when Dreadscale dies.

Dreadscale:

Mobile:

  • Burning Bite - Inflicts 7,863 to 9,137 (25-Players: 12,950 to 15,050) Fire damage to its target and coats them with Burning Bile.
  • Molten Spew - Inflicts 2,775 to 3,225 Fire damage every 0.25 seconds for 2.5 seconds, to enemies in frontal cone.

Stationary:

  • Fire Spit - Inflicts 5,088 to 5,912 (25-Players: 6,475 to 7,525) Fire damage to its target.
  • Burning Spray - Inflicts 6,938 to 8,062 Fire damage to a target and other players within 10 yards, coating them with Burning Bile.

Both:

  • Burning Bile - Inflicts 3,238 to 3,762 Fire damage every 2 seconds to allies within 10 yards. Removes Paralytic Toxin. Lasts for 24 seconds.
  • Enrage - Increases all damage dealt by 50%. Used when Acidmaw dies.

Whichever is Mobile:

Slime Pool - Spawns Slime Pool underneath the jormungar's body. The Slime Pool grows in size for 30 seconds and inflicts ~2,000 Nature damage every 1 second to players standing in it.

 

The Fight: 

The start of the fight has Dreadscale coming out on the right side, while Acidmaw comes out from the ground on the left side.    Acidmaw will be rooted to the ground for now.    The 2 will occasionally burrow under the ground and reset aggro and swap roles, i.e. Acidmaw becomes movable, while Dreadscale is rooted, and vice versa.

The one that's rooted will be casting spells fast and will also occasionally Sweep the melee knocking them away.    A ranged tank can tank him at this point, but a proper melee tank is prob still good and just soak the damage.    The one that's movable will be dropping Slime Pools, ala Grobbulus style, though not as often.   Just move as it occurs.

Acidmaw, will be launching Paralytic Spray, it's a green ball of slime that goes up and splashes on to the ground.   Whoever's hit will be afflicted by Paralytic Poison.    They will eventually slow down to a halt, we decided to have those move to the middle.

Dreadscale will be doing Burning Spray to his target, which is also a fire aoe splash that gives people the Burning Bile debuff.   That will cause the player to do fire damage to everyone around him.   Have to spread out to avoid hitting everyone in raid.    But the fire damage also cleanses the Paralytic Poison, so that guy has to weave around the raid cleansing those people.    

What we wound up doing was assign 1-2 people to stand with the Dreadscale tank, take the Burning Bile debuff.   Then go around cleansing the raid.    Though they should all be around the center, but guess that might not always happen.

That's pretty much it to the fight.   Recommended you kill Acidmaw before Dreadscale but it's not neccessary.  The only thing to cure the Poison is the Burning Bile, so if you run out of Bile, you may be screwed on poison for the next fight.     Well, heal them and wait for debuff to wear off, and hope it's not a tank that's poison if you do that.

Also, one will enrage when the other dies.  So killing them close together probably most ideal.    But itt's not a lethal enrage, just zerg it how you feel like.

 

Hard Mode:

Acidmaw:

  • Acidic Spew - Inflicts 3,700 to 4,300 (25-Players: 4,625 to 5,375) Nature damage every 0.25 seconds for 2.50 seconds, to enemies in frontal cone.
  • Paralytic Bite - Inflicts 12,950 to 15,050 (25-Players: 18,500 to 21,500) Nature damage to its target and injects them with a Paralytic Toxin.
  • Acid Spit - Inflicts 6,938 to 8,062 (25-Players: 10,175 to 11,825) Nature damage to a random target.
  • Paralytic Spray - Inflicts 8,325 to 9,675 (25-Players: 12,950 to 15,050) Nature damage to its target and other players within 10 yards, injecting them with a Paralytic Toxin.
  • Paralytic Toxin - Inflicts 3,000 Nature damage and reduces movement speed by 10% every 1 seconds. Lasts for 60 seconds, or until removed by Burning Bile.

