The Northrend Beasts - Trial of the Crusader boss guide

Tactics for the first ToS/ToGK encounter - Beasts of Northrend: Gormok, twin Jormungars Acid Maw and Eldritch Scale, Ice Roar. Abilities, placement, loot.
Review
Beasts of Northrend is the first encounter in ToS/ToGK, consisting of three consecutive battles (4 bosses in total). Gormok Tusk comes out first, after his death - a pair of jormungars Acidmaw and Dreadscale, then the yeti Icehowl. The battle goes on without exiting combat mode, so between phases the raid only has time to raise HP and mana. All three parts take place in the center of the Colosseum arena.
- Between phases you don’t leave the battle - raise your HP/mana and buff yourself on the go until the next boss comes out.
- You need 2 tanks for the entire encounter. Stay spread throughout the arena - this reduces damage from fire on Gormok, Searing Bile on worms, and Arctic Breath on Frostroar.
- On hardmode (ToGK) there are no new abilities - bosses have more HP/damage, and they appear strictly on a timer: worms ~150 sec, Ice Roar ~350 sec from the pool, regardless of whether you finished off the previous one.
Combat phases
Tankspank Magnataur. Tanks change by stackPiercings, miles hit in the leg, range and heals stand at ~20 yards. The main thing is to shoot downsnoboldov and don't stand in the fire.
- Impale (tank exchange buff)
- Snobold Vassals
- Fire Puddles
- Deafening stomp
Two Jormungars at the same time. One is mobile, the other is landline; periodically burrow and change roles. Each tank holds its own, with its back to the raid. Debuff Bunch: Poison (Paralytic Toxin)Can only be removed by a player with fire (Searing Bile). We beat the Acid Maw first, but try to match them by HP - when one dies, the second one enters therage (+50% damage).
- Paralytic Toxin ↔ Burning bile (mutual withdrawal)
- Puddles of slime (mobile worm kite)
- Rage upon the death of one of the worms
- Changing roles when burying
The Yeti is placed in the center, the raid spreads out in a circle. Main mechanics -Crushing Collapse: throws everyone to the walls and stuns, then the boss charges at a random target. Everyone on the way must run away - if Rev crashes into a wall, he is stunned for 15 seconds and receives +100% damage; if it hooks a player -rage.
- Crushing Collapse + charge (soak/run)
- Window +100% damage on charge misses
- Arctic Breath (spread)
- Foaming Fury — shoot with trunkshot/poisons
Abilities
Positioning
The entire encounter takes place in the center of the coliseum arena, the raid maintains a free spread (10+ yards from each other) in all three phases. Need 2 tanks.
Role Tips
- Swap 2-3 stacks at GormokPiercings; don’t bring it to 3+ unnecessarily - each stack prolongs the debuff and adds ~10k damage.
- StackPierces can be completely removed by immunity (Hand of Protection, Divine Shield, ice block) - convenient when switching to worms.
- On worms, keep both Jormungars with their backs to the raid and don't point them at each other; always have a clean path for the mediaBurning Bile to the paralyzed.
- A DC tank on the Acid Maw can place AMS at the beginning of the mobile phase to avoid catching the poison from the firstParalytic bite.
- Remember DoTPierces: Heal the 'resting' tank even after changing aggro.
- By the end of Gormok, pump both tanks to the top - worms with heavy damage immediately come out.
- On worms, keep AoE cooldowns underParalytic/fire jet;phase is a real check for heal and gear.
- On Rev, be prepared to heal viaArctic Breath and raise the tank afterA crushing collapse.
- Spread out in all phases - less fire damage,Burning Bile andArctic breath.
- Shoot downsnobolds(the /tar sno macro helps), especially with heals and casters.
- On the worms, focus on the Acid Maw, but don't come off too much - otherwiserage the surviving worm will be hit hard. A good place for Heroism/Bloodlust.
- On Reva, the entire burst of mine is on the windowDazed(+100% damage); watch the aggro - it’s easy to drive a tank through this window.
Loot
| Slot | Item | Classes | Note |
|---|---|---|---|
| Shield | Vanguard of crystal plates | WarriorPaladin | 25N (ilvl 245), tank shield. There is an analogue for 10m/ToGK with a different ID. |
| Weapons | Blade of Tarasque | RogueDeath KnightWarrior | 25N dagger. Horde version - Barb of Tarasque (47422). |
| Weapons | Steel Bladebreaker | RogueHunter | 25N dagger. Horde version - Stygian Bladebreaker (47416). |
| Shoes | Boots of the Relentless Storm | ShamanDruid | 25N leather shoes for casters. Horde - Boots of the Harsh Winter (47423). |
| Back | Drape of the Wild Predator | RogueHunterWarrior | 25N raincoat for physical DD. Horde - Cloak of the Untamed Predator (47418). |
| Chest | Brigantine of exorbitant ugliness | WarriorDeath KnightPaladin | 25N plate breastplate for physical DD. Horde - Hauberk of the Towering Monstrosity (47415). |
| Belt | Girdle of the Impaling Tusk | WarriorDeath KnightPaladin | 10N plate belt (Alliance). Horde - Belt of the Impaler (47998). |
| Necklace | Collar of Continuous Torment | MageWarlockPriest | 10N necklace for casters (Alliance). Horde - Collar of Unending Torment (47988). |