Gormock Phase 1:
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Ranged DPS, SPREAD OUT! Everyone use assist macros to kill snobolds, they must go down quickly. Ranged DPS really needs to be on point about dps on Snobolds.
Melee DPS, if we have enough melee dps with cleave like attacks, ranged will go to Gormock's tail, if not, ranged stay put but spread out.
Tanks, let's clean up the rotations a bit. We need to buy Lusene a bit more time because we are transitioning into the worms with Lusene often taking a 4th impale.
During our 1st round of tanking, all tanks take 3 impales - do not use your cooldowns. 2nd round of tanking, all tanks take 3 impales - use your cooldowns.
Lukelee, 1st impale use shieldblock + trinks, 2nd impale use laststand, 3rd shieldwall
Strecs, 1st impale use trinkets, 2nd impale use shieldwall, 3rd impale ask for a GS
Lucene, 1st impale use trinkets, 2nd impale use shieldwall, 3rd impale ask for a GS
Twin Worms Phase 2 - first burrow phase, all DPS on Acidmaw:
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Blow Lust once Acidmaw becomes attackable, ignore snobolds.
Melee get in KT positions, group 1 left side, group 2 right side.
Ranged SPREAD OUT!
Twin Worms Phase 2 - second burrow phase, all DPS on Acidmaw:
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Everyone needs to watch where the burrowed worms are going, you can see the cloud travel underground. The DPS target will have a hunter's mark on it.
Everyone, spread out, get away from the clouds do not attack the worms until the tank has solid aggro on it. The worms drop threat when they burrow, and when they emerge they are not attackable for a few seconds. Melee DPS can easily get proximity aggro and get 1 shot while a tank is attempting to pick up a worm.
Ranged, SPREAD OUT, your first priority is to make sure that your /distance window looks clear! If you are standing next to more than 1 or 2 you need to move ASAP before you even think about DPSing. Remember it is the ranged DPS's job to stay away from the healers so that the healers can focus on keeping up the raid and the tanks.
Melee, watch your health very very carefully during the start of this burrow phase when Dreadscale burning biles the raid, and if that burning bile is on the melee, every melee that can immunity themselves out of the burning bile need to do so immediately! If you are a melee that has no such immunity, DPS Dreadscale instead.
Chosen, blow DS+Aura Mastery about 5 seconds after Dreadscale is picked up, Dreadscale will burning bile the raid a few seconds after he becomes attackable.
Helladin, blow DS + Aura Mastery after Chosen's Aura Mastery runs out. Lusene, blow DS after Helladin's DS runs out.
It is extremely important that all Paladins in this rotation need to be vocal and tell the next Paladin in the chain to pop their DS. We need a good 30 seconds of mitigation from burning bile during this time.
Ideally Everyone stays alive and Acidmaw dies during this burow phase.
Twin Worms Phase 2 - third burrow phase, all DPS on Acidmaw if he is still up, otherwise DPS Dreadscale:
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Dreadscale tank needs to use his cds liberally. At this point he will be enraged, raid healers, please watch the Dreadscale tank at this time.
Dreadscale will be the free worm at this time, so as long as the melee keeps their distance from the MT, they will not get burning bile.
Remember melee, do not die during this phase by standing too close to the MT or in one of the poison clouds!
Twin Worms Phase 2 - fourth burrow phase, all DPS on Dreadscale:
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Dreadscale tank needs to use his cds liberally. At this point he will be enraged, raid healers please watch the Dreadscale tank at this time. Dreadscale needs to die before Icehowl gets off his first stomp.
Icehowl Phase 3 - finish off Dreadscale, off tank Icehowl in the meanwhile:
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Tank Icehowl offcenter so that the raid can position itself in 3 clumps.
Group 1 + 3 position left of Icehowl
Group 2 + 4 position right of icehowl
Group 5 anywhere you can.
Remember, when you position, position yourself closer to Icehowl, not further. The raid needs to be fairly close to one another, and yet split along 3 points so that raid healers can reach the entire raid. Think Mimiron Phase 2 (The gun phase).
We do this because we want to spread out the healers so that no more than 1 or 2 of them get breathed on. The more healers who are incapacitated by the breath, the higher the chance the raid cannot be topped off before Gormock Stomps.
There are 2 things after a charge that will gib people.
1. He will always breath or headbutt the tank after coming out of a charge stun. The entire raid must absolutely be topped off when he is about to emerge from a stun. Furthermore, tanks need to use their CDs when Icehowl is emerging from his stun and prepare for the headbutt stun. If a tank has no cooldowns emerging from the stun, he needs to ask one of the other tanks to taunt off of him and healers must be prepared to adjust to the new MT.
We will have a rotation for this:
Lukelee tanks him after first charge.
Strecs tanks him after second charge.
Lusene tanks him after third charge.
The tanks must use their cooldowns and communicate to the healers that they will be picking up Icehowl.
2. The two paladins must take turns using aura mastery when Icehowl is emerging from his stun. Order will be Chosin, then Helladin. On the third stun, one of the prot paladins will use their DS if it is up. Melee DPS, if you have any kind of immunity cooldown left it is best to preemptively pop it when Icehowl is about to emerge from his stun.
Finally, and most importantly!
DO NOT FAIL AT CHARGE
We had a heartbreaking wipe at 40% this past wednesday with only 2 DPS down going into the 3rd charge. If you fail at charge it is a wipe because Icehowl swipes right after the charge + enrage. He will take out our entire melee line in doing so.
DO NOT FAIL AT CHARGE
Note that you must pay attention to two things to not fail at charge:
1. Look to your left and right while you are stunned against the wall, if you see skull to your left or right, run away from that spot where skull is pinned.
2. If you are pinned next to a wall buttress and cannot see the person on the other side, do not ever run in that direction unless you are sure that skull is pinned in the opposite direction.
3. Watch Icehowl, he faces where he's going to charge! If he is facing your general direction, you need to asap figure out where skull is and run away from that position.