Quick Tips:
- Turn shadow quality up a bit. When Gormok the Impaler throws a firebomb it casts a shadow that is easily visible by the targeted raid member. When you see it coming for you, move.
- Stay spread out through all three encounters. Stacking up is NEVER a good idea throughout this encounter.
- There is a hard enrage timer of 15 minutes from when you first engage Gormock the Impaler.
Phase 1: Gormok
- two tanks taunt off each other to keep the damage-over-time Impale from stacking too high (more than 3 debuffs)
- raid DPS kill Snobold adds that attach themselves to random players
- ranged and healers spread out to stay out of fire patches and outrange the 15-yard staggering stomp interrupt
After the first taunt, the tank should let his stack fall off and taunt again. Because of the latency, it is advisable to taunt while you still have four seconds left on the debuff, otherwise the second tank may get an extra debuff that will kill them.
The ranged DPS and healers must avoid fire patches that Gormok puts down. These patches deal fire damage every second in a small radius, and Gormok can put down several in rapid succession -- moving from one patch to another that spawns can occur, and for this reason, the ranged and healers should spread out at least enough to avoid chaining these patches (similar to Napalm on Mimiron).
Lastly, Gormok will throw Snobolds on random players (anyone is a valid target, even a tank). All DPS should kill the Snobold, as several Snobolds on healers can easily incapacitate them and cause problems for the tanks. Gormok's damage can be greatly reduced by disarming him (rogues/prot warriors).
Phase 2: Acidmaw and Dreadscale
The key mechanics to understand about this phase are the interactions between Burning Bile and Paralytic Toxin. Acidmaw applies Paralytic Toxin; Dreadscale applies Burning Bile.
Players with Paralytic Toxin can get it removed by running to players with Burning Bile and taking a tick of fire damage. Burning Bile falls off naturally and cannot be removed.
One tank takes Dreadscale, the other Acidmaw. Dreadscale enters on the right facing the outside door and is mobile; Acidmaw emerges from the ground on the left and is stationary. The two worms burrow periodically, switching which one is mobile and which one is stationary. The mobile worm puts down poison clouds at regular intervals, like Grobbulus, and thus must be moved out to keep it safe for melee and for the tank.
Until the first burrow, the Dreadscale tank will always have Burning Bile, and Acidmaw may attack any cluster of players, giving them Paralytic Toxin. These players need to move to the Dreadscale tank, take a tick of AoE fire damage, and thus clear their debuff, lest they become paralyzed and stunned. This applies to the Acidmaw tank as well, who can run from Acidmaw without fear of losing aggro, even though it is stationary.
After the first burrow, Acidmaw is mobile, and Dreadscale stationary. Dreadscale will now apply Burning Bile not just to his tank but to a random raid member and anyone around him. This creates an AoE damage hazard, as all these players must spread from each other and from other raid members -- they will deal AoE damage to anyone around them and themselves. Note that when one Jormunjar dies, the other enrages, for at least 50% extra damage. It's best to kill them both at the same time (and get the achievement.)
Phase 3: Icehowl
Aside from Icehowl's melee range knockback and periodic tank stun, the main mechanic of this phase is the Massive Crash and charge mechanic. Icehowl knocks the entire raid back to the walls, stunning them Icehowl picks a random target to charge and runs to the opposite side of the room All raid members gain a speed buff to run away from the target area If done right, Icehowl will hit the far wall and stun himself, increasing damage taken for a short period. This is the ideal time to reconvene and pop short cooldowns. Avoiding the charge is critical to minimizing overall damage to the tanks and maintaining control over the phase.
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