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Thorim (25 Man) Strategy Guide

by Nellorae
This is the main guide for this boss. We will attempt to keep it up to date, so feedback is appreciated. This is copyright material. Please respect the work of the author and ourselves and do not copy it.

Raid Composition

For this boss, your raid will encounter an initial pack as a unit, then divide roughly in half to handle two separate tasks in Phase 1, and then recombine to fight Thorim himself in Phase 2.

You will want to plan out your divisions before you start the initial pack. In general, your hallway half will need 1 tank (2 in 25 man), 1 healer (2 in 25 man), and the rest to be ranged-heavy DPS. Your arena half will need 1 tank (2 in 25 man), 1 healer (3-4 in 25 man), and the rest should be melee-heavy DPS. See below for more details on how to best split up healers and DPS.

10 Man Overall Composition
2 tanks - During Phase 1, 1 tank will MT for each half of your split raid. During Phase 2, the two tanks will take turns Taunting Thorim.

2-3 healers - During Phase 1, at least one healer will need to be in each half of your split raid. If you find your raid needs a third healer, have them stay in the arena half of your raid during Phase 1. Put an AoE healer in the arena, and a direct healer in the hallway, if possible. During Phase 2, both (or all three) healers will need to keep an eye on the raid as a whole, as damage is spread out on this fight, especially in hard mode.

5-6 DPS - a good balance of ranged and melee will be best, to keep things even during Phase 1. You will need at least 1 ranged player capable of crowd control ("CC") in the hallway half of Phase 1 (2 in 25 man).

You will want to make sure there is at least 1 capable dispeller and at least 1 dependable interrupter in your arena half of the raid in Phase 1 as well, regardless of whether they are tanking, healing, or dealing DPS. Some form of nature protection is useful, but don't use nature resistance gear. If you are doing hard mode, some form of frost resistance is also useful but, again, no resistance gear is really warranted.

25 Man Overall Composition
2-4 tanks - During Phase 1, 1 tank will MT for each half of the split raid. Depending on your tanks, you might find it useful to have an OT on either or both halves, as well. During Phase 2, your raid will need two MT's to Taunt off each other in rotation.

4-5 healers - During Phase 1, split your healers so that at least two with instant casts/HoTs are in the arena half of your raid, and at least 2 others are in the hallway half. After that, add additional healers to the arena half as necessary to keep everyone alive. During Phase 2, assign at least 2 healers to healing whichever MT has aggro, and have the other two watch the raid for spikes of damage from Thorim's lightning casts.

14-19 DPS - A good balance of ranged and melee players will work best to keep things balanced in Phase 1. Make sure there are at least 2 good sources of CC to go with your hallway half of the raid in Phase 1, and at least 1-2 dispellers and interrupters for the arena half of Phase 1. As in 10 man, some form of nature protection is useful, but don't use nature resistance gear. If you are doing hard mode, some form of frost resistance is also useful, but again, no resistance gear is really warranted.


The Fight


Thorim starting positions

Upon reaching Thorim's room, you will see an arena-like setting, with several humanoid mobs (captured members of the opposing faction) fighting a jormungar worm, with Thorim and Sif looking down on the fight from a balcony in the back of the room. Your raid must defeat these mobs in order to activate a lever that, when pulled, opens the way to Thorim's balcony.

Once the hallway is open, half your raid will need to clear their way through it while the other half stays on the arena floor to kill the waves of mobs that jump down there. The half of your raid that takes the hallway has 5 minutes to reach the balcony after the lever activates, or Thorim will enrage all the adds, and wipe the raid.

If they reach the balcony before Sif leaves (roughly 3 minutes after the lever activates), then Sif will help Thorim fight. This constitutes the hard mode of the encounter, so if you don't want to do hard mode, have the hallway half of your raid wait until she leaves to run up to Thorim. From the moment your raid engages the initial pack until Thorim is dead, you will be in combat, so make sure everyone is prepared before going into the room.

Phase 1 - The Gauntlet


Initial Pack

The initial pack will consist of the following:

1 Jormungar Behemoth (~280k HP in 10 man, ~800k HP in 25 man)
Melee swings for ~6-7k in 10 man, ~11-13k in 25 man.
Casts Acid Breath - a frontal cone AoE, inflicting nature damage to all in its path (~6k in 10 man, ~12k in 25 man) and leaving a nature damage DoT that ticks every 2 seconds (~1500 in both 10 man and 25 man).
Casts Sweep - a physical hit (~3500 in 10 man, ~6k in 25 man) and 3 second knock-down on the current target.

