The Warlocks Den - WoW Warlock DiscussionsThe Warlocks Den - WoW Warlock Discussions



Please Register to Remove these Ads

The Warlocks Den - WoW Warlock Discussions » Discussion Forums » Instances & Raiding » Ulduar » Mimiron - Boss Strat

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

Reply
Old April 04, 2009, 08:37 PM   #1 (permalink)

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

Post Mimiron - Boss Strat

© 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
  • Machine Gun - A channeled attack that deals damage every quarter-second to target enemy for 3 sec. This effect ignores armor. Normal 1885 to 2115 damage. Heroic 2828 to 3172 damage.
  • Flame Spray - Inflicts Fire damage to enemies in a cone in front of the caster. Normal 7069 to 7931 damage. Heroic 11310 to 12690 damage.
  • Charged Leap – Leap at an enemy, causing 9425 to 10575 damage, and stunning everything in an 8 yard range for 3 seconds.
Clockwork Sapper
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
  • Energy Sap (cast on a player - channelled) - Deals 7500 Arcane damage per second to nearby friends, and drains 50 Energy per second from nearby friends.
Clockwork Mechanic
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
  • Ice Turret (3 second cast time) – Summons an Ice Turret nearby
Ice Turret
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
  • Ice Nova – Does 4713 to 5287 Frost damage to enemies within 10 yards, increasing Frost damage taken by 25% and slowing movement speed by 10% for 10 sec.
Boomer XP-500
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
  • Bomb Bot - Sacrifices the caster and deals 23563 to 26437 Fire damage to all enemies within 5 yards.
Trash
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
  • Proximity Mines (instant cast) – Drops mines 8 – 10 mines around the Meviathan MkII.
    • Proximity Mines - Deals 25000 Fire damage to all enemies within 3 yards when stepped on.
  • Napalm Shell (2 second cast) - Fires a shell filled with napalm at a random enemy target. The shell explodes upon impact, dealing (Normal 7540 to 8460. Heroic 9425 to 10575) Fire damage instantly and an additional (Normal 32000. Heroic 48000) over 8 sec. This effect attempts to target enemies over 15 yards away if possible.
  • Plasma Blast (3 second cast) - A stream of plasma errupts from the cannon, dealing Spellfire damage per second for 6 sec. This effect cannot be resisted. Normal 20000 damage. Heroic 30000 damage.
  • Shock Blast (4 second cast) - Deals 100000 Nature damage to all enemies within 15 yards.
Phase 2 – VX-001
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
  • Rapid Burst(instant cast) – Unleashes a series of short plasma bursts towards a random enemy, dealing Spellfire damage each burst for a total of 6 bursts over 3 sec. Normal 1414 to 1586 per burst. Heroic 1885 to 2115 per burst.
  • P3Wx2 Laser Barrage (4 second cast) - Spins up the dual cannons for 4 sec before unleashing a spray of lasers in a random direction, dealing 20000 Spellfire damage every 0.25 seconds to all enemies caught inside. Lasts 10 sec.
  • Rocket Strike (instant cast) - Launches a rocket towards a random enemy. Once the rocket reaches the destination, it deals 1 million Fire damage to all enemies within 3 yards.
  • Heat Wave (instant cast) - Fires out a blast of heat, dealing (Normal 1885 to 2115. Heroic 2828 to 3172) Fire damage instantly and an additional (Normal 10000. Heroic 15000) Fire damage over 5 sec to all enemies.
Phase 3 – Aerial Command Unit
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
  • Plasma Ball (2 second cast) – Builds up a ball of plasma and fires it at a target, dealing Spellfire damage. Normal 9425 to 10575 damage. Heroic 14138 to 15862 damage.
  • Summon Adds – Mimiron will use this ability to summon in adds. See below for full details of each add and it's abilities.
Assault Bot
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
  • Magnetic Field (instant cast, channelled) - Projects a magnetic field towards the target, locking them in place. In addition, the target will take an extra 30% damage from all sources. Lasts 6 sec. This effect is magic based and can be dispelled.
  • Magnetic Core (dropped on death) - Use: Deploying this magnet under the Aerial Command Unit will temporarily bring it to the ground and disable it. While it remains disabled, it will take an additional 50% damage from all sources.
Bomb Bot
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
  • Bomb Bot (instant) - Sacrifices the caster and deals 23563 to 26437 Fire damage to all enemies within 5 yards.
Junk Bot
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
  • Proximity Mines (instant cast) – Drops mines 8 – 10 mines around the Meviathan MkII.
    • Proximity Mines - Deals 25000 Fire damage to all enemies within 3 yards when stepped on.
  • Shock Blast (4 second cast) - Deals 100000 Nature damage to all enemies within 15 yards.
  • Hand Pulse (4 second cast) - Inflicts Spellfire damage to a random target and all enemies between the caster and the target. Normal 4242 to 4758 damage. Heroic 6598 to 7402 damage.
  • P3Wx2 Laser Barrage (4 second cast) - Spins up the dual cannons for 4 sec before unleashing a spray of lasers in a random direction, dealing 20000 Spellfire damage every 0.25 seconds to all enemies caught inside. Lasts 10 sec.
  • Rocket Strike (instant cast) - Launches a rocket towards a random enemy. Once the rocket reaches the destination, it deals 1 million Fire damage to all enemies within 3 yards.
  • Plasma Ball (2 second cast) – Builds up a ball of plasma and fires it at a target, dealing Spellfire damage. Normal 9425 to 10575 damage. Heroic 14138 to 15862 damage.
Strategy
Suggested Raid Composition
Normal Mode:

