First up the beasts.
Important things to remember
- Fire is almost always a bad thing, this is no exception get out of it.
- If you are green start heading to someone who looks like they are out of a DBZ episode. (They have sparks flying around their body)
- The green stuff is not cleansable or else it would be the easiest damn mechanic in the whole fight.
- Much like fire, green gaseous stuff on the ground is also usually bad GTFO of it.
- On icehowl actually look where the yeti is going before running… there is no excuse to run INTO the bloody thing.
- Enrages come in two varieties neither is really a good thing.
Phase 1: Gormok the Annoying guy with bloody Snobolds
This guy is pretty much 2/5 Tank damage, 1/5 DPS race, 1/5 Raid Damage and the final 1/5 is the DPS actually switching target to kill the damn snobolds he launches on your heads.
This fight is pretty basic tanks have to swap agro with each other when they get to three stacks of impale because, well bleeding for about 20K a tick is pretty unhealthy isn’t it? So that’s pretty basic when ya get three stacks yell at your other tank to taunt.
As well as this he has snobolds on his back throwing fire at people, which in its self is pretty basic when they throw it GTFO out of it, the kicker here is occasionally Gormok will throw the damn snobolds at you which is all well and good except they will interrupt your casts and stuff, making them hell for a healer in particular to deal with this when you get one you should run into melee range so any and all ranged people can easily target you and the melee just have to turn around and whack it a few times. There is also a shockwave thingy he does in about a 10 yard radius all around him every so often which interrupts casting and stuff so try to be out of that if your not a melee player, also I should mention the attack does some damage but that isn’t anything really to worry about.
So to recap
Do not stand in fire
If you get a snobold on you, run IN to melee range to make it easier to kill.
Tanks have to switch
Shockwave/Thunderclap thingy interrupts casting if you get hit by it and does damage do not be a melee mage and youll be fine.
Phase 2: The twin Jormungor of Suck and Fail
This has two jormungor thingys (big worm things) one called acidmaw and one called dreadscale.
Acidmaw puts a debuff on people called paralytic toxin which does a fair bit of damage and quiet quickly freezes people in place stunning them.
Dreadscale puts a debuff on people called Burning Bile this does damage to the target and to anyone near by, it is also used to remove paralytic toxin from people.
This fight requires the two tanks to co-ordinate in a rather strange manner in that if they each get the “bad stuff” on them they actually want to run together so it clears the more evil of the two bad things (Toxin) and then separate again.
The fight starts off with Dreadscale wandering in and Acidmaw popping up from the ground at which point basically you have one tank pick up a boss mob each.
And start the fight if you have Heroism available its generally easier to pop it on Acidmaw as of the two worms it’s the most aggravating by far.
Which ever worm is on the surface at any given time will be dropping gas cloud (Grobulus seems to have a kindred spirit here) this will be at first Dreadscale however at various intervals during the fight they will switch with Acidmaw Wandering and Dreadscale be Stationary in the ground.
Once one worm dies the other will enrage its ok though because its not like it’s a massive enrage its kind of a soft enrage not OMG one shot the tank stuff, just heavy up the tank heals and continue nuking while not standing next to each other or in the poison clouds of suck and fail. Usually a group that’s actually geared for ToC 10 should be able to Destroy Acidmaw within one burrow phase and one above ground because even on 10 man 4K dps should not be an issue to pull.
Recap
Don’t hug each other unless you need to clear the greed shit then hug the sparky person.
Do not Stand in poison clouds that the worms of Suck and Fail leave.
Killing one worm triggers a soft enrage watch that.
Kill acidmaw first as dreadscale is required to deal with its mechnics.
When your done get ready for phase 3.
Phase 3: Icehowl he who Squishes people with no hazard perception.
This fight is mostly tank and spank aside from a few little things.
One if your melee attack him from as far out as his needlessly large hit box will allow you to, doing so will prevent him throwing you back away from him this both helps progression and your Epenis as you get to do more damage see it’s a win win.
Two He will Occasionally turn in a direction and freeze everyone for a shit ton of damage as a note if you have 20K health raid buffed youll live regardless, but ideally healers should not be in the vicinity of one another just in case.
Third he likes to cuddle and by cuddle I mean throw you against a wall and try to skewer you like a bull with its horns, this is EASY to avoid all you have to is look at the boss and where he is facing and run away from there, when he misses and slams into the wall (or so he should) he receives a damage taken debuff which is an awesome time to kill him good. If someone fails at the running away part and gets hit he enrages this enrage is enough that it can splatter a well geared tank quite easily if they don’t have any cooldowns ready, it can be dispelled with a hunters tranquilizing shot or a rogues Anesthetic poisons (Which is why rogues with only one spec should still carry three weapons at least so they can switch it in to save the day without gutting their dps!)
Basically kill him, heal the tanks and DPS (tanks will be seeing a fair bit of damage as he does hit quite hard) and don’t go squish then GG Northrend beasts cleared Huzzah.
Recapping again
Hit from max hitbox distances if your melee
Do not get squished I mean you get a bloody run speed boost on normal mode it aint hard.
If you get squished prey you can dispel the enrage if not tanks will be needing cool downs and a lot of healing. (If the dispeller gets squished feel free to bitch slap us)
Healers try to stay no where near each other so you do not all get frozen.