He is the first boss in the Mechanar in Tempest Keep. He has four abilities he uses, a sta debuff on MT, nether charge(constant bomb spam), and 2 shields(red and green). The sta debuff is unremovable and nether charges will be constantly placed around that needs to be avoided. They deal a 2k-3k dmg arcane aoe. The red shield is a 750dmg thorns and the green shield is a spell reflect.
As long as the group takes note of their placement from the charges and the shields that are up on him, the fight should be relatively easy.
To make it a bit easier on the melee classes, we had our tank constantly backpedal while holding aggro so that we could avoid the detonation charges. If you clear both sides of the entrance, you can easily pull him in a big circle around the two staircases while constantly backpedaling and taking note of the aura he has on.
Like nekoki said:
Green Shield = 100% Spell Reflect
Red Shield = 750dmg Thorns Aura
On Heroic this guy has NO shield, but instead puts the Thaddius debuff on you.
Despite this, if you spread out alot, and avoid the usual bombs (that hits a bit harder then normal from what I could tell), he's really easy. If you have alot of ranged DPS (fire mages and hunters have great range for this fight) you can even try and take advantadge of the charge effects to get the fight over fast.
Warlocks: Enslave one of the driller demons prior to pulling the boss, they have a drill armor ability that helps your physical DPS cut through his HP like a hot knife through butter.
Easiest way to put the boss on easy mode, do the following.
Placement for fighting the boss:
Group stays on the giant ramp that leads down to the elevator that goes to the second boss. Have your tank pull the boss back towards the ramp, because the mech lord has a giant hit box, you can actually have your tank tank the mech far up on the ramp. What this does is allow the entire group to avoid bombs all together.
Only thing you got to watch for now is the colours he changes to. When he's green no magic damage on him or he'll reflect. When he's red no melee dps, the boss is a cake walk with this strat.
On Heroic mode this boss also has an enrage, that is on a timer. I have no exact time, but I'm guessing 2-3 minutes. It two-shot our tank very quickly at least.
Second try we turned up the dps a little, and he didn't berserk, making him incredibly easy if you have a grp with good ranged dps.
Best strat imo to keep your casters alive is to tank this guy facing the group. It seems like if the casters are 30m or so in front of him none of the mines are a problem. I think they are deployed out of his back and only spread out behind and beside him. Oh and mages detect magic helps for the shields he throws up ;p
This boss was very easy on Heroic mode for our group, which was composed of a shadow priest, elemental shaman, mage, warrior, and paladin.
The fight has three unique properties: the negative and/or positive charges, the floating bombs, and the enrage.
As far as the charges go, they are very simple to figure out. A few seconds after pulling, the boss will cast an ability called "polarity shift." The result is a charge on each party member which will be either negative (-) or positive (+). If players with matching charges stand on top of one another, then they get a 100% damage increase which stacks (for instance, the shadow priest and the elemental shaman both had positive charges, and standing together resulted in a 200% damage increase). Players who have opposite charges must stay away from one another, or they will explode. Don't be too worried, you have to stand pretty close to one another for the charges to take effect. Throughout the fight, the boss casts polarity shift a couple of times, sometimes changing players' charges, and sometimes not. Just be mindful of your charge, and spread out BEFORE the cast completes to allow for players to situate themselves.
The bombs are not much of an issue on heroic. The tank moved a few steps from time to time to avoid a bomb, but all of us were basically able to stand still with plenty of breathing space. Just pay attention to when the floating bombs stop moving and begin to pulse, and move a few yards out of range--you will have plenty of time to do so.
For reference, our tank kept the boss in the middle of the glass platform where he patrolled, and we did not move him at all. This strategy made it very simple for people to pay attention to their respective charges, and eliminated the worry of moving around while fighting. I would suggest having your healer stand away from everyone, since the damage buff from matching charges does not help healing (it's only a damage increase, I believe). This removes the possibility of blowing up your healer entirely.
The boss enrages if he is not killed within three minutes, though we easily killed him in under two minutes. This fight was very straightforward and simple, especially with the added bonus of the 100% damage increase buffs when stacked.
This boss is alot easier in heroic mode if you group pays attention, The boss does a polarity shift and it will give you a debuff that is positive and negative. Depending on which one you get you have to put the positives with the positives and the negatives near the negatives if you get to close with someone with the opposite polarity it deal 2000 instant damage and keeps dealing damage untill you are far enough apart.
