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Warlords of Draenor Raid Guides

Mehguy — Thu, 10/30/2014 - 21:57

WELCOME DOWNFALLERS!

The Raid Guide for Highmaul is complete, and I will begin working on Blackrock Foundry in the coming week(s).  Since Blackrock Foundry is not being released for a while, there is time to get a little more up-to-date information on it before we get our hands on it anyways.

Please utilize the below guides to better assist you and get you prepared for the upcoming raid encounters in Warlords of Draenor.

This information will be primarily based off of the BETA HEROIC difficulty until everything starts getting cleared on live.  If I find differences listed between Heroic and Mythic, I will post them as well.

The information posted will be very generalized.  If you want greater detail on abilities (dmg numbers, etc) please click the link that will be provided in each guide to view the dungeon journal at WOWHEAD, or you can look at the in-game dungeon journal.

There will be BETA videos embedded in each guide from Fatboss (yes we all know our healers, dps and tanks are complete shit), Icy-Veins, and whatever other source I can pull material from.

Do NOT expect these guides to give you a "sure-fire" strategy to guarantee you a kill.

These guides are meant to give you a brief overview as to what to expect, and possibly how to handle certain mechanics before you experience them for yourself.

If anyone has done these encounters in BETA, please feel free to leave your comments on your experience on the specific fight.  Please also list what difficulty you did it in.

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07 - Imperator Mar'gok

Mehguy — Sun, 08/24/2014 - 14:38

 

 

 

 

 

 

 

 

 

 

 

 

 

FML and here we go....

Imperator Mar'gok is the last encounter in the Higmaul raid.

For a more detailed view of his abilities PLEASE PLEASE PLEASE view the Dungeon Journal in-game, or FUCKING CLICK HERE to view them at WOWHEAD.

Imperator Mar'gok is a 4-phase encounter with 2 intermissions between phase 2/3 and 3/4.

The phases have "repetative" abilities from phase-to-phase, meaning they will have their normal effects (mostly) but each ability will be augmented with additional effects from phase-to-phase.

Abilities

Phase 1 (100 to 85%)

  1. Mark of Chaos - Tank debuff, lasts 8 sec.  After this expires, deals massive dmg to all nearby players (not the affected tank) within 35 yards.  Tank run away from raid.
  2. Accelerated Assault - Each consecutive melee attack against the same target will increase the bosses attack speed by 8% (stacks).  Tank swap, likely just swap around the same time as the MoC debuff gets applied.
  3. Arcane Wrath - targets a random player and "brands" them for 4 sec.  When this expires, it will deal moderate arcane dmg and will jump to the closest person within 200 yards.  Each time this jumps, the dmg will increase by 25% and the range will decrease by 50%.  You need to get this to jump a few times(probably 3 times), then have the 4th affected player run over 25 yards (200->100->50->25) away so the debuff has no one to jump to and it just falls off.
  4. Destructive Resonance - An arcane mine that lasts for 1 minute.  If triggered, will deal moderate/high dmg to all players and massive dmg to the player that triggered it.  Will also increase that persons arcane dmg taken by 45% for 1 min and stunning them for 1.5 secs each time they take arcane dmg.
  5. Arcane Aberration - Summons an add that pulses mild AoE dmg to the raid.
  6. Force Nova - Releases a large arcane energy wave that deals mild arcane dmg every 0.3 sec to all players within the effect.

 

Phase 2 (85% to 55%) - Rune of Displacement Phase, primary abilities are augmented with "Displacement" effects.

  1. Arcane Wrath: Displacement - Same effects as normal, but players cannot move 10 yards from the spot they were marked.  If they do, they will be teleported BACK to their original spot
  2. Destructive Resonance: Displacement - Same effects as normal, but now it grows to twice its original size over 30 secs.
  3. Displacing Arcane Abberation - Same add as normal, but when it dies, it will knock back ALL players (or so says the DJ)
  4. Mark of Chaos: Displacement - Normal effects, but the target (tank) is teleported to a random location
  5. Force Nova: Displacement - Normal effects, but now also pushes players away (with the wave) as it expands

Intermission 1 (55%) (lasts 1 minute)

During this intermission, the boss will begin channeling a new rune to augment his abilities.  He will be immune during this time.  He will also summon 2 Gorian Warmages, and Volatile Anomalies will spawn from the rune stone every 12 sec.

Gorian Warmage - These will fixate on random players, attacking only them for 15 seconds before swapping.  They also have a Dominance Aura, which empowers all enemies within 25 yards.  Increasing dmg done, as well as melee, ranged and spell casting speed by 50%.  Will cast Nether Blast, dealing moderate dmg to any player within 5 yards of the target.  Will Slow (dispellable) random players, reducing movement, attack/spell cast speed by 50% for 45 sec.

Volatile Anomaly - Tankable.  When killed, explode for moderate arcane dmg to ALL players.

 

Phase 3 (55% to 25%) - Rune of Fortification phase, primary abilities lose "Displacement", but are now augmented with "Fortification" effects.

