[10H] Durumu

Moderators: Fridmarr, Worldie, PsiVen, Sabindeus, Aergis, frontallobe

[10H] Durumu

Postby Donatist » Mon Apr 15, 2013 6:24 am

I was surprised Galiks hasn't posted on this yet! But, one tanked it last night with Clemency and 2 healers.

I took the first debuff to 6 stacks before BoPing it off. Then let it fall during the first death beam phase. I ended up BoPing it off in the second colorblind phase since the damage that goes out is much higher the with regeneration beam also stunning healers. I also save all my CDs for this phase. (Cept HA gotta HA for the deeps.)

Finally I bubbled at the end of the phase around 4 stacks again to save healers mana ( you may be able to not bubble here if the healer are keeping up with you. Mine werent so i bubbled) Make sure you never LoH yourself to clear the debuff and that the hpally if you have one doesnt either. From a tanking perspective its very similar to Horridon timing your ShoTr for Hard Stare and GG. We did kill it before the 3rd colorblind phase but if you reach it you will have both BoPs up to clear the debuff.

Any questions Ill try and respond, but it really is an easy one tank fight with a similar tank strat similar to Horridon. (Just dont stack to 14 :)~)

I forgot to add: I reduced my stam to about 650k buffed to make it easier to top me up.
Donatist
 
Posts: 80
Joined: Thu Jan 10, 2013 11:19 am

Re: Durumu (10H)

Postby Grommash » Mon Apr 15, 2013 10:25 am

1 heal, 2 tanks seems to be the way to go? How did you guys deal with the new add/dot mechanic? Aside from that and the mass AoE every so often the encounter looks fairly straight forward.

I remember a lot of people saving raid CDs for the maze prior to the maze 'optimizations' and hence not having a lot for the color-blind phase. Now that the maze is pretty much fool proof it seems like you can probably just burn through raid CDs during the color-blind phase, which was probably what was intended.
Grommash
 
Posts: 50
Joined: Wed Feb 08, 2012 11:27 am

Re: Durumu (10H)

Postby Donatist » Mon Apr 15, 2013 10:43 am

idk about 1 heal. 2 heal 1 tank was fine. We had 2 devos, 1 enhance CD (idk what its called), tranq and rallying cry for CDs as needed on colorblind.

The new add are actually 2 adds yellow. If you expose it before the third red is out you need to kill it and heal through the damage otherwise you can just ignore it. Position the yellow beam as best you can. The second coloblind phase starts with 3 ice walls so we just position everyone in one zone, the yellow takes the space between farthest from the two walls since it moves on its own.

This fight really is a dps fight and 2 heals 1 tanks lets you meet the dps requirements without any panic. So colorblind mode goes relatively fast meaning less overall damage. ice walls die fast which means less chance for yellow beam to move into a space the raid cant follow or being blocked out of the safe maze.

The dark parasite can be grounded by a shaman so thats super OP and probably not intended. Otherwise we just used personal CDs at about 10 seconds and dispelled it around 10 seconds left. Wasnt really a mechanic that cause any problems. Purity did not seem to work on the dark parasite.

The hardest part of the fight with two healing was putting both healers in blue beam and getting the rejuv beam in blue. The healers could easily fall behind on damage. During colorblind we let the beam do 3 ticks before swapping and during non colorblind 2 ticks was max. As the tank i never got into a color unless they asked me to and i never took a regen beam unless i was being a baddie.
Donatist
 
Posts: 80
Joined: Thu Jan 10, 2013 11:19 am

Re: Durumu (10H)

Postby Galiks » Mon Apr 15, 2013 10:53 am

i enjoy the friendly environment and strategy sharing, friends. handle the fight as you do on normal with 1 tank/2 healers and you should find yourselves close to a kill very quickly.

