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BossBeasts of Northrend
Image of Beasts of Northrend
Race(s) Magnataur, Jormungar, Yeti
Level ?? Boss
Reaction Alliance Horde
Location Trial of the Crusader, Crusaders' Coliseum
Status Killable

Beasts of Northrend is the collective term for the first boss encounter, consisting of four different boss mobs in three phases, of the Trial of the Crusader, added in patch 3.2. These bosses individually are Gormok the Impaler (a magnataur), Acidmaw and Dreadscale (a pair of jormungar) and Icehowl (a yeti).

10-player abilities[]

Phase 1: Gormok[]

  • Ability golemthunderclap Staggering Stomp 50000 yd range — Deals a staggering stomp that inflicts 7800 to 8200 (Heroic: 9263 to 9737) Physical damage to all enemies within 15 yards and interrupts spellcasting for 8 seconds. 0.5 second cast
  • Ability throw Impale 10 yd range — Inflicts 100% (Heroic: 150%) of weapon damage to an enemy and causes it to bleed for 1400 to 1800 (Heroic: 2625 to 3375) damage per application every 2 seconds for 30 seconds. Cast every 10 seconds. Instant
  • Snobold Vassals leap from Gormok's back, one for every 20% of Gormok's health loss (4 Snobolds total), and attack players. On 10 man, they have 134,000 health; only 4 of them spawn during the encounter. The player under attack receives the debuff Snobolled!. While they are not very dangerous on melees, they are able to lock down a caster from ever casting any spell. They have three abilities:
    • Fire Bomb: Inflicts 4813 to 6187 Fire damage to all enemies within 8 yards of the target.
    • Head Crack: Stuns an enemy for 2 sec. 30 seconds cooldown.
    • Batter: Strikes an enemy for 75% of normal melee damage, interrupting spellcasting for 5 sec.

Phase 2: Acidmaw and Dreadscale[]

Acidmaw abilities[]

While mobile
Ability Range (yds) Cast time Description
Ability creature poison 05 Paralytic Bite Melee Instant Inflicts 7863 to 9137 (Heroic: 12950 to 15050) Nature damage on an enemy and injects them with a paralytic toxin. Used on Acidmaw's tank while mobile.
Spell nature acid 01 Acidic Spew 100 1 sec Deals 2775 to 3225 (Heroic: 3700 to 4300) Nature damage per 0.25 sec for 2.5 sec to enemies in front of the caster. Used while mobile.
Spell shadow corpseexplode Slime Pool 0 Instant Inflicts 5088 to 5912 Nature damage to enemy targets within the Poison Cloud. This is spawned underneath Acidmaw periodically while mobile and lasts 30 (Heroic: 45) sec.
While rooted
Ability Range (yds) Cast time Description
Ability creature poison 02 Paralytic Spray 100 1.1 sec Sprays acid at an enemy and nearby targets, dealing 6938 to 8062 (Heroic: 8325 to 9675) Nature damage and applying a debilitating paralytic toxin. Only used while rooted.
Spell nature acid 01 Acid Spit 100 1.1 sec Deals 5088 to 5912 (Heroic: 6938 to 8062) Nature damage to an enemy. Only used while rooted.
Spell nature thorns Sweep 15 1.5 sec Inflicts 6938 to 8062 (Heroic: 8325 to 9675) Physical damage to enemies within 15 yards and knocks them back. Only used while rooted.

Dreadscale abilities[]

