The fight consists of 3 phases, with a new boss in each phase.
Each phase starts after you kill the boss from the previous phase, with RP in between.
Thanks to Kats & Layria for her careful work as copy editor for the English texts.
Range should stay away from the boss to avoid the boss' interrupt and come to melee to remove Snobold Vassal easily.
EVERYONE
MOVE AWAY
FROM THE FIRE
EVERYONE
FOCUS SNOBOLDS ON PLAYERS.
TARGETED PLAYERS SHOULD
GO IN MELEE RANGE FOR CLEAVE.
RANGE
STAY AWAY
FROM THE BOSS
Gormok increases its damage by 15% every time it throws a Snobold.
During this phase, the raid has to manage 2 debuffs on players, Paralytic Toxin and Burning Bile. Run to a player with the other debuff to clear them both.
At the beginning of the phase, Acidmaw is rooted and Dreadscale is mobile. They switch after burrowing.
Their debuff is applied differently when they are rooted or mobile.
EVERYONE
MOVE TO PLAYERS
WITH THE OTHER DEBUFF.
When Acidmaw is mobile, he will apply Paralytic Toxin on random players. It deals DoT and reduces movement speed by 10% every 2s until the player is paralyzed or the debuff is cleared by a player afflicted by Burning Bile.
When Dreadscale is mobile, he will apply Burning Bile on random players which deals AoE damage within 10 yards. Move to a player affected by Paralytic Toxin then stay away !
EVERYONE
STAY BEHIND THE BOSS.
When Dreadscale is mobile, he will channel a molten frontal cone for 2.5s.
When Acidmaw is mobile, he will channel an acidic frontal cone for 2.5s.
Tanks should manage their position to avoid hitting the raid.
EVERYONE
MOVE OUT FROM THE POOL.
When Acidmaw is rooted, it deals damage and applies Paralytic Toxin to the target and players within 10 yards.
When Dreadscale is rooted, it deals damage and applies Burning Bile to the target and players within 10 yards.
When Acidmaw is rooted, it deals damage and applies Paralytic Toxin to the target and players within 10 yards.
When Dreadscale is rooted, it deals damage and applies Burning Bile to the target and players within 10 yards.
Deals damage to players within 15 yds and knocks them back. This ability is only used by a rooted boss.
This is the final encounter. Icehowl will knockback and stun every players before charging someone.
If Icehowl hits a player, it enrages, but, if all the players dodge, the boss hits a wall and is stunned and take increased damage.
EVERYONE
SPREAD OUT.
EVERYONE
MOVE AWAY FROM
THE TARGETED PLAYER.
Inflicts damage, knockbacks and stuns all players for 7 seconds, used immediately before Trample.
EVERYONE
DODGE THE BOSS CHARGE
TO KEEP IT FROM ENRAGING.
The boss charges toward a player, inflicts high damage to anyone in its path and enrages if it hits any players.
If nobody is hit, Icehowl will take increased damage for 15 seconds. Make sure to dodge !
If everyone managed to dodge Trample, the boss is stunned and takes 100% increased damage.
Right after Massive Crash, players gain a 50% movement speed buff for 8 seconds to help them dodge Trample.
If any player was hit by Trample, Icehowl enrages and increases its physical damage and attack speed by 50% for 15 seconds.
If everyone managed to dodge Trample, the boss is stunned and takes 100% increased damage.
If any player was hit by Trample, Icehowl enrages and increases its physical damage and attack speed by 50% for 15 seconds.
Right after Massive Crash, players gain a 50% movement speed buff for 8 seconds to help them dodge Trample.