1 Dark Rune Acolyte (~35k HP in 10 man, ~135k HP in 25 man)
Casts Greater Heal on allies (~40-50k heal in 10 man, ~95-115k heal in 25 man).
Casts Renew on allies (15 second HoT that ticks for ~9-10k in 10 man, ~13-14k in 25 man).
Casts Holy Smite on random raid members, striking them with Holy damage (~5-6k in 10 man, ~7.5-9k in 25 man).

1 Captured Mercenary Captain (~140k HP in 10 man, ~550k HP in 25 man)
Melee swings for ~7-9k in 10 man, ~12-13k in 25 man.
Uses Devastate - hits for physical damage (~4-5k in 10 man, ~7-9k in 25 man) and applies a Sunder Armor effect that stacks to 5.
Uses Heroic Strike - hits for physical damage (~8-9k in 10 man, ~17-18k in 25 man).

3 Captured Mercenary Soldiers (~140k HP in 10 man, ~400k HP in 25 man)
Melee swing for ~3k in 10 man, ~4k in 25 man.
Uses Shoot - hits for physical damage (~2-3k in both 10 man and 25 man).
Uses Barbed Shot - hits for physical damage (~3.5k in both 10 man and 25 man) and leaves a DoT that ticks for 500 physical damage every 3 seconds and lasts 12 seconds.
Uses Wing Clip - hits for physical damage (~800-1k in 10 man, ~1200-1400 in 25 man) and slows the target's movement speed by 30% for 10 seconds.

Thorim initial pack

The strategy for this pack is very simple. Have a tank pick up the Jormungar and face it away from the raid. Have another tank pick up all of the Captured Mercenaries and the Dark Rune Acolyte. Pile all the mobs together such that AoE can hit them all, but the Jormungar's Acid Breath won't hit anyone but the tank holding it. All DPS should immediately burn down the Dark Rune Acolyte(s) and then AoE down everything else. Healers will want to just keep a good eye on everyone in the raid, and patch heal as needed.

As soon as the last add dies, the lever next to the wall will activate and become click-able. Five minutes later, Thorim will Berserk all adds left alive, and cast Summon Lightning Orb, which will kill everyone in your raid, so move quickly. Someone must open the door into the hall by clicking the lever, and then your raid will need to split into its two designated halves. Roughly half will remain on the arena floor, to defend it from the mobs which jump down into it. The other half will make their way down around the hallway and up the stairs to the balcony where Thorim stands taunting you and throwing his hammer around. They will deal with the mobs found inside as they go.

Running the Hallway

This half of your raid will need to fight their way down the hall, through a second door, up the stairs, and then down another hall to where Thorim stands. If they are fast enough, and get there before Sif emotes about the battle being beneath her station, your raid will get a shot at the fight's hard mode. To do normal mode, they will at least need to get there inside of 5 minutes, or Thorim will enrage and wipe the attempt, causing the whole event to reset, starting with the initial pack above.

Thorim hallway packs

First, your hallway group will encounter 2 packs of adds, each containing:

1 Dark Rune Acolyte
They have the same HP and abilities as the Dark Rune Acolyte in the initial pack.

1 (2 in 25 man) Iron Ring Guard (~26k HP in 10 man, ~130k HP in 25 man)
Melee swings for ~1k in 10 man, ~3k in 25 man.
Uses Whirling Trip - spins around, knocking down raid members in a ~10 yard circle, and stunning them for 2 seconds. This also deals physical damage (~2k in 10 man, ~5k in 25 man).
Uses Impale - Inflicts the Guard's current target with a DoT that ticks every 2 seconds for physical damage (~1k in 10 man, ~2k in 25 man), and continues to tick for a minute, unless the inflicted raid member is healed to above 90% of their life.

For each of these packs, have a DPS player CC the Iron Ring Guard(s) while the tank picks up the Dark Rune Acolyte and everyone burns it down. Then the Iron Ring Guard should be killed (break CC and kill them one at a time in 25 man), before moving forward enough to engage the next set of mobs. Make sure everyone except the tank stays out of range of the Iron Ring Guards when they are not CC'd, so the Whirling Trip hits as few people as possible. Time is of the essence, so kill quickly and on the move, if you can. As one mob nears death, start positioning for the next.