Just for all you rogues (or DPS melee) out there. If you get oppossite charge from your tank, just stand behind the boss as far away as you can, you can still hit him without getting damaged from the polarities. When you're alike, stand next to the tank. Easy .)
in patch 2.1.0 his spells are instant you no longer see him casting it. so u need to pay more attention
lol. our rogue killed himself 4 times and he left.
for some reason, NECB doesn't track the casting of his sheilds. just a note.
FYI, they changed it so that when you kill your non-aligned buddies after the fight (in Heroic) by hugging them, it now causes durability loss.
This fight is all about positioning.
In both modes:
The boss wanders around a shallow pit. Have the tank stand right at the edge of the pit and everyone else stay out of the pit. The bombs will bounce off the edge of the pit and not leave it. Nobody will get hit.
In heroic mode:
No more damage shields.
Agree where the different charges will be standing BEFORE you engage him. One easy scheme:
Positive charges go to the RIGHT (by the big stacks of glowing boxes for ranged damage-dealers and healers). Negative charges go to the LEFT (by the stairs down to this area). Melee damage dealers move left and right on his huge hit box.
You won't actually start dealing damage to each other for a couple seconds after you receive your polarity, and you don't need to run far. There's no need to spread out first. Just watch for him to start casting his polarity spell. When it's done, look at your debuff bar to see your charge, and run into position.
You can see everyone's charge on the party screen. Keep an eye on it, in case someone slips up. Ventrilo/Teamspeak is a good idea for this fight, as you can call out when he starts to cast the spell, and warn when someone is out of position.
Note that the damage bonus stacks! Three characters with the same charge clustered together will each be dealing triple damage. Taking advantage of the damage bonus allows you to finish him off before the enrage timer hits.
With this positioning, your biggest problem will be aggro. A character dealing triple damage will be hard for the tank to keep up with. If you pull aggro, you have a good chance of dying, and the boss will be out of position, so there will be bombs everywhere and the characters will be hurting each other with their charges. Get a threat meter and watch it!
We did this bos around 60 times on heroic (I wanted the Sun Eater really bad), and the best strategy for him seemed to be to define the Healer as one Pole and the Tank as the other.
The healer stands on his spot the whole fight, while Ranged DPS move in and out of his Spot according to their Polarity.
If possible DPS tries to get close to the tanking Warrior so his TPS gets boosted.
To put it simple: Avoid moving your healer around. He stands there and keeps your Tank up, the rest of the group has to move.
Kathucka, your tactic worked like a charm :)
Well, I was the tank in the group in Heroic, and whenever he did a Polarity Shift I just called out what I was and whoever was the same charge as me came on top of me and whoever was different ran back and only did ranged attacks, worked pretty well for us, I've been using that strat for a while now and havn't wiped yet....except for that time when we didn't realize you still had charges after he died and we had opposite charges ;]
Ok so last night I did this on heroic for the first time.
I'm not really sure but it seemed like i would hurt the tank badly if i had the opposite charge as him when i tried to heal. could anyone confirm this?
ok guys this boss is easy to kill but.. you have to stand on the wall cause he summons some bombs or something..:)
the first time i did mechanar i had 4 wipes before we killed mechano-lord capitus:D so if u dont have a party man that can explain the tactics for this boss you have to much wipes...:(
How do a protection paladin tank this guy in normal mode? It's a bit hard to limit the attacks to either spelldamage or physical damage, and still keep up the aggro.
Right now I have two simple macros i can click:
/s Tank is POSITIVE. neg melee needs to back off please.
/s Tank is NEGATIVE. pos melee needs to back off please.
I know very little about macros, but I'm sure this can be condensed into one that checks my debuff and says the right thing, allowing me to button-mash without even checking my own charge.
We beat him today on heroic.. kinda 4 manned might I say. We were 2 mages, shaman healer, prot warr( me :P) and rogue.The rogue died at about 80% because of the bombs, I was sure we were going to wipe, but after he died, the boss placed itself strategically at the bottom of the stair so all the bombs would go far far away.We beat him 4 men before he could enrage :)So don't worry about him next time you're going heroic mech, worry about the Nethermancer gal, who I didn't even beat in normal.
If you're a feral (cat) druid doing this in heroic:
Just bad luck, but I was the opposite charge of the tank this entire fight, so I had to stand back and wrath/starfire the whole time. Luckily, the bonus to spell casting that you get from standing next to same-charge people is significant, so you can do a decent amount of damage with spells, even if you're not specced for it.
