Imonar is a three-phase fight split by two intermissions. It takes place on several platforms. We will fight the boss on one of these platforms, then for the intermission the boss will jump to a new platform and we'll have to make our way to that platform by getting over a bridge which is covered with traps and mines. Once we'll all over the bridge we'll re-engage the boss, and that will end the intermission and begin the next phase of the fight.
PHASE ONE: ATTACK FORCE
Shock Lance: Anti-tank attack. Does damage and a stacking debuff AND shocks an additional nearby player with Electrify every 3 seconds for each stack.
Sleep Canister and Slumber Gas: Sleeps random players for 20 seconds. Can be dispelled, but this triggers a 10-yard explosion of Slumber Gas, which puts players to sleep for 8 seconds.
Pulse Grenade and Shocked: Targets random players. Touching a grenade blows it up, doing damage, a knockback, and applying a stacking debuff called Shocked to players within 3 yards, which increases damage taken.
Infernal Rockets: Targets players who attempt to leave the platform and stand on the bridge. Does damage and applies a stacking debuff that increases damage taken.
Strategy
Tanks position the boss near the bridge to give ranged and healers lots of room. Tanks swap every time their Shock Lance debuff expires. Three stacks is fine for the swap. Make sure as few targets get electrify as possible.
The main platform is pretty small, but ranged and healers should maintain a spread of 10 yards at all times due to the Sleep Cannisters. Canisters in ranged should be dispelled immediately.
Melee will stack on one side of the boss. When the canisters are deployed, all the unaffected players will move together to the other side, allowing for a safe dispel. (Note: there are a few seconds' grace period after you get a canister, so if an affected melee is quick they can run out).
In addition to maintaining a 10 yard spread, ranged and healers should also stay near the edges of the platform, because the Pulse Grenades will target people and persist for the entire fight. Having them at the edge of the platform makes the space easier to handle.
(Note: we can also stack up and move as a group away from the Pulse Grenades, BUT the additional movement required for the Sleep Canisters may make this too chaotic).
Don't stand on the bridge as you'll get bombarded with rockets.
INTERMISSION: ON DEADLY GROUND. 66% health.
At 66% health, Imonar leaps across the bridge to a secondary platform and begins casting Conflagration. We must cross the bridge and interrupt his cast to trigger the next phase, while avoiding the traps lain by the boss.
Seared Skin: Debuff that does increasing damage to players who attempt to stand on the flaming edges of the bridge.
Stasis Trap: All over the bridge. Damage + 3-yard AoE stun.
Pulse Grenade: Same as those in Phase One. Explosion, knockback, and stacking debuff.
Blastwire: Moderate raid-wide damage when triggered.
Shrapnel Mines and Shrapnel Blast: All over the bridge. Stepping on one triggers a Shrapnel Blast, which is a 4-yard AoE + bleed DoT.
Conflagration: Imonar channels Conflragration throughout this intermission. This shields him, and causes flaming orbs to travel down the bridge in lines. These do fire damage and apply a slow. Interrupting this ends the intermission. Any flaming orbs that were already spawned will now do a lot more damage if touched.
Strategy:
Tanks should lead the way across the bridge, detonating traps to clear a path if necessary. Mobile classes with immunities (like rogues and hunters) can run ahead too and clear a path.
Stampeding Roar is really helpful here. At least one healer should stay at the back of the group to heal stragglers.
Don't trigger the traps if you can help it!
Flaming Orbs will roll down the platform in three different 'lanes.' We will need to navigate both traps and flaming orbs during this phase. Be patient but decisive.
The first players across the bridge should NOT interrupt Conflagration right away, as this triggers Phase Two immediately. If that happens the players still on the bridge will get hit with Infernal Rockets. Wait for everyone to make it across before interrupting the channel.
PHASE TWO: CONTRACT TO KILL
After the intermission, Imonar will jump to a new platform. The boss will still be at 66% health.
Sever: anti-tank attack. Damage + stacking bleed.
Charged Blasts: These are attacks from overhead ships. Players are marked with a red symbol over their head + a debuff. After 7 seconds the ship fires in a line, striking all targets with heavy damage, knocking them back, and applying a debuff. The targeted player cannot evade this.
Shrapnel Mines and Shrapnel Blast: The boss will lay these mines periodically. Blast + bleed.
