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Rotting Frost Giant

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The highest voted Wowhead comments for this page. They are community notes, not TheWoWDB comments.

1
Neryssa+18via Wowhead (opens the original comment in a new tab)

This mob spawns at the northern part of the Rampart of Skulls. He's got 22m health in 25-man.

This guy got the following abilities:

Stomp - Exactly like the Stomp from Champions of Hodir, it knocks everyone up.

Arctic Breath - Exactly like the breath from Icehowl, it freezes people in a cone in front of the caster.

Death Plague - Similar to the Essence of the Blood Queen from Lana'thel, in functionality:
- One person gets infected, this person gets a debuff for 15s.
- Once the 15s debuff ends, it will infect someone else with the plague. If there's no one nearby who can be infected by the plague, the person bearing the plague dies.
- Once you get rid of the plague, you'll get a debuff called "Recently Infected", which will make you immune to the plague for 30 seconds.

2
Rorrik+13via Wowhead (opens the original comment in a new tab)

VERY EASY FIGHT.
This follwoing is confirmed at time of posting.

The Following works for both 10 and 25man.

Tank ---- Bosss ---- Melee/DPS/Healers/Ranged etc

Normal tank and spank setup, tho its recommended to spread around the boss as to avoid a mass freezing.

Have "Dave" and "Bob" (a ranged DPS and a healer) stand out to the left or right, about 15 yards away from the rest of the group, and next to eachother. Where they can still dps the boss or heal everyone but are at a good 10 yards away from the rest.

When someone gets the debuff, tell them to stop what there doing and run over to Dave/Bob.

Here's what happens.
Player 1 gets the debuff.
Player 1 runs to hug dave/bob.
Player 1 takes 8k damage (25man) and is now immune, so runs off back to where he was.
-----Dave gets debuff

Dave laughs, and keeps healing/dpsing.
Dave takes 8k damage and the debuff jumps to Bob.
Dave is now immune...for 30seconds.
Bobs debuff expires...dave is immune..."DEBUFF DIES". But dave lives?

So how did this happen? The Debuffs has to jump to someone within 8 yards. If it doesn't "have someone within 8 yards" the person it was on dies. Dave was the only person in 8 yards so it attempted to jump to him. Dave was immune when it got there so the debuff died off. Bob doesnt die because the debuff did have someone to jump to, it just couldnt have any effect.

The Debuff Text on this ...debuff... is incorrect. It states:
1) "After 15 sec, the Plague will infect all players within 8 yards, dealing 8000 Nature damage"
-----> This is incorrect. The debuff will jump to someone else, it will not jump to "all" in 8 yards, it will jump once, to one person.

2) "If the target fails to infect anyone, the host's rapid death will follow."
-----> This is also incorrect. The debuff will not kill you if it "fails" to infect someone, it will kill you if there is no one else within 8 yards for it to "Try" and infect. That infection succeding or failing has no meaning, there simply has to be someone there.

So what if two people have the debuff at the same time? Say Dave and Player A?
---> Assuming that Bob doesnt have the debuff, when Dave's debuff expires, his will jump to Bob. When Player A (who is standing with dave/bob as he has a debuff) has his debuff expire, it will try to jump to Bob even tho he has the debuff himself. Player A can then run off, and when Bob's debuff expires it will attempt to jump back to Dave (who is immune) which kills it off.

So why have two people stand aside?
-- If there ranged they can still dps/heal
-- If there is 1 person, when player A runs off, Dave would die when the debuff expires "or" Player A would have to wait 15seconds for the debuff to try and jump back, if he's a melee this loses him damage.

Info found on the debuff:
-----------------------------------
1) If there are two people, one who has the "immune" debuff, and one who hasn't in range, the disease will always jump to the one without the immune.
2) If the only person in range is someone who is immune the disease will try and jump to them and the disease will be destroyed. (The player will live)
3) If the only person in range "HAS" the disease, (IE both Dave and Bob have it) it will still attempt to jump to the other person. Aka if Dave's expires, it will still attempt to jump to bob even tho he has it (which kills 1 disease in the process as Bob couldnt have two).

