Boss Strategy
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Boss Strategy
Introduction
The Flame Leviathan is a construction of Mimiron, a siege tank equipped with powerful defences who guards the way into the interior of Ulduar. After players lay siege to the front of the complex they must defeat the Flame Leviathan to win passage to the Colossal Forge, the Scrapyard, and Razorscale's Aerie. This fight is completed using the siege vehicles given to the raid by Brann Bronzebeard's forces at the front of the instance. Normal players are quickly killed by Flame Leviathan's powerful fire aura and only the abilities of the siege vehicles are able to bring the boss down.
A large part of this strategy guide is spent discussing the abilities of the various vehicles (and their riders) before getting to how to actually tackle the Flame Leviathan. Understanding how your weapons operate is just as important to this fight as the rest of the strategy - Flame Leviathan himself is pretty simple, but getting used to an entirely new set of abilities is not.
Flame Leviathan has ~15.5 million HP.
Player Vehicles
The players have three types of vehicles available to them: Siege Tanks, Demolishers, and Choppers (i.e. motorcycles).
***YOU MUST UNDERSTAND ALL ABILITIES OF ALL VEHICLES***
Siege Tanks
Siege Tanks have one driver and one gunner slot apiece. The driver controls the tank's movement while the gunner operates the main turret on top of the tank. The hit points of the tank are raised depending on the hit points of the driver. Hit points are for the entire tank - the gunner slot appears to have its own HP bar, but cannot actually be damaged or die. This vehicle demolishes towers as you clear the gauntlet and kites the Flame Leviathan.
Driver Abilities
- Ram: 15 yard range, 4 second cooldown, instant. Rams any enemies in front of the demolisher, dealing 5,400 to 6,600 damage and knocking them back. Also deals 2,850 to 3,150 siege damage to buildings.
- Electroshock: 38 energy, 10 second cooldown, instant. Shocks all targets within a 25 yard cone in front of the caster. It also interrupts spellcasting and prevents any spell in that school from being cast for 4 seconds.
- Steam Rush: 40 Energy, 15 second cooldown, instant. Put the steam engine into overdrive for a short duration, rushing forward, dealing siege damage and knocking back enemies.
Gunner (Passenger) Abilities
- Anti-Air Rocket: 10 energy, 1000 yard range. Instant, 0.25 sec cooldown. Fires an explosive missile directly forward, detonating when it has travelled 100 yards, hitting any enemies within 10 yards.
- Fire Cannon: 20 Energy (Steam Power), 10-70 yard range, Instant. Fires a cannon blast.
- Shield Generator: Activates the shield generator on the Siege Engine, absorbing a limited amount of Physical, Fire, Frost and Arcane damage taken for 5 sec. 1 minute cooldown.
Demolishers
Demolishers have one driver slot and a mechanic slot. The driver controls the Demolisher's movement and main gun, while the mechanic slot has a small cannon and a grappling hook to retrieve ammo. The mechanic's seat (like the siege tank gun) appears to have a separate hit point bar, but cannot actually be damaged independently from the Demolisher itself. This vehicle moves slowly but has ranged attacks and can even catapult its passengers.
It can carry a passenger, who can grapple the pyrites from the ground and loads them one by one as abilities that deplete them are used. The primary use for them is giving 10 charges to the big nuke.
Driver Abilities
- Hurl Boulder: 10-70 yard range, instant. Hurls a massive boulder into the distance, dealing 13.5k to 16.5k damage to enemies within 8 yards of the target.
- Hurl Pyrite Barrel: 5 Pyrite, 10-70 yard range, instant. Hurls an orb of blue pyrite into the distance, dealing 27k-33k damage, but consumes ammo.
- Ram: 15 yard range, 4 second cooldown, instant. Rams any enemies in front of the demolisher, dealing 8,550 to 9,450 damage and knocking them back. Also deals 2,160 to 4,640 siege damage to buildings.
- Launch Passenger: launches the Demolisher's passenger into the air.
