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[How-To] Mimiron


You knew it was coming, right?
Abilities
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Phase 1: Leviathan MK II
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Proximity Mines - Drops 8-10 Proximity Mines around MK II. If stepped on, the mines explode inflicting 9,000 fire damage.
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Napalm Shell - Inflicts 7,540 to 8,460 Fire damage instantly and an additional 4,000 every 1 second, for 8 seconds. This ability is targetted on ranged (*farther than 15yds from the boss*) first, then melee.
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Plasma Blast - After a 3-second cast, MK II will channel a stream of plasma for 6 seconds, inflicting 20,000 irresistible Fire damage every second to his target.
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Shock Blast - After a 4-second cast, MK II will inflict 100,000 Nature damage to all enemies within 15 yards of him.
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Phase 2: VX-001
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Rapid Burst - Inflicts 1,414 to 1,586 Spellfire damage to a random target every half-second for 3 seconds.
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P3Wx2 Laser Barrage - After a 4-second cast, VX-001 will shoot a laser in a random direction and spin slowly. The laser will inflict 20,000 Fire damage every 0.25 seconds, and will last 10 seconds.
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Rocket Strike - VX-001 will fire a rocket that will travel to a location underneath one of the players. Reaching the location, it will inflict 5 million Fire damage to everyone in 3 yards radius.
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Heat Wave - Inflicts 1,885 to 2,115 Fire damage instantly and an additional 2,000 Fire damage to the whole raid every 1 second, for 5 seconds.
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Phase 3: Aerial Command Unit
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Plasma Ball - Inflicts 9,425 to 10,575 Spellfire damage to its current target.
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Summon Adds - ACU will periodically summon Assault Bots, Bomb Bots, and Junk Bots.
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Phase 4: V0-L7R-0N
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Proximity Mines - Drops 8-10 Proximity Mines around V0-L7R-0N's MK II. After a small arming time, the mines will inflict 12,000 Fire damage to anyone who walks over them.
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Shock Blast - After a 4-second cast, V0-L7R-0N's MK II will inflict 100,000 Nature damage to all enemies within 15 yards of him.
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Hand Pulse - Inflicts 4,242 to 4,758 Spellfire damage to a random target and all enemies between the caster and the target.
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P3Wx2 Laser Barrage - After a 4-second cast, V0-L7R-0N's VX-001 will shoot a laser in a random direction and spin slowly. The laser will inflict 20,000 Fire damage every 0.25 seconds, and will last 10 seconds.
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Rocket Strike - V0-L7R-0N's VX-001 will fire two rockets that will travel to a location underneath two of the players. Reaching the location, they will inflict 5 million Fire damage to everyone in 3 yards radius. During all the duration of the spell, the MK II component is stunned.
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Plasma Ball - Inflicts 9,425 to 10,575 Spellfire damage to its current target.
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Hard Mode
Mimiron's Hard Mode is activated by pressing the gigantic "PUSH ME ISHBEL!!! YOU MUST PUSH ME!!!" button in the back his room, which triggers an 8-minute self-destruction timer on his chambers. You will have 8 minutes to kill all 4 Vehicles in order to succeed.
Most importantly - this is not a DPS race fight. This is a coordination / movement / control fight, and your #1 priority is to keep yourself alive, even if it means you do no damage for an extended period of time. 15 minutes is more than enough time to whittle the robot parts down.

Phase 1 - Save me Venia, ur mah onl-e hoep!
This phase of the fight is all about healer<->tank coordination.
The Leviathan MKII gets tanked in the center of the room; ranged and healers fan out a bit and stand approximately 25yds away. Shock Blast has a very limited range so for healers/ranged its a non-issue. Napalm Shells are randomly targetted and have no splash damage, so don't bother running away from them either. Just stand-fast and nuke.
The tank needs to watch the mine field and find a gap in the mines - there should be at least 2 gaps at all times, and they're big enough to drive a truck through - and position the boss such that when Shock Blast is charging up, the tank can spin around and run out (or flip it around and run through the boss to escape - either one works). This is a pretty standard boss gimmic - every tank should be accustomed to "run away from the boss / run back to the boss" by now. The big kicker is...