  1. Arcane Wrath: Fortification - Normal effects, but the range reduction drops from 50% to 25% with each jump.
  2. Destructive Resonance: Fortification - Normal effects, lasts for 2 minutes instead of 1.
  3. Fortified Arcane Aberration - Adds are now immune to all CC and have 75% more health
  4. Mark of Chaos: Fortification - Normal effects, target (tank) is now rooted in place
  5. Force Nova: Fortification - Normal effects, however an additional Nova wave is released every 8 sec for 16 sec (so 2 extra waves)

Intermission 2 (25%) (lasts 1 minute)

During this intermission, the boss will begin channeling a new rune to augment his abilities.  He will be immune during this time.  He will also summon 1 Gorian Reaver, 2 Gorian Warmages, and Volatile Anomalies will spawn from the rune stone every 12 sec.

Gorian Reaver - Casts frontal/conal Devestating Shockwave, dealing massive dmg to all players in front of him.  Also applies a stacking tank debuff Crush Armor, increasing phys dmg taken by 25% for 25 sec.  Will also Kick to the Face (not joking), dealing massive dmg to the target, clears all threat and knocks the player back.

Gorian Warmages and Volatile Anomalies are the same as the first Intermission.

 

Phase 4 (25% to 0%) - Rune of Replication phase, primary abilities lose "Fortification" but are now augmented with "Replication" effects.

  1. Arcane Wrath: Replication - Normal effects, however a 2nd player will be affected the FIRST time this jumps, so there will be 2 "wraths" out for the duration.
  2. Destructive Resonance: Replication - Normal effects, however when the mine either explodes on its own or is triggered, 2 additional mines will spawn nearby. Unknown if this only occurs once or if this serves as a soft enrage (ie, getting overwhelmed with mines)
  3. Replicating Arcane Aberration - Normal effects, once the add dies, will spawn into 7 "Remnant" adds.
  4. Mark of Chaos: Replication - Normal effects, when this expires, 8 Orbs of Chaos spawn around the target(tank), these will fly outward from the player and deal massive arcane dmg to anyone they hit.
  5. Force Nova: Replication - Normal effects, but anyone hit by this will also deal mild/moderate dmg to players within 4 yards of one another.

 

Summary

Fuck this fight... no seriously, FUCK this fight.... But I'll do my best.

Phase 1 - Let the Arcane Wrath jump a few times and have the 4th affected player run from group to lose the debuff.  As for the "Mine" from Resonance, you can either trigger it, or let it run its course.  Unsure what the preferred method is currently.  Nuke the Aberration add(s) that spawn.  Try to get through the Force Nova wave as fast as you can to negate as much of the dmg as you can.  Tanks run the Mark of Chaos debuff away from raid, and swap when appropriate due to Accelerated Assault stacks.

Phase 2 - Raid will have to move from the player affected by Wrath after its jumped so many times in order to get it to drop.  Probably once 1 person is affected, have it jump between 2 (maybe 3) designated people while the rest of the raid moves away to get it to drop.  The Resonance mine might need to be triggered due to the activation radius growing in size.  Again kill the Aberration add(s), but be wary of the knockback so you dont get thrown into a mine, etc.  For the Nova wave, if you are going to blink/leap through the wave, be sure you do it with accuracy so you dont land at the back edge of the effect and get stuck in it from the pushback for the entire duration.  Tanks be wary of being teleported near the raid with the Mark of Chaos debuff and still tank swap when appropriate.

Intermission 1 - Cleanse slowed players, and try to keep the Warmages separated (remember they fixate randomly).  Stay spread for their Nether Blast attack.  Kill the Volatile Anomalies, but try to stagger them a bit so you dont take raid-wide AoE from all 3 dying at once.  Perhaps use raid def/healing CDs when they die.

Phase 3 - Either deal with the Wrath longer, or get some designated people onthe other side of the room to make it jump a few times, then range it from farther away.  Resonance mines last twice as long, so you might have to detonate them to get rid of them. from taking up space in the room.  Focus the Aberrations as they have more health and you can't cc them.  Melee and Ranged will have to run away from the tank(s) when they get affected with Mark of Chaos.  May have to use some healing/def CDs on the last wave or 2 since there will be multiple waves that spawn instead of just the one.

Intermission 2 - Tanks tank the new Reaver add, tank swap and face it away from the raid (duh).  Might need to tank against/near a wall for the Kick to the Face.  Otherwise deal with the Warmages and Anomalies the same.

Phase 4 - Probably need to split the raid up in 1/2 to deal with the duplicate Wrath.  For the replicated Resonance mines, I would probably recommend letting them set.  They last a minute and you dont want to spawn multiples too early.  Probably nuke the Aberration and cleave down the Remnant adds that spawn... unless they deal massive dmg, in which case you may want to chain CC the Aberration(s).  Tanks run away from raid (like normal) but raid needs to be wary of the Orbs of Chaos that will spawn/fly out from the tank when the debuff falls off.  For the Nova wave, try to stay spread 4 yards from others when dealing with the wave so you don't splash damage on everyone.

