| 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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© The Warlocks Den 2009. All rights reserved. Not to be copied or redistributed without prior written approval. Mimiron Mimiron is one of the Keepers of Ulduar, who has been corrupted by Yogg Saron. He is generally considered the Keeper of Wisdom, due to his role in maintaining the Ulduar data system. You can find him in The Spark of Imagination, working on his various creations. Hard Mode Mimiron's hard mode is activated by pressing the Big Red Button prior to starting the event. Pressing this button activates the self destruct sequence, dropping his enrage timer to eight minutes, increasing the hitpoints and damage of Mimiron and his minions by 25%, and giving them extra abilities. General Information Trash The Mimiron trash has been called the hardest encounter in Ulduar at times. However, this isn't necessarily the case; raids may simply not be taking advantage of the tools at their disposal to make the encounter easier. The Arachnopod Destroyers have a large health pool, can be player controlled and healed, and have abilities that allow them to AoE tank. The key to clearing this trash is to take control of the Destroyer from the first pack, and then move on from there, using the Destroyer to do the tanking rather than players. This allows the DPS to focus on DPSing, and stops your tanks from being killed over and over due to the highe damage abilities of the trash. Using this tactic, the hardest pull will be the first one, where you don't have the advantage of a Destroyer. Kite, stun lock, or otherwise stop the sapper(s) from using their abilities. Paladins and hunters are both excellent choices for this, combined with a Shaman Earthbind totem. So long as they keep moving, the sappers will do minimal damage, and can be picked off at lesiure. Melee should remember to run away as soon as the Sappers are dead, as they explode for a fair amont of damage about 5 seconds after they are destroyed. Arachnopod Destroyer Link: Arachnopod Destroyer Hitpoints: Normal - 380k. Heroic - 880k Notes: Once you get these to 20%, you can take control of them. They have three abilities which can be used. They are only useable within the hallway leading to Mimiron. If you try to take them outside that area while controlling one they will despawn. Additionally, taking one down to 20% then trying to take control of it outside that area will cause it to despawn. Abilities
Link: Clockwork Sapper Hitpoints: Normal - 250k. Heroic - 690k Notes: These only cast Energy Sap when they are standing still, and if they are moving, they won't stop moving to cast it. If you can kite these until the raid is ready to kill them, it will negate the use of this ability. Abilities
Link: Clockwork Mechanic Hitpoints: Normal - 190k. Heroic - 500k Notes: The Mechanics start out controlling the Arachnopod Destroyers. When the Destroyers are low on health (20%) then the Mechanic jumps out and becomes a mob in their own right. Doesn't hit too hard on a tank, around 7k a swing. The real problem with these guys is the turrets that they drop. It is highly recommended to interrupt their casting of Ice Turret, as it will make the fights much easier. Abilities
Link: Ice Turret Hitpoints: 80k Notes: These can be knocked back with spells like Typhoon and Blastwave etc. However, you should be careful when using this ability as you can knock it into your raid! Players in Arachnopod Destroyers are immune to the effects of the Turret. (although the Destroyer will still take damage) Used ranged DPS and the destroyers to take these down. Their cast can be interrupted. Abilities
Link: Boomer XP-500 Hitpoints: Normal 37k, Heroic - 75k Notes: When killed, these use the Bomb Bot ability. Ranged (or your Destroyer) should be the ones killing these, melee keep well away! Abilities
Link: Trash Hitpoints: Normal - 88k. Heroic - 210k Notes: These are just that, trash. They don't hit particularly hard, (<1k on a tank) and have no special abilities. Mimiron The Mimiron fight is made up of four very distinct phases. You never actually fight Mimiron himself, but rather he tests some of his creations against you. Phases 1 to 3 are three seperate devices, and in phase 4, they all combine to create Voltron, Defender of the Universe! Er, I mean V0-L7R-0N. Each of the constructs in the first three phases have unique abilities, with most of them carrying through into the final phase. Notes: Mimiron has a 15 minute enrage timer on normal / heroic. Activating the hard mode in either normal or heroic will drop the enrage down to 8 minutes. Phase 1 Leviathan MkII This is, no surprises, a similar encounter to the Flame Leviathan, except this time it's a personal robot of doom, rather than the large automated robot of doom that Flame Leviathan is, and you're not in machines of your own. Link: Leviathan MkII Hitpoints: Normal - 1.7 million. Heroic 7 million Notes: Abilities
Once you have defeated the Leviathan MkII, Mimiron will bring out the VX-001. Link: VX-001 Hitpoints: Normal - 1.7 million. Heroic 7 million Notes: Abilities
