Iron Juggernaut

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BossIron Juggernaut
Image of Iron Juggernaut
Race

Vehicle (Mechanical)

Level

?? Boss

Health
10 451,401,792
10H 592,274,048
Flex 361,121,440
LFR 780,685,248
25 1,354,205,440
25H 1,788,161,664
Location
Status

Killable

Relative(s)

[[File: Iron Juggernaut is the sixth boss of Siege of Orgrimmar. Created by Siegecrafter Blackfuse, this robotic scorpion guards the gates to the city of Orgrimmar. After it destroys the Darkspear Rebellion's siege weaponry and reserves, the players must destroy the Iron Juggernaut to allow the rebellion into the city.

Background

Dungeon Journal

This mechanical terror, designed nearly as much for intimidation as destruction, is the centerpiece of Garrosh's siege weaponry. Crafted in the image of the mighty Kor'kron war scorpion, the Iron Juggernaut guards the gates of Orgrimmar, crushing any who would rise up to challenge Garrosh's True Horde.

Encounter Design

This boss was the product of a particularly rowdy brainstorming session. We started with the idea of a siege tank. We ended up with a mecha-scorpion with a laser-mounted tail, flamethrower mouth, a drill and a sawblade for arms, and many, many cannons. We owe the artist who brought this monstrosity to life a drink or three.[1]

Abilities

  • Pressing the Attack: Assault Mode — The Iron Juggernaut is freely mobile while in Assault mode.
    • Inv elemental primal earth.png  Borer Drill — The Iron Juggernaut bores its drill arm into the ground, causing the earth to crack and shatter. This effect ripples out into many directions, inflicting 90,000 Physical damage to those caught within its effect.
    • Ability deathwing grasping tendrils.png  Laser Burn — The Iron Juggernaut's tail cannon now focuses briefly on random players.Inflicts 243750 to 256250 Fire damage to random players, and sears their flesh for an additional 53625 to 56375 Fire damage every 2 seconds.
    • Mortar Cannon — The Iron Juggernaut's top cannon launches shrapnel and explosives at a random player, inflicting 250,000 Fire damage to enemies within 8 yards of the blast.
    • Crawler Mines — The Iron Juggernaut releases several Crawler Mines that scurry in the direction of random players, burying themselves partially into the ground. Once they burrow, they begin a detonation sequence. At the end of the sequence, they will detonate for 500,000 Physical damage to all players. A particularly brave player may stomp a burrowed Mine into the ground, stifling the explosion but causing a localized detonation at their feet. This explosion inflicts 850,000 Physical damage and knocks the player high into the air.
    • Inv inscription trinket crane.png  Ricochet Heroic Difficulty — The Iron Juggernaut launches the sawblade from its arm, causing 500,000 Physical damage to players that come into contact with the blade as it whirls and ricochets from player to player.
    • Spell fire firebolt.png  Flame Vents Tank Alert — The Iron Juggernaut emits flame from its frontal vents, inflicting 800,000 Fire damage in a frontal cone. This effect applies Melt Armor, which reduces armor by 20% sears the target's flesh for for 60,000 damage every 1 second. This effect stacks.
  • Breaking the Defense: Siege Mode — The Iron Juggernaut plants itself in its current position, boring deep into the ground. It will no longer focus on a single target. During Siege mode, the Iron Juggernaut releases crawler mines at an increased rate.
    • Spell shaman earthquake.png  Seismic Activity — The Iron Juggernaut's drills deep into the earth, causing a violent earthquake. This earthquake inflicts 50,000 Nature damage every 1 second to all players. The seismic activity causes intermittent Shock Pulses.
      • Spell nature earthquake.png  Shock Pulse — Shock Pulse causes a wave of force that knocks players back significantly.
    • Inv ammo firetar.png  Demolisher Cannons — The shoulder-mounted turrets of the Iron Juggernaut fire high into the sky over random players, inflicting 100,000 Fire damage to players within 6 yards of each blast.
    • Ability mage firestarter.png  Cutter Laser — The Iron Juggernaut's tail cannon now focuses on random players, tracing the ground as it chases each target. The laser inflicts 200,000 Fire damage every 1 sec to players with which it comes into contact.
    • Spell yorsahj bloodboil black.png  Explosive Tar — The Iron Juggernaut spews tar in all directions. Standing in tar deals 20,000 Nature damage every 1 second and reduces movement speed by 30%. If a tar puddle comes into contact with the flames of the cutter laser, the puddle will explode, inflicting 500,000 Fire damage to all players.
    • Ability vehicle siegeenginecannon.png  Mortar Barrage Heroic Difficulty Deadly — The Iron Juggernaut's top cannon rapidly fires numerous Mortar Blasts towards one of the Iron Juggernaut's sides, dealing 350,000 Fire damage to players within 15 yards of each blast.

