POL
02-26-2008, 02:54
http://img184.imageshack.us/img184/6662/picture1rq4.jpg
The first pull you want to make is A. This consists of a Centurion, Netherbinder, and a Physician. If you have only one crowd control (i.e. sheep, sap), put it on the Netherbinder because it spawns two Arcane Protectors that will increase damage on your party significantly. If you have a second CC, place it on the physician, it casts sleep on people. Before making this pull, ensure that pull B is as far to the left in its patrol as possible.
After completing this three mob pull, you will want to pull either B or C which are both Tempest-Forge Patrollers. Let’s assume you decided to pull B. Walk to the left on the wall until you are in range to pull with a ranged weapon of some sort and that B is in the left most part of his patrol. These guys hit hard but are not very hard to kill. Once B has been killed, grab pull C (Tempest-Forge Patroller). Make sure that when you pull him that the Tempest-Forge Patroller (labeled D in the picture) is not patrolling nearby.
After these three pulls are done, I recommend letting your party know to stay at the entrance while you pull two pulls from the left back to them that you will see in the next picture.
http://img246.imageshack.us/img246/3199/picture2gi9.jpg
This is a picture of the archway to the left of picture 1. My suggestion is to pull the moon and square BEFORE the Tempest-Forge Patroller (which patrols from the ramp behind the humanoids to where the actual picture was taken). I also suggest marking the Patroller with any symbol so that you can see where he is through the wall to ensure a safe pull. Pull the humanoids back to the entrance and kill them there. CC Recommendation is the Physician/Caster and kill the Slayer/Melee first. After that is done, pull the patrol back to the entrance and move up. You should be at the bottom of a ramp with 2 humanoids at the top. Kill the humanoids.
http://img297.imageshack.us/img297/4316/picture3ii3.jpg
This is a picture of the top of the ramp, you do not need to pull the pack labeled A, it can be skipped. The only thing to note is the patrolling humanoid circled in green in this picture. Put a raid mark symbol on him to make sure you can see where he is patrolling through the walls. The pink arrow in this picture is to show you where you will be going AFTER the miniboss has been killed.
http://img212.imageshack.us/img212/6446/picture4vo3.jpg
This is a picture of the opening in which to pull the Gatewatcher through (to the right of picture 3). Pull him when the mob humanoid patrol that you marked in picture 3 is far enough out of agro range (if you’re not sure how far that is…wait till he is at the left extreme of his patrol to pull). Gatewatcher Gyro-Kill hasn’t changed much from normal mode Mechanar except for his damage. Make sure you dispel the shadow power buff (when he gets big and red). After he’s dead, grab your free token and move to the left (an arrow showing where to go is shown in picture 3).
***WARRIOR NOTE***: Just as a general rule, always try and tank any boss facing away from your healing/ranged. Especially with the new Intervene ability you can intervene whoever the mob turns on when you get knocked back. It also provides your melee with a common area to stand so that if the mob ever gets out of position, when you are repositioning they know where to go and can continue DPS quicker.
http://img186.imageshack.us/img186/8647/picture5oa7.jpg
If you have gone through the correct opening on the left, you should be looking at something like this. When you are pulling these two humanoids, watch the area with the green circle around it for the humanoid you marked earlier. Make sure it is at the right extreme of its path. Another thing to watch for is the Tempest-Forge Patroller that paths up to the red X in the picture.
http://img509.imageshack.us/img509/4585/picture6cs3.jpg
After you have cleared the two humanoids, go ahead and pull the Tempest-Forge Patroller from the area in this picture. Make sure you pull him back to the left side where you came from to ensure you don’t pull the pack to the right that you skipped. This can be a challenging part of Heroic Mechanar but once you do it a few times and get the timing down, skipping pulls becomes second nature.
http://img337.imageshack.us/img337/7775/picture7so8.jpg
Go ahead and clear the three humanoid pull at the bottom of the stairs. The pull after this is the first Tempest-Forge Destroyer. Make sure that your spell interrupters know to interrupt the Charged Fist buff that the Destroyers cast. If you miss even one of the interrupts it can cause you to take severe damage. They get slower when the Charge Fist is active so if you want to try and give yourself some time, stun and kite after a missed interrupt. The Destroyer can be easily pulled from the left and is not on the same chain agro as the two Astro Mages located at the foot of the elevator and I believe are not on the same chain agro as the Destroyer so don’t worry about proximity agro from pulling the Destroyer when he is too close to the Mages.
