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Northrend Beasts Strategy Guide - Trial of the Crusader Raid WotLK Classic
来自 Beanna
[Last Updated]:
2024/05/10
变更日志
补丁:3.4.3
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This guide provides tips and strategies for defeating the Northrend Beasts boss encounter in Trial of the Crusader, for both 10-player and 25-player raids and Normal or Heroic difficulty. Learn how to handle difficult mechanics with positioning diagrams, breakdowns of abilities, and tips and tricks for defeating the boss encounter. To learn more about the Trial of the Crusader raid, please take a look at our guides below --
Trial of the Crusader Overview TOC Raid Loot TOC Raid Achievements
Trial of the Grand Crusader Overview TOGC Raid Loot TOGC Raid Achievements
Northrend Beasts Strategy for Trial of the Crusader in Wrath of the Lich King Classic
The
Northrend Beasts
encounter (or Beasts of Northrend) is a battle against 3 boss encounters back to back —
, the duo
&
, and finally
. Each boss will enter the arena 15 seconds after the previous encounter is defeated in normal mode, without leaving combat. In Heroic difficulty, however,
&
will invade the arena 2:30 minutes after engaging combat with
whether you're done with the first encounter or not, and
will follow suit 3 minutes later, forcing you to make quick work of each boss before being overwhelmed.
Phase 1 - Gormok the Impaler
Level
83 (Boss)
Type:
Humanoid
Health:
11.9M (25-man Heroic)
8.9M (25-man)
2.8M (10-man Heroic)
2.2M (10-man)
is the first boss to enter the arena after you engage the fight. It's a typical tank and spank type encounter with minimal movement that should let your raid use their first round of cooldowns efficiently to make quick work of this magnataur.
's melee damage isn't all that impressive but, every 10 seconds, he will use his
穿刺
ability on the tank, dealing an additional 100% swing damage instantly (150% in heroic) and applying a stacking bleed that ticks for ~2.5k damage average (4.5k in heroic) every 2 seconds for 40 seconds.
穿刺
can not miss or be avoided so the current tank will receive another stack of bleed every 10 seconds refreshing the duration and, after 3-4 stacks, begin to take some serious damage on top of the constant melee attacks from the boss.
With a common raid setup using 2 tanks, you'll need to swap tanks when the current tank receives at least 3 stacks of the
穿刺
bleed, and again when the stacks of the first tank fade. Each tank should feel free to use their defensive cooldowns to go up to 3-5
穿刺
stacks to mitigate the damage taken before they're relieved by the other tank.
Repeat this tank rotation until the boss is dead. After the swap, don't stop healing the first tank that will continue taking damage from the bleed stacks for 40 seconds.
Every 20 seconds,
will also cast
震地践踏
, dealing ~8k physical damage (~12k in heroic) to every player within 15 yards of the boss. The stomp will interrupt any ongoing cast and silence players for 8 seconds if they were interrupted by the boss. To best deal with this mechanic, every caster and healer should make sure they are positioned at least 15 yards away from the boss, to prevent taking unnecessary damage but more importantly to cast freely. Melees will just have to take the damage.
Gormok carries 4
s on his back, that will throw
燃烧弹
s at a random ranged player every few seconds, creating a small fire patch on the ground that deals heavy fire damage to players within 8 yards. Ranged players and healers should be spread around the boss to avoid several players being hit by the same
燃烧弹
and forced to move out of the fire, but still 15 yards away from
震地践踏
. In heroic difficulty, each tick of fire also applies a stacking fire DoT that deals ~5.5k damage every 2 seconds for 20 seconds, so don't slack when a fire spawns under your feet. Have
火焰抗性光环
/
抗火图腾
active for the entire fight to mitigate raid damage.
Every 20 seconds, Gormok will throw one of his
at a random player and gain one stack of the
渐怒
buff, increasing his damage done by 15%, up to 4 stacks (+60%) after 80 seconds in combat. The
(540k HP) will latch onto the player's back and will be a real annoyance, damaging,
stunning
and
interrupting
the player until it's dead. The
狗头人上身!
player can't kill their own Snobold because it's positioned on their back and only a handful of AoE abilities will be able to damage them.
If your raid composition has a lot of melees, the
狗头人上身!
player should run into melee range where melee players will happily cleave the
to
pad their DPS
free their valued raid member. Alternatively, If you don't have a lot of melee classes with cleave, ask nearby caster friends to single out the
狗头人上身!
to free you (they won't).