 

Mythic Differences

In Mythic, the fight changes to a 3-phase fight, still with 2 intermission phases.

Phase 1 (100% to 66%) - The fight STARTS with the bosses abilities augmented by BOTH "Displacement" AND "Replication" effects... YAY 2 TIMES THE FUCKING FUN!!!....

Intermission 1 (1 minute duration) - The only change is each time one of the Warmages successfully casts their Nether Blast it increases all damage done by 25% for 6 secs (stacks).

Phase 2 (66% to 33%) - The "Replication" effect fades, and the boss will now use both "Displacement" AND "Fortification" effects.... 'YAY' to 2 times the fucking fun AGAIN!!...

Intermission 2 (1 minute duration) - Same change as Intermission 1.  Nothing new in regards to the Reaver add.

Phase 3 (33% to 0%) - The "Displacement" effect fades, and the boss will now use both "Fortification" AND "Replication" effects.  You know the drill...  I'm just going to go cry in a corner now.

 


The following vid is NORMAL difficulty

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04 - Brackenspore

Mehguy — Sun, 08/24/2014 - 14:37

 

 

 

 

 

 

 

 

 

 

 

 

 

Brackenspore is the 4th encounter of the Highmaul raid.

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

Brackenspore is a fight that, to me, takes parts of Freya, along with an aspect of H Ragnaros to make it very interesting.

You begin this fight next to the Zangar Sea.  And the primary "mechanic" of this fight is called Creeping Moss.  This is moss that grows in moderate sized patches from the sea, the walls, pretty much everywhere and works its way to the middle of the room.  This will deal dmg to any player who touches it, and reduce their movement speed by 50%.  In addition, this will heal all fungal creatures (including the boss) for 2% of their max health every 2 seconds.  To counter this, there will be Flamethrowers at the entrance to the zone that selected players can pick up and use to run around and burn the Moss away by hitting your extra action bar.  While using the flamethrower, you cannot heal, dps, or anything else besides move.  The Flamthrower can "overheat", and when it does, you cannot use it for 10 seconds.  Its a crucial aspect to the fight to ensure the Moss is contained as much as possible.  Players may consider this a DPS loss to have to do this, but you will also gain a Burning Infusion buff that will increase your dmg/healing done that lasts for a short time.  So after spending time burning the Moss, you can get a little buff to help yourself keep up with the rest of the raid.

Overall, Brackenspore himself doesnt have a lot of abilities, but there are various forms of Fungus that spawn throughout the fight.  Some are "Harmful", some are "Helpful".

Brackenspore abilities

 

  1. Rot - Nature dmg dot applied to tanks.  Stacks, requires tank swapping after so many stacks (ie however high the tank/healers are comfortable with, or base off when the debuff falls off, etc)
  2. Necrotic Breath - Frontal conal breath, deals moderate nature dmg every sec. Also reduces all healing done to the affected player (should only be the tank) by 99% for the duration of the breath.  Tank should be topped off before this hits, and utilize a personal defensives to stay alive.
  3. Infesting Spores - raid-wide aoe. 4k nature dmg per sec for 3 secs, stacks up to 10 (so it will end up at 40k per sec for 3 secs at the end).  So use raid-wide CDs or utilize the Living Mushroom to heal through the dmg.
Harmful Fungus
  1. Spore Shooter - a random spawning fungus that targets players and shoots an exploding spore at them, dealing moderate dmg to all players within 8 yards.  Damage can be intercepted, so best to ahve a ranged stand in front of them to take the dmg so it doesnt splash on a stacked raid.  DoT to kill.
  2. Mind Fungus - Fungus that when spawned, will reduced casting speed by 75%.  Should spawn on a player, and since raid should be stacked during most of the fight, have melee switch to burn it quickly
  3. Fungal Flesh-Eater - This is a large add that should take priority over everything (except the Mind Fungus).  He needs to be tanked as he gains a stacking buff which will increase dmg dealt, cast speed, and attack speed by 10%.  This is important because he will cast (almost spam) Decay, which deals 100k raid-wide dmg.  It can be interrupted, but require several dedicated interrupters to counter.  With the stacking cast speed, if interrupts are not done, he can wipe the raid.
Helpful Mushrooms (the healers must heal these up to full health to utilize their effects)
  1. Living Mushroom - when fully healed, will initiate Living Spores, which will heal all players within 20 yards for 20k+ every second.  Use this to counteract Infesting Spore from the boss.  The mushroom will wither away and despawn over time.
  2. Rejuvenating Mushroom - when fully healed will increase haste of all nearby players by 30% and give massive mana regeneration (essentially you cannot go OOM).  Should be stacked upon and healed immediately.  Also withers away over time.
Summary
Dedicate players who have good movement speed to use the flamethrowers to keep the Creeping Moss in check (druids in cat form, rogue sprint before activating the flamthrower, etc).  If Moss does get near the boss, be sure to clear that first compared to the outside edge of the room.  Tanks swap when necessary, and only allow one of them to get hit with the Breath from the boss.  OT should hold the Fungal Flesh-Eater add when it spawns.  Raid should primarily stay stacked on the bosses ass and move together to the helpful Living/Rejuvinating Mushrooms.  When the Mind Fungus spawns, have melee switch to it so healers/ranged can continue healing and working on the bigger add.  Since the raid should be stacked, have a few ranged spread out around the boss so when a Spore Shooter spawns they can stand in front of it and intercept the dmg from it so the rest of the raid doesnt take 50k dmg constantly.  The big Funal Flesh Eater is HIGH priority, ensure it is interrupted and it drops fast so you dont have 2 up at once casting simultaneously.

