This is part of a series of posts about the role of rogues in Ulduar. The focus is on 10-man raids, but on occasion mention will be made about 25-man strategies as well. This is not meant to be a general strategy guide. It is completely targeted at rogues, their abilities, and their strengths in specific combats. Much of what is written could apply to other melee dps as well.
Thorim is one of the Keepers – essentially he is a good guy that has fallen under the control of the Old God Yogg-Saron. As such, you won’t actually kill him. When you get him down to 1% health he becomes friendly and gives you a chest as a reward called the Cache of Storms.
All four of the Keepers are challenging fights. This one is probably the easiest of the four to get the hang of.
When you enter the room, there are a bunch of mobs fighting a huge jormungar. You’ll kill the worm and the guards. Most are quick kills, but there is one Captain in the group with a lot of health that will take a little longer. This is just the warm-up though.
You’re going to have to split up the raid. Once group stays in the starting room (the arena) and the other goes through the tunnel up to where Thorim is. Rogues can perform well in either group, but I have found that our raid is most successful when I stay in the arena.
If you’re in the tunnel group, your goal is to move quickly through the mobs in the tunnel to get to Thorim at which time he will jump down into the arena. Faster is better. You’ll encounter small groups of mobs and two minibosses.
As you move down the tunnel toward the first miniboss, the mobs are pretty easy. Make sure you don’t pull aggro. They are susceptible to all forms of stuns and CC, and those are useful in controlling the fights. The Acolyte is a healer so be ready to stun or Kick him. Keep an eye down the hall to the first miniboss. He will thrown electricity down the hall at you, either on the right or the left. You’ll have to move sideways to avoid them (much like the Skadi gauntlet in Utgarde Pinnacle). You can see which side it will come from by watching his hands.
When you get to the first miniboss your tank will engage him and you will dps him down. Stay behind him because he has a frontal cone Smash. Also, he puts up a Runic Shield that will do damage to you as you attack. Either Cloak to avoid the damage or stop attacking before you kill yourself.
Immediately go up the ramp, where more mobs are waiting followed by another miniboss. This one can use Rune Detonation on you, where you are immobilized and you will explode after 4 seconds, doing damage to everyone around you. If your Cloak is up you can get rid of this, otherwise you’ll have to depend on someone else to dispel it, or just heal through it. He also has a knockback attack.
When you have killed him you’ll come up behind Thorim. CAREFUL! The big circles on the floor behind him are traps! Go around them, or you will be temporarily paralyzed. Once someone casts anything on Thorim he will jump down into the arena and start the next phase. You will jump down right after him to join the fight.
Note that if you can get to Thorim in under 2:45 you will start hard mode. If you see Sif still there when you get to him, and you don’t want to do hard mode, then wait until she leaves. On the other hand, if you take more than 5 minutes to get to him he will auto-wipe the raid.
The arena group is facing an endurance test while they wait for the tunnel group to get to Thorim. They will face wave after wave of mobs. AoE damage and healing is a must.
There are four types of mobs that enter the arena area. The Commoners come in a big bunch. They have very low health and can be wiped out with a little AoE. FoK is very effective there. Keep TotT on the tank so you don’t pull aggro on all of them. The Warbringers are regular melee adds. They can be AoE’d or single-targeted down. The Champions are annoying because they do a Whirlwind. Dismantle is very effective in removing their most dangerous ability. If all disarms are on cooldown be prepared to use Evasion when he whirls. Rogues should make the Evokers their main target. They are casters and will heal the other mobs. Stuns and Kicks are very useful.
When in the arena you cannot wander too close to the edges. There are big orbs around the perimeter. When one starts to glow it will deal lightning damage to anyone that is too close. For this reason, the preferred strategy is to stay bunched up in the center. It makes the group susceptible to the Champions’ whirlwinds, but as long as they are disarmed its not a big problem.
Thorim will also toss his Stormhammer ino the arena group now and then. Its does a stun to whoever it hits and slows casting time for the group. Its mostly an annoyance, unless the tank gets stunned and the dps grabs aggro.
The goal of the arena group is to stay alive until the tunnel group engages Thorim and starts Phase 2.
Once Thorim jumps down into the arena the fight is pretty straightforward. A tank picks him up, everyone starts dps on him. The tanks will have to taunt him back and forth because he does an Unbalancing Strike which will reduce their defense skill and leave them crittable. So you need to take note of which tank currently has aggro if you are using TotT to boost the tank’s threat.
You can get into a regular dps cycle in this phase. He casts Chain Lightning so you’ll want to avoid being grouped up with other melee.
Periodically there will be a line of electricity running along the floor from Thorim to an orb on the wall. When you see this, move around to a side of Thorim away from that line. It is a link between Thorim and the power source, and when it “goes off” it damages anyone in a cone between Thorim and the orb. The damage increases as the fight goes on.
If you can avoid the electric lines on the ground and not get hit by chain lightning in a large group, then the damage should be healable. Thorim’s damage increases as the electric charge buffs stack, so you want to get him down to 1% before the tank and healers get overwhelmed. This phase is not too bad.
The trick to the fight is splitting up the groups to get the healing and damage just right.
The Cache of Storms has some very nice loot. On 10-man it has T8 shoulders, but the real find is the Guise of the Midgard Serpent, which is one of the top two or three head slot items in the game right now. That’s a nice find in a 10-man raid.
If you can do this fight on hard mode, you can get the very desirable Combatant’s Bootblade or Mjolnir Runestone on 10-man or the Embrace of the Gladiator or Skyforge Crossbow on 25-man. The dagger, chest item, and crossbow are at or near the best items for their slots.