Dreadscale:

  • Burning Bite - Inflicts 11,110 to 12,900 (25-Players: 18,500 to 21,500) Fire damage to its target and coats them with Burning Bile.
  • Molten Spew - Inflicts 3,700 to 4,700 (25-Players: 4,625 to 5,375) Fire damage every 0.25 seconds for 2.5 seconds, to enemies in frontal cone.
  • Fire Spit - Inflicts 6,938 to 8,062 (25-Players: 10,175 to 11,825) Fire damage to its target.
  • Burning Spray - Inflicts 8,325 to 9,675 (25-Players: 12,950 to 15,050) Fire damage to a target and other players within 10 yards, coating them with Burning Bile.
  • Burning Bile - Inflicts 5,550 to 6,450 (25-Players: 8,325 to 9,675) Fire damage every 2 seconds to allies within 10 yards. Removes Paralytic Toxin. Lasts for 24 seconds.

Both:

  • Sweep - Inflicts 8,325 to 9,675 (25-Players: 10,175 to 11,825) Physical damage to enemies within 15 yards and knocks them back.

From the looks of things, first off, Hard Mode means stuff hits harder.   It's probably more important to spread out since Burning Bile hits 2-3 times harder.   Also the Paralytic Poison appears to tick faster, 1 sec instead of 2, so your time is halved before you freeze in spot.   

In the 10 man, we did the fight like normal.   Melee on mobile worm always.    Ranged emphasis on killing Acidmaw first so that he should die before Dreadscale.

In 25 man, it was similar to normal as well.  Though due to us being melee heavy we put our 3 DKs on the stationary one always.   While only 5 of us were on the mobile one so Burning Biles and stuff doesn't rape 8 of us at once.    Also our Ret Pally did his Bubble Sac during it to help out.   

Anyways, we started with physical dps (hunters/melee) on Dreadscale with 2 tanks passing the bile.  A warlock tank with casters on Acidmaw.   We use a Demonology spec'd Warlock with this Felpuppy out.   Combining the spell damage reduction mitigation along with Soul Link, making him healable.   Also healers should be aware of his pet and keep that alive too, else all his mitigation goes away too.   So healers might have to set up a focus target for the pet.  This allowed our lock to only take 6.5K spell hits, rather than a physical tank taking 8-12K along with melee and sweep hits.    He tanks the rooted target, i.e Acidmaw first, then Dreadscale after first submerge.

When Acidmaw is mobile, try to kill him before he submerges again, or get it fairly close.   Have all ranged (incl hunters) keep on him.  This is also similarly timed about 2.5 mins before Icehowl shows up.    Goal is to get Dreadscale dead too before that.

 

Achievements:

Not One but Two Jormungar:  Defeat Acidmaw and Dreadscale within 10 seconds of each other in 10/25-player mode.

Split the dps a bit, make them die within 10 sec of each other.   Only this part of the encounter is needed, no need to even kill Icehowl yet.

 

Icehowl

Abilities:

  • Ferocious Butt - Inflicts 60,125 to 69,875 (25-Players: 69,375 to 80,625) Physical damage to his target and stuns them for 2.5 (3 in 25 man) seconds
  • Arctic Breath - Inflicts 3,000 (25-Players: 4,000) Frost damage every 1 second for 5 seconds to a random target and other players in a cone between the boss and his target. Stuns and silences for the duration of the spell.
  • Whirl - Inflicts 6,938 to 8,062 (25-Players: 8,325 to 9,675) Physical damage to all players within 15 yards, and knocks them back.
  • Massive Crash - Inflicts 7,400 to 8,600 (25-Players: 9,250 to 10,750) Physical damage to all players, stuns them for 7 seconds, and knocks them to walls of the Coliseum. Used immediately before a Charge. When the stun wears off, all players receive Surge of Adrenaline for 8 seconds.
  • Surge of Adrenaline - Increases movement speed by 50%.
  • Trample - Charges at the location of a chosen target. Inflicts 50,000 Physical damage to everybody in its path, gaining Frothing Rage if he hits a player. If nobody is hit, Icehowl is affected by Staggered Daze for 15 seconds.
  • Staggered Daze - Increases all damage taken by 100% for 15 seconds. Stunned for the duration.
  • Frothing Rage - Increases Physical damage dealt and attack speed by 50% for 15 seconds. Enrage effect.

