Trial of the Grand Crusader Tips and Tricks
Not really a full-featured guide this time, this is rather a collection of tips and tricks our guild put together while doing our ToGC-10 runs.
Of course in this post I’m going to assume that the reader is fully familiar with normal Trial of the Crusader tactics, because the basics of the fight are the same. But since you have to clear the instance before even starting the heroic mode, it should not be a problem, right?
There is also a second part of this guide, talking about the next two encounters – Faction Champions and the Val’kyr Twins.
So, let’s get started.
Northrend Beasts
The main difference in this fight is that all beasts now have a set timer that they will enter the arena. This means your raid needs to have enough DPS to clear each phase in about 2:30, and this means that absolutely nobody can die. If you can kill Gormok, you are probably good enough to go at least up to Twin Val’kyr, as the two next encounters are a bit easier.
Gormok the Impaler.
- The tank with higher HP starts tanking, gets the first Impales and the last which hurt a lot. Gormok cannot be disarmed on heroic mode, so your tanks class does not matter much.
- Turn the boss around, so that the melee dps group will be near the center and the tanks with their backs to the wall. He does not cleave or anything, but it makes it easier with the Snobolds.
- Always taunt after the other tank gets two debuffs. Timing doesn’t really matter as long as you don’t fail (and even with 3 stacks you can still make it), because your current debuff will drop off a second before the new one gets applied. Announce your taunts on vent or you might not get heals. :P
- Do not taunt if you don’t have to. Taunting after two debuffs is already very close to hitting the diminishing returns on taunt and messing things up, taunting any more often will make the boss immune to taunt for sure. Been there, done that.
- Cooldowns usage (at least for protection warriors): first time you have aggro, Shield Block will be enough, he doesn’t hit that hard then to waste a cooldown. Second time, Shield Block and dodge trinket. Third time, Last Stand + Enraged Regeneration. You shouldn’t need a fourth time if you’re an offtank, but if you do, Shield Wall. If you get to the fifth time somehow, the worms will be already there and you will die anyway.
- Cooldowns usage on 25-man is a bit different as there are three tanks there, but similar enough. First tank does not need to use anything special, second one can use some minor cooldowns like Shield Block and a dodge trinket, third tank needs to use one of their stronger ones (for warriors that would be LS + ER), because at that point Gormok will probably already have 3 stacks of the damage increasing buff. The next round of tanking is Shield Wall and asking for external cooldowns if you don’t have any of your own.
- For any other tanks – whatever works for your cooldowns, but I can assure that you will need something after Gormok gets 3 stacks of his buff.
- Kill Snobolds, because the faster you kill them, the less fires you get. If you get a snobold on you, run and stand right on top of the melee group. They will have to change their target from the boss, because the Snobolds are immune to AoE (such as Whirlwind or Divine Storm) if you’re not targetting them. The tank that’s not tanking Gormok at the moment can help with that, at least I usually throw a few devastates/revenges when I can, just don’t forget you will have to taunt. :)
- Don’t ever bubble or iceblock the Snobold away – it will go back to the boss, and later to another person, increasing the buff stacks on the boss yet again.
- You shouldn’t need Heroism for this part, but as you’re learning, it might be useful. If Dreadscale is entering with Gormok on about 200k HP (of course on 10-man), you’re good.
- Using Amplify Magic on both tanks helps here a lot with healing, as there is not a lot of magic damage being thrown at them. Just make sure they know to click it off (or use /cancelaura macro) before they start with the other phases.
Acidmaw and Dreadscale
- For the Dreadscale tank: at first you’ll be the only one with a fire debuff. From the start, aggro the worm and run away with it to the right side of the room. Then turn it and kite it slowly towards the other tank. That way you will make some room without the poison cloud for people to run to you. Don’t kite the worm away from the Acidmaw tank, it’s bad and will lead to a wipe.
- Don’t forget to cancel Amplify Magic if you were using it on Gormok.
- Using Heroism in this phase helps, especially right after the Acidmaw tank gets some aggro. The faster Acidmaw dies, the better this phase goes.