Plasma Blast. This shit hurts. 20k unresistable damage per second for 6 seconds, and it cannot be out-ranged. You have to eat it. No, healer-stacking is not the solution. 4 healers might be able to keep you up through it, totally neglecting the rest of the raid, but that would leave the raid with too little DPS to make it through the rest of the fight. The solution? Use your Cooldowns:
- Shield Wall
- Last Stand
- Divine Protection
- Divine Shield (just be sure to cancel it immediately after the Plasma Blast finishes)
- Antimagic Zone (not the Unholy AOE Shell - use the personal AMZ)
- others?
Then use your friends' cooldowns:
- Guardian Spirit
- Pain Suppression
- Hand of Sacrifice / Divine Sacrifice (coupled with Divine Shield - don't need the Holy'din face-planting from damage soaking)
- Antimagic Shell
- others?
The Leviathan MK-II has 1.7 million health in phase 1. We need to bring to bear enough raw DPS firepower pewpew pwnage to blow through his health before the 4th Plasma Blast, otherwise we're going to be out of tank-saving cooldowns (without having to stack the raid ridiculously). The first Plasma Blast seems kinda random-y... after that, its on a 45 second timer. Assuming an absolute worst-case scenario of an immediate on the pull Plasma Blast, we'd have to down him in 90 seconds to ensure enough cooldowns. That means 3250 DPS per DPSer, and the MT and OT each contributing about 1600 DPS.
I don't think DPS would be a problem, at all. Its just the coordination between the MT and the healers and having enough OHSHIT! buttons to go around.
edit:
It appears that ARMOR partially mitigates the Plasma Blast, as does Power Word: Shield.
As documented, its 20k damage per second for 6 seconds (6 ticks total). According to the combat logs, I was taking 13298 damage per tick w/o any cooldowns or shielding active, DD was taking about 13.9K. These were dropping down to the 6k-9k damage/second range with Shield Wall, Divine Protection, Pain Suppression, etc., running. Definately heal-able, just need to stay on the ball.
edit2:
Ok, I think we've got this one down pretty well. Needs 3 OhShit! buttons to survive, though. I'm not crazy about losing both of our shadow priests to healing for this fight - thats a big DPS sink. Maybe swap the warrior OT for another paladin and do a Hand of Sacrifice swap?
ex:
Fiermi starts tanking
[plasma]
I use Hand of Sacrifice (no bubble) on him
[shock]
I taunt
[plasma]
Fiermi uses Hand of Sacrifice (no bubble) on me
[shock]
[plasma]
I use Divine Protection
[shock]
Fiermi taunts
[plasma] - boss should almost be dead by now
Fiemi uses Divine Protection
boss dies
HoSalvation is only a 30% reduction, though, not quite as good as Pain Suppression.. and it only soaks up to 100% of the paladin's max health (~32k worst case). Assuming a mitigated 13k hit, that means the tank would be taking 9k DPS and the OT soaks 4k DPS for 6 seconds. Raid buffed, either of us can live through that assuming we're topped off from the start, with solid healing.
By the numbers, this tactic should work with any class(es) healing.
If we can ratchet up the DPS do guarantee dropping phase 1 before the 4th plasma blast hits, then I think just about anyone can OT it. Until then, we've gotta jostle around the cooldowns to cover.
Ranged and Healers
Phase 1 for Ranged is simple. Stand in a pack and dps like mad. Don't run. Don't hide. If you're at range you'll get hit with napalm but you can't run away from it, so stop running away from your healers, and wasting your dps away by moving. Stand still. Nuke.
Phase 2 for Raid Healing is simple. Watch DBM, when someone gets hit with Napalm heal like mad for 10 seconds. As a druid when they get hit I rejuvenate, swiftmend, then nourish spam till the napalm is over. After a rejuvenate and a couple nourishes they probably won't die, if someone else gets hit I can move onto the next. Different healers do it different ways, but basically you need to output more than 4k healing on that one target for a few seconds, which means spaming your standard heal (nourish in the case of druids).
Melee need to just avoid the mines, dps, and get out when the shock blast charges up.
Mal can deal with the tanks and tank healer issues. That's what our problem was there, and honestly I think if we figure that out we win the fight.
Phase 2 - Who needs Tanks?
What Tal said below.... phase 2 the robot has no aggro table and cannot be tanked. Just avoid the damage thats avoidable, heal through the rest, DPS the boss down before the healers are OOM.
