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throne of thunder Patch 5.2 Raid Preview: Throne of Thunder

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When Pandaria separated from Kalimdor many thousands of years ago, a veil of mist kept outsiders from discovering the newly-formed continent. The mists also hid the site of an ancient evil: Lei Shen’s Throne of Thunder. During his rule, this fortress was the seat of the Thunder King’s power. Great swathes of corrupted energy lingered long after his death, and now, the resurrected Thunder King and the Zandalari trolls intend to harness that energy to reestablish Lei Shen’s reign.

Join us as we delve into the Thunder King’s stronghold, one of the largest raid dungeons that Azeroth’s adventurers have ever seen. Here we will learn about its fearsome denizens, and gain insight into each battle from Lead Encounter Designer, Ion “Watcher” Hazzikostas.

Last Stand of the Zandalari

Jin’rokh the Breaker

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When the Thunder King awoke, he rewarded the most loyal and ambitious Zandalari trolls with power beyond their wildest dreams. The berserker Jin’rokh was one of the first to receive the King’s blessing, and even though Lei Shen’s gifts nearly tore his body apart, the troll is now capable of calling the fury of the storm in battle.

Ion: Long-time players may remember this guy as one of the Zandalari berserkers living on Yojamba Isle in Stranglethorn Vale, back when the Zandalari were our friends. He was a quest giver in the assault on the original 20-player Zul’Gurub. He was a huge brute to begin with, but he’s been imbued with even greater power by the Thunder King. He crackles with electricity, using both his raw strength and channeled lightning to destroy his enemies.

Horridon

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The Zandalari brought powerful creatures with them to the Isle of the Thunder King to use as engines of war. Led by the War-God Jalak, the dinomancers of the Zandalari Beast Ward use ancient tribal magics to strengthen the great beasts and command obedience. The horns of Horridon, the fabled mount of Jalak himself, can tear through the stone walls of a keep as a blade cuts silk.

Ion: Trolls love dinosaurs, so it’s only fitting that the most advanced and powerful troll tribe should have the largest and most powerful dinosaurs. The overall structure of this encounter recalls past fights like Lady Deathwhisper or M’uru, where players must keep up with waves of lesser (but still threatening) minions while managing the boss, before turning their attention directly to him in the later stages of the fight.

Council of Elders

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The history of the troll tribes—the Drakkari, the Farraki, the Amani, and the Gurubashi—is awash with millennia of betrayal and conflict, but the Zandalari’s promise of a new, unstoppable empire has finally united these disparate troll leaders.

The Council of Elders consists of four mighty troll leaders: Kazra’jin of the Amani, Sul the Sandcrawler of the Farraki, Frost King Malakk of the Drakkari, and High Priestess Mar’Li of the Gurubashi.

Ion: Gara’jal the Spiritbinder’s defeat in the Mogu’shan Vaults was, yes, merely a setback. It takes more than a few blades and spells to put a voodoo priest down for good, though he no longer possesses a corporeal form. So this time around you aren’t fighting him directly, but rather dealing with him as he possesses and empowers leaders of four other troll tribes, strengthening their attacks until you can force him out of the body he has chosen to occupy.

Forgotten Depths

Tortos

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Over the millennia, small amounts of mogu flesh-shaping magic seeped into the caverns below the Thunder King’s citadel. The dark energies warped one of the chamber’s native dragon turtles, melding it to the surrounding crystalline walls. Known as Tortos, this amalgamation of flesh and stone has since feasted on the cave’s rich mineral deposits and grown to a colossal size.

Ion: Along with asking why we fight, and learning that our true enemy is war itself, a major theme of the Mists of Pandaria has been killing turtles. This raid encounter elevates that motif to all-new heights, presenting players with the chance to fight a huge turtle, and small turtles, and also the ability to kick one of the small turtles into the big turtle. What more could you ask for?

Fun fact: We originally wanted to make a fire turtle boss in the southeastern section of Firelands in Patch 4.2, but opted not to at the time; we’ve been looking for an opportunity to do a turtle fight ever since.

Megaera

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Even the most callous among the mogu quaver at the thought of the dark experiments performed at the Thunder King’s behest. Long ago, a young cloud serpent was twisted into a multi-headed hydra and left to languish beneath Lei Shen’s throne. Now the twisted creature lurks deep in the Forgotten Depths, awaiting the moment it may finally inflict its terrible agony upon others.

