Northrend Beasts Strategy Guide
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  • Watch for fires (and move out of them) during Gormok.
  • Focus-fire down Snowbold Vassals as quickly as possible during Gormok.
  • Stay behind both Acidmaw and Dreadscale at all times during the fight with them.
  • Stay spread out as much as possible (at least 10' for ranged)during Acidmaw/Dreadscale, and move intelligently when they have Burning Bile so as to do as little damage as possible to their fellow raiders.
  • Be prepared to call out if they have Paralytic Toxin, so someone with Burning Bile can come un-paralyze them, during the fight with Acidmaw. (You still need to try to move yourself though)
  • Stay spread all the way around Icehowl, making sure healers are distributed away from each other.
  • Be very vigilant following a Massive Crash during the fight with Icehowl, and run out of the way of his Charge if needed, or toward where he will be stunned if not, so as to maximize DPS while he is taking extra damage and then recover positioning as fast as possible.



Gormok
Ranged stay at least 16 yards away from the boss. Get out of the fire.

Acidmaw & Dreadscale
When the worms are stationary they do a spray* that hits a random raid member (and any other players within 10 yards of that raid member). STAY SPREAD OUT! Always be behind the worms. Avoid the green clouds.
* So when Acidmaw is stationary, he will spray his paralytic poison debuff. If you are hit by it and there is someone within 10' of you, they will get it too.

Icehowl
Stay spread out around him. Tanks try to get him towards the middle when possible. Don't get run over by him. Healers be aware of huge spike damage potential. MT healers should never stop casting.


--
http://home.comcast.net/~mrsmallie/site/ - My commentary on the Logs.
I don't mind being the Guild Ass
Extended Pally Healing guide: TheHolyPaladin.com

Phase 1: Gormok The Impaler

Standard healing set up will work. Beacon of Light the tank and heal anyone else who needs healing. Spread out.

Stand at least 15 yards away from the boss. If you don't, you will be affected by Staggering Stomp. This will do damage to you, and interrupt your spellcasting. When Staggering Stomp goes off, it will do a chunk of damage to everyone close to the tank. Use Holy Light (with Glyph of Holy Light on of course to get maximum benefit) to heal up the Melee with Beacon of Light copying the heals to the tank.

The DPS should kill the Snobolled players. If you have a Snobold Vassal on you, they can Batter you, interrupting your healing. If you're in Melee range of a Snobold Vassal, they can Head Crack you, which will stun you for 2 seconds. They also throw a Fire Bomb at a player. There is no need to program in the Snobold Vassal to your debuff list, it's not your job to do anything about them.

If there is fire on ground, move.

Hand of Protection: This has a 5 minute cool down, but you can use it to remove the dot Impale from the tank. Ensure you only ever do this when the other tank has agro.

The versions of impale:

10-man normal: http://www.wowhead.com/?spell=66331
10-man heroic: http://www.wowhead.com/?spell=67478
25-man normal: http://www.wowhead.com/?spell=67477
25-man heroic: http://www.wowhead.com/?spell=67479


Debuff's and Cast Warnings:

Cast Warnings:

Fire Bomb - When a Snobold casts a Fire Bomb. 1 second warning before fire is cast.

Debuff's that need Dispelling:

None.

Imparing Debuff's:

"Head Crack". Stuns someone for 2 secs. Helpful to know if another healer is stunned.

"Batter". Interrupts Spellcasting for 5 secs. Helpful to know if another healer is interrupted.

Healing Through Debuff's:

"Fire Bomb". Someone is standing in fire, they need to move and may need healing.

Debuff's to pay attention to:

"Snobolled!" debuff is good to know if another healer (or yourself) has a monkey on their back. Bubble and Hand of Protection will not remove these from you.

"Impale" It's both an ability that does a lot of damage to a tank and a debuff that causes anyone with the debuff's more damage each time they're hit. Impale can be removed by casting Hand of Protection on the target.


Phase 2: Acidmaw and Dreadscale

Put up Fire Aura.

Your main healing is going to be Beacon of Light one tank and heal the other. When there's a break, heal others as needed.

Stay spread out, 10 yards from anyone else. Stay at ranged.

It's important to know that you must not stand in front of either Acidmaw and Dreadscale as they will spray and probably one shot you.

If you get hit by the Paralytic Toxin, you need to move and get hit by someone who has the burning Bile.

Stay out of Slime Pool. It does grow over time. On hard mode, 2 ticks of this will often kill you.

These bosses enrage doing an extra 50% when the other dies. Be prepared for this extra damage.

Paralytic Toxin. If you get this if you are hit by Paralytic Spray or anyone near the person who gets hit with it. This is the reason it's important to spread out. It's important to run to the Burning Bile as fast as possible, even more so on hard modes.

Normal Modes: http://www.wowhead.com/?spell=67618.
Hard Modes: http://www.wowhead.com/?spell=67619.


Burning Bile: This is what is needed to remove Paralytic Toxin.

10 Man normal: http://www.wowhead.com/?spell=66870.
10 Man Hard Mode:http://www.wowhead.com/?spell=67622.
25 Man normal: http://www.wowhead.com/?spell=67621.
25 Man Hard Mode: http://www.wowhead.com/?spell=67623.


Debuff's and Cast Warnings:

Cast Warnings:

"Paralytic Spray". If it is being cast on you, run need to run fast. This will give you a 1.1 second heads up.

Debuff's that need Dispelling:

None.

Imparing Debuff's:

None.

Healing Through Debuff's:

Paralytic Toxin - While this one isn't needed to be programmed in, it might help raid leaders know who has the debuff and isn't moving and getting it removed. They need to someone who has Burning Bile, which is usually the Dreadscale tank.

Acidic Spew - A fairly big 2.5 Second dot. These players will need heals if possible

Molten Spew - A fairly big 2.5 Second dot. These players will need heals if possible

Debuff's to pay attention to:

Burning Bile - The people the Toxin people run to. Stay at least 10 yards away from anyone else if you have this debuff.


Phase 3: Icehowl

Put up Frost Aura. There will only be one tank. Your healing is going to be Beacon of Light on the tank and heal anyone else who needs healing. Stay spread out. Stay at ranged.

When Icehowl throws you to the wall, it means he will do his Ferocious Butt ability. This will one shot the tank, so it's important to avoid it if he charges you or a player near you. Be quick and strafe out of his way.

If Icehowl is effected by Staggered Daze (which happens when no one is hit by his Ferocious Butt), get in and melee to get some mana back and get in some damage. This assumes that everyone is topped up to full health.

It's also important to spread out as Icehowl will cast Arctic Breath, a cone style AOE effect. It really helps that everyone in the raid has 20k hit points or more. On 10 man normal it does 15k damage, On 25 man normal and 10 man hard mode, it does 20k damage and on 25 man hard mode it'll do 30k damage. This is all over 5 seconds.


Debuff's and Cast Warnings:

Cast Warnings:
None.

Debuff's that need Dispelling:
None.

Imparing Debuff's:
None.

Healing Through Debuff's:

Arctic Breath - Keep the people with this debuff healed up.

Debuff's to pay attention to:

None.



--
http://home.comcast.net/~mrsmallie/site/ - My commentary on the Logs.
I don't mind being the Guild Ass


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