Durumu the Forgotten Guide - Durumu the Forgotten, available in the Meat Shaping Chambers (Throne of Thunder). Lei Shen ordered his sorcerers to create an aberration that he could see inside the hearts of his followers and detect betrayal. Thanks to this decree Durumu was born. This cunning entity obeyed the orders of its masters to the letter until the death of the Thunder King, at which point it disappeared into the labyrinthine corridors of the citadel. Recently, Durumu, more than forgotten by the mogu, emerged from his hiding place.
Ions: Years ago, players encountered C'Thun, the eye of an ancient god, below the Temple of Ahn'Qiraj. The main attack method of the giant eyes is to shoot rays from the pupils. Durumu has many eyes, and therefore he shoots many rays.
Durumu the Forgotten is the seventh boss in the Throne of Thunder. It's a relatively straightforward encounter in terms of strategy, but the execution must be precise, and there is a great deal of damage that must be healed. This fight is very punishing, and small mistakes can cause a wipe.
General Information
Health Values
Difficulty | Availability | Crimson / Azure Mists |
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10-man | 261M | 1.3M |
25-man | ??? m | ??? m |
LFR | 430M | 2M |
Time to Enrage
Durumu has a strong rage time of 10 minutes, after he casts
obliterate, it will wipe your band.
Raid Composition
Difficulty | Tank | healers | DPS |
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10-jug | 2 | 2-3 | 5-6 |
25-jug | 2 | 5-7 | 16-18 |
Botín
Armor
Name | Armor | Box | Main Attributes |
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Fabric | Shoulder pads | Intellect | |
Fabric | Legs | Intellect | |
Fabric | Hands | Intellect / Strike | |
Leather | feet | Intellect | |
Leather | Legs | Agility | |
Mesh | Dolls | Intellect | |
Mesh | Front | Agility | |
Mesh | Belt | Agility | |
License plate | Hands | Intellect | |
License plate | Legs | Intellect | |
License plate | Dolls | Force | |
License plate | Legs | Strength / Expertise | |
License plate | Hands | Force / Stop | |
License plate | Feet | Force / Stop |
Weapons
Name | Type | Main Attributes |
---|---|---|
Daga | Intellect / Spirit | |
Crossbow | Agility |
Layers and Rings
Name | Type | Main Attributes |
---|---|---|
Cover | Intellect | |
Cover | Force / Dodge | |
Ring | Intellect / Spirit | |
Ring | Force / Dodge |
DPS requirements
Since the tank does half the damage of a DPS, and the boss fights after 10 minutes, and the healing that the boss gets from
Drain Health is negligible, the DPS requirements are as follows:
- 10-man with 5 DPS: 76k DPS;
- 10-man with 6 DPS: 65k DPS.
Be aware that there is a lot of movement during the fight.
We will add the 25-man values as soon as possible.
Durumu the Forgotten Abilities - Durumu the Forgotten
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hard stare: Durumu focuses his gaze on his current target and inflicts 135 to 165% weapon damage as Physical damage on them. Victims of this attack suffer a Serious Wound and an Arterial Cut.
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seriously injured: Victims of Serious Wound receive 10% less healing per application.
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arterial cut: Victims of Arterial Cut suffer 40000 Physical damage every second until they are restored to full health.
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Gauze: If Durumu has no valid melee targets he will instead Gaze at all players, inflicting 50% weapon damage as Physical damage.
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Disintegration Beam: Durumu will focus his gaze into a beam of pure destruction directly in front of him. Players who are caught in the beam are killed instantly. While focusing this beam Durumu will slowly turn in either direction and his Roving Eye will create a maze of Eye Sores across the platform.
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Roving eye: Durumu summons a Roving Eye that will create a maze of Eye Sores across the platform whenever he channels his Disintegration Beam.
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Eye sore: Eye Sores inflict 125000 Arcane damage to victims within their area of effect every second.