Mechanic (Passenger) Abilities
- Anti-Air Rocket: 10 energy, 1000 yard range. Instant, 0.25 sec cooldown. Fires an explosive missile directly forward, detonating when it has travelled 100 yards, hitting any enemies within 10 yards.
- Fire Cannon: 20 Energy (Steam Power), 10-70 yard range, Instant. Fires a cannon blast.
- Shield Generator: Activates the shield generator on the Siege Engine, absorbing a limited amount of Physical, Fire, Frost and Arcane damage taken for 5 sec. 1 minute cooldown.
Choppers
Salvaged Choppers are the utility machines of this fight. They are used to ferry Demolisher mechanics back from Flame Leviathan and can move around the battlefield incredibly quickly. They can carry one passenger at a time, who has no abilities. They have a 100 energy rogue-style bar for their abilities. Passengers are protected from damage while riding in the Chopper sidecar, which shares a hit point bar with the Chopper (like the side slots of all the other vehicles).
Chopper Abilities
- Sonic Horn: Instant, 20 energy. Sends a wave of force in front of the motorcycle, causing 3150 to 3850 damage to all enemy targets within 35 yards in a frontal cone.
- Tar: Instant, 15 second cooldown. Drops a pool of tar for 45 seconds that slows the movement speed of enemies wihtin 10 yards. Tar can be ignited. Lasts for 45 seconds
- Speed Boost: Instant, 50 energy. Fires the fuel injectors on the bike, increasing its speed by 100% for 5 seconds. (no cooldown)
First Aid Kit: Heals the passenger of the Chopper.
The Fight, and Setting Your Difficulty
The trash portion of the fight begins when you tell either Brann Bronzebeard or the Lore-Keeper of Norgannon that you're ready. This makes the vehicles usable, although no mobs will attack you until you leave the starting area. If you speak to Brann Bronzebeard, the fight is automatically set to "easy mode." If you talk to the Lore-Keeper of Norgannon, the fight is set to hard mode by default, and destroying individual towers will remove those powers/benefits from the Flame Leviathan fight. At any time, you can see which powers/benefits Flame Leviathan has by looking at the gemstones in his fight area; those that are lit are activated, with green representing Freya, blue Hodir, yellow Thorim, and red Mimiron.
The Gauntlet
Once you are in your vehicles, you leave the entrance and head north. Nothing is likely to kill you as their damage is very low and it's mostly a speed bump. The AE abilities of the Choppers and Demolishers make fast work of the small mobs. There are flying copter mobs that need to be dealt with by anti-air abilities like the Siege Tank passengers' Anti-Air rockets, and gnomish Mechanostriders that have large amounts of HP and fire lasers at the raid.
One thing to note: the Iron Colossus mobs cast Ground Slam. It's a 7-second, interruptable cast, that deals a lot of damage. The Siege engines can interrupt it, or you can outrange it.
As you progress, the Siege Engines and Demolishers should be destroying the towers, since this stops the dwarves from continuing to spawn from that tower. There's no need, however, to clear the entire area unless you want to: any remaining mobs will leave you alone and will not add when you engage Flame Leviathan.
At the end of the gauntlet, on the right, is a repair circle. Run your vehicles over it to get healed to full before you engage the final packs before the boss.
Repair now, because the circle gets blocked off and cannot be used during the boss fight.
In addition stock up on Liquid Pyrite before you pull the last pack: shoot the flying pyrite barrels out of the air and have the Demolishers' passengers use Grab Crate to stock up on five barrels.
The Flame Leviathan
Shortly after the last Iron Colossus dies, Flame Leviathan will come out.
Your motorcycles should drop tar in front of the door and your Demolishers should ignite it so he takes damage immediately (this also makes him activate immediately.)
Flame Leviathan Abilities
On the pull, and every 30 seconds thereafter, he will switch targets to a siege vehicle or demolisher, mark them, and follow them around.
He has a soft enrange due to Gathering Speed. You have to kite him, thanks to Battering Ram, and it becomes harder and harder to get away from him even with help from Steam Rush.
