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2. Ignis the Furnace Master Vote_lcap60%2. Ignis the Furnace Master Vote_rcap 60% [ 6 ]
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2. Ignis the Furnace Master

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Post  Ronab Tue Apr 07, 2009 9:19 pm

2. Ignis the Furnace Master 425_ignis

Ignis has 24 million HP. Melee strikes vary widely but can hit for upwards of 30k on plate or plate equivalent in the absence of debuffs on Ignis. Ignis is tauntable.

Ignis's room contains 20 deactivated golems called Iron Constructs, and two large pools of water on each side. These are meant to play a significant role in the encounter. Iron Constructs that attack the raid during the Ignis encounter may be handled through a raid mechanic that mimics the real-life process of blacksmithing.

Abilities
Ignis uses the following abilities:

Flame Jets: This resistable ability knocks affected players about 20 feet in the air and 1-2 feet backward in addition to dealing its damage. It also interrupts casting and locks a spell school for ~8 seconds. Consequently, when Ignis begins his ~3 second Flame Jets cast, players should be mindful that they are not casting spells when his cast completes. Flame Jets seems to have a cooldown of about 30-40 seconds, which it may share with Activate Construct (ie: Ignis will either Flame Jets or Activate Construct, then wait one full cooldown period, then cast Flame Jets or Activate Construct again).

Activate Construct: One of the 20 Iron Constructs in the room will "activate" and after a few seconds spawns as an add in the fight. This seems to have a cooldown of about 30-40 seconds, which it may share with Flame Jets.

Scorch: Self-explanatory. Scorch is a frontal cone ability dealing Fire damage and leaving behind a very visible swirl of fire on the area Ignis targets when beginning to cast the spell. Scorch has a short cooldown of about 15-20 seconds.

Slag Pot: The slag pot' is slung over Ignis's crotch. When Ignis charges and places someone inside the Slag Pot, they take 5000 damage every second, then receive a buff upon surviving the damage period. Ignis will continue casting other spells and attacking while a player is inside the Slag Pot.


Last edited by Ronab on Thu Apr 09, 2009 10:18 am; edited 1 time in total

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Post  Ronab Wed Apr 08, 2009 5:24 pm

Iron Constructs

Iron Constructs move very slowly (slower than unbuffed player run speed) and have a fairly light melee attack. Iron Constructs can be snared, slowed, rooted, stunned, and taunted.

When Iron Constructs stand in the center of the swirls of fire left behind by Scorches, they begin to gain the buff Heat, increasing their movement speed by 5% and haste by 5% for each stack, up to a maximum of 20 stacks.

Upon reaching 20 stacks of Heat, Iron Constructs become Molten, which keeps their melee haste at 100% and add a 5k Fire damage per second 7 yard radial tick around the Construct, thus increasing their damage potential precipitously. This condition lasts for 20 seconds before the Iron Constructs revert to normal.

Molten Iron Constructs can be brought to the pools of water on the sides of Ignis's hall. An Iron Construct in Molten condition brought inside a pool of water will be doused and turn Brittle. Brittle Iron Constructs are stunned for 15 seconds, are much more likely to be critical hit, and are instantly shattered if a player hits them for 5000 damage or more in a single attack. Destroying a Brittle Iron Construct in this manner causes it to deal 20,000 damage in a 10 yard radius around itself.

For every contruct active, Ignis will gain 15% damage, stacking up to 20 times.


Last edited by Ronab on Wed Apr 08, 2009 5:27 pm; edited 1 time in total

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Post  Ronab Wed Apr 08, 2009 5:26 pm

Strategy

Ignis requires 2 or 3 tanks if OTs are desired on Iron Constructs, 5-7 healers depending on the gear of the MT, and the rest of the raid can be DPS.

Healers should pay attention to the MT and OT as well as the raid at large, who take significant damage from the periodic Flame Jets. A particular time to be wary of the damage potential on the MT is during Flame Jets, as s/he may be knocked temporarily out of healing range, and Ignis is tall enough to melee while the tank is in midair.

Once you pull, have the main tank position him near the pools of water and facing away from the raid. The raid should for the most of the fight be able to stay between the two pools as the maintank can move the boss around them. The maintank will have to move the boss after each of his flame casts, and he should always leave some distance between them so the raid has enough space to move freely. As pictured to the right, the tank should only need to have a few such positions to drag him to, and always after moving him turn him to face away from the raid to allow for better positioning of the scorched ground. There will only ever be two scorched areas at a time, so when you begin to see one fade fully, be ready to move again after his cast.

