Clear the hall to last boss. Engage him: Fearing adds works well. I typically thunderclap over and over, then aoe fear first batch, when he makes a 2nd wave which doubles the number of adds I try to challenge shout and leave the priest to aoe fear, or the lock if one is present. From here it's tank n' spank. He enrages, but becomes extremely slow. Make sure you master loot- Blizzards Official Bug Policy is that players may only receive drops from bosses if the loot decays on the body, including your badges.
If any one person takes a badge, no one will get theres. Note too, that even if the whole group is in Mechanar, and the body is at the very top of the elevator, if anyone is downstairs or in the elevator riding up as the body is looted they will lose out on any possible loot roll as the instance believes that they're not inside.
Hopefully you have a hunter, if so it's time to go fishing: Use eyes of the beast to fish out the Nethermancer just like some guilds would pull Baron Geddon into Garr's room in MC. She'll run so fast down the hall that her adds, even with their increased speed, have no chance of keeping up.
DPS her down with a bit of time to spare before the adds show up. Have imp engage and hold nethermancer with only the imp and lock visible to the nethermancer and her adds. Once imp is dealt with, lock should take off running down the hall.
Warrior will pick off nethermancer part way down. By this time the adds should be secured on lock and only the lock.
I'm not entirely sure of the mechanics on this, but we've done it 3 times in a row with success. The adds completely ignore us, and once past, we engage the nethermancer. Comment by I was there with a group a few minutes ago and the damn door is still bugged.
We died and relesed out bodys and when we got back in we couldn't get passed the door. Comment by Heroic Mech - The easiest way to do it on all problematic pulls.
Banish the larger demons, tank and spank to victory. Gatekeepers - Both have shadow power, dispel asap, makes him hit harder. Left gatekeeper does AOE bleed, so spread your ranged, double healer if you feel your healer cannot solo heal all. Right gatekeeper does emote ".. Mechanolord - Tank pulls boss to ledge and hits at max range, avoiding the maximum number of orbs while not moving.
Tank calls out debuff he gets, negative or positive. Same charge moves towards tank, different charge step away to the back. Tank does not move throughout entire battle. Tempest forge destroyers - Star player to have along, rogue. Sepethrea - Skip boss for Pantheleon. Netherbinder - CC for last, so that even if she summons elementals it's possible to keep things under control.
Pantheleon the Calculator - As rogue I always get the dominate, cannot be dispelled, but can be "cloaked" out of, requires some luck. You have the most success if you ignore adds. At start of battle all ranged classes move to melee range healers, mages , hunters may opt to stay, but do not multishot. Once adds are spawned they will gather nicely because you have stacked.
Fear them away then blow cooldowns and hit the boss as hard as you can, psychic screams, intimidating shouts, howl of terrors, set an order for maximum effectiveness. If you get to this stage you should win the fight without problems. Sepethrea - Now summons 3 elementals and moves at normal speed. If you get one, drag all the way to pantheleon's chamber. Once you reach this stage, everyone that's kiting fire eles in pantheleon can just return and nuke her down, they will take too long to get back so it shouldnt be a factor.
I am a mortal Strike warr and i am still enabled to tank very well in this instance, it doesnt take much just a little abuse of the Commanding shout. Comment by what i need for heroic?
Comment by Ideal group for this in Heroic Mode is as follows. Believe me I just did this and it was the smoothest run I've done yet. Comment by As of now Patch 2. ALL mechanical mobs. Comment by Can someone please post average run times? Both normal and heroic - Thx! Done it with alot of other grps, but this is the grp setup i like the most:.
Comment by Garryman Just want to say, that mechanical guys, that use charged fist cannot be afflicted by CoT. They are now immune to this spell in heroic mode. I don't know, if they can be CoTed at normal, cause i forgot the last time i made normal Mech run. Comment by For you mages, when the Astromages uses "Fire-Shield" you can steal it. Gives about fire damage per 3 sec. Comment by irharry Updated heroic mech - a number of changes have been made since the two below were written.
Mech is a mid difficulty heroic, the first three badges are comparitively easy and can be farmed in about 30 mins by an experienced group, making this a very attractive farm instance. The final two badges are considerably harder however. Nothing special here, spank and tank. He has an aoe that does reasonable damage, but its not too bad.
Continue to clear back down the ramp to capacitus room, making sure to hug the left hand side. At the bottom of the ramp pull the destroyer. They wont like it, but the destroyer will out out roughly EXTRA dps on your tank while charged fist is active, so its worth interrupting. As the charged fist is spell dmg, warriors can reflect some of the extra dmg if the charged fist does get off.
Capacitus has a HUGE hit box, so the best strat for this guy is similar to normal mode. Pull him back to the ramp you cleared, and have your tank stand at the edge of the ramp, about 10 yards up. Pull capacitus to him as a lock i use my imp to pull him, hunter md is even better, whatever you have available , and tank capacitus beside the ramp.
Because he is below the ramp, but the tank is on the ramp, the bombs he spawns will sit down the bottom and not touch the group. Ask everyone to move to the bottom of the stairs when they have a negative charge, and move up the stairs when they have a positive charge except the tank, who stays still , if everyone moves up or down as needed when the charges are on this fight is very easy. Its also good for whichever group has the same charge as the tank to move in a bit so they are close enough to the tank to give him the buff also, otherwise aggro is very trickey.
Move onto the glass area capacitus patrolled and pull the next keyholder, again, pretty simple tank and spank. This guy has a jackhammer effect that you need to avoid, but he emotes just before to warn you. I usually ask ranged dps to stop as well just to avoid agro issues, but if your tank had plenty of threat up they may not need to.
Clear up the ramp to sepethra's room, some trickey trash here. The melee mobs CAN now be seduced by a succubus previously they weren't. The astromancers buff can be spellstole by mages, its a damned nice buff so definately worth it. Leave sepethra for now. Classic Theme Thottbot Theme.
Report Links. Table of Contents Quick Facts. Comments Comment by Exovaldes Nethermancer Sepethrea: Apart from epic gems, embedded loot drops don't match to plain text next to them. Comment by Otto61 Just did this the first time - should note that after you clear the second boss, stuff just starts spawning as you walk forward towards the third.
So drink quickly between waves. Please keep the following in mind when posting a comment: Your comment must be in English or it will be removed. Unsure how to post? The Mechanar consists of two levels joined by an elevator. The first level has two named elites and one boss. Both named elites must be killed to open the elevator. You must also kill both Gatewatchers to open the Cache of the Legion.
The first optional boss Mechano-Lord Capacitus has a decent loot table of his own. Both the second optional boss and the end boss of the instance are up the elevator. Each drops a portion of a key which is used to open the Cache of the Legion just before the elevator. Wowpedia Explore. Main Page All Pages. World of Warcraft. Classic Vanilla The Frozen Throne Reforged. Explore Wikis Community Central.
Register Don't have an account? View source. History Talk The Mechanar Mech Mechanar loading screen. Subzones of Tempest Keep.
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