So, you've defeated two of Mimiron's creations; surely he doesn't have more? Wrong, bring out the Aerial Command Unit. This is a flying unit that can only be damaged by ranged while flying, and summons in adds which must be dealt with by the raid. Some of the adds drop Magnetic Cores which can be used to draw the Aerial Command Unit closer to the ground, enabling melee to hit it for 10-15 seconds. Link: Aerial Command Unit Hitpoints: Normal - 1.1 million. Heroic 4.6 million Notes: Abilities
Link: Assault Bot Hitpoints: Normal - 190k. Heroic - 630k Notes: Can be stunned, snared, and rooted. There are several methods for dealing with these robots, although on heroic mode they can one-shot tanks. Getting used to kiting them may not be a bad idea! Abilities
Link: Bomb Bot Hitpoints: Normal - 20k. Heroic - 100k Notes: Drops a Magnetic Core when killed, which are used to bring the Aerial Command Unit to the ground. The damage bonus appears to stack if multiple magnets are dropped under the head. e.g. two magnets = +100% damage. Abilities
Link: Junk Bot Hitpoints: Normal - 63k. Heroic - 189k Notes: These don't appear to have any special abilities, They will still melee players, but have low hitpoints and don't do much damage. Phase 4 V0-L7R-0N This is the final phase of the encounter, and most definitely the hardest. All three units from the previous phases combine to create the V0-L7R-0N. Each of the sections is individually targettable, and they start the fight at 50% health. The majority of the abilities for each unit are still active, so the fight complexity is significantly increased. Link: V0-L7R-0N Abilities
Suggested Raid Composition Normal Mode:
Each phase of the fight requires somewhat different tactics, so the raid needs to be able to quickly change from one mode to another. There is a decent break between each phase, (20 seconds or so) which will provide some time to heal up, regain mana, and reorganise. Phase 1 Leviathan MkII Most of the damage in this stage comes from spells; the melee damage is relatively low, which means that a high hitpoint tank is ideal. It's basically a tank and spank, with the tank and melee needing to run out and back in whenever he casts Shock Blast. Ranged dps and healers should spread out a little to avoid affecting those nearby if they are hit with Napalm Shell. Melee should be behind the Leviathan. There are a couple of tactics that can be used here. The tank can run out after Shock Blast and then run back in afterwards, to minimise his movement, or they can stay where they run to and allow the boss to come to them, performing a slow kite through the room. If you are going to use the kite method, then spread your ranged DPS out in a line, and the tank will basically move from one end of the line to the other. This will ensure that your ranged won't need to move during this kiting. For the melee, once the mines have been placed it's advisable to position yourself near a gap in the circle, as you'll need to react quickly and run as soon as shockwave starts to cast. You don't want to be trying to find an opening at that time! Phase 2 VX-001 This fight has no tank, as VX-001 has no agro. Players should move into melee range, and spread out around it. There will be a lot of raid damage due to Rapid Burst and Heat Wave, making this fight quite a drain on the healers. It's especially important to burn through this stage as quickly as possible to reduce the risk of members dying due to healer overload. VX-001 will occasionally fire Rocket Strike, a single rocket at a time. A red targetting circle will appear on the ground, noting where it will land. Players must move away from this circle as they will be instantly killed by the rocket. In addition to the rocket, VX-001 will cast Spinning Up, which leads to P3Wx2 Laser Barrage. As soon as the Spinning Up starts, players must move to the rear half of VX-001, as anything in the front 180 degrees will die to it. Melee should be careful to ensure that they're not too far forward into the hitbox, or they make take damage from this even though they are standing behind him. Once the Laser Barrage has completed, players should spread back out around VX-001. This makes it easier to see and avoid the Rocket Strikes. Repeat until VX-001 is down. Phase 3 Aerial Command Unit This phase involves a flying head, which initially can't be hit by melee, only ranged. It is possible for this to be tanked by a melee tank or a ranged tank. Prot warriors and DK's have both reported success on tanking and maintaining agro on the ACU.
During the fight, the ACU will summon in adds. Assault Bots will spawn from the orange beams of light, and Junk Bots from the green beams of light. Assault bots will stun whoever has threat on them with the channelled ability Magnetic Field. This ability can be interrupted, and the Assault Bots can be stunned themselves. Additionally, Bomb Bots will drop from the ACU after it casts the spell which is called, strangely enough, Bomb Bot. There are a couple of ways to deal with them.
