04-07-2015, 03:16 PM
The Blast Furnace is the last encounter in the Slagworks wing of Blackrock Foundry, behind Grully and Oregorger. This is a three phase fight that’s all about handling large numbers of different adds. The actual boss (The Heart of the Mountain) is not present in the first two phases of the fight, and we’ll only face him in the final phase, which is a very intense DPS race that will greatly strain the healers.
During the first phase, the boss is inside the Blast Furnace, and we’ll be working to get him out. During the second phase, he’ll be protected by a number of adds, which we’ll have to kill before we can reach him. Finally, in phase three we’ll face him directly.
Phase One
This phase lasts until we disable two Heat Regulators located on either side of the Blast Furnace. They can’t be attacked and damaged normally — we have to use bombs to disable them. When both regulators have been disabled, we’ll enter Phase Two.
Phase One Boss, Mobs, and Abilities
The Boss: We can’t engage the boss during this phase, but he’ll still do fire damage with Blast. The time until his next Blast is indicated by his energy bar. He also has a heat resource, which determines how quickly his energy regenerates. The longer he spends inside the Blast Furnace, the higher his heat will be, and the faster he’ll cast Blast.
* Between 0-24 Heat, Blast is cast every 25 seconds.
* Between 25-49 Heat, every 15 seconds
* Between 50-74 Heat, every 10 seconds
* Between 75-100 Heat, every 5 seconds
So we want to get him out quickly!
Phase One Adds and Mini-Boss
There are three types of adds during Phase One, and a mini-boss called Foreman Feldspar.
There are three types of mobs:
Furnace Engineers
These spawn throughout Phase One. They spawn rarely and one at a time. They a have 4 abilities:
* Electrocution: sort of a chain lightning. Targets one person, jumps to two other people within 5 yards.
* Repair: interruptible spell that repairs a Heat Regulator for 3% of its health.
* Bomb: Attaches a bomb to a random raid member. Players with a bomb get an extra action button which lets them detonate their bomb. If it isn’t manually detonated by the player it will detonate on its own after 10 seconds. When the bomb is detonated, it deals damage to all players in a small radius, and ALSO damages a Heat Regulator if one is located nearby.
* Drop Lit Bombs: Causes the engineers to drop a number of bombs when they die. They become armed when they drop and detonate on their own if not picked up. Bombs dropped in this way can be picked up by raid members, who can use them just like regular bombs.
Bellows Operators
These spawn throughout Phase One. They don’t need to be tanked and they have only one ability.
* Loading: Each time they use this ability they increase Heart of the Mountain’s Heat by 2.
Security Guards
These also spawn throughout Phase One. The use only one ability, but priests who can mind control them will be able to access a second one.
* Defense: they place a shield on the ground which protects their allies in a small area.
* If a priest mind controls one, they gain an ability called Slay Elemental. This can be used against Slag Elementals, but there are no Slag Elementals in Phase One.
Foreman Feldspar has three abilities:
* Pyroclasm: interruptible ability, targets random raid members.
* Rupture: Void zone at the location of a random raid member.
* Hot Blooded: Fire Damage aura that persists as long as he’s alive, damaging anyone within a certain radius (about 20 yards).
Phase One Strategy
Our goal is to control all the mobs in the fight while raid members use bombs from the Furnace Engineers to destroy both Heat Regulators, thus triggering Phase Two.
The Blast Furnace is very large, and the Heat Regulators are located on opposite sides, so it is advised that we split the raid in two equal teams. Each team should have a tank, half the healers, and half the DPS with a mix of melee and ranged on both sides. Each team should handle half the room so there are players in close proximity to each Heat Regulator. If we have an uneven number of healers the extra one should go to the side with Feldspar.
At the start of the fight, the half of the raid with Foreman Feldspar in its half should focus and kill him as quickly as possible, interrupting his Pyroclasm, avoiding Rupture void zones, and healing through Hot Blooded.
Once Feldspar is dead (and before, for the other half of the raid), prioritize killing the Furnace Engineers. Players should spread out at least 5 yards to prevent Electrocution from jumping to to more targets. Interrupt Repair casts too— none should be allowed through.
