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The Warlocks Den - WoW Warlock Discussions » Discussion Forums » Instances & Raiding » Ulduar » Thorim - Boss Strat

Ulduar Boss Strat Threads: Flame Leviathan - Razorscale - Ignis the Furnace Master - XT-002 Deconstructor - Kologarn - The Iron Council - Boss Stat - Auriaya - Hodir - Thorim - Freya - Mimiron - General Vezax - Yogg-Saron - Algalon the Observer

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Old April 04, 2009, 08:36 PM   #1 (permalink)

Character Info
Crest
70 Undead Warlock
Aman'thul Oceania PvE
Profile: Blizzard Armory

Post Thorim - Boss Strat

© The Warlocks Den 2009. All rights reserved. Not to be copied or redistributed without prior written approval.

Thorim
Thorim served the titans as guardian of Ulduar and the Terrace of the Makers, and protecting the pacts between the races of frost. After betraying the Pantheon, Thorim's brother Loken tricked him into betraying his frost giant allies by murdering his wife, Sif, and blaming it on the frost giant king. Thorim was enraged, striking out at his allies and then settling into a long stupor.

For those who've completed Thorim's questline in Storm Peaks, you'll be familiar with Thorim. If, like me, you ever wondered what became of him after Loken's deception was brought to it's conclusion, now you know.

Hard Mode
To activate the hard mode, players must reach Thorim (via the gauntlet) while the fake Sif is still on the platform with him. This requires players to reach Thorim within three minutes of entering the tunnel. Once phase 2 is activated, Sif will attack the raid, and Thorim will not be affected by Touch of Dominion increasing his hitpoints and damage by 25%.

General Information
Trash
The trash leading up to Thorim comes in packs of two, and will definitely need to be tanked by two tanks. They both stack debuffs on their tank which, if allowed to go high enough, will result in a dead tank, so your tanks will need to switch mobs after 4 or 5 stacks. DPS should focus on one target, and burn it down ASAP. This will make the healers and the tanks job much easier, as the tanks will only need to switch a single mob between them..

From memory, there are two sets of these mobs in fixed locations, and one wandering patrol.

Dark Rune Ravager
Link: Darkrune Ravager
Hitpoints:
Normal - 754k. Heroic – 2.3 million
Notes: These come linked with Darkrune Thunderers
Abilities
  • Ravage Armor – Reduces the targets armor by 5% per application.
Dark Rune Thunderer
Link: Darkrune Thunderer

Hitpoints: Normal - 754k. Heroic – 2.3 million
Notes: These come linked with Darkrune Ravagers.
Abilities
  • Lightning Brand – Shocks the target for (Normal 2500, Heroic 3500) Nature damage to the target, and increases Nature damage taken by 40% for 20 sec.
Thorim
The Thorim encounter takes place in The Clash of Thunder. When players first arrive, there will be some captured NPC's from the opposing faction fighting a Jormungar Behemoth in the arena. Killing the Jormungar and the NPC's will allow players to open the tunnel leading to Thorim, and start the “real” event. If the Arena team wipes or it takes the gauntlet team over five minutes to reach Thorim, then the encounter is over, as Thorim will cast Summon Lightning Orb which will kill everyone alive.

The Thorim fight has two clearly delineated phases. The first phase, Thorim is basically untouchable due to Sheath of Lightning, and the raid must split into two, one part heading up the tunnel and fighting through several waves of adds while the remainder of the raid stays in the arena and deals with the unlimited waves of adds Thorim sends at you.

Once the gauntlet team has reached where Thorim is standing ane engages him, it triggers the second phase of the encounter. The arena adds will cease spawning, and Thorim will jump into the Arena to engage the raid.

In phase one, you have five minutes before Thorim kills everyone. In phase two, Thorim doesn't have a hard enrage, rather the stacks of Lightning Charge will build up to the point where your tanks simply won't be able to survive.

Link: Thorim
Hitpoints: Normal – 4.1 million. Heroic – 16.6 million
Notes: As soon as you engage the initial mobs in the arena, he casts Lightning Sheath on himself, effectively making him untouchable during that phase.