only advice I can add is that the ice walls spawn in pre-determined locations at the North, Southeast, and Southwest directions around Durumu, so pre-position yourselves to be between those sectors. still probably won't wipe you, though.
Prot Paladin - http://us.battle.net/wow/en/character/k ... s/advanced
Moonkin - http://us.battle.net/wow/en/character/k ... ice/simple
Prot Warrior - http://us.battle.net/wow/en/character/k ... osh/simple

<Rehabilitation Clinic> GM/RL
rcazgalor.guildlaunch.com : 13/13H 10-man: Mon-Wed 7-11 World #49 Overall

Logs: http://www.worldoflogs.com/guilds/231362/

Recruiting mage!
Galiks
 
Posts: 47
Joined: Sun Aug 07, 2011 11:11 am

Re: Durumu (10H)

Postby Donatist » Mon Apr 15, 2013 11:09 am

Thanks in large part to the legendary gem i got me world 2 parse last night on this fight. Now for the horridon trinket....
Donatist
 
Posts: 80
Joined: Thu Jan 10, 2013 11:19 am

Re: Durumu (10H)

Postby Grommash » Mon Apr 15, 2013 12:05 pm

Er 2 heal 1 tank, I derped lol.
Grommash
 
Posts: 50
Joined: Wed Feb 08, 2012 11:27 am

Re: Durumu (10H)

Postby todi » Tue Apr 16, 2013 7:01 am

We just killed him with the strat 1 tank & 2 heal too. Resetting stacks first time @ 6, 7 and 4 and killed him with 2 or 3 stacks remaining. Pop up heavy CDs at colorblind phase.

@ Donatist:
What do you mean with "The dark parasite can be grounded by a shaman so thats super OP and probably not intended." ??
todi
 
Posts: 2
Joined: Tue Apr 16, 2013 6:36 am

Re: Durumu (10H)

Postby Donatist » Tue Apr 16, 2013 11:36 am

The magic debuff that goes out will go onto a shaman grounding totem instead of a player and go in essence go away. We think only when in the shamans party but we avoided at least 3 of the debuffs entirely. Hope thats clearer.
Donatist
 
Posts: 80
Joined: Thu Jan 10, 2013 11:19 am

Re: [10H] Durumu

Postby Schroom » Thu Jun 06, 2013 2:32 pm

yep lol @ Durumu downed it after only 14 trys.
User avatar
Schroom
 
Posts: 597
Joined: Mon Aug 15, 2011 2:03 pm
Location: Luxembourg

Re: [10H] Durumu

Postby Kai » Thu Jun 06, 2013 3:27 pm

yeah, only needed a handful of attempts too. seems like outgearing makes this encounter massively easier as there's no really complicated mechanics. we just healed through the parasite debuff a couple of times too, only dispelling it when it was during the maze or beam phase.

expected this to be much worse. at least for us this was easier then council and megaera.
Kai
 
Posts: 257
Joined: Tue Oct 16, 2012 2:35 am

Re: [10H] Durumu

Postby Grommash » Sat Jun 08, 2013 12:39 am

I think it was only really difficult with exceptionally awful gear (read first couple weeks/month). The hardest part is that life drain during the second spectrum IMO and if you have the DPS to beat the boss before the third spectrum you only realistically have one hurdle to pass. I can see why this boss was hard the first few weeks (although I imagine a few of the reasons were the bugs present on the encounter). The third spectrum really hurts, especially when you have to deal with drains during it.

We killed it prior to upgrades in a full night of attempts. Optimizing DPS we could kill it just as the third spectrum starts. Post upgrades we kill the boss before the second disintegration beam actually starts.

It's a lot like council when you compare the heroic versions. You just need to do normal fairly optimal, which isn't a lot to ask once you're that far along in progression. I like others still suggest one tank and two healing it. The damage on this encounter is incredibly small and your goal to getting a quick kill will be attempting to eliminate the third spectrum from even happening.
Grommash
 
Posts: 50
Joined: Wed Feb 08, 2012 11:27 am

Re: [10H] Durumu

Postby PsiVen » Fri Jun 21, 2013 9:19 am

I guess I feel a little silly that we didn't do this boss earlier, because it took us 3 attempts to get Durumu. I can't believe he is the least killed boss before Dark Animus... Oh well, by the numbers most still do Twins after Council/Megaera which seems equally insane.

