Loot The loot from the encounter can be found in the , which spawns after Thorim's defeat. Overview Thorim is a two-Phase fight, with something of a pre-Phase in the beginning. As you approach the room, you will see a huge jormungar fighting a group of mercenaries/captives from the opposite faction. Defeat the entire group, including the jormungar and the Dark Rune Acolyte. Click the lever next to the door on the left (northern) side of the room and enter Phase 1. During Phase 1, roughly half of the raid will stay in the arena, dealing with waves of monsters. Leave your AoE classes and those who can interrupt here. Interrupt heals, dispel HoT's and make sure you focus-burn the Vrykuls. The other half of the raid will go through the northern hallway, where they will need to defeat two mini bosses and force Thorim to enter the arena. The first mini boss will blast either side of the room on even periods of time - watch for his glowing hand and move away from that side. The second mini boss should not pose threat if you engage him quickly - just make sure you get away from anyone charged with Runic Detonation. After you defeat him, run to Thorim and hit him, but avoid the two circles on the ground - they will stun you for a long period of time, rendering you useless. After Thorim is forced into the arena, Phase 2 will begin. Casters and Healers should spread out, tanks should rotate to avoid anyone being hit while with Unbalancing Strike, and everybody in the raid should get away from the lightning fields Thorim creates between himself and any point on the walls. They will look like cones of small sparks, which will soon erupt into a Lightning Charge. This Phase of the fight is on a soft enrage timer, as every time Thorim casts Lightning Charge, he gains extra damage. Abilities Pre-Phase Adds - Attacks with Acid Breath (
25 Player) and Sweep (
25 Player) • - Attacks with Devastate and Heroic Strike • - Attack with Shoot, Barbed Shot and Wing Clip Phase 1: Adds Arena - Uses Greater Heal to heal an ally for 40,500 to 49,500 (
25 Player: 94,500 to 115,500); Renew for 9,263 to 9,737 (
25 Player: 13,650 to 14,350) every 3 seconds for 15 seconds, and Holy Smite to attack for 4,950 to 6,050 (
25 Player: 7,650 to 9,350) Holy damage. - Attack with Mortal Strike, can Charge and Whirlwind. - Attack with Low Blow and can interrupt spellcasting with Pummel. - Attack with Runic Lightning (
25 Player); they also protect their allies with Runic Mending (
25 Players) and Runic Shield (
25 Player). - Attack with Runic Strike and have a passive Aura of Celerity Hallway - Can use Whirling Trip to stun the target, or Impale (
25 Player) to damage it. - Uses Greater Heal to heal an ally for 40,500 to 49,500 (
25 Player: 94,500 to 115,500); Renew for 9,263 to 9,737 (
25 Player: 13,650 to 14,350) every 3 seconds for 15 seconds, and Holy Smite to attack for 4,950 to 6,050 (
25 Player: 7,650 to 9,350) Holy damage. - Uses Smash, Runic Barrier and randomly does Charge, which hits for 4,625 to 5,375 (
25 Player: 6,938 to 8,062) Physical damage. - Attack with Cleave, occasionally Hamstring and can stun with Shield Smash (
25 Player) - Buffs allies with Runic Fortification, uses Stomp (
25 Player) and randomly casts Rune Detonation. Phase 1: Thorim (inactive) - Reduces all damage done to Thorim by 99% for the duration of the Phase. - Inflicts 2,451 to 2,551 Nature damage to a player, stuns them for 2 seconds and causes Deafening Thunder around them. - Inflicts 4,625 to 5,375 Nature damage and increases casting speed by 75% for 8 seconds. - Charges one of the four orbs in the room with lightning, causing it to strike with Lightning Shock, inflicting 2,831 to 3,169 Nature damage to any player nearby. - 5 minutes after the raid defeats the jormungar and the captives, Thorim will empower all adds in both Arena and Hallway, making them almost impossible to kill. - As soon as the Berserk occurs, Thorim will send a ball of lightning through the hallway, killing everyone inside. Phase 2: Thorim - Reduces Thorim's health and damage by 25%. This debuff only becomes active if Thorim is forced into the Arena 3 or more minutes after he is engaged. - Inflicts 3,700 to 4,300 (
25 Player: 4,625 to 5,375) Nature damage on its main target and increases its damage by 100% (25 Player: 50%) each time it jumps. - Charges a 60-degrees cone at random direction with lightning sparks. The cone will cause Lightning Charge after a few seconds, inflicting 17,344 to 20,156 Nature damage to players in it, and increasing Thorim's attack speed by 15% and Nature damage by 10%. - Inflicts 200% weapon damage on the main target and reduces its defense skill by 200 for 15 seconds. Hard Mode In order to activate Thorim's hard mode, you will need to force him into the arena within 3 minutes or less from the end of the pre-Phase. If you manage to do so, Sif will aid Thorim with a few abilities of hers. Note that Touch of Dominion will not be active on hard mode, so Thorim will have more damage and health. Sif cannot be attacked and will have the following spells: - Inflicts 7,200 to 8,800 (
25 Player: 11,250 to 13,750) Frost damage to all players and reduces their movement speed by 50% for 4 seconds. - Inflicts 7,069 to 7,931 (
25 Player: 14,138 to 15,862) Frost damage to nearby enemies, immobilizing them for up to 6 seconds. This spell has 2.5 seconds cast time. - A rain of ice moves around the room, dealing 2,188 to 2,812 (
25 Player: 4,813 to 6,187) Frost damage every 1 second, for 10 seconds. Targets caught in the Blizzard have their movement speed reduced by 65% Hard Mode Loot 10 Player 25 Player