Abilities – Phase 1
  • Sheath of Lightning - Encases the caster in a sheath of pure electrical energy, reducing all damage taken by 99%.
  • Charge Orb - Charges a nearby orb with electricity, which will begin firing static bolts every 1 sec. Inflicts 2831 to 3169 Nature damage on a nearby enemy.
  • Storm Hammer - Throws a stormhammer, dealing 2451 to 2551 damage to an enemy, knocking down and stunning the target for 2 sec, and causing a deafening thunderclap to all enemies nearby the target.
    • Deafening Thunder - Inflicts 4625 to 5375 Nature damage to enemies standing in close proximity to a Stormhammer strike, increasing spell casting times by 75% for 8 sec.
Abilities – Phase 2
  • Unbalancing Strike - Inflicts 200% weapon damage and leaves the target unbalanced, reducing their defense skill by 200 for 15 sec.
  • Chain Lightning - Strikes an enemy with a blast of lightning that inflicts (Normal 3700 to 4300, Heroic 4625 to 5375) Nature damage. The bolt will arc to additional nearby enemies, inflicting (Normal 100% Heroic 50%) more Nature damage to each successive target.
  • Lightning Charge - Absorbs a torrent of electrical energy, inflicting 17344 to 20156 Nature damage to enemies in a cone between the caster and the power source, and increasing the caster's melee damage and attack speed by 15%, and Nature damage dealt by 10%. This buff stacks up to 100 times on Thorim.
Hard Mode - Sif
Notes: When hard mode is engaged, Sif will attack the raid. She can't be killed, so players will have to deal with her effects as best they can. Dispelling Frost Nova from players is especially important if they are in the way of a Blizzard or Lightning Charge.
Abilities
  • Frostbolt Volley - Inflicts Frost damage to nearby enemies, reducing their movement speed for 4 sec. Normal 7200 to 8800. Heroic 11250 to 13750.
  • Frost Nova - Inflicts (Normal 7069 to 7931 Heroic 14138 to 15862) Frost damage to nearby enemies, immobilizing them for up to 6 sec.
  • Blizzard - A rain of ice moves around the room, dealing 3282 to 4218 Frost damage every 1 sec. for 10 sec. and lowering the movement speed by 65%.
Phase 1
Initial Arena Mobs
The intial mobs are pretty easy. To be completely blunt, if you have trouble with these, you're probably not ready for Thorim. I doubt that if you made it this far you'll fail on these guys, however. Group them up and AE them down. The only mob of real note is the Jormungar Behemoth. There is a healer with the captured mercenaries, but overall they don't really pose a challenge.

Jormungar Behemoth
Link: Jormungar Behemoth
Hitpoints:
Normal - 270k. Heroic - 810k
Notes: Pretty basic tank and spank. Face it away from the raid so that people aren't getting hit with it's abilities.

Abilities
  • Acid Breath - Spews acidic bile at a target and nearby enemies, inflicting (Normal 6000 Heroic 12000) Nature damage and 1500 additional damage every 2 sec. for 18 sec.
  • Sweep - Sweeps at the legs of an enemy, dealing (Normal 3500 Heroic 6000) damage and causing knockdown for 3 sec.

Phase 1 Adds
If you can, mind controlling the Warbringers will make this stage a lot more controlled. The haste aura from them is extremely beneficial to all raid members nearby, and they can do a significant amount of damage in addition to the raid benefits.

Dark Rune Warbringer
Link: Dark Rune Warbringer
Hitpoints:
Normal - 33k. Heroic - 188k
Notes: Can be mind controlled, and is required to be mind controlled and kept up for phase 2 of the Thorim encounter for the Who Needs Bloodlust achievement. The haste aura affects all raid members in range, and they do a non-trivial amount of damage as well. Mind controlling these is highly recommended.

Abilities
  • Aura of Celerity - Increases nearby allies' melee, ranged, and casting speed by 20%.
  • Runic Strike - Strikes at an enemy with an electrified weapon, inflicting Nature damage equal to weapon damage plus 1000.
Dark Rune Champion
Link: Dark Rune Champion
Hitpoints:
Normal - 53k. Heroic - 296k
Notes: Keep them away from your squishy classes and healer, as the whirlwind does hurt.

