Not really that trying… nor grand…
What do you do when your guild can’t down 25-man hard modes?
You do what everyone else does and take your 10 best into 10-man hard modes. Duh.
So what do you do when you know your raid dips isn’t that great?
You cut tanks and healers down to the bare minimum. Duh.
Welcome to my favorite past time: two healing hard modes and pulling my hair out while I’m doing it.
Okay, I’ll admit that I find it much more exciting to do hard modes. I’m of the school of players that believes raids need to be more challenging to be fun. Hard mode is almost there – almost. The ones I’ve tried anyway. Here is what I picked up from the first 3 fights in ToGC(10).
Northrend Beasts
Two-healing Gormok leaves your group subject to a lot of luck. It will leave you with the DPS to burn through each phase before the next beast comes out but if you get an unlucky chain of Snobolds on a healer on Gormok, pray to your lucky stars that your other healer can keep both tanks up, with Impale stacking up on 1 and 3 stacks on the other. If you’ve got good DPS who are aware and hop on the Snobolds as soon as they come out, Gormok isn’t too hard. Having 6 DPS instead of 5 will let you get out of Gormok with some downtime before the Jormungar. Keep your ranged spread out so that the fire only hits 1 person at a time. When the Snobolds started flying, ranged DPS were responsible to running towards melee (and they usually ended up meeting halfway) while healers stood where they were and melee DPS ran to them instead. It helps to have a lot of instant cast heals for this phase! Transition between Gormok and the Two Jormungar is a good place to blow Hymn of Hope.
I found the worms to be much easier. We had each tank positioned on opposite sides of the door where the bosses enter the arena. What we actually did was burn down Acidmaw first, then hop on Dreadscale and heal through the enrage. If you want the achievement, flip flop on the worms instead depending on which one is above ground. Our Acidmaw tank didn’t kite him to avoid the poison clouds. Instead, he kept Acidmaw stationary and rotated around him. Whoever had Burning Bile was assigned to run towards the people who were poisoned. Keep the middle clear for people to run through it to the tanks when needed. Healers should stay centered but off to the sides. Make sure to stay far enough away to avoid the tail swipe! Once Acidmaw goes down, pop tank-saving CDs until Dreadscale is dead (it seems like aggressive healing is enough to keep your tank up but hey, use it if you’ve got it). Keep the raid spread out until Burning Bile fades from everyone.
Icehowl, at this point, feels like a vacation. Blow your Shadowfiend if you need it. He really doesn’t hit that hard and there isn’t a lot of raid damage. All ranged should spread out around him in a circle. Both healers should stand far enough away from each other (on opposite sides of Icehowl for good measure) to avoid getting caught in Arctic Breath at the same time! Tank healing is light (compared to Gormok) so you might have time to bubble those low on health or any squishies prior to his Whirl. If you’re not the target of his Trample after the stun, you’ve got plenty of time to head to the middle and start throwing out some PoH to get the raid back up. If you are the target, run run run! If someone gets hit by the Trample, it is possible to heal through the resulting enrage. Don’t panic! (And an Ulduar-25 geared tank with 10-man raid buffs can live through a Trample but needs to be healed up fast to take aggro.) Since Icehowl’s Trample was hotfixed, no one should be getting hit anymore so phase 3 should be easy-peasy.
Lord Jaraxxus
Some things to remember:
- Kill the portals and the volcanoes ASAP!
- Off-tank Mistresses and Infernos until portal/volcano dies.
- Be aware of Mistress’ Kiss so you don’t lock yourself out of healing.
Jaraxxus himself doesn’t hit the tanks that hard but he’ll wreak havoc if the stacks of his buff aren’t dispelled/purged/spellstolen before he does a Chain Lightning or if a Fel Fireball gets off (those need to be interrupted). He’s tanked where he spawns and your entire raid should be spread out in a circle around him to avoid chaining the Chain Lightning.
The Mistress’ Spinning Pain Spike also hits for a lot more. Your average clothie will come out of it with about 15% hp left and will most likely die if hp wasn’t full before the spike. You should only let 2 Mistresses out of the portal at most. If you’ve got Mistress’ Kiss on you, cast a Mind Blast so it locks you out of using shadow magic.
The Infernos do the same AOE they always do when they land (but for more damage) so make sure everyone runs out of them. Once again, it’s probably your best bet to have both healers stand opposite of each other. If one’s incapacitated or prevented from healing for any reason, there’s a greater chance the other healer can keep going.
We had those with Legion Flame run out of the group and diagonally towards the wall behind the healer on the side closest to them. This helps to keep them in range of heals until the debuff wears off. Remind those with Incinerate Flesh to stay in place (we had DPS confused on which debuff they had and running for the wrong one… ick). Generally the rule of thumb was both healers should heal the player with Incinerate Flesh if they can afford the time. Since Jaraxxus doesn’t melee on tanks for that hard and if Fel Fireball interrupts are on the ball, you should be fine ignoring other people at this point. Rinse and repeat through adds and the fight’s actually pretty easy.
Faction Champions
I don’t have any insight for this. The end.
Heh, just kidding! Depending on the comp you get, this fight can be a HUGE pain. In general, as a priest, you should be Mass Dispelling, fearing, and healing. We repeat the normal strat we use where we burn down the healers. Make sure to Mass Dispel Bloodlust/Heroism and pally bubbles! This means you need to stay within a reasonable range of the NPCs.
I had to do a lot of melee kiting because Mass Dispelling draws a lot of aggro. I think this was probably the first time that I had Fade on cooldown for the entirety of a fight.
Our rogue would Sap one of the plate DPS and our DK would Death Grip out our first-to-kill target. CC is assigned accordingly and make use of swapping diminishing returns.
General Pointers:
- Fade, fade, fade!
- Fear, fear, fear!
- If you have the tree with a warlock in your raid, tell them to alternate Banish and Fear.
- If you have a mage and druid in the raid, they can alternate Polymorph/Cyclone/Entangling Roots on any melee DPS running loose.
- Use any snares (Earthbind Totem, Frost Trap, Piercing Howl, Hamstring) to slow loose adds down.
- Use Psychic Scream on every cooldown (just make sure you’re not running into the middle of the mobs when if a warrior/ret pally is Bladestorming/Divine Storming/etc).
- Use your Pain Suppression, PW:S, and PoM freely.
- Use Dispel Magic to dispel any DoTs (the spriest’s SW:P ticks for 4-5k!). Just watch out for Unstable Affliction – I usually let that one tick off and just heal through it instead.
- Speccing into Desperate Prayer (if you haven’t) will probably save your life.
- Call out for a Hand of Protection if you’ve got a pally in the group.
- Stay out of Hellfire. This will kill any melee pretty quickly if they’re slow to react.
- No, PvP gear/spec don’t help.
We gave Twin Val’kyr a shot with 2 healers but the orbs and constant AOE proved to be too beastly. The next time the group went back in. I decided we needed 3 healers for that one but I wasn’t there for the kill. The group also gave Anub’arak a try but I heard that was really difficult too. :(
I’ll have more updates when I get some experience on the last 2 fights. Happy raiding until then!






