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Utolsó módosítás programmer, ekkor: 2025.02.22.
Introduction This guide is intended to provide a comprehensive description of theencounter with Thok the Bloodthirsty in Siege of Orgrimmar. It is targeted at anyonewho desires to understand the fight mechanics. This guide is updated for World of Warcraft MoP 5.4. Thok the Bloodthirsty is the eleventh boss in the Siege of Orgrimmar. Thisgiant devilsaur is holding three friendly NPCs captive, and your raid willhave to release them throughout the fight. Unfortunately for the NPCs, as soonas they are free, Thok devours them, obtaining their abilities and using themagainst your raid. 1. General Information↑top1.1. Health Values
1.2. Enrage TimerThis fight has a 10-minute hard enrage timer. There is a soft enrage inplace that will cause your raid to take increasing damage after a certainamount of time. 1.3. Raid Composition
2. Loot↑topIn addition to the items listed below, General Nazgrim drops the tokens thatyou will need for buying your Tier 16 Head parts:
2.1. Armor
2.2. Weapons
2.3. Amulets, Rings, and Trinkets
3. Overview of the Fight↑topThe fight against Thok the Bloodthirsty has two phases that alternateseveral times. That said, while one of the phases stays the same throughoutthe fight, the other changes somewhat each time your raid enters it.
This alternation of phases continues until all 3 NPCs have been freed (so,your raid will go through a maximum of 8 phases). At this point, your raidwill be stuck in Phase Two with no way to bring Thok out of it, eventuallyleading to a wipe. Videos:
4. Class-specific Advice↑topOn our forums, we are maintaining threads with class-specific advice for each of thefights of Siege of Orgrimmar. So, make sure to check them out, and if you have things toshare, do not hesitate to contribute!
5. A Few Words on General Strategy↑topAs we have explained above, and as we repeat below, your raid will enterthree different variations of the same Phase One, each with slightly differentabilities. Your raid is free to choose the order of Phase One variations, aswe explain in the relevant section. Note also that it is probably not going to be the case that your raid willneed to go through all three Phase One variations before Thok dies, but thiswill depend on the overall tuning of the encounter. 5.1. Ideal Phase One Variation OrderEven though we have not yet explained what the abilities of each Phase Oneare, we feel it is important to stress right away the ideal order for thePhase One variations (which, we remind you, is determined by the order inwhich you free the three NPCs during the iterations of Phase Two). We strongly advise you to follow the order of Akolik, Gorai,Montak, as this promises to be the easiest way to execute the fight. 6. Phase One↑topPhase One is the phase that the fight starts in, and the phase thatThok will return to after each Phase Two (albeit with slightly modifiedabilities each time). 6.1. Abilities
6.1.1. Variable Phase One AbilitiesEach of the three instances of Phase One following the very first one willhave slightly different abilities, depending on which NPC your raid freesduring the preceding Phase Two. Specifically, Thok's
6.2. StrategyThe strategy for Phase One depends on which instance of Phase One yourraid is in. We will first present certain common Phase One tactics, after whichwe will discuss each variation separately. 6.2.1. Common Phase One TacticsThere are a few common elements shared between all variations of PhaseOne.
6.2.2. Basic Phase OneAs we have indicated above, during this phase, your raid should do thefollowing things:
Assuming that your raid is following our advised strategy of stacking up,then Thok will enter Phase Two as soon as the raid damage starts to get toohigh. To prolong the duration of Phase One, you should start using defensivecooldowns once the interval of time between Deafening Screech casts drops below7 seconds. 6.2.3. Phase One: Akolik VersionIf your raid frees Akolik, the Phase One that follows will bring The strategy for this phase remains practically identical to the BasicPhase One strategy. Corrosive Blood is a DoT, so healers will have to keepan eye out on the players affected by this DoT, especially when 6.2.4. Phase One: Gorai VersionIf your raid frees Waterspeaker Gorai, the Phase One that follows willbring First of all, your healers will have to pay special attention to raidmembers who are affected by Icy Blood, especially when Second of all, your DPS players will have to kill any ice tombs thattrap raid members. The tombs have low health, but since players who are trappedtake damage from the tomb, they must be freed quickly. Players who are trappedcan be healed, and healers should make sure that these players do not die.Unlike most spells of this sort, the tombs do not have any sort of AoEeffect, and they do not chain to nearby players, so stacking remains entirelyviable during this phase. 6.2.5. Phase One: Montak VersionIf your raid frees Warmaster Montak, the Phase One that follows willbring Scorching Breath and The fiery void zones that players leave behind each time they are targetedby Burning Blood make it impossible for the raid to remain stacked up. Thismakes healing much more difficult, and it also requires a certain degree ofcoordination to have Thok leave the phase (since the raid will have to stack upon a synchronised fashion). Moreover, Thok himself will need to be movedrepeatedly so that players are no hindered by the fiery void zones. Overall, this variation of Phase One is the most difficult one tohandle. 