 

Mythic Differences
In Mythic, the Moss will also increase the damage done by 50% to any Fungus that it interacts with.  Definitely keep the Moss in check.
Brackenspore will use a new ability called Call of the Tides, this will summon a wave that crashes on the raid, dealing 250k frost dmg.
He will also summon Exploding Fungus, which will explode dealing 200k fire dmg to players within 3 yards of them.

 


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03 - Tectus

Mehguy — Sun, 08/24/2014 - 14:37

 

 

 

 

 

 

 

 

 

 

 

 

 

Tectus is the 3rd encounter in the Highmaul area.

For a more detailed view of his abilities, please view the dungeon journal in-game, or click HERE to view it on WOWHEAD.

This fight will be a cluster-fuck early on until everyone gets used to the fight, movements and dealing with all the crap the boss throws out.

Tectus is what I would call a multiplication boss.  You start off with 1 boss, who will summon in additional adds.  Once you kill him initially he will split into 2 bosses, and adds will stop spawning from this point on.  Then once you kill one of those 2 it will split even further into 4 bosses.  Worst case scenario if you don't manage the boss properly, you can end up with 8 miniature Tectus running around making your life living hell.  Each time the boss splits, the next bosses that spawn will have reduced health.  So once you get to the smaller Tectus bosses, you should be able to kill them quicker.

The boss splits as follows.

  • Tectus, The Living Mountain (1 boss, will continuously spawn 2 adds), when killed, splits to...
  • Shard of Tectus (2 bosses), when killed, splits to...
  • Mote of Tectus (4 bosses, possibly 8 if both Shard are killed)

 

Tectus has several abilities to take note of.  Each time he splits into more mobs, these mini-Tectus will have every ability that the original boss had, except for 1.

  1. The Living Mountain - This buff stays on both Tectus and Shard (Mote do not gain this buff).  This buff makes the boss invulnerable to be killed/split until they reach 100 energy and are channeling Tectonic Upheaval
  2. Tectonic Upheaval - When Tectus reaches 100 energy, he will channel this ability dealing raid-wide nature dmg. Tectus and Shard can be killed/split at this time.
  3. Accretion - Tectus will absorb nearby earth and increase his dmg by 5%.  This stacks.  You simply need to continue to dmg him to remove stacks.
  4. Earthen Pillar - Will use at 25 energy.  A large circle/zone will form under players (ranged preferred) and after a short time will spawn a huge pillar.  Will instantly kill any player hit by it when the pillar spawns.
  5. Fracture - These are smaller earth pillars that will spawn under random players, deal moderate dmg and knock the player back.  Try to run out if you see it spawning under you.
  6. Faultline - Will target 1+ player(s) and a red mist will form at Tectus and will follow the targeted player until the debuff wears off.  Kite away from the raid.
As stated before, each version of Tectus has all of these abilities, except for The Living Mountain buff. This allows the raid to kill the smaller Tectus before they all spam Tectonic Upheaval and wipe the raid.

 

"Phase 1 adds" - The 2 adds that spawn during the initial phase of the encounter are Night-Twisted Earthwarper and Night-Twisted Berserker. 
  • NTB - Tanks pick up.  Will drop focus on tank, and charge a random player, dealing dmg to anyone in his path to his target.  Tanks re-pick up.
  • NTE - Casts Gift of Earth which creates a vortex that moves towards Tectus.  if it reaches him, it will buf him with 10 stacks of Accretion (50% dmg increase).  Players should intercept this vortex, but will take moderate dmg doing so.  This will also apply a debuff to whoever intercepts it, slowing their movement speed and healing Tectus if he melee's them.  So DO NOT let tanks intercept the vortex.  The also do a frontal conal ability, so tanks face them away from the raid also.

 

Summary
You start out the fight with the primary boss.  Burn him down as fast as you can, all while controlling the adds that spawn, and raiders (not tanks) intercepting the vortex from the adds.  Move out of large Pillar spawns and try to force spawn them around the edge of the room so you dont cause LoS or fill up the room too quickly.  Kite the Faultline mist away from the raid.  Once he splits, focus ONE Shard of Tectus down, all while dealing with the same primary boss mechanics.  Once that one splits to 4, burn the 4 smaller Mote of Tectus as quickly as possible to avoid having 5 possible Tectonic Upheaval abilities going off simultaneously.  Once the 4 little ones are dead, regroup and kill the last Shard -> Motes.  Remember the primary boss, and the 2 Shard's can ONLY be killed/split while they are channeling Tectonic Upheaval.  Motes can be killed immediately.

