Tagged: Blackrock Foundry

OregorgerHey guys I’m Mezzy and welcome to this warlords of draenor raiding guide. Today we’ll be taking a look at Oregorger in Mythic Blackrock Foundry. This video will focus on the changes to the mythic encounter, so if you don’t know the heroic mechanics check out our guide in the annotation.

On mythic you’ll have to deal with increased health and damage, as well as some small changes. First and foremost is that in phase one Blackrock Barrage will now have 5 charges instead of 3. This means that you’ll need 5 interruptors to deal with this. It’s very important that they all get interrupted because each successful cast will still waste 5 mana and deal a chunk of damage to your raid. You will only have 3 phase ones to deal with the oregorger before he enrages so you’ll want every extra second you can get.

The Acid Torrent does a lot of damage and you should be getting 7 to 8 casts per phase 1. As such you’ll want to use a cooldown for every single one of the torrents to reduce the damage not just on your tanks but on your raid as a whole.

You’ll still deal with the rest of the abilities in the same way. For Retched Blackrock, move as a group around the walls. And of course as a melee move away from the Explosive Shard.

In phase 2 you’ll have to deal with a new ability. Every time the oregorger bumps into a wall he will leave behind an Unstable Slag. If the oregorger hits the same spot again, that slag will explode, shooting a wave of fire in every direction. If that fire hits another unstable slag, that one will explode as well. Think of it like a bomber man minigame. Obviously the fire does damage and you’ll want to avoid it by moving into a hallway it won’t move to. At the same time, keep an eye on the Oregorger because you’d rather get hit by fire than by the boss.

To end the phase as quickly as possible and to reduce the amount of unstable slag there is around we divided the area up into 4 quarters. Every group in the raid was assigned one of them, and the blackrock crates in those had their priority. Once those crates were dead, they could of course help other quarters.

When you transition back to phase 1 the unstable slag will stay around, so in the second phase 2 expect more unstable slag explosions and dodging of fire.

I cannot stress enough how important it is to keep interrupting the blackrock barrages as it is the single most important element of phase 1 next to dealing with acid torrents. This is a potentially frustrating boss to progress on so good luck!

If you liked this raiding guide, please comment, subscribe and click the like button! If you would like to keep up with when new videos come out but you don’t have a youtube account you can follow us on twitter or facebook, at twitter.com/bbmezzy or facebook.com/wowweekly. Also be sure to check out our website wowweekly.net where you can find written content as well. For now I’m Mezzy and I’ll see you again next time.

Beastlord DarmacHey guys I’m Mezzy and welcome to this warlords of draenor raiding guide. Today we’ll be taking a look at Beastlord Darmac in Mythic Blackrock Foundry. This video will focus on the changes to the mythic encounter, so if you don’t know the heroic mechanics check out our guide in the annotation.

This encounter has a multitude of changes. Other than the expected damage and health increases, the beastlord will also dismount his mount once it reaches 40% health, meaning your tanks will have to tank both mount and master 3 times. Besides that, the Beastlord gains a new mount once he reaches 25% health.

To start off, due to the increased overall damage you’ll be killing the mounts in a different order compared to our original heroic guide. You’ll want to kill Cruelfang first, then Dreadwing and finally Ironcrusher. This is because Tantrum does so much damage now you want to reduce the amount of Tantrums you have to heal through, whereas you can avoid a lot of the damage Dreadwing brings to the table.

The beastlord will still mount his mounts at 85%, 65% and 45% health. Once each of the mounts reaches 40% health he will dismount them. You will want one tank to tank the beast, while the other tanks the beastlord. Your dps should focus on killing the beast as soon as possible. Other than this not much changes for the first 3 mounts.

There is one mythic change you need to be aware of though. The pack beasts will now increase their damage and movement speed over time. So these will need to be killed as soon as they spawn because they will start hurting. Have your hunters misdirect them to a tank so that they do not run wild and kill off random members in your team. Stunningthe pack beasts to reduce damage on your tanks is recommended, especially later in the fight.

Now obviously so far, as I’ve described it not much changes for a big part of the fight. While mechanically this is true, everything hurts so much more and you need to avoid taking as much damage as possible.

