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Trial of the Grand Crusader - Northrend Beasts

 
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phortwenty
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PostPosted: Tue Feb 02, 2010 9:04 pm    Post subject: Trial of the Grand Crusader - Northrend Beasts Reply with quote





This encounter features 3 phases, with each phase consisting of a unique boss:

Gormok the Impaler
Every 10 seconds a debuff will appear on the current tank. After 3-4 stacks of this debuff, the OT should taunt off of the MT. The debuff will last for 30 seconds, and after this time the MT should taunt off of the OT (this debuff can also be dispelled by the Paladin's Hand of Protection). Additionally, Snobold Vassals will be thrown out and attach themselves to random raid members. These creatures should be DPSsed down as they will interrupt whoever they're attached to as well as throwing Fire Bombs. All raid members should avoid standing in the Fire Bombs as they cause 4k DPS.

Acidmaw and Dreadscale
After Gormok is downed, Acidmaw and Dreadscale will immediately appear out of the ground. While Dreadscale is mobile and can be moved around the room, Acidmaw is rooted to his current position. Both Acidmaw and Dreadscale should be tanked facing away from the raid and close together. Acidmaw has an AoE paralytic toxin attack that can only be removed b a player that has Dreadscale's debuff (called Burning Bile). It is important for the person with Burning Bile to run up to the person(s) with paralytic toxin, for he will be immobilized after a certain extent (this is the reason for tanking these 2 close together). All DPS should concentrate on burning down Acidmaw first, while occasionally throwing some dots onto Dreadscale. At one point during the fight, both will submerge under ground and become unattackable, they will reappear in switched positions.

Icehowl
After Acidmaw and Dreadscale are dead, the final boss will appear through the doors. The tank should immediately pick him up and tank him up against the wall as he performs as knock back Whirl move to anyone in front of him. Melee DPS should attack from the sides while ranged DPS and healers should stand behind him and to the sides near the wall in a spread out formation so that they avoid being hit by Arctic Breath. During certain periods of the fight, Icehowl will go to the middle of the room and use Massive Crash, throwing all raid members up against the wall. Icehowl will then pick a random raid member, and charge at him. All raid members will gain a 50% movement buff, and everyone near the spot of Icehowl's target should move away. If Massive Crash fails to hit anyone, Icehowl will become immobilized for 15 seconds and damage against him will be increased by 100%.
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