Abilities
  • Charge - Charges an enemy, inflicting normal damage plus 75 and stuns the opponent for 2 sec.
  • Mortal Strike - Inflicts 250% weapon damage and leaves the target wounded, reducing the effectiveness of any healing by 50% for 5 sec.
  • Whirlwind - Attacks nearby enemies in a whirlwind of steel that inflicts normal damage plus (Normal 50 Heroic 100).
Dark Rune Acolyte
Link: Dark Rune Acolyte
Hitpoints:
Normal - 26k. Heroic - 134k
Notes: The renew can be spell stolen or dispelled, and the Greater Heal and Holy Smite can be interrupted.

Abilities
  • Greater Heal - Calls upon Holy magic to heal an ally. (Normal 40500 to 49500. Heroic 94500 to 115500)
  • Renew - Heals a friendly target every 3 sec. for 15 sec. (Normal 9263 to 9737. Heroic 13650 to 14350)
  • Holy Smite - Smites an enemy, inflicting Holy damage. (Normal 4950 to 6050. Heroic7650 to 9350)
  • Circle of Healing - Invokes Holy magic to heal nearby party members for 33250 to 36750.
Dark Rune Evoker
Link: Dark Rune Evoker
Hitpoints:
Normal - 33k. Heroic - 161k
Notes: The runic mending and runic shield can both be spell stolen by a mage, or dispelled by a magic dispeller. Additionally, these can be mind controlled, although your priests are better off mind controlling Warbringers
.
Abilities
  • Runic Lightning - Strikes an enemy with a blast of runic lightning, inflicting Nature damage. Normal 6563 to 8437 damage. Heroic 7875 to 10125 damage.
  • Runic Mending - Heals an ally for (Normal 6938 to 8062 Heroic 18500 to 21500), then heals for an additional (Normal 3000 Heroic 6000) every 3 sec. for 15 sec.
  • Runic Shield - Surrounds the caster with a runic barrier, absorbing (Normal 40000 Heroic 120000) magical damage and reducing all Physical damage taken by 50%. Duration 1 minute.
Dark Rune Commoner
Link: Dark Rune Commoner
Hitpoints:
Normal - 8k. Heroic - 25k
Notes: The commoners are primarily a nusiance more than anything. Can be a pain when they hit the healers, so the tank should try to grab them as they come in. With their low hitpoints, they generally die to splash AE damage. If you are mind controlling the Warbringer, use him to agro these guys.

Abilities
  • Low Blow - Lands a cheap shot on an enemy, inflicting Physical damage and reducing the target's damage dealt by 3% for 20 sec.
  • Pummel - Pummels an enemy for 15 damage and interrupts the spell being cast for 5 sec.
Gauntlet Mobs
The players in the gauntlet will have to clear through several waves of adds. In addition to the adds, there are two mini-bosses that need to be defeated.

Runic Colossus (first mini-boss)
Link: Runic Colossus
Hitpoints:
Normal - 134k. Heroic - 808k
Notes: Runic Barrier is not dispellable.

