Post by Deleted on Aug 31, 2013 4:00:13 GMT
Dear god he's a metal fucking scorpion with fucking spikes all over him and a fucking turret and drills for hands?! Best boss ever!
The Iron Juggernaut is an entirely single target encounter, so no aoe/cleave whoring guys. It's a static 2 phase encounter involving an assault phase, and a siege phase. The fight does not become increasingly difficult/easy as the fight continues, it's completely the same until you kill the boss or wipe.
The assault phase lasts for 2 minutes, during this phase the iron juggernaut will require tanking and is mobile.
The siege phase lasts for 60 seconds, and during this phase the iron juggernaut goes turret mode, no longer requires a tank and is stationary. The boss can still be damaged in this phase.
Bloodlust should be used at the beginning of the fight, as the fight does not become progressively difficult there is no other time that it becomes necessary.
Assault phase abilities:
Flame vents is a frontal cone ability that deals high fire damage and applies a debuff to anyone hit, increasing fire damage taken and applying a dot to them. Tanks should switch when they reach 3-4 stacks of this debuff.
Borer Drill is an ability used roughly every 20 seconds, earth spikes move across the ground in random locations/directions, these deal high physical damage to anyone hit, avoid being hit by these. The use of this ability is indicated by the boss slamming one of his drills into the ground. The movement of these drills can be quite random, so be careful and react quickly to these as they can change direction without warning.
Laser Burn is an unavoidable ability that deals high fire damage to random raid members, and leaves them with a fire damage dot.
Mortar Cannon is an ability used roughly every 12 seconds, it targets a random raid member and fires a cannon towards them, simply move out of the indicated area that the projectile will land. If hit by this ability you take very high fire damage. The projectile takes roughly 3 seconds to land, giving plenty of time to move. Ranged raid members should remain atleast 8 yards spread at all times to prevent many people having to move at the same time.
Crawler mines are adds that spawn in groups of 3 behind the boss, roughly every 20 seconds, these adds cannot be tanked or attacked, and will simply deal high raid wide damage 6 seconds after spawning. This damage can be prevented if a player right clicks on the mine in melee range, thus stomping it into the ground. Doing this however deals extremely high physical damage (1,250,000) to the player that does this and throws the player up in the air, this makes this the duty of the tank who is currently not tanking the boss.
Siege phase:
During the siege phase the boss goes turret mode, no longer needs tanking but can still be damaged, the fight becomes a survival test, during which the boss will throw several mechanics at you that you need to deal with while dealing with the constant damage taken.
Seismic activity is a raid wide damaging aura that deals a moderate amount of physical damage every second.
Shock pulse is the most annoying mechanic in this phase, the boss very regularly knocks back random raid members a very large distance. Thankfully there are many barriers in the encounter area, but it is a very large area, meaning you will have to position yourself so that if you get knocked back you will hit some kind of barrier and will not be knocked out of healing range. Bear in mind that this is completely random so one raid member can be knocked back repeatedly, meaning that you really have to make sure you are stopped by some kind of barrier.
Demolisher cannons is unavoidable damaging ability that deals moderate fire damage to random raid members and any other players in a 6 yard radius, this ability requires you to remain spread.
Cutter laser is a similar ability to the fire beam on the Atramedes encounter in BWD, it follows a random raid member for 10 seconds, if it touches any player it deals a high amount of fire damage per second.
Explosive tar are damaging and slowing pools that the boss creates randomly, while these are not a problem on their own, if a Cutter laser touches one of these pools they deal high raid wide damage. Because of the constant damage taken by the raid anyway, it is best to avoid this.
Once siege mode ends the fight begins again, and is a rinse and repeat encounter until you die or the boss dies; as far as I can tell there is no hard beserk timer; and there is no soft enrage, meaning this fight is a survival fight and not a dps race.
Two video links:
The Iron Juggernaut is an entirely single target encounter, so no aoe/cleave whoring guys. It's a static 2 phase encounter involving an assault phase, and a siege phase. The fight does not become increasingly difficult/easy as the fight continues, it's completely the same until you kill the boss or wipe.
The assault phase lasts for 2 minutes, during this phase the iron juggernaut will require tanking and is mobile.
The siege phase lasts for 60 seconds, and during this phase the iron juggernaut goes turret mode, no longer requires a tank and is stationary. The boss can still be damaged in this phase.
Bloodlust should be used at the beginning of the fight, as the fight does not become progressively difficult there is no other time that it becomes necessary.
Assault phase abilities:
Flame vents is a frontal cone ability that deals high fire damage and applies a debuff to anyone hit, increasing fire damage taken and applying a dot to them. Tanks should switch when they reach 3-4 stacks of this debuff.
Borer Drill is an ability used roughly every 20 seconds, earth spikes move across the ground in random locations/directions, these deal high physical damage to anyone hit, avoid being hit by these. The use of this ability is indicated by the boss slamming one of his drills into the ground. The movement of these drills can be quite random, so be careful and react quickly to these as they can change direction without warning.
Laser Burn is an unavoidable ability that deals high fire damage to random raid members, and leaves them with a fire damage dot.
Mortar Cannon is an ability used roughly every 12 seconds, it targets a random raid member and fires a cannon towards them, simply move out of the indicated area that the projectile will land. If hit by this ability you take very high fire damage. The projectile takes roughly 3 seconds to land, giving plenty of time to move. Ranged raid members should remain atleast 8 yards spread at all times to prevent many people having to move at the same time.
Crawler mines are adds that spawn in groups of 3 behind the boss, roughly every 20 seconds, these adds cannot be tanked or attacked, and will simply deal high raid wide damage 6 seconds after spawning. This damage can be prevented if a player right clicks on the mine in melee range, thus stomping it into the ground. Doing this however deals extremely high physical damage (1,250,000) to the player that does this and throws the player up in the air, this makes this the duty of the tank who is currently not tanking the boss.
Siege phase:
During the siege phase the boss goes turret mode, no longer needs tanking but can still be damaged, the fight becomes a survival test, during which the boss will throw several mechanics at you that you need to deal with while dealing with the constant damage taken.
Seismic activity is a raid wide damaging aura that deals a moderate amount of physical damage every second.
Shock pulse is the most annoying mechanic in this phase, the boss very regularly knocks back random raid members a very large distance. Thankfully there are many barriers in the encounter area, but it is a very large area, meaning you will have to position yourself so that if you get knocked back you will hit some kind of barrier and will not be knocked out of healing range. Bear in mind that this is completely random so one raid member can be knocked back repeatedly, meaning that you really have to make sure you are stopped by some kind of barrier.
Demolisher cannons is unavoidable damaging ability that deals moderate fire damage to random raid members and any other players in a 6 yard radius, this ability requires you to remain spread.
Cutter laser is a similar ability to the fire beam on the Atramedes encounter in BWD, it follows a random raid member for 10 seconds, if it touches any player it deals a high amount of fire damage per second.
Explosive tar are damaging and slowing pools that the boss creates randomly, while these are not a problem on their own, if a Cutter laser touches one of these pools they deal high raid wide damage. Because of the constant damage taken by the raid anyway, it is best to avoid this.
Once siege mode ends the fight begins again, and is a rinse and repeat encounter until you die or the boss dies; as far as I can tell there is no hard beserk timer; and there is no soft enrage, meaning this fight is a survival fight and not a dps race.
Two video links: