What's up guys, and welcome back to the Throne of Thunder raid guide. My name is Lore, and this video will cover Durumu the Forgotten, the 7th boss of the Throne of Thunder raid instance. Durumu is another very complex fight, both in terms of mechanics and execution, but fortunately, we can break a lot of things down into smaller parts. Let's start with a few of his main abilities that he'll be using regularly throughout the fight.
First up is Hard Stare. This is another tank swap mechanic -- if you've gotten this far in the instance, you should be used to these by now. It does a fair amount of damage and applies two separate debuffs. The first, Arterial Cut, is a fairly heavy bleed effect that will remain on the tank until they're completely healed to full. The second, Serious Wound, is a stacking debuff that reduces healing received by 10% per stack, which will obviously make it more difficult to top the tank off to remove Arterial Cut as it stacks.
Now, the most obvious way to deal with this, like I mentioned before, is to just have tanks swap aggro to make sure stacks reset. However, it's worth noting that both debuffs can be cleared by Hand of Protection. I've heard of some guilds using this to effectively allow them to single tank the encounter. The stacks will fall off naturally at certain points of the fight, so a well-timed Hand of Protection with the tank using a cancelaura macro to remove it would actually make that possible. We didn't use that strategy ourselves, but since it is actually very possible to hit Durumu's 10-minute enrage timer, that could help make a difference by allowing you to bring in an extra DPS.
Moving on, there's a few abilities that Durumu will cast on the raid. Force of Will is one of the more important ones. He'll put a relatively small cone on the ground in the direction of a random raid member, and very shortly afterward will knock anyone still standing in that cone off of the platform. Now, falling off the platform is an instant death here, and what's worse, it doesn't appear that you can actually battle rez anyone who dies that way -- the couple of times we've tried, they actually died again, still off of the platfom, as soon as they accepted the rez. So, don't get hit by Force of Will.
Next up is Lingering Gaze. He'll mark a few players in the raid as targets; you can see who is marked by the small arrows over their heads. Shortly afterwards, he'll fire a projectile at each of those players that, when it hits, will deal a chunk of Shadow damage and leave a void zone on the ground that causes extra shadow damage and slows anyone standing in it. Those void zones last for the rest of the fight.
Now, since there is plenty of time before the projectile actually hits, you can be very particular about where exactly these void zones are placed. We chose to drop them in the center ring of his platform -- not directly on the boss where melee will end up in them, but not too close to the edges either. I'll explain why we put them there in detail a little later. You can also lay the void zones on top of each other by stepping into an existing one right as the projectile is about to hit you. Obviously you don't want to hang out in one of them for too long, but this is a good way to keep from spreading them out too much and running out of space.
The last of Durumu's basic abilities is a Life Drain. This targets a random raid member and lasts for 15 seconds. Whoever it's currently hitting will be stunned, take damage over time, and heal the boss for the amount of damage taken. Now, the damage and healing will increase the longer it's on one target, but you can swap it off onto someone else by having them step into the beam. The more you can swap this, the better, as it translates into significantly less healing on Durumu himself. Since this is 25-man, there should be plenty of people available to do so, and we didn't feel the need to assign anything in particular here. Just have whoever is nearby trade off as much as possible. Note that melee DPS will want to stay at maximum melee range as much as possible to make sure there's room for someone else to step in front of them, should they wind up taking the beam.
Those are the most basic of Durumu's abilities, and you'll be dealing with those for the majority of the fight. However, he has two sort of mini-phases that you'll need to handle as the fight goes on. The first and by far more complicated of these is the Colorblind phase.
At the start of the Colorblind phase, three players will be targetted by three distinct beams: one red, one yellow, and one blue. After a few seconds, Durumu will point a cone of the same color in the direction of those players. The yellow cone will move on its own, relatively slowly in a random direction, but the blue and red cones will continue to follow whoever is fixated by the blue and red beams. Note that the blue and red beams can actually jump to a different player when the cones activate. It never jumps to someone very far away, but it does mean that the person who has the beam initially may not end up being the same person moving the cone.
Now, the cones do two things. All three cones will deal some damage split between everyone inside, and apply a stacking debuff that will increase that cone's damage over time. That debuff lasts for the entire fight. Secondly, there will be several hidden adds around the edges of the platform -- three red, and one blue. Aiming the cone at an add of the same color will reveal it, allowing it to be killed but also causing it to start dealing extra damage to everyone standing in that cone. More importantly, moving the cone off of an add once it's been revealed will cause that add to start channeling a spell that deals massive damage very quickly to the entire raid. If that happens, it's pretty much a raid wipe.
