![]() ![]() It chases you for approximately 10 seconds, and leaving a spike damage trail. This spell causes spikes to chase 3 players on 10 normal, and causes 73 to 76k damage per second of you standing in it. This effect ripples out into many directions, inflicting 73125 to 76875 Physical damage to those caught within its effect. Only one tank should take care of it, because he comes back online while all three are in play.Ĭommentaire de PoshThe Iron Juggernaut bores its drill arm into the ground, causing the earth to crack and shatter. Before going into Assault Mode, he summons 3 more Crawler Mines. ![]() After some time, he'll revert to Assault Mode. Position yourself so that when you are knocked back, you aren't trapped in a bunch of tar, but if you are trapped and the laser comes, your sacrifice is better than running the laser through the tar. No matter what you do, DO NOT run the laser through the tar. He'll go through a cycle of summoning Explosive Tar (don't stand in it), a huge knockback in Shock Pulse (put your back to a wall), summoning Crawler Mines (tanks stomp on them), and firing his laser. The Juggernaut bunkers down and no longer needs to be tanked, but will do constant AOE damage in Seismic Activity. Siege Mode is where massive raid damage goes out. The timing is really tight, so try and finish the tank swap before the Crawler Mines return so to not waste time. Immediately after the three crawler mines are done, the off-tank should taunt the Juggernaut off the main tank due to the stacking debuff, Flame Vents. (This probably isn't true on heroic.) Only attempt to stomp on a mine if you have a high amount of armor, or a mitigation cooldown to survive the 1.2 Million blast. If the tank can only get two, that's fine, one exploding on Normal mode is survivable. If you are not stomping on mines, stay away, the explosion hurts everyone nearby as well. He'll take fall damage when he lands, so if he's at low health after the explosion, heal him up in midair. The off-tank who handles this then should only take around 600k damage and get knocked into the air. Crawler Mines have a timer and explode for roughly 300k to everyone in the raid if they aren't stomped upon, and stomping upon them (clicking on them) causes the sacrifice to take 1.2 Million Physical damage (mititaged by armor). The tank who is not tanking the boss needs to handle three Crawler Mines. There are mortars that are thrown as well as some light AOE, dodge the mortars and beat up the boss. The fight is separated into two distinct phases: Assault Mode and Siege Mode.Īssault Mode is a normal tank-and-spank with no adds to deal with whatsoever. Iron Juggernaut isn't a complicated fight, but it is pretty interesting for the tanks. the Demolisher Cannons cast in Assault Mode).Ĭommentaire de ssjheero Iron Juggernaut (10-Man Normal) In any case, the boss is downable, no worries at all, it's just that there is a discrepancy between the Journal description of the fight and the actual behavior of the boss which you should take into consideration if you'r new to the Juggernaut (i.e. ![]() My ticket is still pending.ĮDIT: Quick update is that, not surprisingly, I was advised to file this as a bug report. I got pretty pissed so thought to share this. We could not kill it tonight because apparently there was some login issue across many realms (I think forum threads on the topic are popping up like mushrooms as I type), which kept our DK from logging in on his main and 3 alts after a few embarrassing pulls under the Demolisher Cannon heavy fire. I can share screenshots with the boss casting both Demolisher Cannons and Mortar Cannon in phase I, as well as damage taken sources from recount during phase I and all that jazz. Having those in phase I is a mini hardmode in itself, so I was just wondering if anyone else out there had the same experience. Now, you see that Demolisher Cannons should be only present during Siege Mode (~150k to random players). This glitch was not true for our last week's kill when we killed it on our first pull ever (Stormscale - EU). Today on 10N we've experienced a strange behavior of the boss, perhaps a bug: he was casting the Demolisher Cannons in every Assault Mode as well as Siege Mode, effectively making the fight as tough as it can get for our three ~535lvl healers (monk, paladin, priest). Commentaire de Sincerei'll refer to the boss fight for a change: ![]()
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