Ion: The inspiration for this boss fight was the classic hydra that Heracles (Hercules, if you prefer the Roman version for some silly reason) battled in Greek myth—a beast with many heads that regrew two heads in place of each that was severed. That foundation, combined with the concept of three distinct types of heads, resulted in the beast that now awaits players beneath the Thunder King’s lair in patch 5.2.

Ji-Kun

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Mogu flesh-shapers discarded their failed creations in an abyssal shaft beneath Lei Shen’s keep. The reek of decay lured many scavengers to the refuse pit, including the great Ji-Kun. Ruthless and cunning, the monstrous bird devoured her rivals one-by-one until she held sole dominion over the shadowy tunnel.

Ion: This fight takes place in a cylindrical shaft containing a large central platform with multiple nests located both above and below that platform. The encounter was designed to highlight the strong vertical elements of the terrain, without adding actual aerial combat which could have felt awkward. For example, players can gain and use a temporary flight ability to switch levels and deal with Ji-Kun’s fledglings before they mature and pose a greater threat to the raid.


Halls of Flesh-Shaping

Durumu the Forgotten

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Lei Shen commanded his sorcerers to mold an aberration that could peer into the hearts of his followers and detect betrayal. From this decree, Durumu was given life. The clever entity stubbornly obeyed its masters until the Thunder King’s death, at which time it disappeared into the citadel’s labyrinthine corridors. Only recently has Durumu, all but forgotten by the mogu, emerged from hiding.

Ion: Years ago, players encountered C’Thun, the eye of an old god beneath the Temple of Ahn’Qiraj. As giant eyes are wont to do, it fired eyebeams as its primary method of attack. Durumu has many more eyes, and therefore fires many more eyebeams.

Primordius

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Deep within the bowels of Lei Shen’s island citadel, mogu flesh-shapers formed the saurok out of a magical substance of unknown origin. When the citadel was abandoned, some experiments languished in the dark pools for far too long. . . .

Ion: The fact that the mogu created the saurok (among other creatures native to Pandaria) is something that may not have been obvious to players who were exploring the continent and learning about its inhabitants. This encounter provided us with a chance to “show, not tell” this piece of Pandaria’s history. The actual mechanics of the fight evolved from discussion and brainstorming around the themes of evolution and mutation; a few of us had also recently watched the movie Prometheus, and the vaults of black goo in that movie helped inspire the overall vibe of Primordius’ lair.

Dark Animus

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During his reign, Lei Shen labored to build a mechanical servant that would defend his citadel without fear. When his first attempt failed, rage took hold of the Thunder King. He poured this negative emotion into his next, and most successful, creation: the Dark Animus. To this day, the ornate construct observes its duty, empowered by the mysterious substance at the heart of all mogu flesh-shaping experiments.

Ion: The mechanics of the Dark Animus encounter aren’t quite like any boss fight we’ve done before. It centers around a fixed quantity of the mysterious swirling liquid, known as Anima, that is at the heart of the mogu experiments in this wing. The vital fluid animates golems, escaping and moving on to larger and larger constructs as the initial vessels are destroyed, until it eventually amasses enough volume to empower the Dark Animus itself, largest of all the golems. The encounter has a certain puzzle-solving element to it, and players will need to carefully manage how they shift around this finite quantity of Anima or the fight will quickly get out of hand.

Pinnacle of Storms

Iron Qon

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Legends speak of the brutality of Qon and his quilen champions. The fearless mogu commander was dubbed "Iron Qon" by the Thunder King for his unrelenting resolve to claim victory after victory for the empire regardless of the cost. 

Ion: Qon is one of Lei Shen’s elite personal guard, and a master of mounted combat. An original concept for this fight was inspired by the Three Kingdoms warlord Lu Bu, a fierce warrior renowned for his skill in fighting with a spear from horseback. Though Qon does have some very cool and unique mounted attack animations, in the end we found it more interesting to explore gameplay via the different abilities of his mounts instead. Thus, the encounter involves Qon switching among different magical quilen, each of which is empowered with vicious elemental attacks, creating a four-phase encounter that is almost like four separate intense fights rolled into one.

Twin Consorts

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The Twin Consorts of Lei Shen, Lu’Lin and Suen, are said to be greatest of the Thunder King’s treasures. Rumored to be the only known female mogu in existence, Lei Shen keeps his trophies close, and their combined arsenal against interlopers closer.