 

The Fight:

Tank and spank for the most part.   He does an Arctic Breath, so spread out around so he doesn't freeze the entire raid in one go.   He'll occasionally knockback the melee, so don't be there unless you have to.

Now the fun trick to the fight is that he'll occasionally jump to the center, then slams everyone to the back wall stunning us.   He will then choose a target, watch raid warnings, jump to the opposite side, and charge his target.       The stun at this point will wear off and you'll get increased run speed.

Now, if he hits you,  and anyone in the path, you'll probably die, unless saved by CDs, and go into an enrage, which will start 1-2 shotting tanks unless CDs or a timely Tranq shot saves him.      But, if you take those few seconds and move out of the way so he hits nothing but wall, SMACK, he gets stunned for a while, no enrage.

That's all he does.  Heal through any damage.   Strafe to the side everytime he targets you (or anyone near you) and yell ole!    Kill kill and repeat.

Crash Mechanics:

Ok after some testing I think I can confirm how Icehowl's charge works.

Point 1:  He does not kill everyone along the path.

Point 2:  He kills in an aoe on the point of impact.

Point 3:  The point of impact is where the player is the moment he is targetted (not necessarily the wall).

Point 4:  If you are the target of the charge, you cannot touch Icehowl.  Everyone else can, you can not.  And where he hits you becomes the new point of impact.

 

Point 1 and 2 means you can run any direction you want away.

But you have to be aware of Point 3.   Due to the pillers/corners around the room, you'll notice if you hit those, you'll be dragged along the wall a bit.  So the point of impact is actually at the piller in front of you.    In this case, running forward is likely bad since you might be running towards the kill spot.

Point 3 also allows for some interesting play.    If you were to say Vanish / Killing Spree / Ice Block / Bubble / etc to avoid the crash, then run to the center where he is before he targets anyone, and if he chooses you.   His jump back and charge will stop right at the center (or how ever far you make it).    This, assuming you yourself can get away, is likely the best scenario cause the crash is happening away from everyone (who would be at the walls), so they don't need to avoid shit (as long as they know to not run to where you were).

Anyways, gist of it, if you keep your backs away from corners/pillers of the room, be wary of which direction to run.   If you're no where near one of those, you can probably run straight forward.   If someone is messing with the Crash and playing with in the center of the room, don't run to that spot.

In addition, Point 4, added kind of forces the strat back to strafing away.  But, only the target has to do that, everyone else can scatter whatever direction they want assuming the target won't fail it.

 

Hard Mode:

  • Ferocious Butt - Inflicts 69,325 to 80,625 (25-Players: 83,250 to 96,750) Physical damage to his target and stuns them for 2.5 (3 in 25 man) seconds
  • Arctic Breath - Inflicts 4,000 (25-Players: 6,000) Frost damage every 1 second for 5 seconds to a random target and other players in a cone between the boss and his target. Stuns and silences for the duration of the spell.
  • Whirl - Inflicts 9,250 to 10,750 (25-Players: 12,950 to 15,050) Physical damage to all players within 15 yards, and knocks them back.
  • Massive Crash - Inflicts 10,175 to 11,825 (25-Players: 16,188 to 18,812) Physical damage to all players, stuns them for 7 seconds, and knocks them to walls of the Coliseum. Used immediately before a Charge. When the stun wears off, all players receive Surge of Adrenaline for 8 seconds.
  • Frothing Rage - Increases Physical damage dealt and attack speed by 75% (25-Players: 100%) for 15 seconds. Enrage effect.

Again he hits harder.   We decided to tank him near a wall, back to the wall, so sweep doesn't knock our heavy melee dps too far away.

Fan out around for Arctic Breaths and have Pallies ready to Hand of Freedom the target to free all of them.   Blink, ice block, etc works too.

WIth the recent nerfs, you can recover from a failed wall crash, but probably no more than once.   Is still tranq'able now, so hunters be ready in case.   Also use Aspect of the Pack to help the raid, don't worry about daze cause getting hit is failing it.