 

Mythic differences...
On Mythic, if any Shard or Mote of Tectus are within 10 yards of another "Tectus" when they gain Accretion, they too will also gain accretion.
Tectus will also use Earthen Pillar at 50 energy, as well as 25 energy. So when more bosses are up, the room will fill a LOT faster.
The 2 Night-Twisted adds will continuously spawn throughout the fight, even after Tectus splits into his smaller "versions".

 


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06 - Ko'ragh

Mehguy — Sun, 08/24/2014 - 14:37

 

 

 

 

 

 

 

 

 

 

 

 

 

Ko'ragh is the 6th encounter in the Highmaul raid.

For a more detailed view of his abilities please view the Dungeon Journal in-game, or click HERE to view it at WOWHEAD.

The primary mechanic of note in his encounter is an energy barrier that Ko'ragh surrounds himself with.  It absorbs all magic dmg, and the only way to remove it is to deal magic dmg to him.  So be sure to bring plenty of magic casters.

Abilities

  1. Nullification Barrier - Energy barrier that absorbs all magic dmg (amount varies based on difficulty).  While surrounded by the barrier, he also gains Breaker's Strength, which increases his strength by 6% every 10 seconds.  Stacks, but once the NB is removed, the stacks of BS are also removed.
  2. Charging - When the NB is removed, Ko'ragh will run to the middle of the room and re-charge his Barrier for 20 seconds.  Players (5 in LFR, 1 in Normal/Heroic, 2 in Mythic) who stand in the Charging rune effect will gain Caustic Energy.
  3. Caustic Energy - The Player(s) that stand on the charging run with Ko'ragh will take moderate dmg every second and will received 35% reduced healing while standing in the rune.  This will bypass ALL immunities.  Caustic Energy will give the affected player their own Nullification Barrier absorbing up to 15 million magic dmg.  This will be required for another mechanic in the fight.
  4. Volatile Anomalies - While Ko'ragh is re-charging his NB, 3 of these adds will spawn every 8 seconds.  When they are killed they will explode and deal moderate dmg.  Kill these in the Suppression Field to negate all dmg.
  5. Suppression Field - Ko'ragh will charge a random player and smash the ground, dealing moderate/hight arcane dmg in an 8 yard radius.  This will leave a supression circle on the ground that silences all players in it and deals ticking arcane dmg.  Use this to silence Volatile Anomalies.

Now onto his primary attacks.  He will randomly "Expel" some form of magic... ie. Fire, Arcane, Frost, Shadow.

  1. Expel Magic: Fire - places a fire DoT for 10 sec.  When this expires, this will explode dealing ~100k to all players within 5 yards.  SHOULD be able to be dispelled (should do so on melee).
  2. Expel Magic: Arcane - Tank debuff - Targets current tank and marks their currently location every 0.5 secs for 10 seconds.  These locations will begin exploding after 1.5 seconds dealing MASSIVE dmg to all players within 5 yards.  Tank swap and the tank affected needs to run this out of the raid and along the wall until it falls off.  This will also place a debuff increasing phys dmg taken by 100%.
  3. Expel Magic: Frost - Summons a Frost Orb that deals moderate/heavy dmg to all players.  Lasts 20 secs and slows movement of all players within 30 yards by 35%.  The 35% speed reduction decreases the further away you are from the orb.  If you are outside the 30 yard range you will not be slowed.
  4. Expel Magic: Shadow - HEALER WARNING - Places a healing absorption on ALL players (amount varies per difficulty), blow healing CDs for this one.

Overflowing Energy - This is what you need the "player" Suppression Field for.  This will be a green orb that falls from the ceiling.  If it lands on a player, it will deal 1.5 million dmg to them.  If it is not absorbed, it will deal ~70k dmg to the entire raid.  There will ALWAYS be AT LEAST 1 more orb than is shields available.  So you need to ensure you get his barrier down, and have players get personal barriers to absorb the energies so the raid doesnt take too much raid-wide dmg and wipes.  If they get a full barrier they should be able to take 10 orbs.  This effect also ignores ALL immunities, so no deterrence or bubbles will work for this.

Summary

This fight is about burning down the Null Barrier fast, then having the required number (1 in Heroic) of player(s) stand with the boss to gain their own NB.  After that, their primary purpose is to ensure those player(s) always stand in an orb falling from the ceiling.  When the boss is re-charging, raid stand behind the Suppression Field on the ground so the adds funnel into it and burn them down ASAP in there to avoid raid dmg.  Stay spread for Fire, dispel off of the melee.  Tanks kite the Arcane debuff out.  Stay away from the Frost orb and healers blow healing CDs on Shadow.