- Flame Vents: Inflicts 15000 Fire damage to enemies around the caster per second. Interruptable.
- Battering Ram: a melee range attack, Rams the target, dealing damage and knocking it forward. Debuffs them with "Battering Ram": Damage taken increased by 100%.
- Gathering Speed: periodically he moves a bit faster by gaining another stack of this buff. The stack is reset when he is stunned by Overload Circuit.
He also fires rockets constantly at the raid, doing about 700 damage each time they land (about once every 1-2 seconds)
- He has 4 turrets with 64,000 HP (25-man). Passengers in the demolisher can be launched at him where they can destroy the turrets and then hit the Overload Circuit: stuns Flame Leviathan and causes him to take 50% more damage for 10 seconds.
Fight Tactics
Siege Tactics
The fight is the Siege Engines kiting him, keeping in front of him with Steam Rush as necessary. If you get too close, he will hit you with Battering Ram, and its debuff stacks.
Every 30 seconds he will switch targets to another siege vehicle, mark them, and follow them around. If you do not have two siege vehicles active then he will pick a different unit.
Use Electroshock to interrupt Flame Jets. It helps reduce the damage done to the Choppers and Demolishers when they're in range. He will cast two jets in between every target switch, so you can use the pattern of "shock shock run" and substantially reduce both raid damage and the risk to yourself.
Chopper Tactics
Work with your Siege Engine drivers to establish a kiting path, and drop Tar in it. This slows him slightly, and also deals significant damage when ignited.
You can use Sonic Horn while Tar is on cooldown to deal additional damage.
You have very low health, so be careful to never get hit by Battering Ram and avoid excess Flame Jets damage.
Demolisher Tactics
Your passenger needs to use Reload Ammo to charge up Hurl Pyrite Barrel, which deals significant damage.
If you are destroying turrets, you will also want to get your passenger up onto Flame Leviathan and then be ready to pick them back up again later.
The Flame Leviathan is a construction of Mimiron, a siege tank equipped with powerful defences who guards the way into the interior of Ulduar. After players lay siege to the front of the complex they must defeat the Flame Leviathan to win passage to the Colossal Forge, the Scrapyard, and Razorscale's Aerie. This fight is completed using the siege vehicles given to the raid by Brann Bronzebeard's forces at the front of the instance. Normal players are quickly killed by Flame Leviathan's powerful fire aura and only the abilities of the siege vehicles are able to bring the boss down.
A large part of this strategy guide is spent discussing the abilities of the various vehicles (and their riders) before getting to how to actually tackle the Flame Leviathan. Understanding how your weapons operate is just as important to this fight as the rest of the strategy - Flame Leviathan himself is pretty simple, but getting used to an entirely new set of abilities is not.
Flame Leviathan has ~15.5 million HP.
Player Vehicles
The players have three types of vehicles available to them: Siege Tanks, Demolishers, and Choppers (i.e. motorcycles).
***YOU MUST UNDERSTAND ALL ABILITIES OF ALL VEHICLES***
Siege Tanks
Siege Tanks have one driver and one gunner slot apiece. The driver controls the tank's movement while the gunner operates the main turret on top of the tank. The hit points of the tank are raised depending on the hit points of the driver. Hit points are for the entire tank - the gunner slot appears to have its own HP bar, but cannot actually be damaged or die. This vehicle demolishes towers as you clear the gauntlet and kites the Flame Leviathan.
Driver Abilities
- Ram: 15 yard range, 4 second cooldown, instant. Rams any enemies in front of the demolisher, dealing 5,400 to 6,600 damage and knocking them back. Also deals 2,850 to 3,150 siege damage to buildings.
- Electroshock: 38 energy, 10 second cooldown, instant. Shocks all targets within a 25 yard cone in front of the caster. It also interrupts spellcasting and prevents any spell in that school from being cast for 4 seconds.