There is an enrage timer now, 3 mins.    It's actually very tight timer needing almost everyone alive.    This fight is your gear check, most guilds are killing him right at the end of the enrage timer.

 

 

Videos:

 25 man kill:

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saedo's picture

Icehowl Crash Mechanics

saedo — Fri, 11/06/2009 - 11:42

Ok after some testing I think I can confirm how Icehowl's charge works.

Point 1:  He does not kill everyone along the path.

Point 2:  He kills in an aoe on the point of impact.

Point 3:  The point of impact is where the player is the moment he is targetted (not necessarily the wall).

 

Point 1 and 2 means you can run any direction you want away.

But you have to be aware of Point 3.   Due to the pillers/corners around the room, you'll notice if you hit those, you'll be dragged along the wall a bit.  So the point of impact is actually at the piller in front of you.    In this case, running forward is likely bad since you might be running towards the kill spot.

Point 3 also allows for some interesting play.    If you were to say Vanish / Killing Spree / Ice Block / Bubble / etc to avoid the crash, then run to the center where he is before he targets anyone, and if he chooses you.   His jump back and charge will stop right at the center (or how ever far you make it).    This, assuming you yourself can get away, is likely the best scenario cause the crash is happening away from everyone (who would be at the walls), so they don't need to avoid shit (as long as they know to not run to where you were).

 

Anyways, gist of it, if you keep your backs away from corners/pillers of the room, be wary of which direction to run.   If you're no where near one of those, you can probably run straight foward.   If someone is messing with the Crash and playing with in the center of the room, don't run to that spot.

 

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saedo's picture

On these mechanics, there

saedo — Tue, 11/24/2009 - 10:44

On these mechanics, there should be more in the guild now that has seen my various experiments for it (on mage and rogue), proving how some of these points work.

However, I do think I need to add one more to these though...

Point 4:   If you are the target itself, you cannot touch Icehowl.   Everyone else can run through, you cannot.    When you do touch him, that becomes the new point of impact.

I believe this is the cause of all the oops we can't run through him thoughts.   

This kinda does mean nothing changes from the usual strat.   The target has just always do his best to strafe away.   Though everyone else can scatter any direction they want so long as the target doesn't fail it.

But, Point 3, from above still applies for the most interesting/best scenario to achieve.    Forcing Icehowl to crash in the center means he's away from everyone else, no one can fail except yourself.   And, for better or worse, everyone has approximately equal time to get to him, instead of whatever half of the raid running from the other side of the room.

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saedo's picture

I elaborated a bit more on

saedo — Sat, 10/17/2009 - 13:44

I elaborated a bit more on our Warlock tanking thingy.   Basically Demonology Soul Link heal the damn pet thing.   Anything else I missed?

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saedo's picture

Looks like this page and the

saedo — Mon, 09/28/2009 - 13:53

Looks like this page and the Koralon one are fighting for 5th all time in views.   Guess it's hard mode cockblocking that's spiking up the searches.   Soon they will knock off that Rogue Tank page!   Then it's 2 more old and irrelvant pages to kill!

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Beasts

acetylcoa — Thu, 09/24/2009 - 11:04

http://www.tankspot.com/forums/f206/55199-coliseum-northrend-beasts-hard-mode.html


This vid calls for a 3 tank switch, instead of 2. Where each tank only takes 2 stacks of impale.  Sounds like it might be worth giving a try.

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saedo's picture

Why?   We're not really

saedo — Thu, 09/24/2009 - 11:31

Why?   We're not really wiping to Gormok anymore.

And if we do 3 tanks, we probably don't have the dps to get Gormok down just as worms they come out, just as Icehowl enrages, etc.    Unless, we drop a healer, which again ups the risk for tank deaths (among others).

Perhaps this is more advisable to try if we don't have pally tanks at all.    Using that warrior/dk type of combos.

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saedo's picture

Fixed it up based on our kill

saedo — Tue, 09/15/2009 - 09:11

Fixed it up based on our kill last night.  

Anyone got anything to add?

