Dragon’s Breath – Same effect as a mage’s, the disorient effect will wipe agro.
Frost Attack – Movement slowed by 50%.
Summon Raging Flames – Immediately after agro’ing Sepethrea she will summon 2 Raging Flames that can not be banished nor feared. They can melee for about 500-700 fire damage, behind them they leave a trail of fire. After about 15-20 seconds they will stop and hellfire, after that they will agro new targets or old. Their agro seems to be random; they never attack the player with Sepethrea’s agro.
The room should be cleared before engaging Sepethrea to ensure we have enough room to kite her 2 elementals. As soon as our tank agro’s Sepethrea she will summon her Raging Flames, whoever has agro from the Raging Flames needs to kite them around the room being careful to not pull them through other party members, since they move at such a slow pace it is simple to kite them just be aware of where you are standing.
When Sepethrea casts Dragon’s Breath on the tank it is important to remove the Disorient effect so agro can be reestablished otherwise Sepethrea will begin wreaking havoc on the rest of us.
The adds do sometimes attack the main tank, this isnt a prob as you can still kite em easy enough.
She also does an arcane damage knockback that reduces threat significantly, so have dps be ready to run back into taunt range.
After you kill her, BE VERY CAREFUL about the hallway that is after her.
It looks empty but it will start spawning mobs ina pseudo event that gives you no warning after you walk so far down it, the elevator will also seal off and not allow you to get back in, no idea if this is a bug or there's another way around.
It really sucks since we were just moving on and never expected it.
Most stupid fight in Heroic Mode. Spawns 3 adds... lotsa fun if 2 go after your 2 healers...
and did i mention the missing elevator or the bugged gate when you wipe?
The fight seems a bit bugged on Heroic.
2 of the 3 adds got fixated on me (Frost-mage), so i spend the entire fight blinking around and refreshing Fire Ward and Ice Barrier constantly. Crazy fight, quite amusing..
Most retarded encounter ever. The rewards are SO not worth the trouble for this boss on heroic.
While this fight is pretty stupid on heroic, we just did it w/ a holy paladin, shadow priest (in healing gear), prot war, affliction lock and marks hunter. The DPS range aggro the elementals on the pull (behind the tank, in front of healers), then kited the elementals around until they root and do their hellfire - at that point you nuke the boss as hard and as fast as you can. When elementals stop hellfiring, the DPS should resume kiting - around the perimeter of the room - away from the tank / healers.
There's probably a more simple way of doing it - that's just the way that worked for us, there's a TON of kiting going on.
The key to the fight however really seems to be about making sure the elementals are on your DPS and not your healers.
Some update on the heroic mode encounter.... skip her, do the last boss.
- make sure you are standing on the catwalk to the last boss (glass part
- have the person you want to kite the elementals aggro her
- have the tank intervene the kiter/charge the boss + taunt
- kite the elementals to the endboss spot and back
- have the rest kill the boss.
takes a lot of randomness out of the fight ;)
Though the strategy of skipping this boss and kiting the adds along the pathway to Pathaleon's room may make things easier, this fight was quite simple when I last tried it even without such a strategy. My group composition was a shadow priest, elemental shaman, mage, warrior, and paladin. It seems like having ranged DPS on this boss certainly makes things easier.
To start the fight, all of the casters (mage/shaman/priest) stood near the wall just around the corner of the stairs in front on the boss. Our paladin stood along the wall directly across from Sepethrea. The warrior pulled, and the adds spawned and aggroed (one on the shaman, one on the mage, and one on the warrior). The mage and I (shaman) ran in a counter-clockwise direction to avoid the adds. The paladin and priest moved onto the platform where the boss was originally standing, giving the warrior space to move in the middle of the room to avoid to AOE fire pulses. When the adds following the mage and me stopped to AOE, we began to cast at the boss. We were usually easily able to cast 3 or 4 spells before continuing to move.
The trick to this fight is organization. If you don't organize places for people to path the adds and for people to stand, the fight is very tough when everyone crosses each other. Moving based on instinct was what killed us the first couple of times. Consequently, we found that having any players who DO NOT have adds on them stand on the platform where the boss stands before the pull worked very well. This allowed for the tank to stay in the middle of the room, and for the players with adds on them to run around the outer edge of the room without crossing the tank or the other players.
Also, it is very necessary to pay attention to where the adds will path after they stop to AOE. You will notice that the adds direct themselves toward you and proceed in a straight line, rather than simply following your steps. As is such, it is more effective to kite them in a rectangular fashion than a circle; this allows for time to move easily, and prevents being cornered by adds while kiting. It is very simple to finish this fight even with only one person DPSing the boss and two kiting, although it is very helpful for the kiters to do as much damage as they are allowed.
We did not use and absorb potions or resistance gear. Heroism was very helpful =)
A hint for heroics:
When you're clearing the last pack of 4 mobs, in the room, Mind Control at least 1 and keep it MC'd until the end. After you killed the other 3, use the mind controlled NPC to engage Sepethrea. The way we did it, she made all (3) her adds go after 1 person, so we had 4 players left for the boss self.
I hate this fight. The only healing I can do while moving is Renew, which isn't enough to keep anyone alive. The entire time I'm having to run to avoid the damn adds. This whole encounter blows for a priest.
in normal mode we killed calculator first, and then pulled her with a rogue that sprinted down the hall towards the calc. Our druid tank peeled her and kept backing down the hall towards the calculator's home.
