Boss Strategy - Intro, Phases 1 & 2
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Boss Strategy - Intro, Phases 1 & 2
Introduction
Mimiron is an encounter in the Ulduar dungeon. The LMS Mark II leads near his room. The fight consists of four phases, and is a rather healing intensive battle for survival. In each phase, Mirmiron uses some vehicle or device.
In Phase 1, he enters the Leviathan MkII, in Phase 2 it's the VX-001, Phase 3 sports the Aerial Command Unit, and in Phase 4 he enters a composite vehicle consisting of all three previous types together. In each phase, the respective vehicle has to be destroyed, after a short interphase Mirmiron enters the next one.
Mimiron has a 15 minute berserk timer.
*Note About Gear
The raid should be significantly better geared to kill Mimiron than they were when they entered the zone: by the time you fight Mimiron you should have killed all the prior bosses (including the other three Watchers) at least once if not multiple times and the loot from those kills is very helpful - almost necessary - to defeating Mimiron. Every little bit counts.
Mimiron Abilities
Mimiron's abilities are dependant on the phase of the fight.
Phase 1 - Leviathan MKII (1.74M HP)
He looks like a smaller version of Flame Leviathan, and has four main abilities:
- Proximity Mines: he drops these in a circle around him periodically - they blow up for 16k damage if you walk over them. They're pretty small and hard to see, but they can be disarmed by Rogues.
- Napalm Shell: used frequently on a random member in the raid. It is a 2-second cast that deals 7,540 to 8,460 Fire damage to targets within 5 yards of the impact point and leaves a DoT on anyone hit that deals 4000 Fire damage per second for 8 seconds. Raid has to be spread out and this needs immediate healing.
- Shock Blast: Deals 100,000 damage in a 15-yard circle around him. The tank and melee must run out when it happens. Cast about once every 30 seconds.
- Plasma Blast: A 3-second cast that deals 20,000 Fire damage per second for 6 seconds. (Clarification: 20,000 Fire damage per tick for 2 ticks) Needs lots of healing and probably tank cooldowns. Cast about once every 30 seconds.
Plasma Burst and Shock Blast alternate, he never can cast both at the same time.
His melee damage is low.
Phase 2 - VX-001 (1.74M HP)
Raid spreads out in a circle around him but relatively close together. There is no aggro here.
- Rapid Burst: Most of Phase 2 is him spamming this on random raid members. It deals 2,545 to 2,855 damage to all targets in front of VX-001.
- Heat Wave: He also pulses Heat Wave; unlike the spell description, it's merely a dot and easily healable even if the whole raid eats it. It instantly deals 9,425 to 10,575 Fire damage and deals another 2000 Fire damage per second for 5 seconds to targets within 80 yards.
- Spinning Up: the VX-001 starts spinning for 4 sec and P3Wx2 Laser Barrage is cast. When he starts spinning, start moving.
- P3Wx2 Laser Barrage: like Lurker's Spout, everyone needs to be away from him when he casts it. He always turns clockwise, and it's less than a 180 degree turn. It deals 20,000 Arcane damage to targets within 80 yards in front of VX-001
- Rocket Strike: Fairly infrequently a targeting circle will appear on the ground (it can be hard to see) and 3 seconds after that, everyone still in that 3-yard radius will take 1,000,000 damage.
Phase 3 - Aerial Command Unit (1.2M HP)
He's in the air, unhittable by normal melee. He needs a ranged tank who can handle 9k bursts every 3-4 seconds (2250-3000 dps.)
His main ability is Plasma Ball, which is spammed every 3-4s on his highest aggro target for ~9k Spellfire damage.
He summons three types of adds in this phase:
(1) Assault Bots have 500k hp and hit pretty hard. They put a debuff on the tank called Magnetic Field that increases damage taken by 30% and roots the tank (can be dispelled). Additionally when they die, they drop an item called Magnetic Core.
(2) Junk Bots are just that, weak melee damage, not even sure what their purpose is.
(3) Bomb Bots just wander into the raid and blow up for 5k Fire damage on Normal and 10k damage on Heroic, no real melee damage to speak of. They must be avoided for one of the Mimiron achievements.
Phase 4 - All Three (V0-L7R-0N)
This phase is all three previous types stacked on top of each other, each with their own HP and own aggro. Bottom is Leviathan, middle is VX-001, head is Aerial Command Unit.
The Fight
Phase 1: Levianthan MKII
Positioning Phase 1
The Phase 1 diagram shows a few things:
1) The tank should tank Mimiron against a wall, and move between Proximity Mines to a safer area whenever Mimiron throws out a new batch of mines. The line on the diagram indicates this.