Infernal Rockets: Same as Phase One. Target anyone who attempts to leave the platform and stand on the bridge.
Strategy:
Tanks move Imonar near one of the back edges of the platform. Perform taunt swaps whenever the other tank's debuff falls off, as in Phase One. For the first swap, 4 stacks is fine.
Ranged and healers stay near the edge to bait mine spawns.
There will be a big targeting circle when the boss does Shrapnel Blast -- get out of these!
For the ship attacks, the targeted player should position the blast line to run across the edge of the platform. Everyone else, get out of the lines.
INTERMISSION: ON DEADLY GROUND. 33% health.
At 33% health the boss returns to his starting platform, leaping back across the bridge and laying a series of fresh traps while channeling Conflagration. This is identical to the first intermission.
Strategy:
This intermission is the same as the first EXCEPT that there are a lot more traps, probably due to the persistence of traps fro the first intermission.
Classes with immunities need to clear a path for their allies. Tanks can help with this (tanks are particularly good at clearing Shrapnel Blasts, which look like red mines).
If there's a part of the bridge we can't get through, there's the detonation order:
1. Stasis Traps
2. Shrapnel Blases
3. Pulse Grenades
4. Blastwires -- avoid these if possible
Wait till everyone is across to interrupt Conflagration!
PHASE THREE: THE PERFECT WEAPON
Begins at 33% on the original platform.
Empowered Shock Lance and Empowered Electrify: Anti-tank attack, similar to Phase One but with more damage. Damage + stacking debuff, and shocks a nearby player with Empowered Electrify.
Empowered Pulse Grenade: applied to several players every 46 seconds. These knock others away and deal damage to players within 5 yards.
Empowered Shrapnel Blast: Any Shrapnel Mines triggered in this phase apply Empowered Shrapnel Blast, which inflicts heavy fire damage and applies a DoT to players within 3 yards. This does damage every 2 seconds and does not expire!
Infernal Rockets: same in Phase One and Two.
Strategy:
Tank the boss near the entrance of the room, where there are likely to be a lot of pulse grenades, to give the ranged DPS and healers room to spread out, as Empowered Pulse Grenades are permanent and require a spread.
Taunt swap at every stack during this phase.
Avoid the Empowered Shrapnel Blast, which looks like a large number of targeting circles.
We will bloodlust during this phase.
PHASE ONE: ATTACK FORCE
Shock Lance: Anti-tank attack. Does damage and a stacking debuff AND shocks an additional nearby player with Electrify every 3 seconds for each stack.
Sleep Canister and Slumber Gas: Sleeps random players for 20 seconds. Can be dispelled, but this triggers a 10-yard explosion of Slumber Gas, which puts players to sleep for 8 seconds.
Pulse Grenade and Shocked: Targets random players. Touching a grenade blows it up, doing damage, a knockback, and applying a stacking debuff called Shocked to players within 3 yards, which increases damage taken.
Infernal Rockets: Targets players who attempt to leave the platform and stand on the bridge. Does damage and applies a stacking debuff that increases damage taken.
Strategy
Tanks position the boss near the bridge to give ranged and healers lots of room. Tanks swap every time their Shock Lance debuff expires. Three stacks is fine for the swap. Make sure as few targets get electrify as possible.
The main platform is pretty small, but ranged and healers should maintain a spread of 10 yards at all times due to the Sleep Cannisters. Canisters in ranged should be dispelled immediately.
Melee will stack on one side of the boss. When the canisters are deployed, all the unaffected players will move together to the other side, allowing for a safe dispel. (Note: there are a few seconds' grace period after you get a canister, so if an affected melee is quick they can run out).
In addition to maintaining a 10 yard spread, ranged and healers should also stay near the edges of the platform, because the Pulse Grenades will target people and persist for the entire fight. Having them at the edge of the platform makes the space easier to handle.
(Note: we can also stack up and move as a group away from the Pulse Grenades, BUT the additional movement required for the Sleep Canisters may make this too chaotic).
Don't stand on the bridge as you'll get bombarded with rockets.
INTERMISSION: ON DEADLY GROUND. 66% health.
At 66% health, Imonar leaps across the bridge to a secondary platform and begins casting Conflagration. We must cross the bridge and interrupt his cast to trigger the next phase, while avoiding the traps lain by the boss.