Ion: Players may have noticed the complete absence of any female mogu in their exploration of the continent of Pandaria. Players who look closely at the models of these celestial twins will note that they seem quite literally carved out of stone. Indeed, these were specifically created by Lei Shen and empowered to serve and guard him, and they are a direct reflection of his will rather than any broader sense of mogu culture as a whole. An earlier version of the concept for the fight had them actually being spirits of the Sun and Moon, but that didn’t feel quite right (and we all know that the only true spirit of the Moon is Elune, and clearly she was not locked away by the Thunder King).

Lei Shen, the Thunder King

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Tyrant, Dictator, Conqueror, Emperor. The Thunder King’s numerous titles were earned by bringing absolute misery to the races of Pandaria. Resurrected into a world where his people no longer rule, Lei Shen is bent on ending the farce and bringing the land under his heel once more.

Ion: The core concept for the Lei Shen fight developed during a brainstorming session as members of the encounter design team were throwing around ideas for potential fight mechanics, trying to see if anything would stick. A popular idea was for him to need to pause and recharge periodically, but someone suggested an interesting twist on that idea—the Thunder King isn’t just a battery that needs to recharge; he’s actually a power source himself. So instead of him drawing power from his citadel, the citadel draws power from him. He is a mighty warrior in his own right, with distinctive weapon and lightning attacks, but his mere presence energizes and activates portions of his citadel’s defenses, and managing those becomes a central element of the encounter. With a wide array of incredible visuals provided by our effects artists, and an awesome dungeon backdrop (those walls aren’t entirely decorative . . .), Lei Shen is an epic final encounter to wrap up an epic raid zone.

Ra-den

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Lei Shen’s life changed forever when he stumbled into a dark chamber below what are now the Mogu’shan Vaults. Legend has it that he found an ancient titan keeper guarding a miraculous device known as the Engine of Nalak’sha. No one knows what transpired between the two beings, but Lei Shen later emerged from the site bristling with the power to forge an empire. The keeper’s fate—and his current whereabouts—remain a mystery.

Ion: This is the “Algalon” of the zone; a bonus boss for the high-end raiders who have finished the main zone progression. Lei Shen is the true final boss of the zone, and we wanted to make sure that he still feels that way—unlike Sinestra in Bastion of Twilight, there’s some backtracking involved to reach Ra-den after he’s unlocked. The mechanics of the fight are deliberately obscured in the Dungeon Journal for now, so I won’t say much more. The primary purpose of the Dungeon Journal is to provide an in-game resource to players who are trying to learn an encounter, instead of making them feel like they have to Alt-Tab out to read an online guide. In Ra-den’s case, we know that those of you who face him at first are also the same people who often write those online guides, so hopefully you’ll enjoy a sense of discovery when you first reach him.

(source)