Abilities
  • Charge (instant cast) - Charges an enemy, inflicting (Normal 4625 to 5375, Heroic 6938 to 8062) Physical damage and knocking the enemy back.
  • Runic Barrier (instant cast) - A shield of runic power surrounds the caster, reducing all damage taken by 50% and inflicting 2000 Arcane damage to attackers.
  • Smash (3 second cast)- Deals 37000 to 43000 Physical damage to all enemies within a 10 yard cone in front of the caster.
Ancient Rune Giant (second mini-boss)
Link: Ancient Rune Giant
Hitpoints:
Normal - 202k. Heroic - 808k
Notes: Dispelling the Rune Detonation effect from a player will cause it to explode immediately.
Abilities
  • Stomp - Inflicts (Normal 8313 to 10687, Heroic 12250 to 15750) Physical damage to nearby enemies and knocks them back.
  • Runic Fortification (instant cast) - Fortifies nearby allies. Damage done increased by 50%. Attack and cast speed increased by 50%. Health increased by 100%.
  • Rune Detonation (instant cast) - Immobilizes a target with a runic ward that detonates after 4 sec to inflict 11250 to 13750 Fire damage around the target.
Iron Ring Guard
Link: Iron Ring Guard
Hitpoints:
Normal - 380k. Heroic - 880k
Notes: These come linked with Darkrune Thunderers
Abilities
  • Impale - Deals a vicious attack that causes the target to bleed profusely until healed past 90% of its maximum health. Deals (Normal 1125 Heroic 1750) damage every 2 sec. for 1 min or until removed via healing.
  • Whirling Trip - Knocks down a player, stunning them for 2 sec. and inflicting increased weapon damage. (Normal +50 damage. Heroic + 1000 damage)
Dark Rune Acolyte
Link: Dark Rune Acolyte
Hitpoints:
Normal - 26k. Heroic - 134k
Notes: The renew can be spell stolen or dispelled, and the Greater Heal and Holy Smite can be interrupted.

Abilities
  • Greater Heal - Calls upon Holy magic to heal an ally. (Normal 40500 to 49500. Heroic 94500 to 115500)
  • Renew - Heals a friendly target every 3 sec. for 15 sec. (Normal 9263 to 9737. Heroic 13650 to 14350)
  • Holy Smite - Smites an enemy, inflicting Holy damage. (Normal 4950 to 6050. Heroic7650 to 9350)
Iron Honor Guard
Link: Iron Honor Guard
Hitpoints:
Normal - 32k. Heroic - 170k
Notes: These come linked with Darkrune Thunderers
Abilities
  • Cleave (instant cast) - Inflicts 150% of normal melee damage to an enemy and its nearest ally.
  • Hamstring (instant cast) - Inflicts 50% weapon damage to an enemy, reducing its movement speed by 60% for 5 sec.
  • Shield Smash (instant cast) - Inflicts Physical damage to an enemy, stunning it for 3 sec. (Normal 5088 to 5912 damage. Heroic 7400 to 8600)
Strategy
Suggested Raid Composition
Normal Mode:

  • 2 tanks
  • 2 - 3 healers
  • 6 - 7 DPS
Heroic Mode:
  • 3 - 4 tanks
  • 6 - 7 healers
  • 14 - 16 DPS
The Fight
Phase 1
For 10 man, the simplest setup is to split the raid into four for the gauntlet, with six remaining for the arena area. One tank, one healer, and ranged with some CC are recommended for the gauntlet, with the remaining tanks and healers in the arena. We used characters who could take a few hits in the arena (hunters, melee dps) in order to reduce the two-shotting that was happening to the cloth casters. However, other groups have found the reverse to work better, so it really depends on your raid. One healer can keep up with the arena, although if you have three healers, your best bet is to keep two in the arena.

For 25 man, keeping a similar ratio for those running the gauntlet is probably the best. 8-10 going for the Gauntlet (1-2 tanks, 2-3 healers, the rest dps with a more ranged with CC ability representation.

The Arena
The arena team in phase 1 will simply have to deal with the same trash over and over. Mind control the Warbringers where possible, keep the champions away from ranged / healers, and and just keep burning everything down. While the arena team are fighting the adds, Thorim will regularly cast Charge Orb on the spheres around the edge of the arena. This will cause lightning bolts to arc onto any players within range of them. Standing in the inner circle area does seem to keep players out of range, but the drawback is that your ranged are much closer to where the adds will be tanked. It is worth noting that the area of the arena near the tunnel entrance is possible to stand further out from the inner circle area and not be hit by the lightning.

In addition to the adds and the lightning charges, Thorim will periodically throw his hammer at a player in the arena, dealing a relatively small amount of damage, but also damaging those nearby and increasing casting time by 75% for 8 seconds. Because of this effect, healers and casters especially need to remain as spread out as possible, in order to reduce the number of people affected by the Deafening Thunder.