When you start dealing with Rend and Tear, you need to make sure that your raid doesn’t take a ton of stacks because your healers will not be able to keep up. If someone that’s not a tank reaches 2, 3 or even more stacks something needs to change. You can use a paladin’s blessing of protection to get rid of the stacks but you’d rather not have to resort to that.

When you start dealing with the Inferno Breath, you need to not only make sure you have a good spread but if your area gets targeted you have to move out of it as soon as possible to not get more than 1 stack of the debuff. And speaking of debuffs, Conflagration will target 3 players and you’ll want that to be dispelled off of them all quickly. As a baseline you could assign a group per healer to dispell the Conflagration off.

And then there’s the Tantrum. Your healer team will know best, but it’s almost inevitable to have to use a raid healing cooldown for every Tantrum. Personal cooldowns and amplify healing will of course help too.

When you’re battered and bruised and reach 25%, the Beastlord will call upon his newest beast: Faultline. Faultline will spawn at the big gates opposite of the entrance to the room. Because this is a new mount, the boss will not dismount him at 40%, which is quite a relief.

His first ability is Heavy Smash. This is basicly a cleave like on Kromog, which makes the tanks stack on to of each other while the clefthoof is up.

His next ability is Unsteady which deals damage to the entire raid and slows them by 50%. The slow can be a killer due to Cannonball Barrage. The boss will fire cannonballs into the air and they will deal damage whereever they land. You can see where they will land due to the red swirls on the ground. You’ll obviously have to move out of these swirls before the cannonballs land, which is why a 50% movement speed decrease is not the best news you can get.

Faultline’s most important ability, as it will carry over to the Beastlord when he dies is Epicenter. Faultline will cast this regularly, causing an earthquake to spawn beneath him. This will deal damage to and slow anyone in the Epicenter. This means the tanks will have to move Faultline around the room and use the space as effectively as possible. To deal with this we had the first 3 or 4 Epicenters placed next to each other near his spawn point. After that we had Faultline or the Beastlord move through the middle so that we had as much space left over for our team. Pay special attention to the movement of the tanks in the video once we reach the Faultline phase.

The final ability that Faultline has, which also carries over to the Beastlord is Unstoppable. This acts as a softenrage and regularly increases the damage done of the Beastlord or Faultline by 10%.

Due to the tanks having to move around the room at this stage of the fight, misdirecting the pack beasts to the tanks becomes increasingly important because you do not want to have them attacking your raid.

Once the Clefthoof dies, the beastlord’s remaining health will double and it’s a race against the clock to kill him before he kills you. Use heroism, use personal cooldowns as needed, continue to kill the pack beasts and do not, I repeat, do not get hit by spears as that will mean certain death at this stage in the encounter. There are so many sources of damage at this point that you need to avoid as much as you can.

Once the beastlord himself reaches 0% health, he will actually die and the encounter will be over. As you advance in this fight, it will become increasingly difficult and it will challenge you to maximise your damage, healing and minimize your damage taken. Good luck with bringing these guys down!

If you liked this raiding guide, please comment, subscribe and click the like button! If you would like to keep up with when new videos come out but you don’t have a youtube account you can follow us on twitter or facebook, at twitter.com/bbmezzy or facebook.com/wowweekly. Also be sure to check out our website wowweekly.net where you can find written content as well. For now I’m Mezzy and I’ll see you again next time.

KromogHello everyone, welcome to another Warlords of Draenor raiding guide. I’m Myln and Today we’ll be taking a look at Kromog in Mythic Blackrock Foundry. This video will focus on the changes to the mythic encounter, so if you don’t know the heroic mechanics yet, make sure to check out our guide in the annotation.

On mythic mode the increased health and damage matter a lot. So much so in fact that it won’t be unusual to use raid healing cooldowns during stone breath. During Runes of Grasping Earth phase you want to assign your raid group to specific runes as you need to maximise the damage output to destroy the hands as quickly as possible. This is because Kromog’s only new ability and change to the encounter can happen right after the normal rune phase ends.

