So I’ve been a little distracted recently and have been trying my and at more videos of the fights rather than straight out explanations. We’re going to try a new format since 3.2 dropped in explaining boss fights.
25 man version of trial of the crusader parts 1 and 2
Phase 1 – Ranged spreads out – Fire will appear on ground you must move out of. Tanks will be getting hit with an impale that stacks – every 3 stacks or so they need to taunt off each other – the debuff will still hit them for the next 40 seconds so they still need heals.
Snowbolds will jump on people – they will interrupt casting so it is important ranged help get these down if you are not going for the achievements of leaving them up. They are untauntable but will strike at anyone within melee range of the person they are sitting on.
Melee stay on boss – ranged attacks snowbolds – if a ranged got the snowbold they tended to move central to ensure that everyone could reach the snowbold.
Phase 2 – Acidmaw and Dreadscale
We found it easier to take down acidmaw first. Dread will enter on the right and needs to be tanked, Acid will come up from the ground and can not initially be tanked. Both have conal frontal AOEs so they need to be turned or the raid can not stand in front of them. Casts are non-interruptable. If you get the acid debuff you turn green and have about 20 seconds to get near to someone (usually the tank) with the fire debuff to drop this debuff else you get stuck in place for 40 seconds following the initial acid breath. Partway through they will both dive under ground. This is an aggro reset and the opposite worm becomes tankable – ie acidmaw will now follow the tank and Dreadscale will be untankable.
Following acidmaw’s death, Dread soft enrages and needs to be killed. Fire debuff can be healed through – it lasts 30 seconds or so.
Part 3 Icehowl is the final boss in the Northrend Beasts encounter and is as close to a tank and spank you will get. He occasionally stomps and throws everyone to the edges of the room. At this point everyone is stunned and Icehowl will target one raid member. Where that person is standing when he targets them will be the location he charges. It is imperative that everyone gets out of the way as soon as possible.
Strafing works best but as you have a speed boost any time of run away from his head or rear will ensure you are not charged. If he hits ANYONE in his mad dash to the wall he will go into a short enrage which you will be able to see when he turns red.
If no one is in the way, he ends up getting his head stuck in the wall and takes increased damage while he is stuck. He will also turn and frost breath one raid member – anyone in a close range to where that person is standing will also be ice blocked.

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