Thorim Runic Colossus Detonations

Throughout the first hallway, the Runic Colossus at the end of the hall will be raising one of his arms and firing a blast of detonations down the length of one side of the hall. Assign a raid member to keep an eye on him at all times, and call out which side the blasts will be on, so your raid can move to the other side, where it is safe. These blasts hit quite hard (~8-9k), so avoiding their damage is important.

Thorim Runic Colossus positions

After the two packs are dead, the hallway half of your raid will engage the Runic Colossus himself. Once he is engaged, he will stop firing detonations, even mid cast. He should be tanked up against the closed door that leads to the stairs, facing the wall, with everyone else piled within 8 yards behind him. Just burn him as quickly as possible, because he will put up the Runic Barrier fairly soon after he is engaged, making it take longer to get him down, and adding strain on your healers.

The Runic Colossus has (~140k in 10 man, ~800k in 25 man) hit points, and uses the following abilities:
Melee swings for ~3-4k in 10 man, ~8-10k in 25 man.
Charge - He rushes to a random raid member, dealing a large amount of physical damage (~4-5k in 10 man, ~7-8k in 25 man) and knocking them back. This has an 8-40 yard range, so if everyone stands within 8 yards of him, he won't use it.
Runic Barrier - This is an instant cast in which he applies a shield to himself, reducing his damage taken by 50% and causing all attackers to take ~1400 arcane damage (in both 10 and 25 man) whenever they hit him. The shield lasts 20 seconds, but there's not enough time to wait for it to wear off. Just be sure that both DPS and healers are aware of this source of damage.
Smash - This deals a large amount (~10-12k in both 10 and 25 man) of physical damage to all raid members within a 10 yard frontal cone. This is why the mob should face a wall, and all raid members but the tank should stay behind.

Thorim Rune Giant Start Positions

As soon as he is dead, the door behind him will open, granting access to the stairwell leading to Thorim's balcony. On this stairwell, the half-raid will encounter more Iron dwarves and another golem, of the varieties below:

1-2 Dark Rune Acolytes
They have the same HP and abilities as the Dark Rune Acolyte in the initial pack.

1-2 Iron Honor Guards (~35k HP in 10 man, ~160k HP in 25 man)
Melee swings for ~1500 in 10 man, ~2500 in 25 man.
Uses Cleave - hits the Iron Honor Guard's current target, and that target's closest ally, for physical damage (~1k in 10 man, ~3k in 25 man).
Uses Shield Smash - hits the Iron Honor Guard's current target for physical damage (~5k in 10 man, ~8k in 25 man) and stuns that target for 3 seconds.
Uses Hamstring - hits the Iron Honor Guard's current target for physical damage (~2k in both 10 and 25 man) and slows that target's movement speed by 50% for 5 seconds.

1 Ancient Rune Giant (~200k HP in 10 man, ~800k HP in 25 man)
Melee swings for ~3-4k in 10 man, ~8-10k in 25 man.
Uses Stomp - hits all targets within 10 yards for physical damage (~7-8k in both 10 and 25 man), and knocks them back.
Casts Rune Detonation on a random raid member, immobilizing them for 4 seconds. At the end of the 4 seconds, they will detonate, causing fire damage (~11-13k in both 10 and 25 man) to themselves and anyone within 15 yards of them.
Buffs all of the Iron Honor Guards with Runic Fortification while he is alive, increasing their damage and attack/casting speeds by 50%, and doubling their hitpoints.

Thorim Ancient Rune Giant Positions

This time around, there are no arm-blasts to dodge, but additional Iron Honor Guards/Dark Rune Acolytes will keep spawning until the golem is engaged. The best way to deal with this is to CC the initial Iron Honor Guards and burn down Dark Rune Acolytes while the tank runs straight up to the Ancient Rune Giant and engages him to stop more from spawning.

The Ancient Rune Giant should be tanked near the top of the staircase, with the tank backed up against a side wall and healers/ranged DPS spread apart on the rest of the staircase, at least 10 yards from the Ancient Rune Giant. All raid members in the hallway will need to watch out for Rune Detonation targets, and move away from those people since they will be unable to move themselves away from the raid. The tank holding the Ancient Rune Giant is a valid target for this attack too. Healers will need to be alert and top off detonated members quickly while keeping the tank up as well.

Once the Ancient Rune Giant is dead, break the CC on one Iron Honor Guard at a time and kill them as soon as possible. It might be necessary to either leave them behind and let them run to the raid when the CC wears off, or to have part of the hallway half of your raid run to Thorim to engage him while the minimum needed to clean up the Iron Honor Guards stays behind, in order to reach the timer your raid is after (5 minutes for normal mode, 3 minutes for hard). Determine which strategy works best for your raid.

