Encrypted Text: Rogue tips for raiding Trial of the Crusader, part 1
Every Wednesday, Chase Christian of Encrypted Text invites you to enter the world of shadows, as we explore the secrets and mechanics of the Rogue class. This week, we discuss some of the tips and tricks to remember when raiding Trial of the Crusader.Arthas looms over us from his massive tower in Icecrown Citadel, Our mission in Northrend, assigned to us by the brass at Ravenholdt, is to assassinate the Lich King. Unfortunately, all attempts to gain access to his fortress have been thwarted by the million or so Undead inside, whom Blizzard decided to grace with Stealth Detection. With our primary method of infiltration foiled, we've had to look at other options for our clandestine objectives.
Tirion Fordring, the accursed leader of the Ret Paladin order, has summoned the leaders of the Horde and Alliance as well as any willing soldiers to compete for the opportunity to spearhead a mission into Northrend's most exclusive icy throne. The latest missive we received from Lord Jorach indicates that we are to disguise ourselves as members of a fighting force, and to enter and win the competition in order to gain access to Icecrown Citadel. The survival of our raid mates is secondary to the completion of the mission.
Trial of the Crusader is Blizzard's most recent addition to the end game raiding scene. With 4 different flavors, regular and heroic for both 10 and 25 man groups, it's really the most diverse group of 5 bosses we've ever seen. Unfortunately, it seems like the normal modes are tuned to be easy to PUG, and the difference between 10 and 25 man raids is simply increased damage and health for the bosses. With the release of heroic mode this week (provided we can kill Anub'arak), I am looking forward to a new twist on these otherwise plain fights.
First Encounter: Northrend Beasts
The very first fight you'll see in Trial of the Crusader (ToC) is the Northrend Beasts encounter. It's a fight against three groups of wild animals, which you'll be required to best in order to proceed in the tournament. The first phase of the fight is against Gormok the Impaler, a large magnataur warlord. While fighting against Gormok, your job is fairly simple. DPS the boss as much as possible, and swap to kill the Snobolds that spawn on your raid mates (or you!).
Gormok will do some unavoidable AoE damage to melee DPS, and so you'll just be soaking this up. When Gormok throws a Snobold onto a raid mate, simply run over and assist by targeting and killing the Snobold. There is NO enrage timer for this portion of the encounter, so feel free to swap to the Snobold, even it if means a lot of downtime walking back and forth. You can also use Dismantle on the boss to lower his melee damage, especially towards the end of the fight as he will be doing more damage then. This phase is very, very easy for melee DPS.
The second phase involves not one, but TWO large Jormungar worms: Acidmaw and Dreadscale. Acidmaw shoots acid and is the "green" one, and Dreadscale shoots fire and is the "red" one. My guild uses a very simple 'burn' strategy on Acidmaw. All DPS (ranged and otherwise) pile onto Acidmaw and we use Bloodlust to burn him down incredibly quickly. Acidmaw applies a debuff to his targets that slowly paralyzes them, eventually freezing them in place forever. As a Rogue, you can Cloak of Shadows to remove the debuff and save yourself the trouble. The method of removing this debuff is to run into someone who has the Fire debuff from Dreadscale.
We are typically able to kill Acidmaw in one rotation of the worms (they go underground and switch places), which leaves us with Dreadscale to kill. He's a lot like Grobbulus for a Rogue: the tank will keep him moving out of the spawning fart clouds, and you don't want to be in front of the worm or you'll get spit on by his Fire breath. If your guild use a different strategy (or you're going for the achievement), remember that you can Blade Flurry and attack both worms at once if they're close together.
The third and final phase of this fight pits you against Icehowl, a giant Yeti. He's really a pushover compared to the bosses you're used to facing. Stack him up in the middle of the room and burn him down. He'll occasionally throw everyone against the outside wall and stun you for a few seconds. When he does this, take careful note of who he is targeting. If he's got his eye on you, he'll be charging after you in a second or two.
