June 18, 2009

Thorim

My own notes for explaining the Thorim fight in Ulduar. Group 1: melee and aoe, stays in the arena. Group 2: ranged, takes the hallway.


Phase 1: Acolyte > everything else in the arena.


Phase 2: the Arena group (group 1) will stay in the arena and fight waves of enemies. The Hallway group (group 2) will move through the hallway on the left, killing trash and 2 bosses before reaching Thorim.

Phase 2: Arena group. Kill order is: Evokers (they heal) > Champions (Vrykul, they whirlwind) > Warbringers (they buff) > Commoners. Single target dps and aoe please. Interrupt heals, dispel hots.

Pylons around the room can be charged, and will then aoe people. Spread out, we can also aoe each other.

Phase 2: Hallway group - gauntlet with 2 bosses.

Trash: Acolytes (they heal) > Guards (they whirlwind and apply a bleed that can only be removed by healing the player to full).

Boss 1: he charges up one of his hands, move away from that side of the room. Has a damage reflect shield, can randomly charge players.

Boss 2: adds spawn until he is pulled, so be quick. He does a short range aoe, and can stun someone and make them a bomb - move away from them.

The hallway group then needs to RUN AROUND THE CIRCLES ON THE FLOOR to hit Thorim, then jump down into the arena.


Phase 3: Thorim. Arena group, finish adds. Hallway group, pick up boss.

Thorim will charge pylons - don't stand between him and a charged pylon.

Chain lightning - spread out. Tank debuff - tank swap.

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