Archive for June 10, 2009

Ignis the Furnace Master

Posted in Uncategorized on June 10, 2009 by spydermenace

Welcome to Ulduar! So you’ve beaten Flame Leviathan and you’re now looking ahead to the courtyard. Congratulations.

Welcome to what used to be the most annoying trash in Lich King. The two molten giants are raid wipers, even after the nerf.  Split them far apart (usually take the left where it stands and the right back to the steps down to Razorscale). They have a pyroblast and an earthquake that does significant damage and is a 4sec silence. HoTs and shields on the tanks will be really helpful for those times. Stack the raid and burn one down quickly, but ensure only a few people get hit by the 2nd earthquake. If the whole raid gets hit by both, it’ll likely kill many.

Next pulls are 2 fire revenants. They come as a pair and both have a flame tornado called “Superheated Winds”. Its a tornado that’ll follow raid members for 5-10sec and if it hits you, tosses you in the air and ticks for about 3k a hit every second.  Quite simply, if you get cornered you’re probably going to die so keep your bearings.

Last packs are 2 golems a la Searing Gorge. They have a charge so melee range is ftw and a flame breath that only the tanks should eat and on the whole aren’t very problematic. On to the boss!

From a healing perspective, there are a few things you need to be aware of. I’ll outline the fight on the whole first then get to specifics. The fight centers on 3 main abilities: scorch, flame jets and constructs.

The scorch is basically a frontal breath attack that will literally scorch the ground in front of the boss. It will stay lit for about 20-30sec.

Flame jets is an AoE ability on a 2-3sec cast that tosses the whole raid in the air for about 5-9k fire damage with a DoT component when you land (damage varies from the 10 to 25man version). This ability WILL INTERUPT SPELLCASTING. It is also important to note that if interupted, you will be locked out of that school for 6-8seconds depending on talents and classes.

Lastly, the constructs are adds the boss will summon every 30-45sec (again, depending on 10 or 25man version) that will need to be tanked and then kited into the scorch on the ground. Once on the scorched ground, the add will get a stacking debuff, when it reaches 10 stacks the construct becomes MOLTEN and will DROP AGGRO. Often the OT will taunt too early and the add will run to a healer and cause problems (when molten, it has a fire aura similar to the immolation effect of an infernal). The last thing to mention about the adds is how to remove them. Once molten, they need to be dragged to the pools to the North or South, hitting the water will make a molten construct brittle and a single 5k hit will shatter them. Healers beware, an OT who is too close to the shatter will take 10-15k physical damage when it explodes.

A minor annoyance of the fight is the slag pot. Periodically, Ignis will grab a raid member and throw them in the pot dealing about 2-5k damage a second or so for 10seconds, then they’ll get thrown out and recieve a haste buff for 10seconds. Simply having the targeted member call it out is an easy way to deal with it. A single healer can easily keep up the person in the pot (NOTE: You can heal yourself if you get thrown in)

The positioning on this fight can vary, but I would recommend using the 4 points method with the raid in the middle. This is often the method we use in Eventide, and shown well through our (Ciderhelm’s) video.

As a healer, don’t get interupted by flame jets and make sure your OT knows when to taunt the molten mobs. 2 MT healers, 2 raid healers and 1 OT healer should be suffecient for the fight. Best of luck and enjoy.

~Q

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