Phase 2 - Acidmaw & Dreadscale
&
Level
83 (Boss)
Type:
Beast
Health:
6.7M (25-man Heroic)
5M (25-man)
1.6M (10-man Heroic)
1.2M (10-man)
Once you have defeated
, or after 2:30 minutes in heroic difficulty,
and
will join the arena.
will enter through the door and
will burst through the ground a couple seconds later.
For the first part of the battle,
will be considered the "
mobile
" jormungar, because it's above the ground and can be moved by the tank, while
will be the "
stationary
" jormungar because it's stuck at the position where it emerged and can't move. Every 45 seconds, both jormungars will submerge and swap positions.
will become the stationary one and
the mobile one, and vice versa.
Both of these jormungars share the same set of abilities determined by their "
mobile
" or "
stationary
" state, except
's spells are poison-themed (nature damage) and
's spells are fire-themed (fire damage).
Mobile Abilities
When they are
mobile
,
and
will spawn a
粘液池
at their position that will deal nature damage to everyone standing in it and grow in size for 45 seconds (1 minute in heroic), similar to
格罗布鲁斯
' clouds. Thus the mobile jormungar needs to be dragged around the arena after every
粘液池
. This mechanic also makes stacking the two bosses together for cleave damage rather dangerous.
Also like
格罗布鲁斯
, the mobile jormungar will cast a frontal cone
Spew
attack every 15 seconds, which they will channel for 2.5 seconds, dealing ~5k damage every 0.3 seconds for a total of ~40k magic damage. For
, the first mobile jormungar, it's the
熔岩喷射
while for
it's the
强酸喷射
.
To avoid dealing a ton of damage to the raid, the tank in charge of the mobile jormungar must keep the boss facing away from the raid at all times while dragging it around the arena away from
粘液池
s.
Finally, the mobile jormungar will also use a
Bite
ability every 20 seconds on top of its melee attacks, that deals magic damage and applies a 60 seconds debuff to the tank. The fiery
will use
灼热撕咬
, which applies the
灼热胆汁
debuff, and the poisonous
will use
麻痹撕咬
, which applies the
麻痹毒素
debuff. More on these debuffs and how to deal with them throughout the fight later.
Stationary Abilities
When they are
stationary
,
and
will stay planted into the ground at the position they emerged. The stationary jormungar doesn't melee the tank anymore but instead will continuously cast a
Spit
ability at its target, dealing ~8k magic damage (~11k in heroic) with each cast.
will use
火焰吐息
, dealing fire damage, and
will use
酸液喷吐
, dealing equivalent nature damage.
Every 20 seconds, they will use the
横扫
ability, dealing ~9k physical damage (~11k in heroic) to every player within 15 yards of the boss and knocking them back. This ability is similar to
奥罗
's
横扫
.
Lastly, the stationary jormungar will cast a
Spray
ability towards a random raid member. The Spray deals ~10k magic damage (~14k in heroic) to the targeted player and splashes to any raid member within a 10 yards radius of that player, so ranged players should stay spread out just like against
to avoid hurting each other.
uses a
烈焰喷射
, which applies the
灼热胆汁
debuff to any player hit, and
uses
麻痹喷溅
, which applies the
麻痹毒素
debuff.
Recap
Mobile:
粘液池
that forces the tank to drag the boss around the arena.
Spew
in a frontal cone so watch out for the boss orientation.
Bite
the tank which applies
灼热胆汁
or
麻痹毒素
on the tank.
Stationary:
Spit
deals only magic damage to the tank.
横扫
that pushes everyone in melee range away.
Spray
that targets a random raid member and damages players around, also applying
灼热胆汁
or
麻痹毒素
to all players hit.
灼热胆汁
&
麻痹毒素
's abilities
灼热撕咬
(mobile, tank only) and
烈焰喷射
(stationary, random player) will apply the
灼热胆汁
debuff for 60 seconds, which deals ~6k fire damage (~9k in heroic) to the targeted player every 2 seconds and also damages every nearby raid member within 10 yards. It can't be removed.
's abilities
麻痹撕咬
(mobile, tank only) and
麻痹喷溅
(stationary, random player) will apply the
麻痹毒素
debuff for 60 seconds, which deals ~3k nature damage (~5k in heroic) to the targeted player every 2 seconds and gradually reduces the player's movement speed by 10% every tick, paralyzing the player after 20 seconds.
