Ready Check: Northrend Beasts

Ready Check is a column focusing on successful raiding for the serious raider. Hardcore or casual, Vault of Archavon or Ulduar, everyone can get in on the action and down some bosses.
The Northrend Beasts are the first series of encounters inside the Crusaders' Coliseum raid instance. Today we'll look at their non-Heroic version. You actually fight four different critters, all of whom are the Biggest and Toughest of their racial types in Northrend. That Tirion sure is a kidder, isn't he?
The four bosses that make up the Northrend Beasts are:
- Gormok the Impaler, a massive magnataur
- Acidmaw & Dreadscale, a pair of Jormungar worms that Hunters cannot tame
- Icehowl, a really big Northrend yeti
Gormok the Impaler
I wanted to make a Vlad Tepes joke about Gormok's "Impaler" title, but I just couldn't pull one together. Gormok's only got a couple of tricks that make him anything more than a tank and spank. First, he Impales your tanks, forcing you to swap tanks back and forth to manage the debuff. Second, he has minions. These minions are snobolds, which Gormok will pick up and hurl at your raid. Let's go through his abilities.
Gormok's Abilities:
- Impale - Inflicts about 2,000 damage in 10 man, about 2,500 damage in 25 man, every 2 seconds for 30 seconds. And it stacks. If you can get a Hand of Protection on the affected tank, however, the Hand will clear the effect.
- Staggering Stomp - Does about 8,000 damage in 10 man (~12,000 in 25 man) to everyone within 15 yards and interrupts spells for 8 seconds.
- Rising Anger - Increases all damage dealt by 15%. Applied every time Gormok throws a Snobold.
- Batter - Inflicts 75% of normal melee damage, interrupting spellcasting for 5 seconds.
- Fire Bomb - Inflicts Fire damage every 1 second to all enemies within 8 yards of the target.
- Head Crack - Stuns an enemy for 2 sec.
Gormok isn't the most difficult fight out there, but it really is the culmination of several other raiding skills you've picked up from other places. Once he comes walking into the Coliseum, you've only got a few seconds before the fight starts.
Keep Gormok facing away from the raid. Every time Impale gets up to 5 stacks, switch to your second tank. Keep going back and forth.
Occasionally, Gormok will hurl a snobold at a raid member. The raid member won't be able to kill the snobold themselves, so the rest of the raid will have to handle it. The snobolds throw fire on the ground. Lastly, keep an eye out for that Staggering Stomp, since it'll interrupt spellcasting. You want to make sure your tanks are topped off on health.
Don't stand in fire, kill adds, and swap tanks whenever they have an Impale of 5 or more. Apply your raid's mammoth DPS directly to Gormok's face.
Acidmaw & Dreadscale
Not one, but two! Two giant worms! Acidmaw and Dreadscale is mostly a coordination fight, testing your ability to detect who has a key debuff, and then testing your ability to quickly walk to that person.

Acidmaw
- Acidic Spew - Inflicts ~3,000 damage in 10 man (~4,000 in 25 man) Nature damage every tick for 2.5 seconds, to enemies in a frontal cone. Don't stand in front of him.
- Paralytic Bite - Inflicts ~8,000 in 10 man (~12,000 in 25 man) Nature damage to its target and injects them with a Paralytic Toxin. This is Primary Ability To Worry About Number One.
- Slime Pool - Spawns Slime Pool underneath the jormungar's body. The Slime Pool grows in size for 30 seconds and inflicts Nature damage every second to players standing in it. You may recognize Slime Pools from "Don't Stand in Poison" during Grobbulous.
- Burning Bile - Deals Fire damage to anyone who has this debuff, but cleanses Paralytic Bite off whoever has that debuff. This is your big cue to how to do this fight, and is Ability To Worry About Number Two.
- Burning Bite - Inflicts ~8,000 Fire damage in 10 man (~14,000 in 25 man) to its target and coats them with Burning Bile. This happens when Dreadscale is mobile.
