Remember to read the strats I have already written up for TOC
Northrend Beasts Encounter
Key difference here is that each boss is on a pretty tight timer, next boss will come out regardless of whether you have killed the current boss or not.
Ideally all DPS should be above 6k, 7-8k is even better
Gormok the Impaler
- Impale does 150% weapon damage instead of 100%
- DoT ticks for 80% more damage and lasts 5 seconds longer. Tanks must switch at 2 stacks, these will need to be called clearly so heals can cover
- Each Snobold spawned increases Gormoks damage by 15%
- The direct damage from Impale will hit for ~35000
- Stomp on melee from 9k to 12k
- If ranged get snobolds then they should run to where melee can assist in killing it and all range can get range on
- ALL dps to switch to Snobolds, hopefully leaving dots on boss etc and quickly burn it down
- Levitate as many ranged as possible with priority on heals.
Acidmaw and Dreadscale
- Players to spread out /range 10
- Acid hits for 5000 every 2 seconds.
- Burning bile is 9000 damage every 2 seconds to players within 10 yards.
- Burn down Acidmaw, then big heals on Dreadscale tank.
- We don’t use a ranged tank (I think we should take this approach for normal too from now on as well).
- Healers get priority, if you see one moving in your direction, stop your cast and move.
- Tanks will need to call who is picking up which add so heals can get to them.
- Heals are now going to be assigned to specific tanks to avoid confusion.
- Designate a set area for Healers (we use the star as a guide)
Icehowl
Not much new here just big heals are needed on tank and Arctic Breath vicitims.
- All raiders who dont have speed increase talents should have +movement to boots.
- If you’re still having problems get +movement pots

Hiya,
Thanks for the helpful post – my guild is working on this encounter and is struggling! Blog posts like this are very helpful for us.
I did however want to ask about the snobolds and Rising Anger. I’ve looked this up in every forum, website, and blog post I could find – I am 99 percent sure that Gormok gets a stack of Rising Anger each time he tosses a snobold off of his back, up to 4 (because that’s how many snobolds there are). The only way for stacks to go higher is if a person with a snobold dies, in which case the snobold jumps BACK onto Gormok and then BACK out. If you kill a snobold, the stacks don’t reduce – you just have to heal through the Rising Anger stacks.
Erm, well, not sure where I was going with that…just wanted to share
Thanks,
Lyssanne
yep thats correct lysanne. If nobody dies then he’ll get 4 stacks. This also means that you can afford for the tanks to have 3 stacks of impale early on in the fight, but later in the fight it gets nastier. It also means that it’s a lot more important to save your HoPs for the tanks towards the end of the fight. (having say a 3 stack impale ticking on a tank post gormok can be hard to heal through if they get out of range for a few seconds)