07 - Durumu the Forgotten
Mehguy — Wed, 02/20/2013 - 19:44
***Reminder that these are based off of PTR 10-man testing info and all
information regarding boss health, dmg output, debuffs, percentages, etc
are subject to change when they go live!***
Durumu the Forgotten is the 7th encounter of the raid and resembles a giant eyeball squid with teeth.
He has approximately 262 mil health (10-man) and will require
- 2 Tanks
- 3 Healers
- 5 DPS
This fight is again, about killing adds, but also mostly about ensuring the raid is set up into groups and splitting damage during, what is called, the "Color Blind" phase, which appears to be the main mechanic in the fight.
He remains stationary in the middle of the room and has an assortment of abilities and summons random assortments of "Eyes" that have their own unique characteristics.
- Hard Stare - focuses on his current target and deals 135-165% weapon damage as physical damage. The target will also receive 2 debuffs.
- Serious Wound - receives 10% less healing per stack (forces tank swap)
- Arterial Cut - bleed effect that deals 40k damage per second until they are healed up to full health
- Gaze - If no players are in melee range, he will cast a raid-wide AoE dealing 50% weapon dmg each cast
- Disintegration Beam - He will focus his gaze as a beam directly in front of him. Any players who touch the beam are killed instantly. During this ability, he will also slowly turn either left or right. He will also summon 2 "eyes" during this phase.
- Roving Eye - This is what people on PTR were wiping to the most. Appears overtuned. Durumu will summon this eye and it will create a maze of "Eye Sores" across his platform.
- Eye Sore - these will inflict 125k arcane damage every second to players in them.
- Stern Eye - These are part of the Roving Eye maze pattern around the edge of the room. These eyes will gaze at Durumu and will focus on players that are inside the "inverted" 30degree cone that is in front of the eye pointing back towards the boss. The 2 players (5 in 25-man) closest to the eye that are within this cone will be hit with additional arcane damage. (I never saw this ability fully on PTR vids as raids were dying very quickly during "Disintegration Beam" and "Roving Eye")
- Roving Eye - This is what people on PTR were wiping to the most. Appears overtuned. Durumu will summon this eye and it will create a maze of "Eye Sores" across his platform.
- Walls of Ice - (this may be heroic only as I did not see this during PTR vids) Durumu will summon 3 walls of ice that will block players movements as they try to move around the room. They have a shared health pool and all will shatter once one wall has been damaged sufficiently.
- Colorblind - During this "phase", Durumu will summon a Red, Blue and Yellow eye. These eyes will focus on 3 random players. Once the beam cast completes, the eyes will then focus a conal ability on the 3 players selected and will deal significant damage. This damage is mitigated by having more players stand in the cones, splitting the damage amongst each other, the longer that players are in the cone (minus the ones focused), the more damage they will take. These cones will also illuminate 2 different types of invisible adds (3 types in heroic) in the room once the cone goes over the top of them. The RED adds are key to getting out of the fight. Once they spawn, they will remain stationary wherever they are. They should only have 1.3 mil health each, so they arent that big of a deal as long as you find them and kill them quick.
- Burning Eye (red) - There will be 3 of these adds EVERY Colorblind phase, and all 3 of these adds HAVE to be killed in order to get out of the phase. These eyes are ONLY visible once a RED cone has gone over the top of them, and if the cone goes past them, they disappear, so the focused person will have to ensure the cone stays on the "Burning Eye" add. You can see where these adds initially spawn by a circular red animation on the floor. They have 2 abilities
- Caustic Spike - Will cast this while the mob is visible in the red cone. It will deal 80k dmg to its target
- Crimson Bloom - If the mob was revealed and the cone moves away causing it to go invisible again, it will cast this, dealing 92-108k fire dmg to all players until its killed.
- Cold Eye (blue) - Only 1 will spawn (initially). It will only be visible if the blue cone passes over the top of it. The key to this add is to NEVER reveal it. Supposedly a blue animation notes where it spawns. The reason you don't want to reveal it, is because once you do, it will start dealing damage. And if you don't kill it when the phase ends (after 3 red adds are dead), it will stay alive through the rest of the fight casting one of its AoE abilities repeatedly. So if you never reveal it, it will never cast anything. Another thing to be aware of, is if you do reveal it and kill it, another will spawn somewhere else on the platform, hence how only 1 will spawn "initially". So, if you do reveal this add by accident, you HAVE to kill it. Just do not reveal the one that respawns in its place. It has '3' abilities
- Icy Grasp - Deals Frost damage to all players while it is visible in the blue cone.
- Flash Freeze - If it goes back invisible, it will start exploding, dealing 92-108k frost damage to all players
- Biting Chill - Will respawn in another random location once defeated
- Blind Eye (yellow) (HEROIC ONLY) - unsure how many spawn. Only visible under yellow cone. Even though this eye only spawns on heroic, you will still have to deal with the yellow beam/cone dealing extra damage. This eye has 2 abilities
- Amber Retaliation - Will deal 26-54k nature damage for every 10% health that it loses
- Burst of Amber - If it goes invisible it will deal 92-108k nature damage to all players
- Burning Eye (red) - There will be 3 of these adds EVERY Colorblind phase, and all 3 of these adds HAVE to be killed in order to get out of the phase. These eyes are ONLY visible once a RED cone has gone over the top of them, and if the cone goes past them, they disappear, so the focused person will have to ensure the cone stays on the "Burning Eye" add. You can see where these adds initially spawn by a circular red animation on the floor. They have 2 abilities
- Mind's Eye - Will randomly summon this eye, has 1 ability
- Force of Will - Will focus on a random player. Players will be knocked back if they are caught in the gaze when the cast is finished
- Hungry Eye - This eye will cast a Life Drain on players
- Life Drain - This is a focusing beam that will stun the target for 15 seconds, draining life from the target and giving it to Durumu. The longer that player is affected by the Life Drain, the more life that will be healed. The way to counter this, is to have other players strafe through and interupt the beam, keeping healing to Durumu at a minimum.
- Evil Eye - (Possibly heroic ability) (Was not observed on PTR from what I could see). This will periodically cast "Dark Parasite" on players
- Dark Parasite - Debuff on the player inflicting shadow damage every second, the longer they have the debuff, the higher the damage will tick for. Can be dispelled, however, this will cause it to morph into a "Dark Plague" debuff.
- Dark Plague - The duration of this will last for however much time was left on the Dark Parasite debuff. Every 3 seconds that this morphed debuff is up, it will spawn a "Roving Eye"
- Roving Eye - these deal 50k shadow damage to their chosen host every 2 seconds. Any damage that the eye takes will be mirrored onto its host.
- Dark Plague - The duration of this will last for however much time was left on the Dark Parasite debuff. Every 3 seconds that this morphed debuff is up, it will spawn a "Roving Eye"
- Dark Parasite - Debuff on the player inflicting shadow damage every second, the longer they have the debuff, the higher the damage will tick for. Can be dispelled, however, this will cause it to morph into a "Dark Plague" debuff.
- Appraising Eye - This will cast a "Lingering Gaze" on players
- Lingering Gaze - This will shoot a shadow missle at 2 (5 in 25-man) players. When the missile lands, it will create a void zone, dealing 75 shadow damage every second to those in it. These will last throughout the fight. On PTR, it was noted that these have a 15 yard radius, so spread 15 yards.
That is all the abilities. This is going to be a very hectic fight, and needs to have great coordination. Hopefully will get a better understanding of the fight when it goes live and see if they lowered some of the damage, etc, as it appeared fairly overtuned.



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