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      Table of Contents
      Jin'rokh the Breaker Horridon Council of Elders Tortos Megaera Ji-Kun Durumu the Forgotten Primordius Dark Animus Iron Qon Twin Consorts Lei Shen
      Jin'rokh the Breaker
      Normal mode
      Useful talents:
      Blazing Speed helps you reposition yourself quickly. Fire and Frost Mages have several instant-cast spells in their rotation. As such, they have more innate mobility than Arcane Mages and may prefer to use Presence of Mind as a DPS cooldown. Ice Barrier or Temporal Shield Greater Invisibility Living Bomb Useful glyphs: Glyph of Blink Glyph of Combustion for Fire Mages will allow you to better line up Combustion with the spawning rate of the Conductive Waters. Glyph of Icy Veins for Frost Mages so that, Icy Veins used along with Heroism will not result in wasted GCDs. Tips and Tricks: Use your cooldowns in the Conductive Waters. Blink to quickly come back to the Conductive Waters after kiting a Focused Lightning. If you chose Ice Barrier as your Tier 2 talent, use it to reduce the damage you take from the explosion of Focused Lightning. If you used Temporal Shield as your Tier 2 talent, use it before a Focused Lightning hits you or use it when the channel of Lightning Storm begins. It does not consume a Global Cooldown, so that's an advantage over Ice Barrier. Use Greater Invisibility when Lightning Storm starts. Heroic modeUseful Talents
      Blazing Speed helps you to get out of trouble easily during Lightning Storm. You will want to have Cold Snap to be your Tier 4 talent. Because of the additional movement to the fight Invocation will pull ahead of the others. Useful GlyphsThere is no change compared to normal mode. Tips and TricksP1 - Without puddles
      You will just perform your standard rotation standing somewhere around where the tank will land on Thundering Throw. Keep in mind, not to stand directly on the spot, because you will take damage and get stunned for ~5 seconds. Get in the water as soon as possible. If you get a ball fixated on you during this phase, try to put it near the wall, using Ice Barrier or Temporal Shield before it hits you. Invocate before the water spawns, to have maximum DPS uptime on the boss with the increased damage. P2 - Standing in the puddle You will want to pop your cooldowns and burn the boss. After a few seconds, the boss will use Ionization. Here, you will use your Ice Block. It is mandatory to use it before Ionization being applied. If you use Ice Block too late, you will explode in the puddle, wiping the raid. Once the cast is finished, you can use the following macro IMMEDIATELY.#showtooltip Cold Snap
      /cancelaura Ice Block
      /cast Cold Snap
      After Ionization you just DPS the boss, occasionally kiting balls out of the pool. On the second puddle, your Ice Block will be ready (because you have reset by Cold Snap), just do the same thing again, as on the first puddle. On the third water, it will be a bit tight. Your Cold Snap will off of CD like only 5-10 seconds before the Ionization, so be ready to use it. Then, of course you will be able to Ice Block the 3rd Ionization. The 4th Ionization does not matter since if you don't kill the boss before it runs out, you will hit the berserk timer anyways. P3 - Lightning storm Use your Ice Barrier/Temporal Shield on CD, but more importantly when you know you WILL get hit by an unavoidable ball. Try to keep your dots and debuffs on the target, but make sure to actually stay alive. Use Blazing Speed to get out of trouble. Links: Jin'rokh the Breaker Strategy
      Horridon
      Useful talents: Ice Floes is very useful when moving from one door to the next. Blazing Speed and Presence of Mind are also viable. Flameglow Greater Invisibility Nether Tempest Useful glyphs: Glyph of Ice Lance (Frost Mages) Glyph of Icy Veins (Frost Mages) Glyph of Inferno Blast (Fire Mages) Glyph of Remove Curse Glyph of Counterspell Tips and Tricks: Nether Tempest or Frost Mages will do a lot of cleave damage with Ice Lance. Also, Frozen Orb should be used wisely, where the adds have started piling up. A problem occurs against the Drakkari Trolls (3rd door), as the Drakkari Frozen Lords spawn a similar orb. Tanks have a tendency to confuse these orbs with yours and they will often move the adds away from your Frozen orb. You can also use your Water Elemental Freeze spell to get extra Fingers of Frosts on 1st and 3rd door. Fire Mages should focus on spreading Combustion with Inferno Blast at the right moment (i.e., when there are at least 4 enemies around your current target). Use Counterspell to interrupt the Dinomancer's Dino-Mending, as the melee are usually busy interrupting the adds. Use Remove Curse on the Amani door to help with Hex of Confusion. Glyph of Remove Curse removes the DPS penalty of casting Remove Curse. Use Greater Invisibility to reduce damage taken and dispel DoTs on you. Links: Horridon Strategy
      Council of Elders
      Useful talents: Flameglow Ring of Frost Cold Snap is great because it allows you one more use of Ice Block for removing Biting Cold. Nether Tempest. Incanter's Ward is viable in this fight. Simply stand in Quicksand whenever you need to consume your shield. Useful glyphs: Glyph of Ice Lance (Frost Mages): to do some cleave damage on the bosses Glyph of Icy Veins (Frost Mages) Glyph of Slow (Arcane Mages): to slow down the Loa Spirits Glyph of Cone of Cold if you can stay in melee range of the stacked bosses. Tips and Tricks: Keep Nether Tempest on as many targets as possible. Biting Cold can be removed with Ice Block, but not Frostbite. Use Flamestrike when 3 or 4 of the bosses are together. Use glyphed Cone of Cold on cooldown, if you can stay in melee range of the stacked up bosses. Frost Mages can use their Water Elemental's Freeze to freeze the Loa Spirit, followed by Deep Freeze to incapacitate them for 5 seconds, making it easy to nuke them. Use Frozen Orb on the bosses that are stacked up to have more Fingers of Frost charges, Links: Council of Elders Strategy