  • 2 tanks
  • 2 - 3 healers
  • 5 - 6 DPS
Heroic Mode:
  • 3 - 4 tanks
  • 6 - 7 healers
  • 14 - 16 DPS
The Fight
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.
  • DK (frost): Keep hitting the ACU with Howling Blast. Use your cooldowns to help reduce the damage from the Plasma Ball.
  • Prot Warrior: At the start, Taunt, Shattering Throw, then Spell Reflect the Plasma Ball. This will give a decent threat lead which you should be able to maintain by using spell reflect as often as possible. Since DPS will be taking time off the ACU to deal with the adds, you should be able to maintain a threat lead.
However, if you have a capable ranged DPS who can generate the threat and has the gear to take the damage (hunters or warlocks are most commonly used for this role) then you can use them to hold agro on the ACU, which may or may not simplify the fight for you.

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.
  • Have a high hitpoint player standing where the bomb bots will drop. Once a bomb drops, they taunt it onto them, eat the damage, and are then healed back up. This makes random raid damage due to the bombs much less of an issue.
  • Have all ranged use a macro which they can spam to target the Bomb Bots as soon as they spawn, and cast their most appropriate damage ability. Due to the low hitpoints of the Bomb Bots, they will die very quickly, and shouldn't cause the raid a problem.
  • As an addition to the ranged DPS method, the Bomb Bot can be Rooted or Ice Chained when they appear, and ranged DPS kill them A.S.A.P.
When Assault Bots are killed, they will drop a Magnetic Core. This core should be picked up and placed under the ACU, drawing it to the ground (melee can hit it now) and increasing damage taken by 50%. The effect is reported to stack, but due to the short life of the Cores (one minute) you would need to ensure your raid is well co-ordinated to effectively use them this way. When the ACU is under the Magnetic Core effect, all DPS should be focused on it. (unless you're still kiting Assault Bots, for example)
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 1: Having a tank who can run out of Shock Blast and then charge back in is useful.(warrior, feral druid) Be aware, however, that a charge can path the tank back through a mine, which is obviously not desirable.
  • Phase 1 → Phase 2: Mines may be left over from Phase 1. If so, keep clear of them; they will disappear before Phase 2 starts properly.
  • Phase 3: Lining the cores up under the head so they actually affect it can be tricky. A handy tip is have a pet class send their pet in to attack the aerial unit. The pet will stand directly under it, so people just need to place the cores where the pet is standing.
  • Phase 4: If the person tanking the ACU gets out of range of it, regardless of the threat that person has, it will begin attacking the next person on the threat list. This is due to it being tied to the rest of the V0-L7R-0N and unable to follow you.
  • Phase 4: You can save Magnetic Cores from phase three to be used under the head in phase four. The Cores only have a one minute duration, however, so they need to be used early.
  • Phase 4: You can using Baby Spice on the bottom section, which makes the head attackable by melee. This may be unintended, however, and thus may be removed in a future patch.
  • Phase 4: To make it easier to kill all three sections at once, bring all three down to 20%, then 10%, then 5%, then burn them down.
Useful Macros
Phase 3
These macros will help you instantly target and do damage to a Bomb Bot.
/target bomb
/cast <Instant/fast damaging ability>
/targetlasttarget
Alternatively
/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
  • If you're tanking the ACU in phase 3, You can use Fel Armor for the additional threat, since raid healing will be relatively low. In phase 4, however, switch to Demon Armor for theboost to healing. Your healers will be very thankful given how hectic it gets! If your healers complain during phase 3, use Demon Armor.
  • If people are having trouble placing the Magnetic Cores, send your pet to attack the ACU, hence marking the spot they need to position the Cores.
  • Pets during Phase 2 and 4 can be hard to avoid the Laser Barrage. If you find them dying too often, just summon an imp and leave it phase shifted.
  • If you have a Felguard, their intercept is great for interrupting Assault Bots casting Magnetic Field.
  • Soul link (if you have it) is great for the ACU tank in Phase 3 & 4.
  • Your demonic circle can be used to avoid a full wipe. Place it outside the encounter room, and if the raid goes south, teleport out. This won't save people higher than you on the threat list, but once it reaches you, it will try to run outside the room and reset, ending the encounter and saving those lower than you on threat from a repair bill. The good thing about this is that it's usually the healers (and thus rezzers) who will be spared a painful death.
  • Searing pain is double threat. Spam it to help get a decent threat lead on the ACU in phase 3 / 4, and then switch to a normal DPS cycle. (200k lead or so)
Videos
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)