- don't stand in the red rune/red light column
- when he starts "Spinning Up", get ready to strafe out of the P3Wx2 lasers
The "rapid fire" shotgun blast stuff is a 30-degree cone attack, focused on a single player. If you spread out a bit (either 2 groups, one on each black strip, or just fan out) you can reduce the raid damage somewhat, but it might not be necessary.
Melee - just keep ducking behind him.
Ranged - there's no damage that you can out-range, so you may as well stand close.
Note: the closer you stand to the boss, the shorter the distance you have to run to cover the 120-degree arc of the P3Wx2 barrage...
Easy
the only reason we didn't get through this phase was that we weren't paying attention and too many dps were already dead.
We can park into two groups if we want, or stay together. Basically don't stand in the red rune, with red pillar of light, or you're gonna die. You'll get shot at, but just stand there and take it, and when he swivels around we we scream lasers, either run away from it to the clockwise or counter clockwise dpeending. If you can get to sthe right of where he starts you can just stand still and dps the whole thing from there, if you're to the left, move out of the way by 120 degrees. Otherwise that's the phase.
Take raid damage, stay out of the red rune/lightpillar, avoid the 120 degree barrage.
Easy.
Got better...
Couple more shots and I think we can get through this phase without losing anyone. Just need everyone on the same page as to positioning, and make sure during Laser Barrage that people aren't out-ranging the healers when they run around the boss.
This phase is very much an "if you fuck up, you die" phase - the laser barrage (80k dps) and rockets (5 million point hit) are very unforgiving to "phailz".
The healing on that phase is just totally nuts
I pretty much have to hot the entire raid with rejuvenations, as well as spam nourishes, and more...We kept everyone up I think once through that phase and it was brutal. Positioning is important certainly. i think keeping people spread a bit apart, but CLOSE in to the boss, so we can run around quickly and stay in range....peopel were really arcing too far out behind him, and staying away from the boss.
The thing is he is untankeable and if you are 10 feet away or 30 feet away he'll still shoot you. We need to stand CLOSE on that fight so that we can move quicker around the circle. Standing farther out makes his arc much more likely to nail you. That's pretty key. Stand in a circle around him during that fight inside the closest circles, that way all healers are in range of everyone and we can group heal spam, and hit people if they have to run. Plus if we're sprad in a circle it minimizes the sharing of damage.
I should add
I died or other people died in phase 2 when
a) They didn't get out of the rocket blast
b) They were too far out and didn't outrun the laser barrage
c) they were too far out, outran the laser barrage but were too far away from healing and getting low and rather than letting them die I tried to get to them, ignoring other people closer.....and they died.
Stay within 10 feet of him in a circle around him in phase 2, and never leave that circle, stay out of the rocket blast, run away from the barrages in a ricle, and the healers can for the most part stand pat and just keep people healed.
I can't draw worth a crap
Each of the 3 colored lines scribes a 120-degree arc.... of the 3 colored lines, which one is the shortest distance to run?
man i'm bad at math
Lets see. Circumference of a circle is what... 2 Pi R ?.... so assuming the distance between those lines is 10 then....
The inner circle is 2 x 3.14 x 10 or 62.8 yards
The second circle being 2 x 3.14 x 20 would be....125.6 yards? Bear with me I'm doing this in my head and I suck....
Ok so the third....looks the shortest, but if the radius is 30, then it would be what.... 188.4 yards?
So.....I guess I'll go with green being the shortest.
Wait....no that's the whole circumference...not just a 120 arc....AH HA! you almost outsmarted me!
So I'll divide each by 3. The inner green circle is 20.9 yards. The second one out is 41.9, and the furthest out is 62.8
Ok...Still the green one.
I'll go with green being the shortest.
no, no, no
The red line is clearly like 2.5x as far from the purple line as the green line. So if the green line is 10yards, the purple is 20 yards, then the red should be like 35 yards. But then I get the measuing tape out and I realize it's more like 1/2". How big is your monitor anyway? I'm go measure with my 28" monitor downstairs and compare the results - we need a definitive answer with correct math!
-MageChick
p.s. I'm reminded of Elmer Fudd trying to outrun the tree that Bugs Bunny just cut down.
Also...
Assuming 2 tanks, and no melee... that means 8 people need to spread out around the boss.
