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Ulduar Boss Strat Threads: Flame Leviathan - Razorscale - Ignis the Furnace Master - XT-002 Deconstructor - Kologarn - The Iron Council - Boss Stat - Auriaya - Hodir - Thorim - Freya - Mimiron - General Vezax - Yogg-Saron - Algalon the Observer

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Old April 04, 2009, 08:32 PM   #1 (permalink)

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Crest
70 Undead Warlock
Aman'thul Oceania PvE
Profile: Blizzard Armory

Post Ignis the Furnace Master - Boss Strat

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Ignis the Furnace Master


Ignis the Furnace Master
is one of three bosses that are available to raids after killing the Flame Leviathan. He's an “optional” boss in that raids don't have to kill him if they simply want to push through deeper into the instance. Of course, you won't be able to access Algalon if you don't kill him, but that may not be something you're worried about, especially if you're just starting Ulduar.

There is currently no hard mode associated with Ignis.

General Information
Before you can engage Ignis, you need to kill two “trash” mobs prior to him. The word “trash” is used loosely here, as they are harder than many of the Naxxramas bosses! These mobs are named “Molten Colossus”, and can pose quite a challenge in themselves.

Each Colossus has approximately 600k hps in 10 man, 2 million hps in 25 man, and are able to cast the following abilities.
  • Earthquake - Inflicts 6013 to 6987 damage to nearby enemies and knocks them down, silencing them for 4 sec.
  • Pyroblast - Inflicts 8325 to 9675 Fire damage to an enemy and scorches the target for an additional 3000 damage every 3 sec. for 12 sec.
  • Unquenchable Flames- Engulfs a target in unquenchable flames, dealing 8% of their maximum health every 1 sec. for 5 sec, after which the flames will jump to another target. Only the cooling waters of Ignis's forge will extinguish this flame.

General Tactics
The killer on these guys is the silence affecting your healers. The current “best” strategy is to have the main and off-tank tanking in the main hallway leading to Ignis, one on each side of the hallway, and the healers standing around the closest corner to their respective tank, out of line of sight of the Earthquake effect. This allows the healers to keep healing regardless of the silence.

DPS focus fire the main tank target. Once it's down, the main tank should wait for the debuff from the first colossus on them to wear off, then taunt the remaining collossus away from the off tank. DPS smack it down.

Be aware, after you have killed these Colossus's, the Unquenchable Flames debuff will continue to affect your raid members until everyone dies, or you clear to the water pools in Ignis's chamber. The damage isn't too difficult to heal through so long as your healers are co-ordinated, but it is an annoyance and could kill people if they are already low on hitpoints.

Tips
  • If players with the Unquenchable Flames debuff take a teleporter away from the raid while under the effect, it will not have another player to jump to, and will extinguish itself. Healing up to full is advisable prior to teleporting, however.

[edit] Blizzard have re-enabled additional trash leading to Ignis after these guys. Will update with information on them as time allows.

Ignis the Furnace Master
The room where the encounter takes place has 20 golems (called “Constructs”) lining the walls, and two pools of water, one on either side. As the fight progresses, the golems will be activated one at a time. Each active golem provides a 15% damage buff to Ignis. This buff stacks up to 20 times, one for each Golem in the room. When a golem is shattered, it reduces the number of stacks on Ignis by one.

Ignis himself has 7 million hitpoints in 10 man mode, or 24 million hitpoints in 25 man.

At this time, it's not known if he has an enrage timer, although one would suspect that once all 20 golems have been activated and dealt with, enrage will start soon after. However, it's pretty unlikely that you could reach that stage without killing him or wiping.


