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How do you do Trial of the Crusader 10 man on World of Warcraft

How do you do Trial of the Crusader 10 man on World of Warcraft
Trial of the Crusader 10man consists of several battles, each of which is started by speaking with Tirion Fordring.

Northrend Beasts
The first battle pits you against three different fights, one after the other. First is Gormok the Impaler. Gormok stacks a DoT on tanks, so they have to switch. He also has Snobolds which jump on players - they need to be killed. The Snobolds also drop fire patches, which you have to move out of.

Second are the Twin Jormungar. One spits paralytic poison, the other a fire DoT. To get rid of the paralyzing poison, you need to get hit with the fire DoT. This means getting close to someone with it and take one tick. One remains stationary, the other needs to be kited as he leaves poison clouds. They burrow occasionally, and the stationary one now is moving, and vice versa.

Icehowl is the last boss in this encounter. He freezes people now and then, and he sometimes does an AoE knockback followed by a charge. The person he is about to charge and everyone close needs to move away. If he hits someone with his charge he will enrage, dealing extra damage. If he hits the wall he is stunned for a few seconds.

Jaraxxus
Lord Jaraxxus is summoned by Wilfred Fizzlebang. He will buff himself up, which need to be dispelled. He also puts a fire effect on people, who need to be over-healed until the effect breaks. Now and then people will get a fire on them, and they need to run away, leaving a trail of fire.

He summons two kinds of adds - mistresses which need to be tanked and killed, and infernals which need to be killed by ranged (they have a fire AoE around them). The mistresses also put a debuff called Mistress' Kiss on people, which causes the next spell they cast with a cast time to silence them.

Faction Champions
A fight that resembles an Arena PvP battle with a number of random opponents. This fight is all about control and survival. Kill or CC their healers, kite their warriors, Mass Dispel Bloodlusts/Heroisms and Paladin bubbles. Clothies should stay out of range, as they are attracted by low armor and relative health, rather than normal aggro rules.

Twin Val'kyr
Four portals will spawn, two black and two white. There are many strategies on this, but generally everyone except for two people takes the white portal and DPS'es the black Val'kyr. They can do one of four moves - Dark AoE, Light AoE, Light Shield and Dark Shield. Mastering this encounter relies on switching between portals depending on the move they make. They share their health pools.

Black and white balls swirl around the floor - pick up balls of your color for a buff, avoid ones of the opposite color as they will deal damage.

Anub'arak
When the boss is pulled, Ice Orbs float in the sky and need to be killed. They will form ice patches on the ground. In phase one he needs to be tanked on top of an ice patch, at the back.

He will summon adds, which need to also be tanked on an ice patch and preferably killed with AoE. They do a shadowstep that can kill almost any non-tanked - this ability must be interrupted.

The boss burrows now and then (phase 2). The raid must quickly kill the adds and avoid Anub'arak as he sends spikes out through the floor. Waves of scarabs spawn which need to be killed - don't remain close to them, as they have a nasty DoT bite and can enrage for a lot of extra damage.

Once Anub'arak hits 30% health he will enter phase three where he no longer burrows but spews a leeching swarm which drains 10% of current health from people and heals Anub'arak. This is a DPS race, while healers have to keep non-tanks on low health without them dying, to minimize the healing effects of the leeching swarm.

After this the Trial of the Crusader has been mastered, and you can try for the Hard Modes.