Forgemaster Throngus

Forgemaster Throngus is the second boss that can be found in Grim Batol.

Background
A smith for the Twilight's Hammer cult, this massive ettin is eager to use the weapons and armor he's forged to annihilate intruders.

Abilities

 * If he picks Mace...
 * If he picks Shield...
 * If he picks Swords...
 * If he picks Mace...
 * If he picks Shield...
 * If he picks Swords...
 * If he picks Shield...
 * If he picks Swords...
 * If he picks Swords...
 * If he picks Swords...

Strategy
Forgemaster Throngus will use Mighty Stomp in between all of his weapon phases. Mighty Stomp causes a cave-in to appear over a random player. Cave-in needs to be moved out of, and the tank needs to watch for it spawning on the melee so the boss can be moved away to allow easier melee access to his back.

Sword Phase:

This is the high single-target damage phase. The main thing to watch out for in this phase is the magic debuff he leaves on the tank, which needs to be dispelled. The debuff only appears on heroic difficulty. The tank can disarm Throngus and use cooldowns to reduce the damage to easily manageable levels if the debuff is dispelled, though it is not completely necessary.

Mace Phase:

This is a kiting phase, and Throngus resets aggro. Throngus will hit extremely hard when he has the mace equipped, but will also be slowed. On heroic, he leaves a trail of magma pools that do a LOT of damage, upwards of 20.000 on the first tick. These absolutely need to be avoided, as your healer will need all his/her mana for the shield phases. During this phase, Throngus will also jump to a random party member and pick them up, doing some damage before letting them go. It may be a good idea to tank him near the stairs and then enter into a kiting rotation of going towards the entrance on one mace phase, back to the stairs on the next, and so forth. This will not be perfect due to his jumping. Melee need to be very careful in this phase, and remember that surviving is more important than damage. Don't tax your healer unnecessarily, and especially don't get aggro in this phase. Throngus will almost 1hit-kill any non-tank.

Shield Phase:

This is a movement and healing phase. Throngus will use his shield to get a buff called "Personal Phalanx", which reduces damage taken from the front by 99%. Meanwhile, flaming arrows will be raining down from the balconies. On heroic, Throngus' shield will also sprew a wide cone of fire, and the flaming arrows will do much more damage to the group. To manage this phase, everyone needs to move as close as possible to Throngus. Everyone who is not a Hunter should be standing right behind him, and Hunters should be as close to his back as their deadzone allows. When he turns around, the group simply has to move through him to get out of the shield-flame as quickly as possible.

Notes:

On heroic, the flaming arrows in the shield phase currently hit the party very hard and this drains healer mana quickly. The entire group needs to work to get through this phase. Move out of AoE in the other phases to conserve your healer's mana, and get out of the shield's flames quickly in the phase itself. If you have damage-reducing or healing abilities, using them in the shield phase is not a bad idea. The more you can do to conserve healer mana for the flaming arrows, the better. The arrows do not seem to have any AoE splash damage, so there is no harm in gathering up as close as possible during the shield phase, if your healer's AoE heals require it.

Quotes

 * Aggro
 * yell


 * Equipping Mace
 * yell


 * Equipping Shield
 * yell


 * Equipping Swords
 * yell


 * Killing a player
 * yell
 * yell


 * Death
 * yell

Videos
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