Either way, the last bit of hallway approaching Thorim has no additional mobs. However, the big circles on the floor are booby-trapped with an immobilization bubble, so make sure everyone hugs the walls as they run by so they don't get stuck. If anyone does get stuck, don't panic; they will be let free after around 10 seconds.

As soon as any raid member reaches Thorim, he will become engaged in the fight, triggering Phase 2. The hallway half of the raid should jump off the balcony, rejoining the rest of the raid on the arena floor below, and prepare to fight Thorim.

Defending the Arena Floor


Thorim Phase 1 Arena Positions

The half of your raid that remains on the Arena Floor after the initial pack dies will want to clump loosely in the middle of the room (to avoid the effects of Charge Orb), and will then need to keep up with killing the waves of incoming mobs, surviving their damage and that of the abilities Thorim himself uses, until the hallway half of the raid makes their way to Thorim's balcony and triggers Phase 2.

In addition to coating himself in a Sheath of Lightning (which reduces his damage taken by 99%), Thorim will use the following abilities on the arena floor half of the raid:

Charge Orb - This is a 2.5 second cast that charges one of the four orbs along the walls of the room, making it able to cast Lightning Shock.

Lightning Shock will hit anyone within 35 yards of the orb with nature damage (2-3k in both 10 and 25 man).

Thorim throws his Stormhammer at a random raid member, inflicting nature damage (~2-4k in both 10 and 25 man), stunning them for 2 seconds, and causing Deafening Thunder.

Deafening Thunder will hit everyone within 8 yards of the Stormhammer's target for nature damage (~1500-2k in both 10 and 25 man), and silence everyone within 15 yards of the Stormhammer's target for 8 seconds.

Thorim Lightning Charge

The waves of incoming adds (~4-5 mobs each wave) will be a random mix of the following:

Dark Rune Commoner (~9k HP in 10 man, ~25k HP in 25 man)
Melee for ~500 in both 10 and 25 man.
Use Low Blow - which hits a melee-range target for physical damage ( ~150-200 in both 10 and 25 man), and reduces the damage done by the target by 3% for 20 seconds.
Use Pummel - which hits a melee-range target for a negligible amount of physical damage (<20 in both 10 and 25 man), and interrupts the targets' spell casts for 5 seconds.

Dark Rune Evoker (~33k HP in 10 man, ~160k HP in 25 man)
Melee for ~2k in 10 man, ~4k in 25 man (they generally only melee when out of mana; they should die before they run out of mana).
Cast Runic Lightning - a 1.5 second cast, this hits a raid member with nature damage (~6-7k in 10 man, ~9-10k in 25 man). This can be interrupted.
Cast Runic Mending - a 2 second cast on an ally that is both a direct heal (for ~8k) and HoT (3k per tick for 15 seconds) similar to a Druid's Regrowth. This can and should be interrupted. If it lands, it can be dispelled from the mob it hit.
Casts Runic Shield - a 0.5 second cast self-buff that absorbs 40k magical damage, and reduces all physical damage taken by 50%. This can and should be dispelled.

Dark Rune Warbringer (~34k HP in 10 man, ~190k HP in 25 man)
Note: this mob can be Mind Controlled, and doing so will let you give the Aura of Celerity to your raid. Killing Thorim with this Aura active is an achievement, and the Warbringer itself does a great amount of damage to Thorim. If you have a someone who can MC well, have them do it. It's not necessary, but it's a great help. If they are worried about being able to hold the MC long enough, it's also possible to just CC the Warbringer until close to the end of the fight, then Mind Control him and get the Aura for the last few percent.
Melee swings for ~1-2k in 10 man, ~4-5k in 25 man.
Use Runic Strike - which hits current target with nature damage (~5-6k in 10 man, ~11-12k in 25 man).
Grants Aura of Celerity - which buffs all allies within 40 yards, increasing melee/ranged/casting attack speed by 20%.

Dark Rune Champion (~54k in 10 man, ~200k in 25 man)
Note: these are Vyrkul models, the rest are Dwarves; this may help tanks and Disarm-ers pick them out faster.
Melee swings for ~2-3k in 10 man, ~4-5k in 25 man.
Uses Charge - a 8-25 yard range ability that stuns the target for 2 seconds and does physical damage (~8-9k in 10 man, ~14-15k in 25 man).
Uses Whirlwind -the Dark Rune Champion whirls around, hitting targets in melee range for physical damage (~2-3k in 10 man, ~7-8k in 25 man).
Uses Mortal Strike - hitting the target for physical damage (~8-9k in 10 man, ~13-14k in 25 man) and reducing healing taken by the target by 50% for 5 seconds.

