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Posts with tag Durumu-the-Forgotten

Totem Talk: Restoration and the Throne of Thunder, Part 4

Every week, WoW Insider brings you Totem Talk for elemental, enhancement and restoration shaman. Want to be a sultan of swing healing? A champion of Chain Heal? Totem Talk: Restoration, brought to you by Joe Perez (otherwise known as Lodur from World of Matticus and content creation at InternetDragons.TV), shows you how

Turtles and Hyrdas have a special place in the sewers of the Isle of Thunder. Their existence does sort of answer the question about what happens when turtles and snakes find their ways into the refuse of an empire full of magic and chemical experimentation. I mean, I know that was a burning question for me before this raid tier started. But now that you've stomped shells and knocked out a few one eyed monsters tentacle things, I'm sure you think you've done it all. Well, there's more to do still.

As you dive deeper into the sewers looking for a way back into the main castle, there is still a great number of horrors that await you. Well, rather, they're waiting for you so that they can try to eat you whole. The good news at least is that they mark the midpoint on the way to the final encounter with the Thunder King himself.

This will not be a comprehensive boss guide, instead this will be a quick run down on things that you, as a resto shaman, should be aware of or tips to help make your healing of the encounter easier.

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Filed under: Shaman, (Shaman) Totem Talk

Bashiok clarifies changes to Durumu

Durumu the Forgotten
Last night, Blizzard released some hotfixes that mostly focused on the Durumu encounter in Throne of Thunder. Today on the general forums, community manager Bashiok has responded to a few player questions and clarified some of the rationale behind the changes, as well as announcing that another small hotfix to the encounter will be deployed later today. This newest change will see the death-beam during the maze phase dissipating slightly sooner than before, to balance against the fact that it now moves faster than it did prior to the hotfixes. The sum of these changes should help out those players who were struggling with the fight due to graphics and visuals.

Just wanted to follow up with some additional information, as we've seen a few questions since the changes.

In a hotfix yesterday, we changed two elements of the Durumu Eye Sore mechanic, or the "maze" as it's more commonly known. First off, we applied a small client patch to increase the visual fidelity of the fill graphic itself, giving the effect less vertical height and hopefully making it easier to see the safe spots as they appear. Feedback on this change has generally been positive. Separately, at the same time we made some adjustments to the logic of how the maze is drawn with respect to the movement of the Disintegration Beam. One of the less intuitive aspects of the original maze mechanic was how it would begin drawing behind you, and how the right thing to do was actually to turn around and back up, towards the approaching death beam, in order to safely enter the forming maze. Why would any sane person want to move closer to a death beam?!

We generally are extremely cautious about making gameplay adjustments to encounters once players have already learned them, but in this case the opening of the Halls of Flesh-Shaping LFR wing highlighted the fact that the mechanic was a particular source of confusion to many players, and the longer we waited to make any adjustment, the more disorienting it would be if we did change anything. So what we did was make the maze immediately begin drawing in front of the player as the beam activates, so that you never need to turn around and run towards the beam. This also effectively gives players a slight head-start on the beam as it begins to move. To maintain the same sense of urgency, the beam does move slightly more quickly now, so that it will, over the course of the phase, catch up to players and negate that head start. But the player movement required once you're actually running the maze should be unchanged. We have noted, however, that at the very end of the maze sequence, it can now feel like the fast-approaching death ray is going to reach you, making it feel like you're stuck between a rock and a hard place. To address that concern, we are making another adjustment today, which will cause the death ray to dissipate a few seconds earlier at the end of the maze.

Filed under: News items, Hotfixes, Mists of Pandaria

Throne of Thunder: Halls of Flesh-Shaping Raid Finder bosses in 5 seconds

Throne of Thunder Halls of FleshShaping Raid Finder bosses in 5 seconds
The third wing of Throne of Thunder Raid Finder was unlocked this week after a short break from the last one. After our previous 5-second guides to the first and second wings, how could we abandon you now? You've almost made it through. If you thought the beasts in the Forgotten Depths were rough, just wait until you meet your new friends in the Halls of Flesh-Shaping. Here's a quick rundown to quickly share with your Raid Finder buddies (thanks for the help Lucid guildies!).

Durumu the Forgotten

There will be a tank swap, taunt at around 4 stacks of Serious Wound. Step into Life Drain to intercept. During phase two, the raid should split itself between the yellow, red, and blue cones. Move each cone around until the three fog adds are revealed, and kill them. Move out of Force of Will and pools on the ground. During the third phase, be patient and navigate the purple maze while keeping ahead of the death beam. In the maze, stuff on the ground hurts, so stick to the cleared melee or ranged path. Tip: Point your camera downward to better view the cleared maze pathing.

Primordius

Kite the boss to prevent him from picking up too many Living Fluids, and kill them. Tank swap at around seven Malformed Blood stacks and avoid dragging him over the purple Volatile Pools. Only tanks should stand in front of the boss. Collect the red Mutagenic Pools on the ground dropped by Living Fluids to become mutated, DPS the boss. Avoid the red pools when you are mutated.

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Filed under: Raiding, Raid Guides, Mists of Pandaria

Blood Pact: Thundering on and on about raid gear in patch 5.2

Blood Pact Thundering on and on about raid gear in patch 52 MON
Every week, WoW Insider brings you Blood Pact for affliction, demonology, and destruction warlocks. This week, Megan O'Neill maybe decides that commenter-suggested Zul'duar is the better name than Thund'uar for the troll-like Ulduar raid instance, Throne of Thunder.

I mentioned last week that I'd discuss the changes for warlocks while listing out loot in the new raid instance. I may have fibbed a little. I tried to slide in patch change discussion without it reading like I shoved two posts into the space of one, and I miserably failed.

You can read the latest patch notes for yourself, but the PvE DPS gist is that affliction's petless power days are diminished if not over and demonology might be the new top dog. PvP warlocks might be more interested in Blood Fear's metamorphosis from an offensive fear to the Nature's Grasp-like Blood Horror and Soul Leech's change from a trickle heal to a stacking shield.

Regarding of whether you chase Conquest or Valor Points, we warlocks will have a major problem in patch 5.2. I'm not talking about the endless debates of whether fire should be green or whether warlocks should always have a minion at their side.

I'm talking about the removal of the imp ability Blood Pact, due to Dark Intent gaining the 10% Stamina buff to its effect. Future warlocks will wonder what this column is named for!

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Filed under: Warlock, (Warlock) Blood Pact, Mists of Pandaria

Lichborne: More death knight loot from patch 5.2's Throne of Thunder

Lichborne More death knight loot from patch 52's Throne of Thunder
Every week, WoW Insider brings you Lichborne for blood, frost, and unholy death knights. In the post-Cataclysm era, death knights are no longer the new kids on the block. Let's show the other classes how a hero class gets things done.

We continue our loot preview this week by delving into the Forgotten Depths and Halls of Flesh-Shaping in the Throne of Thunder. The same disclaimers apply as did last week. Since this is based on PTR information, drops can change. In addition, this preview focuses on normal gear, so your gearing priorities may change if you get Thunderforged gear or heroic gear.

With that in mind, lets dig in and see what the next six bosses of Patch 5.2's Throne of Thunder raid have to offer.

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Filed under: Death Knight, (Death Knight) Lichborne

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