      Tortos
      Useful talents: Blazing Speed is great for this fight, as you have to move very often. Temporal Shield Ice Barrier Nether Tempest Invocation. You will have to try to Evocate before a Quake Stomp if you have to soon. Try to position yourself on the edge of the boss room, avoiding lots of movement and turtles. Useful glyphs: Glyph of Ice Lance (Frost Mages): for cleave damage Glyph of Icy Veins (Frost Mages) Glyph of Inferno Blast (Fire Mages): for cleave damage Glyph of Slow (Arcane Mages): to slow one focused turtle effectively. Tips and Tricks: For the bats, just cast Frost Bomb.
      Frost Mages should use Frozen Orb and spend keep attacking Tortos to consume all their stacks of Fingers of Frost. If possible, try to cast your Water Elemental's Freeze right when Frost Bomb (if you chose it as your Tier 5 talent) is about to expire. If you did not choose Frost Bomb as your talent, you can still use Freeze to generate 2 Fingers of Frost. Try to use it, before you finish Flamestrike cast on them. Cast 1-1 Frostbolt on the turtles, effectively slowing them for 15 seconds, greatly helping your raid. Fire Mages should try and get Combustion up on Tortos with a good ignite as the turtles spawn. They will spawn from under Tortos, so it will be possible to spread Combustion and Ignite to a few of them. Use Ice Barrier or Temporal Shield before Quake Stomp. Make a macro to cast Temporal Shield and Incanter's Ward. They have the same cooldown and Temporal Shield is off the global cooldown. Links: Tortos Strategy
      Megaera
      Useful talents: Talk to your healers to see which of your Tier 2 talents they would prefer you to take. They seem to perform roughly the same overall.
      Temporal Shield is great for Rampage phases. Ice Barrier is great for mitigation during Rampage and Acid Rain Flameglow is good for an all-around damage reduction. Greater Invisibility is great for mitigating the damage of Rampage. Cauterize can also save your life, if your healers are slow on dispeling Cinders. Living Bomb Useful glyphs: Glyph of Evocation is a good minor self heal. Glyph of Blink can be useful when you have to kite blue beams. Glyph of Icy Veins (Frost Mages) Tips and Tricks: Use Ice Block for the final Rampage. Frozen Orb (Frost Mages) seems bugged on this encounter. Try using it during Rampage, when you are stacked up and drop it between the two heads. This will result in an increased amount of Fingers of Frost charges. Use Alter Time to effectively heal yourself during a Rampage. Links: Megaera Strategy
      Ji-Kun
      Normal mode
      Useful talents:
      Blazing Speed for Down Draft (in conjunction with Blink if you need it) Ice Barrier Greater Invisibility for surviving every other Quills (Arcane) Rune of Power Living Bomb or Nether Tempest for cleave damage on Nests. Useful glyphs: Glyph of Icy Veins (Frost Mages) Glyph of Ice Lance (Frost Mages): for cleave on nests damage. Glyph of Cone of Cold: for cleave damage on nests. Tips and Tricks: It is a very easy fight, as you normally do not have to jump down for the eggs. So you can just burn the boss. Use Blink and Blazing Speed during Down Draft. Use Ice Barrier to reduce the damage from Caw and Quills. You can also use it to reduce the damage you receive from soaking Feed Young pools. Greater Invisibility is probably best used for mitigating the damage from Quills, but it can also be used to remove the slimed debuff you can from soaking Feed Young pools. Use Ice Block to prevent the damage from the last Quills. Use Slow Fall if you are about to miss harder nests or the platform. Use your cooldowns, when you have Primal Nutriment buff on you. If you decide to go and get the wings buff, try time your flying so that you catch the damage buff AND that the boss casts down draft. When down draft starts and just before your flying buff wears off, be just few pixels above the ground so that you don't touch it. I have noticed that when you do this, down draft WON'T affect you as long as you don't move. Intended or not. Use Frozen Orb on the nests. Heroic modeUseful talents:
      Temporal Shield became as viable as Ice Barrier. It helps a lot your healers during Quills. There are no other changes compared to normal mode. Useful glyphs: There is no change compared to normal mode.Tips and tricks: The same tricks from normal mode apply to heroic mode as well.
      You will definitely have to leave the platform at least ~4 times in this encounter. Try to line up your movement to the main platform or to the higher platforms, when Feed Young is being casted. You don't necessarily have to use a feather when coming up from lower nests. Simply jumping down will result in a lower uptime on boss, but the extra Primal Nutriment buff will compensate the damage lost, especially if you line up your CDs with it. Also, you can reach every lower platform easily by jumping only, so you can save up to 4 feathers. Use Nether Tempest on every egg, or simply use Frost Bomb. Use Temporal Shield on every Quills. Use Blazing Speed and/or Blink to move away from Caw. You can use Alter Time when you are full on health before Quills to effectively heal yourself. Links: Ji-Kun Strategy
      Durumu the Forgotten
      Useful talents: Blazing Speed is very useful if you fall behind during the maze phase or if you get targeted by Force of Will and Lingering Gaze. Greater Invisibility or Cauterize (there really is no reason to use Cold Snap). Incanter's Ward or Invocation. Living Bomb Temporal Shield can be used while being stunned by Life Drain, effectively healing yourself back. Useful glyphs: Glyph of Arcane Explosion (Arcane Mages) Glyph of Icy Veins (Frost Mages) Glyph of Cone of Cold (Frost Mages): to get some extra DPS on maze phase if you don't have time to cast anything. Tips and Tricks: Use Blink often and effectively. If you choose Invocation as your Tier 6 talent, make sure to evocate before the maze phase. Use Mirror Image on Maze phase. (It should be off of cooldown if you used it before pull.) If you are unlucky and get hit by a Force of Will after soaking Life Drain, you can use Blink immediately to stay on the platform. Make sure to remove Glyph of Momentum. (Arcane) During the maze phases, you can take the path closest to the boss and spam Arcane Explosion (extending its range with Glyph of Arcane Explosion is very useful), all the while casting Arcane Barrage on cooldown. (Frost) Make sure Frozen Orb is up during the two maze phases. Stay in the melee path during maze, so taht you will have time to cast Frostbolt from time to time. Links: Durumu the Forgotten Strategy