The new ability is called Trembling Earth. During this phase you will get spikes spawning randomly – just move out when you see shaky ground beneath you and you should be fine. But more importantly Kromog will cause big pillars to spawn 1 at a time. These pillars will appear on the left, in front and to the right side of the boss, but the order in which they spawn is totally random.

These pillars have a good chunk of health and need to be dealt with before the phase ends. Which means when the third pillar spawns, you will have very little time to get rid of it. At this point, this is what we suggest you do: When the first pillar appears you want all your dps focusing it right away, when the second appears you want all dps to switch to it except for the group assigned to the first pillar; and when the last one appears, just nuke as fast as you can. You probably want to use some cooldowns at this point since you have only a short amount of time to destroy it.

You will notice that only the upper-part of the pillars is destroyed; the lower part is needed for the next phase and we’ll get to that in a moment. Once you take care of all the pillars you’ll reach the next phase when Kromog will cast: Call of the Mountain. This ability will 1-shot you if you don’t get behind the remaining pillars. And here’s why they don’t completely disappear when you destroy them. So for now, just just get cover behind them and you’re safe. After he casts Call of the Mountain, Kromog will face one of the pillars and use Rippling Smash to destroy it before doing his next Call. So you’ll need to stand behind each of the pillars in order to survive and continue with the encounter.

For the Rune of Trembling Earth Phase you could assign your dps as follows:
– When the first pillar spawns all dps should dps it
– When the second pillar spawns groups 2 and 3 should dps it
– When the third pillar spawns group 3 should dps it

In our Boss kill, we had Mages in group 3 as they had the highest burst damage. If you are missing dps to kill the pillars in time, save up your cooldowns and use them during this phase. but don’t use Heroism or Bloodlust as you need it when the boss reaches 30% health.

You can optimize your raid positioning for the runes of grasping hands phase using the Exorsus Raid Tools addon. This addon allows you to assign raid members to specific runes so they know exactly which ones to take.

Once you’ve optimzed your dps for both rune phases and have had a bit of practise on this fight, you’re sure to get Kromog down in no time.

If you liked this raiding guide, please comment, subscribe and click the like button! If you would like to keep up with our new videos come out but you don’t have a youtube account you can follow us on twitter or facebook, at twitter.com/bbmezzy or facebook.com/wowweekly. Also be sure to check out our website wowweekly.net where you can find written content as well. For now I’m Myln and I’ll see you again next time.

Flamebender Ka'grazHey guys I’m Sulya and welcome to this warlords of draenor raiding guide. Today we’ll be taking a look at Flamebender Kagraz in Mythic Blackrock Foundry. This video will focus on the changes to the mythic encounter, so if you don’t know the heroic mechanics check out our guide in the annotation.

This is probably the easiest boss in mythic compared to it’s heroic counterpart. In mythic, as you can expect, everything has more health and does more damage. However the 2 encounter changes are both related to the wolves. First off the fire lines between the wolves will now empower the weapons if they touch them. So obviously you’ll want to prevent this from happening.

Second of all when the wolves spawn, 4 of them will now spawn with 3 out of the 4 fixating on random ranged players. To deal with both the mythic changes you will want to tank the Flamebender more in the middle of the room as opposed to at the forge. Secondly, whenever someone gets fixated by the wolves they should run into the melee and use a personal cooldown to reduce the damage they take from their fixated wolf.

By having all of the wolves in the middle you can AoE them down and kill them as quickly as possible. Should the overheated wolf change, you will obviously still want a tank swap, and you’ll need cooldowns for those flame breaths. When it comes to the fixated ranged players, we assign a healer to each fixated player so that they don’t die in the process. As soon as a wolf doesn’t fixate on you anymore, run out of the melee because you still have the lava slash to deal with from heroic.

At 100 energy you will now want to have all of your raid move into melee so that your AoE heals are a lot more effective. Use a raidwide cooldown to reduce the damage or increase your healing. When the flamebender reaches 100 energy, 2 players should still have the Blazing Radiance debuff. These will need to stay out of the middle until the debuff fades. This means they will require extra attention from the healers so that they don’t die from the combined damage of the debuff and firestorm.