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Stern eye: Stern Eyes are created as part of the Roving Eye's maze Pattern around the circumference of Durumu's Platform. Stern Eyes gaze directly back at Durumu and will focus on players inside the inverted thirty-degree cone area in front of them. The cone is widest at the edge of the platform and tapers off to a point at Durumu's location in the center of the platform.
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Stern gaze: Stern Eyes inflict Arcane damage to the closest 5 players based on how far they are from the Stern Eye.
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Stern gaze: Stern Eyes inflict Arcane damage to the closest 2 players based on how far they are from the Stern Eye.
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walls of ice: Durumu summons three walls of ice to prevent players as they attempt to move around the platform. The individual sections of each ice wall have their health linked and will shatter when any section has been sufficiently damaged.
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colorblind:Durumu spawns a Blue Eye, Red Eye, and a Yellow Eye to cast three color beams targeting random players in the raid. Once the initial beam completes, the eye focuses a cone on the target for the duration of the Colorblind sequence. Players in each cone split damage equally and will gradually suffer more damage the longer they are within the cone's area of effect. Each cone will reveal a specific creature that is normally invisible.
, 6 These cones persist until players have found and vanquished all Burning Eyes.
In Raid Finder Difficulty, these cones persist until player have found and vanquished one fog beast of that color.
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Burning eye: Burning Eyes are only revealed by the red rays of the Red Eye's Infrared cone.
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caustic spike: Burning Eye's cast Caustic Spike at random players while it is revealed by the Infrared cone of the Red Eye. Caustic Spike inflicts 80000 Physical damage to the victim.
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Crimson bloom: If a Burning Eye leaves the Red Eye's Infrared cone it will cast Crimson Bloom. Crimson Bloom inflicts 92500 to 107500 Fire damage to all players.
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Blind eye: Blind Eyes are only revealed by the light of Yellow Eye's cone of Bright Light.
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Amber retaliation: Blind Eyes will cast Amber Retaliation once for every 10% health lost. Amber Retaliation inflicts 46250 to 53750 Nature damage to all players.
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Burst of Amber: If a Blind Eye leaves the area of Yellow Eye's Bright Light it will cast Burst of Amber. Burst of Amber inflicts 92500 to 107500 Nature damage to all players.
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Cold eye: Cold Eyes are only revealed by Blue Eye's cone of Blue Rays.
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Icy grasp: Cold Eyes inflict 0 Frost damage to all players while revealed by the Blue Eye's cone of Blue Rays.
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Flash freeze: If a Cold Eye leaves the area of Blue Eye's Blue Rays it will explode for 92500 to 107500 Frost damage to all players.
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Flash freeze: If a Cold Eye leaves the area of Blue Eye's Blue Rays it will explode for 92500 to 107500 Frost damage to all players. Cold Eyes will also cast this spell whenever they are slain.
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Biting chill: Cold Eyes will spawn in a random location on the platform after they have been defeated.
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Mind's Eye: Durumu summons a Mind's Eye that will cast Force of Will periodically.
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Force of Will: The Mind's Eye focuses intently towards a random player. Players caught in the Mind's Eye's gaze when this ability finishes are knocked back.
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Hungry eye: Durumu will summon a Hungry Eye that will cast Life Drain on players.
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LifeDrain: The Hungry Eye focuses its gaze on a random player and begins to draw out their life force, stunning them for 15 sec. Life lost from the victim is added to Durumu's health pool. The longer the Hungry Eye is allowed to focus on any given player the more life will be drawn from the victim. Hungry Eyes drain the life of the closest player between it and the initial target.
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Evil eye: Durumu's Twisted Spawn will periodically cast Dark Parasite on players.
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Dark Parasite: Dark Parasites course through the victim, inflicting Shadow damage every second. The amount of damage increases the longer the parasite is allowed to infect its host. Dispelling the parasites from the victim causes the parasites to morp into a Dark Plague.
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Dark plague: When Dark Parasites are cleaned they morph into a Dark Plague. Dark Plague's duration is equal to the duration remaining when Dark Parasites was cleaned and will spawn a Roving Eye every 3 seconds.
