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Strategist: Northrend Beasts
17.08.2009 um 14:44
Ha! Not Ulduar. Surprised, aren't you? You better not be...
Ulduar's Strategist was kind of a filler. Many of you had already done it, and a new patch was coming. However this new patch is here now, and it makes sense to start writing more
guides. You know, stuff people might actually get to use. Worry not, Ulduar won't be forgotten - just pushed down the list for a while.
So here I give you the first Strategist in Patch 3.2. The raid is Crusaders' Coliseum,
Trial of the Crusader
. The encounter:
Both Trial of the Champion and Trial of the Crusader share the same Arena-like mechanic - you need to talk to a NPC present in the arena to start each encounter. However if you wipe in the raid instance, the boss you are on will be somehow restrained, and you will need to talk to the NPC again to restart the encounter. In some cases the fight resumes as soon as you talk to the man, so be in position.
In this three-boss fight the Argent Crusade has gathered the strongest, foulest, mightiest, smelliest, angriest, and most ferocious beasts from all Northrend (except for
). And after you take care of them through your brand new daily quests, you are now ready to see them in their full might (as opposed to hungry, chained, or sleeping outside on the Argent Tournament Grounds). This is purely a test of strength from the Argent Crusade - do well!
Northrend Beasts is a 3-phase encounter. You will face a certain Northrend beast (and not one, but
beasts in phase 2) in each phase, with almost no break between phases. You won't get out of combat, and won't get a chance to bring your dead back to life. So be on your toes!
Gormok the Impaler
Gormok is a relatively easy fight. He will use
on his current tank, applying a stackable DoT on them. The optimal tank rotations are:
10-man: 2 tanks, at 2 stacks
25-man: 3 tanks, at 2 stacks
25-man: 2 tanks, at 3 stacks
Healers, make sure you keep an eye on the tank(s) who is not tanking at the moment, they will have the debuff for another ~20 seconds. Also, tanks who are currently idle can help DPS the Snobolds throughout the raid - but they need to be back to Gormok 5-10 seconds before it's their turn to tank.
Everybody standing in melee range is going to get hit by
every so often - it's unavoidable. Which means spellcasters should be far away from the melee (15 yards at least), and spread out. The reason why you are spreading out is because of the Snobolds Gormok will throw at random people. First, they interrupt any non-instant spellcasting not only on the player they are thrown at, but on nearby players as well. Second, they also spawn fires on the ground, but you already know that Hodir's fires are the only ones you can stand in.
Acidmaw & Dreadscale
Not one, but two Jormungars!
Seconds after you defeat Gormok, Dreadscale will crawl in the arena. Acidmaw is burrowed, lurking, waiting to ambush you.
There are generally two ways to kill not one, but
jormungars. Killing one jormungar is easy. Killing two is tricky.
Acidmaw is the tough part of this phase. Its
kills. The easy way out - kill it as quickly as possible. Bloodlust/Heroism, cooldowns, blow everything you've got - Acid is stationary for the first part of the fight, and since all the damage it does is Nature, DPS shouldn't worry too much about aggro. If the poison jormungar is not dead by the time it burrows, give your tanks a few seconds to pick it up (aggro wipe at burrowing + Acid is now mobile) and finish it.
Dreadscale should be offtanked while you burn Acidmaw. Dread's tank will need to run through Acidmaw, its tank, and melee on occasions, to get them rid of the Toxin, since he will be the only person with Burning Bile. When Dreadscale enrages, just spread out, heal the tank heavily and you should win.
Burn them together
This will require you to be a little more careful, but will award an achievement if done well.
You will want to assign your DPS to one of the jormungars - either the stationary or the mobile one. Regardless of which one that is, your DPS is always going to burn that one (unless it gets too low, then you'll need to switch around and make sure the other one gets low as well). You might want a ranged tank on the stationary jormungar - and you will want everybody away from that tank. Only the mobile jormungar's tank should be somewhat close, so the casters can get him rid off the Paralytic Toxin. I assume a hunter is a suitable choice for a ranged tank, since they can distract the worm for long enough to allow them to grab aggro after burrowing.
You could split DPS as well. Melee on Dreadscale while it is stationary will almost guarantee that you will have enough non-tank people with Burning Bile to help Acidmaw's tank. Rule of thumb, ranged spread out on Acidmaw (and not in front), and melee on Dreadscale will work. Regardless of who is stationary and who is mobile.
But whether you decide to burn them separately or together, remember to move the mobile one (ala Grobbulus), and stay clear off the stationary one's tank. And don't be in front of either one, of course.
After not one, but two jormungars, this single Northrend yeti will be a no-brainer.
Big heals on the tank -
can hit for as much as 25k, and the stun afterward (rendering your tank unable to avoid the next attack) might make you break a sweat. AoE heals after a knockback.
, followed by a charge is what you need to watch out for. When everybody gets knocked back to the walls and stunned, be ready to make a run to either left or right. As soon as your camera stabilizes, look at which way Icehowl is facing. And get away from there. You will have a short movement speed buff - use it wisely, get off the boss' path, but stay near enough to be able to DPS him as soon as he smashes in the wall.
It's really easy, just be on the move right after the stun wears off.
Both Heroic 10-man and Heroic 25-man share an increase in pretty much all numeric values - bosses do more damage, have more health and armor, etc. That's given. There are a few extra perks though:
Acidmaw & Dreadscale enter the arena 2:30 (or 3 minutes according to some) minutes after you start the event, Gormok dead or not. Which means you have a set amount of time to kill the first boss.
Icehowl likely enters the arena at an exact point of time. Likely - after another 2:30-3 minutes.
After the stun from Massive Crash wears off, you no longer get Adrenaline Rush. Which cuts your reaction time before you get Trampled down to 0. Aspect of the Pack may help though.
Der Ruf des Kreuzzugs (10 Spieler)
- Defeat the Northrend Beasts to earn credit for this achievement.
Schlag in den Nacken (10 Spieler)
- Defeat Icehowl with 2 (
) of Gormok's Snobolds alive. I know Gormok throws total of 4 Snobolds on 10-man, possibly 6-8 on 25-man. I am not certain about the latter however. I guess the way to do it is to just have the 2-4 people with Snobolds go somewhere with a healer, and stay there until the end of the fight. Of course, if you get healers with Snobolds and really want the achievement, it's time to wipe and hope for better luck next time...
Nicht ein, nein, zwei Jormungars (10 Spieler)
- Kill Acidmaw and Dreadscale within 10 seconds of each other. It's tricky the first few times, but you get the achievement as soon as you kill them - you don't need to defeat Icehowl as well. Not saying half of the raid dead is okay, but... it's okay :)
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