FWIW we 1tank / 2healed and had 2:30 or so left on the Berserk. I think I managed to screw up my Forbearance so I had -80% healing received at the end and was still doing fine on the boss.
Gladiator Psiven, Retired Tankadin
Falling off the wagon since WoD release...
Longtime addict of Space - Glory Through Conquest
User avatar
PsiVen
Moderator
 
Posts: 1996
Joined: Fri Jun 01, 2007 5:28 pm
Location: On a Boat

Re: [10H] Durumu

Postby Fenrìr » Fri Jun 21, 2013 2:22 pm

There's a weird timing that if you take a stack right before he does death beam, it won't reset in time before the first application after the beam is over.
Image
Fenrìr
Maintankadonor
 
Posts: 1137
Joined: Fri Nov 13, 2009 9:41 am

Re: [10H] Durumu

Postby Darielle » Sat Jun 22, 2013 5:36 am

Grounding isn't really OP, because Parasite is pretty much a joke. It went on Psiven 2x on our kill, and I think I took one of the other ones as Cat so I just cooldowned through the entire thing. The adds are basically unnoticeable as long as you don't Chaos Bolt them.
Darielle
 
Posts: 853
Joined: Mon Apr 19, 2010 2:41 am
Location: Auckland, New Zealand

Re: [10H] Durumu

Postby fuzzygeek » Wed Jul 24, 2013 10:17 pm

So we started working on this this other night. Cruising along, make it to the second set of ice walls, and the fight erupts into a fountain of chaos and we all die horribly. How do you handle this phase?

We tried saving bloodlust for this, but it honestly didn't make too much of a difference. We tried grouping up into a single quadrant and focused on the walls before handling the adds, but that went horribly as well.

Any tips?
Image
User avatar
fuzzygeek
Maintankadonor
 
Posts: 3447
Joined: Wed Aug 01, 2007 1:58 pm

Re: [10H] Durumu

Postby Schroom » Wed Jul 24, 2013 11:11 pm

the second one is where he puts on his light show right?

don't really ever had trouble with this. we are genereally stacked at a certain point (allthough melee behind the boss of course) and the tank a bit more to the right. this allows an easy lifeleach rotation.

it also means we are stacked in one quadrant (which technically isn't a quadrant btw ^^)

we first destroy the wall before him, before the lightshow actually starts. then we spread out, calling out where which add is hidden and checking if everyone got a partner in his lightthingy. We also use devoaura and maybe other healingtimers (as I'm a tank I don't really get everything they do in the background.)

seom tips. a firemage should be able to spread his combustion to every pillar if done right.
multidoting is king here.
a mage can also blink through the Boss into another quadrant if needed. Same goes for druids with direbeast.

the warrior jump doesn't work anymore for this. they hotfixed it.
User avatar
Schroom
 
Posts: 597
Joined: Mon Aug 15, 2011 2:03 pm
Location: Luxembourg

Re: [10H] Durumu

Postby Kai » Thu Jul 25, 2013 3:30 am

i think its the second light show when wall and light show overlaps. I very much doubt you have the wall down before the light show happens, at least that would be pretty awesome dps as you only have ~5 seconds. with a destro warlock and an elemental shaman, the wall we stand next to is down about 3-4 seconds after light show marks the adds.
that part is the only annoying part of the fight as the timers won't collide like that again.

we have 3 guys putting down raid marks for the red adds and one guy each on blue and yellow. note that there are TWO yellow adds, but in our experience they are generally within 10-15y of each other. so we mark one and the guy with the yellow beam runs opposite of the raid mark. the team then randomly goes clockwise or counterclockwise, but that gives you enough time to finish off the red ones.
if you uncover a yellow one, no need to panic and just have the dps zerg it down. if you uncover a blue one, same stuff but ignore it. make sure the guy with the blue beam stands still and doesn't move the beam off the add and just deal with the red ones asap.