Abilities – Normal
  • Flame Jets: (2.7 sec cast) Stomps the ground causing geysers of flame to erupt under all enemies. These geysers deal 5655 to 6345 Fire damage, knocking the targets into the air and interrupting any spells being cast for 8 sec. In addition, the targets take 1000 Fire damage per second for 8 sec.
  • Activate Construct: (1 sec cast) Fires a bolt of magma at a random deactivated Iron Construct, activating it and causing it to defend the caster.
  • Strength of the Creator: Damage increased by 15%. (This is the buff placed on Ignis for each active golem)
  • Scorch: (Instant) Fires a jet of flame, burning all enemies in front of the caster within 30 yards, dealing 2357 to 2643 Fire damage every half-second for 3 sec. Additionally, the ground is scorched by this effect causing it to catch on fire, dealing 3299 to 3701 Fire damage every second to all enemies within 13 yards. Iron Constructs within this radius will begin to heat up, eventually becoming molten.
  • Slag Pot: (Instant) Charges and grabs a random enemy target, tossing them into the caster's slag pot. The target is unable to attack the caster and takes 3500 Fire damage every second for 10 sec. If the target survives, they are imbued with the magical slag, increasing their haste by 100% for 10 seconds.
Abilities – Herioc
  • Flame Jets: (2.7 sec cast) Stomps the ground causing geysers of flame to errupt under all enemies. These geysers deal 8483 to 9517 Fire damage, knocking the targets into the air and interrupting any spells being cast for 8 sec. In addition, the targets take 2000 Fire damage per second for 8 sec.
  • Activate Construct: (1 sec cast) Fires a bolt of magma at a random deactivated Iron Construct, activating it and causing it to defend the caster.
  • Strength of the Creator: Damage increased by 15%. (This is the buff placed on Ignis for each active golem)
  • Scorch: (Instant) Fires a jet of flame, burning all enemies in front of the caster within 30 yards, dealing 3770 to 4230 Fire damage every half-second for 3 sec. Additionally, the ground is scorched by this effect causing it to catch on fire, dealing 7540 to 8460 Fire damage every second to all enemies within 13 yards. Iron Constructs within this radius will begin to heat up, eventually becoming molten.
  • Slag Pot: (Instant) Charges and grabs a random enemy target, tossing them into the caster's slag pot. The target is unable to attack the caster and takes 7500 Fire damage every second for 10 sec. If the target survives, they are imbued with the magical slag, increasing their haste by 150% for 10 sec.

Note: As of patch 3.1, the Slag Pot is bugged and the player in the slag pot can be meleed by Ignis. For most players, this is an instant death. Hopefully this will be fixed soon.

Constructs
Iron Constructs move very slowly (slower than unbuffed player run speed) and have a fairly light melee attack. Iron Constructs can be snared, slowed, rooted, stunned, and taunted.

Construct Abilities
  • Heat - Blasts all nearby Iron Constructs with intense heat, increasing their movement speed by 5 and haste by 5. This effect stacks up to 20 times. If this effect stacks to 20, the affected Iron Construct will become Molten.
  • Molten - The Iron Construct becomes Molten, increasing haste by 100%. In addition, Flames errupt out from the caster every second, dealing 4713 to 5287 Fire damage to enemies within 7 yards. Drag the Construct in the water and it will become Brittle.
  • Brittle - The cold water causes molten Iron Constructs to rapidly solidify, rendering them unable to act. In addition, if they are dealt more than 5000 damage during this state, they will shatter, dealing 18850 to 21150 damage to all enemies in a 10 yard radius.
  • Shatter - Deals 18850 to 21150 Physical damage to all enemies within 10 yards. Damage from this effect ignores armor.
Once Ignis is engaged, approximately every minute he will activate a golem. (2 golems in 25 man)The golem must be kited through / tanked in the scorched ground left by Ignis's Scorch ability. Once standing in the scorched ground, the golem will begin to gain the “Heat” buff. After 20 stacks of Heat, Iron Constructs become Molten. (see above ability) Whena golem becomes molten, they will drop agro, so the tank / kiter needs to be ready to pick them up straight away. The golem will stay Molten for 20 seconds before they revert to normal, with 100% hitpoints.

Since the golems can be CC'd, druids and mages are a great way to keep the golem in the scorched ground using Frost Nova and Root, without requiring a tank to be standing in the effect. (hence taking healing away from the main tank) You can also kite the golems through the scorched ground, but as they gain the buff they will become more dangerous to kite.


Once a golem is molten, then should be kited into the closest pool of water. This will apply the “Brittle” debuff, stunning the golem for 15 seconds, and increasing the critical strike chance of all attacks against them by 50%. A golem will be shattered by any single attack that does 5000 damage or more. Each time a golem is shattered, it will remove a stack of “Strength of the Creator” from Ignis.