Players who get the Bomb should run up to the Heat Regulators and detonate their bombs there. When the Furnace Engineer dies bombs should be picked up, carried to the Heat Regulators, and detonated. But don’t detonate all at once or you’ll blow each other up. Take turns, quickly. Interrupt the Engineer’s cast of Repair.
Kill the Bellows Operators to prevent them from increasing the Heat level of Heart of the Mountain.
Finally, kill the Security Guards and make sure they’re not in range of other mobs when they cast Defense.
Adds that spawn in the middle should be handled on the fly.
There is no need to for a tank swap during this phase.
Phase Two
Once both Heat Regulators have been disabled, we’ll enter Phase Two. Heart of the Mountain comes out but can’t be attacked as it’s being protected by four Primal Elementalists. Once these four adds are killed the Heart of the Mountain will be attackable and killable, which starts Phase Three. Any adds still up from Phase One will remain in the fight until killed.
Phase Two Mobs and Abilities
The Heart of the Mountain continues to cast Blast. He’ll have as much Heat as he finished Phase One with. He’ll continue to gain Heat from the slag pool beneath him, which can’t be prevented. As in Phase One, he’ll cast Blast more frequently the hotter he is.
Phase Two Adds
There are four types of adds in Phase Two:
Primal Elementals
They spawn at the start of Phase Two. They have two abilities:
* Damage Shield: immunity shield. Only way to remove it is to bring a Slag Elemental to 0 health (technically 1 health) within 8 yards of the Primal Elementalist. This will trigger the Slag Elemental’s Slag Bomb which will remove the Damage Shield for 15 seconds.
* Reactive Earth Shield: self buff that heals them when it expires. It can be dispelled. Only cast when their damage shield is up.
Slag Elementals: adds that spawn throughout Phase Two. When they’re brought to 1 health they become dormant, during which they are stationary and harmless, and can’t be killed. They have an energy bar that is empty, but once they become dormant each Blast cast restores 25 of their energy, and when they reach 100 they become fully energized. When that happens, they are healed to full and once again begin to attack the raid. They have three abilities:
* Fixate: self explanatory
* Burn: interruptible spell cast on fixated person
* Slag Bomb: ability they use when they reach 1 health and go dormant. It removes the Damage Shield of any Primal Elementalists in an 8 yard radius.
Firecallers. 4 abilities:
* Cauterize Wounds: interruptible spell that heals target for 20% of their health. They use this to heal other adds.
* Lava Burst: interruptible spell on a random raid member.
* Volatile Fire: 10 second debuff. When it expires it explodes and deals a lot of damage to players an 8 yard radius.
* Erupt: ability that fully energizes a dormant Slag Elemental
Security Guards: same as in Phase One. They have two abilities: defense, and Slay Elemental. Slay Elemental can be accessed by a priest who mind controls one. It can be used against the Slag Elementals, causing them to take 50% increased damage for 20 seconds.
Phase Two Strategy
Our goal in this phase is to kill the four Primal Elementalists. Slag Elementals need to be brought to 1 health in close proximity to them, and our DPS will have to focus on the Primal Elementalists while their Damage Shield is down. So when someone is fixated by a Slag Elemental, they need to move on top of a Primal Elementalist, and DPS needs to bring the Slag Elemental to 1 health. Don’t finish the Slag Elemental off until it is in position. While it’s alive, its casts of Burn can be interrupted, but his is not a priority (interrupts are better used against the Fireballers).
As soon as the Slag Elemental removes a Primal Elementalists’s Damage Shield, DPS needs to switch to that Elementalist and kill it off. The shield is only down for 15 seconds but this should be enough time to kill it.
Then we need to repeat this process for the other three Primal Elementalists.
We need to watch for the Primal Elementalists’ self-heal, called Reactive Earth Shield, and dispel it before it has a chance to heal them.
In addition to this we’ll need to handle the two other types of adds in the fight.
The Security Guards are low priority. They should just be multi-Dotted or damaged when there are no Slag Elementals or Fireballers active, if this every happens. They must still be tanked far away from the other adds to avoid having a shield cast on them though.