Strategy

Phase 1 (Assault Phase)

At the pull, the tanks should position the boss in an area with enough nearby obstacles to mitigate the effect of Shock Pulse in Phase 2. [Bloodlust]/ [Heroism]/ [Time Warp] is best used on the pull, since all players will have their cooldowns available and the phase is less movement intensive than Phase 2.

Tanks need to face the boss away from the raid, and from each other, as Flame Vents is a cone attack. The off-tank should initially taunt when the current tank has 2 stacks (which then gives the current tank ample time to get into position for stomping Crawler Mines), and thereafter swap each time the Crawler Mines have been dealt with.

The Crawler Mines will spawn at set intervals (approximately every 20 seconds) in groups of 3. Once they root themselves into the ground, they begin a timer; if the timer runs out, the mine will do high raid-wide Physical damage. To prevent this damage, a designated player needs to run to melee range of the mine and click on it, but the trade-off is an extremely high amount of Physical damage (1.25 M), and a knock into the air (resulting in additional fall damage). As the damage is Physical, the off-tank at the time that the Crawler Mines spawn is always the ideal player that should stomp on the mines, although other players with immunities or high damage reductions (examples being [Hand of Protection], [Divine Shield], [Dispersion] and so forth) can help the off-tank out whenever their immunities or high damage reductions are off cooldown. Letting one mine through is not problematic provided that the raid is topped up, but missing two will take out players with less health, and missing all mines will basically wipe the raid.

All DPS and healers should position behind the boss, keeping at least 8 yards apart from each other due to Mortar Cannon (for which players targeted will have to move). Players will also need to move from Borer Drill, and healers will have to heal the unavoidable damage from Laser Burn.

After 2 minutes, the boss will immediately transition into Phase 2.

Phase 2 (Siege Phase)

Iron Juggernaut will remain rooted in place for the entire phase, and does not need to be tanked. The boss continues to use Crawler Mines, so both tanks should handle the mines together and, when no Crawler Mines are active, contribute to DPS on the boss.

Shock Pulse is the most problematic ability. Players will need to make sure that they have an obstacle a short distance behind them while remaining within range of the boss, so that they do not get Shock Pulsed all the way to the Eastern Kingdoms. Getting knocked back too far away from the rest of the raid can (and will!) result in deaths due to being out of range of healers, and Crawler Mines running off to Stormwind (making it impossible for the tanks to stomp them in time).

The raid will need to spread out at least 6 yards from each other to minimise damage from Demolisher Cannons. Players will also need to avoid the Explosive Tar void zones and, if targeted by Cutting Laser, kite the laser beam well away from Explosive Tar (if the beam contacts the tar, the raid will likely wipe).

Healers will be under considerable pressure to keep the raid up due to high unavoidable AoE damage from Seismic Activity, and should chain defensive cooldowns.

After 60 seconds, the boss will immediately return to Phase 1. Continue to cycle through both phases until the boss is defeated.

Achievement: Fire in the Hole!

If the Cutting Laser in Phase 2 is kited over any Crawler Mines, they become Superheated Crawler Mines (easy to notice, as the actual name of the mob will change). Stomping on 6 Superheated Crawler Mines and then defeating the boss will award [Fire in the Hole!].

The trick is to position on one side of the boss until the Explosive Tar gets thrown, then run through to the opposite side of the boss in preparation for Shock Pulse. Shortly after the knockback, the mines will spawn -- the raid needs to quickly stack up just before the mines spawn, then move when the mines have rooted themselves. If done correctly, the mines will be in roughly the same place, making it easy for the Cutting Laser to be kited over them and for all three mines to consequently be stomped. It is important however that the raid only stack just before the Crawler Mines spawn, otherwise Explosive Tar can appear on or around the stack point.

