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Home › The Downfall Handbook › Downfall Raid Guides › Siege of Orgrimmar

06 - Iron Juggernaut

Mehguy's picture

Mehguy — Thu, 08/15/2013 - 12:54

The Iron Juggernaut is the 6th encounter in the Siege of Orgrimmar raid, and 2nd encounter in the Gates of Retribution LFR

For a detailed view of the abilities and loot table across LFR/Flex/10/25 please CLICK HERE

General Strategy/Overview

This encounter is a 2-phase alternating fight.  Each phase is time based, with Phase 1 lasting 2 minutes, and Phase 2 lasting 1 minute.  Again, it alternates back and forth until the encouter is over or you hit enrage.

Overall this fight is probably one of the simpler fights, if not the simplest fight, in the entire raid.  But that does not make it the easiest, there are some mechanics that become very problematic and deal high raid dmg.

Phase 1 - Assault Mode

During this phase, Iron Juggernaut is mobile and needs to be tanked.  He has several abilities as follows.

  1. Borer Drill - Drills its arm into the ground, causing the earth to crack and shatter, dealing ~60k phys dmg to players in its effect.  This is noted by earthquake style lines that will follow/chase players, can be out-run, etc.
  2. Laser Burn - His tail cannon will focus on random players dealing ~135k fire dmg to the player.  Also applies a DoT that deals ~75k fire dmg every 2 secs.  Lasts 15 sec.
  3. Mortar Cannon - His top cannon will launch an explosive at a random ranged target.  This will be noted by a large red targetting circle on the ground (similar to Mimiron).  When this lands, will deal ~200k fire dmg to anyone within the 8-yard circle. Cant be moved out of and completely avoidable.
  4. Crawler Mines - Possibly the mose damage ability in this phase.  He will release several Crawler Mines that will move in the direction of random players, and bury themselves partially in the ground.  Once they are buried, they begin a detonation sequence that, if allowed to complete, will deal ~240k physical dmg to all players.  To counter-act this, while they are buried, players may click on them and absorb and explosion for ~100k physical dmg and get knocked up in the air.  Recommended that the current "off-tank" and any players with strong phys dmg reduction spells "stomp" on them to detonate them to prevent raid dmg.
  5. Flame Vents - Frontal cone fire dmg spell that deals ~240k fire dmg.  Applies Ignite Armor debuff, causing 10% increase in fire dmg taken and applis a dot for ~32k fire dmg/sec. Stacks! Unknown duration.

Phase 2 - Siege Mode

During this phase he will bore into the ground and remain stationary for 1- minute and will no longer focus a single target.  During this phase he will continue to release Crawler Mines at a very increased rate.  His new abilities are as follows.

  1. Seismic Activity - Drills into the earth causing an earthquake, dealing ~32k nature dmg every 1 sec to all players.  During this, he will occasionally cast Shock Pulse.
    1. Shock Pulse - creates a wave of energy that knocks players back SIGNIFICANTLY.  Players should ideally have their back to a wall/object to prevent range issues with healers.
  2. Demolisher Cannons - Turrents fire high in the sky over random players dealing ~120k fire dmg to players within 6 yards of the blast area.
  3. Explosive Tar - Spews tar puddles in all directions.  Standing in tar deals ~16k nature dmg/sec and reduces movement speed by 30%.  Tar puddles can be ignited by Cutter Laser, dealing ~160k fire dmg to ALL players.
  4. Cutter Laser - Tail cannon now focuses random players and the beam will chase the player, dealing ~140k fire dmg to anyone it comes into contact with.  Reminder if this touches a Tar puddle, it will explode dealing ~160k fire dmg to the whole raid.  Must kite the beam around puddles as not to ignite the tar.

 

So.. it essentially goes.  Phase 1 - Tank facing away from the raid, and trade-taunt when appropriate.  Avoid targetting circles in first phase, and out-run the Borer Drill lines.  Current OT and players with def CDs click on the buried Crawler Mines to prevent high raid dmg.  Phase 2 - avoid running through Tar pools and dragging the Cutter Laser through the pools.  Try to avoid the blast areas of the Demolisher Cannon and do your best to have your backs against a wall/object for Seismic Activity/Shock Pulse.

Again, not an overly complicated fight, but can get crazy with dmg output and the large knockbacks in the area.

 





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Elapsed's picture

Clemency is a no brainer for

Elapsed — Tue, 09/17/2013 - 12:18

Clemency is a no brainer for this one. Not only can you handle up to 3 mines solo with your Hand of Protections and personal bubble, but you can also sacrifice on the "soaker" who does the other mines (i.e. off tank)

Since the raid never stacks Light's Prism is the way to go, it is just ending up to be the best level 90 talent this tier because of the lack of stack fights


Dragon's picture

Iron Juggernaut: Ret Paladin Talents, Glyphs, and Tips

Dragon — Tue, 08/20/2013 - 12:37

You will want Long Arm of the Law to help you outrun the earthquake that was following you.

Also Ret Paladins are a good choice of soaking mines with unbreakable spirit (30 second CD on divine protection) and glyph of divine protection (20% damage reduction for 10 seconds).

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