Priests can use Dominate Mind on the security guards to make use of they Slay Elemental ability, which helps deal with the Slag Elementals.
Firecallers are very dangerous and are a high priority. We need to interrupt all casts of Cauterize Wounds, the heal ability. Lava Burst should also be interrupted but only if there are enough interrupts available to service all the Cauterize Wounds casts. Erupt cannot be interrupted, but it can be stunned, so it’s important to prevent these from going through, to avoid waking up more Slag Elementals than we can handle.
Whenever raid members are affected by Firecallers’ Volatile Fire, they need to move 8 yards away from other raid members before it expires.
Phase Three
This phase starts when all four Primal Elementalists are dead. Any adds still alive from Phase Two will stay in the fight until killed. During this phase we can finally attack Heart of the Mountain. There are no other adds during this phase. The Heart of the Mountain has the following abilities:
* Blast: This is the same Blast as before. At the start of Phase Three he becomes superheated, which means that Blast will be cast every 5 seconds.
* Tempered and Heat are two tank debuffs that work in conjunction with each other: Heat is a stacking fire DoT on the tank, while Tempered increases the damage taken from Heat. Tempered ONLY increases Heat’s damage when the target has more stacks of Heat than they do of Tempered.
* Melt: void zone cast at location of a random raid member. Grow in size for a few seconds then remains in place.
Phase Three Strategy
We’ll probably have a lot of adds left over from Phase Two. We need to kill these as fast as possible, starting with the Fireballers, then Security Guards. The Slag Elementals stick around too — they become dormant at 1 health and get re-energized by Blast, as they did in Phase Two, so there’s no point in trying to kill them off. Just focus on keeping the fixated players alive.
The entire raid except for the tanks has only one ability to worry about: Melt, which leaves a very large void zone behind that persists for a long time. We need to position these properly. We should stay close to the edge of the room, and once a void zone is up we should stay near its edge to have them overlap. The room is very large, though, so it’s unlikely we’ll run out of space.
The damage during this phase is very intense because Blast is being cast every 5 seconds, plus extra damage from Slag Elementals. The healers will need to use all their cooldowns to keep everyone up.
The tanks will have to handle the Heat and Tempered debuffs. I looks complicated, but the tanks just need to taunt off when the current tank has three stacks of Heat.
We’ll use Bloodlust during Phase Three.
During the first phase, the boss is inside the Blast Furnace, and we’ll be working to get him out. During the second phase, he’ll be protected by a number of adds, which we’ll have to kill before we can reach him. Finally, in phase three we’ll face him directly.
Phase One
This phase lasts until we disable two Heat Regulators located on either side of the Blast Furnace. They can’t be attacked and damaged normally — we have to use bombs to disable them. When both regulators have been disabled, we’ll enter Phase Two.
Phase One Boss, Mobs, and Abilities
The Boss: We can’t engage the boss during this phase, but he’ll still do fire damage with Blast. The time until his next Blast is indicated by his energy bar. He also has a heat resource, which determines how quickly his energy regenerates. The longer he spends inside the Blast Furnace, the higher his heat will be, and the faster he’ll cast Blast.
* Between 0-24 Heat, Blast is cast every 25 seconds.
* Between 25-49 Heat, every 15 seconds
* Between 50-74 Heat, every 10 seconds
* Between 75-100 Heat, every 5 seconds
So we want to get him out quickly!
Phase One Adds and Mini-Boss
There are three types of adds during Phase One, and a mini-boss called Foreman Feldspar.
There are three types of mobs:
Furnace Engineers
These spawn throughout Phase One. They spawn rarely and one at a time. They a have 4 abilities:
* Electrocution: sort of a chain lightning. Targets one person, jumps to two other people within 5 yards.
* Repair: interruptible spell that repairs a Heat Regulator for 3% of its health.
* Bomb: Attaches a bomb to a random raid member. Players with a bomb get an extra action button which lets them detonate their bomb. If it isn’t manually detonated by the player it will detonate on its own after 10 seconds. When the bomb is detonated, it deals damage to all players in a small radius, and ALSO damages a Heat Regulator if one is located nearby.
