What a jerk.
Look at him, pacing around his forge muttering at us.
We should kill him.
Creature of Habit
Blackhand’s primary abilities are similar in all three phases, but the way you handle them will be different in each one. The repeating abilities are Smash, Marked for Death, and Slag Bombs.
Smash targets the current tank. The visual is a red circle on the ground around the tank, and it is always a knockback, regardless of the phase.
Marked for Death targets two raid members. The visual is a yellow arrow on the ground pointing from the boss to the selected players. When it hits, it does a ton of damage and a knockback.
Slag Bombs are mines, and they do exactly what you think they do, so make it a point not to step on any.
In P1, the tanks handle the Smash with a cooldown, and in our case, a couple of handy life grips and a well-timed heroic leap to bring our flying warrior tank back into the fight.
Throughout the fight, Blackhand will start to demolish the forge, raining debris on your head (Demolition). The whole thing does a lot of damage and there are swirly areas to avoid. The big orange swirl on the ground has increasing damage by proximity, so try to stay away from it at all costs and use a healing cooldown to get through the damage of the ability.
These big orange swirls will leave debris piles on the ground (they look like some kind of giant campfire). When you get Marked for Death, go behind a Debris Pile–the Debris Pile will soak the blast. If you are NOT marked, you should stay out of the line of fire as it will put its full damage into whatever it hits first, whether that’s a Debris Pile or Random Melee #3 who tunneled too hard and didn’t see the arrow.
Bombs on the ground. Don’t stand in them. Easy.
After successfully completing Phase 1, the floor beneath your feet will crumble and you’ll fall right into Phase 2. During Phase 2, adds will spawn in the rafters around the room and shoot very painful things at the raid. Blackhand will also summon siege engines that fixate the closest player to them when they become active.
Smash. You’ll use Smash to deal with the rafter jerks–have a designated group stand with the tank in the red circle. Your tank will need to position the boss prior to Smash so that the tank’s back is facing the chosen rafter, and then a designated group of players will need to stand inside the Smash circle directly behind your tank.
When the Smash occurs, the group will get knocked back (and if you’ve done it correctly) right into the rafters to kill some adds. We send 3 melee & a healer, and while I would love to be in the rafter group (CAN I GET A STAR FAAAAAALL), we noticed that a ranged getting Marked for Death at the same time Smash comes out made the timing tricky and sometimes completely fail.
Marked for Death. We have designated kiters (hunters, duh) who position themselves close to the Siege Engine spawn points. They get fixated and do their best to run the Siege Engines over bombs, both destroying the mine and doing damage to the engines.
You will need to kill Siege Engines, so plan to have ranged switch to them, then stop around 30%. Marked for Death will take care of the rest.
Marked for Death in this phase will be placed behind a Siege Engine whenever possible, breaking the Siege Engine’s armor so that it takes damage and preventing its damage. There will be at least a few times when Marked for Death goes out when there isn’t a Siege available. Those who are targeted during these times should stand still, pop a cooldown, and take the hit, allowing everyone else to move out of the line of fire.
Bombs. Guess what. They’re still bombs. They’re freaking everywhere. Do your best to avoid them and let your kiters run the Sieges over them.
The floor will again drop, taking you to the heart of Blackhand’s forge, which looks kind of like hell. Positioning for this phase is extremely important, and you’re going to need to use the edges of the room, so plan for that in advance.
Smash. You’ll be using the knockback mechanic from Smash to move around the room, so when Smash is coming, your tank should put his back to the center of the room, and the entire raid should stack inside the circle directly behind the tank. When Smash goes out, you’ll all take a bit of damage and get knocked back to the middle of the room, at which point you will head to the next chosen edge.
Marked for Death. There are no cheese mechanics for Marked for Death in this phase. Those who are Marked need to put their back to the center of the room so they don’t get knocked off the platform, and everyone else needs to avoid the arrow. That’s all there is to it–back to the center of the room, pop a cooldown, eat it.
Bombs. In this phase, 3 people will be targeted with Slag Bombs. The visual is a circle around the chosen targets, and after a few seconds, a small volcano (a la Rhyolith) will appear at their feet. If you are targeted with Slag Mine, take it to the edge of the platform whenever possible. Definitely do not stand in the middle of your raid with it.
The fight is pretty straightforward when you just look at the mechanics like this, but it’s all about execution, right?