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The Ministry of Happy • View topic - Strategy and Discussion: Thorim (normal mode)
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Strategy and Discussion: Thorim (normal mode)
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 Post subject: Strategy and Discussion: Thorim (normal mode)
PostPosted: Thu Apr 30, 2009 2:47 am 
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Strategy and Discussion: Thorim (normal mode)
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PostPosted: Thu Apr 30, 2009 5:38 pm 
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Watch this Tankspot video pls



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Strategy and Discussion: Thorim (normal mode)
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PostPosted: Thu Apr 30, 2009 7:11 pm 
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This mob is MCable to grant a raid-wide haste buff that not only increases party haste by 20 percent but also gives an achievement. Just a thought, if we wanted Zy to go holy, i could MC one of these guys for when Thorim enters the arena.

http://www.wowhead.com/?npc=32877#comments

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Strategy and Discussion: Thorim (normal mode)
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PostPosted: Wed May 20, 2009 1:56 pm 
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Eroth basically got one-shotted by a 25k chain lightning last night. that says to me that there was too much grouping up.

Please remember not to group up for this fight, as chain lightning increases damage based on number of targets it hits.

Melee might also want to adopt a modified Kel'thuzad positioning for this fight, given that there are 6 of you up on his ass at any given time.

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Strategy and Discussion: Thorim (normal mode)
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 Post subject: Re: Strategy and Discussion: Thorim (normal mode)
PostPosted: Wed May 20, 2009 2:50 pm 
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We're position-limited on this encounter due to his chains, and strafing around a target that the tank is moving as well. I doubt you could hold a min-distance formation at the back of a moving target, out of a random direction conic aoe, with just 3 players, much less 6.

If you want melee to not group up this fight, then they'll pretty much have to not be melee.


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Strategy and Discussion: Thorim (normal mode)
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PostPosted: Wed May 20, 2009 2:57 pm 
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Strategy and Discussion: Thorim (normal mode)
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PostPosted: Wed May 20, 2009 3:18 pm 
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Ah, ranged moving away from melee is possible for sure.

Differences with positioning options for melee are:
KT is nearly stationary and faces the same direction the entire fight, with occasional void zones;
Thorim ballroom dances around the room, constantly moving position and facing, and has a sector aoe.


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Strategy and Discussion: Thorim (normal mode)
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PostPosted: Thu May 21, 2009 7:37 pm 
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Strategy and Discussion: Thorim (normal mode)
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PostPosted: Fri May 22, 2009 11:25 am 
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Strategy and Discussion: Thorim (normal mode)
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 Post subject: Re: Strategy and Discussion: Thorim (normal mode)
PostPosted: Fri May 22, 2009 12:02 pm 
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Strategy and Discussion: Thorim (normal mode)
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PostPosted: Fri May 22, 2009 12:40 pm 
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Is BS imo, like most of the answers in that thread. But might as well try it out.


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Strategy and Discussion: Thorim (normal mode)
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 Post subject: Re: Strategy and Discussion: Thorim (normal mode)
PostPosted: Fri May 22, 2009 6:02 pm 
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The correct answer is just to send 7 people into the tunnel and engage hard mode in 50 seconds.

Or I may add another DPS to the arena, making a 6/4 split, since the arena team got there early once anyway. (That said I'd like to see what hard mode Thorim is like)


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Strategy and Discussion: Thorim (normal mode)
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PostPosted: Fri May 22, 2009 6:34 pm 
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On the second pull, when we killed him, I actually slowed the pace down in the tunnel so that we wouldn't hit hard mode. With 5, we generally have a good shot at getting to hard mode every time.

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Strategy and Discussion: Thorim (normal mode)
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PostPosted: Fri May 22, 2009 6:36 pm 
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Even when we picked Sif up by mistake, we slowed down. Could definitely add another to the Arena group if desired. However, Herb's problems with living weren't due to lack of dps in the Arena.


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