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garreth's picture

I think the most important

garreth — Tue, 09/15/2009 - 11:43

I think the most important thing we did for the kill was VERY speedy Hand of Freedoms on the frost breath target. This absolutely put us over the top on this fight. EVERY paladin should have a mod called CastYeller that alerts the raid when you've used Hand of Freedom. I was able to see that Kaluu had just used his and I knew that the next frost breath was my turn. The amount of raid damage that this mitigates is tremendous. 

Also, I think that having our raid adjust and try to move BEHIND him whenever possible was a massive improvement. This final phase is a big game of "avoid the aoe damage lol" and requires some quick movement. THIS is the fight where those speed enchanted boots are worth more than the damage/healing enchanted boots ;)

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this ALSO means that if we

Kwondre — Tue, 09/15/2009 - 11:59

this ALSO means that if we have enough trust in our paladins (don't know why we wouldn't)...we can be a tad bit less concerned with fanning out 360 degrees to a) minimize movement for the sole purpose of spreading out, and b) ensure no ones out of range of anyone for a heal/freedom.

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saedo's picture

This seems to be the strat

saedo — Wed, 09/09/2009 - 09:18

This seems to be the strat for Acidmaw and Dreadscale we were gravitating towards.    We just need a bit more dps, gotta kill Acidmaw before he burrows again.    Gotta get Dreadscale to 10% before Icehowl shows up.

Before burrows:
-Magical DPS on Acidmaw
-Physical DPS (hunters included) on Dreadscale
-Dreadscale tank drags the mob around the outer ring of the room, behind Acidmaw, towards the gated door on the left side of the room. Once in position he moves the mob for poison clouds.
-Ranged DPS and Healers spread out. A paladin in the center of the room uses beacon to heal both tanks. 2 Raid healers are spread out alone behind the ranged DPS and likely out of healing range of Acidmaw's tank. Other healers can be interspersed with the ranged DPS.
-Those who get hit by Paralytic Poison run towards the gated door that the Dreadscale tank is near (left side of room). In between spurts, the dreadscale tank runs on top of these people to break the poison.

When the worms burrow everyone should move towards the center of the room and then re-spread out

After first burrow:
-All DPS on Acidmaw, bloodlust and DPS potions are used. Acidmaw typically dies 5 seconds before the second submerge.
-First person to get the fire debuff runs to the Acidmaw tank to break him out of paralytic poison.
-Everyone else with the fire debuff spread out. With proper initial positioning, this isn't dangerous.

After second burrow:
-Entire raid spread out, avoid poison
-Tank one uses cooldowns as soon as Dreadscale re-emerges.
-When Tank one's cooldowns are up, Tank two pops cooldowns and taunts. Tank one waits for Icehowl.
-He should be under 10%, preferably dead before the 3rd submerge. If he *does* submerge he needs to be killed before he does another fire spray towards the raid.

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we talked about this a bit in

Kwondre — Wed, 09/09/2009 - 09:26

we talked about this a bit in raid yesterday but some hotfixes (which should help):

We just hotfixed the following changes to the Trial of the Grand Crusader (aka Heroic mode).

Northrend Beasts

  • Fixed a bug where the flag that prevents a creature from gaining attack speed after a parry was inadvertently left off Gormok the Impaler. This bug is fixed in normal mode as well.
  • Increased the amount of time players have to defeat the encounter before Icehowl berserks.
  • You have an extra half second to get out of the way of a very angry charging Yeti. Players with high ping rejoice.
  • Icehowl will become tauntable. (This particular element isn't hotfixed quite yet, but should be shortly).

Jaraxxus

  • Infernal Eruption will now spawn an additional Felflame Infernal the instant the eruption occurs.
  • Nether Portal now summons Mistresses of Pain slightly more often.

 

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saedo's picture

Yea, the parry gibs are

saedo — Wed, 09/09/2009 - 09:35

Yea, the parry gibs are probably causing those tank splats we see all the time but using battle rezes to get past.

Guess Icehowl is more forgiving, and recoverable if people fail to dodge.

Jaraxxus who people have said is a joke gets a buff, I've heard Mistress of Pain is pretty much guarenteed to have 2 cause there's no way to kill the portal in time now.