The rest of the instance is straight forward. Take out the four pull of demons on the right and then the big demon pack after that. If you have a warlock, have him enslave the small demon and use it to kill the pack by himself. All you need to do is heal the pet while it throws bombs. Proceed down the hall where you will see two packs, the only one you have to pull is the one on the left unless there is a chest on the right. You can make your own weighted decision about pulling it. After the left is clear though, you will have found your way to the first real boss.
Mechano-Lord Capacitus: This guy is easier than he is in normal mode if you ask me. The fight has been changed in heroic to a fight similar to Thaddius in Nax. Every thirty seconds Mechano will cast a change polarity. This will assign you a debuff that is either red (with a – sign) or blue (with a + sign). What you want to do when your party is charged is gather up in separate spots for each charge. All the positive charged in one area and all negative in another. Mechano still spawns the bombs he did in normal mode so make sure you tank him on the stairs where he is on the ground level and you are positioned halfway up the stairs on the edge. Another change to this fight is that he no longer puts up anti-melee damage shield and the spell reflect shield, so you can DPS for the entire fight. Make sure you have your party watch their agro though because the advantage to standing on top of party members with the same charge as you is that you get a % damage increase per person near each other. On the contrary, if you are next to someone who has an opposite charge, you will hit each other for around 2000 damage.
After you kill the boss, go ahead and move to where he patrolled and pull the second mini boss: Gatewatcher Iron-Hand. Nothing has changed about this guy from heroic except he hits harder. Make sure you dispel the shadow power and that all melee in the party out range the pelvic thrust maneuver (It’s not really called that but just look at what he does closely when the emote goes off…blizzard and their sexual subliminal messages).
Proceed up the elevator and continue to clear the instance, you will not see any new mobs for the remainder of the instance. The kill order is:
Tempest Forge Destroyer
Bloodwarder Centurion x2
Sunseeker Astromage x2
Tempest Forge Destroyer
Bloodwarder Centurion x2
Sunseeker Astromage x2
EVENT 1:
1st x2 Sunseeker Astromage, Bloodwarder Centurion, Bloodwarder Physician
2nd Tempest Forge Destroyer
3rd x2 Sunseeker Engineer, Bloodwarder Physician
EVENT 2:
1st Astromage, Physician, Engineer
2nd Tempest-Forge Destroyer
3rd Sunseeker Astromage, Bloodwarder Phsyician, Sunseeker Netherbinder, Sunseeker Engineer
Pathaleon the Calculator: Not much changed on this guy he just does more damage. Make sure that you have a person who doesn’t do a lot of damage stand on top of him. He will mind control that person every time. As far as dealing with the adds that spawn, I suggest if you have a warlock to fear the adds the entire time. Just gage your fears logically and DPS him as fast as you can till the enrage on which the adds will despawn.
Nethermancer Sepethrea: This boss has changed for the worst in heroic. The two adds have turned into three and they no longer move slower than normal speed. A trick to doing this is to have someone who can kite well pull the boss when the rest of your party waits on the bridge to Pathaleon. When she is aggroed because the person who pulled is the only one in visible range for the NPC her adds will automatically target them. When Sepethrea comes running past the area your party is waiting, just taunt her off and kill her. The adds DO NOT change target in heroic mode, they will stay on the person they target from the start the entire time when pulling that way, this is why she is pulled last (to allow for ample space to kite the adds down the bridge into Pathaleon’s cleared room and back).