Focus fire is important here to get the most dangerous adds down. Suggested order (from first kill to last) is as follows:
  1. Dark Rune Evoker. (nasty DD spell and can heal)
  2. Dark Rune Champion. (whirlwind. 'nuff said)
  3. Dark Rune Acolyte. (heals)
  4. Dark Rune Warbringer. (haste buff to other mobs)
  5. Dark Rune Commoner. (interrupts)
After the first two, the rest can pretty much be AE'd down, or taken in any order.

As a shaman healer, I was able to solo heal the arena in 10 man with a more survivable set of members. (hunters for ranged and melee for the rest) Cloth casters were getting killed quite quickly if they happened to get agro while AoEing; combine this with the 75% casting slow and a few hits on the one player and I simply couldn't keep them up. Healers with more instants may have better luck here with cloth casters.

The Gauntlet
While the arena team is busy killing dwarves (and who doesn't love to do that!) the gauntlet team need to be focused on clearing their way through the tunnels as fast as possible. Having at least one person who can CC is very worthwhile, as it allows the healers you will encounter to be controlled much better. The less they're healing, the faster you can move through the tunnel. If you also have some decent AE ability, even better.

The gauntlet has five encounters all up, made up of the two mini bosses, and three groups containing combinations of Dark Rune Acolytes (healers) and Iron Ring Guards (melee). In 10 man, they have relatively low health and drop quite fast.

First Group: 1 Acolyte, 2 Guards
Second Group: 1 Acolyte, 2 Guards
Mini Boss: Runic Colossus
Third Group: 2 Acolytes, 3 Guards
Mini Boss: Ancient Rune Giant


It really depends on the type of CC that is available to the gauntlet runners as to how you handle each non-mini boss group.
While on the approach to the first mini-boss, he will constantly charge up one fist, and then release fiery explosion along that side of the corridor. Raid members need to avoid getting hit by this ability. It is possible to avoid having to dodge the first mini-boss's gauntlet “dancing” in both 10 and 25 man.

In 10 man, burn down the Acolyte in the first group then kill the melee. Watch out for the heal the Acolyte casts at ~10%, as it will heal him back to 100%. This spell can be interrupted. On the second group, burn down the healer, leaving the melee up. Make sure the tank has agro then they can run up to engage the first mini-boss. The melee can be killed by splash damage / AoE while killing the first mini-boss. This allows the gauntlet players to avoid having to dodge the Runic Colossus's ability while you run up to him.

In 25 man, sheep the healer in the first group (or CC him in some way) and burn down the two Guards, then the Acolyte. For the second group, try to sheep or otherwise CC the melee and burn down the Acolyte. Make sure to keep interrupting his heal, and spell stealing the renew if he casts it on the Guards. While the Acolyte is being killed, have one tank run up and engage the Colossus. Leave the melee CC'd and burn down the Colossus, then finish off the adds. Of course, this method only works well when you have the crowd control. Hopefully you're lucky enough to have a couple of mages in your 25 mans.

If you're unable to deal with the groups in this fashion, you can kill each group normally, while avoiding the ability that the Colossus will cast while you head up to him.

For the third group before the second mini-boss, you can use similar tactics. The third group has two Acolytes and three Iron Honor Guards. This time, the same tactic can be used for both 10 and 25 man. One of the Acolytes and a melee are visible prior to the corner before the stairs. Have this Acolyte sheeped / CC'd somehow while the tank and healer(s) run straight to engage the boss. The tank needs to go first to ensure that the remaining three melee follow them to the boss. The DPS should focus fire on the remaining Acolyte and burn them down ASAP.

Kill the second mini boss and then deal with the remaining adds. If you aren't able to deal with the third group in this fashion, you can kill them normally, but be aware that adds will be constantly spawning until the second mini boss is engaged, so your DPS need to be able to kill them faster than they're spawning.

Once you've cleared these mobs, stroll up and say “Hi” to Thorim. If you've managed to run through this section in under three minutes, it's up to the raid whether you want to trigger the hard mode or not. Engage him while Sif is still up to trigger the hard mode, or wait until she disappears. Avoid stepping in the circular depressions as you approach Thorim, as they will immobilise players inside the circle.