Rinse and repeat until you've destroyed the ACU. If there are any adds still up, burn them down as quickly as possible to give everyone a chance to heal up / regain mana / etc. Phase 4 V0-L7R-0N The final stage! Congratulations for making it this far! This stage is what makes this one of the hardest fights in Ulduar, so you might regret it once you're here. Just kidding, who doesn't want a challenge?! All three of the constructs you've beaten combine into a single mob, although each section is still individually handled, and should be tanked the same as they were during the earlier three phases. Melee will only be able to hit the base and chest, leaving ranged only able to hit the head. If you have some Magnetic Cores left over from Phase 3, now is the time to use them to get a head start on damaging the head. All three sections need to be killed within about 15 seconds of each other, or else they will self-repair and rejoin the fight. Generally, melee will be attacking the base, and doing some damage to the chest, while ranged will be focusing on the head and chest. Probably the biggest killer at this point is ranged dps and healers not noticing the laser barrage in time. This is a very hectic part of the encounter, and it's easy to miss some things while focusing on other areas. The less that the mob can be moved the better, as it will simplify positioning for everyone else. There's no real strats for this phase given how hectic it is, aside from dodge the mines, run out from the Shock Blast, hide from the Laser Barrage, and kill the boss. Tips
Phase 3 These macros will help you instantly target and do damage to a Bomb Bot. /target bombAlternatively /cast [target=Bomb Bot] <instant / fast damaging ability> Warlock Role Aside from playing a DPS role, Warlocks may well be used as the ranged tank in phase 3. Tips
I'm only linking two videos here, because despite it being a fairly complex fight, these show it pretty well. Some Tankspot videos I'm a bit meh about, but this one is excellent. Tankspot's guide. If you only watch one video, make it this one. 25 man kill. Much better music track than some I came across (don't ask) Since you don't actually kill Mimiron, loot comes from a spawned chest, the Cache of Innovation. Warlock Loot - 25 Man Achievements The achievements are the same on both normal and heroic modes. The heroic mode achievements simply append Heroic:.
Information compiled from WoWHead, WoWWiki, StratFu, cifr who I randomly tweeted, and the members of the Warlocks Den. Updates 19/05/2009 - Added member tips.
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Why does my Succubus always say, "I'm with stupid"? Last edited by Swoop; May 19, 2009 at 09:48 AM.. |
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#2 (permalink) |
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Character Info
Soulzar 70 Human Warlock Medivh US PvE Guild: Trismegistus Profile: Talent Spec: Destro |
re: Mimiron - Boss Strat
I am fairly sure its not highly encouraged practice to copy/paste from other websites Andjelo. Stratfu - Mimiron Every one of these boss threads should probably have those posts modified/formatted to be unique to this site, the needed info is still there. Last edited by Soulzar; April 17, 2009 at 08:16 PM.. |
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#3 (permalink) |
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Character Info
Relent 80 Human Warlock Auchindoun US PvP Guild: Simple Profile: Blizzard Armory Talent Spec: 0/13/58 |
re: Mimiron - Boss Strat
Simple is currently working on Mimiron on live, and phase 4 is very, very hard. As noted in other guides, it's all three previous phases stacked together and at 50% each. A warlock is usually the one to tank the head throughout the fight, so pull out the felguard and soul link him. Damage mitigation inherent in 0/41/30 is sufficient at least for 10 man. Don't forget to put up demon armor during phase 3-4 for the healing bonus on yourself. A trick in phase 4 is to stack on the melee while you tank the head, as the combined boss will often move out of your range and kill other ranged on the head; be careful to avoid mines/spout/etc. (there's a lot going on at the same time in this phase!). I find that switching to fel armor while the head is down in phase 3 then back to demon armor helps nicely boost dps during the burn periods. Regardless, remember that your dps isnt nearly as important as your survival throughout this fight- drain life if your healer gets out of range. This fight just gets crazier and crazier, and you just have to hang on through the end. I suggest you keep the camera angled at about a 70 degree angle from the x-axis to keep track of the floor. All aoe damage effects happen very quickly and it is important to pay attention. With searing pain, keeping aggro is really easy- so focus on staying alive! Your no use to the raid if your dead. To add to the convenience of the tanking aspect of the fight, your aggro on the head will not reset between phase 3 and 4. |
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#4 (permalink) |
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Character Info
Khloro 80 Gnome Warlock Khadgar US RP PvP Profile: Blizzard Armory Talent Spec: 0/13/58 |
re: Mimiron - Boss Strat
my first exp on mimiron was not as bad as I thought. Just with my spec phase 2 I had an issue with keeping up my felguard. On one attempt I was able but more than not. Imo if Blizz wants use to always keep using our pets they need to increase fel synergy. It was some what to be honest a pain to make my pet run out and in on phase 1 but not terrible. Just phase 2 owned my pet. I tried to send him in to attack that was horrible and the other times I kept him passive. In the end I just started to use my imp. |
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#5 (permalink) | |
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Character Info
Soulzar 70 Human Warlock Medivh US PvE Guild: Trismegistus Profile: Talent Spec: Destro |
re: Mimiron - Boss Strat
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#6 (permalink) |
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re: Mimiron - Boss Strat
A felguard or DK pet will help tons in stunning and killing the bombs of phase 3. Do a macro and spamm it if you can, just be sure they got hotted every once in a while.