The first pull you want to make is A. This consists of a Centurion, Netherbinder, and a Physician. If you have only one crowd control (i.e. sheep, sap), put it on the Netherbinder because it spawns two Arcane Protectors that will increase damage on your party significantly. If you have a second CC, place it on the physician, it casts sleep on people. Before making this pull, ensure that pull B is as far to the left in its patrol as possible.
After completing this three mob pull, you will want to pull either B or C which are both Tempest-Forge Patrollers. Let’s assume you decided to pull B. Walk to the left on the wall until you are in range to pull with a ranged weapon of some sort and that B is in the left most part of his patrol. These guys hit hard but are not very hard to kill. Once B has been killed, grab pull C (Tempest-Forge Patroller). Make sure that when you pull him that the Tempest-Forge Patroller (labeled D in the picture) is not patrolling nearby.
After these three pulls are done, I recommend letting your party know to stay at the entrance while you pull two pulls from the left back to them that you will see in the next picture.
http://img246.imageshack.us/img246/3199/picture2gi9.jpg
This is a picture of the archway to the left of picture 1. My suggestion is to pull the moon and square BEFORE the Tempest-Forge Patroller (which patrols from the ramp behind the humanoids to where the actual picture was taken). I also suggest marking the Patroller with any symbol so that you can see where he is through the wall to ensure a safe pull. Pull the humanoids back to the entrance and kill them there. CC Recommendation is the Physician/Caster and kill the Slayer/Melee first. After that is done, pull the patrol back to the entrance and move up. You should be at the bottom of a ramp with 2 humanoids at the top. Kill the humanoids.
http://img297.imageshack.us/img297/4316/picture3ii3.jpg
This is a picture of the top of the ramp, you do not need to pull the pack labeled A, it can be skipped. The only thing to note is the patrolling humanoid circled in green in this picture. Put a raid mark symbol on him to make sure you can see where he is patrolling through the walls. The pink arrow in this picture is to show you where you will be going AFTER the miniboss has been killed.
http://img212.imageshack.us/img212/6446/picture4vo3.jpg
This is a picture of the opening in which to pull the Gatewatcher through (to the right of picture 3). Pull him when the mob humanoid patrol that you marked in picture 3 is far enough out of agro range (if you’re not sure how far that is…wait till he is at the left extreme of his patrol to pull). Gatewatcher Gyro-Kill hasn’t changed much from normal mode Mechanar except for his damage. Make sure you dispel the shadow power buff (when he gets big and red). After he’s dead, grab your free token and move to the left (an arrow showing where to go is shown in picture 3).
***WARRIOR NOTE***: Just as a general rule, always try and tank any boss facing away from your healing/ranged. Especially with the new Intervene ability you can intervene whoever the mob turns on when you get knocked back. It also provides your melee with a common area to stand so that if the mob ever gets out of position, when you are repositioning they know where to go and can continue DPS quicker.
http://img186.imageshack.us/img186/8647/picture5oa7.jpg
If you have gone through the correct opening on the left, you should be looking at something like this. When you are pulling these two humanoids, watch the area with the green circle around it for the humanoid you marked earlier. Make sure it is at the right extreme of its path. Another thing to watch for is the Tempest-Forge Patroller that paths up to the red X in the picture.
http://img509.imageshack.us/img509/4585/picture6cs3.jpg
After you have cleared the two humanoids, go ahead and pull the Tempest-Forge Patroller from the area in this picture. Make sure you pull him back to the left side where you came from to ensure you don’t pull the pack to the right that you skipped. This can be a challenging part of Heroic Mechanar but once you do it a few times and get the timing down, skipping pulls becomes second nature.
http://img337.imageshack.us/img337/7775/picture7so8.jpg
Go ahead and clear the three humanoid pull at the bottom of the stairs. The pull after this is the first Tempest-Forge Destroyer. Make sure that your spell interrupters know to interrupt the Charged Fist buff that the Destroyers cast. If you miss even one of the interrupts it can cause you to take severe damage. They get slower when the Charge Fist is active so if you want to try and give yourself some time, stun and kite after a missed interrupt. The Destroyer can be easily pulled from the left and is not on the same chain agro as the two Astro Mages located at the foot of the elevator and I believe are not on the same chain agro as the Destroyer so don’t worry about proximity agro from pulling the Destroyer when he is too close to the Mages.
