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TOGC 25 beasts is hard
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Post by
NeoBlackheart
So is there anything special we need to do on this fight? We get to icehowl but like 50% of the people in the group are dead. So is there anything special you must do during the worm fight. Lowest dps was 3k and it was a tank
Post by
Kramp
The fight does'nt change at all. Only less forgiving.
If you are losing a lot of people on Icehowl, you are not spread enough.
Post by
260787
This post was from a user who has deleted their account.
Post by
Mike
Just have all ranged stand in the middle of the arena spread out.
and then the burning bile goes onto them and they all die cus healers cant keep up. gg.
unless dreadscale was already dead at the time when they grp in the middle for some reason.
Post by
Porcell
Here's a play by play of how we do ToGC25 Beasts:
Phase1: 3 tanks rotating at 2 stacks. We tank Gormok facing North right where he comes out. Melee stands on Gormok's butt. All ranged and healers in an arc around Gormok. ANYONE who gets a snobold runs into melee range in such a position that melee can switch to Snobolds and still cleave the boss. ALL DPS switch to and kill Snobolds. The tank who is not tanking and not next in line goes over and "tanks" the Snobold (thus a tank is taking the snobold melee damage and knockdowns). Starting at tank stint number 4 (so back on the 1st tank) tanks start using cooldowns. You should only go through 6 or at most 7 tanking stints (so each tank has the boss twice, or at worst the 1st tank does it three times). As long as the tanks are using cooldowns late in the encounter, and you have enough DPS to kill Gormok before the worms, you should have everyone alive going into phase 2. (Needless to say Ranged needs to be quick to move out of fires. Cheesing with Levitate is cheating, imo...)
Phase2: Tank Number 1 is on Acidmaw, standing away from the wall. All of the melee stand with their backs to the wall so they don't go flying too far on Sweep. Melee splits Kel'Thuzard style so that they all don't get hit by Poison. Remember that when Acidmaw is stationary it will hit a random raid member with poison and splash to nearby. Make sure ranged DPS is spread more toward the south, giving healers the center of the arena so they can heal both tanks. Dreadscale is tanked where he pops up, facing West (toward the gate/wall). You don't really have to move him. Tank Number 2 is on Dreadscale until Tank Number 2 gets burning bile (remember only the person tanking Dreadscale when he's mobile will get Burning Bile). At this point, Tank Number 3 taunts Dreadscale and Tank Number 2 floats south a bit, standing between the two worms. Just about this time the first Poison goes off, and Tank Number 2 can go clear the poison. Tank Number 2 goes back and taunts Dreadscale (since Tank Number 3 now has Bile and Number 2 doesn't), and Tank 3 is available to clear the next poison launch. About this time the worms will submerge, and Acidmaw should be sub-30% or so.
Worms come back up. Tank 1 is on Dreadscale now, since he is stationary. Tank 2 picks up Acidmaw, who is mobile. Everyone must be spread out again, since now that Dreadscale is Stationary he will Burning Bile a random person and splash to nearby people. Tank 2 is going to get Poisoned, but there isn't going to be a Burning Bile up yet. Tank 3 taunts Acidmaw and kites him away. Burning Bile hits, and whoever it is MUST run over to Tank 2 and clear him. Acidmaw should be dying now. Everyone spread out, DPS Dreadscale. Dreadscale submerges and comes back up Mobile. Tank 2 picks him up and faces him away from the raid (ALWAYS facing mobile worm away from raid), and kites him a bit when the acid pool gets too big. It is a good idea for the tank to use a cooldown during the enraged Molten Spew. People need to be smart and stay away from the acid pools.
Worms die, Icehowl comes out.
Phase 3: VERY straight forward. Some people say to blow cooldowns before headbutts, but I've never found it necessary. Healers need to make sure they are spread out to ensure that Ice Breath does not ever catch all the healers at the same time. Other than that, just make sure everyone moves out of the way of the charge and Phase 3 is home free. Note that it is a very hard enrage, you have roughly 3 charges, potentially starting a 4th, before he berserks and destroys everyone.
Post by
Liquoid
If you are heavy on melees, don't let them ALL nuke Acidmaw. Get a few and tell them to stick to Dreadscale so not too many people get the debuffs at once.
Post by
260787
This post was from a user who has deleted their account.
Post by
Celdhyrean
Just have all ranged stand in the middle of the arena
spread out
.
and then the burning bile goes onto them and they all die cus healers cant keep up. gg.You missed the important part of the sentence. The middle of the arena is a wide place.
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