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About The Brotherhorde

Mission Statement

The mission of The Brotherhorde is to have fun and progress in a mature, drama-free, tight-knit setting. Our guild is based on friendship, commitment, maturity and the need to feed our inner raiding demons. We raid hardcore weekly and have minimum requirements that must be met to raid with our guild

Guild Information

- Our member base is made up primarily of adults, and we enjoy the ability to be ourselves and speak freely at any time. From time to time we engage in adult humor, although we do not tolerate overly offensive behavior. Sexist, racist, or any other maliciously offense jokes or comments WILL NOT be tolerated. We are all adults, so use your best discretion. If you are sensitive to bad language, off-color humor, or are easily offended, then we may not be the best guild for you.

- We are not a role playing guild and as such are not looking for role-players.

-We enjoy both PvE and occasional PvP. We encourage members to do what they enjoy on off hours and not during prime raiding times. Although no one will be persecuted for prefering one over the other.

- Loyalty is very important to The Brotherhorde. We work to keep a tight-knit group of people who care about each other. If you are more concerned with yourself, your own needs, or loot, then this IS NOT the right guild for you.

Recruiting and Membership

- Joining the guild: Anyone who is interested in joining The Brotherhorde must do a couple things before gaining membership:

- Contact a Officer in-game. You must have Ventrillo installed and have a microphone to conduct a online interview. We want to know who you are (in game and in real life), what you are looking for in a guild, and where you stand. After conducting a live interview the applicant will be notified within 24 hours of the guilds decision. If the applicant is accepted, a online application must be filled out. During the application process you will be required to create a guild launch account to access the site's features.

 
Guild News

Mimiron Boss Strategy Guide

by Rockmaul, 2 days ago

Mimiron Boss Strategy Guide




DOWNLOAD and install QUARTZ for Phase 4 of this fight. This can be used to set focus on middle of boss during Phase 4. This WILL save lives during the encounter.


Mimiron is the 8th boss encounter of Ulduar. He’s located in the Spark of Imagination. Mimiron is the builder of Flame Leviathan.

Mimiron Abilities
Leviathan MKII
■Health Points: 6,970,000 (heroic), 1,740,000 (normal)
■Napalm Shell – Deals 9,425-10,575 fire damage to enemies within a 5 yard radius. Additionally, laves an aura that deals 6,000 fire damage per second for 8 seconds in that location. 2 second casting time
■Plasma Blast – Deals 30,000 fire damage per second for a 6 second duration. 3 second cast time.
■Proximity Mine – Deals 20,000 fire damage. Disarmable by rogues.
■Shock Blast – Deals 100,000 nature damage to all enemy targets within 15 yards. 5 second casting time.

VX-001 – Anti-personnel Assault Cannon
■Health Points: 6,970,000 (heroic), 1,740,000 (normal)
■Heat Wave – Deals 9,425-10,575 fire damage with an additional 3,000 fire damage per second DoT for 5 seconds to all targets within an 80 yard radius.
■Rocket Strike – Deals 1,000,000 fire damage at a targeted location (indicated by circle on the ground)
■Rapid Burst – Deals 3,299-3,701 damage to all targets in front of the anti-personnel assault cannon.
■Spinning Up – starts spinning, charging up the laser barrage
■P3Wx2 Laser Barrage – Deals 20,000 arcane damage to targets in front of VX-001, 80 yard range.

V0-L7R-0N
■Shock Blast – Deals 100,000 nature damage to all enemy targets within 15 yards. 5 second casting time.
■Proximity Mine – Deals 20,000 fire damage. Disarmable by rogues.
■Hand Pulse – Deals 7,000-8,000 damage to all targets in front of the mob.
■Rocket Strike – Deals 1,000,000 fire damage at a targeted location (indicated by circle on the ground)
■P3Wx2 Laser Barrage – Deals 20,000 arcane damage to targets in front of VX-001, 80 yard range.
■Plasma Ball - Used on the highest threat target. Deals 14,1380-15,862 damage.

Aerial Command Unit
■Health Points: 4,600,000 (heroic)
■Plasma Ball – Used on the highest threat target. Deals 14,1380-15,862 damage.

Assault Bot
■Health Points: 1,000,000 (heroic)
■Special Note: Drops an item (magnet core) that allows you to force an Aerial Command Unit to the ground.
■Summon Magnet Core – Temporarily forces an aerial command unit to the ground. While on the ground it takes an additional 50% damage.
■Magnetic Field - Roots the target in places and increases the damage taken by 30%. 6 second duration, can be dispelled.

Bomb Bot
■Health Points:
■Explosion – deals 9,425-10,575 fire damage to all targets within a 5 yard radius.

Trash Bot
■Health Points: 110,000 (heroic)
■No special abilities


Mimiron Boss Strategy
Phase 1 – Leviathan MKII

This phase is a standard tank and spank fight. Tank the boss in the middle of the room and have your casters and other ranged classes spread out around the room. Make sure your ranged is at least 15 yards away from the boss, so they don’t eat shock blast. Also, be aware of the mines that will be spawning. Don’t bother disarming them, simply avoid them as most of them will be concentrated between your melee and ranged classes.

Phase 2 – VX-001, Antipersonnel Assault Cannon


The most important thing during this phase is to simply stay spread out. The entire raid should spread out around the room, making sure you have healers equally dispersed. Furthermore, everyone needs to be very aware of the rockets. These rockets will target a section on the ground, so if you see them heading in your general direction simply move 5 yards in any direction to avoid being hit.

Occasionally the boss will begin the laser barrage. If he does start spinning you should move directly behind the boss. This will allow you to avoid taking any damage from the laser.

