Ulduar on the 3.1 PTR: Ignis the Furnace Master

Coming back to my post as official 3.1 PTR raid reporter after an offensive usurping by my dubiously sentient coworker Alex Ziebart, it's time for a new roundup of tonight's PTR Ulduar testing events. Last night we got a taste of the Flame Leviathan fight, which brought us motorcycles and tanks and floating pyrite containers, but tonight ... tonight we got a taste of a good, old-fashion player vs. comically gigantic dude raid encounter with Ignis, the Furnace Master.
Matt "Matticus" Low, the aforementioned plantlike Mr. Ziebart, and I formed a 10-man raid. As usual, Lead Encounter Designer Scott Mercer, a.k.a. Daelo, was around for the fun. Making travel considerably easier was last night's addition of a teleporter to different areas of the dungeon. Our trip past the large gate guarding the end of the Iron Concourse to the Colossal Forge was instant and uneventful. Then we waited for our barrel-chested braid-bearded friend to spawn.
This writeup will be spoiler-heavy. If you don't wish to know anything about this fight, don't click below. You've been warned.
Ignis spawned in a timely manner, thankfully. Behind him stood the Colossal Forge, and to his left and right stood rows of deactivated Iron Constructs and two waterfalls cascading into large pools. I had read up on some portions of the fight, thanks to datamined information from StratFu, so I had an idea of what to expect, but as usual, I couldn't take for granted anything in the fight until I had experienced it myself.
Ignis' abilities used in the 10-man fight are below:
• Activate Construct: Fires a bolt of magma at a random deactivated Iron Construct, activating it and causing it to defend the caster.
• Flame Jets: Stomps the ground causing geysers of flame to errupt under all enemies. These geysers deal 5655 to 6345 Fire damage, knocking the targets into the air and interrupting any spells being cast for 8 sec. In addition, the targets take 1000 Fire damage per second for 8 sec.
• Scorch: Fires a jet of flame, burning all enemies in front of the caster within 30 yards, dealing 2357 to 2643 Fire damage every half-second for 3 sec. Additionally, the ground is scorched by this effect causing it to catch on fire, dealing 1885 to 2115 Fire damage every second too all enemies within 13 yards. Iron Constructs within this radius will begin to heat up, eventually becoming molten.
We were informed that Ignis has no Hard Mode setting, which was a surprise.
With that in mind, we pulled him and it was a fairly simple endeavor for a while. He only had a little over six million health, which isn't an enormous amount for a 10-man boss. He'd use his Flame Jet ability every so often, which became a silence if you were casting when hit by it. We resolved that, of course, by simply not casting when the notice appeared on the screen. He also used his Scorch move in whatever direction he was aimed, scarring the ground in front of him and causing anyone in the radius to take damage. It was very easily avoidable.
Oddly, Ignis would periodically charge a random player, but it did no damage at all. It was like there was a component of the fight missing. It turned out that that was actually the case, as we were notified by Daelo that Ignis was supposed to have this ability:
• Grab: Charges and grabs a random enemy target, tossing them into the caster's slag pot. The target is unable to attack the caster and takes 3299 to 3701 Fire damage every second for 10 sec. If the target survives, they are imbued with the magical slag, increasing their movement speed by 200% and haste by 100% for 10 sec.
They ended up hotfixing the ability in. Meanwhile, we were busy dealing with adds that Ignis had summoned. He would activate one at a time, and they did very little damage even to non-tank characters. In the interest of doing the fight the right way, though, we brought them to Ignis' Scorched earth and they began to receive a stacking buff. At 20 stacks, they began to glow, and we used our keen intellect to determine that that would be a good time to kite them to the pools of water.
Sure enough, once dunked, the Constructs received the following debuff:
• Brittle: The cold water causes molten Iron Constructs to rapidly solidify, rendering them unable to act. In addition, if they are dealt more than 5000 damage during this state, they will shatter, dealing 18850 to 21150 damage to all enemies in a 10 yard radius.
They were quickly dispatched by a Flame Shock/Lava Burst combo. With a plan of action for the adds, it was easy to sail through to the end of the fight.
My first impressions of the fight are that it's really, really easy for DPS and healing alike. Avoiding the Scorched ground requires almost no thought and he does very little raid damage. Even with the Slag Pot ability thrown in, there's nothing to really worry about. On top of that, the adds can be offtanked the entire time, as they deal next to no damage to a tank. If the devs expect the adds to be taken care of appropriately (with the debuff and water) then there needs to be either an incentive to do so or the adds need to be an immediate danger to the raid.
