ToT - Durumu the Forgotten

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mutagen
mutagen's picture
ToT - Durumu the Forgotten

Time to learn the maze.

Icy Veins

Fat Boss

Tankspot

mutagen
mutagen's picture
This fight has some changes

This fight has some changes from LFR. The maze is pretty much the same but the beams take some attention.

There will always be 2 paths for Durumu's Maze. Sometimes the paths will meet in the middle, giving you a wide open easy area. Other times, there will be a small cramped path for the melee, and a much wider path on the outer ring that you must run faster in to escape the death beam. The orbit that you'll be running around will often shift as the phase goes on, sometimes joining the ranged and melee paths.

Imagine Durumu being at the center of a pie with 8(or an arbitrary number) wedges. He'll always spawn the first wedge directly to his left or right, then fill in clockwise or counter-clockwise, always going behind him first. When he fills in the second to last wedge of the pie, you'll begin to see the start of the maze. You want to run INTO this wedge, even though the real Beam will be charging up shortly behind it. You have a small window after he draws the last wedge to move into it from the second to last wedge before the Death Beam begins to spin.

Melee can get solid DPS in during this, and you must have a tank in melee by the end, so it's very rewarding to have the part of your raid that can run in the closer path do so.

1) If you look on the ground before the fog comes, one side will have purple lightning bolts on the ground. That will be the safe side.

2) The other side before the fog comes will have a sort of path drawn out which references what the safe path will be to take. They can look at this quickly for quick reference.

3) The fog naturally shifts around but will not damage you during it's ambient shifting. It will be VERY clear when you have to move or not.

AutoGun
AutoGun's picture
Great kill!!

Awesome job one night of work and he died!! :)

Darkguns - Level 90 DK
Autogun - Retired Lock
Wilygun - Druid Extraordinaire
Shamgun - Shaman fun!

Skarn
Skarn's picture
Sweet!

That was definitely pretty cool. Helped a lot by clearing everything else out the previous night so we had all of yesterday to work on Durumu. Just about needed the whole night too!

For future kills, the biggest thing we can improve is Life Drain management. It is fairly hectic, but if we can smooth that out (especially during a Light beam phase) then he'll have less HP and go down easier. Also Death Knights not dying in the maze will help. ;)

During some of the Light phases, I missed where the blue add spawned. Later, after the kill, I realized that it is not important to know exactly where the blue add is, so long as we know where it is NOT. If we can pick a spot and say "the blue add is not there" then we can keep the blue beam on that spot and not worry about it. A simple notion, but it will make the Light phase easier.

For Science!

Aanvil
Great idea Skarn, and to

Great idea Skarn, and to build on it a bit more, just say that we're going to look and see if the blue add is in the area of the entrance door and have the person who is getting blue go to the entrance door area unless the add is there.

AutoGun
AutoGun's picture
I blame Lag

I was having some stupid lag spikes that night but no excuse I shouldn't have died as much and will be improved upon next kill by far!! Hey but most of the attempts that I DID live in the maze everyone else died soooo :P hehe one rather to take it for the team I say! heheh

Darkguns - Level 90 DK
Autogun - Retired Lock
Wilygun - Druid Extraordinaire
Shamgun - Shaman fun!

Skarn
Skarn's picture
POKE

I'm just giving you a hard time! Stuff happens, especially when you're tired. :)

For Science!

Skarn
Skarn's picture
?

Any thoughts on Durumu?

We seemed to be having a rough time with one tank this past week, which is why I had us switch to two tanks. Think we should keep that or try the one-tank again?

Definitely still need improvement on the Life Drain. That thing is a pain. I think the beam interception changes based on where the first target is and where the eyeball is. So the position would change if the first target changes. I'm not certain of that. During the Light phases we may need to pull someone out of the Blue beam to intercept the Life Drain. Or yellow beam that should work too. Depends on who gets nailed. We lost people a couple times to the Life Drain stacking too high.

For Science!

Aanvil
The light phase is pretty

The light phase is pretty healing intense. I generally spend the whole phase cycling through my cooldowns and using my biggest heals and it still feels like we have people near death constantly. I would humbly request that additional movement responsibilities that include getting stunned not be added to healers during that phase.

Skarn
Skarn's picture
Shiny!

Yep, definitely the biggest healing part of the fight. I was thinking "someone from Blue" would be a DPS since we have at least one in there. That's fluid depending on beam targets.

Checking over our logs the two most common deaths in our long attempts were DPS getting killed by Durumu melee and tanks dying to Hard Stare. The first is up to the tanks being in melee range as the maze ends. Tricky of course, but Luv seems to manage every time, which is why he keeps getting meleed. ;) The second is a tank/healer mix thing. Whatever you can do with everything else going on!

For Science!

Aanvil
I'll look at adding

I'll look at adding forbearance to my raid frames so I can see it easily myself without asking kul to tell me.

Ardwen
CD's

I will try to get in range and use Ironbark as soon as I can get in range. That should give us a few seconds to heal the tank up. If the tanks could use a CD during this transition that would be amazing :)

Skarn
Skarn's picture
Yay for healing!

The most recent kill on Durumu went a lot better than the wipes of the previous night. Besides the obvious "killing him" part. The healing seemed substantially better on Thursday than three days earlier. In particular, Kulgarr seemed a lot more stable. The Light phases also went much better.

Fantastic job by Ardwen, Aanvil and Serelyn. Thank you for being awesome! :)

Kulgarr also seemed to be better at staying on the inside track of the maze so that melee didn't get gibbed by Durumu when the Beam faded. Good job, Kul! :D

Overall management of the Life Drain was also better, thanks to everyone.

I liked how we did the Light Beams this time too. No idea why we didn't think of it before. Assigning three to each beam and having me as the "swing" worked out really well.

All of this makes me much more confident that next time we can kill him even faster!

For Science!

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