News
Prof.
Class
New 2025!
Raid
New 2025!
Dungeon
New 2025!
Events
New 2025!
Quests
New 2025!
Transmog
Contact
Views: 50
Durumu the Forgotten Detailed Strategy Guide (Heroic Mode included)

2025 Update!
Raid, Dungeon, Quests and Events guides available now!
Boss Icon - Durumu the Forgotten
Introduction

This guide is intended to provide a comprehensive description of theencounter with Durumu the Forgotten in Throne of Thunder. It is targeted at anyonewho desires to understand the fight mechanics.

This guide is updated for World of Warcraft MoP 5.4.

Durumu the Forgotten is the seventh boss in the Throne of Thunder raid.This is a relatively straightforward encounter in terms of strategy, but theexecution must be precise, and there is a great deal of raid damage that mustbe healed.

The fight is very punishing, and even small mistakes can cause players todie.

1. General Information↑top

1.1. Health Values

Difficulty Durumu Crimson/Azure/Amber Fogs
10-man 261M 1.3M
10-man Heroic 392.5M 2.2M
25-man 785M 4M
25-man Heroic 1,17M 6.5M
LFR 430M 2M

1.2. Enrage Timer

Durumu has a hard enrage timer of 10 minutes, after which time he castsObliterate Icon Obliterate, wiping your raid. There is no soft enrage timer.

1.3. Raid Composition

Difficulty Tanks Healers DPS
10-man 2 2-3 5-6
10-man Heroic 2 2-3 5-6
25-man 2 5-7 16-18
25-man Heroic 2 5-7 16-18

2. Loot↑top

2.1. Armor

Item Name Armor Slot Main Stats
Chilblain Spaulders Icon Chilblain Spaulders (LFR, Heroic) Cloth Shoulders Intellect
Leggings of Pulsing Blood Icon Leggings of Pulsing Blood (LFR, Heroic) Cloth Legs Intellect
Lifedrainer's Sordid Grip Icon Lifedrainer's Sordid Grip (LFR, Heroic) Cloth Hands Intellect/Hit
Sandals of the Starving Eye Icon Sandals of the Starving Eye (LFR, Heroic) Leather Feet Intellect
Crimson Bloom Legguards Icon Crimson Bloom Legguards (LFR, Heroic) Leather Legs Agility
Vein-Cover Bracers Icon Vein-Cover Bracers (LFR, Heroic) Mail Wrists Intellect
Aberrant Chestguard of Torment Icon Aberrant Chestguard of Torment (LFR, Heroic) Mail Chest Agility
Links of the Disintegrator Icon Links of the Disintegrator (LFR, Heroic) Mail Waist Agility
Iceshatter Gauntlets Icon Iceshatter Gauntlets (LFR, Heroic) Plate Hands Intellect
Legplates of Reemergence Icon Legplates of Reemergence (LFR, Heroic) Plate Legs Intellect
Caustic Spike Bracers Icon Caustic Spike Bracers (LFR, Heroic) Plate Wrists Strength
Legplates of the Dark Parasite Icon Legplates of the Dark Parasite (LFR, Heroic) Plate Legs Strength/Expertise
Artery Rippers Icon Artery Rippers (LFR, Heroic) Plate Hands Strength/Parry
Treads of the Blind Eye Icon Treads of the Blind Eye (LFR, Heroic) Plate Feet Strength/Parry

2.2. Weapons

Item Name Type Main Stats
Ritual Dagger of the Mind's Eye Icon Ritual Dagger of the Mind's Eye (LFR, Heroic) Dagger Intellect/Spirit
Durumu's Baleful Gaze Icon Durumu's Baleful Gaze (LFR, Heroic) Crossbow Agility

2.3. Cloaks and Rings

Item Name Type Main Stats
Deadly Glare Cape Icon Deadly Glare Cape (LFR, Heroic) Cloak Intellect
Reinforced Mirror-Sheen Cloak Icon Reinforced Mirror-Sheen Cloak (LFR, Heroic) Cloak Strength/Dodge
Durumu's Captive Eyeball Icon Durumu's Captive Eyeball (LFR, Heroic) Ring Intellect/Spirit
Durumu's Severed Tentacle Icon Durumu's Severed Tentacle (LFR, Heroic) Ring Strength/Dodge

3. DPS Requirements↑top

Under the assumptions that a tank does half the damage of a DPS, that theboss enrages after 10 minutes, and that the healing the boss gets fromLife Drain Icon Life Drain is negligible, the DPS requirements are as follows:

  • 10-man with 5 DPS: 76k DPS;
  • 10-man with 6 DPS: 65k DPS;
  • 25-man with 16 DPS: 80k DPS;
  • 25-man with 17 DPS: 76k DPS;
  • 25-man with 18 DPS: 72k DPS.