This way, the really slow elementals didn't even reach their targets, add to their slowness the hellfire which stops them.
very easy fight
The best strat for this boss, In my experiance, for both Heroic and regular Mech, is to skip this boss and kill the Calculator first. Then, have a mage or hunter aggro the boss while the rest of the party is out of LOS, around the bend on the way to the Calculators room.
Sepethrea's adds will have nobody to aggro but the ranged who pulled her. The puller then run back towards the group, while blinking/AoC. Tank grabs aggro on the boss, and the puller continues to kite the adds to the Calculator's room. This is extremely easy, as the mobs stop often to hellfire. In my experiance, by the time the adds are kited all the way to the Calculator's room, the Sepethrea is dead and the mobs despawn. Even if your group doesn't have very much dps, it is very easy to pass by the mobs and begin kiting them back to the group, if necessary.
Hope this helps, really makes the fight a piece of cake.
Hunters just make use of misdirect while all the others are relaxing at the home base of calculator. She is a thrash :)
Can't kite her across the bridge as of 2.1 :(
Nearly impossible as of patch 2.1. You can no longer kite her down the hallway to the third boss's room and as such, you have to fight her in her own room. Both she and the elementals move considerably faster than in non-heroic and there's 3 instead of two. It's basically another luck fight now. It's better to just kill Mechano-Lord Capacitus and Pathaleon the Calculator and skip her and do another heroic. The difficulty of the fight is now not worth it at all.
Definately not impossible. Downed her about an hour or two ago. You cannot kite her any longer this is true, but you can kite the adds any where. 2 of the adds targeted me (hunter) and so I simply aspect of cheetah down the hall to the calculator's room (still kill him first). W/ 3 adds on heroic it's too hard to kite them all in that room. I don't think u can pull agg on them u just have to identify who has it and that person kite them outside. She still goes down pretty fast. We only had one dps and the tank on her.
Definitely much harder in 2.1, but still doable. Make sure you take her down fast, as the Elementals are crazy.
It's all about thanking her.
This is how we legitly did it on heroic diff with an average pug. We had bear tank, Priest healer, mage, warlock, ret paladin.
It's imperial that the tank gets ALOT of initial agro on her, really ALOT, (I think the bear tank dpsed her down to like 90% before anyone started any serious dps on her) whenever she bumps him, she reduce his threat. While tanking, the tank should have his back towards a wall. Whenever she bumps the tank, he should feral charge or assist/intervane towards her asap and spam his $hit to get her back. Try vanishing/soul shater/invisibility at like 50-60%, it should help the tank alot getting her back after a bump.
Other pary memebers should kite the adds around the room and dps/heal.
Try surviving as long as possible, it's probable that some people will die, ss the priest, I even Battle Resed the warlock while tanking her.
what u need to do is pull her. (charging her will cause adds to go for tank)
Use 4 sunders and 95% health left til DPS'rs attack
this fight is great if u have 2 people who can heal
When the adds come after u RUN! make sure paladin uses Fire Resistance Aura. make sure hunter uses Aspect of the pack.
what we did
We kited her to the left side of the elevator while the mage stood in the corner behind some blocks destroying boss
hunter killed boss on an angle from the bottom left corner to where she spawns.
make the weaker healer (elemental shammie/shadow priest/balance druid/ prot pally) heal the DPSERS. Have the healer healing through out the dungeon to spam-heal tank. make sure that she dies fast. our group:
Lock, Mage, Shammy, Paladin (healer) and prot-warrior (me)
and avoid her elementals trails also they cause chaos
ANOTHER IMPORTANT THING
Don't stand to close to the elementals while they cast Hellfire. if tank dies while she has less then 30% then just have hunter/rogue run with her on their ass. But if the healer dies TANK KITE!
how we did it
Mage spammed ice cause she has some FR
Warlock spammed DoTS and Shadow Bolt while her minion (Felguard) DPSD the boss
Hunter is Complicated he/she needs to nerf boss down and if ur hunter/rogue dies u should re-try unless she below 30%
Paladin just stood back and healed from the edge near mage
WARRIOR IS HARDEST!!
warrior needs to pull and run to side of room. Wait on 5 Sunders and 5% health lose on boss. if all DPS die put on your 2H or DW and DPS boss. if ur Protection spam Devastate over and over while using SS when it is off Cooldown. stay alive at all costs. popping
Using last stand works nicely
Using Commanding Shout works nicely.
Nethergon Vapor is new and collected from Trash in Botan, Eye, Arca, Mechan.
She Dropped Stellaris! and the hunter took it.
Just got through a Heroic run of Mechanar, didn't take very long.
Feral Druid (DPSed at first, ended up Tanking)
(me) Fury Warrior
We skipped this boss and headed to Pathaleon, cleared his ramp area (I got the tanking Gem, yeah I'm prot usually), then headed back to Nethermancer.
The strat we used, which worked flawlessly, was to have everyone except the mage stand in the hallway, just on the glass part. This prevents the fire elementals from aggroing these people right off the bat.
The mage pulls Nethermancer, and blinks ahead into the hallway, past the party, while the tank grabs Nethermancer and pulls her back into the main room.
Mage, or any kiting class for that matter, kites all three elementals down the hall to the Calculator's room, and back if necessary.
Dunno what happens when the kiter gets back, as the boss was dead by the time we heard "alright coming back".
Dropped the healing ring (
), and another Defender's Tanzanite (
), which we gave to the Druid.
