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A Nab Rogues Quick(ish) Guide to Ulduar... (Mimiron)

 
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Pheq





Joined: 13 Sep 2009
Posts: 10

PostPosted: Mon Oct 12, 2009 3:09 am    Post subject: A Nab Rogues Quick(ish) Guide to Ulduar... (Mimiron) Reply with quote

Mimiron


Mimiron is another of the mandatory bosses, and one of the four Keepers of Ulduar. He also happens to be the most difficult of the four; with a lot of coordination, control, and positional awareness required.

As this is one of the harder boss fights within Ulduar, it stands to reason the trash leading up to the boss is also difficult, especially for melee.
There are several adds that can blow up in the trash, so for this reason, only the tank should be within melee range, and when the spider-bot mobs have been downed, the melee should mount up in one of these for the next few pulls.

Once the trash has been cleared, the only other obsticle is another frogger type encounter (this time being much easier) with three lines of bomb bots looping around the room Mimiron is in. Run through these, and you're in the room for the boss fight, where you can see Mimiron working on a Flame Leviathon type vehicle.

DO NOT PUSH THE RED BUTTON on the wall, otherwise you'll start the stupidly-hard hard-mode version of the encounter.

The encounter has four stages, each being quite different from one another, other than the fourth phase, which is a mixture of all three.


Phase One.
The fight starts with Mimiron jumping into his Flame Leviathan MKII. The tank will pick it up and tank it in the center of the room, where it starts.

Melee will DPS the boss from behind, standing within the ring on the floor, with ranged and healers standing some way behind the tank, and most importantly spread out.

Mimiron will occasionally hit the tanks with a massive damage ability (Plasma Blast), so the healers need to be aware to heal up the tank as quick as possible. Depending on how its done, its sometimes best to have two tanks switching off to manage their damage-reducing cooldowns, or if the tank has enough health and damage mitigating abilities (barkskin, shieldwall, etc) to solo tank it (also dependant on the DPS being strong enough to minimise time in this phase).

Mimiron will throw a proximity mines in a circle around himself the whole time he's being tanked in the middle. They will land outside of melee range, around the outer ring of the circle, so melee should minimise movement during this phase to ensure they don't accidently set any mines off.

Periodically Mimiron will cast Shock Blast. Its a 3-second cast huge AoE, and it is much like Emalon in VoA, in that you have to run out of range before it goes off. Ranged have a somewhat easy time here, as they should be out of range already as it only has around a 20yd range, whereas the tank and melee must run out of range BETWEEN the mines, making sure not to set any off in the process.

Once the cast is over, melee can run back in and continue DPSing.

The tank should aim to pick him up in the same spot, otherwise, the next time he throws a circle of mines it won’t be in the same place as the first circle of mines, meaning the melee and tank have a harder job positioning and running out again.

Mimiron also throws Napalm Shells at people, randomly targeting a ranged member. This attack will hit its target and any other people in a 5yd radius for a large amount of damage, also applying a DoT, that ticks for around 4k for 8 seconds. For this reason ranged should ensure they aren't in close proximity to any other member, and healers will need to keep track of who has been hit and keep heals up on them until the DoT is over.

As mentioned, DPS is key in this phase due to the large amout of damage the tank(s) is taking, so its best to get through it as quick as possible, so use any cooldowns now, as they should also be available again for phase three.


Phase Two.
There is a few second gap between the end of phase one, and the beginning of phase two, so if you're low in health, bandage up (to help out healers, as its quite a long fight). The Tank and Melee should move out of the middle of the room now, as the bombs on the floor will eventually blow up, and also as this is where the boss comes up from.

Mimiron comes up in a large gun turret, the VX-001 Anti-personnel Assault Cannon. This phase has no tanking and no aggro.

The Melee and Tank will again possition themselves being the boss and start DPS.

The turret spins back and forth rapidly in a random pattern firing bullets that damage anyone in front of it. If it turns toward the Melee, they can run right through it to get behind it again. The ranged should move to avoid this also. Never let yourself stand in the path of fire if possible.

The most important thing to avoid in this phase however are the rockets. A rocket will get launched into the air and takes four seconds for it to land. When it lands it does five million damage to anyone standing there.
Watch for the red circle on the ground marking its landing spot, and move away.

