A short series of articles covering totc10 ready for the AB weekly raid quest this weekend.
Beasts is a three phase fight
- Gormok the Impaler
- The twin worms
This fight is about tank swapping and heavy healing and quick target switching by the DPS. Gormok casts “impale” on the current main tank, this is a stacking debuff, in 10 man the switch is generally done at two stacks, with the taunt back coming as soon as the stack expires. Depending on the gear level the tanks may need to pop indestructable pots and mitigation cooldowns (divine shield, barkskin etc) at crucial points.
Melee will pound on the boss.
During the fight Snobolds will jump from the boss and leap on someone’s back. Ranged will nuke these down as quickly as possible, doubly so if they’re on a healer. Once the boss drops any remaining snobolds need nuking by all dps quickly before the worms spawn. Hand of Protection can be useful at this point as well to clear any remaining debuff stacks on the last tank.
During the fight fire will be thrown out under the ranged camp, so spread out and strafe if it’s on you. There should be no fire in melee.
Acidmaw & Dreadscale. The worms cycle through mobile and static phases. Their abilities vary depending on whether they’re mobile or not.
Mobile worm: Will always drop a slime pool, the tank will be kiting the mobile boss around the edge of the room, all dps need to be behind the boss as both will do an aoe / cone spray to all targets in front of them (this should only be the tank).
Dreadscale – fire spit (ranged stay spread), whirlwind like attack (melee impact), burning spray (causing Burning Bile)
Acidmaw – acid spit (ranged single target attack) whirlwind like attack (melee impact), Paralytic spray (causing Paralytic Toxin)
Acidmaw is static first, spawning on the left hand side of the doors as we face them, dreadscale comes through them and moves to the right. DPS will focus all damage on Acidmaw until it’s dead and then move to dreadscale.
At the mobile/static switch both will burrow, the tanks will pick up the same boss as before (ie stay with dreadscale) and change their tanking style in accordance with the phase the boss is now in.
Things to watch for.
Those with burning bile need to get out of melee as it does a aoe damage effect on all those near. If someone is hit with Paralytic Toxin someone with burning bile needs to get as near to them as possible to clear it. Non-tanks with toxin should head for the center of the ring. If a tank is affected someone needs to clear them as quickly as possible, healing needs to be prioritised on them first.
When dealing with a mobile worm look out for green slime on the floor, get out of it. Do not get in front of the boss.
Once the first worm is down the second will enrage doing more damage, so lots of pewpew.
The final boss is the giant yeti (skinners sharpen those knives) Icehowl. This is mostly a tank and spank fight, stay spread as he does a breath attack freezing players and causing a lot of damage. At various points he’ll move to the center and perform a massive crash sending all players flying to the edge of the ring. Someone will be targetted, this player (and all those near) need to strafe away as quickly as possible, to avoid his charge. If successful he’ll stun himself on the wall (more pewpew time), however if unsuccessful he’ll do a mini-enrage, hunters with tranq shot are useful here.
Repeat until dead, loot, skin.