Brawler's Guild: Goredome (Rank 1) (WoW MoP 5.3)
Goredome is your third Brawler's Guild Rank 1 opponent. The fight against him is very similar to the fight against Bruce. The fight is extremely simple, but requires perfect execution, because the slightest mistake will cause you to die. Before we delve further into the explanations, we advise you to first watch this very short video, which shows how the fight with Goredome goes.
1. Abilities and Strategy↑top
Goredome has only one ability called
Lumbering Charge.
It has a 1-second cast time during which your location will be clearly
marked with a red circle. When the cast finishes, Goredome will
charge your location. If you are still standing inside the circle when
Goredome reaches it, you will die.
Goredome also has a melee attack. It is weak enough that a Cloth wearer in blue-quality gear should be able to kill Goredome before Goredome kills them.
The strategy for defeating Goredome is simple.
- Keep attacking him.
- When he starts casting
Lumbering Charge, move
out of the circle.
2. Generic Advice↑top
- Do not panic. It does not matter if you mess up your rotation, but you need to stick to the strategy.
- If you are in for a long Brawler's Guild session, you may want to use a flask.
- Prepot! Use a
Potion of Brawler's Might, a
Potion of Brawler's Cunning, or a
Potion of Brawler's Deftness right before Goredome appears, depending on
what your main statistic is. - When the 60-second cooldown on your potion is over, you can use the same
potion again or you can use a
Brawler's Healing Potion if you need healing. - Group up with other players so that you benefit from each other's buffs.
3. This Article is a Collaborative Work!↑top
Most of the class-specific tips come from comments on our forums. So, please, if you have something to share or correct, make sure that you post in this thread (no need to register, guest posting is allowed)! The entire Icy Veins community will be grateful to you.
4. Death Knight↑top
Some of our readers shared their experience of the fight, as a Death Knight, in our forums, and we decided to reproduce their contribution(s) here.
NightShade said: Stand and fight, worry more about the circle on the ground for his charge than anything else. Even if you have a little low DPS you can take this out as long as you don't get hit by the charge. When the circle is there GET OUT OF IT or you are dead.
5. Druid↑top
Sorry, but we currently have no Druid specific information. We will do our best to update this section in a timely manner, but if you have done this fight, we would be delighted to hear about your strategy in the thread dedicated to Goredome in our forum (you can post without having to register first). Thank you!
6. Hunter↑top
Sorry, but we currently have no Hunter specific information. We will do our best to update this section in a timely manner, but if you have done this fight, we would be delighted to hear about your strategy in the thread dedicated to Goredome in our forum (you can post without having to register first). Thank you!
7. Mage↑top
To deal with Goredome, we advise you to make use of the following Mage-specific abilities/talents/glyphs.
- If you play Fire, you may want to use
Scorch as your Tier 1 talent.
You will be able to use it while moving and it can proc
Heating Up
or transform it into
Pyroblast!. - Use
Ice Barrier as your Tier 2 talents and always keep it up. Remember
that Ice Barrier has a 1-minute duration, but only a 25-second cooldown. So,
try to cast it before being teleported into the arena. This way, the cooldown
will be over by the time Ice Barrier drops from the damage you take, and you
will be able to recast it immediately. - Use
Frostjaw as your Tier 3 talent. You will be able to use it,
in conjunction with
Frost Nova (and
Freeze from your Water
Elemental, if you play Frost), to keep Goredome rooted, allowing you
to get away and heal yourself with
Evocation. - Use
Cauterize as your Tier 4 talent. This will save your
life on many occasions. As soon as it procs, use
Ice Block to
remove the DoT effect it leaves on you. If you are using
Glyph of Ice Block, removing Ice Block will cast an instant
free
Frost Nova and render you immune to spells for 3
seconds, which can be extremely useful. - For your Tier 5 talent, prefer
Nether Tempest or
Living Bomb.
Given that you have to move a lot, their instant cast time will be very
beneficial. Since you do not need to keep Goredome away from you, the
movement-reducing effect of
Frost Bomb is not really needed. - Use
Invocation as your Tier 6 talent, in conjunction with
Glyph of Evocation. This will enable you to heal yourself for
40% of your life, on a 10-second cooldown. - In addition to
Glyph of Evocation, which is nigh-mandatory,
and
Glyph of Ice Block, which we have already mentioned,
you may find the glyphs listed below useful.- If you play Arcane, then
Glyph of Arcane Power can be very useful
for your initial burn phase (in conjunction with your trinkets procs/uses and
your potion). - If you play Fire, then
Glyph of Combustion can be very useful
for your initial burn phase (in conjunction with your trinkets procs/uses and
your potion).