In short the mechanics for this debuff is very simple - If there is no one for the disease to try to jump to, it will kill you instantly and jump to someone else in the raid (range irrelivant). If there is only one person in range and that person is "Immune" or already has the disease, your disease will jump to them, be ineffective, and effectivly disappear. You will take 8k damage, but you will not die. The disease will always attempt to jump to someone "Without" the "Immune" debuff first, but if the only person in range is immune, it will still try to jump to them and be destroyed.

This is confirmed at time of posting.

3
cayleb+7via Wowhead (opens the original comment in a new tab)

This is the strategy we used successfully on 10-man after multiple wipes trying it other ways. Juggling the Death Plague is only as hard as you make it, and this is the easiest way to mange that mechanic and this fight.

Before The Pull

Split out your raid into groups of three.
You will have three groups plus your tank. Our comp was three healers, three melee dps and three ranged dps, so it worked well for us to mix the healers and ranged up into two groups and keep the melee dps as a separate third group.

Figure out what wall your tank will have his back to, then position your three groups in a triangle, with about 15-20 yards between the each group, like so:

H&R------------H&R
...\...................../
.....\................./
.......\............./
.........\........./
.........Melee
.........BOSS

If your group has more than three melee DPS, you may need to bring in one of your healers and create a second melee group with your tank in it and leave a random dps or healer as the odd man out.

During The Fight
This mini-boss has three abilities. The Arctic Breath is a cone like effect, basically just like Icehowl's. It both DoTs you and freezes you. This ability is one of the reasons for the triangle positioning. Only one group at most should be effected by this, that way mobility remains high and healers less stressed.

The second ability is a Stomp that knocks everyone up. There's no real way to mitigate this, and it's purpose is essentially to keep the healers awake.

The third ability is what drives the mechanics of this fight. At periods throughout the fight, your unfriendly, non-iron giant will cast Death Plague upon a raid member. Death Plague is an uncurable, unremovable debuff that lasts 15 seconds. At the end of its duration, it will jump from you to any and all non-immune players within 8 yards and cause 8000 damage to you as it leaves. It will also debuff you for 30 seconds making you immune to further Death Plague jumps or casts. Once the debuff fades, you of course can get infected again. If Death Plague is unable to jump, either because no one is around or everyone within 8 yards is already immune, you will die instantly.

Death Plague is the primary reason for the positioning and groups. When the Death Plague is cast, you not only have a debuff that tells you this, you also turn green. With only two other players to watch (in most situations) you should not fail to miss when you or one of your two buddies gets the plague. The FIRST TIME AND ONLY THE FIRST TIME that someone in your group of three gets the plague, ONE of the two non-infected buddies needs to move 10 yards outward away from the raid. This allows Death Plague to begin a proper juggling sequence between members of the group. After the first infectee loses his plague and gains his debuff, the third member rejoins the group and you continue on dpsing the boss without further monkey business. Death Plague will simply keep hopping from member to member as the debuffs will cycle, one expiring while the other is midway through and Death Plague is ready to jump.

As the mini-boss casts Death Plague multiple times, it is likely that at some point two or all three groups may be juggling infections.

It is possible for your tank (or if you had 4+ melee dps, whoever isn't a part of your three groups of three) to get infected with Death Plague. If this happens, it is a fairly simple matter to identify which group isn't juggling an infection and have one of their members run to catch the infection. It is helpful to have access to voice chat to make calling out the infection easier for the tank and assigning a rover to catch it and bring it back to his/her group.

And that's how it's done. I imagine many, if not all, of these the same principles can be applied to the 25-man version of this mini-boss with much success.

Obviously, this strategy is merely synthesizing and fleshing out what littlefran provided on the mechanics of the mini-boss abilities, and logt33th's suggestions to group in threes for easy Plague juggling and avoidance of mass Arctic Breath damage. Thanks to them for their insight and information!

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Details

TypeUndead
ClassificationElite
Roster sliceR

This roster comes from the current game client's data files, so it is not a complete list of every NPC in the game - older world NPCs that are no longer in the modern client are absent.

3D Model

First-party render from the game files. Model © Blizzard Entertainment.

Related

Community notes from Wowhead · 27 comments

Top 3 shown above

The comments below were written by Wowhead users. They are community notes, not TheWoWDB comments. See them in context on Wowhead.

The top 3 are shown in Top Comments above. Read all 27 on Wowhead.

Level and Map Tracking

The game data tunes Rotting Frost Giant for level 30, Wrath of the Lich King content.