- Steam Rush: 40 Energy, 15 second cooldown, instant. Put the steam engine into overdrive for a short duration, rushing forward, dealing siege damage and knocking back enemies.
Gunner (Passenger) Abilities
- Anti-Air Rocket: 10 energy, 1000 yard range. Instant, 0.25 sec cooldown. Fires an explosive missile directly forward, detonating when it has travelled 100 yards, hitting any enemies within 10 yards.
- Fire Cannon: 20 Energy (Steam Power), 10-70 yard range, Instant. Fires a cannon blast.
- Shield Generator: Activates the shield generator on the Siege Engine, absorbing a limited amount of Physical, Fire, Frost and Arcane damage taken for 5 sec. 1 minute cooldown.
Demolishers
Demolishers have one driver slot and a mechanic slot. The driver controls the Demolisher's movement and main gun, while the mechanic slot has a small cannon and a grappling hook to retrieve ammo. The mechanic's seat (like the siege tank gun) appears to have a separate hit point bar, but cannot actually be damaged independently from the Demolisher itself. This vehicle moves slowly but has ranged attacks and can even catapult its passengers.
It can carry a passenger, who can grapple the pyrites from the ground and loads them one by one as abilities that deplete them are used. The primary use for them is giving 10 charges to the big nuke.
Driver Abilities
- Hurl Boulder: 10-70 yard range, instant. Hurls a massive boulder into the distance, dealing 13.5k to 16.5k damage to enemies within 8 yards of the target.
- Hurl Pyrite Barrel: 5 Pyrite, 10-70 yard range, instant. Hurls an orb of blue pyrite into the distance, dealing 27k-33k damage, but consumes ammo.
- Ram: 15 yard range, 4 second cooldown, instant. Rams any enemies in front of the demolisher, dealing 8,550 to 9,450 damage and knocking them back. Also deals 2,160 to 4,640 siege damage to buildings.
- Launch Passenger: launches the Demolisher's passenger into the air.
Mechanic (Passenger) Abilities
- Anti-Air Rocket: 10 energy, 1000 yard range. Instant, 0.25 sec cooldown. Fires an explosive missile directly forward, detonating when it has travelled 100 yards, hitting any enemies within 10 yards.
- Fire Cannon: 20 Energy (Steam Power), 10-70 yard range, Instant. Fires a cannon blast.
- Shield Generator: Activates the shield generator on the Siege Engine, absorbing a limited amount of Physical, Fire, Frost and Arcane damage taken for 5 sec. 1 minute cooldown.
Choppers
Salvaged Choppers are the utility machines of this fight. They are used to ferry Demolisher mechanics back from Flame Leviathan and can move around the battlefield incredibly quickly. They can carry one passenger at a time, who has no abilities. They have a 100 energy rogue-style bar for their abilities. Passengers are protected from damage while riding in the Chopper sidecar, which shares a hit point bar with the Chopper (like the side slots of all the other vehicles).
Chopper Abilities
- Sonic Horn: Instant, 20 energy. Sends a wave of force in front of the motorcycle, causing 3150 to 3850 damage to all enemy targets within 35 yards in a frontal cone.
- Tar: Instant, 15 second cooldown. Drops a pool of tar for 45 seconds that slows the movement speed of enemies wihtin 10 yards. Tar can be ignited. Lasts for 45 seconds
- Speed Boost: Instant, 50 energy. Fires the fuel injectors on the bike, increasing its speed by 100% for 5 seconds. (no cooldown)
First Aid Kit: Heals the passenger of the Chopper.
The Fight, and Setting Your Difficulty
The trash portion of the fight begins when you tell either Brann Bronzebeard or the Lore-Keeper of Norgannon that you're ready. This makes the vehicles usable, although no mobs will attack you until you leave the starting area. If you speak to Brann Bronzebeard, the fight is automatically set to "easy mode." If you talk to the Lore-Keeper of Norgannon, the fight is set to hard mode by default, and destroying individual towers will remove those powers/benefits from the Flame Leviathan fight. At any time, you can see which powers/benefits Flame Leviathan has by looking at the gemstones in his fight area; those that are lit are activated, with green representing Freya, blue Hodir, yellow Thorim, and red Mimiron.
