Barrage: Iron Reaver faces a random direction and does a wind-up for Barrage which eventually fires in a cone in the indicated direction. The aim is indicated by the direction of the LEFT FOOT, and not the torso. Run to either side, you cannot out-range it. Being hit by Barrage is near-fatal. Patches of Immolation will remain on the ground after the Barrage, do not stand in patches as it will cause a stacking dot.
Pounding: Deals raid-wide Nature damage, healing cooldowns needed. Previously mentioned Immolation patches will be pushed away from boss; players should move in closer to avoid patches.
Blitz: Will happen twice per ground phase; Iron Reaver chooses a direction, then charges up for several seconds, then rushes in that direction. She will then Blitz back to the tanks; avoid initial Blitz damage then make sure to be out of the re-Blitz. Blitz also pushes Immolation patches out of its path, continue to avoid.
Artillery: Targets a tank, off-tank should taunt; tank affected by Artillery should run 40 yards away from the raid. After 13 seconds, rocket is fired at tank. Artillery debuffs will overlap slightly; wait for previously affected tank to return and taunt.
Unstable Orb: Cast at random ranged players, does moderate immediate damage and applies a stacking dot. Causes AoE damage to players within 8 yards. Also pushes Immolation patches away from impact point. Healers must focus on affected targets.
Air Phase (multi target): Lasts exactly 1 minute.
Iron Reaver will use three abilities, three times each.
Artillery: Now cast at 3 DPS, handled the same way as tanks in ground phase. Each DPS must run out of the raid, try to be 40 yards from raid.
Fuel Streak: Iron Reaver flies overhead and leaves brown patches of fuel on the ground which will be ignited by Flash Fire. Avoid the Fuel Streak; there will be gaps in the line if needed to pass through. The fire will disappear at the end of the phase.
Firebomb fires three volleys of Volatile Firebombs in random locations around the room; these have a 25 second fuse and need to be killed before they expire or it will cause heavy raid-wide damage and subsequent firebombs will deal 50% more damage. They spawn 5 at a time, but have relatively low health.
When the phase is over after one minute, Iron Reaver will cast Falling Slam, run away from the graphic as it is fatal.
When one tank is targeted by Artillery, the other tank must taunt Iron Reaver
The very first set of Artillery casts in each Ground Operations phase will overlap - the second tank should not run out until the first tank returns
This leaves the second tank with about 5 seconds to get away from the raid - use movement-speed increasing effects
All subsequent Artillery swaps will have greater leeway, but never move away from the boss until the other tank has taunted!
Use a cooldown to mitigate Artillery's explosion when you are targeted with it
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