Mechanar

Angus_Og

New Member
Angusog, Esua, Pergrino (?), Tinie and Wend hit Mechanar last night. WOW!!! It is not your mothers instance. More mob links then what I am use to and there are a pair of "bosses" that you must kill to get to the second boss.

The boss pair, luckily, are seperate fights with the the first boss between them. The reason I said "bosses" above is the fact that they do not have a real drop. Each one drops a non-binding gem that when put together opens a cache that gave us one blue item. They hit hard and have an AoE effect each. One spews hydraulic fluid and the other throws saw blades.

The first boss was interesting. His special ability was releasing floating disks that moved randomly and then exploded for about 1500 damage. Tinie is better able to explain the tanking abilities of the boss then this lowly caster.

The second boss was much more painful then the first. She spawns two elementals, non-banishable, when she first gets aggro. These you have to kite around the room which isn't to bad but someone, either her or the elements, have a slowing effect. She also likes to kick the tank and shed aggro. Note to self, always know where the tank is and run to her when on the receiving end of the boss. Once she is dead the elementals despawn.

Once you kill the second boss you have to go down a corridor and that is where the pain began. Waves of mobs come in. It is broken up into 3 waves of 3 groups each to get to the boss. 3 humanoids, then 1 mech and lastly 4 humanoids. Now I wouldn't consider our group uber yet, but we definitely were not noobs and know our way around. But we had issues here. These mobs do way more damage and some of them have nasty habits, like putting people to sleep so they can go beat up on others. We never made it to the last boss. We wiped and the instance started respawning so we called it.

All in all I would say it was a good run. There is not much info out there on this instance and we felt our way around it pretty well. We learned alot and should conquer it on the next go around.

Few notes:
  • Major mob links
  • Mechs are tough
  • Blue casters put people to sleep
  • Must have flying mount to get there, no lock summons
  • Summoning stone down on the ground near town
  • Mechanar is to the right of the larger keep
  • First guy you get to that looks like a boss actually is a boss
  • Don't go down the upstairs corridor till everyone is ready
  • Mixture of demons and humanoids
 
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Completed Mechanar twice, once as OT and once as MT.

First boss spams floating bombs as you said and also changes colors. When he goes red, he reflects melee dmg. When he goes green, it's caster dmg. (Stop attacking)

Second boss: I Off-Tanked on my first time through. I used kite on the fire adds with piercing howl (AOE slowing effect, although they are already moving at a snails pace..) Once the fire adds stop, they do aoe dmg then randomly choose another party member. The kite person needs to require, rinse and repeat. Keep them away from others.

"When Sepethrea casts Dragon’s Breath on the tank it is important to remove the Disorient effect so agro can be reestablished otherwise Sepethrea will begin wreaking havoc on the rest of us." Tank needs to use intercept/intervene if he/she loses aggro and the boss runs away. (Targeted member can also run back to the tank) but depending on the distance, intercept is faster.

Last boss: The fight to him is harder then he is. Once the last mob is down he will charge your group. He spawns adds, fear them if you have a priest/warrior/lock or dps them.., up to you. We feared it successfully. He also has a mana tap, might be able to avoid it at max range. (watch your mana bar) He also MC's a person: sheep/pally stun/fear/ice them..etc..On our last run our lock MC'd..on trash pulls using one mob to kill others..This worked really well..and we used it a lot.

Yeah, these lvl 70-72 elite 5 mans consist of more mobs that are immune to CC (More so traditional CC) and have more mobs that wipe aggro and run around and require more effort from everyone, especially the tanks../healers.
kitting/ and AOE slowing effects (warrior's piercing howl) with fears work well when your traditional cc is not enough.

For example in shattered halls some mobs are immune to: Fear, trap, sheep, sap, seduce.."THe Champions" And you will face some pulls consisting of 6-7 elites. Even with max traditional cc in a group..your tank is probably going to have to take multiple elites..Don't underestimate using fears..and the kite..

For the tanks in these new 70-72 elite places, especially Shat-Halls - I'd say at least 10,000 stam/9-10k armor unbuffed..
Those exact numbers are prob not critical, but..will definately make it more likely you succeed.. and at least one hybrid class that can back up the main healer.

