|
Utolsó módosítás programmer, ekkor: 2025.02.22.
![]() 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↑top1.1. Health Values
1.2. Enrage TimerDurumu has a hard enrage timer of 10 minutes, after which time he casts 1.3. Raid Composition
2. Loot↑top2.1. Armor
2.2. Weapons
2.3. Cloaks and Rings
3. DPS Requirements↑topUnder 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 from
Keep in mind that there is a lot of movement during the fight. 4. Overview of the Fight↑topThe 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.
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↑topOn 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↑top6.1. AbilitiesDurumu is stationary in the center of his platform. If there are notargets in his melee range, he will spam It should be mentioned that all of the abilities that Durumu uses duringthe Normal Phase also occur during the Colorblind Phase.
It is worth noting that in the case of 6.2. StrategyDuring this phase, your raid will have a relatively easy time, since thisphase acts as the calm before the storm of the other two phases.
As Solragor pointed out on our forums, the debuffsapplied by 6.2.1. Lingering Gaze PositioningPlayers who are targeted by 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.
7. Colorblind Phase↑topAs 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. AbilitiesWe 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 AddsOn 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.
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. StrategyDespite 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.
7.2.1. Assigning Players to ConesMelee 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 AvoidThe 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 ConcernsThere are many sources of damage during this fight, and especiallyduring this phase. In addition to the usual tank damage and Moreover, the Crimson Fogs will be spamming We advise using healing and defensive cooldowns during this phase of thefight. 8. Disintegration Beam Phase↑topThe 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. AbilitiesAs the phase begins, Durumu will start channeling After the When the entire room is covered in 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. StrategyThe 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 9. When to Use Heroism/Bloodlust/Time Warp↑topWe recommend using 10. Learning the Fight↑topThere 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↑topThe 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 ModeIn addition to all of the hostile NPCs having increased health and dealingincreased damage, there are a few notable additions in terms of mechanics.
11.2. StrategyThe overall strategy for the fight remains similar to the Normal mode,but the following crucial changes occur:
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 FogsThe 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 11.2.2. Walls of IceThe 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 EyesThe first thing you must understand about the Players who have immunities such as 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↑topThis 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
|