While this is happening, the main section of the raid will have to deal with a few abilities from Ignis, primarily Flame Jets, which launches the whole raid into the air and causes a silence if anything was being cast when it hit. The dps should have no issue avoiding this by stopping their spells when he casts it, but also the healers should focus him so they can see his cast as they too will need to stop their healing for when the spell hits.

In addition to Flame Jets, the boss will charge a random player and throw them into the Slag Pot on his chest. The person who gets grabbed needs to announce this quickly and the raid healers will need to keep him alive for 10 second as he takes considerable damage. If the player survives the Slag Pot, he will gain a haste buff and will do a good deal more damage for a short duration. There should ideally be a dedicated healer assigned to heal people in the Slag Pot, to avoid confusion and to make sure someone is always watching for it.



We should handle contructs like this:
Have them picked up (ideally by a deathknight tank) when they spawn, and dragged into a scorched area, when in there, the deathknight should chains of ice and kite around the scorched area untill the contruct becomes molten. At this point, another tank stood near the water pools, should taunt and drag the contruct into the water. Once in the water, a single spell thats guaranteed to hit higher than 5k, a frostfire bolt for example, should be fired at the contruct, to kill it.


Last edited by Ronab on Wed Apr 08, 2009 5:41 pm; edited 2 times in total

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Post  Ronab Wed Apr 08, 2009 5:37 pm

2. Ignis the Furnace Master Ignis-layout

This shows the kite path the MT should take to keep ignis out of the flaming ground.

There are no hardmodes for this fight.

Video can be seen here.

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Post  Ronab Wed Apr 08, 2009 6:21 pm

Point of note,seems worthwhile that the paladins should take improved concentration aura, for the interuprs, cos you just know people like Léo will fail at stopping thier cast!

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Post  Léonál Wed Apr 08, 2009 6:22 pm

Lies.

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Post  Ronab Wed Apr 08, 2009 6:24 pm

soulfirelol

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Post  Léonál Wed Apr 08, 2009 6:26 pm

Very Happy Thats guna be so pro after patch with the talents!

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Post  Fanthom Tue Apr 14, 2009 6:00 am

the ending on that vid is lol
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Post  Glocken Wed Jun 24, 2009 5:53 pm

Spent some time googling for top-down images so I could draw the strat, but here it is ready-made.

2. Ignis the Furnace Master Dvk7l5

What it boils down to is a single tank (ignore T1/T2) putting Ignis in front of a pool. He is turned 90 degrees between scorches, so that one is always to the side, allowing adds to be turned Molten. The other scorch is targetted towards the pool, which causes it to go out.

One or two DPS are assigned to shatter adds, which are taunted by the OT and pulled through the scorch still up. After they are molten, they can then quickly be pulled to the pool to turn them Brittle.

This allows DPS and healers to stand in one spot for the fight, and minimises movement for the MT. DPS assigned to shattering the adds also have it a bit easier, knowing where the adds are going molten and brittle.

Discuss.

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Post  Authadain Thu Jun 25, 2009 12:29 am

I understand what your getting at and it seems like a good idea but i think that the first scorch will despawn before the 4th and after the 3rd.
This means having to stand in scorch twice in the pool and then back to the floor if im right?
as far as im aware that shouldnt cause or make anything different but might be a problem if Scorch 1 deisappears before scorch 4 is cast and there being an add up. this means the possibility of having 2 adds up in this time and the 50% damage buff on the boss which could make more problems then its actually worth.
Feel free to correct me guys im goin by what ive seen in the fight and vids i watch in my free time.

Any other views?
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Post  Subeam Thu Jun 25, 2009 1:09 am

How i interpreted it, scorch 1 = to the side, 2 = in the pool (and thus gone?), 3 = same position as 1, 4 = same as 2. So you'd have a constant scorch patch up in 1 spot. Seems like a worthwhile thing to test out, only thing that concerns me -for the timer- is the long walk to the tanking position, but maybe that's solved with 2 misdirects, so dps can start before Ignis is fully in position?
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Post  Beaker Thu Jun 25, 2009 1:48 am

Worth a try, but to be fair we were what? 3-4s off the achievement yesterday, its doable guys. dps just need to step up a bit more.
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Post  Glocken Thu Jun 25, 2009 2:14 am

Subeam got the idea - you'd be tanking him facing the pool most of the time. Every other scorch (starting with the first) would be put to the side, by turning him 90 degrees, letting him scorch, then turning him back. If the tank is standing on the edge of the pool with Ignis where he is in the picture, the Scorch is put into the water and (actually scripted) extinguished.

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