- Dreadscale’s Enrage is not a big issue, normally you shouldn’t waste anything on it other than Shield Block once in a while and a dodge trinket if it’s off cd after Gormok already (remember that the extra dodge is of no use on Icehowl since Ferocious Butt stuns you and you can’t dodge anyway).
Icehowl
- No speed buff after Massive Crash, so be awake and run away. If you have a hunter, you might make him change his aspect for faster running, but it should not be needed.
- A little trick that helped me and our priest to do it properly – when Icehowl is jumping to the center, position yourself at a point of one of the little stars (not the big NESW ones). If you do that, you will be thrown to the middle of the wall between two pillars, and it’s a lot easier to strafe away from the boss as you don’t have to lose time navigating around a pillar or a doorway. It might sound silly, but it really helps.
- Ferocious Butt kinda hurts – he usually does it after he comes out of the stun, but not only then. I saved my cooldowns for that, better safe than sorry.
- Healers NEED to heal people that got frozen, and people NEED to properly spread around the boss, especially healers. The Arctic Breath on heroic does 30k damage (20k on normal), so it WILL kill most people. This was the reason of us losing the dps in this phase, and the enrage timer is pretty tight.
- I tend to tank Icehowl on the side of the wall wherever he hits it, or at the doorway where he enters, and not drag him back to center. This makes it a lot easier for melee dps to stay on him, and saves time.
Lord Jaraxxus
First of all, check out the following screenshot, as it makes it much easier to explain.
- Tank him on the wall under one of the Alliance shields, this way you only get portals on the sides of him and not 360 degrees around like you would have him tanked in the center. Dps and healers spread out in pairs in a half-circle from one column on the wall to the other. A good raid positioning is key on this fight.
- If you get targetted by Legion Flames, run away from the raid and then back. If a melee dps gets them, run to one of the columns and back, it should be enough. Remember that you have two seconds before the flames start damaging you, so if you start running as soon as you get the DBM warning, you should not take much damage or none at all.
- Nether Portal and Infernal Volcano that spawn adds NEED to be nuked ASAP. If you let them spawn more than one Mistress of Pain, you might as well wipe. ALL availaible DPS must immediately switch to the portal, including melees – the portals/volcanoes have 189k HP (again, 10-man version) and need to die in about 10-13 seconds.
- While nuking the Portal, be aware that you shouldn’t accidentaly aggro a Mistress of Pain if you’re not a tank. They hurt.
- Mistress of Pain does more damage and have an additional ability - Mistress’ Kiss. Read the tooltip and act accordingly – if you only have one school of casts and no instants you’re screwed, sorry. ;) This debuff can’t be dispelled in any way, and it will silence all your spell schools if you have more than one, so you just have to wait.
- Nether Power stacks need to be spellstolen/dispelled/shield slammed immediately, unless there is a Nether Portal or a Volcano at the same time – in that case nuking the portal is much more important.
- Incinerate Flesh needs more spam healing to take it off, and Burning Inferno almost kills you. Don’t let that happen.
- If you get an infernal coming your way (they do that all the time, turn into a ball and fly to a random person), run the hell away from it, as it will kill you with its hellfire AoE (interruptable).
And that will be it for now. On our last tries, my guild stopped at Twin Val’kyr, so I will update this post when we progress further. We’ve killed some more and we’re now working on getting Anub’Arak down. The second part of this guide explains more about the Faction Champions and the Twin Val’kyr – check it out as well!

Thanks, this was really useful!
Thank you!!!! Please do post the rest ones!
This guide was very helpful i appreciate how much work you put into it, imo though i think you shouldve explained a little more on faction Champions, this is a very confusing fights, I know some guilds just CC the healers until melee are down but if they can trinket out of CC should we hit healers first, or find a different way to CC healers, i am a warlock so i know i can banish a tree, but if they trinket out i will get diminshing returns and be screwed in the long run…. If you have info that might help me email me at jackreaper31@yahoo.com and keep up the good work TY=)
Faction Champions aren’t really a fight you can provide a solid tactic for, because it all depends on what classes you have in the raid and what opponents you get.
Last few weeks we were killing one of the healers first (leaving a paladin or a tree for later), then the melees (most annoying first), then the other healer, then the rest.
I’ll try to update it soon with some more accurate information. :)