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MobGormok the Impaler
Image of Gormok the Impaler
Gender Male
Race Magnataur (Humanoid)
Level ?? (Boss)
Location Crusaders' Coliseum
Status Killable

Gormok the Impaler is a level ?? Humanoid Boss, the first boss of the Crusaders' Coliseum, released in in patch 3.2.

25-player abilities

  • Ability throw Impale 10 yd range — Inflicts 150% of weapon damage to an enemy and causes it to bleed for 3,500 to 4,500 damage per application every 2 seconds. for 30 seconds. Applied every 10 seconds to current target. Effects are physical damage mitigated by armor, so will do roughly ~15k damage on initial hit and ~2k damage per application every 2 seconds. Instant
  • Ability golemthunderclap Staggering Stomp 15 yd range — Deals a staggering stomp that inflicts 9,263 to 9,737 Physical damage to all enemies within 15 yards and interrupts spellcasting for 8 seconds. 0.5 second cast
  • Spawn "Snobold Vassal" that clings to a random player's head. Spawns up to 5.
  • Rising Anger — Increases damage done by 15%. Applied to Gormok every time a Snobold jumps onto a new target. Cast by Snobold Vassal
  • Fire Bomb — Puts a patch of fire on the ground under a random player. Does ~5k fire damage per second (resistable) to nearby players within 8 yards. Will not target players in melee range of Gormok. Cast by Snobold Vassal
  • Head Crack — Stuns Snobold's victim for 2 seconds. Cast by Snobold Vassal
  • Batter — Does ~1k damage and intterupts spellcasting to Snobold's victim. Has an 8 second cooldown. Cast by Snobold Vassal

10-player abilities

  • Ability golemthunderclap Staggering Stomp 50000 yd range — Deals a staggering stomp that inflicts 9,263 to 9,737 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 150% of weapon damage to an enemy and causes it to bleed for 3,500 to 4,500 damage per application every 2 seconds. for 30 seconds. Instant

Strategy

25-man

Typically, two tanks are used to deal with the Impale debuff. As soon as the first tank gets its third Impale, the second tank will taunt. Gormok impales the tank every 10 seconds, and the debuff lasts 30 seconds. Thus, the debuff on one tank will wear off just as the other tank is receiving its third impale. Each stack of the impale debuff does about 2k damage every 2 seconds. With three debuffs, that's roughly 6k damage every 2 seconds. Gormok's attacks hit hard (~15k every 2 seconds). Healers should be prepared for when the next tank taunts, so that they can immediately start healing.

Gormok hits hard, so there should be healers assigned to the tanks. Because of the constant damage to the off tank, Pallies work great: put Light's Beacon on one tank and heal the other tank. If one of the tank healers gets a Snobold, another healer needs to take over. Snobolds interrupt spell casting and stun their victims. Also, when healers run in range so melee can kill the Snobold, Gormok's stomp will also interrupt their casts.

The first Snobold appears ~20 seconds into the fight. The person with the Snobold should run into melee range of the boss, so melee can easily switch to the Snobold, and range can simply tab-target. A common mistake is to be in range of the melee players, but outside melee range of the boss, which can cause a Fire Bomb to hit the melee players. The best place to stand is in the middle of the boss, so that melee players do not have to move at all to target the Snobold. After all five Snobolds are dead, there are no more Fire Bombs.

Snobolds can be marked with raid icons (skull), as well as hunter marks.

Except when they have a Snobold on their back, casters should stay at least 15 yards away to prevent their spells from being interrupted by Staggering Stomp.

After Gormok dies, the Impale debuff can be removed from tanks through various means, such as Dwarf racial or a Pally bubble. The tank needs to quickly click off the bubble before engaging Acidmaw/Dreadscale.

Some groups use three tanks, switching after two Impale debuffs to the next tank in line.

10-man

Every 10 secs a debuff will appear on the main tank called bleed, the tanks need to switch before 5 stack, 3-4 is ideal. Stacks wear off after 30 seconds, hand of protection removes all stacks. A rogue or protection warrior must be in the raid for the boss to be able to be killed and make it through the rest of the encounter with healers having mana. They must Disarm the boss whenever possible to prevent Impale.

Keep out of the flames to reduce damage, as the fire hits for approximately 4,000 Fire damage per second. Snobolds cause the fire and do a fair bit of damage to people they latch onto, they have about 126,000 health so all dps need to focus on them as they also interrupt casting.

Every so often Gormok will do a nasty stomp attack that may hit from anywhere from 9,000~ damage to 13,000~ to raid members within 15 yards and interrupt spell casting for 5 seconds. He seems to melee for approximately 13,000-17,000 damage on plate.

Quotes

Entry:

  • Highlord Tirion Fordring yells: Hailing from the deepest, darkest caverns of the Storm Peaks, Gormok the Impaler! Battle on, heroes!

Loot

For loot, see Northrend Beasts.

Video

10-player encounter

25-player encounter

Gallery

Patch changes

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External links

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