7. Phase Two↑topPhase Two starts whenever the minimum required number of raid membersaffected by the 7.1. AbilitiesDuring this phase, Thok has two abilities. He will Thok remains fixated on the same player for 12 seconds, after which time hewill change target. Throughout the phase, Thok's movement speed increases, suchthat after a while it becomes impossible to out-run him. It is important tounderstand the way in which Thok chooses his target, because the process isnot entirely random. To begin with, Thok will only fixate on players who aremore than 20 yards away from him. Out of these targets, Thok prefers to fixateon the farthest player from him, within a certain distance, which appears toincrease with each new Fixate. So, Thok is most likely to choose the playerFarthest from him within a 30-yard radius for the first Fixate, the farthestplayer within a 40-yard radius for the second Fixate, and so on. These rulesare not exactly set in stone, and the boss will sometimes fixate on someone inviolation of these rules, but they seem to apply most often. As soon as the phase starts, an add called aKor'kron Jailer enters the room. This add has no real abilities to speakof (he has a standard temporary enrage effect that makes his melee attackssomewhat more dangerous), and upon his death, he drops a key. This key can beused to unlock one of the three cages found in the room, which are holding thethree friendly NPCs that we have mentioned above. The player who loots thekey is free to unlock any cage they choose. As soon as a cage has beenopened, the NPC who was inside will perform a short role-playing segment afterwhich time they will be devoured by Thok (who stops chasing his Fixatetarget), and Phase One starts immediately after that. Note that the 7.2. StrategyThe strategy for this phase is very simple. As soon as it starts, everyoneshould move away from Thok in preparation for him choosing his first The best way to handle Thok's fixate is to set raid markers at twolocations of the room, about 50 yards apart, and to aim at having Thok kitedbetween these two locations. The first fixated player should take Thok tolocation A, while other raid members should prepare to take him to locationB when they get fixated upon, and so on. This allows the rest of the raidto have free access to the rest of the room. The Kor'kron Jailer should be picked up by the tanks as soon as hespawns, and all your DPS players should focus on killing him right away.After this, simply have a designated player loot him and open the cage ofyour choice. It is possible to DPS Thok during this phase, at the expense of prolongingthe phase, and while this may be favourable in some situations, we have yetto see a good reason not to end the phase as quickly as possible. 8. When to Use Heroism/Bloodlust/Time Warp↑topWe recommend using 9. Summing Things Up↑topIn this section, we will very briefly summarise what the players belonging toeach of the three roles have to do during this fight. 9.1. Tanks
9.2. Healers
9.3. DPS
9.4. Everyone
10. Learning the Fight↑topThe structure of this encounter allows your raid to very easily experienceall the possible mechanics and phases, meaning that you can practice eachindividual aspect at your own leisure. To force Thok into Phase Two prematurely, simply tell your healers to keepeveryone who takes damage below 50% health, and within two Similarly, since the Montak Phase One is the most difficult one, and alsothe one we advise doing last (should your raid even reach it before Thokis dead), practicing it is important. So, you can simply choose Montak as thefirst NPC to free for a few attempts so that everyone can get acquainted withhow the phase works. 11. Heroic Mode↑topThe Heroic mode of the encounter against Thok the Bloodthirsty plays outvery similarly to the Normal mode fight. There are a few new mechanics, butwhat truly causes the strategy to change is the very tight tuning of theHeroic mode version. 11.1. Differences From Normal ModeThok has more health, and deals more damage in Heroic mode than inNormal mode. In addition to this, two new mechanics, and two changes toexisting mechanics exist. The new mechanics both involve adds that spawnduring the second and third Phases One, respectively. 11.1.1. New MechanicsDuring the second Phase One, after the second During the third Phase One, after the second Deafening Screech, an addcalled Starved Yeti will join the fight. This add fixates on randomlocations around the room, charging towards them. Whenever he reaches aselected location, the Yeti chooses another one, and so on. Players who are inhis path take lethal damage. 11.1.2. Changes to Existing MechanicsIn addition to these two new mechanics, two changes to existing mechanicsare worth noting. Every time Thok kills an NPC during Phase Two, he healshimself for a very high amount of health. The healing is reduced by all 11.2. StrategyBefore we look at the strategy changes that have to do with the increasedtuning of the fight, let us quickly see how to handle the new, Heroic-onlyadds (since this is not very difficult). The Captive Cave Bats need to be picked up by the tank currently nottanking Thok, and your raid will have to AoE them down quickly. Stuns can beused to reduce the damage that the bats deal. The Starved Yeti has a very high health pool, making it inefficient tokill him. Instead, it is best that your raid leaves this add alive, and insteadjust avoids him for the remainder of the fight. The location to which the Yetiwill charge is marked by a red pillar of light, so your raid members will haveto always make sure not to be in the Yeti's path. Now, we can look at other changes that occur in the strategy. Basically,the strategy remains similar to the Normal mode strategy, but since everythingis more difficult, your raid will have to execute the fight with greaterprecision. We will give you some guidelines and tips. 11.2.1. Prolonging Phase OneGiven Thok's very large health pool, you will want to drag out Phase One(the first Phase One, as well as the Frost-themed version of Phase One), foras long as possible, in order to give your raid as much time as possible tokill the boss. This means that you will have to go to great lengths to stay inPhase One until Thok reaches 25 or more stacks of the buff he gains eachtime he casts
Once your raid reaches around 25 stacks, you should stack up inside a Note that you should not try to prolong the Poison and Fire-themed versionsof Phase One. This is because these phases are extremely difficult for yourraid (given the high damage done by 11.2.2. Phase TwoThere are two important tasks to perform during Phase Two. The first is making sure that there is a The second is employing an efficient manner of kiting the boss. The best wayto kite him is to take him around the outside of the circular room, and to thentake him all the way out to the end of the corridor connected to the room,before bringing him back in. Your raid members should make use of Warlock 12. Concluding Remarks↑topThis concludes our raid guide for Thok the Bloodthirsty. We hope you havefound it helpful. Please do not hesitate to post any feedback you may have onour forums. 13. Changelog↑top
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