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[25] Mimiron

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Re: [25] Mimiron

Postby Tiandelin » Sat May 23, 2009 6:00 am

Seloei wrote:Last time i tried, they hit me for 45k melee swings so didn't try again. On 10man they just tank them as usual but on 25man our hunter kites them.
Honestly, with chains of ice, hamstring etc, theres no chance melee will fall behind on them. The only thing is they have to wait for 5s while he targets it to build some threat, but MM threat is huge.

How hard do they hit now then?


Far, far, far less. I'm not sure exactly, but I think it's less than 10k, or at least not much more than that. I've tanked two at once with no problem. In any case, I strongly advise that you do your raid a favor and pick them up.
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Re: [25] Mimiron

Postby Tiandelin » Sat May 23, 2009 6:18 am

Echoing what Belloc already noted, there's really no reason not to use two tanks on this fight in 25-man, as it makes it far less hectic and more stable. I've single-tanked it successfully, but p1 and p3 in particular can benefit greatly from a second meatshield. On phase 1, it lets you rely less on external cooldowns, which lets you save them for phase 2, in particular divine sacrifice. On phase 3, depending on your strategy, tank #2 can either pick up stray junk bots or play catch with bombs. I've never had issues on phase 4 since I was tipped off to the drop-to-walk-speed trick to prevent moving him during laser barrage, but a backup never hurts.
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Re: [25] Mimiron

Postby Invisusira » Sat May 23, 2009 6:47 am

We typically run 2.5 tanks for this fight. Not because we need to, but just because that's what happens to be in the raid at the time.

I'll solo tank the entire encounter - phase 1 is very easy, I'll shield wall the first blast and then have a rotation for ret pallies/priests set up for the 2nd and 3rd (and, god forbid, 4th. and no, it is not a wipe if you get 4.)

For phase 2, melee just spanks him (while making sure to stand on the white ring of lights when he does Spinning Up). Our ranged is divided into three groups:
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Each group is 100% stacked on top of each other and has its own healer. While it may seem counter-productive to have a whole group eating laser pulses, we've found this setup to be MUCH easier on the healers than the typical "everyone stay spread out" strat, even if there are only 6. It also makes rocket dodging much more obvious, since there are only 4 places a rocket will ever land.
After the Spinning Up, I'll watch raid health and when it starts waning I'll pop bubble and go DS in front of whereever the barrage is shooting and chase it around to help the healers catch up. Once mine's done I'll call out any remaining ret pally to do the same. This helps quite a bit; just make sure you don't get caught with DS up and bubble down or you'll get bent over.

Phase 3 is easy. Sometimes the 2nd tank (warrior) will spell reflect tank the head - which is actually way easier than a non-tank doing it - and sometimes we'll have a lock/hunter do it. Doesn't really matter, this phase is easy. I solo tank all the ads. Depending on DPS, melee will sometimes not even bother attacking the head and will just kill ads full time. Our ".5" tank is a feral druid in cat gear; usually he'll shift bear and go hug bomb bots for this phase.

Phase 4 gets nuts, yes. The biggest threat is the MINES. Remind everyone to CONSTANTLY be looking where they are going, and doubly remind the ranged because they're probably not used to having to look out for them. This phase can be a bit quirky for the tank since the base will follow you around when he's spinning up. You have to be VERY careful when getting behind him, take BABY STEPS to ensure the base doesn't bum rush you and get on top of you, which makes you "in front" of the laser barrage even though you're really not. Even more fun is when he does Shock Blast and Spinning Up at the same time, which will usually happen at about the 3rd Spinning Up (iirc). You have to be sure to get back into the middle ASAP or he'll chase you down while Laser Baraging and make life much harder for the rest of the raid.
Phase 4 can be managed by watching the torso, it gives you all the visual cues you need. "Rockets out" (rockets shoot off his back), "Spinning up" (hands turn into guns), "melee out" (shock blast is large and obnoxious, I have a guy running DMB give a 5 second warning on this so melee can start getting out without killing themselves on mines) and of course "mines out."
Finally, be sure to manage the health. Stuff can quickly get out of control here, and if you're not careful you'll do the ol 1% wipe. We had neglected the head on our almost-first-kill and wiped at 2% 0% 1% because the body healed back up.

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Re: [25] Mimiron

Postby Serelynn » Wed May 27, 2009 6:29 am

This fight is being nerfed to oblivion in the next minor patch:

Ulduar - Mimiron
The flight time of Rocket Strikes has been increased, and Rocket Strikes will try to prefer players at range.
The Leviathan Mk II component of the V-07-TR-0N will become stunned during Phase 4 when the VX-001 component begins to cast the P3Wx2 Laser Barrage ability.
Proximity mines now deal less damage and have a lower duration. A small arming time has also been added so proximity mines will not immediately detonate on creation.


The change in P4 will make the fight infinitely easier since the bottom part of the boss won't follow the tank around when a Laser Barrage and Shock Blast occur at once.
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Re: [25] Mimiron

Postby Seloei » Wed May 27, 2009 9:40 am

nor will you have to 'finetune' your movements so he doesn't go spastic and wipe the raid.
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Re: [25] Mimiron

Postby Macha » Wed May 27, 2009 10:36 am

This fight is being nerfed to oblivion in the next minor patch:


Nah. When learning this guy, none of the nerfs would have caused us to win at our wipes instead of wiping, except two times (tank getting used to moving around him - but both times probably would have been wipes anyway, due to other factors).

Mines only kill morons, rocket strikes only kill morons. Not much changes, it's just less anoying to get ouf of the pewpew.
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Re: [25] Mimiron

Postby kasino » Thu May 28, 2009 12:12 pm

Something that happend to work very well for us was to have whoever was tanking the bottom piece (myself in most cases) taunt the head piece at the end of phase3/beginning of phase 4 followed by every ranged dps using w/e aggro drops they had.

Doing this allowed enough time for you to take the damage of both the head and the bottom untill the fight is over w/o any ranged pulling aggro (scince neither of them do "too" much damage you didnt have to have an additional target taking more damage then the random AoE for healers to keep up).

I only bring this up because ocasionally the ranged tank would get hit by the heads blast and sometimes go down if his healer had to move from a spinning up.

Not game breaking or anything, but a simple, reliable, easy way to deal with it.
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Re: [25] Mimiron

Postby Belloc » Fri May 29, 2009 9:38 am

Macha wrote:
This fight is being nerfed to oblivion in the next minor patch:


Nah. When learning this guy, none of the nerfs would have caused us to win at our wipes instead of wiping, except two times (tank getting used to moving around him - but both times probably would have been wipes anyway, due to other factors).

Mines only kill morons, rocket strikes only kill morons. Not much changes, it's just less anoying to get ouf of the pewpew.


The biggest change is having the base stunned during pewpew. A lot of people have issues figuring out how to deal with that.
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Re: [25] Mimiron

Postby Arcia » Sat May 30, 2009 3:14 pm

Anyone tried to tank the aerial command unit as a protpala?
Is it possible to tank both the tank and the aerial command unit at the same time in P4?
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Re: [25] Mimiron

Postby Belloc » Sat May 30, 2009 3:37 pm

Arcia wrote:Anyone tried to tank the aerial command unit as a protpala?
Is it possible to tank both the tank and the aerial command unit at the same time in P4?

It is absolutely possible (and, oftentimes, preferable). At the start of phase 4, taunt the head. have the ranged drop their threat. Bam, you're the tank.
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