Mythic Differences

In Mythic, 2 people can get the NB each time.  The boss will have a new ability called Expel: Fel, this will mark 3 random players for 12 secs.  This will create a line of fel energy between where the affecter player received the effect and where they effect expired.  This will last for 1 1/2 mins and deals 100k fire dmg to all players in it.  Think of it like the shadow shit on Blood Queen that you had to kite around.  He will summon the Overflowing Energy orbs at a faster rate.  He will also use Dominating Power, this will cause players who are absorb the Overflowing Energy orbs to become mind-controlled.  Thats not the only fun part... They become immune to magic, and can only be broken out once they are below 20% health.  So physical dmg is key here.  They will also spam cast Forfeit Power on the boss, which will take 5% of their shield and give it back to the boss.  So interrupt this.

 


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01 - Kargath Bladefist

Mehguy — Sun, 08/24/2014 - 14:36

 

 

 

 

 

 

 

 

 

 

 

 

 

Kargath Bladefist is the 1st Warlord you encounter, and also the first encounter in Highmaul.

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

Kargath's fight is in an arena, there are "spectators"/adds in the stands, and also there are 4 pits with tigers in them.  All come into play during the fight.

The Arena Floor

Kargath has 4 primary abilities

  1. Impale - A stacking bleed tank debuff.  Rotate tanks on 2 stacks.
  2. Blade Dance - A shadowy form of Kargath dashes out at random players for 10 secs and deals AoE dmg to anyone within 7 yards of his target.  Stay spread at least 7 yards.
  3. Berserker Rush - Kargath will fixate on a target and chase them down doing constant frontal cleave dmg (which increases the longer he stays in this "mode").  Only way to stop him from doing this is to drag him into one of the many fire pillars that spawn during the fight, or kite him long enough to where his timer runs out.
  4. Chain Hurl - Kargath will jump to the middle of the room and knock everyone back.  He will then choose the closest 5 targets, spin them around in chains and throw them into the stands to deal with adds.
Fire Pillars - These spawn randomly through the fight.  Probably timer based.  These will pop from the ground and just spin fire around in a circle.  Kite Kargath into these to interrupt his Berserker Rush.
Tiger Pits - In LFR/Normal/Heroic, if anyone gets knocked into, or runs down into them, you will be 1-shot.  Other than that they do nothing (until Mythic), so stay out of them.  That's it.

 

The Arena Stands
There are 3 different types of adds that spawn in the stands, and they will continually respawn throughout the fight, throwing shit down into the arena, leaving puddles on the ground or just doing AoE dmg to the raid.  The group thrown into the stand kills as many adds as they can to alleviate the AoE dmg to the raid below.
The group thrown up into the stands will automatically be kicked back to the arena floor if...
  • They are up there for 45 seconds
  • They drop below 30% health
  • They die (corpses get thrown down)
  • You can also jump down on your own
The adds that spawn are Drunken Bileslinger, Iron Bomber and Iron Grunts.
  • DB's - Throw poison puddles on the raid below.  Stand Group - DB will do a frontal breath that stuns.
  • IB's - Throw a fire dmg DoT on raiders below.  Stand Group - when IB dies, it will leave a bomb that deals heavy dmg when it explodes, just stay away from where the bomb is.
  • IG's - Do nothing to primary raid group.  Stand Group - they just run around like turds and melee.  Puts a movement speed reduction on stand group if hit.

 

Summary
To best deal with Kargath, ensure everyone is spread at least 7 yards and is prepared to move at a moments notice if they get focused by his Berserker Rush ability and kite him into a Fire Pillar, and DON'T run into a Tiger Pit.  When he knocks everyone back you want to have the tank who has the highest stacks of the Impale debuff, 1 healer and 3 dps (preferably DoT/AoE class/specs) to run back to Kargath to ensure they are the 5 thrown into the stands. Everyone else stay out or run away a little so you dont get thrown up by accident.  Stand Group try to focus the DB's > IB's > IG's.  IG's should just die with cleave dmg, and be sure to stay away from the bombs from the IB's when they die.

Mythic Differences

On Mythic, there is something called "Favor" which is affected by "Roar of the Crowd".  Increasing your Favor (by doing various things) increases the amount of damage dealing you can do during the fight.

Things that affect Favor...
  • The longer the raid keeps Kargath in his Berserker Rush, the more favor is gained.  Try kiting, and then BoP the target when he gets close to make it last.
  • Killing the Iron Grunts while in the stands gains favor
  • Tigers... - In Mythic the Tigers will cast "On the Hunt", where they will focus a player and chase after them in an attempt to kill them.  Kiting them into a fire pillar and setting them on fire will gain favor.
  • Heckle - A cast by all 3 types of mobs up in the stands.  This will REDUCE your favor rating.


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02 - The Butcher

Mehguy — Sun, 08/24/2014 - 14:36

 

 

 

 

 

 

 

 

 

 

 

 

 

The Butcher is the 2nd encounter in the Highmaul raid.

