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Home › The Downfall Handbook › Downfall Raid Guides › Warlords of Draenor Raid Guides › 02 - Blackrock Foundry

03 Iron Assembly - 2 - Operator Thogar

Mehguy's picture

Mehguy — Sun, 08/24/2014 - 14:32

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Operator Thogar is the 2nd encounter in the Iron Assembly wing of BRF.

This fight is fairly simplistic in terms of abilities, and is primarily an add fight, but the room/area mechanics of the fight are going to test your patience if you are bad at 'raid awareness'.

For a more detailed view of his abilities or loot, please view the in-game dungeon journal or click HERE to view at WoWHEAD.

Overview/Abilities

This fight takes place on a set of 4 train tracks.  Trains will periodically either ride straight through the room, or stop and drop off adds (supposedly in a pattern).  If you are run over by the train, either when it goes straight through, or even when it stops to drop off adds, you will die.  DONT GET HIT BY THE TRAIN.  When a train drops off adds, it will remain in the room until ALL the adds that were/are on that train are killed.  Adds will take absolute priority over the boss when they are up.

Operator Thogar

  1. Enkindle - Sets the target on fire, applying a fire DoT, increasing dmg by additonal Enkindle by 35% for 25 sec.  Stacks.
  2. Prototype Pulse Grenade - This grenade targets a random players location, pulling in those in the effect, dealing mild nature dmg every sec until either out of the animation or it despawns.  The longer you are in the animation, the more you will be slowed.  GTFO as soon as you see you are in it, this means stop casting and GTFO.
  3. Berated - Berates allies, increasing their dmg done by 10%, haste by 5%, movement speed by 10% and reduces casting time by 3%.  This effect stacks.
Reinforcements (adds)
There are 5 types of adds that spawn in this encounter, 4 of them spawn off of one train, group up, AoE, but still focus certain ones down.  The last add will spawn on a train by himself in a cannon that must be nuked down quick. #1-4 spawn on the same train and #5 is the gunner on his own train.
  1. Iron Crack Shot - shoots at random targets, deals phys dmng.  Also throws Grenades at random players, dealing fire dmg to those within 6 yards of the target.
  2. Iron Raider - does Serrated Slash, leaving a bleed on the target for 6 sec.  Also throws Grenades.
  3. Grom'kar Firemender - should be focused down.  Does Cauterizing Bolt, healing its target and its allies within 5 yards for 20% of their max health initially, then an additional 30% of max health over 10 sec.
  4. Grom'kar Man-at-Arms - should be focused after Firemender. Does heavy raid wide dmg.  Casts Iron Bellow, raid-wide AoE phys dmg ability.  Cannot be interrupted, just use CD's if appropriate.  Also does Reckless Slash, charging a random target, dealing phys dmg to target and anyone within 7 yards.
  5. Iron Gunnery Sergeant - arrives on his own train in a turret.  Fires Delayed Siege Bombs out of his turret, these are a series of bombs that will detonate over time, dealing moderate phys dmg and knocking back anyone within 4 yards upon impact of the target.  Once these bombs detonate, they deal heavy fire dmg to anyone within 9 yards.  Everyone should have this boss on focus, once you see who he is targetting, that person should run to the edge of the room and just drop the bombs he is shooting at you, then everyone stay away from where the bombs are dropped to avoid damage.  Think "Spoils" encounter in SoO, except you dont drop the bombs off of yourself, you have to run out and the bombs will drop off of you once you are hit by them.
Overview/Summary
The primary focus of this encounter is to ensure you are aware of the trains spawning.  They supposedly spawn in a set pattern throughout the fight so it is something to pay attention to.  KNOW WHICH IS SPAWNING so you dont get hit and insta die.  DPS boss ONLY when there are no adds up, if there are adds up, just put cleave on the boss if possible.  When he throws out Prototype Pulse Grenade, drop what you are doing and move out if you are in the animation.  When the train with 4 types of adds spawns, group them up and AoE down, while putting more focus on the Firemender to prevent healing and finishing off the Man-at-Arms due to his heavy dmg dealing.  If there is a Gunnery Sergeant up with the little adds, still put primary focus on the adds on the ground, just have the player targetted by the Turret Bombs to run out like normal so bombs arent dropped in raid.  There will be a LOT of movement in this encounter and a lot of frustration.  Just stay calm, know what to do when trains spawn and be sure to move off the tracks whenever you see a door open for a train to come through.  Yes, there will be times when multiple trains spawn at the same time, it is noted in the Fatboss guide that trains CAN take up both of the middle tracks.  If that happens the raid needs to split into 2 groups to handle adds on the outside tracks, otherwise it will lead to a wipe.


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