  • Spell fire fire Burning Bite Melee range — Inflicts 7863 to 9137 (Heroic: 12950 to 15050) Fire damage to an enemy and coats them with burning bile. Used on Dreadscale's tank while mobile. Instant
  • Spell fire burnout Molten Spew 100 yd range — Deals 2775 to 3225 (Heroic: 3700 to 4300) Fire damage per 0.25 sec for 2.5 sec to enemies in front of the caster. Used while mobile. 1 sec cast
  • Spell shadow corpseexplode Slime Pool 0 yd range — Inflicts 5088 to 5912 Nature damage to enemy targets within the Poison Cloud. This is spawned underneath Dreadscale periodically while mobile and lasts 30 (Heroic: 45) sec. Instant
  • Spell fire flare Burning Spray 100 yd range — Sprays fluid at an enemy and nearby targets, dealing 6938 to 8062 (Heroic: 8325 to 9675) Fire damage and coating them with burning bile. Only used while rooted. 1.1 sec cast
  • Spell shaman lavaburst Fire Spit 100 yd range — Deals 5088 to 5912 (Heroic: 6938 to 8062) Fire damage to an enemy. Only used while rooted. 1.1 sec cast
  • Spell nature thorns Sweep 15 yd range — Inflicts 6938 to 8062 (Heroic: 8325 to 9675) Physical damage to enemies within 15 yards and knocks them back. Only used while rooted. 1.5 sec cast

Phase 3: Icehowl[]

  • Spell frost frostnova Arctic Breath 100 yd range — An icy breath that freezes targets in a cone in front of the caster, inflicting 15000 (Heroic: 20000) Frost damage over 5 sec. Channeled
  • Inv misc monsterhorn 07 Ferocious Butt 8 yd range — Delivers a ferocious headbutt to an enemy, inflicting 41625 to 48375 (Heroic: 55500 to 64500) Physical damage and stunning for 3 sec. Instant
  • Ability golemthunderclap Massive Crash 50000 yd range — Leaps into the air and crashes down with massive force, dealing 7400 to 8600 (Heroic: 10175 to 11825) Physical damage to all enemies, stunning them, and knocking them back. 1 sec cast
  • Ability whirlwind Whirl 15 yd range — Whirls around, dealing 6938 to 8062 (Heroic: 9250 to 10750) Physical damage to all nearby enemies and knocking them back. 1 sec cast
  • Ability racial bloodrage Frothing Rage 0 yd range — Increases Physical damage and attack speed by 50%. 15 sec duration

25-player abilities[]

  • Berserker Enrage Each of the beasts enrages 15 minutes after it entered the arena, increasing all damage done by 500%, and becoming immune to taunt.

Phase 1: Gormok the Impaler[]

  • Ability golemthunderclap Staggering Stomp 50000 yd range — Deals a staggering stomp that inflicts 7800 to 8200 (Heroic: 11700 to 12300) Physical damage to all enemies within 15 yards and interrupts spellcasting for 8 seconds. 0.5 second cast
  • Ability throw Impale 10 yd range — Inflicts 100% (Heroic: 150%) of weapon damage to an enemy and causes it to bleed for 2188 to 2812 (Heroic: 3938 to 5062) damage per application every 2 seconds for 40 (Heroic: 45) seconds. Cast every 10 seconds. Instant
  • Snobold Vassals appear every few seconds, and attack players. On 25 man, they have 539,000 health; only 4 of them spawn during the encounter. The player under attack receives the debuff Snobolled!. While they are not very dangerous on melees, they are able to lock down a caster from ever casting any spell. They have three abilities:
    • Fire Bomb: Inflicts 4813 to 6187 Fire damage to all enemies within 8 yards of the target.
    • Head Crack: Stuns an enemy for 2 sec. 30 seconds cooldown.
    • Batter: Strikes an enemy for 75% of normal melee damage, interrupting spellcasting for 5 sec.

Phase 2: Acidmaw and Dreadscale[]

Acidmaw abilities[]

  • Ability creature poison 05 Paralytic Bite Melee range — Inflicts 11100 to 12900 (Heroic: 18500 to 21500) Nature damage on an enemy and injects them with a paralytic toxin. Used on Acidmaw's tank while mobile. Instant
  • Spell nature acid 01 Acidic Spew 100 yd range — Deals 2775 to 3225 (Heroic: 4625 to 5675) Nature damage per 0.25 sec for 2.5 sec to enemies in front of the caster. Used while mobile. 1 sec cast
  • Spell shadow corpseexplode Slime Pool 0 yd range — Inflicts 5088 to 5912 Nature damage to enemy targets within the Poison Cloud. This is spawned underneath Acidmaw periodically while mobile and lasts 30 (Heroic: 60) sec. Instant
  • Ability creature poison 02 Paralytic Spray 100 yd range — Sprays acid at an enemy and nearby targets, dealing 6938 to 8062 (Heroic: 12950 to 15050) Nature damage and applying a debilitating paralytic toxin. Only used while rooted. 1.1 sec cast
  • Spell nature acid 01 Acid Spit 100 yd range — Deals 6475 to 7525 (Heroic: 10175 to 11825) Nature damage to an enemy. Only used while rooted. 1.1 sec cast
  • Spell nature thorns Sweep 15 yd range — Inflicts 6938 to 8062 (Heroic: 10175 to 11825) Physical damage to enemies within 15 yards and knocks them back. Only used while rooted. 1.5 sec cast