Keep in mind that there is a lot of movement during the fight.

4. Overview of the Fight↑top

The encounter against Durumu the Forgotten is three-phase fightduring which you must defeat Durumu himself, while also killing severaladds at regular times in the fight. It could be said that this is asingle-phase fight, but we feel that it is easier to understand and learn theencounter if you look at it as a three-phase encounter. The phases are.

  • The Normal Phase. This is the state in which the fight starts,and this is essentially the default state of the encounter. Durumu uses hisless harmful abilities during this time.
  • The Colorblind Phase. 30 seconds after the start of the fight,and roughly every 3 minutes after that, Durumu will target 2 raid memberswith a differently coloured cone of light each, and these players will have tomove around the platform (the cones follow them around as they move) until theyare able to reveal the locations of 3 invisible adds. If a cone of light isshone on the location of one of the adds, the add is revealed. The phase endswhen all 3 adds have been killed. During this phase there is intense raiddamage.
  • The Disintegration Beam Phase. About two and a half minutes intothe fight, and roughly every 3 minutes after that, Durumu will enter theDisintegration Beam Phase. For one minute, Durumu will channel a deadly beam of light in front of him, and he will rotate slowly around the platform. Inaddition to this beam of light, the floor of the room will become coveredin extremely damaging ground effects. Only a small safe zone exists, whichmoves slowly around the room with Durumu, and players must stand in thissafe zone to survive the phase.

We have released a video guide for the fight against Durumu. Westrongly recommend watching the video in order to get a better visual idea ofthe fight.

5. Class-specific Advice↑top

On our forums, we are maintaining threads with class-specific advice for each of thefights of Throne of Thunder. So, make sure to check them out, and if you have things toshare, do not hesitate to contribute!

6. Normal Phase↑top

6.1. Abilities

Durumu is stationary in the center of his platform. If there are notargets in his melee range, he will spam Gaze Icon Gaze at the raid, dealing alarge amount of damage and eventually killing everyone.

It should be mentioned that all of the abilities that Durumu uses duringthe Normal Phase also occur during the Colorblind Phase.

  • Hard Stare Icon Hard Stare is a damaging attack that Durumu often casts on hiscurrent target. It deals damage and applies two debuffs to the target.
    • Serious Wound Icon Serious Wound is a stacking debuff that reduces the healing receivedby the target.
    • Arterial Cut Icon Arterial Cut is a bleed effect that can only be removed if the targetis healed to maximum health.
  • Force of Will Icon Force of Will is an attack that Durumu regularly spams. The bosstargets a random raid member with a narrow cone effect, and a few secondslater, any players standing in this cone are knocked back.
  • Lingering Gaze Icon Lingering Gaze is a spell that Durumu regularly casts at random raidmembers (2 in 10-man, and 5 in 25-man and LFR). The boss fires Shadow bolts atthe locations of these players, which deal a moderate amount of Shadow damagein a 15-yard radius when they land, and which leave behind a void zone thatlasts until the end of the fight. Players who stand in these void zones takedamage every second and have their movement speed progressively slowed.
  • Life Drain Icon Life Drain is an ability that Durumu regularly casts. He summons aHungry Eye, an unattackable and untargettable NPC which channels LifeDrain on a random raid member for 15 seconds, dealing damage to them everysecond, and healing Durumu for the life it drains. The channel can beintercepted by any players who place themselves between the Hungry Eye and itstarget, and this causes the Hungry Eye to drain life from them instead. This isbeneficial, because the eye deals increasing damage the longer it stays ona single target.

It is worth noting that in the case of Force of Will Icon Force of Will andLingering Gaze Icon Lingering Gaze Durumu also creates a specific NPC that actually uses theseabilities against your raid (a Mind's Eye and an Appraising Eyerespectively), although this is not something that has any relevance.

6.2. Strategy

During this phase, your raid will have a relatively easy time, since thisphase acts as the calm before the storm of the other two phases.