* Drop Lit Bombs: Causes the engineers to drop a number of bombs when they die. They become armed when they drop and detonate on their own if not picked up. Bombs dropped in this way can be picked up by raid members, who can use them just like regular bombs.
Bellows Operators
These spawn throughout Phase One. They don’t need to be tanked and they have only one ability.
* Loading: Each time they use this ability they increase Heart of the Mountain’s Heat by 2.
Security Guards
These also spawn throughout Phase One. The use only one ability, but priests who can mind control them will be able to access a second one.
* Defense: they place a shield on the ground which protects their allies in a small area.
* If a priest mind controls one, they gain an ability called Slay Elemental. This can be used against Slag Elementals, but there are no Slag Elementals in Phase One.
Foreman Feldspar has three abilities:
* Pyroclasm: interruptible ability, targets random raid members.
* Rupture: Void zone at the location of a random raid member.
* Hot Blooded: Fire Damage aura that persists as long as he’s alive, damaging anyone within a certain radius (about 20 yards).
Phase One Strategy
Our goal is to control all the mobs in the fight while raid members use bombs from the Furnace Engineers to destroy both Heat Regulators, thus triggering Phase Two.
The Blast Furnace is very large, and the Heat Regulators are located on opposite sides, so it is advised that we split the raid in two equal teams. Each team should have a tank, half the healers, and half the DPS with a mix of melee and ranged on both sides. Each team should handle half the room so there are players in close proximity to each Heat Regulator. If we have an uneven number of healers the extra one should go to the side with Feldspar.
At the start of the fight, the half of the raid with Foreman Feldspar in its half should focus and kill him as quickly as possible, interrupting his Pyroclasm, avoiding Rupture void zones, and healing through Hot Blooded.
Once Feldspar is dead (and before, for the other half of the raid), prioritize killing the Furnace Engineers. Players should spread out at least 5 yards to prevent Electrocution from jumping to to more targets. Interrupt Repair casts too— none should be allowed through.
Players who get the Bomb should run up to the Heat Regulators and detonate their bombs there. When the Furnace Engineer dies bombs should be picked up, carried to the Heat Regulators, and detonated. But don’t detonate all at once or you’ll blow each other up. Take turns, quickly. Interrupt the Engineer’s cast of Repair.
Kill the Bellows Operators to prevent them from increasing the Heat level of Heart of the Mountain.
Finally, kill the Security Guards and make sure they’re not in range of other mobs when they cast Defense.
Adds that spawn in the middle should be handled on the fly.
There is no need to for a tank swap during this phase.
Phase Two
Once both Heat Regulators have been disabled, we’ll enter Phase Two. Heart of the Mountain comes out but can’t be attacked as it’s being protected by four Primal Elementalists. Once these four adds are killed the Heart of the Mountain will be attackable and killable, which starts Phase Three. Any adds still up from Phase One will remain in the fight until killed.
Phase Two Mobs and Abilities
The Heart of the Mountain continues to cast Blast. He’ll have as much Heat as he finished Phase One with. He’ll continue to gain Heat from the slag pool beneath him, which can’t be prevented. As in Phase One, he’ll cast Blast more frequently the hotter he is.
Phase Two Adds
There are four types of adds in Phase Two:
Primal Elementals
They spawn at the start of Phase Two. They have two abilities:
* Damage Shield: immunity shield. Only way to remove it is to bring a Slag Elemental to 0 health (technically 1 health) within 8 yards of the Primal Elementalist. This will trigger the Slag Elemental’s Slag Bomb which will remove the Damage Shield for 15 seconds.
* Reactive Earth Shield: self buff that heals them when it expires. It can be dispelled. Only cast when their damage shield is up.
Slag Elementals: adds that spawn throughout Phase Two. When they’re brought to 1 health they become dormant, during which they are stationary and harmless, and can’t be killed. They have an energy bar that is empty, but once they become dormant each Blast cast restores 25 of their energy, and when they reach 100 they become fully energized. When that happens, they are healed to full and once again begin to attack the raid. They have three abilities:
* Fixate: self explanatory
* Burn: interruptible spell cast on fixated person
* Slag Bomb: ability they use when they reach 1 health and go dormant. It removes the Damage Shield of any Primal Elementalists in an 8 yard radius.