Dreadscale abilities[]

  • Spell fire fire Burning Bite Melee range — Inflicts 12950 to 15050 (Heroic: 18500 to 21500) Fire damage to an enemy and coats them with burning bile. Used on Dreadscale's tank while mobile. Instant
  • Spell fire burnout Molten Spew 100 yd range — Deals 3700 to 4300 (Heroic: 4625 to 5375) Fire damage per 0.25 sec for 2.5 sec to enemies in front of the caster. Used while mobile. 1 sec cast
  • Spell shadow corpseexplode Slime Pool 0 yd range — Inflicts 5088 to 5912 Nature damage to enemy targets within the Poison Cloud. This is spawned underneath Dreadscale periodically while mobile and lasts 30 (Heroic: 60) sec. Instant
  • Spell fire flare Burning Spray 100 yd range — Sprays fluid at an enemy and nearby targets, dealing 6938 to 8062 (Heroic: 12950 to 15050) Fire damage and coating them with burning bile. Only used while rooted. 1.1 sec cast
  • Spell shaman lavaburst Fire Spit 100 yd range — Deals 6475 to 7525 (Heroic: 10175 to 11825) Fire damage to an enemy. Only used while rooted. 1.1 sec cast
  • Spell nature thorns Sweep 15 yd range — Inflicts 6938 to 8062 (Heroic: 10175 to 11825) Physical damage to enemies within 15 yards and knocks them back. Only used while rooted. 1.5 sec cast

Phase 3: Icehowl[]

  • Spell frost frostnova Arctic Breath 100 yd range — An icy breath that freezes targets in a cone in front of the caster, inflicting 20000 (Heroic: 30000) Frost damage over 5 sec. Channeled
  • Inv misc monsterhorn 07 Ferocious Butt 8 yd range — Delivers a ferocious headbutt to an enemy, inflicting 69375 to 80625 (Heroic: 83250 to 96750) Physical damage and stunning for 3 sec. Instant
  • Ability golemthunderclap Massive Crash 50000 yd range — Leaps into the air and crashes down with massive force, dealing 10175 to 11825 (Heroic: 16188 to 18812) Physical damage to all enemies, stunning them, and knocking them back. 1 sec cast
  • Ability whirlwind Whirl 15 yd range — Whirls around, dealing 9250 to 10750 (Heroic: 12950 to 15050) Physical damage to all nearby enemies and knocking them back. 1 sec cast
  • Ability racial bloodrage Frothing Rage 0 yd range — Increases Physical damage and attack speed by 50%. 15 sec duration

Strategy: Normal mode[]

The Northrend Beasts is a three phase boss fight. First comes Gormok the Impaler, then Acidmaw and Dreadscale at the same time, and finally Icehowl.

Phase 1: Gormok[]

Phase 1 is Tank and spank with a few refinements:

  • The two tanks taunt off each other to keep the damage-over-time Impale from stacking too high
  • DPS kill snobold adds that attach themselves to random players
  • Ranged and healers spread out to stay out of fire patches and outrange the 15-yard Staggering Stomp interrupt

Tanks taunt the boss off each other when their Impale debuff has expired. With two tanks, this normally results in a taunt at 3 stacks, three tanks can keep themselves at 2 stacks. It's possible to heal through 8 stacks or more, but a high Impale stack makes the start of Phase 2 very difficult. With careful management of timing, it is easily possible for two tanks to keep themselves at 2 stacks. Taunt off after the second Impale on the other tank, when your debuff should have 8 seconds left. As the cooldown on Impale is 10 seconds, this keeps the stacks on both tanks from going over 2 stacks. This is essential for Hard-Mode 10man, where there is only 2 tanks, and the damage is increased greatly.

