If you haven’t had the opportunity to run the new raid yet, you really should jump on it. I recommend that you go read one of those boss guides out there and jump on it. I mean the 10 man ToC loot is better than 25 man Uld, there’s no trash, and the bosses are so easy, a paladin could do it. What’s that? What do you mean there’s like no guides out there for ToC? Well fear not, I’ll oblige.
So with 3.2 we got 6 new instances. 5 man ToC and 5man HToC. You should try to run these everyday. We also got 10man ToC and 25man ToC. Each of these started out with one encounter and blizzard is releasing another one every week, until the end. Once you beat all the bosses on the normal 10 and 25 man mode, you can do it on heroic.
Currently there are 3 encounters, and that’s what I’ll be covering today.
The first encounter is to fight THE BEASTS OF NORTHREND or some stupid RP crap like that. It’s a dirty Minotaur, some gummy worms, and a over grown yeti.
Boss Encounter 1.
After you begin the encounter, the 1st baddie comes out, have your tank pick him up and tank him by the door. He stacks a debuff, and you’ll have to taunt off at 2 or 3 stacks of it like Gluth in Naxx. For some reason he also had an army of 5 snowbolds that he will throw onto people; ALL DPS must switch onto them and burn them down fast, after all 5 are down focus on the boss.
Next two big worms come out. Acidmaw and Dreadscale, nature and fire respectively. Your two tanks each pick one up and separate them. Acidmaw, must die 1st, this will cause Dreadscale to soft enrage (30%) its not a big deal, and can be healed through. Acidmaw will put a nature debuff on you or the tank and will slow you down until you become paralyzed and die. Dreadscale puts on a fire debuff that will burn the pretty off your axe. The fire debuff will hurt the people near you, so be careful. If the tank gets the nature debuff, someone with the fire must run by him to get rid of it, if a dps gets it, you have to try to get him to a fire guy or vice versa. There is not a way to remove the fire debuff.
The 3rd beast you fight is a large yeti. It’s a tank and spank with only one ability. At one point he will throw everyone back and pin you against the wall. He will target one person in the raid and charge them. Your job if you get targeted is to do this.
GTFO NAO!
And get away from the person he’s targeting. Right before he charges you get 200% movement speed for like 6 seconds. You have to be a knuckle dragger (or paladin) to screw this up. If he hits one the paladins you brought with you…or anyone really, buts lets be realistic. The pally (or other) will die instantly and the boss will enrage 2 shot your tank. If he misses and hits the wall he takes 100% damage for like 10 seconds and its GG.
Boss Encounter 2.
This is my favorite; it starts out with a hilarious intro with a gnome. You’ll see what I mean.
This boss is a demon lord. (like you haven’t killed 10,000 of them)
He’s pretty much a tank and spank with 3 abilities. He spawns fire on a person, that person needs to move because Fire=Bad. He will spawn a little female servant, all the melee ( and ranged too depending how much of each you have) switch to her and kill her fast.
He also spawns a volcano which spawns internals (seems to me like the middle can could be cut out.) which the range have to take out, they do a pulsing AoE that will kill your melee. Other than that’s he’s pretty simple.
Boss Enounter 3.
Is a arena based battle, and by far the most difficult. If your alliance you fight anycombination of horde, and if your horde you punt gnomes and such.
It's very similar to the Heroic Magister's Terrance fight. There's no agro and all CC works (except mind control)
Up to now, we've only been able to down this on 10 Man. Which as 6 NPCs. (25 man has 15)
Basically this fight is just trial and error. Your options are to CC the healers and kill the dps or CC the dps and a healer and kill the healers 1st. The best thing we could do was to CC one healer as well as the hardest hitting dps (warrior, dk, rogue in that order)
Make sure your interrupting and fearing as much as possible. Also make sure to watch your AoEs so you don't break the sheeps.
This fight also varies on what combination of people you get. You want to kill the druid 1st. then the shammy. both instant heals, but the druids are stronger. Then the priest, then the pally. the priest is disc so it does damage also, the pally just spams Flash of Light the entire time so save him for last.
Try to keep the DPS off the healers, stunned, and disarmed as much as possible. If you have great DPS in your group, you may want to even go prot for the interrupts and stuns. I really wish i had something more solid than that, but i smell a nerf coming on the encounter. If that happens I'll update then.
As hard as this encounter is, I actually really like it. It's very fun and, for once, its something challenging and not following the same pattern as every other boss fight. I approve.