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Roving eye: Roving Eyes are spawned from victims of Dark Plague and will attack a random player.
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Devour: Roving Eyes inflict 50000 Shadow damage to their chosen host every two seconds. Any damage the Roving Eye suffers is copied to the host.
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Appraising Eye: Durumu will summon an Appraising Eye that casts Lingering Gaze on players.
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Lingering gaze: The Appraising Eye lobs a shadowy missile at two random players. When the missile lands it will create a zone that will persist until the end of the encounter. Players entering this zone suffer 75000 Shadow damage every second.
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Lingering gaze: The Appraising Eye lobs a shadowy missile at five random players. When the missile lands it will create a zone that will persist until the end of the encounter. Players entering this zone suffer 75000 Shadow damage every second.
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Lingering gaze: The Appraising Eye lobs a shadowy missile at three random players. When the missile lands it will create a zone that will persist until the end of the encounter. Players entering this zone suffer 75000 Shadow damage every second.
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Durumu the Forgotten Strategy - Durumu the Forgotten
Fight Summary
The match against Durumu the Forgotten It is three-phase during which you must defeat Durumu himself, while killing various adds that come regularly during the fight. You could say that this is a one-phase fight, but we feel that the match is easier to understand and learn if you look at it as a 3-phase fight. These are:
- Normal phase. This is where the fight begins, and it is essentially the default state of the match. Durumu uses his least damaging abilities during this time.
- The Colorful Phase. 30 seconds after the start of the fight, and almost every 3 minutes after that, Durumu will select two members with a cone of light of different color to each, and these players will have to move around the platform (these cones follow them while moving) until they are able to reveal the location of 3 invisible adds. The phase ends when all 3 adds have been eliminated. During this phase there is intense damage to the raid.
- The Disintegration Ray Phase. About two and a half minutes into the fight, and almost every 3 minutes after that, Durumu will enter the Disintegrating Ray Phase. For a minute, Durumu will channel a deadly beam of light in front of him, slowly rotating it around the platform. Also, the floor of the room will be covered with extremely damaging effects. Only a small safe zone exists, which moves slowly around the room with Durumu, and players must stand in this zone to survive this phase.
Normal phase
Skills Detail
Durumu is standing still in the middle of his platform. If there are no targets in his melee range, he will cast
Mirada to the gang, doing a great deal of damage and eventually killing everyone.
It should be mentioned that all the abilities that Durumu uses during the normal phase also occurs in the colorful phase.
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Grim gazeis an attack that Durumu often launches on his current target. Deals damage and applies two debuffs to the target.
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Serious injury Serious Wound victims receive -10% less healing for each application.
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Arterial Cut Victims receive 40000 p. physical damage every second until his health is fully restored
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Willpower it is an attack that Durumu regularly launches. The boss selects a member by raising with a narrow cone, and a few seconds later, any players standing in this cone are knocked down.
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Persistent gaze it is a spell that regularly casts on random limbs (2 at 10-man and 5 at 25-man and LFR). The boss throws Shadow balls at the location of these targets, dealing moderate shadow damage within a 15-yard radius when they land, leaving a zone that lasts until the end of the fight. Players standing in these zones take damage every second and progressively slow down.
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Drain Health it's a skill that Durumu regularly casts. Summons a Hungry eye, an untargetable, untargetable NPC that channels Drain Health onto a random raid member for 15 seconds, dealing damage every second, and healing Durumu for the health it drains. It can be intercepted by any player who gets between the Hungry Eye and its target, and this causes the Hungry Eye to drain the other's life in return. This is essential, since the longer the Eye stays with a single target, the more damage it will be.
It is worth nothing in the event that
Persistent gaze Durumu also creates a specific NPC that actually uses these abilities against your raid (a Mind's Eye or with a Evaluating eye respectively), although this is not relevant.
