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Healer should switch to AoE heals as tank damage is minimal. Constantly move from this ability as it hurts, a lot. For Shield, the boss will also breathe fire directed at a random party member, which will continue either until the shield buff expires, or no party members are standing in the flame.For Mace, have a hunter taunt, or simply kite the boss until the buff expires, dps will have to watch threat as the tank will get pounded trying to TPS.Swords – Throngus gains Dual Blades, increasing his chance to hit by 20%, and giving each of his attack chance to gain 2 extra attacks.Also summons Twilight Archers that cannot be targeted, but attack with Flaming Arrows. Shield – Throngus gains Personal Phalanx, decreasing damage taken from the front by 99%.Mace – Throngus gains Encumbered, reducing his movement speed by 70%, but increasing his physical damage by 300%.Pick Weapon – The Forgemaster ponders which weapon he wants to use to bludgeon his enemies.Mighty Stomp – The Mighty Stomp creates a Cave In.Impaling Slam – Charges an enemy, impaling it and inflicting 19500 to 20500 Fire damage every 1 sec for 5 sec. Disorienting Roar – The Disorienting Shout decreases cast and attack speed by 50% per charge, depleting a charge every time an ability is cast.This is the key component of the fight, as when he frenzies, a blitz will one shot even a Tank.Do this by either having a DPS taunt it, stun it away from the boss, death grip, Distracting shot, whatever works to get that add away from the boss. This add must be killed away from the boss, or it will cause him to frenzy. One of the adds spawned will be larger than the others, and purple in colour.Spread out to avoid multiple players getting hit by Blitz.Ground Siege – Inflicts 60,000 Physical damage to all players and stuns them for 4 seconds.Frenzy – General Umbriss goes into a frenzy, increasing his attack speed by 50% and his Physical damage by 50%.Blitz – General Umbriss charges an enemy location, dealing physical damage and knocking them up if impacted!.Bleeding Wound – Deals weapon damage as well as an additional ~10,000 Physical damage every 2 seconds for 10 seconds or until the target is healed to at least 90% health.Either way, the more effectively you use the dragons, the faster the rest of the instance will be. Usually however, you’ll damage most groups to about half HP, possibly killing one or two. It is possible, if planned perfectly, to kill all of the trash in the instance except those directly by the forge, and the last boss. As you fly over the instance, use the breath to damage all of the trash between there and the final boss. Press 1 on your keyboard then click on the ground to shoot your flame breath. You will only have one attack, the dragon’s breath. When you mount them, your action bar will change, like any other vehicle. The dragons guard a secret power within the fortress and let no one near.Īfter clearing two or three trash groups, you will notice a number of dragons that are tied down. Founded by Wildhammer dwarves and later captured by orcs, a flight of red dragons now command Grim Batol. It has great walls and spires that reach toward a steel-gray sky, but the stronghold’s bulk is underground.
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Grim Batol is a mountain fortress located in the eastern Wetlands.