Northrend Beasts
Posted: 15 Jun 2010, 07:41
Phase 1: Gormok
Can be tanked anywhere, near where he enters makes the most sense. Once a tank has 3 debuffs of Impale, the other tank needs to taunt Gormok. Tank 1 taunts back either when their debuffs tick off, or if the other tank has 3 debuffs before then, when their own debuffs are almost ticked off. he timing should prevent any tank having to hold him for too long with 3 debuffs, but if things do go wrong somehow, survival cooldowns should make it easy.
Gormok has a stacking buff on himself which appears to only stack up to 4 times, but each time it applies it increases his damage by 15%. Once four debuffs are on him, it's a good idea to keep him disarmed as much as possible to minimise his damage.
Phase 2: Acidmaw and Dreadscale
One tank kites Dreadscale clockwise around the edge of the arena, moving away from the poison circles as they're dropped. The other tank holds Acidmaw at his starting position.
They will both burrow and swap places, at which point the tanks also need to switch roles but remain on the same boss.
Ranged DPS should always focus on Acidmaw until he dies, while melee are recommended to stay on whichever is stationary.
Once Acidmaw dies, Dreadscale will enrage, however his damage output shouldn't be a problem for tank or healers.
Phase 3: Icehowl
Icehowl should be tanked against a wall at all times. He will periodically do a knockback/stun and then focus on a member of the raid. He will then jump backwards to the wall opposite them before charging at the wall behind them. ALL raiders must move away from the area between Icehowl and the wall he's charging towards. If anyone is hit during his charge he will enrage and hunters or rogues must dispell it immedietely or the tank will be one-shotted.
If nobody is hit by the charge, he will crash into the wall and stun himself for several seconds. During this time his damage taken will be increased, so this is the best time to blow cooldowns and nuke him.
Can be tanked anywhere, near where he enters makes the most sense. Once a tank has 3 debuffs of Impale, the other tank needs to taunt Gormok. Tank 1 taunts back either when their debuffs tick off, or if the other tank has 3 debuffs before then, when their own debuffs are almost ticked off. he timing should prevent any tank having to hold him for too long with 3 debuffs, but if things do go wrong somehow, survival cooldowns should make it easy.
Gormok has a stacking buff on himself which appears to only stack up to 4 times, but each time it applies it increases his damage by 15%. Once four debuffs are on him, it's a good idea to keep him disarmed as much as possible to minimise his damage.
Phase 2: Acidmaw and Dreadscale
One tank kites Dreadscale clockwise around the edge of the arena, moving away from the poison circles as they're dropped. The other tank holds Acidmaw at his starting position.
They will both burrow and swap places, at which point the tanks also need to switch roles but remain on the same boss.
Ranged DPS should always focus on Acidmaw until he dies, while melee are recommended to stay on whichever is stationary.
Once Acidmaw dies, Dreadscale will enrage, however his damage output shouldn't be a problem for tank or healers.
Phase 3: Icehowl
Icehowl should be tanked against a wall at all times. He will periodically do a knockback/stun and then focus on a member of the raid. He will then jump backwards to the wall opposite them before charging at the wall behind them. ALL raiders must move away from the area between Icehowl and the wall he's charging towards. If anyone is hit during his charge he will enrage and hunters or rogues must dispell it immedietely or the tank will be one-shotted.
If nobody is hit by the charge, he will crash into the wall and stun himself for several seconds. During this time his damage taken will be increased, so this is the best time to blow cooldowns and nuke him.