  • Have your tanks alternate tanking Durumu, so that Serious Wound Icon Serious Wound doesnot prevent the healers from topping off the tanks to rid them ofArterial Cut Icon Arterial Cut.
  • Have raid members position the void zones left behind byLingering Gaze Icon Lingering Gaze in such a way that they do not hinder your raid's movement.Make sure no one stands in these void zones.
  • Make sure that everyone moves out of the cones created byForce of Will Icon Force of Will, so that they do not get knocked back.
  • When a player is targeted by Life Drain Icon Life Drain, have one or two otherplayers alternate getting in between that player and the Hungry Eye inorder to minimise the healing that Durumu receives.

As Solragor pointed out on our forums, the debuffsapplied by Hard Stare Icon Hard Stare can be removed by means of Divine Shield Icon Divine Shield andHand of Protection Icon Hand of Protection. This enables a single Protection Paladin to tankthe encounter by removing the stacks, or even by a non-Paladin tank, if thereis a tank in the raid with Clemency Icon Clemency talented.

6.2.1. Lingering Gaze Positioning

Players who are targeted by Lingering Gaze Icon Lingering Gaze have about 3 seconds beforethe void zone forms at their feet. Once targeted, these players should makesure to move in such a way that the void zones left behind do not hinderthe raid's movement, especially during the Disintegration Beam Phase.

There are a few different options for how to handle this. One strategy isto designate the area under Durumu's model as the void zone location, and haveeveryone dump their void zones there. Naturally, this large void zone willgradually expand a bit over time, since players will not always be able toplace all their void zones in the exact same location (since even touching thatlocation will be an instant or near-instant kill, due to the high number ofoverlapping void zones). If done correctly, then this strategy basicallyremoves the void zones from the fight entirely, but executing it well is notvery easy. Moreover, the central point of the single void zone under Durumubecomes extremely damaging (due to the many overlapping void zones presentthere), so players who misstep when trying to place their void zone can die.

Another strategy is to have players dump the void zones at the outer edge ofDurumu's platform. If players stand on the very edge, then half of the voidzone will be outside of the platform, so the space taken up by void zones issmaller. This is easier to execute than the previous strategy, but it is stillnot always easy for players to get to the very edge of the platform in time.If attempting this, melee players should keep in mind that Durumu's hitbox istruly gigantic, so they can stand very far from him when attacking him.

In any case, there are two important things to avoid.

  • Do not leave the void zones within 10-15 yards of Durumu. This area isgenerally where the melee safe zone during the Disintegration Beam Phase is,and having void zones here can be a very problematic for melee DPS players whoare trying to move through the Eye Sore maze.
  • Unless you are placing all the void zones under Durumu, do not have twoor more void zones merged together or connected. Doing so would turn the voidzones into one larger void zone, which can prove to be an obstacle duringthe Disintegration Beam Phase. Instead, try to leave enough space between anytwo void zones so that players can move between them.

7. Colorblind Phase↑top

As we mentioned before, the Colorblind Phase is first cast about 30 secondsafter the start of the fight (1 minute after the start of the fight in LFR),and every 3 minutes after that. Each time, it lasts until your raid membersdetect and kill 3 adds.

7.1. Abilities

We remind you that Durumu uses all the abilities from the Normal phase duringthe Colorblind Phase.

When the Colorblind Phase starts, three random raid members (excludingtanks) will each be targeted by a beam of light. There is a red beam, a bluebeam, and a yellow beam. These beams persist for a few seconds, and duringthis time, they do not do anything. After a few seconds, the beams turn intothree differently-colored cones of light are created on the floor of Durumu'scircular platform: a red cone, a blue cone, and a yellow cone.

The red and blue cones are centered around the players targeted by thered and blue beams respectively, and follow these players around as they move.The yellow cone moves around either clockwise or counter-clockwise (it ischosen randomly).

These cones of light cover an area from Durumu's location (in the verycenter of the platform) to the outer edge of the platform.

If there are no players (aside from the players who the red and blue conesare following) inside one of the cones, the raid will take a very high amountof damage from that cone.

Players who do stand in the cones are still not safe from damage, though.Each cone deals a large amount of damage every second, split between allplayers standing in the cone.

7.1.1. Revealing the Adds

On the platform, there are 4 invisible adds that can only be revealed byhaving the appropriately-colored cone of the light on their location. Thered cone of light has the ability to reveal 3 adds called Crimson Fogs,while the blue cone has the ability to reveal an add calledAzure Fog. The Colorblind Phase ends when all 3 Crimson Fogs aredead.