Also, we were able to pull this off that easily, while the Druid in question was completely hammered. 14 Bottles, working on the 15th, we were suprised he wasn't having alcohol poisoning.
New Trick for 2.1 (she's fixed right?)
She now resets at the bridge where it turns to glass... but when she resets, the fire ele's despawn... SOOOoo...
Beat the last boss, and head back. Have your party just off the glass towards her.
Have a hunter or mage kite her to the glass, she will 'reset' and immediately target one of the party that is still in her fight range.
Proceed to pull her back to her spawn point and kill her as you go. No fire ele's to worry about.
What our group did today (2 feral druids, 1 tank, 1 kitty, 1 resto shaman healing, 1 affliction lock and 1 demo lock)
I (affliction lock) started by pulling boss, druid picked it up immediately, I dotted all 3 adds with CoA, Siphon, corruption.
1 add started aggro'd on me, the rest took a few ticks to get onto me, once they were there, they all followed me and I kited to panthelons room and went around in a circle and headed back for boss, by that time she was dead.
We spent like 1 hour fighting just this boss, and after many tries we found a way to make this work flawlessly. Like most people have said, everyone except the puller stands on the glass. Where as of 2.1 if puller goes on the glass it will reset. So what you do is.
(Btw group = feral druid, warlock, ret pally, combat rogue and priest)
- Have group except puller on the glass bridge pass the respawn point
- Have puller pull the boss, run along the inner wall of the path leading to the glass bridge
- Now instead of running onto the glass and resetting, what you do is stop right at the end of the path (before the glass bridge) and turn around. You will get hit, and will probably need heals. Anyhow, minor speed increase, pots will help you greatly.
- So anyhow as the puller is running along the wall in the path leading to the bridge, have the tank who is on the glass bridge charge and take boss off the puller.
- So basically the elementals have no one to target except for the puller, and have the puller lead the elementals in the room around in circles, and each time you get close to the path leading to the bridge the healer can come out and drop a few heals on you
- The boss will get 4 manned on the path just before the glass bridge
The only hard part to this is that the puller needs to somehow survive. So pots, and minor speed increase will definitely be vital here.
Didn't read every comment... but im pretty sure this hasen't been said, it works perfectly on the normal fight and should work well on the heroic
You skip her and go to last boss (said some where above yes just some details gone)
You kill last boss... loot your stuff blah blah blah congrats
*This only works with a hunter*
Then you have your group stand at the final bosses area..., when you are all ready have your hunter run as far to boss as possible... but still in sight and 100 yards of the tank, at this point hunter should have aspect of cheetah on, then to start it.. Misdirection your tank, run to boss... and shoot as much as you can at her so like aimed shot (if you have time left), arcane and steady shot, this will pull her to your tank she runs fast, very fast actually, so you can't kite her to the tank this way, when your hunter is on your way back tell them to lay a frost trap early, then tell them to lay one when their cooldown is on as far away as possible, this will slow the elementals so you can kill her faster.
This is how i do it with my guild all the time.., its easiest, best and the most effective that i've seen, this way your not worrying about elementals..., if you kill her sorta slow... might have elementals but you can run in to the final bosses Chamber and kite them there, fight the boss in the hallway just outside of his chamber, thats all i can think of... so this has been a message from Dragonempres of Suramar.
Aka Dragon Emperor.
I have not tried this and have not done enough research to say this will definitely work but after reading Tyveron and grinninghanis' comment I got the idea that maybe a pet could be used to kite the elementals to the final bosses room. A hunter is needed obviously, he will need a pet and spec him with dash rank 3 (increase movement speed by 80% for 15sec), fire resistance rank 5 (140 fire resistance), and great stamina rank 11 for as much hp as possible.
-have hunter stand in final bosses room and have him set his pet to stay
-hunter then runs back to rest of party who are standing on the glass
-hunter /target Sepethrea from glass
-command pet to attack, make sure dash is off auto cast so pet doesnt waste it on trip to her
-once pet has aggroed her put him on passive and hit dash
-pet will mow run back to final bosses room and elementals will chase him
-have tank taunt Sepethrea off the pet before she reacges glass and tank her at her spawn point or anywhere in that room
If this works you will have all 5 group members on her and a decent amount of time to get her down to 0. I'm not sure how good 140 fire resistance will do against them or if it will even buy you a few sec but either way once the pet gets to final bosses room and elemental get to him he will get wtf owned. I'm pretty sure the time it takes for the elementals to get to the final bosses room own the hunters pet then run back to the rest or the party is enough time to down her. If however its not im pretty sure all the elementals will go for the hunter, in which case he can kite them around her chamber until she is taken down.
You can no longer have one person kite all of the elementals as they choose random targets. The fight is a bit more difficult now, especially on heroic. Did it tonight with a feral druid, hunter, paladin, mage, and dps warrior. A basic strategy that works well is:
Have the tank keep her in the center of her room for the most part. The tank will have to move to get out of the path from the elementals or to avoid hellfire. If the tank picks up agro move around the room counter-clockwise and return to the center as soon as possible to minimize the range between you and the healer(s).
Everyone else should heal/dps when they are free to, and kite the elemental that agros them until it casts hellfire. They move slower than normal run speed so everyone can easily kite them.