Note: Melee should not attempt to shatter the golem, as they will explode for a significant amount of damage to all players withing 10 yards once shattered.


Strategy
Depending on your gear level and raid makeup, you can choose to straight up DPS Ignis down as quickly as possible, kiting or otherwise dealing with the golems. For the burn method to be effective, you need to kill Ignis with as few golems up as possible. Taking the cue from the achievments, a four minute kill on 10 man would require ~29.1k raid dps, and 100k raid dps in 25 man. To work out the average DPS required per individual divide that number by the number of dps you're bringing. (this method does, of course, ignore dps contributions by your tanks, so round down)

Suggested Raid Composition:

Normal Mode:
  • 2 tanks (one main tank, one off tank)
  • 2-3 healers
  • 5-6 DPS
Raid makeup will really depend upon the gear level of the players involved, and the strategy to be undertaken. Given the number of options available for controlling the golems, pretty much any raid makeup with a decent spread of ranged and melee should have plenty of tools for handling them.

Heroic Mode:
  • 3 tanks. (one main tank, two off tanks for the golems)
  • Enough healers to keep your main tank, two off tanks, and raid heals going.
  • Fill the rest with DPS.
Raid stacking really isn't that necessary. 25 man means you'll probably have at least one mage or DPS druid who can snare / root a construct in the scorched ground. Raid communcation will be the key here, as only a single ranged DPS who can reliably do >5k damage with a single attack is needed on the golem. There's a 15 second window to make the hit so unless they're asleep those golems should be toast!

In addition to the golems, the DPS will need to avoid the scorched ground, and caster DPS and healers will need to stop casting when Ignis begins to cast Flame Jets in order to avoid the 4 second silence. The silence will cause the biggest problem if a healer is hit with it, of course.

Note: Flame Jets is apparently fairly easy to resist with only a low fire resist, so Paladins with fire resist aura or shaman with fire resist totems may find these abilities worth using.

The tank needs to keep Ignis turned away from the raid in order to stop the Scorch from hitting raid members. Rotating Ignis somewhat to create multiple scorched ground effects will allow the tank to avoid standing in the scorched earth. After roughly three scorches, the ground where the first one landed will be clear, and the tank can re-start the cycle again.

It's also worth noting that if Ignis is tanked close to the water pools, any area of the scorch which lands in the water will not create the scorched ground effect, hence making it harder to turn the golems molten and shatter them.

Healers need to be ready to spam heal whoever is picked up by the Slag Pot. Should you survive the pot, you will have 150% haste for the next 10 seconds. This is a perfect time for casters to bring out the big slow casting spells!

Warlock Role
DPS! If you have the talent, you may want to put CoExhaustion on the golems if they are being kited, and be prepared to nuke the golems once they're brittle. The golems can be tanked by pets while they're standing in the scorched earth, so it may be possible to use a VW rather than a player in this case.


Other than that there are no real special requirements for Warlocks.

Videos
Below are some videos of the fight courtesy of You Tube.









Warlock Loot - 10 Man

Warlock Loot - 25 Man

Achievements
The achievements have the same goal on 10 man and 25 man, the only difference being that the 25 man all have “Heroic:” preceding the achievement.
Shattered / Heroic: Shattered - Defeat Ignis the Furnace Master after shattering 2 Iron Constructs within 5 seconds.
Hot Pocket / Heroic: Hot Pocket - Survive being thrown into Ignis the Furnace Master's Slag Pot.
Stokin' the Furnace / Heroic: Stokin' the Furnace - Defeat Ignis the Furnace Master in 4 minutes.

Credits
Information compiled from WoWHead, WoWWiki, MMO Champion, StratFu.