Note that you do get a short glimpse of where those hidden adds are going to be in the brief period of time while the colored beams are out but the cones haven't activated yet. There will be small red or blue colored splashes on the ground in the areas where the adds are going to spawn. In order to end the Colorblind phase, you'll need to kill all three of the red adds. If the blue add dies, he just respawns somewhere else on the platform. So your goal is to kill the three red adds as quickly as possible here, by moving the red beam over top of them, killing them, and then moving on. What makes this especially challenging is the fact that the people aiming the cones are totally random; any non-tank can be targetted for the beams. So, our strategy focuses on making dealing with this phase as simple as possible.
First, we have whoever is marked with the yellow and blue beams head to two designated locations on the platform -- that's the yellow and blue markers, as you can see here. The way we've positioned them, that leaves a good portion of the rest of the platform open for whoever's got the red beam to try and get near one of the red adds. Remember, you do get a brief look at where they're going to spawn while all this is going on. To help with that, we have anyone who spots where one of the red adds is going to spawn call it out over voice chat. That's what the rest of the markers are for -- to make it easier to give the general location of a red add. For example, we might call that one is "to the right of green" or "between blue and purple." So again, the people targetted with the yellow and blue beams just run to the yellow and blue markers, and the person with the red beam tries to line up with where one of the red adds will spawn.
We also split our raid up between the three cones to help soak the damage. For the yellow cone, we have the tanks plus 2 or 3 assigned ranged DPS with strong survivability cooldowns, such as Warlocks or Shadow Priests. We alternate who those extra ranged DPS are, just to help keep damage down from the stacking debuff, but that's not completely necessary. The rest of the DPS goes to the red cone, while the healers go to the blue cone. Everyone should try to be in those positions before the cones actually activate, but keep in mind that these are just loose assignments -- if someone has a beam, that takes precedence. So if, for example, a DPS ends up aiming the blue cone, they'll stay over with the healers and should just DPS the boss instead of running off to the red cone.
Once the cones are spawned, the yellow beam disappears, so whoever was aiming that can go back to their regular assignment and the tanks and assigned ranged DPS should just follow the yellow cone around. Whoever has the red cone should start moving around the platform until an add is revealed, and then wait for it to be killed before moving on. They really don't have much health, so that shouldn't take too long. Do NOT move the cone off of an add once it's been revealed; like I said before, that's basically a guaranteed raid wipe. Note that you don't want to move too quickly, as you want to be sure that everyone keeps up so that the damage is being split properly, but you also don't want to move too slowly, as the longer this phase lasts, the more damage everyone takes. It can be a tough balance to strike, but it just takes a little practice.
That just leaves the blue cone. The blue cone does not move under any circumstances. Even if whoever had the blue beam doesn't make it to the right place in time, once that cone is active, you do not move it. If necessary, the rest of the blue cone soakers should move to it, not the other way around. This is because you want to avoid revealing the blue add if at all possible. Remember, it just respawns if it dies, so you're not going to worry about killing it at all, and if it is revealed, it will start to do extra damage to anyone standing in the blue cone. That said, if it does get revealed, you'll just have to heal through the extra damage. There really isn't time to kill it, and it doesn't cause so much extra damage that you can't just muscle through. Just make sure that, no matter what, if it does get revealed you do not move the blue cone off of it.
Now, as the red and yellow cones are moving around the room, there will almost certainly be situations in which the cones overlap each other. Don't worry about that too much. The damage from both cones will be split between a lot of people at that point, and the debuffs won't have stacked much, if at all, from the cones that people aren't normally in. If anything, we've found that it's actually easier to heal through the damage when this happens. Just keep on killing red adds as quickly as possible and keep the blue cone still, no matter where the other cones happen to be positioned. Once the red adds are dead, the Colorblind phase is over. Note that although Durumu can still use Lingering Gaze and Life Drain during this phase, he will not cast Force of Will. That means you don't have to worry about moving out of it while standing in a cone, but it also means you'll get one almost immediately after the phase ends.