Glyph of Frost Nova reduces the cooldown of
Frost Nova, which can be
very beneficial if you often find yourself in need of healing and need to root
your opponent to cast
Evocation.- If you play Arcane, then
Glyph of Slow will cause the boss to
be almost always slowed, giving you previous seconds to cast
Evocation
or damage your opponent without getting hit. - If you play Frost, then
Glyph of Water Elemental will be very beneficial
because it will allow your Water Elemental to cast while moving.
- If you play Arcane, then
To defeat Goredome, simply do your rotation. Whenever you see a red circle appear at your location, move out of it and start casting again.
If you need to heal yourself, wait for Goredome to do a
Lumbering Charge,
then use
Frost Nova/
Blink/
Evocation to root him, move away,
and heal yourself.
Do not hesitate to use all your cooldowns at the pull (including
Mirror Image and
Time Warp).
8. Monk↑top
Sorry, but we currently have no Monk specific information. We will do our best to update this section in a timely manner, but if you have done this fight, we would be delighted to hear about your strategy in the thread dedicated to Goredome in our forum (you can post without having to register first). Thank you!
9. Paladin↑top
Some of our readers shared their experience of the fight, as a Paladin, in our forums, and we decided to reproduce their contribution(s) here.
Tanek
said for Retribution Paladins: I recommend a build of 211223. Most of the
talent options can be interchanged but this is my preferred method and makes
good use of the burst that Rets have available. Remember that with a 2 minute
enrage timer the T14 4 set bonus will not help, so if you have other pieces
that have better itemization, use them instead. The 2 set bonus is still
beneficial if you have it.
Long Arm of the Law is useful as a quick speed
boost to move out of the red circle before
Lumbering Charge but is not
necessary. To burst I build up three HP and then use the following macro:
- #showtooltip Avenging Wrath
- /cast Inquistion
- /cast Avenging Wrath
- /cast Guardian of Ancient Kings
- /use Potion of Brawlers Might
- /use 10
- /use 14
This macro starts your Inquisition (provided you built up 3 HP), pops your major CDs, uses the Brawlers guild potion of choice, uses your glove enhancement if you are an engineer and uses any on use trinket in the bottom trinket slot.
As is the case with most fights in the brawlers guild you will be attacking the boss from the front a majority of the time which means being hit capped and expertise capped (up to the hard cap) is the best way to improve DPS.
10. Priest↑top
Sorry, but we currently have no Priest specific information. We will do our best to update this section in a timely manner, but if you have done this fight, we would be delighted to hear about your strategy in the thread dedicated to Goredome in our forum (you can post without having to register first). Thank you!
11. Rogue↑top
To deal with Goredome, we advise you to make use of the following Rogue-specific abilities/talents/glyphs.
- Note that using
Vanish will cause the fight to stop and you will be teleported out of the arena. - Maintaining
Slice and Dice and
Recuperate up is your priority.
Because you will be relying on Recuperate for self-healing,
Glyph of Recuperate is advised. When you do not need to refresh
these two buffs, you can spend your Combo Points on
Eviscerate/
Envenom (depending on your specialisation) or
on
Kidney Shot (if you feel the boss is killing you too fast). - Use
Combat Readiness as your Tier 2 talent and use this ability to
prevent melee attacks from reaching you. Also make extensive use of
Evasion (with
Glyph of Evasion) and
Cloak of Shadows
(with
Glyph of Cloak of Shadows).
Leeching Poison should be your Tier 3 talent and you should
use it as your Non-Lethal poison (together with
Deadly Poison
as your Lethal Poison).- Choose
Anticipation as your Tier 6 talent. You will make undoubtedly
make mistakes in your rotation, so being able to store Combo Points will come
in handy. - The three major glyphs that we have already mentioned
(
Glyph of Cloak of Shadows,
Glyph of Evasion,
Glyph of Recuperate)
should be preferred.
To defeat Goredome, simply do your rotation (as Assassination or Combat)
and avoid
Lumbering Charge. To mitigate the damage from the
melee attacks, use
Combat Readiness,
Evasion, and
Cloak of Shadows.
We do not advise to use Subtlety for the Brawler's Guild, as you will not
be able to use
Backstab, your main damaging ability.
12. Shaman↑top
To deal with Goredome, we advise you to make use of the following Shaman-specific abilities/talents/glyphs.
- When using your cooldowns (abilities, trinkets, consumables, etc.), you need
to make sure that you do not use
Bloodlust/
Heroism and
Elemental Mastery at the same time. Use Elemental Mastery after
Bloodust/Heroism runs out. - Use
Astral Shift as your Tier 1 talent. It will enable you to sometimes
reduce the damage you take. Enhancement Shamans can also use
Shamanistic Rage
for the same purpose. - If you play Elemental, you should use
Frozen Power as your Tier 2
talent. This way, you will be able to more easily keep Goredome at bay.