Seared Skin: Debuff that does increasing damage to players who attempt to stand on the flaming edges of the bridge.
Stasis Trap: All over the bridge. Damage + 3-yard AoE stun.
Pulse Grenade: Same as those in Phase One. Explosion, knockback, and stacking debuff.
Blastwire: Moderate raid-wide damage when triggered.
Shrapnel Mines and Shrapnel Blast: All over the bridge. Stepping on one triggers a Shrapnel Blast, which is a 4-yard AoE + bleed DoT.
Conflagration: Imonar channels Conflragration throughout this intermission. This shields him, and causes flaming orbs to travel down the bridge in lines. These do fire damage and apply a slow. Interrupting this ends the intermission. Any flaming orbs that were already spawned will now do a lot more damage if touched.
Strategy:
Tanks should lead the way across the bridge, detonating traps to clear a path if necessary. Mobile classes with immunities (like rogues and hunters) can run ahead too and clear a path.
Stampeding Roar is really helpful here. At least one healer should stay at the back of the group to heal stragglers.
Don't trigger the traps if you can help it!
Flaming Orbs will roll down the platform in three different 'lanes.' We will need to navigate both traps and flaming orbs during this phase. Be patient but decisive.
The first players across the bridge should NOT interrupt Conflagration right away, as this triggers Phase Two immediately. If that happens the players still on the bridge will get hit with Infernal Rockets. Wait for everyone to make it across before interrupting the channel.
PHASE TWO: CONTRACT TO KILL
After the intermission, Imonar will jump to a new platform. The boss will still be at 66% health.
Sever: anti-tank attack. Damage + stacking bleed.
Charged Blasts: These are attacks from overhead ships. Players are marked with a red symbol over their head + a debuff. After 7 seconds the ship fires in a line, striking all targets with heavy damage, knocking them back, and applying a debuff. The targeted player cannot evade this.
Shrapnel Mines and Shrapnel Blast: The boss will lay these mines periodically. Blast + bleed.
Infernal Rockets: Same as Phase One. Target anyone who attempts to leave the platform and stand on the bridge.
Strategy:
Tanks move Imonar near one of the back edges of the platform. Perform taunt swaps whenever the other tank's debuff falls off, as in Phase One. For the first swap, 4 stacks is fine.
Ranged and healers stay near the edge to bait mine spawns.
There will be a big targeting circle when the boss does Shrapnel Blast -- get out of these!
For the ship attacks, the targeted player should position the blast line to run across the edge of the platform. Everyone else, get out of the lines.
INTERMISSION: ON DEADLY GROUND. 33% health.
At 33% health the boss returns to his starting platform, leaping back across the bridge and laying a series of fresh traps while channeling Conflagration. This is identical to the first intermission.
Strategy:
This intermission is the same as the first EXCEPT that there are a lot more traps, probably due to the persistence of traps fro the first intermission.
Classes with immunities need to clear a path for their allies. Tanks can help with this (tanks are particularly good at clearing Shrapnel Blasts, which look like red mines).
If there's a part of the bridge we can't get through, there's the detonation order:
1. Stasis Traps
2. Shrapnel Blases
3. Pulse Grenades
4. Blastwires -- avoid these if possible
Wait till everyone is across to interrupt Conflagration!
PHASE THREE: THE PERFECT WEAPON
Begins at 33% on the original platform.
Empowered Shock Lance and Empowered Electrify: Anti-tank attack, similar to Phase One but with more damage. Damage + stacking debuff, and shocks a nearby player with Empowered Electrify.
Empowered Pulse Grenade: applied to several players every 46 seconds. These knock others away and deal damage to players within 5 yards.
Empowered Shrapnel Blast: Any Shrapnel Mines triggered in this phase apply Empowered Shrapnel Blast, which inflicts heavy fire damage and applies a DoT to players within 3 yards. This does damage every 2 seconds and does not expire!
Infernal Rockets: same in Phase One and Two.
Strategy:
Tank the boss near the entrance of the room, where there are likely to be a lot of pulse grenades, to give the ranged DPS and healers room to spread out, as Empowered Pulse Grenades are permanent and require a spread.
Taunt swap at every stack during this phase.
Avoid the Empowered Shrapnel Blast, which looks like a large number of targeting circles.
We will bloodlust during this phase.