This fight is considered to be very Patchwerk-esque, with primary focus on the tanks, and the rest of the raid has very minimal to do.

Fore a more detailed view of his abilities, please view the dungeon journal in-game, or click HERE to view it at WOWHEAD.

The Butcher has 7 abilities in total.  And much like Patchwerk.  When he hits 30%, he goes into Frenzy and increases 10% increased dmg and hits 30% faster.

  1. Heavy Handed - All standard auto-attacks trigger a duplicate attack on closest target (to tank) within 5 yards.  In other words... Tanks need to stack.
  2. The Cleaver - Stacking bleed debuff on tanks.
  3. The Tenderizer - Tank switch mechanic.  Debuffs player, causing them to take 50% increased dmg from the next Tenderizer attack.  This attack CANNOT be avoided.
  4. Meat Hook - Pulls in his current high-threat target if out of range.  Speculated that this is to prevent kiting of the boss.
  5. Cleave - Butcher targets the largest group of players in melee range and strikes them for high phys dmg.  Dmg is split amongst all in the group.  Gives the Gushing Wound stacking debuff
  6. Gushing Wound - Bleeds phys dmg for 15 secs.  If players reach 5 stacks they instantly die.  Death at 5 stacks CANNOT be mitigated or avoided.
  7. Bounding Cleave - When Butcher reaches 100 energy, he knocks all players back and into the air, then charges to the largest clump of players at ranged and applies Gushing Wound.
Summary
Vids that I have watched, most people are doing the same thing as Fatboss and Icy-Veins.  Tanks stack, face boss away from raid.  Have 2 melee groups on either foot (one group larger in size than the other).  Have a hunter or ranged stacked in with the group if needed.  Once that group reaches 4 stacks of Gushing Wound, then the ranged from that group leave, and a different ranged join in with the opposite melee group so they begin taking Gushing Wound instead.  Once he hits 100 energy and everyone is knocked around, the main ranged group should regather quickly so they can be the focus of Bounding Cleave.  Rinse and repeat.  At 30% you will likely have to switch groups faster and keep an eye on tanks.  Although most said that tank dmg seemed low for the difficulty.  So that may be cranked up when it goes live.

 

Mythic Differences...

In Mythic, Night-Twisted Cadavers will spawn and walk towards the Butcher to try to seek revenge and slay him.  When they reach The Butcher OR a nearby player, they will explode and leave a pool of Pale Vitriol behind that will last for the duration of the encounter.

  • Paleobomb - Explosion.  Deals massive dmg to all within 8 yards.  Ignores Armor
  • Pale Vitriol - "void/poison zone" that deals moderate dmg every second and causes those affected to take 100% more dmg from The Butchers Cleave attacks.



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04 The Crucible - Warlord Blackhand

Mehguy — Sun, 08/24/2014 - 14:33

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Warlord Blackhand is the final encounter in the Blackrock Foundry raid.

This encounter is a 3-phase fight, with transitions at 70% and 30%  At first, there seems like a lot going on in the fight, but in general its very straightforward.  It just requires more individual responsibility by all players, primarily in Phase 2, to handle the mechanics of the fight.