When the red cone is brought to the location of a Crimson Fog add, andwhen the blue cone is brought to the location of an Azure Fog,the add will become visible, and your raid can now attack and kill it.If the cone is moved from the add's location before the add is dead, the addwill cease to be visible to the raid.

While revealed, both the Crimson and the Azure Fogs damage yourraid.

  • The Crimson Fog spams Caustic Spike Icon Caustic Spike on random raid members, dealingPhysical damage to them.
  • The Azure Fog casts Icy Grasp Icon Icy Grasp, dealing increasing damage to anyplayers standing in the blue cone.

If either the Crimson or the Azure Fogs cease to be revealed before theyare dead, then they deal a large amount of raid-wide damage. Also, theAzure Fog respawns immediately after being killed.

Finally, it is important to mention that right before the Colorblind Phasestarts, the locations of the 3 Crimson Fogs, and that of the Azure Fog, areindicated for a brief moment by appropriately-colored flashes of light attheir locations.

7.2. Strategy

Despite appearing complex, the strategy for this phase is rather simple.The execution of it is, however, quite difficult.

Your raid's main goal is to reveal and kill the Crimson Fogs asquickly as possible, so that the Colorblind Phase is over in a shortamount of time.

  • Have someone survey the platform and call out (and preferably mark withraid markers) the locations of the three Crimson Fogs, and that of the AzureFog. These locations are visible for about 1-2 seconds before the phasestarts.
  • Have your free raid members evenly distributed among the three cones,in order to ensure that none of the cones deals raid-wide damage, and that thedamage dealt within each cone is split among many raid members.
  • Have the player targeted by the red cone move around the platform to thelocations of the Crimson Fogs. They are to remain at the location of the firstCrimson Fog until it has been killed, before moving on to the second and soon.
  • Have the player targeted by the blue cone move to a location other thanwhere the Azure Fog is located, and not reveal this add under anycircumstance.

7.2.1. Assigning Players to Cones

Melee DPS should all be in the red cone, so that when the Crimson Fogs aredetected, these players will be in range of them to attack them.

Ranged DPS should be in the yellow cone, since they can attack the CrimsonFogs regardless of where they are on the platform.

Healers should be in the blue cone, because this cone generally does notmove at all, so the healers can focus entirely on their task while standingstill.

The tanks should stand in the blue or yellow cones, so that Durumu facesaway from the red cone (at least sometimes), allowing the melee DPS to attackhim from behind while they are not killing Crimson Fogs.

7.2.2. Things to Avoid

The first thing that should be avoided is revealing the Azure Fog.This is because when this add is revealed, the players inside theblue cone will take increasing damage until the Colorblind Phase ends. So,the player targeted by the blue cone should go to a location other than wherethe Azure Fog was spotted before the cones of light appeared, and they shouldnever bring the cone to the Azure Fog's location.

Secondly, it is imperative to avoid moving a cone from an add that has beenrevealed but that has not yet been killed. The amount of raid damage thatthis does is very high, and it will almost surely cause deaths.

7.2.3. Healing Concerns

There are many sources of damage during this fight, and especiallyduring this phase. In addition to the usual tank damage and Life Drain Icon Life Draindamage, all raid members will be taking steady damage from being in thecones.

Moreover, the Crimson Fogs will be spamming Caustic Spike Icon Caustic Spike atrandom raid members, dealing even more damage.

We advise using healing and defensive cooldowns during this phase of thefight.

8. Disintegration Beam Phase↑top

The first Disintegration Beam Phase starts about 2 minutes and 30 secondsafter the start of the fight, and it then happens roughly every 3 minutesafter that. Each time, it lasts precisely 1 minute.

8.1. Abilities

As the phase begins, Durumu will start channeling Disintegration Beam Precast Icon Disintegration Beamin front of him. For the first 10 seconds or so, the beam is harmless. Duringthis time, the floor of the room slowly gets covered by Eye Sore Icon Eye Sores.Initially, the Eye Sores cover a random circular sector representing 1/12th ofthe room. From there, the Eye Sores area expands and covers an additional1/12th of the room every second until the entire room is covered.The expansion proceeds in a clockwise or counter-clockwise fashion; thisis chosen randomly.

