03 Iron Assembly - 3 - The Iron Maidens
Mehguy — Sun, 08/24/2014 - 14:32
Iron Maidens is the final encounter in the Iron Assembly wing in BRF.
This is a 3-boss council fight. They do NOT share a health pool, and they must be brought down simultaneously to 20% before focusing down 1 at a time.
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
As mentioned above, this is a council fight. The 3 bosses have separate health pools. They each have a rage bar that slowly builds up simultaneously and caps at 100 rage. They each gain new abilities at 30 rage and again at 100 rage. Their rage bar does NOT build up faster based on ability usage, nor by general health loss, its a set pace. The ONLY time that the rage bar increases is once ONE boss drops below 20% health, then they ALL go to max 100 rage. Their 100 rage abilities are pretty devestating, so nuking one down first is pretty much out of the question. You must bring them down evenly to 20%, or very close to, then focus the one that is most devestating to your group, then the next one, etc.
In addition to this, they also have a battleship that is off the side of the platform you fight them. Periodically throughout the fight, one of the bosses will leap over to the ship and start bombarding the main platform with bombs. While they are doing this, the boss will also be "warming up" the main gun. A designated group of players must jump over to the battleship via chains on the side of the platform, kill all the adds and mini-boss, then "blow up" the gun before it gets fully warmed up. If the gun gets warmed up before you can blow it up, it will wipe the raid on the main platform. The mini-boss/adds that spawn on the battleship will be dependant on which boss jumps to the battleship. 2 of them require 1 tank, 1 heal, then the remaining amount of players be DPS. 1 of the bosses does NOT require a tank, so 1 healer and the rest DPS.
Main Platform/Boss abilities
Iron Fury (buff) - Iron Maidens are 'bound together', whenever one reaches 20% health, they all go to 100 rage, gain their max rage abilities, and also increases their dmg dealt by 10% every 20 seconds.
Admiral Gar'an - A "gunner" style boss, does not melee, just fires at random targets, cannot be "tanked".
- Iron Shot - Fires a shot at random player, dealing moderate dmg
- Rapid Fire - Focuses on, and tracks a random player, fires barrage of explosive rounds at the targetted player and chases them as they move. Deals moderate/heavy dmg to all players within 5 yards of impact point. This ability can be kited, and players should do so around the outer edge of the room.
- Penetrating Shot (30 rage ability) - Lines up a shot to her target, dealing MASSIVE (potential one shot) phys dmg to the target after the 8 second cast. Players standing in the line split the damage. Think Hisek's Aimed Shot from SoO, but the damage does NOT splash over if you are standing on top of each other.
- Deploy Turret (100 rage ability) - Deploys a turrent that spins in a circle shooting fireballs in straight lines from the turret. If hit, will deal mild fire dmg every sec for 8 sec to anyone it hits. This effect stacks. This is considered the "easiest" 100 rage ability to deal with since the fire doesnt move all that fast and can be easily dodged. The turret is targetable and should be DoT'd up and killed by a few ranged.
- Blade Dash - Dashes through a player that is within 45 yards, and any player within 5 yards of her target, dealing moderate physical dmg to those she hits. In the videos (Fatboss talks about it) you see tornadoes that spawn in relation to this ability. They float around the room and stun you if you are hit by them. This part of the mechanic is only in MYTHIC. So do not be concerned with seeing that in the BETA vids
- Convulsive Shadows (30 rage ability) - Places a 5-stack debuff on a random player (stack # might be different on live). Deals mild shadow dmg per stack, but loses a stack every 2 secs. So if it deals 9k per stack, it will deal 45k dmg to start, then 36k, then 27k, etc, until the debuff expires after 10 secs. However if you dispel/cleanse this, the affected player only takes a 40k hit instead of the ticking dmg.
- Dark Hunt (100 rage ability) - Fixates on a player for 8 seconds, after the 8 seconds is over she will teleport to them and deal massive dmg to the player.
- Blood Ritual - Targets a player within 45 yards, dealing moderate/heavy dmg shadow dmg to all players in a cone in front of the boss. PAY ATTENTION to where the boss is facing when this goes off.
- Crystallized Blood - Deals massive dmg to the player closest to the boss within the cone. Needs to be the tank.
- Bloodsoaked Heartseeker (30 rage ability) - Throws a weapon that bounces between 3 marked players and deals physical damage up to ~300k+ (varying on difficulty). The further apart the 3 marked targets are, the less damage this will deal.
- Sanguine Strikes (100 rage ability) - This is why she needs to be nuked down first. A portion of her damage that she deals to her primary target (ie the tank) will be dealt to ALL raid members. The tank need to rotate cooldowns to mitigate as much damage as possible to the raid until this boss is dead.
- Uktar (mini-boss)
- Grapeshot Blast - randomly targets a player and shoots at them in a conal effect. Just spread around him and side step the blast if you are in its path.
- Battle Medic Rogg - healer add. INTERRUPT HIS Earthen Barrier and Protective Earth casts!
- Earthen Barrier - puts a shield on its target, absorbing ~250k+ damage (based on difficulty) MUST BE INTERRUPTED!
- Protective Earth - Drops a pool of protective earth, any mob that stands in it gains Earthen Barrier. MUST BE INTERRUPTED
- Chain Lightning - duh... deals moderate nature dmg and chains to nearby players. Can be interrupted but interrupts are better used on the other 2 abilities
- Gorak (mini-boss)
- Deadly Throw - throws a poisoned knife toward random player, dealing heavy/massive dmg to them and reduces movement speed by 80% for 5 seconds to the player it hits. Tanks should tand in the path of the attack to take this hit.
- Call for Reinforcements - Summons an Iron Eviscerator add.
- Iron Eviscerator - 2 of these will be with Gorak once you first arrive to the battleship.
- Fixate - Fixates on a random target and will only attack that target.
- Swiftness - Stacking buff that increases movement speed AND haste by 10% per stack. Increases the longer they are alive.
- Expose Armor - Reduces targets armor, dealing moderate physical dmg and increasing physical dmg taken by 10% for 15 sec.
- Uk'urogg (mini-boss) - This mini-boss does NOT summon any additional adds.
- Blood Corruption Aura - Buff that causes pools of Corrupted Blood to spawn under every player every 3-4 sec.
- Corrupted Blood - Pools of blood that deals moderate/heavy shadow dmg every 2 sec you stand in it.
- Blood Corruption Aura - Buff that causes pools of Corrupted Blood to spawn under every player every 3-4 sec.


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