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

03 Iron Assembly - 3 - The Iron Maidens

Mehguy's picture

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".

  1. Iron Shot - Fires a shot at random player, dealing moderate dmg
  2. 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.
  3. 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.
  4. 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.
Enforcer Sorka
  1. 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
  2. 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.
  3. 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.
Marak the Blooded - from Beta vids, seems to be the most deadly of all the bosses, should be the focus target after reaching 20% health and nuking begins.
  1. 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.
    1. Crystallized Blood - Deals massive dmg to the player closest to the boss within the cone.  Needs to be the tank.
  2. 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.
  3. 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.
**NOTE**  There are NO tank swap mechanics, so when a TANKED boss jumps to the battleship, that corresponding tank will be the one to go to the ship.

 

The Dreadnaught (battleship) mini-bosses/adds
Blackrock Deckhand (Admiral Gar'an) - Does NOT need a tank.  Send 1 heal, the rest DPS.
**NOTE** it has been noted that Battle Medic Rogg has too much health on live servers, so its best to just interrupt his heals, and nuke down Uktar then destroy the crap and get back over.
  • 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
Shattered Hand Deckhand (Enforcer Sorka) - requires 1 tank, 1 heal, the rest DPS
  • 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.
Bleeding Hollow Deckhand (Marak the Blooded) - requires 1 tank, 1 heal, the rest DPS
  • 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.
Summary
This is gonna be a BITCH of a fight.  
Main Platform - As mentioned above, there is no tank swap mechanic.  One tank takes Marak, the other takes Sorka.  Just let Admiral Gar'an "free cast" on whoever she targets since she cannot be traditionally tanked. The raid should be spread out to avoid splash damage from her Rapid Fire.  Player targetted by this should run to the outer edge of the room and kite the explosions along the edge.  Have as many nearby people as possible stack in the "line" for Penetrating Shot so the targetted player doesnt die.  Remember it doesnt matter if you are stack on top of each other for this one since that damage doesnt splash, but you should try to remain spread if possible for the other bosses splash mechanics.  When Deploy Turret is out, range DoT it up and maybe stick a ranged or 2 on it to bring it down.  The fire isnt hard to dodge.  Marak tank must stand between her and the Blood Ritual target to take the big hit.  If players are targeted by Bloodsoaked Heartseeker, spread away from each other to decrease the damage it deals.  Sorka tank pretty much just tank/spank her as she doesn't do anything special for you to worry about.  Raid be spread for her Blade Dash ability.  Healers dispel/cleanse the Convulsive Shadows debuff so affected player takes less damage overall.  Player targetted by Dark Hunt use a personal CD or ask for a def CD to mitigate the big hit from that.  When the bosses all reach ~20% health pop heroism and nuke the fuck out of  Marak and tank rotate Def CDs to mitigate raid wide damage.  Switch to Sorka to mitigate the bigger hits and keep Gar'an's Turrets in check.  
When the bosses take their turns jumping to the battleship, those that do NOT jump over be prepared to dodge bombs.  They deal damage in a 7 yard radius of where they land, then begin to detonate.  These bombs will land on the platform evenly spaced in a grid-pattern.  Initially a small number of bombs will spawn and begin to detonate (they will begin glowing red), shortly thereafter the remaining "grid points" will be filled with bombs.  You must dodge the initial exploding bombs, then move to where those bomb explosions were to avoid the "new" bomb explosions.  You do NOT have a lot of wiggle room, so when you move to where the bomb JUST exploded you MUST be right on top of it.  You MUST continue to do this and move around until the Battleship group "blows up" the gun/turret for the bombs to stop spawning.  This part of the fight is more about survival than DPS on the bosses still on the platform.
Battleship
Some people have noted that it seems the boss order of going to the ship is based on their health.  Whichever one is lowest on health goes first, then when its time for the next "battleship phase", the next boss with the lowest health goes, then the last boss.  At that point it will repeat that order for the remainder of the fight, regardless of where boss health is.  This is to prevent trying to gimp the same boss battleship over and over, etc.  Of note, once all the adds are dead on the battleship, someone needs to run to the turret where a bomb should be available to click.  Once you detonate it, the turret explodes and you will all be sent back to the main platform, regardless of where you are at on the ship.  
If its Admiral Gar'an jumping to the ship, only send 1 healer and DPS.  Spread around Uktar so only 1 person at a time should move from his conal blast.  Keep Battle Medic Roggs 2 shields interrupted (as he has a very high health pool on live servers) and nuke down Uktar ASAP..
If it's Enforcer Sorka, send 1 tank, 1 healer, and DPS over.  You will want to kite/kill the Iron Eviscerators quickly and get back on Gorak.  Kill any additional IE's that he may summon.
If it's Marak the Blooded, send 1 tank, 1 healer, and dps over.  Tank and spank Uk'urogg and move whenever a blood pool spawns underneath you.

 

TLDR
If on the main platform, STAY FUCKING SPREAD!  If you get targetted by Rapid Fire, kite it to/around the outer edge of the room.  Nearby players get in the Penetrating Shot line between boss and his target.  DoT/kill Turrets.  Tank stand in path of Blood Ritual, all other players besides tank and the targetted player move out of it.  3 players targetted by Bloodsoaked Heartseeker spread away from each other.  Healers dispel Convulsive Shadows.  NUKE Marak once bosses reach ~20% health and Marak tank use def CDs.
If on battleship.  For Uktar, INTERRUPT Battle Medic Rogg.  Move out of cone blast and NUKE Uktar.  For Gorak, kill the Iron Eviscerators, tank stand between Gorak and his targetted player.  For Uk'urogg, just tank/spank and move from blood pools.

 


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