Don't stand in the fire! All ranged classes must avoid the fire patches. They are rather short range AoE, but deal substantial damage. They randomly spawn on players, and rather quickly too. This means that while moving away from one's own fire, it's possible to enter somebody else's. To avoid this, ranged should spread out in a semi-circle, and move outward when they get fire.

Kill snobolds! Gormok throws Snobold Vassals onto random players (even on tanks). Snobolds don't deal a lot of damage, but they regularly interrupt and/or stun their targets, which is particularly dangerous on healers. Ranged (if not all DPS) should kill Snobolds quick, relieving healers first. A common mistake that players new to the instance make is not killing snobolds under the assumption that a tank is supposed to pull it off of them and tank it.

Gormok's damage can be greatly reduced by disarming him in normal mode.

Phase 2: Acidmaw and Dreadscale[]

The key mechanic in this phase is interaction between Burning Bile and Paralytic Toxin.

  • Acidmaw applies Paralytic Toxin; Dreadscale applies Burning Bile.
  • Players with Paralytic Toxin can get it removed by running close to a player with Burning Bile and taking a tick of fire damage.
  • Burning Bile falls off naturally and cannot be removed.
  • One worm is mobile and the other stationary. Regularly they burrow themselves and switch state after resurfacing.

Both worms can be tanked normally. They apply their special attack depending on their state, that is the mobile worm applies it only to its tank, while the stationary worm puts it on a random group of players (AoE). The mobile worm also spawns poison circles around itself (similar to Grobbulus), thus must be moved.

Initially, Dreadscale is mobile and Acidmaw stationary. This means that random raid members get Paralytic Toxin, and they must run towards the Dreadscale tank to get rid of it. After the first burrow, only the Acidmaw tank gets Toxin, but he must get close to the random raid member who has Burning Bile. Usually it's better if one of the players affected by Burning Bile runs to the Acidmaw tank, not vice versa.

Positioning is important. No players except the tank should ever stand in front of one of the worms. The distance between players should be as large as possible, so that fewer raid members get Paralytic Toxin at once (it's an AoE centered on one player with 10 yard radius). At the same time, players can't be more than half the room away from the Dreadscale tank, else the toxin freezes them before they reach the tank.

Normally, Acidmaw is killed first, to get rid of Paralytic Toxin, even though after one worm dies, the other enrages for at least 50% extra damage (10 and 25 player normal).

Hunters should mark both snakes when they burrow so they are easily followed underground.

Phase 3: Icehowl[]

Aside from Icehowl's melee range knockback and periodic tank stun, the main mechanic of this phase is the Massive Crash and Ferocious Butt charge:

  • Massive Crash: Icehowl knocks the entire raid back to the walls, stunning everybody.
  • Icehowl moves to the center of the room and picks a random target which he's going to charge. He turns in that raid member's direction.
  • After a short pause, Icehowl takes a few steps back. At the instant he starts moving backward, everybody gets a speed buff and can move again.
  • Ferocious Butt:After two seconds, he charges the spot where his target was originally standing.
  • If he touches any player (not necessarily the original target) while moving to the chosen spot - they die instantly and he enrages. (This is dispellable with Spell nature drowsy [Tranquilizing Shot] or Inv throwingknife 04 [Shiv]).
  • If he hits nobody, he crashes into the wall. He is stunned and takes increased damage for about 5 seconds.

Avoiding the charge is critical. Other than that, healers need only watch out for the Arctic Breath freezing cone attack, which can be broken altogether if the main target breaks the stun using Spell arcane blink [Blink], a PvP trinket, or immunities like Spell holy divineshield [Divine Shield]. Melee should stand at maximum range to avoid his periodic melee knockback ability. This keeps them doing DPS instead of running back from a knockback.