Strategy
During this phase, your raid will have a relatively easy time, as this phase is the calm one before the other two stormy phases.
- Have your tanks alternating with Durumu, so that
Serious injury do not prevent healers from maintaining high tank health to rid them of
- Have your raid members stay away from the locations selected by
Persistent gaze. Make sure that no one stands in those areas left by this ability.
- Let everyone stay away from the cone created by
Willpower, so that they are not knocked down.
- When a player is selected by
Drain Health, have one or two players alternate between that player and the Hungry eye to minimize the healing Durumu receives.
Colorful Phase
As mentioned before, this phase is 30 seconds after the start of the fight (1 minute after the start in the LFR), and every 3 minutes after that. Each time, it lasts until your members detect and remove all 3 adds.
Skills
We remind you that Durumu uses all the abilities of the Normal Phase during the Colorful Phase.
When this phase begins, three random players (except tanks) will be selected by a beam of light. There is a red beam, a blue beam, and a yellow beam. These persist for a few seconds and during this time, they do nothing. After a few seconds these become three different colored light cones that are created on the floor of the circular Durumu platform: a red cone, a blue cone and a yellow cone.
The red and blue cones are centered around the players targeted by the red and blue beam respectively, and follow them as they move. Yellow moves clockwise or counterclockwise (it's random).
These light cones cover an area from the Durumu location (in the very center of the platform) to the ends of the platform.
If there are no players (other than the players with the red and blue cones following them) inside one of the cones, the raid will take a large amount of damage from that cone.
- The red cone hurts the band by
- The blue cone damages the band by
- The yellow cone damages the band by
Players who stand on them are still not spared from damage. Each cone deals great damage every second, divided among all the players within the cone.
Discovering the Adds
On the platform, there are 4 invisible adds that can only be revealed by having the appropriate cone of light in place. The red cone of light has the ability to reveal 3 adds called Crimson mist, while the blue cone has the ability to reveal an add called Azure mist. The Colorful Phase ends when all 3 Crimson Mists are eliminated.
When the red cone is brought to the location of a Crimson mist, and when the blue cone is brought to the location of a Azure mist, the add will be visible, and your raid can attack and kill them. If the cone is moved from the adds location before they die, the add will no longer be visible to the raid.
As long as they are in the open, both Crimson and Azure Mists deal damage to the raid.
- The Crimson Mist spear
Caustic spike on random limbs, inflicting physical damage on them.
- The Azure Mist spears
Icy lock, dealing increased damage to any player standing on the blue cone.
If the Crimson Mist or Azure stop being revealed before they die, then they do a large amount of damage to the raid. Also the Azure Mist reappears immediately after being eliminated.
Finally, it is very important to mention that just before the colorful phase begins, the locations of the 3 Crimson Mists are briefly indicated by red flashes of light at their locations.
Strategy
Despite being complex, the strategy for this phase is very simple. The execution, however, is the difficult part.
The main goal of your band is to reveal and eliminate the Crimson mist as soon as possible, so that the Colorful Phase ends for a short time.
- Have someone survive on the platform and sing (and preferably mark with the band markers) the location of the 3 Crimson Mists. These locations are visible for 1-2 seconds before the phase starts.
- Have unoccupied raid members spread evenly across the three cones, to ensure that none of the cones do damage to the raid, and that damage done within the cone is divided among multiple raid members.
- Have the player targeted by the red cone move around the platform to the Crimson Mist location. They must stay in the location of the first Crimson Mist until it is removed, before moving to the second, and so on.
- The player targeted by the blue cone to stand still, and not attempt to reveal the location of the Azure Mist. If Azure Mist is located (for example, if the cone of light appears directly at its location), make sure that the cone is not removed from this add.
Assign Players to Cones
Tanks should continue to Durumu's side and tank him normally. The rest of the raid must be divided between the three light cones.
It is recommended to have the melees in the red cone, so that when the Crimson Mists are detected, they can attack them easily.