Warlock Loot - 10 Man
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:”.
  • Set Up Us The Bomb - Defeat Mimiron without anyone in the raid being hit by the following: a Proximity Mine, a Bomb Bot, a Rocket Strike.
  • Not So Friendly Fire - Force Mimiron to kill an Assault Bot with a Rocket Strike (Assault Bot must be kept alive from Phase 3 and killed with a Rocket Strike in Phase 4)
  • Firefighter - Defeat Mimiron after activating his Self-Destruct mechanism.
Credits
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.
__________________
Why does my Succubus always say, "I'm with stupid"?

Last edited by Swoop; May 19, 2009 at 09:48 AM..
Swoop is offline   Reply With Quote
Sponsored Links

Old April 17, 2009, 08:12 PM   #2 (permalink)

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..
Soulzar is offline   Reply With Quote
Old April 19, 2009, 04:02 PM   #3 (permalink)

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.
Relent is offline   Reply With Quote
Old April 28, 2009, 12:40 AM   #4 (permalink)

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.
__________________

Havek is offline   Reply With Quote
Old April 28, 2009, 03:06 AM   #5 (permalink)

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

Quote:
Originally Posted by Havek View Post
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.
If you have him passive he will get nuked by the pew pew cone attack, and if you have him attack he'll be safe from it but get smoked by 5,000,000 damage hits form rockets. Imp is best bet unless you can watch your rockets and his
Soulzar is offline   Reply With Quote
Old April 28, 2009, 03:07 AM   #6 (permalink)

Character Info
Garii
80 Tauren Druid
Cho'gall US PvP
Profile: Blizzard Armory

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.
__________________
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
El Tanakh is offline   Reply With Quote
Old April 28, 2009, 06:35 AM   #7 (permalink)

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.
__________________
Create like a god, command like a king, dps like a slave.
Kilmir is offline   Reply With Quote
Old April 28, 2009, 10:55 AM   #8 (permalink)

Character Info
TarCalion
80 Human Warlock
Nagrand Oceania PvE
Guild: Exile
Profile: Blizzard Armory

re: Mimiron - Boss Strat

A tip for warlocks:

The laser barrage always turns clockwise, so we can use our teleport to avoid it easily.
__________________
Signatures suck!

(but not as much as Blizzard's ability to run stable, lag-free servers ...)
ArPharazon is offline   Reply With Quote
Old April 28, 2009, 11:31 AM   #9 (permalink)

Character Info
Theodin
80 Human Warlock
Firetree US PvP
Guild: Justice
Profile: Blizzard Armory

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.
The0 is offline   Reply With Quote
Old April 28, 2009, 11:42 PM   #10 (permalink)

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 : /
Relent is offline   Reply With Quote
Reply

Bookmarks

Tags
Boss, mimiron, strat

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On


All times are GMT -4. The time now is 01:57 AM.
Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2009, Jelsoft Enterprises Ltd.
SEO by vBSEO 3.3.0