Skip to Content
7-22-2009 @ 9:16PM
Here's my 10man-suggestions to supplement the above post. We use this strat with 1shots most of the time. Please excuse any repitiveness to the above post, but I'm trying to make these suggestions read as easy as possible: Our group makeup for this neccessarily includes:1 AOE tank3 healers2 ranged DPS----------Arena:Keep 1 AOE tank, 2 healers and 3 dps in the arena, and have them all stay in the central circle at all times -- burning down mobs as they come. Pretty simple, but the two healers are needed because of Thorim's cast-time slowing debuff.Tunnel:The tunnel consists of 3 subzones, two minibosses and poses the only real challenge in this encounter. The execution of the tunnel is crucial and must be done quickly and effectively to prevent hanging out the arena group to dry. You don't neccesarily need an AOE tank to complete this area, but it doesn't hurt. So here, we use 1 tank, 2 ranged dps and one healer. In the first zone you will have about a half dozen trash mobs lined up in rows of three. Nothing much too them, BUT in the background of zone 1 will be miniboss one who will hold up his hand to signal he's about to launch this destructive vapor at one half of the hallway. If he raises his right hand, the tunnel group must all quickly move to the left side of the tunnel. If he raises his left hand, the group must move to the right. Do what this post says, get the hell out of it. If anyone dies to this, you likely won't get Thorim down in time. This isn't too disimilar from the Skadi encounter in UP. Once you take out the mobs in front of boss 1, you'll engage him. If you do what it says above, he's not tough.Next you'll enter Zone 2. This part is why you want Range instead of melee in the tunnel. In addition to what's described above, you want to stay spread out by 10yards. (Use /range on your DBM.) The 2nd miniboss will have a damaging ability that will affect a target and everyone else within 10 yards of the target. You want the tank to grab the miniboss at the top of the stairs and have everyone else hugging each side of the wall on the staircase - that should establish the 10 yards range you need. Do NOT have anyone go past the top of the stairs until miniboss2 is down or your healer will lose LOS.As it says above, burn him down quick, but I'd say you want to kill the acolytes first due to their healing abilities. In the third zone of the hall, you just want to walk up to Thorim and force him to jump into the arena. The only thing you need to do here is hug the right side of the wall because there are orb-like objects in the center of zone3 that will hinder your path to Thorim.----Thorim phase:The only addition I'd make to the above post is that the cone damage ability of his is the one we're most focused on avoiding. Get out of that Lightning Charge when you see it charging up. Get behind him even, if you can, for good measure. If it hits you, you can't expect to live.
7-22-2009 @ 11:22PM
Another option with the first part of the tunnel is to have the tank pull the adds back around to the tunnel start. The healer can be LoS'd around the corner. Pull them over and kill them there, that way you don't even have to worry about moving side to side until you're ready to go for the mini-boss.Not the best option if you're going for hard mode, but for normal mode it makes things cake.
First time? A confirmation email will be sent to you after submitting.
Members enter your username and password.
Enter your AOL or AIM screenname and password.
Please keep your comments relevant to this blog entry. Email addresses are never displayed, but they are required to confirm your comments.
When you enter your name and email address, you'll be sent a link to confirm your comment, and a password. To leave another comment, just use that password.
To create a live link, simply type the URL (including http://) or email address and we will make it a live link for you. You can put up to 3 URLs in your comments. Line breaks and paragraphs are automatically converted — no need to use <p> or <br /> tags.