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Home › The Downfall Handbook › Downfall Dungeon Guides › Warlords of Draenor (Beta) 5-man

Bloodmaul Slag Mines

Mehguy's picture

Mehguy — Sun, 08/24/2014 - 14:20

Elapsed's comments on the below videos from Saedo pretty much highlight most of the key points to the encounters.

The first boss Slave Watcher Crushto was a bit of a pain at first.  On normal the adds that spawn in arent that big of a deal, but in heroic, tied in with his other abilities, you can get overwhelmed with them.  As he said, standing in melee makes it easier to dodge the stalagmite he shoots, and also allows the tank to better pick up the adds once they reach their initial targets.

The trash leading up to Magmolatus is the only trash of note.  It will be a gauntlet of fire/rock elementals that just keep spawning.  Part-way down the tunnel you will see a larger elemental.  Once you kill him the constant waves will stop spawning.  Otherwise the trash really isnt anything of note.  Just interrupt abilities to help keep some dmg down.

The Second boss Magmolatus wasnt too bad on heroic, things just pretty much had more health.  When the elementals spawn, they should be priority as they will just keep doing group dmg and become a nuisance.  This will probably be a more difficult fight when it goes live because as Elapsed said, some of the mechanics didnt seem to do be doing the dmg that the Dungeon Journal said they would.  Like majority of the time you could stand in the Fire AoE and it wouldnt do any dmg.

Third boss, Roltall, key point on heroic is its a DPS race early on.  Our vid had us killing it before he throws out his 3rd slag of fire on the bridge and that should be your goal.  Pop CDs at the start and just go to town as hard and as fast as you can.  Notice the boulders rolling back at us from behind.  That is only on heroic.  On normal they roll just the one direction.

Last boss Gug'rokk was a bit rough, but not too bad.  The adds he summons appeared to always spawn at his side, so try to keep the boss near his "throne" or middle of the room as best you can so there is a longer path of the adds to get to the kilns.  If they reach the kiln, they will empower and start pulsing higher AoE dmg to everyone.  As Elapsed said, the room fills up with fire quickly, it was best to have ranged stack, then when he summons the fire under you, just move quickly.  It wont start ticking until it fully appears as fire.

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saedo's picture

Gug'rokk

saedo — Sun, 08/24/2014 - 14:49




Comments from Elapsed

Thanks Saedo for beating me to the punch on these.

This boss was the last one in Bloodmaul Slag Mines. We started with a spread out and nuke strategy, swap to the adds and stay out of shit. But the room filled up with the lava puddles too quickly. Out next attempt focued on a ranged stack and slowly move around the room technique. It worked out to our advantage. Adds were still needing to be killed before they got to the kilns. There's a magic dot going out AT ALL TIMES and even with cleanse glyphed for 2 charges I was unable to keep up alone. I had Puregenius mass dispelling the ranged group while I handled melee. Now as a holy paladin, I have a limited toolbox to deal with the amount of damage coming in on beta (I'm sure it, as many other fights in here are way way overtuned) so without Mass Dispell, I'm not sure how I would have handled this one. It's possible Sacred Shield could have worked for the range whilst I dealt with cleansing the melee.

 

As you can see, the floor VERY QUICKLY fills up, even with a controlled stack. Health pools are OFTEN below 100% and at the ilvl they scaled us to I'm sure this would be the case with just about any healer other than a priest (who could glyph 2 charge cleanse and use mass on CD) But for the priest mana would be tight for all of the other damage going out.

saedo's picture

Roltall

saedo — Sun, 08/24/2014 - 14:48

Comments from Saedo

I liked this fight. It wasn't just about watching for shit. But remembering when shit would come back. So you can pre-emptively figure out safe zones, get to it, without ever looking back.

Comments from Elapsed

This was boss number 3 for us in Bloodmaul Slag Mines. 

Heh good luck using LFD for this one and having people survive.

He's a rooted boss and will hit whomever is the closest to him physically (not sure if it happens in this pull, but in one of our attempts Mehguy slightly left melee dodging a rock and he turned on Saedo.

This guy starts fairly easily by throwing out fire patches you need to stay out of randomly on the bridge. They didn't seem to target people so you can't just use a stack method to handle them. As you can see in the video he makes these giant circles on the ground that takes up roughly 40% of the bridge. A firey boulder will drop in 3 positions, left, middle, and center, RANDOMLY! Your job to dodge em, but little did we know the first time we tried this, once they hit the back of the cave wall behind the bridge, THEY BOUNCE BACK! So very quickly after the third rock fires, the first one comes back in an ultimate game of frogger. To a seasoned raider, this mechanic doesn't take much to pick up and handle. If that weren't enough to kill your LFD pugs he then blows everyone back, the closer you are to him the weaker it is (GG blizzard on physics here) so if you're too far back you're not going to be helping your group at all. The handy thing about this wind mechanic is that it puts out the patches of fire on the ground. The downside, is the number of fire patches he drops increases with every wave (soft enrage) Making dodging the boulders VERY difficult without getting a non-dispellable fire dot on you. Thankfully that's the whole fight, you just deal with the fire, boulders, wind, and this boss goes down. Hero on the pull was the best way to go to ensure the whole group had full uptime on the boss with it.

saedo's picture

Magmolatus

saedo — Sun, 08/24/2014 - 14:47




Comments from Elapsed

This was our second boss in Bloodmaul Slag Mines. 

This is a 2 phase fight, you start off fighting Gog'duh who will regularly spawn some elemental adds at you to deal with, and some fire shit you simply need to move out of. He also does a spike line mechanic like Iron Juggernaut's Borer Drills, easy to get out of deals a lot of damage. Once you bring Gog'duh down Magmolatus will come out and replace him as your boss target. This guy continues to throw adds at you to see what can overwhelm you. For us healers we have 2 nasty fire debuffs to keep ontop of and you need to cleanse them ASAP because both can hop to other players if they simply run out. Have your HoTs and Absorbs ready. This fight was sadly underwhelming for us as some of the mechanics simply just didn't cause damage so no one was really in danger at any time. This is one of the few fights we've done where we'd like to see it tuned up a bit.

saedo's picture

Slave Watcher Crushto

saedo — Sun, 08/24/2014 - 14:46




Comments from Elapsed

Our first boss in Bloodmaul Slag Mines.

This guy starts out with a very unique mechanic, he pulls up a stalamite out of the ground and then Kicks it to bits! Anyone standing in the debris' path will take a decent hit and get stunned. He then leaps to a random ranged player and does a moderate hit to them. If no one is at range (as you see half way through our kill) he does an AOE knockback instead. Either way you do this guy, you'll have melee running everywhere. But being in melee sure helped us dodge that Stalagmite a lot easier!

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