Phase 3 – Aerial Command Unit


For this phase you will need both a ranged tank and a kiter. As soon as your ranged tank has sufficient threat range can begin attacking the boss until the first assault bot spawns.

Adds spawn at various locations around the room. A spotlight will appear on the spawn location, indicating the type of add that is about to spawn. An orange light means it’s an assault bot and your kiter will need to be picking them up. These assault bots can and should be slowed / immobilized / etc to assist your kiter. Once the kiter has sufficient threat these mobs should be burned down. Make sure you give your kiter sufficient time to build threat.

If the spotlight is green it means a junk bot or bomb bot is about to spawn. Junk bots should be picked up by your tanks. Bomb bots do not need to be tanked, they will walk around a bit and then blow up, simply move away from them and don’t get hit by the explosion.

After the assault bot has been killed he will drop a magnetic core. Use this core underneath the boss. This will pull the boss to the ground, allowing melee to DPS him for a 6 second duration (damage is also increased during this phase).

Repeat the above steps until he’s dead.

Note: turn free for all loot on during this phase to allow cores to be picked up.

Phase 4 – V0-L7R-0N

This phase is essentially all 3 previous phases wrapped into one. There are no new abilities and each phase works exactly the same, however, adds do not spawn during this phase.

Things to look for…

■Ranged tank still must tank the Aerial Command Unit
■Melee tank still must tank Leviathan MKII
■Entire raid must avoid mines
■Melee should run out to avoid shock blast
■Laser Barrage will cast more often, be ready to run behind the boss
■Avoid rockets, move 5 yards in any direction if they are coming towards you.

In order to defeat the boss you must kill all 3 sections at the same time, otherwise they will repair. Split your melee and ranged DPS accordingly, keep heals up, and use the above list to make sure you don’t forget anything…do these things and you’ll have your first kill under your belt.


Mimiron Hard Mode Strategy

To complete this encounter on hard mode simply press the large red button in the back of the room. When engaged the boss gains “emergency mode”, which increases damage and health by 25%. To defeat hard mode you must kill this boss in less than 8 minutes.


Videos:

StratFu Video Guide

http://www.youtube.com/watch?v=iMIysp3qsf0

TankSpot Video Guide:
http://www.youtube.com/watch?v=ZjecQKcGuD4

Healing Tactics


Phase One
Healing is easy on MT. Primary damage on MT is Plasma Burst, with occasional land mine damage if it can’t be avoided. A beacon on MT seems optimal with paladin watching the raid.

Napalm Blast appeared best handled by an instant-cast heal (e.g. holy shock) for the initial damage to get the target topped off, then treat the DoT with slower heals and/or HoTs and/or shields.

The range on Napalm Blast is 5 yards, so spread out at least that much. You don’t have to move from the fiery graphic effect of Napalm Blast.

Healers should stand near the middle to cover entire raid, with paladin in direct center of the circular sector.

Paladin: Holy Shock glyph was very nice for this phase to cover Napalm Blast (which seemed to have a 5 second interval at times).

Paladin: This phase, and boss in general, is great for using Aura Mastery paired with Fire Resistance Aura. You can enable 260 Fire Resistance for the raid to mitigate some Napalm Blast, mine damage or Plasma Burst on the MT.


Phase Two

Paladin can beacon yourself.

The periodic Heat Wave is AoE fire damage, but easy to heal through with AE heals. Those heals bounce a lot as the raid is spread around center ring. Including HL Glyph that will splash to many people. Aura Mastery + FR Aura again for good mitigation.

Rapid Burst is a steady stream of fire damage that’s easy to heal.
Spinning Up can’t be healed through. Don’t get caught in it.

Rocket Strike is something he casts seemingly every 10 seconds. If you see a 5-yard red target on the ground: MOVE OUT. About 2 seconds later fire damage will hit that spot, and it hits up to 25k IIRC. Cannot survive unless you’re a tank or get lucky. Turn spell effects way up for this fight.

Phase Three

The paladin can put their beacon on the ranged tank or add tank. Heal the raid and watch out for those two tanks. The add tank can have spikey damage depending on how many Assault Bots are up.

Raid groups up for AE heals. AoE damage is mostly from the bomb bot adds when they enter the raid. Damage isn’t too bad, but this phase is the 2nd most mana/healing intensive phase.

Paladin: you can easily time your Aura Mastery + FR right before a bomb bot runs into the raid to explode.


Phase Four

Phase Four is basically Phase One through Three combined.
Paladin can beacon MT or ranged tank. I chose MT since his damage seemed less. The head piece will be using range attacks on its #1 aggro (i.e. ranged tank). In our kill it was Jarlyn as ranged tank in Phase 4, though Krez probably would have been better–since he tanked Phase 3.

Raid damage is pretty high. Avoid mines on ground (ranged people shouldn’t have to much move from those). Watch for Rocket Strike effect on ground to move out of. Watch especially for Spinning Up–make the boss your focus so you can see when he casts it, but you still have to tilt your camera up toward the middle piece so you can see what direction the Spinning Up is aiming at.

Phase 1 : On engage Mimiron immediately jumps into a vehicle called Leviathan MKII.

Phase 2 : When Leviathan MKII is destroyed, Mimiron gets in VX-001, an Anti-personnel Assault Cannon.

Phase 3 : When VX-001 is destroyed, Mimiron gets into his Aerial Command Unit.

Phase 4 : Mimiron forms all of the other weapons used previously into V0-L7R-0N. Each of the previous phase’s targets have their own health pool and can be targeted separately. All three targetable sections begin this phase at 50% health.

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