There's still one more mini-phase to this encounter: the Disintegration Beam. This is a very C'thun or Lurker Below style eye beam attack, but with an extra twist. When he starts casting this, the whole raid needs to get in front of him, as shortly afterward he'll start to cover the platform in Eye Sores, smoke-like void zones that do a massive amount of damage very quickly to anyone standing in him. These will start spawning either to the immediate left or right of durumu and swing out in either a clockwise or counter-clockwise fashion, always filling the area behind him before swinging around in front. When the eye sores start spawning, the whole raid needs to move to the side where they first spawn in; we found it helpful to have someone calling out which side on mumble. Note that the beam itself does no damage while the eye sores are still spawning.
At first, the eye sores will cover the entire area. However, just before they reach the raid, assuming you're moving to the side they spawned at, you'll start to see a safe path in the eye sores that spawn behind you. You'll need to get into that safe area as quickly as possible. You can do this either by moving slightly towards the beam into the safe zone you can already see, or simply by lining up with where it looks like the path is going to lead, and adjusting quickly if necessary before taking too much damage. The first option is a little easier but will give you less of a lead on the Disintegration Beam when it starts moving. We opted to just try to line up with the path to give ourselves a little more distance from the beam.
Once the entire room has been covered in eye sores, Durumu will start to swing the beam around the room, in the same direction that the eye sores were spawning. At this point, if you touch the beam, you die, so the whole raid needs to run from it as quickly as they can. However, there's still eye sores covering the room. This is the tricky part. As the beam moves, some of those eye sores will despawn to continue the safe path you should already be standing in. You need to follow that safe path around the room while you run from the disintegration beam. Fortunately, while this is going on, Durumu doesn't use any of his other abilities, so the only thing you have to worry about is following the path as quickly as you can.
Now, there's actually two safe paths -- one out near the edge of the platform, as you can see here, and one closer to the boss. There are advantages and disadvantages to following either track. The outside track is wider and a bit easier to line up on ahead of time, but the inside track is close enough to the boss for melee DPS to reach him, and makes it easier to keep distance on the beam. Which track you choose is entirely up to you, and I recommend giving each one a try with your group, however, you do need to choose one. That's because of the Lingering Gaze void zones you'll be dropping on the ground during the rest of the fight. Remember, those slow you down when you're in them, and if you're tripping over them while trying to run from the beam, you're going to have a bad time. We found that, for our group, we were having more success dropping the Lingering Gaze void zones on the inner ring and following the outer track. If you decide to try the inner track instead, just be sure that everyone is dropping Lingering Gaze as far to the edge of the platform as possible.
Like I said, this is a pretty complex encounter that requires everyone in your raid to have a pretty good understanding of what goes on, especially for the Colorblind phase. It's one that can definitely take quite a bit of learning, so don't be discouraged if you get stuck on this one for a little while. Fortunately, there's two much easier bosses right after Durumu, so once you do get him down, you have that to look forward to.
04-02-2013, 06:32 AM
Do you still use this strat? Only reason I ask is because colorblind is way too overcomplicated and Lingering placement could be much better.
04-03-2013, 09:03 AM
Originally Posted by Capricieux
Do you still use this strat? Only reason I ask is because colorblind is way too overcomplicated and Lingering placement could be much better.
Have you got a better suggestion?
04-04-2013, 07:38 PM
Yes, actually. Drop Lingerings on the outer circle, set up markers to dictate where each colored focus beam needs to go (red for red, etc; Set grp 1 to Blue, grp 2 to Yellow, everyone else to Red), and have everyone move with melee on Eyesore phase. :D (Especially given that they nerfed the paths so they're a mile wide now compared to the first week.) Yes, I'm talking 25 man.
04-05-2013, 01:59 AM
OK - I think the vid did mention inner ring maze/outer ring lingering as an option, and the markers were handled that way (but with a couple of extra markers to aid communication)?
Any tips on running the inner path? We gave it a go but found it hard to see the safe path on the inner ring with so many players on that spot (in fairness, didn't give it many attempts before switching the ranged back to outer ring).
04-05-2013, 07:26 AM
I actually have a vid of our first kill (which doesn't reflect the changes made to the Eyesores), but what it really boils down to is patience. The Disintegration beam will 'light up' the path, and now it shows roughly 10 yrds or so into the muck; it also moves oh so slowly so there is plenty of time to react. Have someone marked you can trust and have everyone stack up on top of them. It helps to have your camera angled almost straight down too (and zoomed out). I know there's a lot of complaining on the forums about the graphic so it may or may not be changed in the future. As a side note, be careful with splink on that phase. ;) As for colorblind phase, the way he described it had me utterly confused.