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Maintankadin

Northrend Beasts Made Simple

Claydon
Thu Aug 06, 2009 11:22 am

Northrend Beasts Made Simple

First guy

Tanks Taunt off each other when you get 3 implale debuffs.
Ranged make a macro to target the kobalds and DPS them (or ignore them depending on your group)
Nuke him

Second lot

Kite the moving add, stay out of the poison (think grobullus)
Ranged spread so the fire debuff doesnt hit multiple people.
Nuke and kill Acidmaw
Kill Dreadmaw


Last one
Tank in the middle, move away if you are in his path when he focuses on 1 person.
Nuke while he is stunned.
If he kills someone and enrages, hunter or rogue deal with it.


We saved heroism while the last mob was stunned, but this was only because we forgot to use it earlier.
We used 6 healers, but could have done it with 5, we were just cautious being the first time..
This is on 25man normal.
Smite-Turalyon
Thu Aug 06, 2009 11:34 am

Re: Northrend Beasts Made Simple

For 10man we did the following:

Rotated 2 tanks taunting once the debuff wore off (normally halfway through 2stacks) .
Ranged ran towards melee when a snobald got on them and blasted them down
Easy to move on


For the 2 worms, we pretty much tanked them where they spawned and moved them together a little closer. I tanked Dreadmaw and would run strafe towards whoever got the paralytic debuff. We blew hero and killed Acidmaw before he went under. Dreadmaw then starts to go crazy and just have to heal through his dmg.

Last guy was same as 25, though he never enraged on us.


Easiest 232loot ever collected
Dianora
Thu Aug 06, 2009 12:42 pm

Re: Northrend Beasts Made Simple

Claydon wrote:Last one
Tank in the middle, move away if you are in his path when he focuses on 1 person.
Nuke while he is stunned.
If he kills someone and enrages, hunter or rogue deal with it.


We saved heroism while the last mob was stunned, but this was only because we forgot to use it earlier.
We used 6 healers, but could have done it with 5, we were just cautious being the first time..
This is on 25man normal.


It truly doesn't matter where you tank Icehowl. For his headbutt move, he'll always leap to the center and stump, thus forcing everyone to the wall. You have about 1.5 seconds to see which side he's going to charge, and you'll gain the buff/debuff that allows you to move very fast away from the quadrant where he's heading towards.
Chicken
Thu Aug 06, 2009 12:50 pm

Re: Northrend Beasts Made Simple

I've seen Icehowl not get stunned yet not get enraged either if he charges directly to the door he enters from, so that's the only piece of positioning you might want to keep in mind.
moduspwnens
Thu Aug 06, 2009 2:07 pm

Re: Northrend Beasts Made Simple

I've noticed the Impale seems to be on a very rigid 11 second timer.
Belloc
Thu Aug 06, 2009 4:18 pm

Re: Northrend Beasts Made Simple

So... how simple is it going to be when people don't have a strategy for the poisons and burning bile? I mean, that is the only difficult part of phase 2 (and the entire fight, in my opinion) and it was completely left out of every post here, more or less.

Here's what we do: When the fight starts, Dreadscale will be the mob that is mobile. As such, he'll apply the burning bile to the person tanking him. If you get the poison, you run to that tank.

When the mobs burrow and switch jobs, whoever was tanking dreadscale should now tank acidmaw, as he will be the mobile mob. The first person to get burning bile should run over to the tank on acidmaw and stay there. Once again, if you get the paralytic poison, run to that tank. The person with the bile should run over to the tank on the stationary mob every so often, as he will almost certainly have the poison. Especially do this when the bosses burrow.

Once they've burrowed again, start the process over.

edit: Oh, also... ranged on the rooted mob, melee on the mobile mob. Rooted mob does a knockback.
Braundo
Thu Aug 06, 2009 4:26 pm

Re: Northrend Beasts Made Simple

We've done it a little different:

3 tanks, 2 on Dreadscale and 1 on Acidmaw. Whoever is not actively tanking Dreadscale will run to the raid or the Acidmaw tank and dispel their poison when he gets the fire debuff. We have a designated area for poisoned people to stand in so as to minimize collateral fire damage on the rest of the raid when the dispeller runs over to them.

Tanks stay with their worms after the burrows -- naturally, each tank will alternate between kiting and not kiting. Nuke down Acidmaw to about 10%, then switch DPS to Dreadscale. Any raid member that gets the fire debuff during the Acidmaw kiting phase goes and touches the Acidmaw tank to dispel his poison. Keep DPS even below 10% and collect your achievement.
amh
Fri Aug 07, 2009 12:36 am

Re: Northrend Beasts Made Simple

We used a lock on whichever Jormungar was grounded. When Acidmaw is being kited, one tank goes afk. When the other one is being kited, tank1 kites till he gets the fire-debuff, at which point tank2 taunts. Tank1 can then run to the middle, where poisoned people are supposed to go, looking stupid.
Zeruvar
Fri Aug 07, 2009 6:07 am

Re: Northrend Beasts Made Simple

i never did figure out how Dreadmaw chooses the targets for the burning bile debuff. What i've noticed so far is the tank who grabs him at the start always gets the Burning Bile debuff. But after they burrow and pop up from the ground again, it seemed like he applies it randomly. Anyone notice if he picks a certain target? or am i right to assume its random?

