Gormok the Impaler

Gormok the Impaler is the first boss we will face in Trial of the Crusader. It belongs to the group of the Northrend Beasts.

gormok_empalador_guide_test_cruzado

  • Level:??
  • Race: Magnataur
  • "Salud": ?? [10] / 8.920.000 [25]

Gormok is a ruthless magnataur with a number of fanatical snobolds in boxes, outside the coliseum. Although he has few skills, his brutality is unmatched.

Brought from the deepest and darkest caverns of the Storm Peaks, Gormok the Impaler! Fight, heroes!

If you are looking for the Heroic Mode guide for this encounter, visit: Gormok the Impaler Guide – Heroic Mode

Skills

Impale: Deals 100% weapon damage to an enemy and causes them to bleed for 2,625-3,375 per dose every 2 seconds for 30 seconds. Stacks up to 10 times. (Inflict between 3,500 and 4,500 in Heroic Mode)

Stunning stomp: Makes a stunning stomp, dealing 7,800 to 8,200 points of physical damage to all enemies within 15 yards and interrupting spell casting for 8 seconds.

Strategy

This initial combat of the Northrend Beasts, the first encounter of The Trial of the Crusader, has a fairly simple mechanic

Band Composition

The only special requirement of this combat, is the use of 2 tanks obligatorily. Impale has a damage over time effect that increases as it stacks. Therefore, necessary the tanks to exchange the threat of Gormok when they reach 2 doses of Impale.

gormok_entry

Start of Combat

In this fight, positioning is not crucial although it is important in a sense. It is necessary that all DPS and Healers remain spread out in the room and more than 15 meters from Gormok due to the Stunning stomp.

It is a fairly mobile combat due to the fire and the necessary rotations of the tanks, which we will now see.

Ending the Magnataur

It is crucial to rotate the tanks in the first place as damage from Impale it becomes unbearable with more than 3 doses. A very important note in this regard is that if Gormok is disarmed will not be able to use Impale so rotation is unnecessary.
Second, both healers and ranged DPS will need to stay from distance. Gormok only has 2 abilities, which simplifies combat, but neither Healer nor DPS need to be interrupted by the effects of Stunning stomp. With staying more than 15 meters we have enough.

Get me off my back! TAKE ME AWAY!

During combat Gormok will launch Snobolds, which he has on his back, which will perch on the back of a random player (even a tank) dedicating themselves to stun and of course to deal damage. Before they are released, Gormok will hold them in hand so there is time to DPS them. DPS will have to ensure that the damage they do is minimal and they will have no choice but to eliminate it.
Keep in mind that the player who has the Snobold on him, will not be able to attack it so it is important to remove it as soon as possible. It is convenient to start attacking it before it is launched. This macro can help you a lot:

/target Snobold

It is convenient, especially if the player who is tortured by the eager Snobold is a melee or tank DPS, to move away from the group when the Snobold is on his back as it does damage to nearby players as well.

The fire keeps burning

The snobolds will place small pools of fire that Of course must be avoided. They deal fire damage every second in a small radius. They will set up pretty quickly so it's good to stay spread out across the Arena, which is quite large considering the tank will have to move it.
Once all the snobolds are dead, we won't have to worry anymore by fire.

With these concepts clear, there is not much more to say. Be careful because the 2 Jormungar are waiting for you and they will have no mercy ...

Edit: Added comments from WindJockey (Thank you!)


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