Things to Avoid
The first thing to be avoided as much as possible is the overlapping of cones. When two cones overlap, all players standing inside both cones take damage from both cones, which is extremely dangerous. If possible, the player selected by the red cone must move in harmony with the yellow cone (which we remind you, moves slowly around the platform on its own). The red cone must be ahead or following the yellow cone. If the cones have to overlap, they have to be done as quickly as possible.
The second is not to reveal the Azure mist. Because when the add is revealed, players inside the blue cone will take increased damage until the colorful phase ends. So the player targeted by the blue cone must stay put (assuming the Azure Mist wasn't exactly in its location when the cone appeared, an unfortunate event that can happen at times). The later you are in the colorful phase, the less important it is not to reveal Azure Mist (since the damage it will do until the phase ends will not reach its maximum amount). So if you must choose between overlapping the cones and possibly stirring the Azure Mist, we recommend that you avoid overlapping the cones.
Finally, it is imperative to avoid moving to an add cone that has been revealed but has not yet been removed. The amount of raid damage it does is very high, and it will surely cause kills.
Concerns with Healing
There are many types of damage during this fight, and especially during this phase. In addition to the usual damage to the tank and
Drain Health, all members will take firm damage for being in the cones.
Furthermore, the Crimson mist will be launching
Caustic spike to random members, doing even more damage.
We recommend using defensive and healing CDs during this phase of the fight.
Decay Beam Phase
The first phase of the Disintegration Beam begins about 2 minutes 30 seconds after the start of the fight, and happens almost every 3 minutes after that. Each time, it lasts precisely 1 minute.
Skills
As the phase begins, Durumu will begin to channel
Disintegration Beam in front of him. For the first 10 seconds, the beam takes no damage. During that time, the floor of the room is slowly covered by
Squint eye. Initially, the Cross Eye covers a random circular sector representing one twelfth of the room. From there, the area of the Cross Eye expands and covers an additional 12th part of the room every second until the entire room is covered. Expansion proceeds clockwise or vice versa, this is random.
After the
Squint eye reach the area where Durumu is channeling his
Disintegration Beam, you will notice two safe zones forming next to the beam (to its left if the Cross-Eye is expanding counterclockwise and to its right if it is going clockwise). A safe zone is near the boss and is for the melee group. The other is further away which is for the ranks.
When the whole room is covered by
Disintegration Beam it becomes very damaging (kills anyone it crosses) and Durumu will start spinning: clockwise if the Cross-Eye was the same way, otherwise it will go the other way.
The safe zones keep moving with the beam, so they always give protection to the raid. In the PTR, the Cross-Eye did not reappear when the zones moved, so the safe zones were effectively expanding, ultimately creating a safe circle around Durumu. We are not sure of this effect.
Finally, during this phase, Durumu also deals moderate amounts of damage to random raid members.
Strategy
The idea in this phase is to always be in the safe zone, and follow it as it expands and moves, so the beam never reaches you.
While you are footing the
Squint eye It won't kill you, but it is something you should avoid at all costs.
When to use Heroism / Bloodlust / Time Warp
We recommend using
Temporal Distortion early in the fight, as there are no distractions at that time for your raid. Alternatively, if you have a colorful phase later in the fight with a long time until the Disintegration Beam Phase, you can use it then.
Learning the Fight
There are two things that are of the utmost importance to all members of the raid.
First of all, everyone must understand very well what happens in the colored zone, and what their role is in it, depending on whether or not they are the target of one of the three light cones.
We anticipate that a large majority of wipes will come from players who are slow to reveal all the Crimson mist, or players moving the cone of light away from a revealed fog that has not yet been removed. You should simply insist on this aspect until all members of the raid know it well.
Second, surviving the Disintegration Beam phase is a crucial aspect of the fight. It is not a team effort, rather, each member must survive on their own, and the margin of error here is very small. You must mark a player who knows how to move during this phase, and simply ask the rest to follow him.
Durumu the Forgotten Video - Durumu the Forgotten