Ready Check: Mimiron
Ready Check is a twice-a-week column focusing on successful raiding for the serious raider. Hardcore or casual, Vault of Archavon or Ulduar, everyone can get in on the action and down some bosses. T
Welcome back to Ready Check. We took some time last week to take a look at the changes that patch 3.2 brought to raiding in Azeroth, but now we're back to burning through Ulduar. Today, we'll take a look at Mimiron, and then start working on the final portions of the instance with General Vezax.
So far, you've wrecked the Flame Leviathan. You euthanized Razorscale. You gave a cold shower to Ignis the Furnace Master. You marvelled at Deconstructor. When it came to Kologarn, you damned well shall pass. The Assembly of Iron said court was out of session, and Auriaya and her small legion of adds gave you no pause. You've asked Hodir, "Who's your Daddy?" You've entered the mountain, and tackled Thorim.
If you've gotten this far into Ulduar, you're doing pretty good. You've had a lot of opportunity to enjoy some fairly fun and interesting fights. You'll especially remember Flame Leviathan and Deconstructor, of course. Both of these fights are pretty awesome. I remember the first time I saw each of those bosses, and being thrilled with the creative, sort of steam-punk style. Mimiron is more of that same, fun style.
Mimiron is the creator of both those bosses, and is appropriately ensconced in the area called "The Spark of Imagination." As interesting as Flame Leviathan and Deconstructor were, you ain't seen nothing yet. Mimiron is a four phase fight. Each phase is almost completely different from the others until the final phase. At that point, everything you fought in the first three phases combines to form V-07-TR-0N, and you fight them all together. (It's a Voltron reference, son.)
We normally cover the abilities first, and there's no reason to change that now. We're going to do the same here. However, to help it make sense, the four phases are:
- Leviathan MKII -- The upgrade to Flame Leviathan (and you have no vehicles this time)
- Assault Bot -- A cannon robot that shoots plasma at you
- Aerial Command Unit -- He flies, and attacks you!
- All previous three enemies combine for one, big Voltron!
Okay, so all that being said, let's start breaking down the phases. Also, fair warning now: Mimiron is one of the encounters that healers least enjoy. Saying that the encounter is "healing intsensive" is to put it mildly. Abilities first:
Leviathan MKII
- Napalm Shell – A casted ability that does moderate Fire damage to any target within 5 yards of the impact point. It also places a DoT on anyone it hits which continues to burn for 8 seconds.
- Plasma Blast – A powerful blast that will nearly kill its target, doing significant damage for 6 seconds.
- Proximity Mine – Places a mine that will explode on contact.
- Shock Blast – An ability that does incredibly huge amounts of Nature damage to targets within 15 yards.
VX-001 (Anti-personnel Assault Cannon)
- Heat Wave – Instantly deals moderate Fire damage, with another short terms DoT to targets within 80 yards.
- Rapid Burst – Deals notable damage to all targets in front of VX-001.
- Rocket Strike – A 4-second duration ability that deals instant kill Fire damage at two targeted locations.
- Spinning Up – The VX-001 starts spinning for 4 seconds and P3Wx2 Laser Barrage is cast. The P3Wx2 Laser Barrage deals significant Arcane damage to targets within 80 yards in front of VX-001.
Aerial Command Unit
- Plasma Ball – Thrown at the target who currently has the highest threat, dealing powerful damage.
- Summon Adds - The ACU will summon Bomb Bots, Assault Bots, and Junk Bots. Assault Bots drop the Magnetic Core. Droppping this magnet under the Aerial Command Unit temporarily brings it to the ground and disables it. While disabled, it takes an additional 50% damage from all sources.
- Assault Bots summon a Magnetic Field which roots the target and increases damage taken by 30% for 6 seconds. Can be dispelled.
- Bomb Bots which Explode for very high Fire damage in a 5 yard radius.
V-07-TR-0N
- Proximity Mine – Summons a mine that deals heavy Fire damage when triggered. The proximity mine can be disarmed by Rogues.
- Shock Blast – A 5-second ability that deals deadly Nature damage to targets within 15 yards.
- Hand Pulse – Deals Fire damage in a large radius.
- Rocket Strike – A 4-second cast that deals instant-death level Fire damage at two targeted locations.
- P3Wx2 Laser Barrage – Deals Arcane damage to targets within 80 yards in front of VX-001.
Mimiron is kind of an odd fight. It is fairly difficult to explain until you see the phases. Then, once you've seen them all, it sounds more difficult than it actually is. But it's still more difficult than you'd think. See? Weird. It's both difficult and not. It's a paradox.
The fight still evens out into four different phases. We'll start at the top and go through each four of the phases.
Phase One
When the fight with Mimiron starts, your ranged spell casters and healers want to immediately spread out around the circle of mines. Don't touch them. (As a rule, don't stand in fire, eyebeams, or anything of that ilk -- so certainly don't stand in the mines.) Melee DPS characters go into the usual position, behind the Leviathan tank. Even though he has no hands, you still want to get behind him.
