Group Comp
- 2 tanks
- 2 or 3 healers
- 5 or 6 dps
Phase 1: Gormok the Impaler
- Tanks should switch on 2 impales as with normal
- Fires thrown out leave a dot that ticks for quite a bit of damage, move out of them as soon as it's thrown
- With the fire dots it's handy to know that Gormok will always prefer to throw them on ranged, so as long as you have enough people at range he is 99% sure to throw out the fires on a ranged person
- Ranged with snobolds should move to the melee to get their snobold taken off with extra speed so the melee doesn't have to move, less melee movement = more dps
- As normal, 1 tank on Acidmaw, 1 on Dreadscale
- Tank with burning bile frees people with paralytic poison
- Do not stand in front of either of the worms unless you're the tank
- Do not pull agro of the worms so that they can spray all over you and the rest of the raid
- Make sure the raid spreads out so as few people as possible get burning bile at any one time
- Tank him facing the wall
- When he does a charge you do NOT get the runspeed increase, but you DO have to make sure to get away from him
- If you fail and he hits you, you're screwed, not only because he enrages and you likely have a dead tank and a dead dps/healer that he hit on his way, but also because you miss out on the extra dps that you get while he is normally stunned
- Phase 1: fire leaves dots
- Phase 3: no runspeed increase
- More hitpoints on each of the NPCs
- More incoming damage
Great post thank you.
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