TOGC – Beasts

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

  1. Impale does 150% weapon damage instead of 100%
  2. 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
  3. Each Snobold spawned increases Gormoks damage by 15%
  4. The direct damage from Impale will hit for ~35000
  5. Stomp on melee from 9k to 12k
  6. If ranged get snobolds then they should run to where melee can assist in killing it and all range can get range on
  7. ALL dps to switch to Snobolds, hopefully leaving dots on boss etc and quickly burn it down
  8. Levitate as many ranged as possible with priority on heals.

Acidmaw and Dreadscale

  1. Players to spread out /range 10
  2. Acid hits for 5000 every 2 seconds.
  3. Burning bile is 9000 damage every 2 seconds to players within 10 yards.
  4. Burn down Acidmaw, then big heals on Dreadscale tank.
  5. We don’t use a ranged tank (I think we should take this approach for normal too from now on as well).
  6. Healers get priority, if you see one moving in your direction, stop your cast and move.
  7. Tanks will need to call who is picking up which add so heals can get to them.
  8. Heals are now going to be assigned to specific tanks to avoid confusion.
  9. 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.

  1. All raiders who dont have speed increase talents should have +movement to boots.
  2. If you’re still having problems get +movement pots :)
Categories: Quick Tips, progression Tags:
  1. Lyssanne
    November 7th, 2009 at 02:49 | #1

    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 :D

    Thanks,
    Lyssanne

  2. bubblecannon
    November 16th, 2009 at 12:54 | #2

    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)

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