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Computer games dont affect kids... If Pacman affected us as kids, we'd all be running around in darkened rooms munching magic pills and listening to repetitive electronic music |
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#7 (permalink) |
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Character Info
Kilmir 70 Gnome Warlock Aszune Euro PvE Guild: Been There Done That Profile: Blizzard Armory Talent Spec: 0/13/58 |
re: Mimiron - Boss Strat
I just summoned a new imp between phases. I think on most attempts I killed the little bugger every phase (with both 0/13/58 and 53/0/18 builds). The phase 3 tanking is pretty easy, just stand and spam searing pain till you have a decent lead and can switch to better dps spells. In phase 4 it's tricky to actually do some damage and keep the head in range when the tank moves out of the Shock thingy. I've also had a problem on one try where the healers ran the other way to dodge the Laser Barrage putting me out of range of any healing. In that situation I noticed the nukes from the head actually hurt pretty bad. Also, make sure the dps in Phase 4 first goes for the middle part. That's the only part which can't be tanked so it can stay on <5% health without problems. My raid then split the dps with half on the tank part and the other half on the head. Due to me being on the head (high dps) and the tank having to run occasionally the bottom part still had almost 20% when the other parts were at 5%. Putting a bit more dps on the bottom then the head is a good idea.
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Create like a god, command like a king, dps like a slave. |
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#8 (permalink) |
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re: Mimiron - Boss Strat
A tip for warlocks: The laser barrage always turns clockwise, so we can use our teleport to avoid it easily.
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Signatures suck! (but not as much as Blizzard's ability to run stable, lag-free servers ...) |
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#9 (permalink) |
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re: Mimiron - Boss Strat
I don't have a lot to add to this discussion, but I can share my experiences. My guild was wiping on him in 10 man last night, and we were RIDICULOUSLY close to getting it but had to call it for the night. *sigh* At any rate, I am currently deep demo specced, and really liking it. It does mean that I am using a felguard for this fight, which is a problem because he dies a lot. The solution I've found for this is that keeping him alive if he's on passive for p2 and p4 it is easier, and if he still dies in p2 it's easy enough to pull him out again in the transition phase, as there is plenty of time. Also, demon armor and soul link do seem obvious to tank this fight, but at least with my current spec and gear it doesn't appear necessary. I was using fel armor and did not have SL up (my poor felguard was having enough of a hard time of it as it was), and my healers weren't having any real trouble. As far as threat goes, I spammed searing pain to start with, but after that I was just using my usual rotation on the head and was keeping plenty of threat to keep the head pissed off at me. This seems essential to me, because with only 10 people in the raid, there aren't that many people DPSing any one part of him at once, so keeping myself having decent DPS as well as tanking it was pretty important. Anyone actually down this yet? (Obviously people have, but anyone here?) Definitely a tough fight, but certainly not impossible! I'm hoping to get it this week. |
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#10 (permalink) |
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Character Info
Relent 80 Human Warlock Auchindoun US PvP Guild: Simple Profile: Blizzard Armory Talent Spec: 0/13/58 |
re: Mimiron - Boss Strat
We've downed him a couple times so far, and my felguard often dies with barrage but nothing else. Just give him some health periodically as needed. My tanking healer and I got some good synergy going too, it was a blast. And again, using demon armor is great for the tanking part. This fight was much, much harder when the range of the head was still really small... I had to stack on top of the melee the whole time : / |
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