Totemic Projection, as your Tier 3 talent, will enable you to
easily relocate your totems as you move around.- Use
Elemental Mastery as your Tier 4 talent. Cast it at the beginning
of the fight to increase your initial burst damage. - Use
Ancestral Guidance as your Tier 5 talent. Cast it whenever you
are in need of healing. - Use
Primal Elementalist as your Tier 6 talent to further increase your
initial damage burst. - If you play Elemental, you may find the glyphs below to be useful.
Glyph of Frost Shock will extend the duration of
Frost Shock by 2
seconds, giving you an easier time weaving in this spell between your
casts of
Earth Shock and
Flame Shock.
- If you play Enhancement, you may find the glyphs below to be useful.
Glyph of Feral Spirit increases the healing you get from your
Feral Spirit wolves. This makes Feral Spirit a very good healing
cooldown.
Glyph of Healing Storm increases your healing for each stack of
Maelstrom Weapon that you have, which is very beneficial if
you want to spend your stacks on
Healing Surge.
Glyph of Capacitor Totem can be useful for stunning Goredome
more easily with
Capacitor Totem.
As an Elemental Shaman, perform your normal Elemental rotation.
Keep Goredome slowed with
Frost Shock (which you can also use to
prevent him from charging, thanks to
Frozen Power).
To heal yourself, cast
Healing Stream Totem,
Ancestral Guidance, or
Healing Surge.
As an Enhancement Shaman, perform your Enhancement Shaman rotation.
If you want to heal yourself, cast
Healing Stream Totem or
Ancestral Guidance, spend your stacks of
Maelstrom Weapon
on
Healing Surge or call forth your
Feral Spirit wolves.
13. Warlock↑top
To deal with Goredome, we advise you to make use of the following Warlock-specific abilities/talents/glyphs.
- For self-healing and survival purposes, you should use
Soul Leech as
your Tier 2 talent and
Glyph of Siphon Life. Soul Leech will
cause your main spells to give you large shields for a fraction of the damage they
deal, while Glyph of Siphon Life will cause
Corruption
(Affliction/Demonology) or
Immolate (Destruction) to heal
you for a percentage of the damage it deals. - Use
Mortal Coil as your Tier 2 talent. Every 45 seconds, you can use
it so heal yourself for 15% of your maximum health and to fear your opponent
for 3 seconds.
Dark Bargain is an extremely useful ability and your best option
for your Tier 4 talent. Always try to use it at the end of the fight,
if you need a few extra seconds to kill your opponent. Note that when
Dark Bargain runs out, you will often die from the damage that it has
prevented you from taking.- You pet will not be very useful as it will most likely die rapidly.
As a result,
Grimoire of Sacrifice is advised as a Tier 5 talent.
Kil'jaeden's Cunning will prove invaluable as a Tier 6 talent, as it
allows you to use all your spells while moving.- In addition to
Glyph of Siphon Life, which is mandatory,
you may find the glyphs listed below useful.
Glyph of Healthstone increases the healing from your Healthstone, but
this increased healing is done over 10 seconds. You should try to use your
improved Healthstone when you have taken about 30% of your health as damage.
This will help you make the fight last longer, giving you more time to kill your
opponent.
To defeat Goredome, cast your Dark Soul ability and use your trinkets
as the fight starts. Do your regular
rotation and use
Unending Resolve after taking a bit of damage. Then
use your Healthstone and
Mortal Coil (Healthstone's healing will tick while
the boss is running around). Keep going and if you feel that Goredome is going to
win the fight, pop
Dark Bargain (this will give you 8 extra seconds to defeat
him).
14. Warrior↑top
Some of our readers shared their experience of the fight, as a Warrior, in our forums, and we decided to reproduce their contribution(s) here.
NightShade said: Stand and fight, worry more about the circle on the ground for his charge than anything else. Even if you have a little low DPS you can take this out as long as you don't get hit by the charge. When the circle is there GET OUT OF IT or you are dead.
Wheeler said: As with Bruce, this fight is low-threat damage and damage requirement wise.
However, also like Bruce, it requires quick response times and awareness.
The only threat in this fight is his
Lumbering Charge ability, which
places a red circle as a "target" on the floor, and has a 1-second cast time.
When this cast is complete he will charge at the center of the red circle and
upon reaching it, instantly kill all targets within the circle.
So the best idea for this fight is to make sure you have
Glyph of Enraged Speed and
Heroic Leap ready as a backup.
Just cast
Berserker Rage to boost your run speed and get out
of that circle as soon as you see it appear.
If you can avoid the circle, you shouldn't run even the slightest risk of death.
