In Phase Three, Mimiron will be flying around in what looks like a mechanical head. He will be out of reach of melee and the tanks. Instead, this head must be tanked by a ranged DPS class with a high amount of health, such as a Moonkin Druid or Warlock. A Protection Warrior can tank the boss using Spell Reflect. The adds are the main component of Phase Three, which have three different types:
The first type is Bombots. Your raid should know the dangers of Bombots well from fighting XT-002 Deconstructor. They are the first adds that will spawn during phase three and are very dangerous. Using root abilities such as Chain of Ice, Entangling Root or Frost Nova to keep them away from melee and have ranged DPS burn them down quickly is the best way to handle them. Bombots originate right below the flying head and move towards raid members.
Junkbots are the second type of adds during this phase spawn in beams of light. They spawn out of green lights and are fairly negligible. Tanks need to pick them up but they are a low priority for DPS
Assault bots are the third type that spawn out of yellow-orange lights and are quite dangerous. They deal heavy damage and are a high DPS priority. When the assault bot is killed, a player, preferably a melee DPS, needs to loot a Magnetic Core off it and use it directly underneath the flying head. Your raid has 1-2 people designated for this that can find and use the item from their inventory very quickly. For this to work, the loot type must be set to free for all.
When used beneath boss, the Magnetic will root it to the ground for around 15 seconds. While grounded, the boss takes additional damage and can be hit by melee. This is a great time for DPS to unload into the boss, using cool-downs as much as possible.
In Phase Four, your raid must fight every component from the previous phases, but this time all at once. Many of the key abilities will be used by the various sections of the boss' body, but not all.
Leviathan Tank (Bottom) will cast Land Mines and Shockblast but will not use Plasma Blast or Napalm Shells.
Anti-Personnel Cannon (Middle) will still use Rapid Burst, Rockets, and Laser Barrage. Will no longer use Heat Wave.
Command Unit (Top) will fire its main magic attack at the ranged tank, but will not summon adds.
The first two sections will need to be tanked just as they were in the previous phases and one tank can tank both. The last can be tanked by a ranged DPS or Spell Reflect Warrior, just as in phase three.
When phase four begins, all three sections will be at 50% health. In addition, all three sections must be destroyed within 15 seconds of each other or else it will repair itself.
Having ranged focused on the head and melee focused on the tank is one way to organize DPS. At designated intervals, both can switch to the chest to even it out with the other pieces. You may alternatively choose to focus on one section at a time, getting it low before switching. Just be aware that incidental AoE might destroy a piece if you bring it too low.
Keeping the boss positioned well is the hardest part of phase four. You will want him to always be in the center but with some of his abilities, he may move around. For example, the tank has to run out during Shockblast. Mimiron will follow him as soon as the cast is finished, and he'll have to be repositioned. This normally isn't a problem, unless the chest is also casting Laser Barrage. This movement could endanger raid members that were otherwise safely out of the way. If your raid is getting into a situation like this, a holy Priest can use Guardian Spirit and let the tank stay in, and cheat death.
The first type is Bombots. Your raid should know the dangers of Bombots well from fighting XT-002 Deconstructor. They are the first adds that will spawn during phase three and are very dangerous. Using root abilities such as Chain of Ice, Entangling Root or Frost Nova to keep them away from melee and have ranged DPS burn them down quickly is the best way to handle them. Bombots originate right below the flying head and move towards raid members.
Junkbots are the second type of adds during this phase spawn in beams of light. They spawn out of green lights and are fairly negligible. Tanks need to pick them up but they are a low priority for DPS
Assault bots are the third type that spawn out of yellow-orange lights and are quite dangerous. They deal heavy damage and are a high DPS priority. When the assault bot is killed, a player, preferably a melee DPS, needs to loot a Magnetic Core off it and use it directly underneath the flying head. Your raid has 1-2 people designated for this that can find and use the item from their inventory very quickly. For this to work, the loot type must be set to free for all.
When used beneath boss, the Magnetic will root it to the ground for around 15 seconds. While grounded, the boss takes additional damage and can be hit by melee. This is a great time for DPS to unload into the boss, using cool-downs as much as possible.
In Phase Four, your raid must fight every component from the previous phases, but this time all at once. Many of the key abilities will be used by the various sections of the boss' body, but not all.
Leviathan Tank (Bottom) will cast Land Mines and Shockblast but will not use Plasma Blast or Napalm Shells.
Anti-Personnel Cannon (Middle) will still use Rapid Burst, Rockets, and Laser Barrage. Will no longer use Heat Wave.
Command Unit (Top) will fire its main magic attack at the ranged tank, but will not summon adds.
The first two sections will need to be tanked just as they were in the previous phases and one tank can tank both. The last can be tanked by a ranged DPS or Spell Reflect Warrior, just as in phase three.
When phase four begins, all three sections will be at 50% health. In addition, all three sections must be destroyed within 15 seconds of each other or else it will repair itself.
Having ranged focused on the head and melee focused on the tank is one way to organize DPS. At designated intervals, both can switch to the chest to even it out with the other pieces. You may alternatively choose to focus on one section at a time, getting it low before switching. Just be aware that incidental AoE might destroy a piece if you bring it too low.
Keeping the boss positioned well is the hardest part of phase four. You will want him to always be in the center but with some of his abilities, he may move around. For example, the tank has to run out during Shockblast. Mimiron will follow him as soon as the cast is finished, and he'll have to be repositioned. This normally isn't a problem, unless the chest is also casting Laser Barrage. This movement could endanger raid members that were otherwise safely out of the way. If your raid is getting into a situation like this, a holy Priest can use Guardian Spirit and let the tank stay in, and cheat death.
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