Strategy: Heroic mode[]

Like normal mode, this is a three-phase encounter. However, the three phases are now on a timer and do not wait for the raid to kill the previous phase's boss. These timers are quite tightly tuned (2-3 min each). This makes the fight a major DPS race and you may have bosses overlap for a short time. It helps to have enough tanks to handle two phases simultaneously, at least for a brief period.

Phase 1: Gormok the Impaler[]

Beasts

The principles of the fight remain the same, but all his abilities hit harder. The tanks take more damage, and Impale ticks for much higher amounts. Tanks should limit themselves to 3 stacks in 10 player, and 2 stacks in 25.

The Fire Bombs thrown at the ranged now stack a 20-second DoT, 2-3 stacks of which will prove fatal. Ranged must react much faster to fires.

In normal mode, Snobold Vassals are only really dangerous when hindering a healer. In heroic mode, they are a significant hazard when they hit a damage dealer because they cut down on the victim's DPS in a very tightly tuned encounter. All DPS in the raid should prioritize snobolds and burn them down as fast as possible. Ranged players with a snobold on them must immediately run to the melee. This positioning has two main benefits: melee can help kill the snobold, and it guarantees the player is within range for everyone.

Gormok throws a total of four snobolds. After the fourth, Fire Bombs stop too. At this time, everyone should blow their pots and cooldowns to kill him quickly, because Phase Two is about to begin. Gormok should be at 10% or less when the NPC announces the arrival of Acidmaw and Dreadscale: "Steel yourselves, heroes, for the twin terrors Acidmaw and Dreadscale. Enter the arena!"

Phase 2: Acidmaw and Dreadscale[]

There are no changes to the mechanics of Acidmaw and Dreadscale. As at least one tank is still affected by an Impale stack, it is useful to have Acidmaw picked up by a ranged tank such as a warlock or a hunter. Paladin's can also use Spell holy sealofprotection [Hand of Protection] on the tank with the Impale stacks to remove them. The tank with HoP should remember to take off buff before tanking, or else they won't be able to attack or gain threat. It's also a good idea to blow Ability shaman heroism [Heroism]/Spell nature bloodlust [Bloodlust] right at the start to get Acidmaw down as fast as possible.

Positioning is even more important in Heroic mode. The whole raid must be spread at least 10 yards from each other to avoid having more than one person hit by Acidmaw's Paralytic Toxin - the raid can't afford to have 3 or 4 people stop DPS and run across the room to remove it. Alternatively, two tanks can take turns on Dreadscale. As soon as the first one gets Burning Bile, the second one taunts so that Tank 1 is free to run around and clear toxin from affected players.

Once Acidmaw dies, Dreadscale enrages. It's a good idea to save some cooldowns for this part of the fight. If Dreadscale burrows just as Acidmaw goes down, he does not enrage. Dreadscale should be at most at 20% when Icehowl enters.

Phase 3: Icehowl[]

Again, positioning is more important than in normal. Initially, Icehowl should stand in the center of the room, ranged spread evenly in a circle. (If there are any poison clouds left from Phase Two, everyone must make sure not have their back towards them, so they don't end up knocked back into one during a Whirl or Massive Crash.) Among other benefits, spreading out reduces the number of players affected by Arctic Breath. It helps a lot to have a Retribution Paladin with 2/2 Spell holy divinepurpose [Divine Purpose] who uses the following macro:

/assist Icehowl
/cast Hand of Freedom

This breaks Arctic Breath on the initial target, and thus everyone else affected is freed too. Next, healers must quickly top everyone off before Massive Crash, as it now hits for around 18k HP and can easily kill players who are not at maximum health.

Whirl is easily avoided by standing at maximum melee range. All melee DPS should attempt to stand at maximum range to avoid Whirl and be able to keep doing DPS to the boss. If that is not possible, stand with your back to the nearest wall, to minimize the knockback.