The rest of the instance is straight forward. Take out the four pull of demons on the right and then the big demon pack after that. If you have a warlock, have him enslave the small demon and use it to kill the pack by himself. All you need to do is heal the pet while it throws bombs. Proceed down the hall where you will see two packs, the only one you have to pull is the one on the left unless there is a chest on the right. You can make your own weighted decision about pulling it. After the left is clear though, you will have found your way to the first real boss.
Mechano-Lord Capacitus: This guy is easier than he is in normal mode if you ask me. The fight has been changed in heroic to a fight similar to Thaddius in Nax. Every thirty seconds Mechano will cast a change polarity. This will assign you a debuff that is either red (with a – sign) or blue (with a + sign). What you want to do when your party is charged is gather up in separate spots for each charge. All the positive charged in one area and all negative in another. Mechano still spawns the bombs he did in normal mode so make sure you tank him on the stairs where he is on the ground level and you are positioned halfway up the stairs on the edge. Another change to this fight is that he no longer puts up anti-melee damage shield and the spell reflect shield, so you can DPS for the entire fight. Make sure you have your party watch their agro though because the advantage to standing on top of party members with the same charge as you is that you get a % damage increase per person near each other. On the contrary, if you are next to someone who has an opposite charge, you will hit each other for around 2000 damage.
After you kill the boss, go ahead and move to where he patrolled and pull the second mini boss: Gatewatcher Iron-Hand. Nothing has changed about this guy from heroic except he hits harder. Make sure you dispel the shadow power and that all melee in the party out range the pelvic thrust maneuver (It’s not really called that but just look at what he does closely when the emote goes off…blizzard and their sexual subliminal messages).
Proceed up the elevator and continue to clear the instance, you will not see any new mobs for the remainder of the instance. The kill order is:
Tempest Forge Destroyer
Bloodwarder Centurion x2
Sunseeker Astromage x2
Tempest Forge Destroyer
Bloodwarder Centurion x2
Sunseeker Astromage x2
EVENT 1:
1st x2 Sunseeker Astromage, Bloodwarder Centurion, Bloodwarder Physician
2nd Tempest Forge Destroyer
3rd x2 Sunseeker Engineer, Bloodwarder Physician
EVENT 2:
1st Astromage, Physician, Engineer
2nd Tempest-Forge Destroyer
3rd Sunseeker Astromage, Bloodwarder Phsyician, Sunseeker Netherbinder, Sunseeker Engineer
Pathaleon the Calculator: Not much changed on this guy he just does more damage. Make sure that you have a person who doesn’t do a lot of damage stand on top of him. He will mind control that person every time. As far as dealing with the adds that spawn, I suggest if you have a warlock to fear the adds the entire time. Just gage your fears logically and DPS him as fast as you can till the enrage on which the adds will despawn.
Nethermancer Sepethrea: This boss has changed for the worst in heroic. The two adds have turned into three and they no longer move slower than normal speed. A trick to doing this is to have someone who can kite well pull the boss when the rest of your party waits on the bridge to Pathaleon. When she is aggroed because the person who pulled is the only one in visible range for the NPC her adds will automatically target them. When Sepethrea comes running past the area your party is waiting, just taunt her off and kill her. The adds DO NOT change target in heroic mode, they will stay on the person they target from the start the entire time when pulling that way, this is why she is pulled last (to allow for ample space to kite the adds down the bridge into Pathaleon’s cleared room and back).