Danny
 
Wowwiki on the general mobs:


Tempest-Forge Patroller: Calls for help. Small ae knockback.
(Mechanical)
Tempest-Forge Destroyer: Charge Hands: charges fists up and then slams the ground 3-5x for 2k a slam.
(Mechanical)

Sunseeker Netherbinder: Summons two arcane servants, low hp adds that have a magic volley and hit hard.
(humanoid)

Bloodwarder Slayer: Whirlwinds and has a movement/attack speed debuff chilling touch.
(humanoid)
Bloodwarder Centurion:
(pally I think, and humanoid)

Bloodwarder Physician: Sleeps closest non tank target, heals.
(humanoid)

Mechanar Driller: Drill armor, stacking debuff reduces 20% armor. Has a 50% movement speed debuff as well. Pound, blinding disorient (only on tank?)
(demon, and they disoriented me for sure, don't think they did anyone else)

Mechanar Wrecker: Pound, blinding disorient (only on tank?)
(demon)

Mechanar Tinkerer: Non elite. Spams Netherbomb, does about 500 ae magic damage.
(demon)

Mechanar Crusher: Disarms.
(demon)

Sunseeker Engineer: Shrink ray, Death ray.
(humanoid)

Sunseeker Astromage - These NPCs have a fire shield in this instance can be spellstolen by a mage, this makes dealing with these characters much easier and can be used against them (though not reccomended as highly, the aggro draw is quite high whith the ammount of damage dealt). The aura does about 500 fire damage /tick and is fully modified by +spell damage gear.
(humanoid, and very mean)


I pulled those above from Wowwiki, and added the race in parentheses on those I could remember. There were no undead, only demons, humanoids, and mechanicals, if I remember right.

You have 3 groups when you first walk in, set of 2 of the patrollers I think, but may be the destroyers, and then 2 packs of 3 each of the humanoids. We got a healer, mage, and warrior in our packs.

There are few single pulls in this instance, most come in packs of 2-5 with a mix of humaniod/demon.

We were sheeping the humanoids and banishing the demons. You will have sets of 4 demons at times, 2 little tinkers, and 2 big drillers, and then will have 4 packs of humanoids.

The gate keepers are nasty. You will come to Gate-Watcher Iron Hand first. This is pulled from Wowwiki:

* When his arms glow like show magic you should avoid him - It's the warning for jackhammer. Everyone including the tank should move out for a few seconds (he should be remain rooted in place while doing this). Other than that just DPS him hard.
(I was wondering what he was doing when he was standing still last night, now I know, lol:) )


Attacks and Abilities

* Shadow Power: Enrages glowing red, 100% attackspeed increase

* Jack Hammer: Does an AoE centered on himself hitting for around 1000-1500 around 8 times in a short time. This is pretty unhealable, try to avoid

* Poison: Has a posion ability that reduces attack speed and armor by 35%. appears to be a frontal cone

I think the first boss is next, Mechano-Lord Capacitus, he is a cutie:) Pulled this from Wowwiki:

He drops bombs (1500-3000 AE Arcane Damage) that can be easily spotted.

Move him around to avoid them and watch what color he is before attacking...

Attacks and Abilities

Head Crack : Stamina decreased by 200, Hits the tank only.
Nether Bomb: Spawns a small bomb that flies around. 1500-3000 AE Arcane Damage when it detonates (NOTE: He spams this entire time :)
Reflective Damage Shield: ( RED GLOW ) - Inflicts 950 damage on melee attackers.
Reflective Magic Shield : ( GREEN GLOW ) - 100% chance to reflect spells to the caster.


Strategies

Keep him far away from the group - this is primarily a ranged fight.

Your tank should be prepared to move him from side to side to avoid the bombs. Ranged attackes should be vigilant of bombs approaching them and move accordingly.

The bombs themselves spawn and then move around slightly before pulsing two or three times then exploding. They are easy enough to spot and very easy to avoid if everyone keeps their distance.


Another good strategy is to clear the whole front of the instance and kite the boss around in a huge circle from where he is to the front of the instance and back.

Also, if your group wipes other than a hunter, the hunter can kite him around the instance (if he is good at it) until the rest of the group can zone back in and continue killing him.

Another strategy is to have the tank stay at the bottom of the stairs, with the boss's back to the steps. The bombs don't seem to go past the 2nd step(allowing any bombs to only hit melee). So any melee classes should stay back and range during this fight.