2) The raid should stand mostly in the centre of the room as Mimiron is moved around the edges by the tank. This keeps them safe from mines and from Shock Blast.
3) Melee should always be observant and ready to find a safe path to run out from Shock Blasts without getting hit by mines. (Note the multiple green paths in between the example land mine layout.
The Pull
The raid should run into Mimiron's room and take up positions according to the Phase 1 diagram. Mimiron will give a short speech as he jumps into the Leviathan Mk II, and should be Misdirected to the MT as soon as he becomes active. The MT should already be in position against the edge of the wall and as soon as Mimiron is in position DPS can begin.
Phase Strategy
Ranged should spread out around him just outside the circle of mines. Melee other than the tank should group up behind the MKII inside the circle of mines. He will cast plasma blast every 45 seconds. Shock blast usually follows closely after plasma blast. The tank should run directly away from the front of the MKII and then reengage along the same vector after the blast, and hopefully face him the same direction.
DPS should kill the Leviathan Mk II as fast as possible, but keep in mind that their higher priority is to stay alive. Always be aware of Proximity Mines and be ready to run out for Shock Blast (while avoiding mines) each time it is cast. The diagram shows how this works out in practice, as described above. Ranged DPS and healers merely have to watch out for the occasional Proximity Mine while healing through some Napalm Shell damage and keeping the tank alive, especially through Plasma Blast. While learning the fight, it is useful to assign a rotation of healer cooldowns for each Plasma Blast - Pain Suppression, Guardian Spirit, Blessing of Sacrifice are all useful for keeping your tank from randomly dying since Plasma Blast is dangerous even to an incredibly well geared tank.
Once the basics are learned, this phase of the fight is quite simple and the Leviathan Mk II will easily fall. Once reduced to 1 hit point, Mimiron will drive the Leviathan off into an alcove of the room and Phase 2 will begin.
Ranged dps / Healers who are hit by Napalm Shell do not need to move after being hit.
Healing on this phase is priority on the main tank, then people hit by Napalm Shell.
This phase requires a melee tank.
Phase 2: VX-001 Anti-personnel Assault Cannon
For the second phase of the fight, Mimiron raises the central section of his robot into the middle of the room. For this portion of the fight, Mimiron has no tank and is fixed into the centre of the room - the VX-001 is a rotating turret which is unable to actually move. The turret randomly chooses targets and uses its several abilities without regard to a threat table. It has no melee attack whatsoever.
Positioning Phase 2
The positioning diagram simply indicates how a raid should spread out throughout the room, making use of all available space while keeping healers (the blue dots) spread out throughout the whole room so that no one is ever out of healing range. Everyone will take Rapid Burst and Heat Wave damage during this phase and so healers need to be in range of everyone. Assign healer locations or areas of the room so that no healer clumps accidentally form.
The positioning diagram also shows a small green arc representing the width of a Rapid Burst, and a large purple arc representing the sweep of a full Laser Barrage. These are not the fixed locations of these abilities, but rather just examples of their size. Those two abilities are randomly targeted and can appear anywhere, not just the locations shown on the diagram.
The Pull
As soon as the VX-001 is targetable, DPS can begin immediately - there is no aggro table during this phase and all VX-001's abilities are randomly targeted.
Everyone should move into close melee range as Mimiron is transitioning, as soon as the mines have despawned (be careful - sometimes mines appear to despawn but are still active).
Phase Strategy
Like the first phase, this phase consists simply of DPSing the VX-001 down to 1 hit point while staying alive. Everyone in the raid has the priority task of staying alive by avoiding Rocket Strike and moving out of the sweep of the Laser Barrage while Mimiron casts the initial Spin Up. If every single person in the raid does this successfully but takes their time DPSing Mimiron, then you will succeed at this phase. Staying alive is the priority.
Once everyone has mastered the idea that staying alive is their first job, they can work on actually dealing damage to the VX-001. Healing is somewhat demanding during this phase due to constant Rapid Burst damage combined with Heat Wave on the entire raid, but if healers are spread out (as described above) then it shouldn't truly challenge you. Heal through the raid damage and burn the VX-001 down to win! Once you have reduced the VX-001 to 1 hit point, it will slump over and Mimiron will hop out, declaring this phase of his "testing" complete.
Rapid Burst does minimal damage compared to the other attacks. Rocket Strike causes a red target to appear on the ground. People must move out of this target within 3 seconds or they die. Only one rocket is fired each time in Phase 2. As soon as the dps observes that the VX-001 casts Spinning Up, everyone must move behind it. Standing in front of P3Wx2 is instant death.