Updates
19/05/2009 - Added member tips.
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Last edited by Swoop; May 19, 2009 at 09:53 AM..
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Old April 15, 2009, 12:42 AM   #2 (permalink)

Character Info
Hike
80 Undead Warlock
Blackwing Lair US PvP
Guild: Occam's Raiders
Talent Spec: 54/0/17
re: Ignis the Furnace Master - Boss Strat

this is probably a bug so i'm making everyone aware early

4/14/09: the flame jets silence me even if i stop casting. i'm assuming due to the dots... i've stopped my pet, cut out shadow bolts & haunt all together, and it does nothing. seems to only affect warlocks, other caster classes aren't having this problem in my raid

edit: upon further investigation it appears if you refresh any dot's during the cast of flame jets it will cause the silence. so........... stop ALL CASTING during this time

Last edited by RelaxMan; April 15, 2009 at 12:46 AM..
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Old April 19, 2009, 04:07 PM   #3 (permalink)

Character Info
Relent
80 Human Warlock
Auchindoun US PvP
Guild: Simple
Profile: Blizzard Armory
Talent Spec: 0/13/58
re: Ignis the Furnace Master - Boss Strat

Lol. Whoever posted from stratfu included the comments section.

That being said, let your tank take care of the adds on 10 man as he can survive eating the brittle add explosion.
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Old April 21, 2009, 03:40 PM   #4 (permalink)

Character Info
Corradine
80 Undead Warlock
Aman'thul Oceania PvE
Profile: Blizzard Armory
Talent Spec: 53/1/17
re: Ignis the Furnace Master - Boss Strat

Which video settings affect the visibility of Scorched ground? At low video settings I had difficulty seeing which ground had been Scorched.
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Old April 24, 2009, 05:09 PM   #5 (permalink)

Character Info
rooter
80 Human Warlock
Hellscream US PvE
Guild: Darksin
Talent Spec: 0/15/56
re: Ignis the Furnace Master - Boss Strat

Does anyone know if they hotfixed this boss yet?
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Old April 24, 2009, 05:54 PM   #6 (permalink)

Character Info
Soulzar
70 Human Warlock
Medivh US PvE
Guild: Trismegistus
Profile:
Talent Spec: Destro
re: Ignis the Furnace Master - Boss Strat

Quote:
Originally Posted by rooter View Post
Does anyone know if they hotfixed this boss yet?
Yup he is now killable.

Shattering his adds now properly drops a stack of the buff. he will no longer melee targets in the pot.
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Old April 28, 2009, 09:46 AM   #7 (permalink)

re: Ignis the Furnace Master - Boss Strat

Guide Updated! Thankyou Swoop for putting it all together for me! /worship
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Old April 28, 2009, 10:31 AM   #8 (permalink)

Character Info
Xavron
80 Gnome Warlock
Moon Guard US RP PvE
Guild: Veritas
Profile: Blizzard Armory
Talent Spec: 53/1/17
re: Ignis the Furnace Master - Boss Strat

For Ulduar-10, I would rate Ignis as one of the harder of the first 4 bosses still. But it only took us 2 or 3 tries this week to down him. So he's hard, but not OMG hard like he was the previous weekend. Our previous attempt on him was 8-12 tries before we simply gave up.

All ranged / healers now stand in the middle of the room, directly between the two pools. Our tank keeps Ignis to either the N/E/S/W as needed to avoid standing in the ground effect. Basically, walking him around the raid group, keeping his back to the group, but within melee range of the raid group.

That allows ranged / healers to not move during the fight, makes it easier to target people in the slag pot for heals, and makes the OT's job a lot easier getting the adds taken care of.

We use either a mage or elemental shaman to do the 5k single-shot damage to the brittle adds that are standing in the water. Warlock shadow bolt will also crit for 5k+ on those, if you have enough spell power.

None of the Ignis trash mobs are banishable, not even the flame whirly tornado mobs (which is a travesty).
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Old April 30, 2009, 12:37 AM   #9 (permalink)

re: Ignis the Furnace Master - Boss Strat

Need to fix the part where it says normal mode and hard mode. I think you mean normal mode and heroic mode. Ignis has no hard mode.
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Old May 15, 2009, 04:50 PM   #10 (permalink)

Character Info
Gwilly
80 Orc Warlock
crushridge US PvP
Guild: Judge Jury Executioner
Profile: RPG Outfitters
Talent Spec: 53/1/17
Re: Ignis the Furnace Master - Boss Strat

I would like to add that when a raider gets the Unquenchable Flames debuff, from the Molten Colossus, if they teleport to another area of Ulduar from the teleport circles, then the debuff does not have another raider to jump to and thus extinguishes itself. Of course, getting full health before teleporting is advisable. Our guild has not tried to do the teleport thing while in combat, only after both Colussus are dead.
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