as schroom said, you can blink or demonic portal through the ice wall. whenever wall is about to come up, all range dps + healers bunch up 15y to the right side of the tank. if you stand behind the tank and get targeted by drain life, you're screwed (or the tank has to move to one side quickyl, before the wall spawns).
we have the area split up for the 3 guys marking the red adds. tank marks on the opposite site of his position, a mage marks to the left of the tank and someone else to the right. we all stand on the right, so the mage blinks through the ice wall and can see that part of the room, although you can see it good enough from the other side anyway, but just for simplicity.

during that phase when it goes ice wall -> light show, you'll also have drain life to deal with during the beam phase and a parasite spawning. it's by far the messiest part of the encounter, if you get through that, you should be very close to a kill.
Kai
 
Posts: 257
Joined: Tue Oct 16, 2012 2:35 am

Re: [10H] Durumu

Postby Schroom » Thu Jul 25, 2013 5:33 am

Kai wrote: I very much doubt you have the wall down before the light show happens, at least that would be pretty awesome dps as you only have ~5 seconds. with a destro warlock and an elemental shaman, the wall we stand next to is down about 3-4 seconds after light show marks the adds.



here is my livestream from yesterday. http://www.twitch.tv/therealschroom/b/435257459

start at ~2:25:30

the front wall is destroyed about 2-3 seconds bevor the lightshow becomes active (and it's only then the raiddamage starts) second wall is at 3% third wall at 22% (if you pause at 2:26:00)
User avatar
Schroom
 
Posts: 597
Joined: Mon Aug 15, 2011 2:03 pm
Location: Luxembourg

Re: [10H] Durumu

Postby Kai » Thu Jul 25, 2013 7:06 am

I think we are talking about different things here. I thought light show means 'lichtsprektrum', when the positions of the lurkers are revealed for a second. the second light's spectrum happens 6-7 seconds before an ice wall. as you can see in your video at 2:25:50. your ice walls are on 60% then, pretty much the same as ours. I guess you meant the beams becoming active? yeah, by then the ice walls have to be down, but that should not be a problem.
Having even just one of them dead when the light's spectrum reveals the lurker positions requires some serious burst dps though.
Kai
 
Posts: 257
Joined: Tue Oct 16, 2012 2:35 am

Re: [10H] Durumu

Postby fuzzygeek » Thu Jul 25, 2013 4:19 pm

Thank you for posting that video. It looks like our general concept is fine -- gather in one section (yes, it's not technically a quadrant) then work your way out from there.

I think our problem is going to be making sure we're split amongst the cones properly so no one gets gibbed, but that's a communication issue.
Image
User avatar
fuzzygeek
Maintankadonor
 
Posts: 3447
Joined: Wed Aug 01, 2007 1:58 pm

Re: [10H] Durumu

Postby Schroom » Thu Jul 25, 2013 11:47 pm

yep when the beams become active is what I meant. because it is only THEN when they start damaging the raid. they can basically be ignored before that and only helps to see who gets what beam?, where is my add?, how do I have to position myself in coming couple of seconds?

and for the Single tank it usually means -> GoAK. ^^

(also I wait until the first icewall is down, sometimes it had the impression the Boss will LoS when I bubble /cancelaura and hit our mage.)(in the try int he video my cancelaura wouldn't work emediatly for some reason... I use a /cancelaura Hand of Protection /cast Crusader Strike macro, so I can keep up my roation.)
User avatar
Schroom
 
Posts: 597
Joined: Mon Aug 15, 2011 2:03 pm
Location: Luxembourg


Return to Mists of Pandaria Raids (T14+)

Who is online

Users browsing this forum: No registered users and 0 guests

Who is online

In total there are 0 users online :: 0 registered, 0 hidden and 0 guests (based on users active over the past 5 minutes)
Most users ever online was 380 on Tue Oct 14, 2008 6:28 pm

Users browsing this forum: No registered users and 0 guests