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7-15-2009 @ 9:34AM
I need a ready check on Thorim 25. We killed him on 10 man - the group I run two shotted him, but can't drop him on 25 man to save our lives....it's no joke - and no strategy on the forums or tankspot, etc. really gives a clear picture of whether the champions, evokers, or warbringers need to go down first. All I read is spellsteal, dodge the hammer, disarm champions and AE.
7-15-2009 @ 9:55AM
Even in 10, my guild's usual order is Evokers, Champions, Warbringers, the Evokers can heal and bubble themselves (which is why you're spell stealing or dispelling). The rest really can be dealt with in any order, or via AoE, but if you have to single target any of them. Evokers should be the ones to blast nine ways to Sunday.
7-15-2009 @ 10:06AM
@firestylewhat is killing you on thorim?Basic strategy: Part 1 a) arena: Arena should have no caster dps in it. They get a debuff that gimps their dps, so fill it with physical dps. Hunters are useful here for MDing on to tanks. The arena works best with 3 tanks in it spread around the outside of the central circle. From a healing point of view, your best raid healers need to be here. Dps should be ffocused on the palladin adds first as they heal others.If you are going to mark adds for dps in arena remember they will be marking in the tunnel as well so try to avoid using the skull and X.b) tunnel: It is possible to 1 tank the tunnel, but 2 tanks can make it easier. It is likely that everyone in the tunnel will be ranged/casters, so tank needs to be aware they might not have the same amount of buffs to their dmg and therefore agro as they might in a melee group.As you progress down the tunnel the end npc will shoot fire on one side, alternating every 15 seconds on the ranged dps will need to call this out on vent.With each pack of npc you need to kill the palladin add first.Once you agro the middle boss he will stop casting the aoe fire, he will however jump onto people at range, so piling close to the boss is essential, hunters need to be a minimum range for dps everyone else closer. He will fall over really easily and then the door behind will open.Mages in the tunnel are now useful, for polymorphing as many as the adds that come through. The ones that are not CCed can be kited by the tank up to the end mini boss at the top of the stairs. You can then quickly kill the adds, and the miniboss, hopefully in time before more adds spawn.With everything in the tunnel dead, check on the status of the arena, if they are doing fine, then use a bit a of time (assuming you arent going for hard mode) to bandage players regain a bit of mana and generally get ready for phase 2. To activate phase 2 run through the final corridor, making sure to avoid the central circles which have a massive slow buff and agro thorim before dropping down to join your arena team.Phase 2Have your main tank pick up thorim and get healing on him, a combination of palladin druid and disco priest works well for tank healing here.The healers and ranged dps then need to fan out in a large circle making sure that everyone is not within 12(?) yards of each other. It is important that the healers are well spread so no one is out of range.Approximately every 20 seconds thorim will cause a lightning effect to run allong the ground from the centre of the circle in a straight line. Everyone then needs to run a minimum of 45 degrees around the circle either side of this lightning stream, if you do not move this hit the average rangeddps/healer for the majority of their health. This is the main cause of wipes in my experience.With the lightning in mind the dps need to get down to business, a steady stream above 4k dps will get him down in good time.
7-15-2009 @ 10:19AM
While I agree that caster DPS has some limitations, having a mage or two makes the arena a LOT easier. Spellsteal is ridiculous on evoker bubbles. But for the most part the arena is all about tanks and melee AoE. You need to tank elites, AoE will kill the little guys.Evokers are the most dangerous, because the bubble can shield other units. With 2 mages, you'll never have an issue. From a healing perspective, it can be tempting to toss druids into the arena, because of the instant casts. But aggro is much more of a killer then the cast speed thing, and druids don't have an aggro drop. Toss as many healing priests and pallies as you can in there. Because eventually you are going to land a heal just as an elite spawns. I've seen shaman and druids both get hammered before a taunt can land.
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