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Incindypants & trash beforehand

(boss tactics write-up by Kachiko)

Ignis Furnace Master

Scorch - Fires a jet of flame, burning all enemies in front of the caster within 30 yards, dealing 2357 to 2643 Fire damage every half-second for 3 sec. additionally, the ground is scorched by this effect causing it to catch on fire, dealing 3299 to 3701 Fire damage every second to all enemies within 13 yards. Iron Constructs within this radius will begin to heat up, eventually becoming molten.

Flame Jets - Stomps the ground causing geysers of flame to erupt under all enemies. These geysers deal 5655 to 6345 Fire damage, knocking the targets into the air and interrupting any spells being cast for 8 sec. In addition, the targets take 1000 Fire damage per second for 8 sec.

Slag Pot - Charges and grabs a random enemy target, tossing them into the caster's slag pot. The target is unable to attack the caster and takes 3500 Fire damage every second for 10 sec. If the target survives, they are imbued with the magical slag, increasing their haste by 100% for 10 seconds.

Activate Construct - For every second that a construct is in a Scorch area it gains a stacking speed buff. At 20 stacks it will turn Molten. When Molten it will gain extra haste and deal 2357 to 2643 Fire damage to enemies within 7 yards. Running the construct into water while Molten will turn it Brittle, stunning it, increasing its chance to be critically hit, and causing it to shatter if hit for more than 5000 damage in one attack.

Strength of the Creator - Increases damage done by 15%. One stack of this buff is applied each time an Iron Construct is summoned, and one stack is removed each time a Brittle Iron Construct is shattered.

The Ignis encounter begins as a simple tank and spank fight (Naxx geared tanks can take upwards of 25000-30000 damage per hit, so healers need to be on the ball). Casters, particularly healers, should take care to stop casting before Ignis uses Flame Jets, otherwise they will be locked out of their spells for 8 seconds. All players should make sure to move out of Scorch areas. Random players will periodically be charged and placed in the Slag Pot attached to Ignis' stomach. Whichever player is charged should be healed through the DoT.

Iron Constructs
The fight gets slightly more complicated when Ignis activates an Iron Construct. For every active Iron Construct, Ignis gains a 15% damage bonus. No more than a couple of these should be kept up at any time. Iron Constructs should be dragged through a Scorch area until they turn Molten. Alternately, if you have root or snare capability, the Construct can be kited into the Scorch and rooted until molten. Once molten, they need to be dragged immediately to one of the water pools so that they turn Brittle. Brittle Iron Constructs are stunned for 20 seconds, have a 50% increased chance to be critically hit, and will shatter if 5000 damage is done in a single hit. Shattering a Construct will remove one stack of Ignis' damage buff.

Comments (16)

Hot burning giants!

Garalia's picture

Yes, they've received a whacking from the nerf-bat in patch 3.1.1, but it's worth putting a little note about the two great big Giants guarding the path down to Ignis.

When you face the giants, you will be at a crossroads, with the two mobs in front, and lots of lovely empty corridors to the left, right, and rear of the raid. The two giants should be pulled together, and then spaced apart in the corridors. They do an AoE damage plus stun/silence called Earthquake periodically, and this is perhaps the biggest challenge to the raid.

Anyone standing in the middle of the two giants (i.e. at the crossroads) may face problems with the two AoE circles from the giants overlapping, and therefore receive two Earthquakes shortly after each other. To avoid the tanks getting splatted because of this, I recommend that in a three healer group, one healer sits in the middle of the crossroads, and one healer follows the pull so that they are standing further down the corridor than where the Flame Leviathans are being tanked.

If the healers are numbered 1,2,3, the tanks are labelled as x, and the big Giants as M, then the positioning would be something like:

1 xM 2 Mx 3

Note that the healer at position 2 will likely be affected by overlapping earthquakes, so having an instant heal, or a good range of instant-cast or short-casting time spells is a good idea for them.

After the two giants die, there's a nasty little debuff that is going to really annoy your healers. One person in the raid is hit by "Unquenchable Flames" that will inflict a fairly painful DoT for a few seconds. This DoT cannot be dispelled by normal means. Once the DoT finishes, the debuff then jumps onto another raid member, and ticks away on them before jumping to the next, and the next, etc. The only way to remove the debuff is to jump in the water in Ignis' room, and to do that you have a few trash pulls to deal with. Your healers are going to be running low on mana by the time you get to the pools, as they will need to keep a constant eye on who has the debuff, and attempt to keep them topped up to avoid problems with the other trash...

Side note: if your healers

Joe Snow's picture

Side note: if your healers fail keeping you up and the dot starts killing people, use the teleporter! Wink

Nah just kidding, but it sounds like a really nasty debuff, especially as those giants drained me pretty much oom last time I was there. Sad


We managed to get rid of the

Spitbeard's picture

We managed to get rid of the Unquenchable Flames by wiping on the flame-whirlwind casting trashmobs after the two giants Wink


Also works ;)

Garalia's picture

Yep, I can see that method working Laughing out loud

I was wondering myself if there was a limit to the range of the debuff jumping or something, so that someone could position themselves at the edge of the raid, and then run away when they had it, or if the debuff could be broken by LoS or something...