Firecallers. 4 abilities:
* Cauterize Wounds: interruptible spell that heals target for 20% of their health. They use this to heal other adds.
* Lava Burst: interruptible spell on a random raid member.
* Volatile Fire: 10 second debuff. When it expires it explodes and deals a lot of damage to players an 8 yard radius.
* Erupt: ability that fully energizes a dormant Slag Elemental
Security Guards: same as in Phase One. They have two abilities: defense, and Slay Elemental. Slay Elemental can be accessed by a priest who mind controls one. It can be used against the Slag Elementals, causing them to take 50% increased damage for 20 seconds.
Phase Two Strategy
Our goal in this phase is to kill the four Primal Elementalists. Slag Elementals need to be brought to 1 health in close proximity to them, and our DPS will have to focus on the Primal Elementalists while their Damage Shield is down. So when someone is fixated by a Slag Elemental, they need to move on top of a Primal Elementalist, and DPS needs to bring the Slag Elemental to 1 health. Don’t finish the Slag Elemental off until it is in position. While it’s alive, its casts of Burn can be interrupted, but his is not a priority (interrupts are better used against the Fireballers).
As soon as the Slag Elemental removes a Primal Elementalists’s Damage Shield, DPS needs to switch to that Elementalist and kill it off. The shield is only down for 15 seconds but this should be enough time to kill it.
Then we need to repeat this process for the other three Primal Elementalists.
We need to watch for the Primal Elementalists’ self-heal, called Reactive Earth Shield, and dispel it before it has a chance to heal them.
In addition to this we’ll need to handle the two other types of adds in the fight.
The Security Guards are low priority. They should just be multi-Dotted or damaged when there are no Slag Elementals or Fireballers active, if this every happens. They must still be tanked far away from the other adds to avoid having a shield cast on them though.
Priests can use Dominate Mind on the security guards to make use of they Slay Elemental ability, which helps deal with the Slag Elementals.
Firecallers are very dangerous and are a high priority. We need to interrupt all casts of Cauterize Wounds, the heal ability. Lava Burst should also be interrupted but only if there are enough interrupts available to service all the Cauterize Wounds casts. Erupt cannot be interrupted, but it can be stunned, so it’s important to prevent these from going through, to avoid waking up more Slag Elementals than we can handle.
Whenever raid members are affected by Firecallers’ Volatile Fire, they need to move 8 yards away from other raid members before it expires.
Phase Three
This phase starts when all four Primal Elementalists are dead. Any adds still alive from Phase Two will stay in the fight until killed. During this phase we can finally attack Heart of the Mountain. There are no other adds during this phase. The Heart of the Mountain has the following abilities:
* Blast: This is the same Blast as before. At the start of Phase Three he becomes superheated, which means that Blast will be cast every 5 seconds.
* Tempered and Heat are two tank debuffs that work in conjunction with each other: Heat is a stacking fire DoT on the tank, while Tempered increases the damage taken from Heat. Tempered ONLY increases Heat’s damage when the target has more stacks of Heat than they do of Tempered.
* Melt: void zone cast at location of a random raid member. Grow in size for a few seconds then remains in place.
Phase Three Strategy
We’ll probably have a lot of adds left over from Phase Two. We need to kill these as fast as possible, starting with the Fireballers, then Security Guards. The Slag Elementals stick around too — they become dormant at 1 health and get re-energized by Blast, as they did in Phase Two, so there’s no point in trying to kill them off. Just focus on keeping the fixated players alive.
The entire raid except for the tanks has only one ability to worry about: Melt, which leaves a very large void zone behind that persists for a long time. We need to position these properly. We should stay close to the edge of the room, and once a void zone is up we should stay near its edge to have them overlap. The room is very large, though, so it’s unlikely we’ll run out of space.
The damage during this phase is very intense because Blast is being cast every 5 seconds, plus extra damage from Slag Elementals. The healers will need to use all their cooldowns to keep everyone up.
The tanks will have to handle the Heat and Tempered debuffs. I looks complicated, but the tanks just need to taunt off when the current tank has three stacks of Heat.
We’ll use Bloodlust during Phase Three.