Btw its a simple enough matter for the raid to watch their debuff. If someone gets Paralytic Toxin, then call out in raid if you have it so anyone with Burning Bile knows who to go to. If you get Burning Bile, just stay 10 yards away from everyone else, and get ready to move to anyone with the Paralytic toxin to cancel it out. I did it this week using the default Raid-frames which shows the debuffs so it was easy for me to call who has what. Until they fix updating my addons, im just gonna do it that way.
Bladeheart
Fri Aug 07, 2009 6:31 am

Re: Northrend Beasts Made Simple

Zeruvar wrote:i never did figure out how Dreadmaw chooses the targets for the burning bile debuff. What i've noticed so far is the tank who grabs him at the start always gets the Burning Bile debuff. But after they burrow and pop up from the ground again, it seemed like he applies it randomly. Anyone notice if he picks a certain target? or am i right to assume its random?


I believe if the worm being tanked is mobile, the debuff is applied only on the tank. If the worm being tanked is the one that is stationary, the debuff is applied to random raid members aside from the tank. The two worms each alternate from being mobile and being stationary.

(so first its dreadscale tank = burning bile, raid = paralytic poison, then it switches to Acidmaw tank = paralytic poison, burning bile = raid, then back to first, and so on...)
Keion
Sat Aug 08, 2009 9:49 pm

Re: Northrend Beasts Made Simple

If you have one tank tanking only the mobile worm does the burning bile debuff last long ago to dispel poison when acidmaw becomes mobile?
Dobbelsteen
Sun Aug 09, 2009 1:37 am

Re: Northrend Beasts Made Simple

The AOE tick from the burning bile debuff cancels the poison, so at a phase change, go take a stroll through your raid to "cleanse" any slow raid members. Healers should easily be able to heal through the bit of damage.
So yes, it lasts long enough (at least when I did it)
Zeruvar
Sun Aug 09, 2009 3:48 pm

Re: Northrend Beasts Made Simple

Bladeheart wrote:
Zeruvar wrote:i never did figure out how Dreadmaw chooses the targets for the burning bile debuff. What i've noticed so far is the tank who grabs him at the start always gets the Burning Bile debuff. But after they burrow and pop up from the ground again, it seemed like he applies it randomly. Anyone notice if he picks a certain target? or am i right to assume its random?


I believe if the worm being tanked is mobile, the debuff is applied only on the tank. If the worm being tanked is the one that is stationary, the debuff is applied to random raid members aside from the tank. The two worms each alternate from being mobile and being stationary.

(so first its dreadscale tank = burning bile, raid = paralytic poison, then it switches to Acidmaw tank = paralytic poison, burning bile = raid, then back to first, and so on...)


thanks a lot for confirming this :)
Bladeheart
Tue Aug 11, 2009 12:50 am

Re: Northrend Beasts Made Simple

I was just wondering, we made a lock tank the stationary jormungar in 10, just wondering if a ranged could handle tanking the stationary jormungar in 25s as well.

We've never tried this in 25's so any advice regarding the setup would be great.
gokuson
Tue Aug 11, 2009 5:28 am

Re: Northrend Beasts Made Simple

don't know if it has been posted, but the first boss can be solo tanked, i had a 27k unbuffed tank that kept dropping like a fly on a pug. Since the pug just wanted to see the next bosses i just kept tanking (32 k hp unbuffed, 40k buffed in 10 man raid). with 3 good healers on me we discovered that the debuff stacks up to 10 times ticking for about 25k or so (argent defender rocks!) and we downed the boss. My guild master and i were both in the pug, and the group broke up after a few more attempts. yesuturday we got our guild to do it and we downed it in two shots (the first shot i DC'd on the pull). The beasts part is pretty easy. We have ALL the dps switch to whoever is snowboiled, no exceptions, giving priority to healers>tanks>dps. And don't stand on fire, it will kill you FAST.

for the second phase, have the better geared tank taking dreadmaw, he puts a fire debuff similar to a lightbomb on a random person (most likekly the tank it seems), and while he is moving, he drops a poison cloud like grobulus. while he is moving, he also does a lot of physical damage (17k or so hits, blocked) and a random frontal cone spray)

Acid maw places a random green poison debuff on a random target, the person with this green debuff needs to run asap to the person with the red debuff, and it gets cleared. pop bloodlust to kill acidmaw asap. they also randomly burrow underground, and drop all aggro, during this part, if the tank has the fire debuff, dps and healers need to clear a path for him so that he can pick up the boss withouth lightbombing the raid. once they pop up dreadmaw becomes stationary, and acidmaw starts moving, and starts doing high physical damage. DPS at all times is focused on acidmaw, and melee dps stands on the side, and not behind him to avoid stepping in his grobulus poison clouds. once acidmaw is dead, the rest of the instance can be 3 manned (one tank and 2 healers). dreadmaw continues to randomly cast the fire lightbomb debuff on a random raid member, so everyone needs to be sread out as much as possible.

part 3 is easy. the yetti smacks the tank around, so he should be tanked against a wall. ranged dps and healers should spread out in a giant circle around him (or semi circle once he's at the wall, since he will randomly turn around an freeze in a cone of where he is facing (think anubrekahn's spikes). he will then jump to the middle and begin to charge at a random raid member, the raid member and anyone near him need to run so that they are not standing in front of the boss as he is winding up to charge, once he charges and misses, he is stunned and takes more damage, if he hits and kills someone, he enrages, a cooldown like shield wall or even glyph of hand of salvation can be mitigated, it can also be dispelled with tranq or rogue poison.

overall the moment i saw how the mechanics worked, this is a pretty fun fight. hope this advice helps