- Molten Spew - Inflicts Fire damage every tick seconds for 2.5 seconds, to enemies in a frontal cone.
- Slime Pool - Spawns Slime Pool underneath the jormungar's body. You may recognize this from Acidmaw using it.
- When Dreadscale is half-submerged, he'll use Burning Spray against random targets. This does some Fire damage, but when he's immobile, that's what supplies the Burning Bile debuff.
Since Burning Bile is an ability which affects the person with the debuff as well as everyone around that person, you want your raid relatively spread out. Additionally, since both Acidmaw and Dreadscale have frontal cone abilities, your tanks need to keep the bosses facing away from the raid. For that reason, it helps to "move" them in a circle on the outside of the Coliseum, while your raid is spread out inside the circle.
When you start out, only your Dreadscale tank will have the Burning Bile. Put a Skull or Star on his head. Whenever a raid member gets the Paralytic Bite debuff, that person should move immediately next to the Burning Bile person. That will burn the Bite debuff off them.
Your tanks will need to move the big worms, due to the Slime Pool which is consistently being dropped on the ground. However, since the worms "swap" who is submerged and who is above-ground, you'll need to be prepared to give your tanks a little time to get aggro back after each such switch.
Mostly, this fight is about keeping the worms moving so that Slime Pool doesn't kill everyone. Equally important, whenever you get Paralytic Poison, you must immediately get it off you by touching the Burning Bile person. There is definitely some healer pressure in this fight, since there's so much general raid damage being thrown around.
It's helpful to kill Acidmaw first, since that will remove the need to juggle Paralytic Poison. However, you should be aware once you do that, Dreadscale will immediately enrage.
Icehowl
Icehowl is a gigantic Northrend yeti, and those continue to look awesome in a raid setting. I'm going to take a break from the ability-then-explanation format, since Icehowl is mostly about a couple key dynamics. He has other attacks and buffs, but the overall powers to worry about directly are few.

You can tank Icehowl wherever you'd like, but don't put too much effort into positioning. Periodically, Icehowl will jump to the center of the Coliseum in a move called Massive Crash. When Icehowl performs this wrestling-esque maneuver, it will knock your entire raid back to the outside wall. A raid warning will announce who Icehowl has his eye on, and then the boss will charge that person. Everyone needs to get away from the spot where that person was standing. Don't worry, you get a speed buff called Surge of Adrenaline to make sure you can do it a little easier. If Icehowl misses his target, he will bang his head on the wall and suffer a Staggered Daze. While Icehowl is under this effect is the ideal time to burn him down, since he'll take double damage.
Other than that, Icehowl has two abilities to keep in mind. He has an Arctic Breath which will spew Frost damage in a random cone. Also, he'll periodically Whirl, inflicting damage to anyone around him in melee range and knocking them all back a little. These abilities will obviously cause some raid damage which will keep your healers on their toes.
Conclusion
No individual fight among the Northrend Beasts is particularly all that challenging. However, you'll be switching gears quickly between each set of encounters, and that can prove to be surprisingly difficult for some raids. It might take some practice to effortlessly go between dance-type to dance-type, but most anyone should be able to handle it after a little repetition.
Good luck, and good hunting!
Ready Check is here to provide you all the information and discussion you need to bring your raiding to the next level. Check us out weekly to learn the strategies, bosses, and encounters that make end-game raiding so much fun.Filed under: Analysis / Opinion, Ready Check (Raiding)






Reader Comments (Page 1 of 2)
Death Knight Sep 17th 2009 3:07PM
My favorite fight of ToC, I just like the flow of the battle and how you have to fight three bosses in a row.
x08redsee08x Sep 17th 2009 3:19PM
With Icehowl, it's a love and hate thing since if someone get's hit by him it's usually a wipe unless you have a hunter tranq shoot him or a rogue with that poison buff on his weapon (can't remember the name right now)
Also for Gormok's staggering stomp, it can be ranged/los'd (Line of sighted).
x08redsee08x Sep 17th 2009 3:22PM
It's called Anesthetic poison, just remembered. It will dispel the enrage if Icehowl get's it. Hope that helps.