When the stun breaks, players no longer receive a speed buff to avoid Icehowl's charge. Moving sideways (strafing) is a very good method to avoid it, but keep an eye out for nearby columns. Speed enchants (Inv enchant formulagood 01 [Tuskarr's Vitality]) or abilities like Ability paladin veneration [Pursuit of Justice], Spell nature spiritwolf [Feral Swiftness] etc. can help too. The enrage after Icehowl hits a player can be removed as in normal mode, so a hit in and of itself won't cause a wipe. However, the loss of DPS due to missing a stun phase can cause you to wipe to the enrage timer.

When the enrage timer expires, the next Massive Crash one-shots everyone affected by it. However, it can be survived by Spell frost frost [Ice Block] or Paladin Bubble. If Icehowl is nearly dead, mages and paladins should Ice Block or Bubble through the initial crash, get out of his way if targeted by a charge, and try to nuke him down before the stun wears off.

Loot[]

As with the other bosses in the instances, there are separate versions of each item for Alliance raids and for Horde raids.

10-man[]

Alliance Alliance Horde Horde Description
Inv wand 15 [Rod of Imprisoned Souls] (H) Inv wand 31 [Scepter of Imprisoned Souls] (H) Wand
Inv gauntlets 53 [Gauntlets of Rising Anger] (H) Inv gauntlets 62 [Gauntlets of Mounting Anger] (H) Plate gloves
Inv belt 50 [Girdle of the Impaler] (H) Inv belt 46b [Belt of the Impaler] (H) Plate belt
Inv belt 49b [Belt of the Frozen Reach] (H) Inv belt 51 [Girdle of the Frozen Reach] (H) Plate belt
Inv bracer 32 [Dreadscale Armguards] (H) Inv bracer 32b [Dreadscale Bracers] (H) Plate bracers
Inv bracer 32a [Armbands of the Northern Stalker] (H) Inv bracer 38 [Bracers of the Northern Stalker] (H) Mail bracers
Inv shoulder 107 [Shoulderguards of the Spirit Walker] (H) Inv shoulder 67 [Pauldrons of the Spirit Walker] (H) Mail shoulders
Inv boots leather 02 [Acidmaw Boots] (H) Inv boots leather 03a [Acidmaw Treads] (H) Leather boots
Inv shoulder 89 [Shoulderpads of the Glacial Wilds] (H) Inv shoulder 109b [Pauldrons of the Glacial Wilds] (H) Leather shoulders
Inv belt 52 [Icehowl Cinch] (H) Inv belt 52 [Icehowl Binding] (H) Cloth belt
Inv jewelry ring 53naxxramas [Carnivorous Band] (H) Inv jewelry ring 53naxxramas [Gormok's Band] (H) Ring
Inv jewelry necklace ahnqiraj 02 [Collar of Ceaseless Torment] (H) Inv jewelry necklace ahnqiraj 02 [Collar of Unending Torment] (H) Necklace

25-man[]

Alliance Alliance Horde Horde Description
Inv weapon shortblade 95 [Steel Bladebreaker] (H) Inv weapon shortblade 94 [Stygian Bladebreaker] (H) Dagger
Inv weapon shortblade 99 [Blade of Tarasque] (H) Inv weapon shortblade 93 [Barb of Tarasque] (H) Dagger
Inv shield 68 [Crystal Plated Vanguard] (H) Inv shield 71 [Forlorn Barrier] (H) Shield
Inv bracer 27b [Boneshatter Armplates] (H) Inv bracer 30b [Boneshatter Vambraces] (H) Plate bracers
Inv boots plate 11 [Boots of the Courageous] (H) Inv boots plate 09 [Sabatons of the Courageous] (H) Plate boots
Inv chest plate20 [Chestplate of the Towering Monstrosity] (H) Inv chest plate 23 [Hauberk of the Towering Monstrosity] (H) Plate chest
Inv chest mail 07 [Breastplate of Cruel Intent] (H) Inv chest mail 03 [Cuirass of Cruel Intent] (H) Mail chest
Inv belt 47a [Belt of the Ice Burrower] (H) Inv belt 47a [Binding of the Ice Burrower] (H) Mail belt
Inv pants leather 28 [Leggings of the Broken Beast] (H) Inv pants leather 30a [Legwraps of the Broken Beast] (H) Leather legs
Inv boots leather01 [Boots of the Unrelenting Storm] (H) Inv boots leather 04b [Boots of the Harsh Winter] (H) Leather boots
Inv chest cloth 75 [Flowing Vestments of Ascent] (H) Inv chest cloth 73 [Flowing Robes of Ascent] (H) Cloth chest
Inv belt 52 [Cord of the Tenebrous Mist] (H) Inv belt 52 [Belt of the Tenebrous Mist] (H) Cloth belt
Inv misc cape 16 [Drape of the Untamed Predator] (H) Inv misc cape 18 [Cloak of the Untamed Predator] (H) Cloak
Inv misc cape 16 [Shawl of the Refreshing Winds] (H) Inv misc cape 18 [Drape of the Refreshing Winds] (H) Cloak
Inv jewelry ring 76 [Band of the Violent Temperment] (H) Inv jewelry ring 76 [Ring of the Violent Temperament] (H) Ring
Inv misc trophy argent [Trophy of the Crusade] Inv misc trophy argent [Trophy of the Crusade] Armor token
Spell holy rune [Crusader Orb] Spell holy rune [Crusader Orb] Trade goods

