Northrend Beasts tactics

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Northrend Beasts tactics

Postby Jura » Wed Aug 05, 2009 3:19 pm

The Northrend Beasts is a three phase boss fight. You first fight Gormok the Impaler, then Acidmaw and Dreadscale at the same time, and finally, Icehowl.
Phase 1: Gormok

Phase 1 has four simple objectives:

* two tanks taunt off each other to keep the damage-over-time Impale from stacking too high (more than 3 debuffs)
* raid DPS kill Snobold adds that attach themselves to random players
* ranged and healers spread out to stay out of fire patches and outrange the 15-yard staggering stomp interrupt

For the two tanks, taunting as the Impale debuff is about to wear off can keep the debuff at 2 or less for most of the encounter, with little risk of it restacking on the same tank. After the first taunt, the tank should let his stack fall off and taunt again.

The ranged DPS and healers must avoid fire patches that Gormok puts down. These patches deal fire damage every second in a small radius, and Gormok can put down several in rapid succession--moving from one patch to another that spawns can occur, and for this reason, the ranged and healers should spread out at least enough to avoid chaining these patches (similar to Napalm on Mimiron).

Lastly, Gormok will throw Snobolds on random players (anyone is a valid target, even a tank). These Snobolds regularly stun and kick their targets, making them a big impediment to the raid if they land on a healer. If this happens, at least the ranged (if not all DPS) should kill the Snobold, as several Snobolds on healers can easily incapacitate them and cause problems for the tanks.
Phase 2: Acidmaw and Dreadscale

The key mechanics to understand about this phase are the interactions between Burning Bile and Paralytic Toxin.

* Acidmaw applies Paralytic Toxin; Dreadscale applies Burning Bile.
* Players with Paralytic Toxin can get it removed by running to players with Burning Bile and taking a tick of fire damage.
* Burning Bile falls of naturally and cannot be removed.

One tank takes Dreadscale, the other Acidmaw. Dreadscale enters on the right facing the outside door and is mobile; Acidmaw emerges from the ground on the left and is stationary. The two worms burrow periodically, switching which one is mobile and which is stationary. The mobile worm puts down poison clouds at regular intervals, like Grobbulus, and thus must be moved out to keep it safe for melee and for the tank.

Until the first burrow, the Dreadscale tank will always have Burning Bile, and Acidmaw may attack any cluster of players, giving them Paralytic Toxin. These players need to move to the Dreadscale tank, take a tick of AoE fire damage, and thus clear their debuff, lest they become paralyzed and stunned. This applies to the Acidmaw tank as well, who can run from Acidmaw without fear of losing aggro, even though it is stationary.

After the first burrow, Acidmaw is mobile, and Dreadscale stationary. Dreadscale will now apply Burning Bile not just to his tank but to a random raid member and anyone around him. This creates an AoE damage hazard, as all these players must spread from each other and from other raid members--they will deal AoE damage to anyone around them an themselves.

A simple strategy is to burn down Acidmaw, as then no one will need to clear the Paralytic Toxin debuff, and Burning Bile by itself is not much of a threat. The Acidmaw tank need only make sure he gets his Paralytic Toxin debuff cleared, either by running to the Dreadscale tank or vice versa, if Dreadscale is the stationary worm at the time.

Note that when one Jormunjar dies, the other enrages, for at least 50% extra damage (10 and 25 player normal).
Phase 3: Icehowl

Aside from Icehowl's melee range knockback and periodic tank stun, the main mechanic of this phase is the Massive Crash and charge mechanic.

* Icehowl knocks the entire raid back to the walls, stunning them
* Icehowl picks a random target to charge and runs to the opposite side of the room
* All raid members gain a speed buff to run away from the target area

If improperly executed, one or more players will be hit by Icehowl, will take upwards of 60,000 damage, and die. Icehowl will then enrage, which, in a pinch, can be dispelled by Tranquilizing Shot or Anesthetic Poison.

If done right, however, Icehowl will hit the far wall and stun himself, increasing damage taken for a short period. This is the ideal time to reconvene and pop short cooldowns. Avoiding the charge is critical to minimizing overall damage to the tanks and maintaining control over the phase. Other than that, healers need only watch out for the freezing cone attack, which can be broken altogether if the main target breaks the stun (Blink, or usual immunities like Divine Shield).
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Postby Sacs » Wed Aug 05, 2009 4:13 pm

Sounds fairly easy.

So, what are we doing tonight after we killed them?

:lol: :lol: :lol:
:D :D
:P
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Postby Slamdorff » Wed Aug 05, 2009 4:13 pm

Sounds fun! There should be some candles to take though:)
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Postby Eightythree » Wed Aug 05, 2009 4:28 pm

crapy viedo i found on tut internet

http://www.youtube.com/watch?v=fbCBCtQfNcg
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Postby Sacs » Sun Aug 09, 2009 9:11 pm

can someone move to tactics section please?
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Postby Tusvor » Sun Aug 09, 2009 9:38 pm

Sacs wrote:can someone move to tactics section please?


Done :)
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Postby ellybelle » Tue Sep 29, 2009 12:14 am

Something interesting i found on elitist jerks

I checked our raid logs and living bomb explosions have never hit the snobolds in my raids. Not even the LB on the snobold itself. The ticks do damage but not the final explosions. This means the DPCT of LB may not be as high as just continuous fireballs for taking them out. If they're next to Gormok the explosion doing damage to *something* may still make it worth using LB on the snobolds, however, if guaranteed to explode in time.

Just an FYI while we're somewhat on the topic, using invisibility when you have a snobold on your own back basically confuses that snobold to the point it permanently stops hitting you. It's still on your back, and will kick other people's casts who are nearby (so don't stand next to healers!) but it leaves you free to cast whatever you like without being kicked or taking any extra damage at all.
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Postby Daveangel » Tue Sep 29, 2009 7:38 am

Snobolds are odd. They aren't hit by the cleave effect from my Heart Strikes. However, Gormok is hit by the cleave if I hit the Snobolds.

Blizz has obviously done something to try and make sure people actually have to target the Snobolds.
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Postby Kurrelgyre » Fri Oct 16, 2009 11:29 am

Was really good progress on Beasts 25 heroic last night, think we are very close to doing this now.

Looking at the logs showed a couple of things we may be able to change.

Mikah was dying during the P1 to P2 transition because he still had stacks of impale from Gormok. Wasn't taking huge damage from this, but it is at a critical time when healers are switching targets and trying to spread out. A BoP to clear the stacks might help (as long as the tank can clear it quick enough to get aggro on acidmaw). Either that or we need to kill Gormok a bit quicker to give more time for the stacks to drop off before worms engage.

The other issue seemed to be losing the tank on dreadscale just as acidmaw dies (due to dreadscale enraging - and again I guess healers moving/retargeting from the acidmaw tank to the dread tank). Use of a cooldown here (maybe a Pally 50% dmg reduction) might give enough time for the healers to get focused on the dreadscale tank. Dreadscale was hitting Igby for 36k at that point, with fire dmg too

Think we can then get through P2 easily, and start to worry about the P2 to P3 transition :-)

Log of our best try btw :-
http://www.worldoflogs.com/reports/rt-0wxA1atjxEZH8RAt/sum/damageDone/?s=9179&e=9526
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