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Thorim (10 Man) Strategy Guide

by Glister
This is not a main guide. We have published it to share it with the WoW community, but it may go out of date over time. This is copyright material. Please respect the work of the author and ourselves and do not copy it.

Strategy

Phase 1

As you look into Thorim's room you will see a pack of mobs already there. One tank will grab the large Wurm and face it away from the raid. It has a nasty poison breath. The raid will burn down the Acolyte first and then burn down the Wurm followed by AoE'ing down the rest of the mobs who don't really do anything special.

Phase 2

The raid splits here . A small group (1 tank, 1 healer and 1 DPS class should be enough, a 2nd DPS can be sent through if you are struggling) will run the gauntlet by leaving through the now open gate at the left hand side of the room. The rest will stay in the arena below Thorim and deal with that side of the encounter.

Arena
The group in the arena will be the larger proportion of the split. There are several mobs who will appear in the room continually until the start of phase 3.

Dark Rune Warbringer: This one appears first and isn't very special aside from the fact that he brings an Aura of Celerity which brings an attack and casting speed increase to any adds around him. A priest can be designated to mind control one of these to ensure that the raid gets this Aura of Celerity too.

Dark Rune Evoker: This one is the second to appear and first priority target. If allowed to be up too long he will heal those around him for a lot. He needs to be focused down quickly when spawned.

Dark Rune Champion: This one is the next to appear and easily identifyable as he looks completely different to the others. He is the second priority on DPS focus and does a lot of melee damage.He has a Whirlwind ability, so he will cause AoE damage to any in range and also applies a Mortal Strike debuff to the tanks. Healers should be aware of this.

Dark Rune Commoners: This one is the last to appear and tanks should merely ensure that they don't irritate the healers. They will die to random AoE and are lowest on DPS priority.

Thorim himself will also be attacking from up on his platform. He will throw his Stormhammer at random people which will stun the person and silence anyone within the radius of that person for a short time. He will also charge the Pylons around his room which will cause a Chain Lightning effect. Deadly Boss Mods will give a strong warning if you are the target of one of these Pylons and you need to move sharpish.

Gauntlet
Meanwhile the other group will be running the Gauntlet, making their way through to Thorim himself to start the third phase. They will meet a bunch of trash packs and 2 mini-bosses. Before the first trash, they will meet Acolytes which are the same as in the Wurm pack and these need burning down first and they will also meet Iron Ring Guards. Thes have a Whirlwind ability that has a knockdown and also an Impale ability which is a heavy ticking DoT that can only be removed by healing the afflicted back to full health.

While you move through the trash packs you will be able to see the large Construct that is the first miniboss. He'll be constantly charging up Shockwaves in either one of his hands. It is important that one person watches for which hand is being charged and the raid moves to the opposite side quickly. The Ring guards have their Knockdown so move early. Once you engage the miniboss these will stop.

First Miniboss
Smash - This is a frontal cone AoE ability that does a lot of damage. - Everyone except the tank needs to be behind him.

Runic Shield - This does damage reduction and arcane damage to anyone hitting it (assume melee unless someone says otherwise.)

Random Charge - This does some damage and knockback - this can be followed by Smash fairly quickly so people need to get behind him again quickly after the Randon Charge.

After the boss dies, the door opens and more trash packs ensue before the second miniboss.

This time you have the same Acolytes and this time the Iron Honor Guards have a cleave, hamstring and a targettable stun. As usual the Acolytes die first.

Second Miniboss He has a short range AoE which will damage and knockback people in melee range.

Runic Detonation: This roots a target and explodes him after 4 seconds. People need to move away from the afflicted. This happens during the encounter a lot, so people need to be very mobile.

Once he is dead, the final door opens leading to Thorim. Someone merely needs to run to him and slap him with something.

Stay off the circles on the floor leading to him since these will immobilise you for some time if you step in them.

Phase 3

Thorim jumps down into the Arena and the Gauntlet group should follow him and help to clean up any adds. The Gauntlet tank should be the first to engage Thorim.

Unbalancing Strike - This is an attack on the main tank which does a chunk of damage and most importantly lowers defense. This can make the tank crittable so the tanks work in a rotation Taunting after each Unbalancing Strike.

He will occasionally cast a Chain Lightning so the rest of the raid should spread out. It has a 10 yard range so try where ever possible to use your range monitors.

He will also continue to Charge his Pylons. These will send a bolt of lightning directly to him and this will hit and damage anyone in it's path. Move away from it quickly.

You need to burn him down.
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Guide Author: Glister
Guide Posted: 28th Apr 09

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