* Note: When your tank is bringing him back towards the bridge, if Capacitus is pulled slowly around the pillar and stopped in just the right spot by one of the pillar corners most/all of the bombs will bounce off the pillar and go behind him turning the battle into a simple and easy tank'n'spank. (My group has only done this once, I'll make a diagram tomorrow to show the positioning we used, not sure how easy this is to accomplish.)

Another strategy is to bring a warlock with you and when your one pull away from the boss. A lock can enslave a drill master when you have a drill master enslaved it does a debuff that stacks on the boss reducing its armor by 100%. The boss goes down alot faster with this method.


I just tanked him against the wall on the right, and the others in the group avoided the bombs. He did the magic reflective shield about 4 times during the fight.

You will clear more trash and then come to the second gate keeper, Gatewatcher Gyro-Kill, he is quite ugly. Wowwiki says:

Attacks and Abilities

* Shadow Power: Enrages glowing red, 100% attackspeed increase

* Sawblade: Throws a sawblade at random target 1500dmg and a tic for 500

* Poison: Does a frontal cone poison that reduces attack speed and armor by 35%


Strategy

* Straight forward tank and spank. Much easier than the other side twin due to the fact you dont have to move. Healers need to pay attention to the Sawblade target, although with the amount of stamina people have, it shouldn't be too much of a problem.

More trash and then the second boss, Nethermancer Sepethrea who set me ablaze, lol. Wowwiki says:

She spawns two Fire Elementals ("Raging Flames") as soon as you aggro her (three in Heroic Mode), which cannot be banished or feared.

The adds have random aggro and a lot of life, but are very slow. So just kite them around. In normal mode, these adds change aggro after each hellfire. In heroic mode, the adds keep aggro on the same target for the length of the fight.

It is suggested to clear the entire room before pulling, as kiting the fire elementals generally requires a fair amount of space.

The adds leave a trail of fire that hurts (think Tron light cycles).


Abilities

* Dragon's Breath: A fire spell that hits for 600 and is accompanied by some kind of punt that deaggros the MT. The Dragon's Breath debuff is a dispellable magic effect that disorients for ~10s.
* Frost Attack: 700 damage and a nondispellable debuff that reduces attack speed.
* Arcane Blast: 500 damage
* Melee: About 1000 per hit

In this fight, everyone must be prepared to move as necessary to avoid or kite the elementals. For the initial pull, spread your group out as far as they can go and send the MT in to tank her on the spot. You will immediately know which party members have aggro from the Elementals. Ensure that those party members move across the room to the other side with the elementals in tow.

When the elementals change target, they stand still and "pulse" so be prepared to arrange for those targets to kite. They can also aggro onto hunter pets.

The first go at her, I charged up the platform and tried tanking her there, however, the 2 fire elementals she spawns stayed put and promptly had me and my pigtails go up in a huge ball of fire, so on the second go, I ranged pulled her, let the elementals go on their merry way to be kited by our fearless group, and then I moved her to a wall and tanked her there until she did her Dragonbreath and frost attack, seemingly at the same time, as I was turned blue, punted, shed aggro, and slowed, so it was difficult getting back to her to get aggro. She did this 2 or 3 times during the fight. Watch the hellfire from the elementals, as it hurts. When they stand still, they are fixing to cast it, so run away. We ended up having to kite her at the end, cause poor Anita got toasted I believe, and I couldn't take damage without heals, so we ran her around the room and Adam finished her off with his uber ranged dps, there by himself at the end:)

After this boss, there is a hallway to the right. Do not go into it until you are ready for 3 waves of mobs. There were 4 humaniods standing in the alcove. When you kill the last one, it spawns the waves, which had 3 or 4 humanoids in the first wave, then a destroyer, then 4 humanoids, with one of those Astromages I believe.

We were able to do the event. Then you move down the hall a bit more and it starts another 3 part wave event, and the Astromage did us in on that one. They are particularly mean. Need to cc them or kill them quick.

Aggro was very touchie for me in here on the mechanicals. Be sure to let the tank get some sunders on before digging on the dps on these as they hit clothies hard. For the gate watchers and bosses, I would recommend 5 sunders before digging in. It is very important to manage your aggro in here. I was slept, disoriented, and aggro shed punted in here.
 
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