Once engaged, Thorim will shout some abuse and then jump down into the Arena. The gauntlet players should already be jumping down there. This triggers the start of phase 2.

Phase 2
Phase 2 is more of a tank and spank stage. When Thorim jumps into the Arena, he should be engaged immediately by the MT. Any arena adds still up will need to be dealt with immediately, as they will not despawn. This stage of the fight is a bit of a DPS race, as Thorim needs to be defeated before the stacks of Lightning Charge stack up too high and overwhelm your healers / tanks. As the buffs stack up higher on Thorim, tanks may want to use their special abilities such as shield wall etc.

Players need to remain spread out as much as possible due to the Chain Lightning that Thorim casts, to avoid it chaining to other players as much as possible.

Periodically through phase 2, Thorim will cast Lightning Charge. This will connect two beams of light to one of the orbs surrounding the arena. Players need to immediately move away from that area, as after a few seconds all players between the column and Thorim will be shocked multiple times for significant damage. Remember to spread back out again after avoiding a Lightning Charge, to avoid his Chain Lightning from jumping to other players.

The tanks need to keep an eye out for Thorim using Unbalancing Strike. Trying to tank while under the effects of this will be very difficult to heal through since it reduces defense by 200, making tanks vulnerable to critical strikes. Thorim should be taunted off the MT as soon as Unbalancing Strike is used. The effect only lasts 15 seconds, so Thorim can be rotated between your tanks as needed.

Phase 2 – Hard Mode
Due to his increased damage output from the start of phase 2, this is very much a DPS race. Once Thorim has 4-5 stacks of the Lightning Charge on him, tanks will have to start using cooldowns to make healing easier. You may need to call in additional heals from classes that can off-heal such as elemental shaman or boomkins.

Sif herself is more of a pain than a serious threat. Her Frostbolt Volley can be healed through relatively easily, especially if players are spread out. Like any mage, she will blink around, sometimes landing on top of players. After she blinks, she will wait 2-3 seconds and then cast Frost Nova. Due to the delay between her blink and casting, players who are on the ball can avoid the Frost Nova even if she's landed on top of them.

Blizzard is probably the most dangerous of her abilities, as it's pretty much exactly the same as Aran in Karazhan. An Icicle will drop signalling where the Blizzard is going to begin. Not long after the Icicle falls, the Blizzard will start and move clockwise around the room. Players caught in it should either run to the middle of the room, or run counter-clockwise in order to get out of it as quickly as possible.

Things that need to be watched for are players being Frost Nova'd in the path of the Blizzard or Lightning Charge. Frost Nova can be removed from players by dispell.

Tips
  • Mages should use spell steal as often as possible, since many of the mobs buffs are quite beneficial to the players.
  • If possible, players in the arena should mind control the Warbringers, as they do a significant amount of damage as well as buffing the raid.
  • Stacking crowd control and ranged with AoE abilities will make the gauntlet significantly easier.
  • In normal mode, tanks can generally survive up to 6-7 stacks of the debuff before they need to start using cooldowns. Be prepared to lose a tank by 9 stacks, however. If needed, kite him around while DPS finish him off. Aim to drop him at least 10% health for each successive stacking of his self buff.
Macros
This macro is for the DPS in the arena during phase 1. Instead of tab-cycling to get targets, use this macro to target down mobs in order of most dangerous to least dangerous. Modify the order of the mobs as appropriate for the order you want to take them down.
/target Dark Rune Warbringer
/stopmacro [nodead, harm]
/target Dark Rune Evoker
/stopmacro [nodead, harm]
/target Dark Rune Champion

Warlock Role
Warlocks have no special roles other than DPS, but they can help controlling the casters with Curse of Tongues, fear, and deathcoil (especially in the arena section) and Shadowfury if you have it.