I expect to see the fight get tuned and changed appropriately, otherwise Ignis is simply the loot pinata reward for completing the Flame Leviathan fight. We'll see.






Reader Comments (Page 1 of 1)
Anehum Mar 4th 2009 9:26PM
Meh, I hope the other fights which are hardmode-less aren't loot pinatas.
Blizz, you do remember how to make fights difficult without a hard mode, right? RIGHT?
Kassu Mar 5th 2009 1:36AM
Hey, let me introduce you to my friend!
Brain - this is dimwit; dimwit - this is brain.
Brain, want to hear a funny story? Dimwit here didn't know that stuff that's being tested on the PTR isn't final and posted a comment filled with QQ on Wowinsider. Isn't that just hilllllarious?
Hansbo Mar 5th 2009 2:17AM
Kassu, I thought one part of the PTR was to give feedback on the fights.
Eamara Mar 5th 2009 5:47AM
Michael Sacco is giving the feedback. Anehum is providing the QQ. Therefore, Kassu was right in his amusing reply.
Santreal Mar 4th 2009 9:29PM
Perhaps if the adds were to do slightly more damage, were untankable, and randomly selected a player every 15-20 seconds or so to wail on, the raid would have to be a bit more on its toes as far as kiting them around goes as each player would then be responsible for paying attention and kiting them to the allocated positions.
sephirah Mar 5th 2009 4:55AM
Why do you hate clothies?
Zeplar Mar 4th 2009 9:31PM
Alex+Michael 4ever?
>>
Aislinana Mar 4th 2009 10:25PM
Dear god no. :|
Aislinana Mar 5th 2009 2:14AM
Whoa, when/where was this? I have no memory of this, then again, I don't remember my name most days.
Shinji Mar 4th 2009 9:45PM
It easy to see what the adds are for, you make then brittle then explode them on the boss
Eamara Mar 5th 2009 5:51AM
Depends if they actually deal damage to the boss. The tooltip states that it only damages enemies, not allies. The raiders are the enemies, and Ignis is the ally. I think it's just there to provide a little bit of dangerous burst damage if not handled correctly.
Still, it could be changed to do what you state. That said, 20k damage doesn't have much effect on a raid boss. Probably wouldn't be worth the extra damage on the tank.
Anthony Mar 4th 2009 10:30PM
This early encounters are only for testing remember. How do we know that the whole reason for the test wasn't to gauge one simple mechanic like the brittle effect, or the effect of Flame Jets on a class.
They aren't going to test the entire fight this early. The devs are going to focus on it in pieces, get each part working and then sew it all together and punch up the difficulty for Live.
You don't need to test an overly difficult encounter to know it's difficult. You test the mechanics involved in the fight. Difficulty can be tested in house.
Shulkman Mar 4th 2009 10:39PM
Oh no! I've been spoiled! Spoiled like a cheerleader on prom night!
Jamnn Mar 4th 2009 11:24PM
u guys horde or ally?
Lorsty Mar 5th 2009 1:24AM
The adds should have something like a stacking debuff on hit "They hit you and you get the debuff", if you get 3 stacks of the debuff you begin to burn, gaining a debuff that deals 5k fire damage every 2 seconds for 10 minutes or until Ignis is killed.
=P
Then people would have a reason to kite the adds, wouldn't they?
Candina@WH Mar 5th 2009 8:02AM
Just a quick question, does he have an enrage timer?
It sounds a bit like the gluth fight (divide part of the DPS/Heals on a necessary non-damaging part of the fight).
Do the mobs spawn faster as he gets damaged?
Is fire resist gear going to become the new Daralan fashion statement?
breaklance Mar 5th 2009 10:49AM
I wouldn't mind another idiot test like VR or Lurker thats a little more than a loot pinata.
But I'm rather disappointed currently with how everyone is saying the fights are easy. Between hodir's Icy Blows being spell reflectable to freya's lawl adds. I hope blizz juices these fights up.
Draimen Mar 5th 2009 12:58PM
Why do the adds have to die? I mean, if they do so little damage can't a tank just off tank them on the side? Instead of dealing with the burst every once in awhile.
Although, I guess just healing some burst damage would end up being easier than healing another tank throughout an entire fight.
Deadly. Off. Topic. Mar 5th 2009 11:27AM
I kinda of like that "grab" move. ^_^v