The Gauntlet
Once you are in your vehicles, you leave the entrance and head north. Nothing is likely to kill you as their damage is very low and it's mostly a speed bump. The AE abilities of the Choppers and Demolishers make fast work of the small mobs. There are flying copter mobs that need to be dealt with by anti-air abilities like the Siege Tank passengers' Anti-Air rockets, and gnomish Mechanostriders that have large amounts of HP and fire lasers at the raid.
One thing to note: the Iron Colossus mobs cast Ground Slam. It's a 7-second, interruptable cast, that deals a lot of damage. The Siege engines can interrupt it, or you can outrange it.
As you progress, the Siege Engines and Demolishers should be destroying the towers, since this stops the dwarves from continuing to spawn from that tower. There's no need, however, to clear the entire area unless you want to: any remaining mobs will leave you alone and will not add when you engage Flame Leviathan.
At the end of the gauntlet, on the right, is a repair circle. Run your vehicles over it to get healed to full before you engage the final packs before the boss.
Repair now, because the circle gets blocked off and cannot be used during the boss fight.
In addition stock up on Liquid Pyrite before you pull the last pack: shoot the flying pyrite barrels out of the air and have the Demolishers' passengers use Grab Crate to stock up on five barrels.
The Flame Leviathan
Shortly after the last Iron Colossus dies, Flame Leviathan will come out.
Your motorcycles should drop tar in front of the door and your Demolishers should ignite it so he takes damage immediately (this also makes him activate immediately.)
Flame Leviathan Abilities
On the pull, and every 30 seconds thereafter, he will switch targets to a siege vehicle or demolisher, mark them, and follow them around.
He has a soft enrange due to Gathering Speed. You have to kite him, thanks to Battering Ram, and it becomes harder and harder to get away from him even with help from Steam Rush.
- Flame Vents: Inflicts 15000 Fire damage to enemies around the caster per second. Interruptable.
- Battering Ram: a melee range attack, Rams the target, dealing damage and knocking it forward. Debuffs them with "Battering Ram": Damage taken increased by 100%.
- Gathering Speed: periodically he moves a bit faster by gaining another stack of this buff. The stack is reset when he is stunned by Overload Circuit.
He also fires rockets constantly at the raid, doing about 700 damage each time they land (about once every 1-2 seconds)
- He has 4 turrets with 64,000 HP (25-man). Passengers in the demolisher can be launched at him where they can destroy the turrets and then hit the Overload Circuit: stuns Flame Leviathan and causes him to take 50% more damage for 10 seconds.
Fight Tactics
Siege Tactics
The fight is the Siege Engines kiting him, keeping in front of him with Steam Rush as necessary. If you get too close, he will hit you with Battering Ram, and its debuff stacks.
Every 30 seconds he will switch targets to another siege vehicle, mark them, and follow them around. If you do not have two siege vehicles active then he will pick a different unit.
Use Electroshock to interrupt Flame Jets. It helps reduce the damage done to the Choppers and Demolishers when they're in range. He will cast two jets in between every target switch, so you can use the pattern of "shock shock run" and substantially reduce both raid damage and the risk to yourself.
Chopper Tactics
Work with your Siege Engine drivers to establish a kiting path, and drop Tar in it. This slows him slightly, and also deals significant damage when ignited.
You can use Sonic Horn while Tar is on cooldown to deal additional damage.
You have very low health, so be careful to never get hit by Battering Ram and avoid excess Flame Jets damage.
Demolisher Tactics
Your passenger needs to use Reload Ammo to charge up Hurl Pyrite Barrel, which deals significant damage.
If you are destroying turrets, you will also want to get your passenger up onto Flame Leviathan and then be ready to pick them back up again later.
Last edited by Munch on Wed May 06, 2009 11:18 pm; edited 1 time in total (Reason for editing : Added Content)
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