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 Post subject: Firefighter (Mimiron Hard Mode)
PostPosted: Sun Nov 15, 2009 10:41 am 
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Loremaster
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Joined: Fri Dec 02, 2005 3:00 am
Posts: 2405
Location: Paradise Valley, AZ
This is a work in progress

(I can't figure out how to make the video show in a window. Can only do a link: http://www.youtube.com/watch?v=dowAs9Q5 ... re=related)

Basic stuff: To start this fight, you push the red button in the back. This gives everything Emergency Mode: Activates a heightened response mode in emergency situations, increasing damage and health by 25%. This applies to Mimiron in all forms, all mobs, and all attacks that he does. In addition, fires spawn and chase the closest person to them. In each phase, the fires are put out in different ways by Mimiron during the fight. This guide will focus primarily on what we need to do for this hardmode as well as where our (SatDuar's) issues lie.

Phase 1

Having everyone stack in the northern corner by the button works great for the initial fires. After that, we move the NE area of the room. We want to have the raid stay in the same third of the room if possible. Spreading out is important to avoid napalms hitting two people. He should be dead soon after the 3rd plasma blast.

Phase 2

This phase was the main issue. Its definitely the most healing intensive phase. The heat wave is unavoidable fire damage and the Rapid Burst is a killer since we don't have as much room for spreading out. What we may need to do is move as partial groups during this phase (a tree in each group) while the melee stand on the opposite sides of Mimiron from these groups (so there is a chance he will just him them and not the ranged. The video has the healer stand ahead of where the groups eventually go (or at least it looks that way) to divert the Rapid Burst. We used heroism on this phase for the later part. We might keep it that way. The only other phase to use this would be 4.

Phase 3

From what I saw, our problems in this phase had to do with how many people survived phase 2 and keeping the tank for the head up. Once again, limited room makes it hard to blow the bomb bots up in a safe place (by that I mean the tank eating them) and makes it hard to grab some adds right when they spawn. The assault bots are extremely dangerous in this phase. Most of the deaths early on came from these mobs.

ACU (Flying Head): Twill was the designated head tank for phase 3 and we'll probably keep it that way. I considered having amidee spell reflect plasma bolts for threat but I don't know if that will be enough. We'll give it a try. I'm also reading that Curse of Tounges works on the head, but the post on wowhead was from July.

All ranged (except 1) should be on the head at all times. A ranged + melee should be killing assault bots. Junk bots are killed at the end of the phase (but the ranged can aoe while waiting for an assault to spawn and the head isn't down)

Magnetic Cores (from Assault bots): We want to grab 2 of them before we use these. So, we kill 1 bot, then a 2nd. After the 2nd one dies, the first core is used. The 2nd core is looted and by the ACU comes down. Everyone dps it, until it goes up. Once the cast bar for bomb bot appears, the 2nd core is used. By then he should be near death or dead so we just kill what's left

Emergency Fire Bots: These guys use waterspray to put out fires. I got hit with them once and it did under 10k, though maybe I resisted some of it. The knockback was significant. Did anyone have trouble with these mobs in phase 3?

Phase 4

Only got here once, so I'm not sure how its gonna go.

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Approximation of my rogue at 60: http://www.wowhead.com/profile=21543323

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Approximation of my warrior at 70: http://www.wowhead.com/profile=21561208


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