Players afflicted by the
麻痹毒素
can cleanse this debuff by running in range of a player affected by the
灼热胆汁
debuff, which AoE fire damage ticks neutralize the toxin. It can also be removed by abilities such as
暗影斗篷
,
消失
,
寒冰屏障
,
圣盾术
, etc.
When you engage the fight against the two jormungars,
is the first mobile boss while
is stationary. This means only the tank assigned to
will carry the
灼热胆汁
debuff applied by
灼热撕咬
, and all raid members afflicted by the
麻痹毒素
from
's
麻痹喷溅
will have to rush towards
's tank to take a tick of fire damage and cleanse their toxin before they're paralyzed. Be careful not to stand next to the tank when
uses his frontal cone
熔岩喷射
.
Alternatively, players afflicted by
麻痹毒素
can stay put for maximum DPS output and the tank carrying
灼热胆汁
will have to run from player to player to free them of their paralysis when both jormungars burrow for a few seconds.
After the jormungars submerge and swap positions, now the tank assigned to the mobile
will be the only one afflicted by
麻痹毒素
from
麻痹撕咬
, which will lead to their paralysis after a few seconds and will stop them from being able to move the boss away from
粘液池
.
's
烈焰喷射
will now hit multiple players with
灼热胆汁
, and they will be in charge of cleansing the tank.
The Burn Strategy (Easy)
The easiest way to deal with
,
, and their annoying debuffs is to burn down
with
英勇
/
嗜血
to kill it as fast as possible
— ideally before the first submerge —
and get rid of the
灼热胆汁
debuffs for the rest of the fight. The raid DPS requirement for this strategy isn't very high since both jormungars have fairly small HP pools and our DPS at this stage of the game is greatly inflated by the increased ilvl items from
奥杜尔
.
To best succeed at this strategy, focus on dealing as much damage as possible to
before the first burrow, with optional cleave damage on
. Melees affected by
麻痹毒素
can move next to the tank to dispell it, while ranged DPS can stay put to not lose DPS uptime and let the tank carrying the
灼热胆汁
free them up from the paralysis while the jormungars are submerged.
Once they emerge back, finish
(now the stationary one) if still alive, before swapping to
(now mobile). After
is defeated, the remaining jormungar will
激怒
and deal 50% more damage. Since their base damage is rather low to begin with, it's hardly any threat so don't be intimidated by the "enrage" word. They deal little damage to tanks and now you have a lot less raid damage to worry about once you're rid of
灼热胆汁
.
will only apply
麻痹毒素
to the tank with
麻痹撕咬
as long as it is mobile. However, since
is dead, there won't be any new
灼热胆汁
to dispel
麻痹毒素
from the tank. This means the tank will inevitably end up paralyzed, but hopefully
will be dead or close to dead by then. After that, you can either wait for
麻痹毒素
to time out while another tank picks up the next boss, or sacrifice a
圣骑士
to remove the debuff with
神圣干涉
.
Phase 3 - Icehowl
Level
83 (Boss)
Type:
Beast
Health:
18.1M (25-man Heroic)
13.2M (25-man)
4.2M (10-man Heroic)
3.5M (10-man)
is the last boss of the Northrend Beasts encounter. He joins the arena after
&
are defeated, or 3 minutes after engaging the jormungars in heroic difficulty. It's also the easiest of the three bosses you have to face in this marathon of encounters.
's first ability is
野蛮头冲
, an instant melee attack that also stuns the tank for 2.5 seconds, removing all avoidance and exposing the tank to a dangerous burst window.
10 seconds after engaging and every 20 seconds after, he will also cast
旋风
, dealing ~11k physical damage (~14k in heroic) to every player within 15 yards of the boss and knocking them back 150 yards away. To mitigate the knockback distance from this ability especially punitive to melee classes without mobility skills, the tank should immediately aggro
at the gate and back into one of the corners formed by the gate and the walls of the arena to stay in position after every
旋风
, or use one of the pillars around the walls of the arena. Every melee DPS should position in the back of the boss, with their own back facing the wall or the gate to stop them from flying away and losing precious DPS uptime.
As always, ranged DPS and healers should stay at least 15 yards away from the boss to dodge this ability.
Similar to the annoying
霍迪尔的勇士
frozen giants in
奥杜尔
,
will target a random raid member every 20 seconds and cast an
极寒吐息
in their direction, freezing every player caught in this cone attack and dealing 20k frost damage (30k in heroic) total over a 5 seconds channel.
冰霜抗性光环
paired with
光环掌握
or
神圣守护者
are powerful cooldowns to mitigate the raid damage of every breath.