      Primordius
      Useful talents: Greater Invisibility to remove Volatile Pathogen. Cauterize is also a viable choice, it can save your life if your healers cannot heal you up in time while having Volatile Pathogen. Nether Tempest Rune of Power or Invocation Useful glyphs: Glyph of Icy Veins (Frost Mages) Glyph of Ice Lance (Frost Mages) Tips and Tricks: Apply Nether Tempest on the bloods. Save your cooldowns for when you first get fully mutated and focus on getting mutated as soon as possible (by killing only bloods, ignoring Primordius). Try to stay around the middle of the room, this should guarantee minimal movement. Watch our for the Volatile Pools. Frost mages should try and drop their Frozen Orb on a bigger pack of bloods to get insane amount of Fingers of Frost charges. Remove Glyph of Momentum because the area is bugged and you will sometimes Blink backwards instead of forward with this glyph. Links: Primordius Strategy
      Dark Animus
      Useful talents: Ice Barrier Rune of Power or Invocation Nether Tempest, because it will not cleave the inactive golems. Greater Invisibility Useful glyphs: Glyph of Armors: for increased damage reduction while tanking golem. Glyph of Evocation: because sometimes you will find yourself having to do nothing better, ans this glyph also helps self healing while tanking a golem. Glyph of Icy Veins (Frost Mages) Tips and Tricks: You can use Alter Time to swap back to your original position (with your original health) when swapped. Ice Barrier can also mitigate most of its damage. Finally, you can Blink to a better vantage point after being swapped. Use cooldowns at the start, when it is mandatory to kill one of the adds on the tank very fast. After that, save cooldowns and Time Warp for when the boss activates. Make sure the add that you are tanking is not hitting you from the back. Frost mages and Arcane mages can use Molten Armor to reduce the damage taken from tanking the add. Make sure to switch back to the more beneficial armor, after the tank taunted your add. Use Ice Barrier on cooldown while tanking, because you will not suffer from cast time delay while the shield holds. Later on, use Ice Barrier on Interrupting Jolt and Matter Swaps. Frost mages can make their pets tank with Glyph of Water Elemental for a few seconds before it dies. But make sure you will be the next on the aggro table once it dies and don't forget to resummon it. Use Greater Invisibility and Ice Block on Interrupting Jolt. Links: Dark Animus Strategy
      Iron Qon
      Useful talents: Blazing Speed is very useful during the Windstorm. Greater Invisibility Living Bomb Ice Barrier for great damage mitigation. Incanter's Ward or Invocation. Useful glyphs: Glyph of Icy Veins (Frost Mages) Glyph of Water Elemental (Frost Mages) Glyph of Blink: if you didn't choose Blazing Speed as your talent. Glyph of Evocation can be useful after getting out of Windstorm or if you have nothing better to do because of an unlucky Dead zone shield on the boss. Tips and Tricks: Use Blink to
      get over the fire/lightning/frost lines created by Ignite Spear; stack/unstack during Ro'shak; avoid Throw Spear. get into a better position on Dead Zone shields. Use Greater Invisibility to remove the debuffs you receive when walking on the fire/lightning/frost lines. Use Ice Barrier on
      the 2nd Unleashed Flame in a row; before Windstorm; Freeze explosions; and Fist Smash. Use Greater Invisibility and Ice Block when your healers ask you to, during Fist Smashs. You can use Alter Time before Windstorm being casted, and then you can use it again to get into a safe position instantly to avoid dodging and running. Links: Iron Qon Strategy
      Twin Consorts
      Useful talents: Blazing Speed is useful if you are painting, otherwise Presence of Mind. Living Bomb. Invocation or Rune of Power. Useful glyphs: Glyph of Icy Veins (Frost Mages) Glyph of Ice Lance (Frost Mages) Tips and Tricks: Blink a lot to avoid fire/comets/waves/sleepydust. During the Darkness Phase, you can apply your Tier 5 talent on Suen when she appears to cast Tears of the Sun, but it appears that this is not possible when she appears to cast Light of Day. Links: Twin Consorts Strategy
      Lei Shen
      Useful talents: Blazing Speed will be a life saver many times. Greater Invisibility Invocation Living Bomb Useful glyphs: Glyph of Icy Veins (Frost Mages) Glyph of Ice Lance (Frost Mages) Glyph of Water Elemental (Frost Mages) Glyph of Cone of Cold Tips and Tricks: Use Blink to:
      move away from Thunderstruck, Lightning whip; catch Bouncing Bolt; stack faster on Ball Lightning; get through the Overcharge ring. Use Greater Invisibility and Ice Block to be able to take the damage from Static Shock alone and in the last phase in emergency situations, like Thunderstruck. Use Frozen Orb when Ball lightnings spawn, from second phase. Adds spawning in transition phases can be rooted and stunned. Frost mages can use Water Elemental's Freeze spell, followed up by a Deep Freeze to effectively CC these adds. Kiting them is also pretty easy. Use Blazing Speed during the whole fight to effectively reposition yourself, especially during the last phase. Links: Lei Shen Strategy Ra-Den
      Useful talents
      Living Bomb. Share your thoughts.Useful glyphs
      Share your thoughts.
      Tips and tricks
      Share your thoughts.

