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Feiorai
Feiorai
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re: Overview: Iron Reaver

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Loot

Normal, Heroic, Mythic (690, 705, 720)

Feiorai
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re: Overview: Iron Reaver

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Iron Reaver: 690 (N), 705 (H)

https://www.youtube.com/watch?v=dZ2zQ9H8lds NEW Fatboss Live Guide
https://www.youtube.com/watch?v=ncLWElLJgqM Fatboss PTR
http://www.icy-veins.com/wow/iron-reaver-strategy-guide-normal-heroic Icy-Veins Strategy
http://www.wowhead.com/guides/raiding/hellfire-citadel/iron-reaver-strategy-guide Wowhead Strategy

Overview

  •   Phases: 2, Ground and Air phases, based on time elapsed.
  •   Berserk: 10 minutes.
  •   Heroism: Start of fight.
  •   Healer Cooldowns: One for each cast of Pounding, 3 times per ground phase.

Ground Phase (single target): Lasts approximately two minutes.

Iron Reaver does a series of events:

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.

 

Tanks

  • 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
  • During the Air Operations phase, assist in killing Volatile Firebombs

Healers

  • The tanks will frequently run out of range with Artillery; put HoT and absorption effects on them before they depart
  • Outside of Pounding, most of the damage in the encounter will be spiky 
  • Unstable Orb hits/lingering DoT damage on ranged DPS, and raid-wide but light Artillery damage
  • Assign raid CDs for each of the three Pounding casts during the Ground Operations phase
  • Dispel any players affected by the Blitz debuff
  • Watch Iron Reaver's facing for Barrage and  Blitz, and overcompensate if necessary to avoid being struck by these abilities
  • Spread out to avoid splashing Unstable Orb damage onto other players
  • During the Air Operations phase, damage the Volatile Firebombs when there is little healing to do
  • Put HoTs and absorption effects on the players targeted by Artillery during the Air Operations phase
  • If you are targeted by Artillery during the Air Operations phase, run to a far corner or edge of the area, more than 40 yards away from other players

DPS

  • Maximize your damage on Iron Reaver during the Ground Operations phase, since she is unattackable during the Air Operations phase
  • Watch Iron Reaver's facing for Barrage and Blitz, and overcompensate if necessary to avoid being struck by these abilities
  • Ranged DPS should spread out to avoid splashing Unstable Orb damage onto other players
  • Stay away from fire patches on the ground, and use a survivability CD if you have to pass through the fire and gain Immolation
  • During the Air Operations phase, kill Volatile Firebombs quickly
  • If you are targeted by Artillery in the Air Operations phase, run to a far corner or edge of the area, more than 40 yards away from other players


Last edited by Feiorai on Thu Jul 02, 2015 4:28 pm; edited 1 time in total
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