It takes a while to get her down but following that general strategy should work well. The post by Fungal is still relevent to the fight.
best way to tank her is to hold her in one corner....the rest will have plenty of space to move in.....dont tank her in teh center,,the adds will sorround your tank.
take her to the left corner....then if this get hot..go to teh other corner ,rense and repeat.
Haven't tried this fight on heroic yet, but a note to warriors:
As of 7/7/07, this boss can be DISARMED(!) in regular mode. Obviously, the disarm debuff isn't very long, but it gives your hp a break and helps if you're the one who has to flee from the elementals.
We made this, group had SSC gear ^^
This fight is really simple with some fire-res gear.
to bad I can count the players with fire-res gear on my left hand :(
My group finally got her down for the fist time since the 2.12 Heroic buff.
Holy Paladin (Me)
Prot Paladin (Tank)
Prot/MS Warrior (DPS)
We had just started skipping her after wiping probably a dozen times in a matter of 2-3 runs, but last night we tried a new strategy. We realized the problem we were having with this fight was not the elementals necessarily, but with Sepethrea's aggro wipes. What was happening was she'd cast dragon's breath, or punt the tank - drop aggro - and then go 1-2 shot one of the DPS'ers.
We put 2 tanks on her (Prot Paladin and Warrior), and the fight went beautifully. She was on one of the 2 tanks the whole fight, and we just dealt with the hellfires as they happened, she went down fairly quick!
By the way the best way we've found to deal with the elementals is to just let them beat on you (they don't actually hit that hard) until they cast hellfire, and then move out of the way. They move so fast in heroic mode, you can't outrun or kite them effectively. This gives you more time to cast longer spells and it also lets you more tightly control the placement of the hellfires.
Good luck everyone!
does anyone else notice that the slowing debuff she puts on someone can't be removed with blessing of freedom ?
The whole theme of mechanar seems to be "this is a warlock instance." My heroic group had 2 locks who each enslaved a grenade throwing demon from downstairs and set them loose on her. She died pretty fast with their dps.
So the ultimate strategy would be 3 locks.
I'm not sure why people have said there is no consistent way to beat this lady.
Here's her strategy in a nutshell (even before the nerf to heroic mode).
- Clear halfway down to end boss (or just clear to him fully)
- Have all but your tank stay as far as possible down the hallway before fire mobs evade (by start of glass floor in hallway). Stay on right side of the hall facing entrance.
- Have tank stand about halfway between entrance to hallway . Stand on right side of hall facing entrance. Be in max range of healers but not too far away from the entrance that she evades.
- Puller runs down the hall toward the rest of his group but opposite side of the hall.
Best puller is a hunter with misdirect for the tank. Best tank is a paladin for ranged pulls. It can be done with anyone pulling. The mobs were always slow. Hunter's cheetah, rogue/druid sprint, etc, all fine. But still, anyone can pull as long as its not the tank.
If the fight goes sour, you can run down the hall and they'll all evade.
- On the pull, tank gets sepethrea and other mobs follow the puller to the rest of the group. Its possible that 1 or more can get on the tank if bad luck. The healer just needs to stay on top of things.
- Mobs will stop on the way and start aoe pulsing. That is when the group swoops in to start doing damage.
- When the tank gets boss aggro, everyone beats her down very hard. Rogues dont get aggro if you want to backstab.
- Tank moves her out thru the entrance back into her room. Run along wall with elevator towards the back of the room.
- Fire mobs will trail behind and eventually start aoe pulsing again (remaining still) back in that room.
- Then circle wide in the room and come back the other way toward the long hall and take her up the hall.
- Keep repeating that til she dies. She takes a lot of damage. My group does this with barely any damage from the fire mobs. We rarely even get touched.
This method was perfected before the patch to slow down the fire mobs on heroic so it should be easier now.
This is an easier fight than you are probably making it to be.
Most ppl die from the ads, and not Sepethrea.
Key Points to Success
take a deep breath and calm down
Everyone keeps moving. Cast, run and repeat.
Instant Casts help
Take turns with aggro from elementals, and kite them away from group. The ads will stop and AoE for several seconds and pick a new target. Dps will need to get aggro off of healer and kite.
Divine Sheild / Fade / Feign Death / Ice Block etc all work ( i think)
Dragon's breath is dispellable
really easy, downed her with 3 others where afk just run from the adds and keep nuking her ;P
Just fought her, and wiped 4 times.
Don't post below this 'easiest boss ever' cause she isn't. Upon pulling, she summons 2 fire elementals that cannot, I repeat, CANNOT be killed. They aggro randomly on each person in the group... They move slowly, but have 2 tricks. 1 an AOE hellfire move... 2 a trail of fire that follows them and does roughly 700 damage a second.
She has a massive knockback ability, a random aggro, and, to make the fire elementals more dangerous, she casts a 10 second frost shock-like manuever on the tank and melee DPS that slow's their movement by 40%.
Wiped 4 times.
Arms spec tank
Feral Druid (with healing gear to help heal)
Combat/Imp Sap rogue
All decently geared with epics pre-BC, and BC blues.
(if someone downs her, make a post... i suggest FR gear on this fight for everyone though)
My first time through we wiped several times getting the hang of this fight. It seems simple on the sufrace, keep moving away from the adds and nuke the boss right? Well, yes in a way. But what happens when it's your healer who has aggro, how do they keep moving, and heal? What about when the boss does their frequent knockback on the tank to reduce aggro and goes after that healer who has one or both adds already following them around?
Here are some tips I found very useful and have one or two shotted this boss every time since.