Expect all of your healing to be fervently targeted on the tank. Non-tanks should have health potions (and bandages if you possess the skills to pull First Aid off) on hand, to try and lighten the load on healers. After each Plasma Blast, expect a Shock Blast shortly thereafter. The tank should be ready to pull back at the signs of Plasma Blast, and then immediately pull back in. Try not to move the way Leviathan is facing -- keep him in the same direction. After the Napalm Shell, healers might need to help top off the rest of your raid. Again, other than that, you'll be keeping your heals firmly on the main tank.
Phase Two
After you've taken down the Phase One Leviathan, you'll face down the Anti-personnel Assault Cannon. Do your best to have everyone spread out evenly in a circle around Mimiron's current incarnation. Obviously, melee is going to need to be right up against the cannon. Other than that, however, do your best to spread out.
Rapid Burst does relatively light damage, but it's going to do that damage to everyone who is in front of Mimiron. The big news during this phase is Rocket Strike. (If you've been watching the official forums, you'll have seen more than one complaint about Rocket Strike.) When the red circle appears on the ground, get the hell out of the circle. If you don't, you're going to die.
When you see Spinning Up activate, get out from in front of the cannon.
There's no real tanking, per se, during the fight. Just do your best to burn it down as soon as possible.
Phase Three
Try to congregate in about one-third of the room, to help manage your general aggro and location. If you have a Warrior who can Spell Reflect, they can bounce back Plasma Balls to great effect. Otherwise, you're going to have wide and varied methods for keeping ranged aggro, determined by the nature of your tank.
Have someone kite the Bomb Bots. Your reflexes need to be well-honed for this, of course, but you need to pick it up at range as soon as it spawns. You probably want a macro to do so, but if you're especially quick at mouse target selection, that's fine too.
As you kill Assault Bots, pick up the electromagnets. Use them to force the air unit down to the ground, where you can then blow it up.
Phase Four
And I'll form the head! Okay, sorry, I got a little carried away there. But how could you not? After downing all three previous phases, Mimiron's minions will all form V-07-TR-0N. Each of the sections are independently targetable, but start out at 50% of their previous health.
Each one has a power from their previous phases, which were spelled out above.
Just like during the Leviathan phase, melee should stand inside the circle of mines, while ranged fighters should stand outside the circle of mines. Position your folks "behind" Mimiron.
Don't stand in red circles, they're still an instant kill. And just to add an extra level of difficulty, they happen twice as often as before.
You must kill all three sections of Mimiron within 10 seconds of one another. If you do not do so, they will respawn. For most raids, a respawn means that you need to do it all over again.
Mimiron can be very frustrating, because of the immense amount of timing and practice that it can take. With four different phases, a raid needs to be flexible and responsive. As soon as each phase ends, you'll need to swap to the next tactic. It's nearly four different boss fights in one. However, this is the fight whose success I found most rewarding once I got it down.
As a final note. Pressing the red button activates Hard Mode, where everything gets harder. We'll cover that soon.We'll see you over the weekend for General Vezax.
Ready Check is here to provide you all the information and discussion you need to bring your raiding to the next level. Ready Check appears twice a week, with writers Jennie Lees and Michael Gray.Filed under: Analysis / Opinion, Guides, Ready Check (Raiding)







Reader Comments (Page 1 of 2)
jediking001 Aug 12th 2009 9:09AM
This will be helpful..if i was a raider lol.
Bullseyed Aug 12th 2009 12:17PM
Not to mention that they didn't bother doing spelling or grammar checks before publishing it.
Proofreading is apparently harder than raiding. I'm not sure which that says more about...
jediking001 Aug 12th 2009 12:48PM
wth did i spell wrong? NOTHING so screw off. You really think im gunna watch my grammer? really? I dont even learn grammer in school! i said will instead of would boohoo u'll live. im not gunna do a fkin spell check. how bout u get ure old ass off WoW n get a life? screw off. tired of yall commenting on how i type. ITS SLANG AND AIM TALK. every1 my age does it! so if u dont wanna read it then dont. i said be4 ill try to write proper but when i do i take forever! so i end up not doin it.
Tom Aug 12th 2009 3:36PM
If you don't want to write properly, that's your prerogative.
You really should learn to read, though.
Nlwinwk Aug 12th 2009 4:00PM
lol chill out man, he didn't respond to you. Read his first sentence >
jediking001 Aug 12th 2009 4:08PM
OH... Sorry man.. I've just been recieving a lot of comment about my spelling and grammer I just assumed. SORRY.
C-Rad Aug 12th 2009 9:14AM
While Mim was a very interesting and challenging fight, there really is no excuse for not being able to beat him right now.
KilgoreTrout XL Aug 12th 2009 9:38AM
I guess that's why you have "rad" in your name.