Every 30 seconds,
will cast
重型撞击
. He will leap in the center of the arena and knock every player back to the nearest wall, stunning them and dealing ~12k physical damage (~17k in heroic) to the entire raid. He will then target a random raid member and turn in their direction to prepare for his deadly
践踏
attack.
As
picks his target, the stun on the raid is lifted and everyone receives a
蛮力爆发
buff, increasing movement speed by 50% for 8 seconds to help players located in the direction of the
践踏
run away from the impact (there is no such buff in heroic difficulty). Any player that fails to move away from the trajectory will receive 50k physical damage and most likely die, but, more importantly,
will enrage and gain the
寒冰狂怒
buff, increasing his physical damage and attack speed by 100% for 15 seconds. This enrage effect can be dispelled by
宁神射击
or
麻醉药膏 II
in case you failed this mechanic.
However, if everyone managed to dodge the
践踏
, then
will crash into the wall instead and receive the
重击眩晕
effect, which not only stuns him but also doubles his damage taken for 15 seconds. Use the
蛮力爆发
speed buff to reposition and capitalize on this burst window quickly.
After the
重击眩晕
fades,
goes back to his normal state for 30 seconds before the next
重型撞击
. The tank should try to reposition the boss quickly, at the gate if possible, or use the closest pillar around the arena's walls to stop them from flying away before the next
旋风
. Melees should reposition between the boss and the nearest wall and casters should make sure they spread out again to mitigate
极寒吐息
damage. Rinse and repeat until you can finally claim your reward after all this action.
Recommended Raid Composition
Tanks: 1-2 Tanks
— Most groups will use 2 tanks to drop
穿刺
stacks against
and to tank
&
, but 1 tank is enough for
with very high raid DPS and
can be tanked easily by a
术士
as an alternative.
Healers: 3-5
— The raid damage varies between each boss but managing debuffs against
&
in heroic difficulty can put pressure on your healers.
DPS: 18-21
— High raid DPS is required to kill each boss before the next one enters the arena in heroic difficulty, but it also makes
and
much easier.
Northrend Beasts Tips for Trial of the Crusader in Wrath of the Lich King Classic
Tips for Tanks on Northrend Beasts
Use defensive cooldowns when you reach 3-5 stacks of
穿刺
bleed to mitigate the damage received while still tanking the boss.
Always face
and
away from the raid while mobile.
The jormungars reset threat when they submerge so be quick to grab them every time they swap positions.
硝化甘油推进器
is amazing to free up your paralyzed raid members before the jormungars emerge back when you're carrying
灼热胆汁
.
Reposition
against a wall or into the gate as fast as possible after every
重型撞击
.
Tips for Melee on Northrend Beasts
Stack on the same position against
and move together to avoid filling the space around the boss with fire.
Split in two groups to mitigate the collateral damage from
烈焰喷射
,
麻痹喷溅
and
极寒吐息
that can greatly hurt your DPS uptime.
Make sure your
硝化甘油推进器
are ready to close the gap after
重型撞击
and capitalize on the burst window with maximum uptime.
Tips for Ranged on Northrend Beasts
ignore most AoEs but multi-DoT works wonders to kill them.
and
do not heal back up to full after one dies so multi-DoT to your heart's content.
Refresh your DoTs before
's
重型撞击
so they don't time out while you're stunned.
Stay spread out the entire fight to mitigate the collateral damage from
燃烧弹
,
烈焰喷射
,
麻痹喷溅
and
极寒吐息
that can greatly hurt your DPS uptime.
Tips for Healers on Northrend Beasts
Don't stop healing both tanks against
because they will still take constant damage from
穿刺
bleeds even when not tanking.
Position between the two tanks to not be out of range of the tank dragging the mobile jormungar around the arena.
Coordinate with the raid leader to rotate defensive cooldowns to mitigate
极寒吐息
's damage.
Stay spread out the entire fight to mitigate the collateral damage from
燃烧弹
,
烈焰喷射
,
麻痹喷溅
and
极寒吐息
.
Northrend Beasts Abilities for Trial of the Crusader in Wrath of the Lich King Classic
Gormok the Impaler
Ability
Description
穿刺
Inflicts 150% of weapon damage to an enemy and causes it to bleed for 3938 to 5062 damage per application every 2 sec. for 40 sec.
震地践踏
Deals a staggering stomp that inflicts 11700 to 12300 Physical damage to all enemies within 15 yards and interrupts spellcasting for 8 seconds.
渐怒
Growing rage increases damage dealt by 15%.