- Use the WHOLE room. The room is very big, and when I've seen wipes it's usually because everyone gets kind of bunched up. Those fire trails do a lot of damage and even hit you when you're just near them and not actually in them. This is the single biggest tip I can give.
- The boss will dump aggro from the tank with her knockback and go after other party members. Be ready and don't run away, run the boss right back at your tank so they can get aggro again.
- You cannot pull aggro on the adds. Whomever they're after is who they're after, nothing you can do about that. After chasing someone for a little bit they stop and do a hellfire and then aggro on another random person, who is hopfully all the way across the room.
Other than those things, just nuke her down, she only has 33k hit points so it's not a long battle at all.
yeh ok not hard but not easy still hella fun though
yeh we didnt think of skipping and kill calculator that seems like a good idea thanks
- tank (war protection 11/0/49) me
- healer 1 (priest disc/holy 40/21)
- healer 2 (as above)
- dps 1 (mage full frost)
- dps 2 (lock demonology)
lock used imp as pet
I was the only 1 in group with fire resistance
I confirm they are 3, they are non banishable, they are invulnerable!
there are 2 things you must pay attention when facing this boss, 1 are the elemental, just run around. the other is
temporary aggro reset against the tank when he throw you away
decide before the combat where to kite the elemental when they attack a member (you can kite them around either clockwise or unclockwise, and either near the walls or in the middle of the room) doind this will simplify a lot the combat, because the tank knows where to take the bos if he is aggroed also by an elemental.
to prevent the aggro reset you can do 2 things, 1 is using the new Intervene ability (just set a macro with the target of target as target of the macro, and intervene as spell casted, doing so it will save you a lot of time because you won't have to switch target), the other thing you can do is always try to be be between the boss and a wall when tanking him, if he doesn't throw you away too far you wont loose your threat.
the better way to do damage at this point is dotting him, we used not only the lock but also both priets' world of pain, the mage (or hunter or whaterver class) should shoot only when the elemental following him stops to do AoE circles
Priest healed basically with shield, pryer of mending, renew, sometime flash healing, and in very rare case with greater healing
basically this is a very easy combat if all people know what to do.
This boss is insanely easy if you use this strategy. (Requires rogue/druid)
First, clear the room.
Second, do the pathway-summon thing up to Patheon the Calculator and kill him.
Everyone but the rogue/druid stay in Patheon's room.
Rogue/druid goes back to the room with her alone and range attacks her (Faeriefire/use ranged weapon), immeaditly turn around and sprint/dash. Run back to your group and the tank should take aggro at Patheon's room, you can kill her before the fire elementals reach her.
Two notes: She moves at about 160% normal speed, so sprint/dash is REQUIRED. Aspect of the Cheetah will not outrun her.
She is disarmable.
Greenstrike, 70 rogue, Muradin.
If it looks like fire, get the ^&*! away from it.
today i treied out greenstrikes tactic, and damn ive gotta say it saved a good few repair bills, we just kited her all the way to panths' room as suggested with me (resto druid and the tank (70 feral druid) was amazingly easy compared to the first boss *Grimmis
Here comes teh tactic:
MM hunter, Feral druid, afl lock, resto shaman, and a shadow priest.
the shaman sets a fire pr totem with gives +70
fire ress, ells he just heals tank,
the hunter just runs around and nukes the boss,
the druid just hold aggro on her, its better to have a feral druid with you instead of a pro warrior. druid have some nice buffs and have the imp LoP (Leader Of The Pack). with gives me around 400 hp every times i crit....
the shadow priest just nukes her to and have the ability to give all members life, with is good here!
The lock just Nuke her to!
Every body have to run around to avoid the adds, just avoid to go into he tunnel, htne u die that for sure!
Not a hard fight if you keep moving by any means....
The adds will chase the 2nd person to hit Sepethrea - If the tank pulls her then your chosen add kiter should be the next one to either cause damage or land a cast on her - I did this as a priest and simply dropping a vamp embrace on here got me the adds 5 times out of 5.
Problem was I just couldn't stay alive long enough. Tried kiting around the room but got cornered then tried kiting towards 3rd boss room - DON'T! When you pass the spot where Sepethrea resets the adds pause then follow you still. Meanwhile 3 more adds spawn at Sepethrea so you have 6 on the go.
Haven't figured out this boss yet.
Just attempted her for the first time since patch 2.1
Was a few screwed attempts before we figured out a strat that worked for us, can confirm, second person to land a spell or do pysical damage to her, will have the adds attention, but found that one seemed to remain, and aggro'd to the next person to aggro.
Our group downed her, having the tank (me) charge in, our kiter (hunter) tagged her so the adds aggro'd to him, then a dps class tag her, to attract the final add. (we used a warlock)
While the hunter kited them back down the hall to palathean's room, the warlock kited the remaining add around the room while doing dps.
Would guess healing would be unadvised till at least the first three people take place on her aggo list.
Post 2.1 patch as of 24 MAY 07 (Heroic mode)
She will reset if she walks on the glass bridge.
She will NOT reset if the elementals go on the glass bridge.
She will not spawns 3 more if they make it to the bridge.
*** WARNING ***
She is IMMUNED TO HUNTER's MISS DIRECT
(Yes MD is bugged but even on a ONE AIMED SHOT and dispelling the buff she NEVER gained the MD'd target)
*** WARNING ***
Fire elementals can't be taunted off
Fire elementals CAN be FD, Vanished or Ice blocked.
