Durumu the Forgotten

Durumu the Forgotten is the seventh boss encounter in the Throne of Thunder.

Adventure Guide
''Lei Shen commanded his sorcerers to mold an aberration that could peer into the hearts of his followers and detect betrayal. From this decree, Durumu was given life. The clever entity stubbornly obeyed its masters until the Thunder King's death, at which time it disappeared into the citadel's labyrinthine corridors. Only recently has Durumu, all but forgotten by the mogu, emerged from hiding.''

Encounter Design
''Years ago, players encountered C’Thun, the eye of an old god beneath the Temple of Ahn’Qiraj. As giant eyes are wont to do, it fired eyebeams as its primary method of attack. Durumu has many more eyes, and therefore fires many more eyebeams.''

Normal Phase
Tanks will need to taunt off each other at regular intervals to prevent Serious Wound from stacking too high, although a skilled paladin tank with Clemency talented can bubble the stacks off and solo-tank the encounter.

Raid members targeted by Lingering Gaze must position the void zones towards the edges of the room, so that they do not interfere with the raid's movement during the Disintegration Beam phase. Players targeted by this ability have around 3 seconds to position themselves.

Force of Will simply requires the raid to move out of the cones before they get knocked back (likely to their deaths).

Dealing with Life Drain requires other raid members to alternate standing between the target and the Hungry Eye so that the target doesn't die, and so that healing received by the boss is minimised.

On heroic difficulty, Durumu will also conveniently place ice walls, especially when the fight is about to switch into a Light Spectrum or Disintegration Beam phase. The ice walls must be broken down as a top priority, or the raid will wipe shortly after a phase change due to the severe movement restrictions imposed.

Another heroic-only mechanic that comes into play later in the encounter is Dark Parasite. This is a DoT on a player that does increasing damage until it is dispelled; when it is dispelled, it turns into a debuff that has the same duration remaining on it that Dark Parasite did when it was dispelled, and causes Wandering Eye adds to spawn every 3 seconds. These adds fixate on a random player and deal minor damage, but mirror all damage received to their target. Healers will need to find a dispelling balance so that Dark Parasite does not deal too much damage, but also that the number of Wandering Eyes spawned after Dark Parasite is dispelled is not too great. The Wandering Eyes themselves should be taken down by incidental cleave/multi-DoT damage and light AoE attacks; if too much burst damage is applied, raid members will die.

Major DPS cooldowns such as timelust should be used on the pull, as there are no distractions for the raid at this time.

Light Spectrum Phase
When the Light Spectrum phase begins, three random raid members will be targeted by a beam of light: one red, one blue, one yellow. Shortly afterwards, they will turn into a red cone, blue cone and yellow cone. The red and blue cones will follow the initially targeted players around, whereas the yellow cone will simply rotate around the room.

At the same time, invisible adds will spawn on the platform, which can only be revealed by shining the cones of light on them. Attentive players will notice that the locations of the adds will be briefly indicated by appropriately-coloured flashes of light at their locations, and can throw down raid markers at these locations.

The red cone will reveal a Crimson Fog, and the goal of the light spectrum phase is to kill three Crimson Fogs (at which point, the fight returns to the Normal Phase). The player with the red cone will need to rotate around Durumu until a Crimson Fog is revealed, at which point the raid will kill it. The red cone then needs to be moved to the next Crimson Fog. Prematurely unrevealing the Crimson Fog will result in high raid damage, so the player with the red cone needs to be extremely careful not to move the red cone away from the Crimson Fog until it has been killed. On heroic difficulty, the raid will wipe if the three Crimson Fogs are not found and defeated after 80 seconds.

The blue cone will reveal an Azure Fog. NEVER reveal the Azure Fog (except on LFR difficulty), as revealing it will wipe the raid. The player targeted by the blue cone should move to a location that will not cause the Azure Fog to be revealed, and should remain there until the phase ends.