Trippleye Aug 12th 2009 12:58PM
I sort of agree with C-Rad. At the beginning of these guides it was going atleast sort of close to my boss progression. But now that the new raid is out, it is clear these guides about Ulduar are coming out way to slowly. There are new bosses in Trial of the Crusader that should be getting covered.
ctizzle Aug 12th 2009 9:15AM
Perfect timing! We just downed him last night. Good article. I'd read it and also watch the tankspot video as well. There is a lot going on in this fight.
winterhawk Aug 12th 2009 9:28AM
"and Auriaya and her small legion of adds gave you no pause"
Aww, talk about missed opportunities for punnage! Should have been "gave you no *paws*"! :)
Terethall Aug 12th 2009 12:28PM
I hate myself for laughing at this.
Also he forgot to mention Freya in the opening. /sigh
Xiol Aug 12th 2009 9:44AM
> The tank should be ready to pull back at the signs of Plasma Blast, and then immediately pull back in.
I think you mean Shock Blast.
Also in Phase 1, (since Blizz design encounters pretending dual spec doesn't exist) you should have 2 tanks - you can have them taunt off one another and use cooldowns for the Plasma Blasts. This should get you through at least two Plasma Blasts using tank CDs and big heals alone, while the third one should use healer CDs (HoSacrifice, Pain Suppression, etc). Ideally you should have him down before he gets a fourth Blast off.
> Have someone kite the Bomb Bots.
Don't bother. (In 10man at least).
Get one tank to stand underneath his head and take the hits from the bomb bots exclusively. The other tank can pick up the other adds by himself.
Doing it this way results in a lot less accidents, as the Bomb Tank just taunts and takes the hit, usually for no more than 60% of his health.
One thing you didn't mention about Phase 4 is that melee can target and attack both the bottom and middle sections of his final phase, whilst only ranged can attack his head.
Daigeil Aug 12th 2009 10:00AM
A pretty solid basic guide here, but I think you've under-emphasised the dangers of Plasma Blast - you don't even suggest using cooldown rotations to reduce it to a healable level, because with the full seventeen thousand DPS the tank takes, it's nigh-unhealable. Perhaps mentioning this, the real crunch-point of the first fight, would be a good idea? It's a 3-second cast time with around a 40-second cooldown. Death Knights make very solid tanks, reducing it massively with Anti-Magic Shell and Icebound Fortitude, or you can rotate two tanks with Shield Wall or the Paladin Bubble Wall. Pain Supression from a Disc Priest can also help, or a Holy Priest's Guardian Spirit as a fail-safe. Regardless, don't expect to out-heal Plasma Blast if you don't see it coming and really start spamming the big heals.
Tip for raid-healing druids: Throw rejuvenation on the tank before the Plasma Blast, and be prepared to flick Swiftmend in if things look dire. They will on your first few attempts.
Khalima Aug 12th 2009 10:49AM
Warrior tanks with a 4pc T8 set bonus can solo tank this without using cooldowns or tank swapping, just use your shield block and get 20% resistance to magical damage
dotorion Aug 12th 2009 10:16AM
> Position your folks "behind" Mimiron.
Yea, about that ... when you see him spinning up .. remember to run behind the MIDDLE part, not the bottom part. I once made the mistake of confusing the two and got shot to bits by laser barrage.
Kemikalkadet Aug 12th 2009 1:42PM
Haha yeah, i can't stress that enough. The first time we got to phase 4 everything was going perfectly, we'd got through the first 3 phases without a single slip up, everyone alive and all the parts of phase 4 down to about 25%. He did that attackand everyone hid behind the base unit instead of the middle.. look out 6/10 of our raid and of course it was a wipe.
Mimiron is a real fun fight though, and really relies on all your raiders being awake and paying attention. Probably my favourite boss in all of wrath so far.
Pantyraider Aug 12th 2009 10:17AM
If you have a shaman save Bloodlust for Phase 2. The raid group takes a lot of damage and it will be a lot easier to heal if the phase ends quickly.
As Daigeil mentioned, if you're having problems with Plasma Blasts during phase one, assign cooldowns to each one. Probably not the best idea to use Pain Suppression for the first one, though. Shouldn't be a threat problem for any plasma blasts after that, however.
Jake Aug 12th 2009 10:42AM
Our raids have found that if you bloodlust during the first phase the cooldown will be up for the fourth phase.
Heilig Aug 12th 2009 12:00PM
As you gear up, the fight doesn't last that long. Our kill last night was under 8 minutes. Even without the time being an issue, using Heroism in phase 2 is most bneneficial. This fight is not a DPS race, it's a battle for survival, so the phase with the most intense raid healing and most dangerous mechanics (rocket strike, laser barrage) is the one you want to get through the fastest. People often say to use it in phase 4 because your healers are starting to stress from running out of mana, but if they hadn't had to heal through crazy raid damage for 30 extra seconds in phase 2, phase 4 wouldn't be so stressful.