Tips
  • Pets can bug out and get "stuck" on Thorim's ledge during the switch to phase 2. To avoid this, make sure to send your pet to attack Thorim, or attack him yourself, before dropping into the arena. If your pet doesn't drop with you, use the "Follow" command to make them warp back to your side.
Videos
Yep, Tankspot's video.. again. As usual, excellent commentary. Shows both Arena and Gauntlet sections. I always recommend watching in HD.


10 man Thorim from Arena perspective. Shows the full encounter from the initial Jormungar kill through to Thorim. There's about 5:40 of arena stuff, so once you've seen what you need, skip ahead to that point to see Thorim jump in. Definitely worth watching in HD, as it has an excellent point of view to show the abilities used in the fight.


Vodka on Thorim 25 hard mode.


Warlock Loot - 10 Man
Since you don't actually kill Thorim, loot comes from a spawned chest, Cache of Storms.
Warlock Loot - 25 Man
Achievements
The achievements are the same on both normal and heroic modes. The heroic mode achievements simply append “Heroic:”.
  • Don't Stand In The Lightning - Defeat Thorim without any raid member being struck by Lightning Charge.
  • I'll Take You All On - Defeat Thorim, the Ancient Rune Giant and the Rune Colossus.
  • Who Needs Bloodlust - Defeat Thorim while under the effect of Aura of Celerity.
  • Siffed - Force Thorim to enter the arena while Sif is present.
  • Lose Your Illusion - Defeat Thorim while Sif is present.
Credits
Information compiled from WoWHead, WoWWiki, StratFu, and the members of the Warlocks Den.

Changes
16/06/2009 Added some extra macros.
30/06/2009 Added pet handling for gauntlet team in phase 2. Add kill order to arena team. Minor tweaks elsewhere.
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Last edited by Swoop; June 30, 2009 at 10:18 AM..
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Old April 26, 2009, 11:36 AM   #2 (permalink)

Character Info
Zigler
70 Human Warlock
shattered hands US PvP
Guild: Rune
Profile: Blizzard Armory
Talent Spec: 0/21/40
Seeking Guidance on Thorim

Hi guys. I never fought thorim and i just got into a real good guild so i cant mess this up. Ive watched movies and read strats but is there anything i need to do specifically, as a lock, on this fight? ANything else i should know?

Thanks for any help
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Old April 26, 2009, 04:04 PM   #3 (permalink)

Character Info
Tianshaan
80 Human Warlock
Terokkar US PvE
Guild: Vae Victus
Profile: Blizzard Armory
Talent Spec: 0/13/58
Re: Seeking Guidance on Thorim

Wonderful, the only one of the overlook bosses (besides Mimiron of course....yeesh) that I haven't done.

Stratfu is where i go for all the strats. I am sure you'll do fine with normal DPS strat, just better than most others.
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Old April 26, 2009, 05:03 PM   #4 (permalink)

Character Info
Gzrad
70 Human Warlock
Dark Iron US PvP
Guild: Nameless

3.1 Re: Seeking Guidance on Thorim

The fight is pretty basic it just depends on which group you are in. If you are in the gauntlet group then you just stay a little behind the tank, burn down your target and avoid the fiery explosion from the 1st mini boss. Kill more ads and then the 2nd mini boss. Hug the wall and aggro Hodir. If you are in the entrance group then it is about coordinating with the rest of the group and moving in and out. Nothing specific to being a warlock but aware that some of the mobs hit very hard on a clothy so be quick to avoid whirlwinds.
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Old April 27, 2009, 05:21 AM   #5 (permalink)

Character Info
Kilmir
70 Gnome Warlock
Aszune Euro PvE
Guild: Been There Done That
Profile: Blizzard Armory
Talent Spec: 0/13/58
Re: Seeking Guidance on Thorim

In the tunnel there are Acolytes that heal. The first ones are single Acolytes with 2 melee's so they're easily burned / interrupted. But after the first boss there are often 2, and possibly more if you're slow, Acolytes and if your interupters aren't on the ball you can lose a lot of time in that part.
I've taken to using CoTongues on those acolytes and use fear, deathcoil and Shadowfury as ways to interupt their heals.
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Old April 27, 2009, 07:44 PM   #6 (permalink)