      Changelog
      08 July 2013: Updated the guide to reflect the suggested Mage Bombs by Blatty. 25 May 2013: Updated the guide to reflect 5.3 Mage Bomb changes. Added many new tips and finished the missing bosses. Even more tips for Frost Mages by Oltier. Added tips for Ji-Kun and Iron Qon from Tpesa. Added heroic Ji-kun tips. 23 May 2013: Added tips for Jin-rokh heroic. 28 Mar. 2013: Added tips from Mit213 for most of the fights. 22 Mar. 2013: Advised Greater Invisibility instead of Cold Snap for the fight against Horridon. Added tips from specialk for the last six bosses (except Lei Shen). 15 Mar. 2013: Biting Cold can be removed with Ice Block, but not Frostbite. Thanks to Muphrid for clarifying that point. 15 Mar. 2013: Added tips from Justinkase for Horridon. 14 Mar. 2013: Added tips from specialk for the first six bosses. Added tip from matiyica on Horridon.
    • By Zank707
      Alrighty guys... Quick question... I can't really seem to get this trinket to work right.... Here's a link to my armory page.. http://us.battle.net/wow/en/character/ysera/Callador/advanced.. What do I need to do to make this damn trinket maximize my dps (stat wise) My highest stat is Mastery is 6535 unbuffed...(59.13%) and Crit is 3823 unbuffed (27.70) Minus the 5% bonus from cat form and Haste is at 1176 (2.77%) unbuffed.... I know when it procs I reapply bleeds and bwam.. I'm supposed to magically have rediculousy more dps.. But I'm not seeing it... Even with raid buffs and flask and food... Could someone please help me out?