Fire elementals CAN agro the tank if all are in room (had it append to me)
-Hunter(Cheeta all the way) Carefull not to daze yourself !
-Rogue(Sprint / Vanish to come back)
-Mage(Blink / ICE block to come back)
1) Same as before, skip her and clear last boss first then come back to her.
2) Have the entire group on the GLASS BRIGE right side (east).
3) Have the puller go tag her, and becomes targeted by ALL the fire elementals. He runs back on the left side (west) all the way to the last boss and kite em there.
You could as well run back and help group, as the elementals are slow and will take times to come back. BUT on this note you can help ONLY if your are NOT on the glass bridge.
4) Tank must intercepted her before she gets on the glass bridge or she reset.
Warriors: recommand bloodrage on pull, zerg then intercept, then taunt and to kill spot with back to wall.
Druid: same but with feral charge.
5) Once tank has agro, ALL MOVE
the bridge ASAP and get in position in room close to him.
6) Ensure tank has his back to wall at all time and that group members are relatively close so he can taunt her back. For warriors, if you don't use intervene yet ... LEARN IT.
For DPSer, take a pill once agro is loose, let tank regain and back to wall then resume.
-She does a knockback on tank with second on agro list target. (Can be regain with DPS or Taunt)
-She does a Dragon firebreath mem wipe. (Taunt req on this one)
-She does enrage or something at 25% or so, so keep your stuff for then tanks.
Tank: Full mitigation, worst is when you lose agro to keep mana up for your healer. Keep taunts for breath / knockbacks. Don't underestimate your mocking blow ! If you time it just right, she'll remain on you .... interesting ...
Basicly same old, intervene, taunt, DPS DPS, intervene, taunt, DPS DPS.
easy boss if u know what to do, u need to move around. they guys she summons will stop for ten seconds at a time and do the 700 fire damage a tick, get out of there. they will then change targets. we had two rogues so easy fight
How to kill this boss on Heroic Mode: You do not need a hunter to do this, although it is the best choice.
I am a mage, our group was:
2 mages, 1 warrior, 1 paladin, 1 hunter.
-Kill the final boss first.
-Don't start the fight in the room where she starts.
-The long glass hallway to the final boss: Have everyone except the kiter (preferably a hunter) stand on the glass floor where the glass floor begins.
-Ok, so you have: 1 tank, 1 healer, 2 dps>>standing on the glass floor
-The hunter is standing in pull range (a little ahead of the group), on the non-glass floor area.
-THE HUNTER PULLS. This is crucial.
-Ok, b/c the hunter pulls, the boss comes after him, but the fire elementals do also.
-So, as the hunter runs back toward the group, the TANK picks up the boss, and the ADDS will (as long as no one in your group does anything stupid like draw aggro somehow) stay on the HUNTER.
-So, the hunter kites the adds to the FINAL BOSS ROOM (the final boss should be dead already), and kites him back there.
-While the kiting is going on, the tank has brought the boss into her initial starting room.
-So your 2 dps just owns the boss and the tank tanks them, and the healer heals the dank. Your dps should rarely need heals.
-The hunter may die, but w/e. If he's good he should not.
IF you are using a hunter and there's a mage in your group:
Make sure to dampen magic the hunter.
This fight is easy if your group knows what to do. Hope this helps.
I am sure a mage could kite this. Seems hard but I would like to try it.
So new patch today, made it so the fire elementals aren't kitable down the hall because they choose different targets periodically now in heroic.. may pose a little more difficult now..
Not worth the time, this boss es retarded, too much headache for a badge, even if sometimes things are going very well, pack of elementals can instakill a player, too random.
I have tried all the kiting startegies they dont work anymore as soon as she or the adds hit the glass she resets. and you cant get the adds to stay on 1 kiter they are completely random. goodluck doing this boss as it was originally intended :). My advice skip her be happy with your 4 badges.
Refer to a normal strategy if you want to give her a go.
Ok. My group wiped a few times on this boss until we looked at this battle from a different angle. (I realize I'm not the greatest person in the world when it comes to grammar and spelling things right, so just deal)
!Whole Room Must be Cleared!
(1)When you start the fight don't pull from a range, just run up and face pull. Once she spawns the two elementals start backing up toward the elevator.
(2)Once you get near the elevator turn east toward the empty part of the room.
(3)When you get slow down turn around and start running away from her. You will be going the same speed as if you were backing up if not faster.
(4)Make sure you keep your agro steady.
(5)Have intervene ready if your a warrior.
(6)When she does the AoE knock back she will target a random member. When this is done just taunt. She can be taunted unlike her elemental buddies.
(7)Just circle the room as the battle goes on.
(8)When an elemental attacks a random person continue kiteing, The person with agro should kite it back to you. It should come back to you in seconds.
(9)You shouldn't lose much health if done correctly.
(1)Healer needs to stand behind any member that can take more damage (Rogue, DPS Warrior, Hunter, ex.) Because when one of the elementals or the boss randomly agroes it will always go to the person infront of you instead (Not sure if this is completely true but healer never got hurt when we did it this way)
(2)Make sure you can quickly heal the tank just incase he/she gets stuck on something and the elementals do hellfire. In this occasion you need to over-heal but don't burn too much mana if its still early in the fight.
Melee DPS / Off Tank
(1)Melee DPS should stand infront of the healer at all times (away from the battle)
(2)Basicly all you need to worry about is hitting what ever comes after any party member and quickly kiteing it back to the tank and heading back to your position.