Have healers try to stand on opposite sides around the edges of the raid group (to keep from all being hit by the same Deafening Thunder, and a bit out of the main clump, but still close enough to the middle to avoid being hit by the Lightning Shock from a Charged Orb. As much as possible, have them stay out of melee range from the Dark Rune Commoners to avoid being hit with Pummel.

Have tanks pick up as many of the mobs as possible, giving priority to keeping any Dark Rune Warbringers and Dark Rune Champions under control. DPS should use AoE as much as is feasible, but make sure to focus fire down any Dark Rune Evokers as a priority, and make sure someone gets on the Dark Rune Evokers to interrupt their casts. Additionally, having someone ready to Disarm any Dark Rune Champions immediately after they spawn can help smooth out the damage in this phase. Anyone with a means of dispelling should use it on the Dark Rune Evokers to remove their Runic Shields and any Runic Mending that doesn't get interrupted in time.

Because of the effects of Thorim's Stormhammer and the resulting Deafening Thunder, it's useful to have healers with lots of HoTs and instant heals/shields. This half of the raid will take quite a bit more damage than the hallway half, so divide healers accordingly.

Just stay in the middle, and react to each set of mobs as quickly and cleanly as possible to keep up with the pace of the waves. A new wave will come approximately every 30 seconds, and will be a random mix of the above mob types.

Tanks, DPS players, and healers will all need to be on their toes at all times, and know what to do with each mob type to keep things under control.

Phase 2 - Thorim Himself

As soon as the hallway half of the raid engages Thorim, no more mobs will jump down into the arena, but the ones already there will need to be finished off as soon as possible. As the raid halves join back together, Thorim will jump down to the arena floor too, and Phase 2 begins.

Thorim

~4 million HP in 10 man, ~15 million HP in 25 man.
Melee swings for ~6k in 10 man; ~8k in 25 man.


In normal mode, Thorim is debuffed by Touch of Dominion. In hard mode, this is no longer present, increasing Thorim's health and damage by 25%

Thorim uses Unbalancing Strike - which hits his current target for physical damage (~12k in 10 man, ~15k in 25 man), and reduces that target's defense skill by 200 for 5 seconds.

He casts Lightning Charge - a 100 yard range, instant cast spell that randomly charges one of the orbs and, after ~5 seconds, deals nature damage (~17-19k in both 10 and 25 man) to anyone in a 60 degree arc between Thorim and the orb. When it goes off, it also adds a stack of a buff of the same name to Thorim, increasing his attack/casting speed by 15% and nature damage dealt by 10%. This stacking buff serves as a sort of timer on the fight as, after several stacks, his damage will be more than can be healed through.

Thorim also casts Chain Lightning - a 100 yard range, 0.5 second casting time spell used on a random raid member, hitting them for nature damage (~3-4k in 10 man, ~4-5k in 25 man), and then arcing to any other raid member within 10 yards of the initial target. Each subsequent target will take more damage than the last. If this hits more than 2-3 people, the damage will get high enough to start killing raiders outright.

Strategy

Phase 2 is a traditional "tank and spank" fight, with a tank swap and some movement by the raid to avoid AoE. The first MT will want to pull Thorim to near the center of the room (this is about where he lands anyway), and then position him so that he faces his own balcony. The other MT will want to stand on top of the first, and be watching for Unbalancing Strike. The rest of the raid will need to spread throughout the room, with no more than 3 people within any one 10 yard radius to keep from dying to Chain Lightning. This spacing includes melee; they should pile up in 3's behind the boss (see the diagram).

About every 10-15 seconds, Thorim will begin to use Lightning Charge. This will appear as a blue casting rope between Thorim and one of the orbs along the walls. After 5 seconds, everyone within a 60 degree arc centered on that beam will be hit with a large amount of nature damage, and Thorim will gain a stack of the buff. So, immediately when the casting rope appears, everyone should clear out on both sides of it, being careful to still stay spread at least 10 yards from other players as much as possible to minimize the impact of Chain Lightning casts. Having someone in your raid assigned call out which direction the Lightning Charge is going to hit can help keep the raid aware and moving when needed. See the diagram for approximate strike zones for each possible beam. After the Lightning Charge goes off, raid members should spread back into the area and continue casting/healing until the next charge begins.