Healing in this phase is mostly AoE.
This phase is untanked.
Mimiron is an encounter in the Ulduar dungeon. The LMS Mark II leads near his room. The fight consists of four phases, and is a rather healing intensive battle for survival. In each phase, Mirmiron uses some vehicle or device.
In Phase 1, he enters the Leviathan MkII, in Phase 2 it's the VX-001, Phase 3 sports the Aerial Command Unit, and in Phase 4 he enters a composite vehicle consisting of all three previous types together. In each phase, the respective vehicle has to be destroyed, after a short interphase Mirmiron enters the next one.
Mimiron has a 15 minute berserk timer.
*Note About Gear
The raid should be significantly better geared to kill Mimiron than they were when they entered the zone: by the time you fight Mimiron you should have killed all the prior bosses (including the other three Watchers) at least once if not multiple times and the loot from those kills is very helpful - almost necessary - to defeating Mimiron. Every little bit counts.
Mimiron Abilities
Mimiron's abilities are dependant on the phase of the fight.
Phase 1 - Leviathan MKII (1.74M HP)
He looks like a smaller version of Flame Leviathan, and has four main abilities:
- Proximity Mines: he drops these in a circle around him periodically - they blow up for 16k damage if you walk over them. They're pretty small and hard to see, but they can be disarmed by Rogues.
- Napalm Shell: used frequently on a random member in the raid. It is a 2-second cast that deals 7,540 to 8,460 Fire damage to targets within 5 yards of the impact point and leaves a DoT on anyone hit that deals 4000 Fire damage per second for 8 seconds. Raid has to be spread out and this needs immediate healing.
- Shock Blast: Deals 100,000 damage in a 15-yard circle around him. The tank and melee must run out when it happens. Cast about once every 30 seconds.
- Plasma Blast: A 3-second cast that deals 20,000 Fire damage per second for 6 seconds. (Clarification: 20,000 Fire damage per tick for 2 ticks) Needs lots of healing and probably tank cooldowns. Cast about once every 30 seconds.
Plasma Burst and Shock Blast alternate, he never can cast both at the same time.
His melee damage is low.
Phase 2 - VX-001 (1.74M HP)
Raid spreads out in a circle around him but relatively close together. There is no aggro here.
- Rapid Burst: Most of Phase 2 is him spamming this on random raid members. It deals 2,545 to 2,855 damage to all targets in front of VX-001.
- Heat Wave: He also pulses Heat Wave; unlike the spell description, it's merely a dot and easily healable even if the whole raid eats it. It instantly deals 9,425 to 10,575 Fire damage and deals another 2000 Fire damage per second for 5 seconds to targets within 80 yards.
- Spinning Up: the VX-001 starts spinning for 4 sec and P3Wx2 Laser Barrage is cast. When he starts spinning, start moving.
- P3Wx2 Laser Barrage: like Lurker's Spout, everyone needs to be away from him when he casts it. He always turns clockwise, and it's less than a 180 degree turn. It deals 20,000 Arcane damage to targets within 80 yards in front of VX-001
- Rocket Strike: Fairly infrequently a targeting circle will appear on the ground (it can be hard to see) and 3 seconds after that, everyone still in that 3-yard radius will take 1,000,000 damage.
Phase 3 - Aerial Command Unit (1.2M HP)
He's in the air, unhittable by normal melee. He needs a ranged tank who can handle 9k bursts every 3-4 seconds (2250-3000 dps.)
His main ability is Plasma Ball, which is spammed every 3-4s on his highest aggro target for ~9k Spellfire damage.
He summons three types of adds in this phase:
(1) Assault Bots have 500k hp and hit pretty hard. They put a debuff on the tank called Magnetic Field that increases damage taken by 30% and roots the tank (can be dispelled). Additionally when they die, they drop an item called Magnetic Core.
(2) Junk Bots are just that, weak melee damage, not even sure what their purpose is.
(3) Bomb Bots just wander into the raid and blow up for 5k Fire damage on Normal and 10k damage on Heroic, no real melee damage to speak of. They must be avoided for one of the Mimiron achievements.
Phase 4 - All Three (V0-L7R-0N)
This phase is all three previous types stacked on top of each other, each with their own HP and own aggro. Bottom is Leviathan, middle is VX-001, head is Aerial Command Unit.
The Fight
Phase 1: Levianthan MKII
Positioning Phase 1
The Phase 1 diagram shows a few things:
1) The tank should tank Mimiron against a wall, and move between Proximity Mines to a safer area whenever Mimiron throws out a new batch of mines. The line on the diagram indicates this.
