Updated Wed, May 11, 2011 by Messiah
NOTE: This guide has been updated to include all the information on both the Normal and Heroic versions of the bosses.
Grim Batol is a massive fortress found along the border of the Wetlands and the Twilight Highlands. The fortress was initially build by the Wildhammer Dwarves, but has changed hands several times since it was first created. After a bitter war with the Dark Iron Dwarves the Wildhammer’s abandoned Grim Batol and the Dragonmaw Orcs moved in. After that the Red Dragonflight held the fortress for a while before the Twilight Hammer Cultists drove them out and took ownership. That’s who holds it now as you set off to adventure there.
Shortly after entering Grim Batol, you will come upon 5 trapped red dragonflight dragons. By defeating their guards and freeing them you set yourself up for the first real part of the instance, a bombing run!
Once you have freed the dragons, you can mount up on them and they will fly you around the outer rim of the instance. You only get once pass and while they take you on the flight you get to drop bombs on the enemies below. It is important that you watch for the path that you will follow later and drop explosives on as many groups as possible. If the group coordinates and is accurate you can almost completely clear the trash to the first boss, and the trash found between the second and third boss, while on this bombing run. This will significantly speed up your run through the instance.
As you know from doing Grim Batol on normal you’re able to take a huge amount of the trash mobs out of the equation if you’re good with controlling the Red Dragonflight bombers. That’s still on heroic, but the trash has much more health so it’s good to have some sort of coordinated effort to kill certain packs of trash that are not skippable and are stationed between you and the bosses.
It’s good to have a plan in advance telling players perhaps to attack only one side of the large divided chasm that comprises most of Grim Batol. That way the trash is either killed or significantly weakened to the point where you don’t have to use crowd control on it and can quickly AoE it down. If this strategy is executed well it will cut as much as half an hour off of your Grim Batol heroic run which is hardly insignificant.
General Umbriss is the first boss that you come across in Grim Batol. He is a large blue Dragonspawn with a few abilities that can cause groups issues, however, being a first boss the abilities are not too nasty.
– This attack causes a bleed effect on the target that
continues to cause damage over time for 15 seconds unless the player is
healed above 90%.
Blitz – Charges the current location of a random player. Anyone hit takes damage and is knocked back. It has a 3 second cast time though so there is plenty of time to get out of the way.
Ground Siege – This is an AOE ability that the General casts around himself that does massive damage and stuns players for a short period of time.
Frenzy – He frenzies at 20% health remaining doing more damage and faster attacks.
The main trick here is that everyone needs to avoid the random charges as they hurt! Being a 3 second cast time though, you really have no excuse to be hit. Secondly the adds need to go down quickly, as the tank can not hold them while they have the bleed debuff or it is game over. The bleed debuff does roughly 10,000 damage every 2 seconds for 15 seconds. Since a tank at this level has roughly 100k health, that’s a full 10% every 2 seconds in addition to regular incoming damage. It’s pretty hard to heal through.
In addition to his abilities he will call additional guards in throughout the fight. They do not have a lot of health and should be stunned and taken out quickly. The tank can grab them but if hit with a bleed debuff it can hurt. Also watch for the ground siege and everyone should get away from it. Lastly, at 20% health when frenzy hits, down him quickly.
This guy is not too different on normal versus heroic other than the fact that it’s less forgiving of mistakes. Umbriss’ “Blitz” ability will be a one hit kill on anyone hit by it. The unstable Trogg that’s spawned is also much more dangerous and there’s more of a premium on add control rather than DPSing the boss.
Umbriss’ 30% enrage is also significantly harder to heal though. It’s highly advisable to dispel this enrage if you’ve got a Druid, Rogue, or Hunter because he really hits quite hard for the expected gear level to enter heroic Grim Batol.
The Forgemaster is a two headed giant who can be found patrolling Khardros’s Anvil in Grim Batol. Since he patrols between several groups of enemies it is important that you clear enough trash while watching out for him, before actually engaging him.
Disorienting Roar – This is an AOE ability that reduces cast and attack speed.
Impaling Slam – Charges a random player hitting them for damage and inflicting a bleed effect. This is instant and can not be avoided.
Mighty Stomp – Does AOE damage to anyone nearby as the stomp creates a cave in.
Pick Weapon – The Forgemaster picks a new weapon to hit you with. He can chose between a two-handed weapon, two swords, and a shield.
Depending on the weapon that the Forgemaster has will directly influence how you must deal with him. When he selects a two-handed weapon he will also randomly select a player to slam and chase them. That player must kite him around the area until he selects a different weapon. With the other two weapon types, he can be tanked as normal. When equipped with two swords he does additional attacks and when equipped with a shield he blocks almost everything. The tank holds him in both of these phases and allows everyone else to attack him from the back.
The fight is entertaining and keeps everyone on their toes as they have to watch for being changed and for being chased.
Throngus can output some serious damage in heroic mode if he’s not handled properly. His AoE rock shards and pools of fire hurt, but they’re nothing compared to the damage he can do with his two handed mace.
When Throngus puts on his two handed mace the tank absolutely needs to kite. Throngus will be slowed but taking hits from him at this point is not an option. Anyone but the tank will have to be careful with threat since the tank won’t be building any. If you do happen to pull threat then you’d better kite for your life because he will kill you in one hit. The mechanics don’t really change much with this fight and neither does the strategy. Everything he does just receives a big damage buff.