The yellow cone will not reveal any adds on LFR or normal difficulty; however, on heroic difficulty, it will reveal an Amber Fog. If the Amber Fog is ever revealed, the raid must immediately switch to it and kill it before the yellow cone moves on its way, as the raid will wipe if the Amber Fog is unrevealed.

As if this wasn't enough, the cones deal damage split out amongst all players within them, so the raid needs to stand within the cones to keep the damage at a minimum. Melee should all stand within the red cone (which will cause them to be within range of the Crimson Fogs when they are revealed), healers should stand within the blue cone (the cone will not move if the phase is correctly executed, allowing them to focus on healing without having to move), tanks should take the yellow cone as it sweeps around the room, and ranged can alternate between the blue and red beams as necessary.

Tanks will still be concerned with Serious Wound during this phase.

Disintegration Beam Phase
Don't panic.

While the boss is charging his beam (the first 10 seconds), the raid should actually stand within it. Shortly afterwards, the raid will notice blue squiggles on either the left or the right of the beam, and the raid should then immediately move to this point. Moments afterwards, the beam will activate (and will one-shot anyone it hits), and the room will be covered in Eye Sores that will do high ticking damage to everyone standing within them. However, the place previously indicated by the blue squiggles will not be covered in Eye Sores, so if the raid correctly stacks in this place, they will survive.

At this point, the boss then decides to rotate, and the beam will move towards the raid, but as the beam closes in, a maze through the Eye Sores is revealed. The raid simply needs to Keep Calm and Follow the Maze as it is revealed to avoid Eye Sore damage and to avoid being taken out by the Disintegration Beam. Once the boss does a full rotation, the phase will end.

Just follow the maze... and don't panic!

Heroic Mode
Only Heroic additions for durumu is than the Light spectrum phase now have a time limit of 80 seconds,if players doesnt finish the phase in such time durumu case Obliterate and instant kills the raid.This is trivial for raids who understand how the phase works,as the only addition is the amber fog,than sometimes can be revealed and ranged dps must quickly kill it,since the yellow maze move on its own and will quickly stop revealing the amber fog and cause a wipe.

Additionally on the color phase durumu posses an additional eye,the evil eye,than sets a 30 secs debuff called dark pasasite on a player than works just like Sinestra's wrack,where it deals damage the longer it stays on its host(it deals initially 100k,which slowly increases). Healers must delay the dispel of the paratise and heal though it then dispel it(dispelling it with less than 15 secs remaining is ideal),because as soon as its dispelled the parasite transforms into a dark plague,than summons eye adds every 3 seconds who stick to a random player and cast devour,dealing 50k damage to them every few secs.But when damaged,they copy their damage taken into their host. Because of this,players should not try to burst the eyes and simply must multi-dot/cleave to do the job.

The Desintregration phase works same as Normal mode,but 10 secs before durumu cast the eye he spawns the most annoning Heroic addition.3 Ice walls than has 7M on 10 man and 25M on 25 man and they have divided(and spread) sections than shares the HP of that wall(this also happens before Light spectrum phases except for the first one).The raid has roughly 15 secs to break the walls before the starts.Classes with strong aoe and dots abilities(demonology warlocks,hunters,elemental shamans) can easly damage all the sections than shares the hp and quickly break the walls to proceed with the desintegration beam phase just like on Normal mode.

Related Achievements

 * Halls of Flesh-Shaping
 * Heroic: Durumu the Forgotten
 * You Said Crossing the Streams Was Bad
 * Throne of Thunder Guild Run

Quotes

 * Intro
 * yell


 * Aggro
 * yell


 * Hard Stare
 * yell


 * Colorblind
 * yell


 * Lingering Gaze
 * yell


 * Disintegration Beam
 * yell


 * Berserk
 * yell


 * Killing a player
 * yell


 * Wipe
 * yell


 * Death
 * yell

Notes and trivia

 * Hunter's Mark appears upside down when used on Durumu.
 * Durumu is voiced by Marc Graue.

25-man Normal

 * (1080p) - Mage, Boss voice, Vent