Get your bearings, and as soon as the stun wears off, RUN as fast as possible away from where he's aiming. Don't bother with Sprint, the boss gives you a movement speed buff after the stun. Once he misses you and slams himself into the wall, he takes 100% more damage for about 15 seconds (think of when Mimiron's head comes down in P3 of that fight). Use your cooldowns like Killing Spree or Overkill (via Vanish) now to maximize their effect. He should be down pretty quickly.
Second Encounter: Lord Jaraxxus
Here is another fairly simple fight; Lord Jaraxxus has some striking similarities to General Vezax. You'll be attacking a large Eredar demon lord, who will be casting a ton of spells and summoning adds on a regular basis. Rogues are typically assigned to focus on the boss full time, and with our Fan of Knives nerf coming up, our AoE damage on the adds will be even less desired. The reason that we are asked to stick on Jaraxxus is that we're the most capable of interrupting his spells. If you're able to work it into your gear set, consider wearing your PvP gloves for this encounter. While it will cut your DPS (and certainly don't break a set bonus for it), it makes it far easier to always have enough energy for a crucial Kick.
Fel Fireball is the spell that you'll be interrupting. It causes a large amount of Fire damage to its target, and also applies a fairly potent DoT debuff as well. Your healers will be pretty busy handling Incinerate Flesh (just stand still if you get this) and keeping up both tanks. By kicking this spell, you really reduce the random damage during this fight and make it a far smoother encounter. Jaraxxus also buffs himself with a +damage ability known as Nether Power: a Nether Power stack (before someone dispels it) and a Fel Fireball could spell the end of your tank. Make sure to interrupt as many Fel Fireballs as you can!
The only other thing that a Rogue will want to pay attention to is the Legion Flame debuff. If you get this, you'll start spouting flames out of your feet, à la Illidan the Betrayer. The typical strategy is to run radially 'outward', that is, towards a wall as quickly as possible. You don't want to spawn a whole bunch of fires near where the melee DPS are positioned on the boss. I would suggest saving your Cloak for this spell, as it will allow you to stay on the boss instead of running out with the debuff. Remember that the spawning Legion Flames below your feet take a second to spawn, so move as SOON as you get the debuff, not after you see the first flame spawned.
Conclusion
The first two fights are fairly 'tank and spank' from a Rogue's perspective, which may or may not be a welcoming experience for you. With Anub'arak's release on Tuesday, and the unlocking of heroic modes to follow, I will be covering the remaining bosses in ToC and the hard mode changes to the encounters in the weeks to come. Here's to hoping there's some variety added to these fights, instead of simply boosting their damage by another 40% and calling it a day. We've need to have some decent practice to test our skills before we go knocking on Arthas' door, right?
Filed under: Rogue, Raiding, Bosses, (Rogue) Encrypted Text






Reader Comments (Page 1 of 2)
Rakah Sep 2nd 2009 11:11AM
i really hated the faction champions at first
Smapdor Sep 2nd 2009 11:23AM
I'm looking forward to tips on the faction champions. Our strategy has been to have me attempt to lock down the second healer. I switch to my pvp spec (but keep most of my pve gear on), but I always get popped out of stealth as soon as I get near the healer to cheap shot. They also have a nasty habit of resisting my kidney shot, but maybe I'm just doing it wrong.
Twotoe Sep 2nd 2009 12:37PM
I'd like to point out that in addition to needing a third tank, Heroic 25 man Gormok, does have a pseudo enrage, in that if not killed fast enough, the jourmongers join the fight. Makes for quite an interesting encounter.
Paperclip Sep 2nd 2009 11:41AM
The one problem I have is that this would've been useful a little less than a month ago. Aside from that, here are some additional notes that might help newbs understand a little better:
You should be dismantling immediately prior to an Impale, on Gormok.
On Icehowl, it's important to note that he only charges in a straight line once he's chosen his target, and the appropriate action is to run either to your left or your right, along the wall, being careful not to get stuck in the instance portal.