N S E W NW NE SW SE
360 degrees in a circle. 360 / 8 = 45 degrees. The boss's shotgun blast thing is a cone-attack with a 30-degree spread, centered on whomever is targetted. That means, best case, it only hits 1 person. Worst case, 1 ranged plus the two tanks.
Healing spells have, what, 40yd range? So as long as you all stand no more than 15-20yds off the boss, and don't ever run AWAY from him, healers can hit everyone in the raid at all times.
Conveniently, there are circles on the floor marking 45-degree increments around the boss.... Hmmm....
Phase 3 - Let the Boomkin Win... er, Tank it...
Haven't seen it yet, outside of the TankSpot video, but...
The aerial command unit (head) is too far up in the air to be tanked normally. While it can be tanked by a Warrior with improved spell reflect, its best tanked by a high-threat ranged, ideally a warlock.
BombBots will spawn directly beneath the ACU - these need to be rooted/chained/stunned and nuked by range immediately (or, if a warrior is ISR-tanking the boss, he can just soak the bomb bots).
JunkBots and Assault Bots will spawn on the black stripes on the floor and need to be picked up by Moi. The can be tanked in 10-man, but must be kited in 25-man. Assault Bots drop a magnetic core that can be used to ground the ACU for 15 seconds and make it take 50% more damage.
edit:
Holy clusterfuck, Batman! Adds all over the raid - bombots exploding on healers, junkbots smacking people around, assault bots beating on people... couldn't pick up shit to save my soul :( Well, at least we saw it... and managed to live through it, once, and into phase 4.
I think next time we go with ONE ranged assigned to root/snare/kite and blow up the bomb bots (Magechick?) and ONE ranged assigned to tank the boss (Wolfen?). Everyone else is on adds duty - round 'em up, let me get aggro, and then nuke the fuck out of them. They were living way too long last night, and I think that was due to poor explanation and duty assignments on my part.
Maybe something like:
Wolfen tanks boss
Magechick kites/explodes bombbots
I tank assault and junk bots
Everyone nuke the bots down
I collect the magnetic cores
Once I've got 3 or 4 cores, all DPS switch to the boss - I'll chain-ground him and face-tank the adds until the boss is dead
All DPS nuke the remaining adds
Need better on this one
Need to have a single ranged tank on him. He was bouncing around too much with threat.
We also need better communication on the bombbots. Boomkins, Cats, even Trees need to watch for them and then root/chain/stun whatever to them and called out and marked to be nuked by range. Those things were wandering all around and killing people. Those need to be priority 1. As it was we were almost ignoring them. We need good communication on them. "Bombot rooted south" and if you hear that find it and kill the damn thing isntead of the boss.
As far as the Junkbots and assault bots, I'd say we could try ignoring them. Let a tank pick them up and even just kited, or if we get to under 10% on the Boss AOE them the fuck down and call for it, and when they're dead, then finish the head off.
Phase 4 - Revenge of the Phase
Now we get to fight the assembled robot, consisting of all 3 mini-bosses attacking at once. They start at 50% health each (damaged from the previous beat-down)
Land mines, shock blasts, P3Wx2 barrage, rockets... no robo-adds and no plasma blasts tho.
MT tanks the bottom, Ranged tanks the top, middle is untankable.
All 3 pieces need to "die" (be reduced to 1 health) within 15 seconds of each other, or they heal back up.
edit:
Hey! We gots an achievement off this one.... probably from me getting nuked by one of those rockets while surrounded by assault bots... -.-
Raid stacking
With Mal's suggested 2 pally tank HoS/DP rotation, I think we can have samm heal the MT and bacon the OT, her big heals are faster and more effective then a priest's. Then we can have Ogg and Tal hotting the tanks and keeping the raid up, while Ishy and Venia as shadow do their killer dps and give a free VE HoT to everyone in the raid.
Plus as shadow, Venia and Ishy could use their hymns to help heal the tanks during the 6 seconds of doom.
Might be worth a shot
At least there's not a lot of "heal while moving".
Ph1 - stand still
Ph2 - laser barrage is 100% avoidable, and the boss does NOTHING else while pewpewing; may have to move away from a rocket
Ph3 - same as phase 1
Ph4 - same as phase 2
Plus, if Sam wants to give it a few shots, that adds another HoSac to the mix (just make sure to DS first!)
Also, in phase 4, both Fiermi and I could taunt-swap and each pop Divine Shield & Divine Sacrifice to soak some raid damage.