We had so much fun Tuesday, we had to go back in last night (seriously, new content is so good), and we ended the night at 9/10 Heroic.
As I did yesterday, just posting a quick recap of the 2 bosses we did last night as ranged.
Note: If you click the boss’s name header, it will take you to the video on my stream!
Here an add, there an add…the first two thirds of this fight is nothing but killing adds and blowing yourself up properly.
In Phase 1, We left Foreman Feldspar up and just cleaved him down with the other adds, putting the raid on one side at a time while leaving one group of ranged to kill the Bellows Operator on the opposite side of the raid. Security Guards leave shields on the ground that will protect any add within them, so adds shouldn’t be in the shield.
While you’re handling these adds, it’s important to run bombs well–players will be targeted with bombs just like in the Spoils encounter in Siege of Orgrimmar, and bombs also drop on the ground when Engineers die.
If you’re targeted with a bomb or you pick one up, you run it to the Heat Regulator on the side of the room in which you’re fighting and then use your extra action button to blow the bomb up, damaging the Heat Regulator. You have to kill both to proceed to the next part of the fight, and the longer it takes, the more you’re wearing on your healers.
Phase 2 is honestly probably a bigger DPS check than the Phase 3 boss, because getting through Phase 2 quickly makes the rest of the fight much, much easier. During P2, there will be Primal Elementalists channeling around the center area of the room. They’re shielded and immune to all damage, and the only way to break the shield is to kill a Slag Elemental on top of them.
We just decided on a kill order starting from the side of the room we were on and moving around the circle to the other side. When someone is fixated by a Slag Elemental, they stand on top of the Primal Elementalist (you can have more Slags than you need, in which case the extras should just hang out, they don’t hit that hard) and the Elemental is killed.
When the Elemental dies, the Elementalist will lose his shield. If you want to make Phase 2 & Phase 3 more manageable, focus on getting the Elementalists dead before their shield respawns. Use the CDs you have available and give up padding on the Slag Elementals to get the Elementalists down as quickly as possible.
Note: Slag Elementals do some pretty sick AoE damage when they die, so don’t be standing next to them when they explode.
Phase 3 is a boss fight with a ton of raid-wide damage (sorry healers). We started on one side of the room with ranged stacked and then moved out of the puddles on the ground, working our way around the room. Ignore Slag Elementals at this point, they don’t hit hard enough on their fixate targets to matter and it’s not worth trying to kill them and/or risk blowing them up in the raid, just focus the boss down and win.
This is one of those fights that starts out with a couple of mechanics and then just keeps stacking them. Fun fight, though.
The three bosses have to be pushed below 20% at the same time, then you just dps, don’t die to mechanics, and pray. On a timer, the boss with the lowest health that hasn’t already will jump to a ship across from the main platform, and you’ll want a group assigned to grab the hooks and kill the adds on the ship. Each boss has its own ship mechanics/adds, so the order in which you do them depends on your raid. We chose to do Marak > Garan > Sorka.
I’m just going to make a list because that’s easier. Abilities you need to know how to handle as a ranged DPS:
- Blood Ritual: Marak will choose a target and start Blood Ritual, which looks like a red squiggly line (yup, dem’s professional-soundin’ werds) connecting the target to the boss. Move so that you create a triangle with the tank who will move into the cone you’ve created and soak the AoE damage she does when Blood Ritual ends.
- Rapid Fire: Gar’an will target a player marked with a red arrow and begin to shoot a volley of pain at that person that detonates in an AoE marked by a circle on the ground. Move out of the raid and kite it around the edge of the room. Tip: it moves more slowly than you think it will, so don’t rush or speed boost or you might cause it to arc through the raid. Don’t hurt your friends.
- Penetrating Shot: Identical to the Aim on Paragons except that you won’t take splash damage from standing too close in the beam while you soak it, so just pile everyone into it. It can be feigned, guised, and invised just like in Paragons.
How to Be a Boss at Bombs
When one of the bosses goes over to the ship, it will trigger a barrage of bombs on the main platform. This mechanic is stupid easy to avoid taking damage from if you know what to expect.
First: Red targeting circles land around on the ground, not many at all, avoid them. Bombs will appear wherever there was a targeting circle. Get close to one and pay attention to where it is.
Second: Those targeting circles will disappear. As soon as they do, move onto the bomb that was dropped by the circle. In another second, targeting circles will fill the rest of the space that was not previously targeted–basically, anywhere there’s already a bomb will not be targeted.
Third: That bomb you’re standing on is going to start looking really pissed off because it was one of the first to drop. After a few seconds of looking angry, it will explode. Before that happens, move to one of the new bombs.
Fourth: As soon as the first bomb detonates, move back to that spot and wait for the rest of the bombs to explode.
It sounds like a lot, but I promise once you see it, it will make sense.
The last phase, after they’re pushed, is pretty chaotic and hella fun. And you might die. You’ll probably die. Burn them down one at a time, kill turrets as they spawn (and avoid the fire spitting from them), and continue to handle the other mechanics.
There’s 2 more mechanics to be aware of in this phase: Dark Hunt is just damage, but when it ticks off it hurts for a lot, so use a CD. Lesson learned. There’s also a debuff called Convulsive Shadows that should NOT be dispelled. It will hurt a billion times more if you dispel it than if you just let it fall off.
The fight’s a mess, but I thought it was fun.
Next up is Blackhand. I’M READY, LET’S GO.