Chase Christian Sep 2nd 2009 11:45AM
I didn't want to start the series until I had experience with all of the bosses in ToC, and until all 5 were released for us to take on. The tip for Icehowl is clutch: knowing which way you're going to be running will make avoiding his charge MUCH easier.
BooMsx Sep 2nd 2009 11:23AM
Do not stand in the fire! -_-
Addo Sep 2nd 2009 11:28AM
WoW.com sucks now. They don't cover PVP any more like it doesn't exist.....
Way to blow!
Chase Christian Sep 2nd 2009 11:43AM
What's changed in Rogue PvP in the past 6 months?
Wiki Sep 2nd 2009 11:29AM
"the difference between 10 and 25 man raids is simply increased damage and health for the bosses. With the release of heroic mode this week (provided we can kill Anub'arak), I am looking forward to a new twist on these otherwise plain fights."
Twist? Heres a twist for the first boss:
Gormok the impaler: 3 fire bombs at a time until Snobolds are down. Increased health for all of them. Fire has a dot that ticks for about 12 seconds. The Twin Jorgumundars can come out while he is still up.
Twin Worms: More damage and health. Dot is longer and deals more damage. If you don't kill them fast enough...Icehowl comes out.
IceHowl: Same thing, more damage, more health. But, when he knocks everyone back against the wall, there is no speed buff to get out of the way. So you better be high-tailing it away from him. Oh, and also... he enrages. Goodluck!
(Just the Beasts of Northrend Hardmode. If it doesn't seem difficult lemme tell you: It is difficult. Need extremely high dps, bloodlust, blowing all damage CDs asap. You will be able to tell if you don't have enough dps if the next boss comes out before you've killed the one your working on.)
Wiki Sep 2nd 2009 11:36AM
I forgot to mention: That comment above is about the hardmode version of this encounter.
Also, tips for the Beasts of Northrend:
Fiegn should work if you know a stomp (AoE Gormok the Impaler is doing) is coming, or if you get hit by the whirl Icehowl does (and his crash).
JPN Sep 2nd 2009 11:40AM
Part ONE? Can't find them both in one entry? :)
Could you please do an article on rogue macros? I feel like I'm at a good place with my rotations and at an OK place with weapons and weapon choices (or at least, that information is out there) but I'd like to see something about rogue macros - I don't use them at all, so I'm a total noob in that area, but basic macro concepts would be helpful too; however, the rogue stuff would be awesome.
Chase Christian Sep 2nd 2009 11:44AM
Next week will cover the final 3 ToC bosses, so look for something covering macros the week afterwards.
Agerath Sep 2nd 2009 11:46AM
Jaraxxus is really nothing at all like Vezax.
Chase Christian Sep 2nd 2009 12:03PM
Melee train the boss, kick a Fire spell, collect loot.
taristo Sep 30th 2009 5:19PM
/agree
Deathgodryuk Sep 2nd 2009 12:06PM
You stand there and interrupt the boss. Aside from avoiding fire it isn't really that different.
Aggblade Sep 2nd 2009 12:15PM
Yeah Chase, why do you think Jaraxxus and Vezax are similar?
outlier Sep 2nd 2009 12:31PM
What is the percent representation of rogues in PVE anyway? My guild has 1 raiding rogue who is rarely able to raid if that. We've been looking for more (and all classes) in our recruiting efforts but there just arent any applying. DEing dagger after dagger intended for rogues is getting very old very fast.
Douglas Sep 2nd 2009 12:55PM
It's low. I play the only rogue who raids in my guild. A few other people have rogue alts at 80, but they only use them to farm.
Rogues lost a lot of players at the beginning of WOTLK, when we felt as if we were pretty nerfed compared to Fury Warriors and Cat Druids at the time. Rogues are much better now, but a lot of Rogue players had already jumped ship.
Scott Sep 2nd 2009 12:55PM
From raids I've participated in, I'm often the only rogue in 10-man run where 2-3 are present in 25-man runs. I can only think this is common across the realms.