(3)Once she gets down to 20-30% you should help the Tank down her. Unless the healer is low on Mana / Health
(1)Ranged DPS should stay a decent distance from the battle and focusing everything on the Boss.
(2)Burn her down fast.
(3)Keep moving away from the battle.
(4)The most important thing you need to do is NOT PANIC if you get agro. Just run towards the tank. It will be off you soon.
(1) At all cost stay away from the firey trails made by the elementals.
(2) Use the WHOLE room. This way the trails don't get too close togethor.
(3) Spread Out. In the occasion that an elemental uses hellfire on someone besides the Tank. Your not gonna want to be close togethor.
(4) This is a method I thought of because I am a Tank and it gets on my nerves so much when someone gets agro and Panics and Runs away. With there excuse as "I didn't know where you were":
(-)Put a Mark on the Tank. Since you don't really need the marks for the battle. This way when someone gets agro they can quickly see the mark and run towards it. (and also people can't complain they didn't know where you were)
(1)She summons two elementals at the beginning of the fight. They have more health than she does so its not worth it to take the time to kill them.
(2)She has a frostbolt-like spell that does damage and slow down.
(3)Every Once in awhile(only happened twice in my battle) She will do a pretty short ranged AoE knock back that will probably only effect the Tank if you use my strategy. This knock back will also stun you for a short time.
(1) These things have pretty weak physical attacks. (About the strength of a normal mob in here)
(2) They will randomly agro a random party member at a random time. But they will go back to the Tank after a short period of time.
(3) The most important thing about these two are they're trail of fire that follows them for about 15-20 yards. Just STAY OUT. This fire is alot more powerful than they're physicl attacks and can down you pretty fast.
(4) They're only real special attack is hellfire. They usually only do this when the Tank stops or after the Nethermancer does Knock Back. Its very powerful and if your tank lacks in health and Fire Resistance the Healer must be over Healing.
(5) They are VERY slow. If you are paying enoughh attention you can kite them without taking any damage
Keep in mind. This is the strategy I use. Its not as fast as most but it runs alot smoother and Its not as stressful.
Tank- Warrior (Me)
Melee DPS- Rogue
Ranged DPS- Hunter, Druid
- Tremidoes, Level 70 0/0/61 Protection Warrior, Kirin Tor
Ok this boss wasn't as hard as i thought, all we had were 2 fire mages a combat rogue a holy pally and a prot war. while tank, tank does NOT have to aggro the elemtals, our 2 mages toke the aggro of the elemtals while fighting boss, they ran up and down the room (clear the whole room too btw) and dps down boss pretty simple. O and btw we didn't have awsome gear
Heroic: She needs to be nerfed somehow. The only time we've downed her is when we exploited a glitch. We're well-geared and we just can't do it. We've gotten her down to about 50%, but those dragon breaths take their toll.
We always kill her on Heroic using the same approach we use on normal, no kiting down the bridge tricks. It is hard and usually takes a wipe to wake us up, but it is not impossible by any stretch of the imagination. We are your average, everyday Kara guild, nothing special in nthe gear department. If you can clear a heroic, you can kill this boss.
yea - easy in non-heroic. Killable in heroic if pplz know what to do, and the team is right. Easiest mode (no deaths) I have done was with 3 locks in team - dot'n run ftw.
Ok guys everyone finds this girl to be very difficult, so do I. ive downed her once on heroic and im not gonna try again. she drops no epics besides 2 gems. and its only 1 badge so just skip her. No one needs her and if we always skip her Blizzard should make her easier. She is a waste of time right now.
Just took her down for the first time on regular.
Had a tank, priest, druid, hunter and a rogue.
Pull her off the stage. When the fire dudes pop whoever they are agged on walked them around the outside of the room (along the walls) going clockwise. This kept the fire trails out of play. Everyone else DPS on the boss and you're done.
Worked like a charm.
There's no huge trick to her - she's not too horrible except for the fire elementals.
The good thing about the elementals is that they're SLOW. You can avoid them by just running away from them and more often than not they'll just find someone else to pick on, who can run away in turn. The elementals do sometimes stop to spew AoE flames, but that can also be avoided if you keep away.
Also, the trails they leave behind HURT. So keep out of those too.
So, basically it's a 'stay away from the nasty fire guys' fight, and ping away at Sepethrea once they're gone.
this boss is not easy, but not impossible either. all u need is a bit of luck and STAY OUTTA THE FIRE
our tank ran her back and forth and we just ran away from the elementals whenever she got close. loc made a soulwell, so we had a healthstone to start with and when we used it we just ran back to it and grabbed another.
as of this post, ive killed her several times on heroic and she had ALWAYS dropped that cosmic lifeband. i want my stellaris ><
as a hunter a bit of good misdirection use helps in this fight as well
I hate her, so much. Either we kill her fast or we wipe every time. My last attempt it was the dps that was getting us killed. Healer and I were the last ones standing 2x and brought her down to under 10% health both times untill healer went OOM. If the dps would've stayed away from the fire elementals better she would've gone down faster and given me an extra badge.
Easy boss! Kite her around the room, growl,feral charge, lacerate and mangle all the time.. just kite oppersite way to the elementals
Kul tiras- Looxmam
The elemental adds are tauntable. This may help in heroic mode if you're out of luck and you get adds on both healers.