Once the firestorm ends, of course move back into range. Other than that, everything is still the same. If you’ve killed hans and frans, this encounter should be a piece of cake.

If you liked this raiding guide, please comment, subscribe and click the like button! If you would like to keep up with when new videos come out but you don’t have a youtube account you can follow us on twitter or facebook, at twitter.com/bbmezzy or facebook.com/wowweekly. Also be sure to check out our website wowweekly.net where you can find written content as well. For now I’m Sulya and I’ll see you again next time.

Frans'gar and FranzokHey guys I’m Sulya and welcome to this Warlords of Draenor raiding guide. Today we’ll be taking a look at Hans’gar and Franzok in Mythic Blackrock Foundry. This video will focus on the changes to the mythic encounter, so if you don’t know the heroic mechanics check out our guide in the annotation.

On Mythic mode this encounter requires plenty of coordination, so we’ll take it one step at a time.

There is now another environmental ability called Smart Stampers. This will activate shortly after the start of the fight, after the Searing Plates phase and after the regular Pulverizing Stampers phase.

These stampers are called Smart, because they will press down on wherever players are standing. When the Smart Stampers activate, the segments on which players are standing will start to light up. After 8 seconds a stamper will crash down onto that segment and will stay down for some time. So you will want to move to the next segment before this happens.

To deal with this, and you should definitely pay attention to how we do this in the video as well, we have 2 groups of 10 people. Each group has access to 2 rows of the encounter area and the groups stay on the same segments relative to each other. So when the Smart Stamper phase is about to start we have groups 1 and 2 on a segment in the third row and groups 3 and 4 on the same segment in the first row.

5 seconds after the segment starts to glow, the raid leader calls out next, and everyone moves to the segment to the right. Again we wait 5 seconds, wait for the raid leader’s call and move over. Rinse and repeat until you hit one of the transition phases from heroic mode.

If someone accidentally activates a segment too far, you can have the raid leader call out “move 2” so that the entire raid can move 2 segments and is still in the same position relative to each other.

The second change in this encounter is that body slam hurts like a truck, but it’s damage is now shared among everyone who gets hit by it. This means that during the smart stamper phase you’ll automatically deal with it because you have 2 sets of players moving as a group. However in the regular phases from heroic your 2 clumps of people will need to keep close together to share the damage then as well.

All stampers in this encounter will now 1shot you, so you’ll certainly have to perfect not getting hit by the stampers in the regular stamper phase. In both the Searing Plates and normal stampers phases new patterns have been added.

In the Searing Plates phase, 4 plates can spawn at a single time, meaning there will only be 1 line that will be safe. During the normal stampers it won’t be unusual that a lot of the segments will be covered. We’ve got multiple markers as safe spots, which indicate places where there should always be 1 safe segment.

After you finish watching this video, check out our extra Mythic Hanz und Franz Presser Dodging, which I originally recorded for my guild. In it you can see how little you actually have to move to dodge the normal pressers.

While progressing through this encounter we found that the normal presser phase was the most deadly. It starts around 53% and ends around 38%. We found it was best to use heroism at this point, so that we could get through it as quickly as possible. Now that we have it on farm, we use heroism at 25%.

This fight just comes down to movement so it’ll just take your team practice to get used to the waves and motions of this fight.

To conclude this guide the following is the phase organization of this encounter:

10 seconds after the start of the encounter to 85% health you’ll have to deal with smart pressers.
85% to 69% health you’ll have to deal with Searing Plates.
69% to 53% you’ll have to deal with smart pressers.
53% to 39% you’ll have to deal with regular pressers.
39% to a rough 25% you’ll have to deal with smart pressers.
And finally 25% to 0% you’ll have to deal with Searing Plates and then regular pressers.

If you liked this raiding guide, please comment, subscribe and click the like button! If you would like to keep up with when new videos come out but you don’t have a youtube account you can follow us on twitter or facebook, at twitter.com/bbmezzy or facebook.com/wowweekly. Also be sure to check out our website wowweekly.net where you can find written content as well. For now I’m Sulya and I’ll see you again next time.