After the Eye Sore Icon Eye Sores reach the area where Durumu is channeling hisDisintegration Beam Precast Icon Disintegration Beam, you will notice two safe zones forming nextto the beam (on its left if the Eye Sores were expanding counter-clockwiseor on its right if the Eye Sores were expanding clockwise). One safe zoneis close to the boss and meant for the melee group. The other safe zoneis further away and meant for ranged players.

When the entire room is covered in Eye Sore Icon Eye Sores, theDisintegration Beam Precast Icon Disintegration Beam becomes very harmful (it will kill anyoneit hits) and Durumu will start spinning: clockwise if the Eye Sores coveredthe room in a clockwise fashion, counter-clockwise otherwise.

The safe zones keep moving with the beam, so as to always givethe raid protection, provided that players move with them. On thePTR, the Eye Sores were not respawning as the safe zones were moving,so the safe zones were effectively expanding, eventually creating anentire safe circle around Durumu. We are not certain that this wasthe intended effect.

Finally, during this phase, Durumu also deals moderate amounts ofdamage to random raid members.

8.2. Strategy

The idea behind this phase is to always stand in the safe zone, and followit as it expands/moves, so that the beam that Durumu is channeling nevercatches you.

While stepping on Eye Sore Icon Eye Sores will not kill you, this is still somethingthat should be avoided at all costs.

9. When to Use Heroism/Bloodlust/Time Warp↑top

We recommend using Heroism Icon Heroism/Bloodlust Icon Bloodlust/Time Warp Icon Time Warp at thestart of the fight, since there are no distractions at this time for your raid(no Colorblind Phase and no Disintegration Beam Precast Icon Disintegration Beam). Alternatively, if youdispose of a Colorblind Phase later on in the fight with ample time until thenext Disintegration Beam Phase, you can use it then.

10. Learning the Fight↑top

There are two things that are of the utmost importance for all raidmembers to learn if you are to successfully defeat this boss.

First of all, everyone must understand very well what is happening duringthe Colorblind Phase, and what their role is, depending on whether or not theyare the target of one of the three cones of light.

We anticipate that a great majority of wipes will come from players takingtoo long to reveal all the Crimson Fogs, or from players moving thecone of light away from an already revealed Fog that has not yet been killed. Youmust simply insist upon this aspect until all raid members are familiar withit.

Secondly, surviving the Disintegration Beam Phase is a crucial aspect ofthe fight. This is not a team effort - rather, it is up to each individualraid member to survive, and your margin of error here is very smallindeed. You should mark a player who knows how to move during this phase,and simply ask the rest of the raid to follow them.

11. Heroic Mode↑top

The Heroic mode for Durumu the Forgotten presents several importantdifferences from Normal mode. The strategy, as we will see, remains similar,but a few additions do exist.

11.1. Differences From Normal Mode

In addition to all of the hostile NPCs having increased health and dealingincreased damage, there are a few notable additions in terms of mechanics.

  • The Colorblind Phase now has a maximum duration of 80 seconds. If youhave not managed to kill all 3 Crimson Fogs and end the phase in thattime, Durumu will instantly wipe your raid.
  • During the Colorblind Phase, there is now a third add, called anAmber Fog, which is revealed if the yellow cone reaches its location.
    • As with the other two Fog adds, when this add ceases to be revealed, itdeals a very large amount of raid-wide damage (through a spell calledBurst of Amber Icon Burst of Amber).
    • While revealed, the Amber Fog casts Amber Retaliation Icon Amber Retaliation, which dealsdamage to all players located in the yellow cone each time the Amber Fogloses 10% of its health.
  • Before each Colorblind Phase and Disintegration Beam Phase (except for thevery first Colorblind Phase), Durumu will create three walls of ice thatdivide the platform into three sectors. These walls of ice are made out ofseveral small sectors (attackable NPCs with relatively low health). Thesewalls of ice are impassable, and as such they will heavily obstruct your raid'smovement, quickly causing a wipe.
  • Durumu gains a new ability. After the first Disintegration Beam Phase,he will begin casting Dark Parasite Icon Dark Parasite, which applies a DoT on randomraid members. This debuff can be dispelled, and the longer that it remains ona player, the more damage it deals to that player. When dispelled, theDoT turns into a debuff called Dark Plague Icon Dark Plague, which has the sameduration remaining on it as Dark Parasite had when it was dispelled. WhileDark Plague is active, it spawns an add called a Wandering Eye every3 seconds.
    • Wandering Eyes fixate on random raid members, dealing damage to themevery 2 seconds. Moreover, any damage that the Wandering Eye takes is alsomirrored to the player on whom it is fixated.