The whirling flame trash mobs are quite nasty too. I'm not convinced we can't do something about their flame tornado attack, like a mass dispel. I did try this once, but got the cast off just a little too late to get the tornado before it got me Tongue

http://www.tankspot.com/forum

matzy's picture

ignore this post


Raid Leading 101 - by Matzi:- "Okay, just do the same again ... only better this time"

(original post by Matzy)

Neti's picture

Quote:

Our guild may have discovered a possible intentional area design that makes the encounter much easier. We positioned our ranged and healers on the raised ledge that exists in all but the very middle on each side of the room around the water. This places the majority of the raid directly behind the innactive constructs but about 1 yard off the floor and roughly 1/2 way down from the large pools. We did this for 2 reasons. This ledge has a sharp edge on the side facing the center of the room and a gradual slope on the side facing the pool behind the raid. We noticed that when constructs become molten, then seem to reset aggro (haven't tested it, possible it's just healer aggro on targets not being actively tanked). Constructs cannot path directly to a ranged dps or healer who is standing on the raised ledge. This works to our advantage.

That leads to the 2nd reason. This forces the constructs to run up the only way they can reach the ledge, through the water as they attempt to come up the gradual slope on the back side of the ledge. The end result is the constructs becoming molten, aggroing onto healers since we root them in scorch, and making themselves brittle. Additionally, if they are 1/2 way across the ledge they will be out of range from the AOE caused both by them being molten and then when they are shattered. This strat allows healers and ranged to be fully in LOS of all melee and tanks at all times. It should be noted that Ignis doesn't fall prey to the need to path around the ledge due to his height so it allows him to grab players without having to cause a massive positioning issue.

In the end we tank him with his back to the ledge (any of the 4 ledges will do). We have melee stand just in front of the ledge. Tank him with his back facing melee and ranged, and then line up scorches from left to right and then back again as they fade. We only have to assign 1 person to kite them into the scorches, 2 people to snare them inside, and no one has to worry about them once they become molten since healer aggro takes care of their pathing straight into the water. A single ranged dps doesn't even have to move as they are in LOS from the point where they become brittle as they shatter them.

I hope this helps and hopefully you won't have to re-shoot your video when you see how trivial this makes the encounter. Great job as always.

I saw this strategy and thought it seemed quite good for the ignis fight. I know we seemed to be making progress, but it was taking us, what, 4 people or so to coordinate together and lock down the adds - taking it in turns?

This strategy reminds me of the Bloodlord Mandokir fight in Zul Gurub and using the spears to the raids advantage (i.e hiding behind them like a scared child lol)

I read it at tankspot's thread relating to this fight (http://www.tankspot.com/forums/f206/48907-ulduar-ignis-furnace-master.html)

I suppose it may still be a problem for us if we dont have a rooter, as someone needs to be there to pin em down in the fire ... but I dunno

(original post by Coehoorn)

Neti's picture

Soo.... I've read a little about our friend Ignis. There's one tactic for him, that is simply nuke the boss, tank him in the water (to avoid flames all around the place), OT adds till the end and don't bother with killing them. I'm not sure if me or Glendus are geared enough for this (boss will hit very hard at the end), but I think we could give it one or two tries Wink

I heard that they nerfed Ignis a litle bit with yesterdays' hotfixes.

And I think we've started with the worst boss here, maybe we should try 2 other ones?

edit: strategy posted by Matzy is also worth trying, description is here: http://www.tankspot.com/forums/f206/48907-ulduar-ignis-furnace-master.ht...

Image is here: http://www.tankspot.com/forums/f206/48907-ulduar-ignis-furnace-master-2....

again I think this tactic I

matzy's picture

ignore this post


Raid Leading 101 - by Matzi:- "Okay, just do the same again ... only better this time"

yeah, I too wasnt

matzy's picture

yeah, I too wasnt comfortable with this other tactic once I got to see how it worked, only really because other similar ramps cannot be walked up in the same way. bit weird, and imho not worth risking, especially when we can down him vanilla style Laughing out loud


Raid Leading 101 - by Matzi:- "Okay, just do the same again ... only better this time"

I will let someone else talk

matzy's picture

I will let someone else talk about positioning and the add control. In terms of healing, we had celenia on raid (as the only one with a group heal) me on slag pot and spit on MT. If a healer got potted they were to keep themselves alive and I covered their job.

The key to healing this fight seemed to be making sure people were healed up ASAP after the flame jets, spamming heals (big ones too) on the potted peep and covering each other in case you got potted. Ultimately, if the timing goes off and you get someone potted whilst the jet is about to come then you really are in trouble (as you cannot get caught out and silenced really).

From my perspective, the DBM warning for potted person is quite delayed. When you hear the emote you have to keep your eye out for the DBM warning and heal with no delay. Literally, a second locating them on the grid and it could be game over. Next visit I will pay a bit more attention and see if there is a way to show it on grid.