2) The raid should stand mostly in the centre of the room as Mimiron is moved around the edges by the tank. This keeps them safe from mines and from Shock Blast.
3) Melee should always be observant and ready to find a safe path to run out from Shock Blasts without getting hit by mines. (Note the multiple green paths in between the example land mine layout.
The Pull
The raid should run into Mimiron's room and take up positions according to the Phase 1 diagram. Mimiron will give a short speech as he jumps into the Leviathan Mk II, and should be Misdirected to the MT as soon as he becomes active. The MT should already be in position against the edge of the wall and as soon as Mimiron is in position DPS can begin.
Phase Strategy
Ranged should spread out around him just outside the circle of mines. Melee other than the tank should group up behind the MKII inside the circle of mines. He will cast plasma blast every 45 seconds. Shock blast usually follows closely after plasma blast. The tank should run directly away from the front of the MKII and then reengage along the same vector after the blast, and hopefully face him the same direction.
DPS should kill the Leviathan Mk II as fast as possible, but keep in mind that their higher priority is to stay alive. Always be aware of Proximity Mines and be ready to run out for Shock Blast (while avoiding mines) each time it is cast. The diagram shows how this works out in practice, as described above. Ranged DPS and healers merely have to watch out for the occasional Proximity Mine while healing through some Napalm Shell damage and keeping the tank alive, especially through Plasma Blast. While learning the fight, it is useful to assign a rotation of healer cooldowns for each Plasma Blast - Pain Suppression, Guardian Spirit, Blessing of Sacrifice are all useful for keeping your tank from randomly dying since Plasma Blast is dangerous even to an incredibly well geared tank.
Once the basics are learned, this phase of the fight is quite simple and the Leviathan Mk II will easily fall. Once reduced to 1 hit point, Mimiron will drive the Leviathan off into an alcove of the room and Phase 2 will begin.
Ranged dps / Healers who are hit by Napalm Shell do not need to move after being hit.
Healing on this phase is priority on the main tank, then people hit by Napalm Shell.
This phase requires a melee tank.
Phase 2: VX-001 Anti-personnel Assault Cannon
For the second phase of the fight, Mimiron raises the central section of his robot into the middle of the room. For this portion of the fight, Mimiron has no tank and is fixed into the centre of the room - the VX-001 is a rotating turret which is unable to actually move. The turret randomly chooses targets and uses its several abilities without regard to a threat table. It has no melee attack whatsoever.
Positioning Phase 2
The positioning diagram simply indicates how a raid should spread out throughout the room, making use of all available space while keeping healers (the blue dots) spread out throughout the whole room so that no one is ever out of healing range. Everyone will take Rapid Burst and Heat Wave damage during this phase and so healers need to be in range of everyone. Assign healer locations or areas of the room so that no healer clumps accidentally form.
The positioning diagram also shows a small green arc representing the width of a Rapid Burst, and a large purple arc representing the sweep of a full Laser Barrage. These are not the fixed locations of these abilities, but rather just examples of their size. Those two abilities are randomly targeted and can appear anywhere, not just the locations shown on the diagram.
The Pull
As soon as the VX-001 is targetable, DPS can begin immediately - there is no aggro table during this phase and all VX-001's abilities are randomly targeted.
Everyone should move into close melee range as Mimiron is transitioning, as soon as the mines have despawned (be careful - sometimes mines appear to despawn but are still active).
Phase Strategy
Like the first phase, this phase consists simply of DPSing the VX-001 down to 1 hit point while staying alive. Everyone in the raid has the priority task of staying alive by avoiding Rocket Strike and moving out of the sweep of the Laser Barrage while Mimiron casts the initial Spin Up. If every single person in the raid does this successfully but takes their time DPSing Mimiron, then you will succeed at this phase. Staying alive is the priority.
Once everyone has mastered the idea that staying alive is their first job, they can work on actually dealing damage to the VX-001. Healing is somewhat demanding during this phase due to constant Rapid Burst damage combined with Heat Wave on the entire raid, but if healers are spread out (as described above) then it shouldn't truly challenge you. Heal through the raid damage and burn the VX-001 down to win! Once you have reduced the VX-001 to 1 hit point, it will slump over and Mimiron will hop out, declaring this phase of his "testing" complete.
Rapid Burst does minimal damage compared to the other attacks. Rocket Strike causes a red target to appear on the ground. People must move out of this target within 3 seconds or they die. Only one rocket is fired each time in Phase 2. As soon as the dps observes that the VX-001 casts Spinning Up, everyone must move behind it. Standing in front of P3Wx2 is instant death.
Healing in this phase is mostly AoE.
This phase is untanked.
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