Taken and edited from Tankspot and Maintankadin.
Gormok the Impaler:
- Impale hits MUCH harder (150% weapon damage instead of 100%weapon). Also the dot is ticking for 80% more damage than normal 25 andlasts 5 seconds longer. You can only let the debuff stack to 2 before aswitch so you'll need 3 tanks. It also means you get 2 tanks sittingthere with a massive DoT while a 3rd takes direct damage and a DoT.Even only stacking 2 debuffs in heroic mode, it will do more damagethan a 3-stack in normal mode.
- We should start using a disarm rotation between rogues and warriors (who else has a disarm?). Gormok can't impale when he's disarmed, so that'll save the tanks a good 1000 dps or so, and ease up the load on healers. Remember - dps priority is to kill snobolds, wherever they may be. When you have a snobold, run up near the melee (but not in range of stomp) AND STAND STILL!
- Snobolds increase his damage by 15% each time they go out, and he has 5 to throw. The direct hit from Impale will be hitting for 35kat the end (after mitigation), and the dots will be ticking for huge amounts of damage. You'll want to start using abilities to remove the DoT after the 2nd round of tanks, and also have tanks using cooldownswhile they are on the boss towards the end.
On Acidmaw and Dreadscale:
- The stationary Jormungar is going to own the raid if peoplearen't spread out. The acid will do about 5k every 2 seconds. If 1-2people have it, it's healable. But if 5 people are grouped up and get it, healers are going to struggle keeping them up along with the tanks.The burn debuff is really an issue though, because multiple people inthe raid with it are going to blow each other up. Burning Bile is 9k damage every 2 seconds to anyone within 10 yards. That is instant death for the raid if even a few people get this.
On Icehowl:
- Everyone HAS to spread out for his arctic breath. If more than a few people gethit with this, a few of them will die. Healers especially need to be spread apart, since multiple healers getting stunned for that spell will kill the raid.
On Jaraxxus:
-New spell The Touch of Jaraxxus inflicts 3900 to 4100 Shadowdamage for 12 sec and causes nearby players to be effected by Curse ofthe Nether. An Aoe dot, spread out, may be able to be decursed.
-New spell Mistress' Kiss Next spell with a cast time interrupts that school for 8 sec and causes 8288 to 8712 Shadow damage.
-Incinerate Flesh increased to 85k healing instead of 60k.
-Buring Inferno (the raid wide AoE caused by healers not keeping upwith Incinerate Flesh) now ticks for 8k per second for 5 seconds.
-Mistress of Pain's Pain Spike now does 100% of a target's health over time.
-The fire from Legion flame now ticks for 12k.
On Twins:
-New spell: Touch of Light/Dark: The Val'kyr's Light touch has affected you, inflicting 4388 to 4612 Light damage to players under the effect of Dark Essence every 1 sec. The Touch of Light will not harm targets with the same attributes as it.
-New spell: Surge of Light/Dark Pulsing a Surge of Light Inflicting 1500 damage every 2 sec to Dark enemies.
-Shield health increased from 700k to 1.2 million.
On Anub'arak
-Leeching swarm ticks for 20% of health as opposed to 10% per second.
-New add Nerubian Ice Darter.
Notes for ToC Heroic
Moderators: Texaporte, sphie, Pocky
Re: Notes for ToC Heroic
OH boy. The Northrend Beasts are timed - if you fail to kill Gormok in time, the worms will just plain come out.
We're blowing Heroism in phase 1, kids!
We're blowing Heroism in phase 1, kids!
Re: Notes for ToC Heroic
True, true. I think its become an expectation that hard modes hit, well... HARD and have lots more HP, maybe throw in additional mechanics/adds. New bosses joining on a timer though? That'll really put the fire under our collective bacon.
Do we have insight on how much time we have to kill each boss?
Do we have insight on how much time we have to kill each boss?
Re: Notes for ToC Heroic
Thursday! Normal and heroic are on separate lockouts!Daewen wrote:Next question: When do we start? =)
Adam

Re: Notes for ToC Heroic
We just hotfixed the following changes to the Trial of the Grand Crusader (aka Heroic mode).
Northrend Beasts
- Fixed a bug where the flag that prevents a creature from gaining attack speed after a parry was inadvertently left off Gormok the Impaler. This bug is fixed in normal mode as well.
- Increased the amount of time players have to defeat the encounter before Icehowl berserks.
- You have an extra half second to get out of the way of a very angry charging Yeti. Players with high ping rejoice.
- Icehowl will become tauntable. (This particular element isn't hotfixed quite yet, but should be shortly).
Lord Jaraxxus
- Infernal Eruption will now spawn an additional Felflame Infernal the instant the eruption occurs.
- Nether Portal now summons Mistresses of Pain slightly more often.