To all casters: Be careful if you're casting from the stairs to stay away from the lamp, because you can be in trouble if a bomb comes your way and you're stuck there.
Drops Mines during the encounter constantly, these randomly move arround, and explode after they flash a few time. Avoid these.
He will turn colors during the fight to protect himself. Red means he is reflecting melee attacks onto anyone who hits him. Stop all melee attacks including the Tank. Green means he is reflecting ranged attacks onto anyone who hits him. These occur at fairly predictable intervals and once you get used to them can be anticipated.
Other then this he is generally a Tank and Spank.
Drops mines as normal.
Instead of Turning Colors, he has a Polarity Shift similar to Thaddius in Naxx. Every so often at a random time period he randomly assigns all the players a Positive or Negative polarity. Every five seconds of this, if a positive and negative player are next to each other, they explode taking tons of damage. This is VERY bad. Multiple players who stand on top of each other with the SAME polarity however receive a damage buff.
At about 4 minutes, He gains enrage, which basicly means he kills your group, hitting for 15,000 damage before armor. You need to use the Polarity to kill him before this happens.
Someone needs to be calling out on Vent when a shift is happening, and everyone should spread out until you know what your polarity is, and everyone who is the Tanks polarity needs to stand on him, everyone else needs to bunch up where they can. This should allow the Tank to maintain Agro threw players casting for 10,000 damage a pop.
If all goes well, It should be over very quickly.
The way we did it was clear the room he is in.
coming from the east side we would kite him in a large circle around his room once. By this point boss was around 40% and bombs litter the room he was in, so the tank kited him up the east set of stairs.
Half way up the stairs we got the tank and healer to jump off the stairs. (jumping to the west side)
The boss would run all the way around the pylon back to the tank, giving time to heal/bandage.
By the time the boss got back to the tank the bombs in the orginal room have cleared and we were able to tank in a circle til death.
Thats how we did it hope it helps. We didn't have a protection tank to just take it so was rough on healer and tank alike.
Hmm... sorry if this might seem a bit confusing, but it's hard to put into words.
Anyway, the easiest strat I've done him with is to tank him off the left side ramp (the one in front of the elevator). Basically, clear everything round the ramp and up to the boss, and have the tank pull the boss. The dps and healer should be high up on the ramp, standing on the wide and flat railing. The tank should run back towards the group with the boss on his tail, and then run a little bit up the edge of the ramp, careful so the boss doesn't follow him up. The boss will stand and attack the tank standing on the ground by the ramp while the tank is looking down at the boss on it. This way, the bombs will bounce off the ramp and not hurt anyone in your party. The melee dps then could move in and dps the boss standing on top of the tank, while everyone else should be fine where he/she is. When the polarity begins, the tank should call out his charge, and everyone change positions between the melee and range group according to the tank's charge (in other words, if you have the same charge as the tank, move on top of him, if not, go to where the ranged are).
|elevator| Boss mines
| | ====================ramp edge=====
| | tank/melee range/healer
go on the ramp. get melee on top of the box. get hunters or locks pet to pull.
melee classes hit him from the box.
casters hit from the ramp.
tank continually hit through his melee reflection and still managed it. 2 easy
1 Protection Warrior
1 Assassination Rogue
1 Fire Mage
1 Beast Master Hunter
1 Shadow Priest
Put all Melee on the crate stack by jumping off the ramp, Put all Rangers, Casters and Healers by the ramp.
Have the hunter use Eyes of the Beast to take control of their pet.
1. Bring the pet to the Mechano-Lord.
2. Bring the pet to the Tank once aggro is sustained.
The tank should use Shield Wall, aggro moves, sunders, and Devastate. Bottled Nethergon Vapor is a must.
The Hunter should concentrate bow attacks and misdirection.
The Mage can fire at will, but make sure s/he stops when the anti-magic shield gets put up.
The Priest should balance contentrating tank heals and shadow attacks.
The Rogue... do something sneaky...
We got a Thoriumweave Cape, that was the best for our tank unit.
I've done mech a few times and i just cant remember if capacitus is the first or second boss, can anyone "enlighten" me perhaps? xD
starir thing isnt working since patch... wiped 3 times now. wtf... he was so easy got him 25% with bombs hitting us and i dunno gl this time i geuss.
slightly backwards way of doing it, but it also works if you tank him with the boss on the stairs and the grp at the bottom or on the crates.. wasnt planning to do it this way, but it worked
boss must be pulled until down stairs and tanked in place.