Lemons Sep 17th 2009 3:14PM
"Not one, but two! Two giant worms!"
Dammit...the article already said it :(
Os Sep 17th 2009 3:16PM
2nd fave... faction champs is win!
BioHazard Sep 17th 2009 3:23PM
Sounds like fun.
About what gear level should a raid be at to start 10-man normal ToC?
Right now our tanks are running about 35Khp/60% unbuffed (Druid and DK, the Druid obviously has more HP in-form.), our healers are around 2200-2500 +Heal unbuffed (Shaman, Preist, Druid) and our DPS is fairly consistently around 3K-4K DPS each (equal ranged/melee) in the first half of Ulduar.
What do you guys think our chances are in 10-man T9 content?
x08redsee08x Sep 17th 2009 3:27PM
Sounds like a very good group. Don't see why you wouldn't be able to do it.
Amaniita Sep 17th 2009 3:29PM
Sounds like what my guild has going for it, and we've cleared through Anub on normal. The fights are fairly easy, they just take some getting used to.
Rob Sep 17th 2009 3:33PM
I have a similar question. Our 10 man is in full naxx10 and some ulduar badge gear. Tanks have 35k hp, healers about 2200 +spell unbuffed, dps about 2.5k. Can we do this fight in 10 man?
jam Sep 17th 2009 3:44PM
If you're not horribly bad players, you can probably one-shot most of the bosses.
Split Sep 17th 2009 3:49PM
I'd say go for it. Unless your players are terrible you probably can get the instance down with some work.
Trajan Sep 17th 2009 3:35PM
Mine, as well. Lord Jaraxxas is so hectic, between dispells being called, two deadly debuffs, and two different kinds of adds--/sigh. Meanwhile, tanking Northrend Beasts is a breeze. It's a Gluth fight with a nastier debuff, followed by a sorta-Grobbulus encounter with nastier debuffs, and then an entirely new fight with, well, not a lot for a death knight tank to worry about :).
Oh, and not to nitpick, but it'd probly be good to mention Icehowl's Ferocious Butt. My healers like to forget about that, too.
Druidski Sep 17th 2009 3:46PM
Letting Impale stack to 5 may tax your healers too much. That roughly equals 10k / 12.5k of damage every 2 seconds, on top of incoming melee stikes from the boss. If you are finding the 5 stack method difficult, try scaling the stacks down to 2 before the tanks taunt. Honestly, they just stand there during that fight and threat away so having them taunt more often is a minimal change that can greatly reducing the incoming damage and healer strain.
x08redsee08x Sep 17th 2009 4:17PM
Agreed, we usually taunt at about 3 stacks in both 10man and 25man.
x08redsee08x Sep 17th 2009 4:20PM
Now that I think of it, after the first taunt, the tank waiting to taunt should taunt after THEIR debuff wears off and continue doing that until Gormok is dead. Don't risk not letting the debuff countdown reset.
x08redsee08x Sep 17th 2009 4:21PM
Crap, take out the word "not" in the last sentence lol. Need an edit button please.
Druidski Sep 17th 2009 4:24PM
Exactly. The method I've used is very similar to tanking Gluth in Naxx. Occasionally the tank may take a 3rd stack while the other tank waits for the stacks to fall off, but that shouldn't be too much of an issue.
Inflammatio Sep 17th 2009 4:01PM
Gormak gets really fun when you fight him on 25 man heroic. He gets a new ability called "Disconnect." It can't be avoided and causes a terrible dps loss.
Firestride Sep 17th 2009 4:09PM
Might want to mention that there's an enrage timer, I think of 15 minute for all of them. So you can't get by with a tank and two healers surviving. Apparently.
Sou Sep 17th 2009 4:16PM
Throw a disarm/dismantel on Gormak to help with lowering his damage in normal mode.... give healers a little break... rougues have time to throw a ToT on tanks for the worms to help them gain agro after the submerge..