10 - Iron Qon
Mehguy — Fri, 03/15/2013 - 12:31

Iron Qon is the 10th encounter in the Throne of Thunder Raid isntance.
This fight will require
- 2 Tanks
- 2-3 Healers
- 5-6 DPS RANGE PREFERRED!
This is a "phase" type encounter. The boss will ride 3 different Quillen mounts throughout the first phases of the fight, and once all are defeated, he will jump off and you will fight him directly.
Each Quillen has approx 109mil health (10-man) and 327mil health(25-man)
Iron Qon himself will have approx 119mil health (10-man) and 348mil health (25-man) He cannot be targetted until all his quillen are killed.
While mounted on his Quillen, he will use 2 primary abilities
- Impale - Stacking melee attack and applies a bleed to the tank, dealing 40k dmg every 2 secs per stack. Requires tank swapping.
- Throw Spear - Throws a spear at a random player, dealing 100k physical damage upon impact.
- This spear will be modified throughout the encounter by an "Ignite Spear" ability. This ability will vary depending on which type of Quillen he is riding.
- There should always be at least 1 spear up through the Quillen phases. When he throws a 2nd spear, the first will disappear after a short time. You will never have more than 2 spears up at a time.
As mentioned he will ride 3 different Quillen, all of which need to be killed, and have their own unique abilities.
- Ro'shak, the Molten Flare (Red, Fire) - First Phase - Ro'shak has an energy bar that builds 5 energy every second. He uses energy to use his abilities, but if he reaches 100 energy, he unleashes a raid wide AoE that wipes the raid.
- Molten Inferno - Emits a Molten Flame, deals 80k fire damage to all players. Costs 10 energy
- Unleashed Flame - Incinerates the largest cluster of enemies he can find, dealing 700k(10-man)/2.1mil(25-man) fire damage split to players stacked within 10 yards. Costs 30 energy.
- In 10-man, it takes 3 players stacked for him to use this, 25-man takes 5
- Scorched - Players affected by Unleashed Flame receive this
debuff, increasing Fire Damage taken by 20% for 30 seconds. NOTE** You will want to rotate 3 different groups spreading/stacking in a set order to receive this debuff. A melee grp and 2 ranged grps. The numer of stacks you want each group will vary by 10/25 man difficulty and how you feel about the number of stacks that you take. In 25-man vids it appeared they rotated spreading/stacking every 2 stacks of the debuff.
- Molten Overload - Wipe mechanic, If Ro'shak reaches full energy he will overload and cast Molten Inferno every 1 second until he is out of energy. The cost of each cast is still 10 energy, BUT the damage output is increased by 50 percent.
- Ignite Spear: Burning Cinders - Ro'shak will ignite Iron Qons spear to form lava lines (IE Lord Ryolith) from the spear. Deals 25k fire damage initially and 15k fire damage every 1 sec to players remaining in them.
- Quet'zal, the Stormcaller (White/Silver, Lightning) - No energy bar, simple mana bar and uses electric based attacks
- Arcing Lightning - Zaps a random player, stunning them and absorbing all healing effects, also causes them to shock nearby allies for 30k nature damage. Only way to remove the stun effect, is to click on them (IE Amber Shaper, except with no debuff preventing additional clicks). If a player dies while under the stun effect, the Arcing Lighting will jump to another player. Spread out.
- Windstorm - Pulls all players to the middle of the room and will summon a storm of tornadoes (very similar to Alysrazor tornadoes). While in this storm players will receive 50k nature damage every 2 seconds until they are able to run out of the storm. Also while in the storm, all dmg, healing and absorption effects are reduced by 80%. Best way to counter this is to set up a warlock portal in the middle of the room and the entrance and have the healers and 2 bad runners utilize it to get out fast.
- Once the storm is over, there are some tornadoes that will remain in the fight that float around the room randomly.
- Rushing Winds - If stuck in tornadoes during the storm OR through remainder of the fight, you will receive ~138k nature damage every 5.2 secs until you are removed from the tornado.
- Strike Spear: Storm Cloud - Lightning strikes the spear and rolling cloud lines extend from the spear, deals 200k nature damage to those affected. This will stack. Once a player receive 3 stacks they will be stunned for 20 sec.
- Dam'ren, The Frozen Sage (Blue, Frost) - No energy bar, use frost damage and reflects damage back to players.
- Frozen Resilience - Protected by a shield of ice which reflects 10% of damage back at the caster.
- Dead Zone - will put 2 shields on himself (2 sides of his body). These shields cause all damage from those directions to miss.
- Freeze - Freezes a random player, after 1-5 seconds will shatter them, dealing 150k frost damage to the raid.
- Freeze Spear: Frozen Blood - Freezes ground outward from the spear. Deals 100k frost damage and slows movement, melee attacks and casting speed by 25% while in the affected areas. Stacks while standing in the blood.
After all 3 Quillen are dead, he will enter
- Iron Qon's Last Stand
- Fist Smash - no longer has a spear, instead smashes the ground ground, dealing 25k phsyical damage to the raid every 0.75 sec for 7.5 sec.
- Rising Anger - Stacking buff, increases damage dealt by 10% per stack
- Ignite Cyclone - Randomly ignites a cyclone, dealing 20k fire damage every 2 secs to the raid
- Freeze Cyclone - Freezes a cyclone, causing any players hit by cyclone to become frozen in ice and take 5% of the max health every 2 sec.
The fight itself is fairly simple mechanic wise.
Fire Quillen seems to be the worst. Get him down quick, allowing him to use his abilities and not gain full energy. I would recommend (10-man) to have the tanks, melee stack on the boss, but no more than 4 stack at a time. If only 1 melee available, have a healer help stack to split the fire damage so its not so rough on 3 people, etc. Avoid the fire lines.
Wind Quillen just avoid the storm lines, spread out, and click the stun off players ASAP so aoe damage doesnt keep lingering. And have healers and 2 ppl use lock portal to get out of storm fast, everyone else run out quick.
Ice Quillen just move around to get access to his body around his shields. If there are a bunch of lines separating you from getting to an area to be able to bypass the shields, just wait it out. It may suck, but its better than you taking all that extra damage just to be able to hit him.
Last Stand phase is where CDs will really come into play. Dont pop heroism at the start of the phase, wait until a little later to utilize all the CDs to survive the increased damage.
It appears the best way to handle the encounter is to fight him in the middle of the room during Fire, but then when lightning, ice, last stand come up, tank him at the entrance. The cyclones do not appear to head towards the entrance all that often, so its the best area to fight him overall to avoid those things.


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