You need to be popping any CD you have that will reduce mana usage or regain mana, as well. Whoever is on the raid I think will probably struggle with mana.


Raid Leading 101 - by Matzi:- "Okay, just do the same again ... only better this time"

Can't you add buffs to

AdminWilgje's picture

Can't you add buffs to 'mark' someone with on grid? i.e. Add a "potted" thing that lights up in Grid when someone is in the pot?

Hmm, when it comes to kiting

Hmm, when it comes to kiting as DK tank... Keep your Blood runes as Death runes, to have Chains of Ice available all the time. When Construct enters the fight, taunt him fast from healers (he will change his color a second of two before he is targetable). Drag him asap to the nearest flame, Chains of Ice, step back from flames. When he starts moving to you, Chains of Ice again. Ideally we had two flames side by side (thanks to Glendus positioning), so I could stand behind the second flame and chain Chains of Ice on Construct (he was slowly moving through two flames to me).

Ensure that you have debuffs showing turned on for your target frame. When Construct has 20 stacks and turns red (molten), run to the water and Death Grip him. Run away before DPSers will shatter him (he deals heavy aoe damage in 10yd radius).

If you will get caught into the pot, you'll probably have two Constructs to deal with (boss deals 30% more damage). On our final and successful attempt I haven't been caught into the pot, so we were lucky Wink

When everything goes smooth as yesterday, you have only one Construct at a time and you have few seconds to dps the boss before next Construct spawns.

And last but not least, it is very important to shatter Construct when he is in the water. We have only 20secs to shatter him, after that time he returns to fight and kiter have 2 Constructs to deal with (or 3, if unlucky). When Construct is ready for shatter, everyone has 50% crit chance on him, so if your crits are above 5k, it's worth trying.

Ignisis Tactic

I should have put this up on wednesday after raid but was really tired and then had a busy few days.
Garyx suggested I put up the tactic in full detail so I'll do my very best Smile

Main Tank Role

The positioning of the boss at the start is key, so having a hunter misdirect the tank is a huge boon here.
The Main Tank will be taking at least 25000-30000 damage per hit from Ignis' melee strikes which gain an additional 15% damage from each Iron Construct that is active so it's important these are dealt with swiftly by off tank and 2 assigned dps.
Since his scorch is a frontal cone attack it is important that the main tank should never face the raid where possible and this leads into the tactics positioning.

Boss = X
Tank= T
Casters/Ranged = R
Melee= M
Off Tank = O

Position 1 (Start of Fight through 1st scorch)

-----------------------------------M------------------------------
----------------O-------------------------------------------------
-------------------------------T - X ------------------------------
-----------------------------------------------------------------------
------------------------------------------------------------------------------
---- -----------------------------R--------------------------------

Notes: The Main tank tanks the boss facing the west pool untill 1st scorch is dropped.
Melee stand to north and ranged to the south (max healing/dps range).
Off tank to the side out of scorch range but ready to pick up constructs.

Position 2: After 1st scorch the Main Tank runs through Ignis.

----------------------------------M--------------------------------P
P --------------SCORCH------X --T-----------------------------O
O-----------------------------------------------------------------O
O-----------------------------------------------------------------L
L ------------------------------R----------------------------------

Notes: The main tank repeats the 1st process but with boss facing East pool
Off tank is busy kiting construct through scorch then dipping them in pool.
1 Left pool range is shattering left construct.

Position 3 (Aka Position 1 again or slightly to the side if the scorch hasn't quite worn off)

The whole procedure is then repeated alternating left to right.

EDIT:
Hmm when i post it it breaks the spacing on diagram , anyone know how to force spaces ?

Spacing

Billi's picture

Try using the < code > tags, but without the spaces

< code >
------o-----
----t-------
< / code >

looks like


------o-----
----t-------

instead of

------o-----
----t-------

Off tank Role/Kiter This

Off tank Role/Kiter

This is largely dependant on what class is doing the role but if it's a DK then Coe has put a great summary up above.
Should it not be a DK, a hunter tank pet/ locks voidwalker or a different tank can fill in, but they will need help of cc in the scorch to hold adds in place.

Casters/Ranged/Healers.

Apart from 2 ranged dps , the positioning for the raid group is shown above .
The 2 pool dps need to be off to 1 side of raid ranged grp , in range of healers but also in range of boss and pool (right or left as assigned).
They need to shatter any brittle constructs but only once OT has cleared them by 10+ yrds or the OT takes nasty AoE damage.

Hope this will help Smile

P.S
Ohh I forgot to mention this last night so not sure wether anyone was caught out by the flame jet silence which is very nasty for healers.
I recommend using a stop casting macro that allows you to swiftly stop your casting and prevent the lockout.
I saw a few people jumping to stop casts and although that works, this is faster/safer Smile

yeah I tried that wilgje.

matzy's picture

yeah I tried that wilgje. It didnt work, although I may have got the spelling slightly off Laughing out loud


Raid Leading 101 - by Matzi:- "Okay, just do the same again ... only better this time"

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