Northrend Beasts
From Twilight Wiki
| Icehowl - Facts |
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Northrend Beasts is the collective term used by Blizzard for the first 3 boss encounters of the Trial of the Crusader in patch 3.2. These bosses individually are: Gormok the Impaler (a magnataur), Acidmaw and Dreadscale (a pair of jormungar) and Icehowl (a yeti).
The 10 and 25 versions of this fight are identical with the exception of boss health.
Contents |
Video
Abilities
- Berserker Enrage - After 15 minutes of combat, whichever beast you are fighting will enrage, increasing all damage done by 500%, and becoming immune to taunt.
Gormok the Impaler
- 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. Cast every 10 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.
- Snobold Vassal - Throws a Snobold Vassal at a random player. 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:
- Batter - Inflicts 75% of normal melee damage, interrupting spellcasting for 5 seconds.
- Fire Bomb - Inflicts 4,813 to 6,187 Fire damage every 1 second to all enemies within 8 yards of the target.
- Head Crack - Stuns an enemy for 2 sec. 30 seconds cooldown.
Acidmaw & Dreadscale
Acidmaw
- Enrage - Increases all damage dealt by 50%. Used when Dreadscale dies.
- 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.
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.
- 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.
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.
Dreadscale
- 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.
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.
- 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.
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 (random?) target and other players within 10 yards, coating them with Burning Bile.
- Sweep - Inflicts 6,938 to 8,062 Physical damage to enemies within 15 yards and knocks them back.
Icehowl
- Ferocious Butt - Inflicts 60,125 to 69,875 (25-Players: 69,375 to 80,625) Physical damage to his target and stuns them for 3 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.
Strategy
Twilight's strategy is the same as depicted in the Tankspot video above with the exception of killing both Jormungar at the same time for the Not One, But Two Jormungar achievements.
Phase 1 - Gormok
Gormok requires 2 tanks to be done properly. The bleed damage stacked by his Impale ability will become too much to heal through for one tank. Generally, each tank will taunt off the other when the opposite tank with aggro reaches 2-3 stacks of the Impale debuff. This repeats till Gormok is dead.
The rest of the raid stays spread out for the encounter and range DPS stays at least 20yrds away from the boss at all times to avoid Staggering Stomp damage.
When one person is targeted and attacked by a Snobold Vassal, the range DPSers need to stop all dmg on the boss and burn that Snobold down as quickly as possible. If a healer is affected by one it can cause deaths since they will interrupt spell casting as long as they are alive. If there is only a short number of range DPS players, some melee DPS will need to help kill the Snobolds so that they dont become a headache. More than one Snobold on a player at one time is risky especially if they attach to healers since the tank damage from the boss is very high with bleeds.
Throughout the encounter the raid needs to avoid the fire patches on the ground left by the Snobold's bombs. These usually are targeted at ranged players but might occasionally be thrown near the boss so the tanks need to move him should a fire patch appear in melee range.
Phase 2 - The Two Jormungar
This fight is a coordination with not just the 2 tanks, but the raid as well.
First, the 2 worms will appear and aggro immediately. They need to be picked up as soon as they are targetable. Generally, its a good idea to tank the two somewhat close to each other but faced away from the opposite tanks and raid so that the AOE damage they do is kept at a minimum.
The tank on Dreadscale will need to move close to the tank on Acidemaw once the Acidmaw tank is debuffed with Paralytic Toxin to remove it asap since the Dreadscale tank is almost always the first to get the Burning Bile debuff.
The rest of the raid will need to watch for when they get the Paralytic Toxin debuff and run toward either the Dreadscale tank or whomever else in the raid might have Burning Bile on them so it can be removed asap. Its easier to run to the tank with the debuff than the tank run to raid members since positioning of the two bosses is critical since they do AOE damage.
After a short time, both Jormungar will tunnel underground and when they resurface, they will switch places. The one that was stationary before will now be mobile and vice versa. The two also drop all aggro once they resurface, so DPS will need to give the tanks a chance to re-establish aggro before resuming DPS.
Slime Pools will spawn under whatever Jormungar is mobile and work like the clouds on the Grobbulus fight in Naxxramas. They will start small and slowly expand so the tank on whatever boss is mobile needs to watch for these and move immediately. The rest of the raid also needs to be mindful of these clouds and they are pretty easy to avoid.
The standard kill order when not doing the achievement is to kill Acidmaw first, and then Dreadscale. Healers need to be quick on swapping to the Dreadscale tank as soon as Acidmaw dies as he will soft enrage and do 50% more damage till he is killed.
Phase 3 - Icehowl
Once you reach this phase, the fight becomes a lot less stressful on healing. Raid damage is still an issue, but nowhere near the level of P2.
Tanks need to be mindful of his Ferocious Butt ability. The damage listed on the tooltip is before mitigation from armor but this ability plus an unlucky melee swing from the boss without immediate heals can result in a tank death. Having a healer use any damage mitigation abilities on the tank with aggro when this happens will help as the tank will be stunned for 3 sec, meaning if any additional melee swings are done, they wont be dodged, blocked or parried by the tank. Usually just spam healing the tank during this is enough to survive it fine.
Throughout the fight, Icehowl will face a raid member and cast Arctic Breath and anyone in the area close to that person will also take damage. It's important for the raid to spread out as much as possible and Icehowl can target melee with this ability as well as ranged players.
Melee DPS will need to be mindful of his Whirl ability and healers will need to keep an eye on their health as this timed with an Arctic Breath or Massive Crash can become a problem.
Every so often Icehow will AOE knockback the raid with his Massive Crash ability. Everyone will be pinned against the arena walls for a few seconds while he randomly targets a raid member. As soon as he jumps back and an emote is shown of:
Icehowl glares at <name> and lets out a bellowing roar!
The raid will become unfrozen and receive a speed buff for a few seconds. The person he targets and whomever is close to them needs to move away from that area ASAP. Icehowl will not follow you when you move, but anyone in his path once he charges will be instantly killed and Icehowl will soft enrage if anyone dies from this. If everyone moves properly, he will become affected by Staggered Daze and take 100% extra damage for 15 seconds. This 15 sec period will not generate aggro, so DPS can dump on him as much as they like. As soon as the stun is over, he will resume aggro as normal and return to the tank.