Other than ranged players staying spread at least 10 yards apart, and everyone moving as necessary for the Lighting Charges, the only other mechanic to deal with in normal mode is Unbalancing Strike. Each time that Thorim uses Unbalancing Strike on the current tank, the other will need to Taunt immediately, or Thorim's next melee strike might be deadly. Healers will need to be aware of the constant tank switching, and be sure to keep heals on the proper target.

Hard mode

In order to try the hard mode of this encounter, during Phase 1 the hallway half of your raid must get to Thorim's balcony before Sif leaves (3 minutes after the initial pack on the arena floor dies). If they successfully do so, Thorim will jump down and start Phase 2 like normal, but Sif will jump down too, and join in the fight.

Sif is immune from damage; she cannot be tanked or attacked. Instead she just casts randomly on the raid, in addition to never casting Touch of Dominion on Thorim, thereby effectively increasing his health and damage over what your raid is used to.

Thorim casts all the same abilities as in normal mode, they just all hit 25% harder because of the absence of Touch of Dominion.

Sif casts the following:

Blizzard - This is an AoE patch of falling ice that moves around the arena floor for 10 seconds before dissipating. Any raid member caught under it will be slowed by 65%, and will take ticks of frost damage (~3k in 10 man, ~6k in 25 man) every second until they run out from under it or until it dissipates. The slow effect from this can and should be dispelled from those it hits.

Frost Nova - This is a 2.5 second cast that freezes anyone within 15 yards of Sif in place, and hits them for frost damage (~6k in 10 man, ~13k in 25 man). The immobilization effect can and should be dispelled off any raider this hits.

Frostbolt Volley - This is an instant cast spell that targets a random raid member and hits them and all other raiders within about 8 yards of them for frost damage (~8k in 10 man, ~15k in 25 man) and slows them by 50% for 4 seconds. The slow effect can and should be dispelled off any raider it hits. This ability has an 8 second cooldown, but she doesn't always use it immediately. Normally this will be cast every 12-15 seconds.


Because Sif herself isn't attackable, this fight really works much like normal mode, except damage on the raid will be higher, and your raid will need to have as many competent dispellers as is feasible to remove all of Sif's slowing/freezing effects. In addition to the strategy and movements listed above for normal mode, everyone should make an effort to avoid coming into melee range of Sif so as to not get Frost Nova-ed, and stay even more spread out to keep damage from Chain Lightning, Frostbolt Volley, and Blizzard to a minimum. Once your raid has killed Thorim (or rather, as with all the Keepers, brought him to 1% health), he will be freed from the spell he is under, and "Sif" will be revealed as nothing more than an illusion sent by Yogg-Saron.

Generally, if you can afford to bring an extra healer to the raid while still maintaining high enough DPS in the hallway to get through it in 3 minutes, and if everyone minimizes the damage they take as much as possible by moving promptly when needed, then this hard mode isn't too much more complex than the normal version of the fight. Just make sure those dispellers have a way to see who needs a dispel, and are on the ball with removing slow effects. Having at least one stack of Aura of Celerity (the buff granted by Mind Controlled Warbringers) on your raid also becomes especially useful in hard mode.

Associated Achievements

(Heroic:) Don't Stand in the Lightning - Defeat Thorim without anyone in your raid getting hit by Lightning Charge. This is self explanatory, and just requires that your whole raid pay attention. Really, your raid ought to strive to get this every week.

(Heroic:) I'll Take You All On - defeat Thorim, the Ancient Rune Giant, and the Rune Colossus. Basically, be part of the hallway half of your raid during Phase 1, and then kill Thorim.

(Heroic:) Lose Your Illusion - defeat Thorim while Sif is present.
Note: this achievement is part of (Heroic:) Glory of the Ulduar Raider, which rewards this tier's 310% flight speed proto-drakes. This is hard mode, as discussed above.

(Heroic:) Siffed - engage Thorim while Sif is present. This is awarded for reaching the 3 minute threshold in the hallway, even if you don't subsequently defeat the hard mode of the encounter.

(Heroic:) Who Needs Bloodlust? - defeat Thorim while under the effects of the Aura of Celerity. See the above for details of this buff from the Dark Rune Warbringers.

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Guide Author: Nellorae
Guide Posted: 28th Jul 09

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