Related achievements[]

Quotes[]

Barrett Ramsey, Trial of the Grand Crusader
Welcome, champion! Have you gathered your forces in preparation for the challenges of the Trial of the Grand Crusader? Only the most powerful and accomplished of combatants are able to participate in these trials. To participate in these trials, you must have completed the normal Trial of the Crusader.

Gossip I have completed the Trial of the Crusader.

The Trial of the Grand Crusader is a more difficult version of the Trial of the Crusader. Each encounter is more difficult, and you will not be able to freely attempt the encounters until you win. After 50 unsuccessful attempts, the Trial of the Grand Crusader will end for the week. After successfully completing the Trial of the Grand Crusader, you will receive an additional tribute chest of rewards as compensation. Are you prepared for this trial?

Gossip Yes. We are prepared for the challenges ahead of us.

Are you ready for the first challenge, then?

Gossip Bring forth the first challenge!

Raid intro
Barrett runs out the entrance.
Highlord Tirion Fordring yells: Welcome, champions! You have heard the call of the Argent Crusade and you have boldly answered! It is here, in the Crusaders' Coliseum, that you will face your greatest challenges. Those of you who survive the rigors of the coliseum will join the Argent Crusade on its march to Icecrown Citadel.
Gormok's intro
Highlord Tirion Fordring yells: Hailing from the deepest, darkest caverns of the Storm Peaks, Gormok the Impaler! Battle on, heroes!
  • AllianceKing Varian Wrynn yells: Your beasts will be no match for my champions, Tirion!
  • HordeGarrosh Hellscream yells: I've seen more worthy challenges in the Ring of Blood. You waste our time, paladin.
Acidmaw and Dreadscale's intro
Highlord Tirion Fordring yells: Steel yourselves, heroes, for the twin terrors, Acidmaw and Dreadscale, enter the arena!
Icehowl's intro
Highlord Tirion Fordring yells: The air itself freezes with the introduction of our next combatant, Icehowl! Kill or be killed, champions!
Wipe
Highlord Tirion Fordring yells: Tragic... They fought valiantly, but the beasts of Northrend triumphed. Let us observe a moment of silence for our fallen heroes.
Victory
Highlord Fordring yells: The monstrous menagerie has been vanquished!

Video[]

Patch changes[]

  • Wrath-Logo-Small Hotfix (2009-09-09): We just hotfixed the following changes to the Trial of the Grand Crusader (aka Heroic mode).
    • 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).
  • Wrath-Logo-Small Hotfix (2009-09-09):
    • Gormok the Impaler no longer attacks quickly after a parry in any difficulty.
    • Icehowl takes a bit longer to enter the arena in 10- and 25-player Heroic modes.
    • Icehowl takes longer to berserk in both 10- and 25-player Heroic modes.
  • Wrath-Logo-Small Patch 3.2.0 (2009-08-04): Added.

External links[]

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