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

Abilities/Overview

Phase 1

  1. Molten Slag (room mechanic) - The outside edge of the room begins to heat up causing the floor to become molten.  This will gradually grow in size towards the middle of the room, eventually forcing you to the very middle of the room.
  2. Demolition - Throws his hammer at the ceiling, causing it to crash to the ground (noted by swirling brown circles), dealing mild phys dmg to players within 12 yards.
    1. Massive Demolition - this occurs during regular Demolition, this is just a larger orange circle that deals heavy damage to those nearby and leaves behind a pile of Debris (more on that below).  Damage is decreased the farther you are from imact.
  3. Marked for Death - 2 random players will be marked and have a 30% run speed increase.  After 5 seconds, the boss will use Impaling Throw on them.  This ability will hit the first "object" it comes into contact with.  Marked players need to LoS this behind the Debris piles from the Massive Demolitions.  Doing this will also destroy the Debris pile.
    1. Impaling Throw - Deals moderate damage, ignores all armor and knocks the player back.  Also places a 45 sec DoT on the player that ticks every 3 seconds for mild dmg. You can see the path of this from large arrows that appear under the bosses feet.
  4. Throw Slag Bombs - Throws bombs at random players (typically 3, might be more/less depending on raid size).  These will activate after 3 seconds.  If detonated, will deal moderate/heavy fire dmg to anyone within 10 yards, and leave a Slagged debuff, increasing dmg taken by 100% for 10 sec.  The Molten Slag will also detonate these.
  5. Shattering Smash (tank mechanic) - deals massive phys dmg split amongst all players within 5 yards, knocks player back, removes all threat and stuns for 3 sec.  In Phase 1, tank solo this with a CD, tank swap immediately so melee doesnt die.
Phase 2 (at 70%) - Boss destroys the floor, you fall into room below.  Will periodically summon a Siegemaker (seige engine) and Iron Soldiers up on the balcony.
  1. Marked for Death - Same as above, ditto for Impaling Throw.  Marked players need to LoS this ability with the Siegemaker.  If there is no Siegemaker up, then use personal or outside CD to mitigate the dmg.
  2. Throw Slag Bombs - Same as above.  However, if the Siegemaker runs over these they will detonate.  This needs to be done to help kill it.  Be sure to be at least 10 yards from Bombs.
  3. Shattering Smash - Affects players within 6 yards (as opposed to 5yds in P1).  Knocking those affected up to the balcony. NEED to have dps AND a healer in this for this phase. Pay attention to WHERE you stand in the circle on the ground for this ability to see where you will get thrown.  The TLDR video below talks about this.
  • Siegemaker -  These will fixate on random players.  The fixated player needs to kite the SM over bombs and be sure to stay in front of it or his Battering Ram will deal moderate dmg to you and knock you back.  *RAID AWARENESS* DONT BE IN FRONT OF THIS THING!  These also have Blackiron Plating, reducing all dmg taken by 90% per stack.  Marked for Death players be sure to LoS the boss with the SM so the Impaling Throw can remove the stacks so the raid can DPS it and the mines can help kill it.  If it is not killed fairly quickly, it will begin leaving fire patches all over the ground.  Kill quickly.
  • Iron Soldiers - These frequently come up on the balcony and spam cast Explosive Round on the raid, dealing mild dmg to anyone within 6 yards of impact.  Players knocked up to the balcony by Shattering Smash need to run aroud the balcony interrupt Explosive Round AND kill as many as they can before they need to jump down because of low health.
Phase 3 (at 30%) - Boss destroys the floor AGAIN, and you fall onto a "Crucible" that has been hardened over.
  1. Overheated (room mechanic) - deals increasing fire dmg over time
  2. Marked for Death - same as above.
    1. Impaling Throw - This is now empowered, and will fly THROUGH everyone it its path AND knock you back.  Targetted players need to run from group and everyone else dont be between the player and the boss, or behind the player.
  3. Attach Slag Bombs - Instead of Bombs dropping at targetted locations, they attach to random players.  Affected players need to run Bombs off to the side and drop them out of the raid.  When the bombs detonate, they will leave a Slag Hole/Crater that will deal heavy dmg to those inside it.
  4. Slag Eruption - The Slag Craters from the Bombs will erupt, leaving a large dmg-ing area around their location, dealing HEAVY dmg to anyone in them.
  5. Massive Shattering Smash - Deals MASSIVE fire dmg split to anyone within 6 yards and also leaves a moderate fire DoT that lasts for 10 seconds.  ALL players should stack on the tank to split the dmg.  This will be a LARGE knockback.  This will leave a VERY LARGE Slag Crater  in the area.  If you are in this large Slag Crater you WILL die.  Hence why everyone needs to be in the knockback.  By the time you have 4 of these up, you will be out of room and will wipe.
Summary
Like all fights, this is very much about raid awareness.
Phase 1 - Tank the boss on the outer edge of the room, when bombs spawn, kite the boss around the room so players dont trip the bombs.  Dodge the Debris falling from the ceiling, especially the large one.  Players affected by Marked for Death LoS behind the Debris pile immediately, other raiders be sure not to be between the boss and any Debris piles or you will take the damage.  **NOTE - 2 players CAN LoS behind a single Debris pile.  You do NOT have to go behind separate ones**.  Tanks swap immediately after Shattering Smash so the boss doesnt go after melee or running all over the room.  Kill before the room gets filled with Molten Slag.

 

Phase 2 - Raid be relatively spread so you dont split dmg from the Soldiers on the balcony.  Fixated players need to kite the Siegemaker around the room, kiting it over bombs, and do NOT get too close to the front of it.  Marked for Death players LoS behind the Siegemaker to remove its armor reduction stacks.  Once the stacks are removed, all should focus the Siegemaker and kill it.  EVERYONE needs to be aware of where the Siegemaker is so you arent in front of it when its coming by.  Kill it before it starts spreading fire all over the ground.  Designate a group of players (to include a healer) to be in with melee/MT to get knocked up to the balcony to interrupt/kill the Soldiers.

 

Phase 3 - Now it becomes a DPS/Healing race.  Tanks bring the boss to the edge of the room, ENTIRE raid stacks behind the boss so their backs are towards the middle of the platform.  If a player gets Marked for Death run out, NOBODY be behind them or between them and the boss.  Players who get Bombs attached to them, run them out so they dont detonate and leave Slag Craters near the raid.  Be sure EVERYONE is in the Massive Shattering Smash so they all get knocked back together (or close to it) so they arent in the large Slag Crater and insta-die.  Smartly re-position to edge of the room so you dont get knocked back into the large Slag Crater and die.  Rinse/repeat until either he dies, or you do.

 

TLDR
... see below video.

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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".

  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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03 Iron Assembly - 2 - Operator Thogar

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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