Character Info
Soulzar
70 Human Warlock
Medivh US PvE
Guild: Trismegistus
Profile:
Talent Spec: Destro
re: Thorim - Boss Strat

The tunnel portion of this fight is drastically different between 10 man and 25. In 10 man the adds have no health and drop like flies.

for both version the adds are like so:

First group of 3, 2 melee and 1 healer. The healer is the short dude in the center.
Second group is a mirror of the first, 3 adds... 2 melee and one healer.
Mini boss
then a group of 5 adds, 2 healers and 3 melee mobs.
mini boss

For 25 man we sheep the acolyte and drop the two melee adds. Make sure you let your tanks stay ahead of the game so you dont get yourself cleaved to death. assist down both mobs then nuke the healer. have an interrupter ready for his 10% > 100% heal he will cast.
On the second set of adds, sheep the two melee (assuming you have the mages) and nuke the healer. While y ou are killing the healer one of your tanks shoudl go and engage the boss. This will stop him from casting his stuff that you dance left and right to avoid while heading down the gaultlette. once he dies youcan kill teh two sheeped adds.

On the next part, you will see 2 of the 5 mobs in the hall before heading up the steps. One of the two acolytes is the short dude on the left. Sheep him, and let your tank run in and up to the engage the boss. DPS shoudl turn the corner and focus fire down the second acolyte while the tank gets the boss (and most importantly the cleaving mobs chase him out and dont run past you on the way to him). Once the healer is dead you can kill the boss. Drop the sheeped healer next, then its a personal pref if youw ant to AoE the 3 melee mobs or focus them down. you can also chose to AoE those 3 mobs + boss. It is very important the healers are not left to do their healing thing. They can be MC and have a retarded good renew, that is an option.

For 10 man, I suggest the first 2 packs dps nuke down the healers and your tank run straight to engage the first mini boss. the helers drop fast, and you can AoE the 4 melee and first mini boss very effectively. The same strat is used for the second boss, control/kill the 2 healers and let your tanks pull the melee mobs up to the top with theboss.

while ont he second mini boss, you will become a bomb. You will not be able to move so you need to call out and let other be aware that they need to move from you. Dont group up and try to stay on either sides of teh steps.
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Old May 03, 2009, 03:16 AM   #7 (permalink)

Character Info
Daneel
80 Orc Warlock
Firetree US PvP
Guild: Blazed
Talent Spec: 0/56/15
re: Thorim - Boss Strat

Pay attention to the pillars in the arena when you engage thorim, if they receive a charge, get away from them, thats about it for the 2nd phase. Carefull on the aoe spam on the first phase if you are in the arena, there are lots of mobs and if your tank doesnt have a good hold on all of them right away, they will mess you up fast. Other than that, and what has already been said, just nuke like normal.
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Old May 29, 2009, 12:13 PM   #8 (permalink)

re: Thorim - Boss Strat

you can pre engage the bosses in the gauntlet to stop the mobs spawning... it's not a bad idea in 10s, haven't tried it on 25s
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Old May 29, 2009, 12:16 PM   #9 (permalink)

Character Info
Luxury
80 Blood Elf Warlock
Deathwing US PvP
Guild: Addiction
Profile: Blizzard Armory
Talent Spec: 54/0/17
re: Thorim - Boss Strat

We pre engage the bosses in the gauntlet. But we run with 2-3 mages, so they keep a lot of the adds sheeped. We also run with 2 tanks in the gauntlet.
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Old May 29, 2009, 12:22 PM   #10 (permalink)

Character Info
Zamp
80 Blood Elf Warlock
Stormreaver US PvP
Guild: Elusive
Profile: Blizzard Armory
Talent Spec: 3/13/55
re: Thorim - Boss Strat

We run with a druid off tank with a main tank in halways (duel spec FTW) so we pull the 2nd mini boss, and blow up the acolytes first, then the Melee. We also run with 1 Mage to sheep one of the melee to keep the stuns on the tank to a minimum to be able to move from the first boss.

Works out well for us

2 Tanks
1 Warlock
1 Mage
1 S Priest
and a Resto Druid
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