
Originally Posted by
Aliena
Hello and welcome to the TankSpot Crusader's Coliseum raid guide! My name is Aliena and in this video I'll go over the strategy we use for the heroic 25-man version of Northrend Beasts, the first encounter in the heroic Trial of the Crusader raid instance.
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In the heroic Northrend Beasts encounter you won't be faced with any brandnew abilities, but are instead presented with a very tight enrage timer of approximately 520 seconds or 8.7 minutes as well as hefty damage increases. Additionally, every mob in the encounter including snobolds gain around 30% more health.
You fight the same enemies as on normal mode in all three phases, but while a new enemy only appears after you defeat the last one on normal mode, they're on a set spawn timer in the heroic version. Approximately 150 seconds after engaging the event, Acidmaw and Dreadscale will spawn, and 340 seconds after engaging the event, Icehowl joins the fight. This is a very tight time limit and you may have to be prepared to pick up new incoming enemies while finishing off the prior beast.
First, let's talk about the changes to the Gormok portion of the encounter. The most dangerous part about Gormok is the extreme amount of tank damage he deals. He will use his Impale ability every 10 seconds on the highest threat target. Impale now deals 150% weapon damage and puts a 5k bleed on the target that ticks every 2 seconds for 45 seconds. This effect stacks and it's highly dangerous to have tanks take more than 2 stacks of the debuff. To avoid incredible spike damage, it's advised to use a three tank rotation with a new tank taunting every 29 seconds.
Alternatively, it's doable to take two tanks, have them take three stacks and use blessing of protection on them after the other one taunts. This gives you room to take another DPS class, but greatly increases chances of tank deaths.
Finding a way to reliably deal with impale stacks is the most important part about phase 1. Killing snobolds as quickly as possible is also of utmost importance. They effectively prevent any caster they attach to from casting any non-instant spell and you won't really have any extra time to kill them on the phase change, so getting rid of them as they spawn seems the smartest way to deal with them.
Lastly, staggering stomp now hits for approximately 12000 damage instead of 9000 and the snobold's fire bombs deal 8000 damage per second instead of 6000 and will additionally place a dot on you that ticks for 2000 every 2 seconds for 20 seconds.
After 150 seconds, Acidmaw and Dreadscale will join the fight. Have tanks ready to pick them up even if you're still working on Gormok. The same general buffs apply to those two, and with the tight enrage timer it's important that this phase is executed correctly and you don't lose any raid members.
Your raid needs to make sure never to stand in front of a worm - their frontal abilities hit a lot harder and can easily mean a death especially for a caster. To properly minimize damage and chaos from paralytic toxin and burning bile, it's advised that every raid member pulls up their range frame and stays 10 yards away from everyone else. Both paralytic and burning spray inflict around 15000 damage in the heroic version and the worst thing that can happen in this phase is either debuff spreading to multiple people. Make sure to always keep track of where a person with burning bile is in case you get hit by the toxin and quickly move towards them as to not get completely paralyzed and die to the stacking debuff.
The slime pools have their damage upped from 7000 to 9500 damage per second to anyone standing in it. This is especially dangerous for melee, no one can afford to take more than 2 ticks at all. They also stay up for a minute instead of 45 seconds, which means they end up covering more room so try to move around them. As always, you want to kill Acidmaw before Dreadscale. Once Acidmaw dies, Dreadscale enrages and his debuffs get more menacing, but he should die quickly. As in the last phase, have a tank ready to pick up Icehowl if you're lagging behind on DPS a bit. He'll join the fight approximately 340 seconds in.
The biggest change to the Icehowl phase is that you no longer gain a speed buff after he uses Massive Crash. If he focuses you or a raid member close to you, plan your fastest escape route (make sure no pillar is near you) and start moving as soon as possible. It's of utmost importance that Icehowl never hits a raid member, because his Frothing Rage cannot be tranquilized on heroic mode and you will need the increased damage he takes to beat the enrage timer.
Other than that, Whirl now deals 14k damage instead of 10k, Arctic Breath inflicts 30000 unmitigated damage instead of 20000, and Ferocious Butt had its unmitigated damage upped to 90000. Use cooldowns as you see fit on this. Ranged DPS have to keep their distance to Icehowl so they don't get caught in whirl and lose valuable DPS time.
I can't stress enough that the timer is very tight, so use every trick in the book to maximize raid DPS and most importantly, don't die! That about covers the heroic changes to the Northrend Beasts.
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