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saedo's picture

Another thing to try: Parry

saedo — Tue, 09/08/2009 - 10:03

Another thing to try:

Parry hasting is a very real problem, we had many "rNg" deaths on tanks until we started facing him towards the door he comes in and removing the offtank from attacking him frontally. Facing him away also makes a clearer path for ranged/healers with snobolds to come to melee and for melee to see them to DPS.

Well we don't have to do it exactly.    But the tanks might wanna be 90 degrees apart, so they're not stacked, so the OT isn't attacking from the front causing parry hasting attack gibs.     Either that or OT stops attacks and moves away from front.

Probably easier to just position them in the beginning 90 degrees apart so they don't to worry about moving or stopattacking.

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I found a post on TankSpot

saedo — Tue, 09/08/2009 - 09:42

I found a post on TankSpot that could help us, and explain the whole Nuit not keeping aggro on the Worms.

This is how my guild did the worms with 2 tanks (Warrior and Paladin)

I (Paladin) would pick up dreadscale to begin with while the warrior would tank the stationary Acidmaw. The sequence of events goes like this: Burning Bile on Dreadscale Tank (Me) -> Paralytic Poison -> Flame Spray. What I do as the tank with the BB is that I wait for the spray to finish then immediately swing around the clear any Poison-infected individuals that were coming to me. We've had bad positioning/luck that our warrior tank and get infected along with like 4 melees. But I would always have enough time to kite dreadscale half way across the room with Burning Bile on myself to clear all those melees then kite back across the room for the following spray without killing the raid.

This sequencing of events happen twice then Dreadscale burrows. The DS tank will have a new BB debuff and can clear any poisons put up last second by Acidmaw. Acidmaw burrows later than Dreadscale on the first rotation.

When Dreadscale comes back up and stays stationary, I would just hit it with some threat attack before i preceed to the mobile Acidmaw with the other tank so healers wouldn't get killed by Dreadscale's flame bolts. The first tank (warrior) will get Paralytic Poison about 10 seconds into the second rotation. I taunt Acidmaw off the warrior immediately and continue the kite (for some reason acidmaw almost ALWAYS return to the first tank despite taunt. Therefore, it is important for your first tank to not deviate from the kite path or else Acidmaw will spray the raid unintentially). The second tank (myself) will tank Acidmaw until the first tank's poison is cleared. Then the second tank will get paralytic poison. When that happens have the first tank taunt Acidmaw off.

This will conclude the second rotation. Acidmaw should be dead. If it burrows again, you're dps is too slow. THIS IS VERY IMPORTANT: If Acidmaw dies well before the burrow. DO NOT have your melees rush immediately to the stationary Dreadscale. This may cause A LOT of melees to get the last second Burning Bile and cause them to all kill each other.

The third (last) rotation begins with Dreadscale being mobile and enraged. Typically I (Paladin) will pick it up first. I will tank Dreadscale for the entire rotation, exhausting my cooldowns, especially during Flame Spray. By the time Dreadscale burrows, it should be dead, or near death.

Icehowl is timed to come out while Dreadscale is burrowed (if not killed in third rotation). My warrior tank would pick the stationary Dreadscale up for the last few % while I go pick up Icehowl. Finish Dreadscale then proceed to Icehowl. Keep in mind that the raid needs to be fanned out while finishing Deadscale so they don't all get killed by the frost breath.

 

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I just did this guy (Series) last night

Andelan — Mon, 09/07/2009 - 15:26

It was nothing too hard. A little tip for pally's. In between the bosses pop Divine Plea. You get 3 or 4 ticks of it until the next boss starts smackin the tank around.

It seems pretty obvious but I had a pally healer bitchin about going OOM by Icehowl.

On Gorm have your ranged dps stand a little bit closer than they would normally. Not so close that they get hit by staggering stomp but close enough that melee dps doesnt have to move far to drop a snobold.

Thats my 2 cents at least. Any hints to dodging fire bombs? I got hit 3 times last night.

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saedo's picture

It random targets, so only

saedo — Mon, 09/07/2009 - 16:24

It random targets, so only thing is to just move.