Loot

Iron Juggernaut
Item Type Description
Belt of Ominous Trembles (LFR · F · WF · H · H WF) Cloth waist Intellect DPS
Borer Drill Boots (LFR · F · WF · H · H WF) Plate feet Spirit
Bracers of the Broken Fault (LFR · F · WF · H · H WF) Cloth wrist Spirit
Castlebreaker Bracers (LFR · F · WF · H · H WF) Leather wrist Spirit
Cavemaker Wristguards (LFR · F · WF · H · H WF) Mail wrist Spirit
Demolisher's Reinforced Belt (LFR · F · WF · H · H WF) Plate waist Strength DPS
Earthbreaker's Steaming Chestplate (LFR · F · WF · H · H WF) Plate chest Strength tank
Earthripper Gloves (LFR · F · WF · H · H WF) Cloth hands Spirit
Juggernaut's Focusing Crystal (LFR · F · WF · H · H WF) Trinket Tank
Juggernaut's Ignition Keys (LFR · F · WF · H · H WF) Neck Strength DPS
Juggernaut's Power Core (LFR · F · WF · H · H WF) Held In Off-hand Intellect DPS
Laser Burn Bracers (LFR · F · WF · H · H WF) Leather wrist Agility DPS
Laser-Slice Signet (LFR · F · WF · H · H WF) Finger Spirit
Leggings of Furious Flame (LFR · F · WF · H · H WF) Cloth legs Intellect DPS
Minelayer's Padded Boots (LFR · F · WF · H · H WF) Mail feet Agility DPS
Precision Cutters (LFR · F · WF · H · H WF) Mail hands Agility DPS
Ricocheting Shoulderguards (LFR · F · WF · H · H WF) Leather shoulder Agility DPS
 [Seismic Bore] (LFR · F · WF · H · H WF) Mace (1H) Agility DPS
Shock Pulse Robes (LFR · F · WF · H · H WF) Cloth chest Spirit
Tar-Coated Gauntlets (LFR · F · WF · H · H WF) Plate hands Strength DPS
Treads of Autonomic Motion (LFR · F · WF · H · H WF) Mail feet Spirit
Wall-Borer Bracers (LFR · F · WF · H · H WF) Plate wrist Strength DPS

Achievements

Quotes

Intro
Baine Bloodhoof yells: Our casualties are too heavy.
General Nazgrim yells: Don't be foolish, Vol'jin! You have no siege weapons left! You cannot win this battle.
Vol'jin says: Ain't no other way, mon. We gotta stop Garrosh here an' now, else we be runnin' the rest of our lives.
Baine Bloodhoof says: Perhaps our new-found reinforcements will aid us.
Vol'jin says: Dey must have taken da docks! Ha ha! Welcome to da' fields of slaughter.
Baine Bloodhoof says: Perhaps there is hope after all!
Aggro
Vol'jin yells: Dey be heroes, no doubt about dat.
Baine Bloodhoof yells: Blessing of the Earthmother be upon them.
Victory
Vol'jin yells: Da beast be slain!
General Nazgrim yells: You may have defeated my war machine, but the gate still stands. You will not take Orgrimmar today.
Tyrande Whisperwind yells: Anu'dora!
A night elf Glaive Thrower appears on the roof of the western burrow, firing rapidly at the gate as Tyrande and Ash'alah leap over the western barricades, leading around two dozen mounted sentinels. In eight seconds, the gate is broken and forced open.
General Nazgrim yells: What!? Kor'kron, to the gates! Now!
A large mass of Kor'kron Grunts rush into defensive position in front of the gate.
Tyrande Whisperwind yells: At them, my sisters! For Kalimdor!
The nightsabers leap and run into battle and their riders engage the grunts. Vol'jin can only voice his amazement at this turn of events.
Vol'jin says: Tyrande...
Tyrande Whisperwind yells: Don't think we're here to save you, troll. We're here for Kalimdor. Get forces inside the gates while we distract the enemy!
While the raid moves onward, the sentinels will eventually kill all the grunts then retake formation, back where they landed in front of the barricades.

Patches and hotfixes

  • Hotfix (2013-11-04): "Iron Juggernaut now has less health and deals less damage on Raid Finder difficulty."
  • Hotfix (2013-10-31): "Resolved an issue where the Iron Juggernaut had more health than intended on Heroic difficulty."
  • Hotfix (2013-10-29): "Iron Juggernaut's health has been reduced by 5% on Raid Finder difficulty."
  • MoP Patch 5.4.0 (2013-09-10): Added.

References

External links