Author: Dutchrudder

Thorim

image

Zone: Ulduar
Subzone: TheKeepers
Hard mode available: Yes
Mob type: Giant
Health (Normal):  ?
Health (Heroic): 21 Million


Strategy

Achievements:
 
Guides:

Thorim is a boss in Ulduar.

He is one of the Keepers, that you need to kill in order to progress to Vezax and Yogg Saron.

Looking for hard mode? Lose Your Illusion

Contents


Strategy

Phase 0

Before you pull Thorim there's a Jormungar Behemoth fightning some Captured (Opposite Faction) Soldiers. Jormungar Behemoth has Acid Breath and Sweep. The Captured Soldiers and Captured Lieutenants are NOT friendly to the raid.

Lieutenants use Warrior abilities and Soldiers use Wing Clip and Barbed Shot. These should be tanked and AoE’d down, with the Behemoth facing away from the raid.

The enrage timer doesn't begin until this phase is done, so you can hold these mobs to wait for someone to come back from a disconnect or to make small changes to assignments or whatever.

Phase 1

After the initial arena group is dead, your raid will need to split up into two groups, a tunnel group and an arena group. Generally speaking it is better to send your ranged/caster dps down the tunnel and keep melee dps in the arena with 2 tanks in each location. (The tanks can be adjusted based on your needs, for example you can leave one tank in the arena and have durable plate dps help pickup small adds. DPS can also be adjusted based on your group needs, it is generally a good idea to have a few ranged who can AoE in the arena if you can spare the DPS in the tunnel.)

Phase 1: Arena

The arena group will have to keep up with waves of adds that include:

  • Dark Rune Commoner: Uses Low Blow
  • Dark Rune Evoker: Uses Runic Lightning and heal
  • Dark Rune Warbringer: Uses Runic Strike
  • Dark Rune Champion: Has a Whirlwind, Mortal Strike, and Charge.


The tanks should focus on the Champions and the Warbringers as they are the most dangerous. Additionally, Warbringers can be mind controlled and will provide the Aura of Celerity buff for the entire raid, in addition to doing high damage (we found it best to just wait until phase 2 before bothering to MC). This Aura can stack up to three times.

The arena can be pretty hectic and requires solid dps and tanking in order to keep up and not get overwhelmed.

While the group in the arena fights waves of adds, Thorim stands watch and will cast Stormhammer, which procs Deafening Thunder. He also causes random orbs to cast Lightning Shock at close players (move away when you notice this happening).

Phase 2: Tunnel

Some part of the raid must stay behind to handle these adds, while the rest of the raid pulls the lever and proceeds into the hallway ahead.

The tunnel group faces two types of adds:

  • Iron Ring Guard: Melee. Uses Whirling Trip on the tank.

They also fight two mini-bosses:

  • Runic Colossus: Uses Runic Barrier, Smash, and has a charge attack you need to move to the left or right for, like Skadi in Utgarde Pinnacle.
  • Ancient Rune Giant: Stomp + melee. Also places Rune Detonation on a nearby player, rooting them in place and causing them to explode after 4 seconds dealing damage to any nearby players.

The tunnel group needs to be as quick and efficient as possible while moving through the tunnel. The faster they get to Thorim, the shorter the arena team has to keep afloat. Additionally in order to activate hard mode, the tunnel team needs to reach Thorim in 3 minutes from the time they enter the tunnel.

Phase 2

After the tunnel group reaches Thorim, he will jump down into the arena and the fight with him begins.

Thorim should be positioned in the middle of the room with the raid spread out around him. The tanks should all stand on top of each other and the melee should have 2 clumps behind him.

Ranged should spread out away from the melee clumps to minimize chain lightning hits.

Thorim uses 3 main abilities in Phase 2.

  • Chain Lightning: Does nature damage that increases the more people it hits.

Clumping up in groups of at most 3 is fine, but standing between groups or clumping in large groups will lead to people dying.

  • Lightning Charge: Charges up a orb (located around the ring) using what we refer to as “railroad lightning”. This is two parallel beams of lightning that connect Thorim and the orb that is about to discharge.

When you see this in your area, you need to move away until the charge occurs. When the charge goes off Thorim also gains a stacking buff called Lightning Charge that increases his swing speed and nature damage. These charges work as a 'soft enrage', limiting how long you can spend before you kill him.

  • Unbalancing Strike: This is an instant melee attack that does significant damage and places a debuff of the same name on the target.

The debuff (which makes tanks vulnerable to crits as well as reducing any defense based avoidance/mitigation) necessitates that another tank taunt immediately upon the application of the debuff, or the debuffed tank is at significant risk of death.

In order to win, you must dps hard, spread out to avoid Chain Lightning, get out of Lightning Charges, and swap tanks cleanly after Unbalancing Strike.

Comments

If you are asking a detailed question, please use the StratFu Forums instead.

  • Elfshadow Says:

    Nice to see the page got updated. Is Hard Mode info coming soon? I realize it's probably posted on other sites, but it's always nice to have one site to go to for strategies instead of having to sift through a bunch of other sites.

  • Kyth Says:

    Yes it is. We're better than other sites anyways ;).

  • Daesik Says:

    You also don't have an Auriaya strategy up :) Keep up the good work

  • Tipsi Says:

    What to take out first? Evoker oder Champions in Phase one in the Arena? We did it with Champions first but dont know if hardmode show that evokers first are better..

  • Torrix Says:

    Regarding the mind control for Aura of Celerity, how many people does the aura affect, the group the priest is in, the raid, or just everyone around the warbringer?

  • Kyth Says:

    Just group members within 30 (?) yards.

  • Veeh Says:

    In order to make the arena less hectic and alot more easy you can disarm the champions. You can then pull them in the middle of the raid and aoe them with the rest of the adds without worrying about their damage

  • Megabyte Says:

    Thanks again for all the help earlier today Kyth. General didn't go, but thankful for all your hard work, regardless.

  • Kyth Says:

    Ah well. The strat is posted now, so it's there for you guys if you get to it later :).

  • enker Says:

    The unbalancing strike link shown in the phase 2 portion of the guide is actually the one that appears in the Twin Emperors encounter. The one Thorim uses is a bit nastier since it reduces defense by 200 and lasts 15 seconds. (http://www.wowhead.com/?spell=62130) Nice guide though, very useful!

  • Kyth Says:

    Thanks for the correction, that's what happens when you're writing too quickly.

  • Tyfon Says:

    For the tunnel: after the first miniboss dies, does the 2nd miniboss start spawning adds immediately or does that not get triggered until you round the corner?

  • Kyth Says:

    Man, maybe I'm missing something because I'm not a tank, but I didn't think he spawned anything, they've always seemed static mobs. Certainly once he's engaged he doesn't spawn any additional ones.

  • Breadstick Says:

    The person closest to Thorim get aggro from all arena adds btw.

  • Mike Says:

    If for whatever reason you have someone die in the arena before things get crazy, you can have a priest mind control their healer and cast resurrect so that you can res in combat.

  • Mike Says:

    The mobs in the second half start spawning as soon as someone enters the hallway.

  • COnfused Says:

    Is it advised that the person who will have Stormhammer cast on them move out of the group, or should the raid just heal through the damage (despite the slow-cast debuff)?

  • beesknees Says:

    Aura of Celerity is now raid wide.

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