Acidmaw
Ability
Description
横扫
Whirls around, dealing 10175 to 11825 Physical damage to enemies within 15 yards and knocking them back.
酸液喷吐
Deals 10175 to 11825 Nature damage to an enemy.
麻痹喷溅
Sprays acid at an enemy and nearby targets, dealing 12950 to 15050 Nature damage and applying a debilitating paralytic toxin.
强酸喷射
Deals 4625 to 5375 Nature damage per 0.3 sec. to enemies in front of the caster.
麻痹撕咬
Inflicts 18500 to 21500 Nature damage on an enemy and injects them with a paralytic toxin.
麻痹毒素
Applies a paralytic toxin that inflicts increasing Nature damage every 2 sec. and reduces movement speed over time until the victim is entirely paralyzed. Exposure to Burning Bile neutralizes Paralytic Toxin.
Dreadscale
Ability
Description
粘液池
A poison cloud appears which grows in area over 30 sec.
火焰吐息
Deals 10175 to 11825 Fire damage to an enemy.
烈焰喷射
Sprays fluid at an enemy and nearby targets, dealing 12950 to 15050 Fire damage and coating them with burning bile.
熔岩喷射
Deals 4625 to 5375 Fire damage per 0.3 sec. to enemies in front of the caster.
灼热撕咬
Inflicts 18500 to 21500 Fire damage to an enemy and coats them with burning bile.
灼热胆汁
Coats enemies with burning bile, inflicting periodic Fire damage to them and their nearby allies. The burning bile of a jormungar is known to neutralize paralytic toxins.
Icehowl
Ability
Description
野蛮头冲
Delivers a ferocious headbutt to an enemy, inflicting 83250 to 96750 Physical damage and stunning for 2.50 sec.
旋风
Whirls around, dealing 12950 to 15050 Physical damage to all nearby enemies and knocking them back.
极寒吐息
An icy breath that freezes targets in a cone in front of the caster, inflicting 30000 Frost damage over 5 sec.
重型撞击
Leaps into the air and crashes down with massive force, dealing 16188 to 18812 Physical damage to all enemies, stunning them, and knocking them back.
践踏
Tramples enemies within 12 yards, dealing 50000 Physical damage.
Raid Composition
When planning your raid composition in WotLK, Wowhead has several features to help you optimize your class setup.
Our raid composition guide talks about what each class and talent specialization provides and who benefits from it, as well as providing example raid groups and instructions on how to arrange the groups. Each raid group and each encounter is unique, so understanding who benefits from what and why you group players a certain way is important so that you can adapt to different circumstances.
Wowhead's raid composition tool allows you to plan and share your raid composition, complete with a list of buffs, debuffs, and utility options from all the classes and specs in your group. When you drag and drop a spec into the tool, the URL will update so your composition is automatically saved.
Raid Composition GuideRaid Composition Tool
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评论
评论来自
zoobis
there's a mistake regarding Icehowl's engage - it
can
be dispelled using tranquilizing shot no matter the difficulty. confirmed this on my last 25HC run. there's also a comment from 2009 claiming that it worked in HC then too, so idk where your claim even came from.
评论来自
likemike42
Burning bile lasts 24 seconds, not 60 seconds as stated in the guide: "Dreadscale's abilities Burning Bite (mobile, tank only) and Burning Spray (stationary, random player) will apply the Burning Bile debuff for 60 seconds"
评论来自
Biftard
I entirely disagree with the killing dreadmaw first strat, at least in 25 man. I don't think it matters either way in 10 man. I'm sure there are different viewpoints on this, but in 2-3 25 man kills every lockout since release, I have seen far more wipes when dreadmaw is killed first. I feel that as a strategy, it relies too heavily on timing when the bosses die, and perfect execution from the tanks and the DI or BRs, and when it goes wrong, the dominoes fall, and there are too few tanks or healers or dps to complete the encounter. It can work fine IF you have perfect execution, or enough BRs to carry it through, but its too inconsistent when you are going for 50/50 attempts remaining.
The ONLY issue with killing acidmaw first seems to be the zug zug melee that refuse to spread out before dreadmaw casts spew, and they all die en masse. Even with most of the melee dead, we usually have no issue killing icehowl before enrage. And if you can convince your melee to do the one simple mechanic of spread 10 yards before the spew, dreadmaw dies without issue. Even enraged, dreadmaw's damage output is inconsequential. I just think killing acidmaw first is by far the safer plan. They are both zerg strats technically. At least explain both versions.
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