The other ability he has is easy to avoid. He will start firing a Laser Barrage (you will see Spinning Up being cast, with Laser Barrage following) and slowly rotate in a clockwise direction. The lasers are probably going to kill you if they hit you, but it is very easy for everyone to get behind the cannon, moving slowly round as it rotates. Remember to watch for rockets during this though.

The whole raid will take AoE fire damage during this phase due to Heat Wave, but it is healable.


Phase Three.
In this phase Mimiron gets into a flying contraption, the Aerial Command Unit, and hovers over the combat shooting Plasma Balls at its top aggro target. Melee cannot reach it the boss and therefore, he gets tanked by a ranged class with a fair amount of health (typically a warlock or hunter).

Its required to get full DPS on the boss then, to bring him down to the ground.

There are three types of adds that spawn during this phase.

The Bomb bots explode when they die upon impact with their target, so everyone must ensure they are well out of range of them if they go off.
There are two common ways the Bomb bots are dealt with. Some strategies put a tank off to one side to taunt the bomb bots and up soak their on damage, whilst others have the ranged DPS (and melee, as long as they're not the target) switching to them and nuking them down.

The other adds are where the main focus for melee will be, with ranged either helping on some bots, or DPSing the boss. The Trash Bots that spawn can be mostly ignored. The tank will be picking these up and they will die from incidental damage (AoE attacks, etc).

The Assault Bots however should get DPSed down quickly.

The reason they get burned down is that when they die you can loot them for a Magnetic Core. When a Magnetic Core is placed underneath the hovering Aerial Command Unit, then Mimiron gets temporarily pulled down to the ground where melee can attack it.

Its easiest if a melee class is on Core duty. When the Assault Bot dies, it should be quickly looted (make sure loot is on Free For All), and place it under Mimiron.

When the boss comes to the ground he only stays there for a few seconds, so use trinkets and cooldowns when you attack. Be careful with too much AoE though as if there are bomb bots nearby and you hit them they could blow up.

Repeat this until the boss dies and then clean up any remaining adds before Phase four starts.


Phase Four
When phase four begins all three of the previous bots (Leviathan MKII, Aerial Command Unit, and VX-001 Assault Cannon) come back out and join into one huge robot called V-07-TR-0N. Fortunately, they are all at 50% health. Unfortunately, you have to fight all three at once.

However, the FL MKII (bottom section) won’t do his massive Plasma Blast on the tank anymore! It still does the Shock Blast that requires you to run out, and still drops the mines that you have to watch out for.
The Anti-Personnel Cannon (mid-section) still does its Laser Barrage and still fires Rockets into the air, but no longer casts the AoE Heat Wave. The Aerial Command Unit still fires plasma balls at its top aggro target but doesn’t drop bots in this phase.

The abilities need to be controlled and dealt with as they were in their original phases (still run out for Shock Blast, Avoid Laser Barrage, etc) with the raid standing either directly behind or directly in front of the main tank for ease of movement on some abilities. Ranged outside the land mines, Melee inside as before.

The main tank needs to pick up the MKII the same as in Phase 1. The ranged tank needs to pick up the Aerial Command Unit the same as in Phase 3. The ranged should focus on the top and middle sections of the boss, with the melee focused on the bottom and middle sections. The only catch is, they each have to die within 10 seconds of one another, so try and DPS them down evenly, either switching between the two you're DPSing, or by having a different group for each section, helping other groups out when your section is almost dead.

All in all, a very very challenging encounter.
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Byakuay





Joined: 17 Jul 2009
Posts: 61

PostPosted: Mon Oct 12, 2009 6:51 am    Post subject: Reply with quote

As a side note, melee can attack the head if either the bottom or middle of the final robot are hit with Baby Spice (bottom is best as it can become hard to see the direction for Spinning Up if the middle is made smaller)
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Contorta





Joined: 16 Jul 2009
Posts: 22
Location: Kettering, Northamptonshire

PostPosted: Mon Oct 12, 2009 6:16 pm    Post subject: Reply with quote

Sounds... fun.

W0o!
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