11.2. Strategy

The overall strategy for the fight remains similar to the Normal mode,but the following crucial changes occur:

  • Your raid must kill the Amber Fog add in case it is ever revealedby the yellow cone of light.
  • Your raid must finish each Colorblind Phase within a maximum of 80seconds (this part should not really pose problems for raids that have a goodunderstanding of the encounter).
  • Your raid must break down all the walls of ice as quickly as possible,each time they appear.
  • Your raid must kill the Wandering Eyes with light damage only (such asincidental damage from cleave attacks or moderate AoE damage). The reason forthis is that these adds mirror all the damage that they take onto the targetson whom they are fixated, so if everyone tries to burst down the adds, raidmembers will die.

In the sub-sections that follow, we will go into more detail about severalof these aspects, but in general, this is all you need to know to completethe fight.

11.2.1. Amber Fogs

The Amber Fogs must be killed as soon as they appear, because theyellow cone of light moves on its own, meaning that the Amber Fogs willeventually (and rather quickly) cease to be revealed, which causes a wipe.As such, as soon as an Amber Fog appears, everyone should switch to it andkill it quickly.

The Amber Retaliation Icon Amber Retaliation spell that they cast each time they lose 10% oftheir health deals damage to players inside the yellow cone, but this mustsimply be healed through.

11.2.2. Walls of Ice

The Walls of Ice are the most challenging (or annoying, if you prefer)addition in Heroic mode. Each time they appear (and especially beforeDisintegration Beam Phases), your raid has only a very short amount of timeto break these walls down. Each wall is composed of several sectors, and yourraid must destroy them all to be able to effectively maneuver around theplatform. Single targeting the sectors is inefficient, and not recommended.Instead, you should use AoE attacks against them.

The biggest problem, however, is derived from the fact that the sectors arequite far apart from one another, so classes that can deal AoE damage overlarge distances (Elemental Shamans and Demonology/Destruction Warlocks) areideal.

11.2.3. Dark Parasite and Wandering Eyes

The first thing you must understand about the Dark Parasite Icon Dark Parasite DoT isthat, on the one hand, the DoT deals more and more damage the longer it is ona player, but on the other, the later the DoT is dispelled, the fewerWandering Eyes will spawn. This means that your raid will need to strikea balance in dispelling these DoTs, so that the damage they deal is manageable,but that the number of Wandering Eyes is also not too great.

Players who have immunities such as Divine Shield Icon Divine Shield andCloak of Shadows Icon Cloak of Shadows can remove the DoT from them harmlessly, and they shoulddo so whenever possible.

The resulting Wandering Eyes should be killed, as they deal damage tothe random raid members on whom they fixate, but because they mirror the damagethat they receive to these raid members, they should not be killed overlyquickly. Instead, we advise you to simply let incidental cleaving damage andlight or moderate AoE attacks do the job.

12. Concluding Remarks↑top

This concludes our raid guide for Durumu the Forgotten. We hope you havefound it helpful. Please do not hesitate to post any feedback you may have onour forums.

13. Changelog↑top

  • 21 Jun. 2013: Added Heroic mode.
  • 24 Mar. 2013: Added link to video guide.
  • 22 Mar. 2013: Added a lengthier explanation detailing the best waysto handle Lingering Gaze Icon Lingering Gaze; also expanded the section detailing how toassign players to cones of light.
  • 13 Mar. 2013: Added link to forum threads that containclass-specific advice for the encounter.
  • 10 Mar. 2013: Added mention that the debuffs from Hard Stare Icon Hard Starecan be removed by means of Divine Shield Icon Divine Shield and Hand of Protection Icon Hand of Protection, andthat the encounter can therefore possibly be one-tanked.
  • 10 Mar. 2013: Added mentions that the location of the Azure Fog isalso indicated by a flash of light before the cones of light appear.
  • 09 Mar. 2013: Removed mentions of overlapping the cones, as this isnot actually detrimental.
  • 08 Mar. 2013: Added 25-man health values and DPS requirements.
  • 27 Feb. 2013: Added DPS requirements for 10-man.



2015-2025 MoP-Veins.tk 0.91