However, beware of her dragonbreathing/frostshocking the tank just as the taunted add does its hellfire. If the tank is stuck in a hellfire, (s)he is likely to die in a few seconds. The good news however is that these debuffs are cleansable (magic), so if the healers are on the ball and get rid of the debuffs rapidly, it may still work out. (Obviouosly, don't attempt this with a shaman + druid healer...)
We found this fight a lot less complicated than it sounds from reading some of the strategies! We took her down first try (normal mode) with a group who'd never been there before (except maybe one person).
The elementals move pretty slowly, so it's easy enough to stay out of their way whilst still doing damage or whatever. Just keep running from them, try to stay out of their fire trails, and all dps on the boss.
Tank the boss in the center. The tank needs to move in a small circle (the direction is not important) if he would be caught in a fire elemental AoE or fire trail. The tank need not worry about the fire elementals hitting him with regular swings since they do not hit very hard. The healer must also stay in the middle to keep in range of all players but if he has aggro he can run around the center circle like the tank if he wants. Usually this is only hard for shamans since they have no hots or things like bubbles to counter spell knockback (unless maybe talent + earth shield?). The dps must run circles around the room to minimize damage taken from fire elementals. Again, direction is not important... only that you keep the fire elementals running as far up and down the rooms as possible and as close to the sides as possible. Any time dps does not have at least one fire elemental following them or if all fire elementals following them are doing AoE then the dps can attack the boss. Also the boss drops aggro so if you pull aggro run towards the middle to help the tank pick it back up. Everyone avoid the fire trails and the AoE and it really is an easy fight if you follow these rules.
Since there was no information here about this fight, I figured I would fill you in. This fight is pretty interesting.
Her Abilities :
1. She does a fire knockback
2. Summons 2-3 Fire Elementals to assist.
3. Doesn't hit very hard
Elemental Abilities :
1. Where they walk, they leave a flame trail
2. They do a Hellfire aoe effect
3. They hit pretty hard
4. Lots of hitpoints
The Fight :
Tank the boss but kite away from the Elementals. Focus fire on the boss and avoid the Elementals to win.
If I missed anything feel free to make a post to elaborate.
Edited, Feb 6th 2007 11:30am by Blusaphire
more things that you should have in mind for this battle
1 - After she makes the fire knockback the agro will reset, so stop dps and let the tank get the agro back...
(to control this better have your tank to fight her with his back to the wall so he don't get to much time to regain the agro)
2 - The off healer must be attentive if the main healer is being on fire elementals target... they move slow, but is hard to heal while running
she has few hit points, so is not a hard fight
group makeup: me (druid tank) mage, rogue, warlock, pally healer.
We basically tried to move as a group and around the room's edges and I had aggro on one elemental so I just tanked walking backwards around the edges of the room since they fixed where you couldnt kite her down the bridge anymore. taking the elementals to the edge of the room gave us so much more space for running around and we got her 2nd try after trying out strats...this one seemed to work out well.
overall that was the best heroic mech group i've ever had.
You can no longer pull her on the bridge towards PtC to avoid her adds, she resets.
Ya those elementals are not CC'able... Definitely all out DPS on the boss. Cant banish em or frost trap em :(
After she makes the fire knockback the agro will reset, so stop dps and let the tank get the agro back...
This helps, thanks.
Also, for those that do get aggro, try to get to tank (avoid fire trails, etc), helps if s/he doesnt have to run around a lot.
Hunters can utilize a very easy pet pulling strategy to help manage the encounter. This is a natural extension of the kiting strategy presented above.
1. Skip Sepethrea and clear Pathaleon first.
2. Have the entire party, including the hunter, stand in the room where Pathaleon spawns.
The hunter then does the following:
1. Pet pull Sepethrea ( cast eyes of the beast, run the pet to Sepethrea, dismiss eyes of the beast immediately after entering combat ).
2. Resummon the pet.
3. Cast misdirection on the tank once Sepethrea comes into view.
4. Cast distracting shot on Sepethrea.
This makes the encounter trivial because Sepethrea will considerably outdistance the elementals, thus giving the party plenty of time to burn her down without having to simultaneously deal with the elementals. The reason she outdistances the elementals is both because she moves faster than them and because the elementals will stop occasionally to AoE.
Alternatively, a hunter can use misdirection to achieve the same results, as long as he is able to get into position and shoot before the 30 second misdirection buff wears off. The advantage of pet pulling is that the entire party can start in its proper position.
Edited, Mar 30th 2007 11:17am by SyranaKalecgos
Okay, for those of us without hunters... Here's the best strat.
You know how you are all standin around her, waiting to engage? That's the way your MT will face her. Back against the wall opposite her. Your healer will then stand where she is. This eliminates any and all line of sight issues with gnomes being small. The others will stand on the carpets to either side and run around the carpets when the fire elems are following. Contrary to popular believe, Fade and Ice Block gets rid of them, and they ARE tauntable (though not the pally taunt, I believe). When MT gets aggro, have him move to a carpet with her, and back again.
The reason this works so well? The MT is in the middle, so when she knocks him into the wall, thus wiping aggro, then next person to get her just runs to the MT.
这个 NPC 能在这些地区找到：
杀死此 NPC 后您可获得：
Alchemy Recipe Locations 300-375 in Burning Crusade Classic
[Screenshots containing UI elements are generally declined on sight, the same goes for screenshots from the modelviewer or character selection screen.]
[Please review our