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Elapsed's picture

I've been employing that Plea

Elapsed — Mon, 09/07/2009 - 16:17

I've been employing that Plea trick (remembered it from mimiron) the trick I always use is to bop the tank right after gormok and then BOF them (to take the bop off) that way the impale clears before the joungamar are up

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Good idea with the impale

Andelan — Mon, 09/07/2009 - 16:51

Huh Ill do that next time. But to be honest the tanks never stayed below top health we had 4 druid healers

that many HOTS up is friggin nuts

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Elapsed's picture

my last 25 toc we were lucky

Elapsed — Mon, 09/07/2009 - 17:47

my last 25 toc we were lucky if we had 1-2 trees around to heal so it was a priority to take those off so the tanks would survive getting hit by them worms!

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saedo's picture

Adjusted the hard mode

saedo — Mon, 09/07/2009 - 09:43

Adjusted the hard mode sections to this page, anyone got stuff they want to add?

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Derchlon's picture

For Gormok's phase, it might

Derchlon — Mon, 09/07/2009 - 12:05

For Gormok's phase, it might be worthwhile to have the people who get snobolds run into melee and have the melee help once those afflicted with snobolds reach them.  This will speed up the deaths of the snobolds, and should prevent more than one being up at a time.  If I recall, we tended to have 20-30 seconds or more on the timer left when the worms spawn, and if we moved 30 seconds worth of dps to the snobolds, it would be much easier on us in phase 2.

It would be especially effective on healers with snobolds on their heads; getting them freed up quickly.

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saedo's picture

Another thing people are

saedo — Fri, 09/04/2009 - 12:15

Another thing people are recommending is a Pally and Druid tanking.    Most survivable ones due to Pally's AD and Druid's EH.

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Nuitarin's picture

Northrend Beasts Heroic

Nuitarin — Fri, 09/04/2009 - 08:40

Found this vid, strat seems simular to what we were doing

Notes:

Using 2 melee tanks, warrior and pally to tank Gormok, ranged dps kills snobolds.

Melee tanks both tank the free jormunger to spread burning bile to people.

Warlock tank on rooted worm.

Melee doesnt ever dps rooted target.

Casters dps the rooted target after the initial burn on Dreadscale.

Worms die at about the same time.

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saedo's picture

Looks like the 1 blip they

saedo — Fri, 09/04/2009 - 09:43

Looks like the 1 blip they had was the Warrior tank dying near the end of Gortok with about end of 3, perhaps just at 4th Impale.    We should prob do the suggestion of 3 impales for the 2nd round of tanking.

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saedo's picture

Ok I combined the 3 pages

saedo — Sat, 08/29/2009 - 16:30

Ok I combined the 3 pages into one.    I made the abilties and achievements all have WoWHead mouseover toolip links.    Also, I found what I could on Hard Mode for this.

Basically in a nutshell, everything hits harder and have more HP.

  1. Impale will last 45 seconds instead of 40, so tanks might have to take an extra stack to let the old one off the old tank to wear off?   Maybe?  
  2. Snobolds will have higher HP, like 500K, so more important for any slacker ranged dps to switch to them and kill them off.
  3. Paralytic Poison will tick twice as fast, every 1 sec instead of 2 seconds.   That means you got half the time to get to where you want to be.
  4. Burning Bile hits 2-3 times harder, so probably more important to spread out or be fucked when it hits.
  5. Arctic Breath will be 50% stronger, so it'd be 6K a second on 25 man.   Might want to tank him in the center, allow ranged/healers to form a 360 circle around him so there's minimal raid being hit by it.
  6. Frothing Rage will be 100% more increase in 25 man instead of 50%, so more important to not fail at it.   Can still Tranq it and all, but people will die if you fail!

That's about it, same fights, hits harder.   I think.   Unless they throw doomfires or something into the raid where I can't see via datamined data.

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saedo's picture

Changed the PTR vid to Nuit's

saedo — Wed, 08/05/2009 - 09:04

Changed the PTR vid to Nuit's vid.

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saedo's picture

This should be the first

saedo — Tue, 08/04/2009 - 10:04

This should be the first boss.    Or maybe just 3 really long trash pulls.  ;p

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