Ranged and healer must stay upstairs. Stairs wall works as a shield for bomb's damage for party members.
The best setup to do it is: tank, 3 range dps and healer.
Thats cause melee dps is not protected by bombs and force healer to waste healing otherwise for tank.
Does he have any shadow (or dmg) vulnerability at the last phase of the fight? I'm very curious 'cause I critted him for insane ammount of dmg.
You critted him that hard because of the Positive and Negative charge effect. When people who have the same charge stand near each other you get massive damage amplifiers that help you kill him faster. So if he debuffs you with the red Negative charge, Look around your group for anyone else with the negative charge and stand next to them, BAM insta 300% damage. Stand next to a teammate with a positive charge however and theres conflict, BAM you all damage each other for 3k, die GG!
Thats basically the fun to the guy. Afflicition locks stack 3 charges and toss up Shadow curse, land a Crit shadowbolt for the vulnerability and have a shadow priest for shadow weaving. Trinket and toss UA Corr and a Amped CoA and lol at the silly amount of damage your dots deal. Its like each tick is a shadowbolt.
After you finish laughing....Soulshatter......seriously.
Will drop the plans for Rocket Boots Lite as of 2.4
Probably one of the funnest boss fights in heroic, reminds me of Thaddius.
Well, anyway, on heroic he does not use magic/physical reflect, instead, from time to time he'll cast a Polarity Shift. Basically, it gives everyone in the party a positive or negative charge (2 one, 3 the other), and if people of opposite charge are too close to one another (10,15 yards), they'll deal apprx 2k dmg to each other per tick. However, if people of the same charge are close in proximity, they'll double each other's damage done (stacks). This results in possible 20k+ dmg nukes (I did laugh pretty hard at my 20k soulfire crit). What you have to do, then, is have the tank call out his charge, and then people of the same charge can run towards him (and away if you're of the opposite charge).
The easiest strat I've found is similar to the one stated below. Clear the left ramp, then have everybody stand on the top part of the railing of the ramp. Have the tank pull the boss, and have the tank run up the ramp a little bit so the boss is on the lower side of the railing. The bombs would bounce off the side of the ramp and away from the group, rendering him an easy kill, and clearing the way to pull the mini boss on the other side that pats down to the boss area.
The easiest method I've found involves no one having to run away from bombs. I've taken a screenshot of the area in wowmapviewer and labelled appropriate locations. If done right, no one has to move anywhere to avoid the bombs, including the tank and melee. The keyto this is the long distance at which melee are able to hit Capacitus, and having him on the lower glass part with everyone else off of it.
You'll see bombs strafe by you, but they strafe away before exploding more than 95% of the time. If you ever do end up needing to move during this fight, it'll only be a couple steps one way or the other.
Edited, Mar 19th 2007 4:17pm by Pirwzy
start boss on far end of room and slowly pull back so his bombs are all behind him and unbunched..
when he turns red stop meley
when he is green stop casting
Another strat that we found was to pull him back to the ramp near the boxes, and the ranged DPS / Healers stand up on the ramp while the tank stands below and runs around away from bombs, keeping in line of sight.
This fight on heroic is pretty much exactly like Thaddius; polarity shift + increased damage when standing beside people of your polarity! Very fun fight.
If you have a warlock then enslaving the driller from the last pull before this guy really helps, as someone said below. The driller can do a 20% armour reduction debuff which can stack up to 5 times. Send him in first and get the debuff applied as many times as possible, and let the boss kill him (so he doesn't break free and take out the warlock mid-fight!).
As soon as he's down start the fight, keeping casters and healers at maximum range. We just tanked him in the middle of the glass floor. It's pretty straightforward, the main things you have to remember are:
* Stay away from the bombs
* When he glows red, stop all melee
* When he glows green, stop all magic attacks
We took him down on our second try with a group of a warrior, feral druid, priest, hunter and warlock. 4 of us had never been before. The only reason we died on the first try was that the tank had aggro from the start, so that when the driller broke enslave halfway through the fight he took out the warlock and the priest... The second try was easy and I won a rather nice tanking cloak :)
To make this battle really easy just have a warlock enslave one of those driller guys near the boss and have him tank the battle, it sunders his armor much better then warriors and takes more time to die with the elite status. Boss died and no one was hurt. Except for the lock after the battle cause no one noticed the enslave dispell. Oops.
这个 NPC 能在这些地区找到：
杀死此 NPC 后您可获得：
The Mechanar Dungeon Quests Guide for Burning Crusade Classic
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