If you wipe on the last boss, the door at the elevator is closed and can't be opened, leaving no way to kill him again, so don't release if you have reincarnation/soulstone/DI. Hopefully it's a bug only.
This is in v2.0.6.
Just did a full run of The Mechanar last night. While the elevator does seem rather buggy, my group was able to use it after wiping on the last boss once.
We didn't wipe on the boss, and even had zero deaths - yet only 2 people could use the elevator.
Paged a GM, waiting for a response..
Does this instance need flying mount? Based on picture it does. Not even meeting stone up there to allow summon?
Also the Gnomish Universal Remote (
) will work on any and all mechanical units in tempest keep. They prove very useful during several pulls and can easily annihilate a group of two or three mobs.
It is the easiest of the 3 tempest keep 5 man dungeons.
Currently on the PTR
Tempest Keep Mechanar
Mechanar Drillers, Wreckers, and Crushers in Tempest Keep: The
Mechanar may no longer be enslaved when in Heroic mode.
So be careful when 2.0.10 comes out! And of course as always, make use of it untill then :) It makes those 3 or 4 pulls so much smoother.
Just to note. Mechanar, non heroic, gives 1500 rep roughly per run.
Mechanar Heroic mode:
Group setup: Tank(Warrior in my case), 2 Priests( Shadow + Holy ), 1 Warlock, 1 Dps( Mage / Rogue )
1) Mechano-Lord Capacitus ( Tauntable )
Ability: Gives Polarity shifts with a debuff (+) and (-) on players. Players with(-)(-) and (+)(+) gives 100% extra damage whilst (-)(+) gives a nasty DoT
Strategy: Spread out. When Polarity Shift comes, make sure the same debuffed players are grouped together for optimised dps.
2) Nethermancer Sepethrea ( Tauntable )
Ability: Spawned elementals are now faster and hits harder. Cannot be crowd controlled. Elementals will stop at times to do hellfire which hurts.
Strategy: Kill Pathaleon first to clear the exit dome. Upon pulling, make sure at max range. Tank whilst kiting her to the exit at Pathaleon. Keep DoTs up all the time. Should by the time you are at dome and she's still alive, kite her to the starting point. Repeat above steps if necessary.
Note: Make sure she's far away from elemental spawns or you will get hellfire which will most likely wipe your members. Also be aware that this fight is a very long fight depending on the damage output.
3) Pathaleon the Calculator ( Tauntable )
Ability: Mind Control (7-10secs )the closest party member to him. Tank can be Mind Controlled. Arcane explosion, summon spirits who shoots arcane bolts for 1k+ dmg.
Waves before boss:
Chain fear the mobs. Set rotation on the fear. Mages(if u have one) sheep a target, which will be used by priest to MC, and rest/regen. The other priest take over MC, and the other priest rest.
Wave before boss 2:
Mechanical will spawn. Stunlock as much as possible when it charges it's fist. Most damage receive is from here.
Wave before boss 3:
Same as step 1, chain fear, Mind control the last mob so your group could rest/regen.
Strategy on boss: Fear the adds, make a rotation on those. Mages sheep MC'd party member / Locks deathcoil should there are no mages. Boss himself doesnt hit hard, it's the adds that does the wipings.
There're many other ways to do this boss / party setup but this is probably 1 of the best that works, at least in my case.
We had a loser GM tell us that the elevator locks on purpose..."It's part of the challenge...." We never were able to zone back in and were only 2 pulls from Pathaleon.
A single Normal mode Mechanar run will net you ROUGHLY 1300 Rep with The Sha'tar (
) -- varies depending how many mobs you skip
My favorite group composition- 2xMage, 1xHunter, 1xholy priest, 1xTank
2nd Favorite group composition- 1xmage, 1xlock, 1xfury warrior, 1xDroo, 1xTank
Clear as normal to Mechano-Lord Capacitus, noting that Locks cannot enslave the large Drillers and Wreckers in heroic mode, but can still do a lot of damage with just 1 of the little guys. If not, hold them all, or get hunter to trap one.
Mechano-Lord: Polarity Shift, as described above. It's so easy it should be the normal mode.
Back track clear to elevator. First real challenge for your group- Destroyers. Sorry, but some healers have the hardest time with these, others do not. Don't forget you can spell-reflect 2x on a charged fist (if your group misses an interupt), also note that a lock can CoT to slow the casting time thus making it easier. Stunnable.
From the 2nd floor on be sure that no one releases until everyone dies and you are certain everything has reset. Otherwise you'll find yourself calling it or soft-reseting when the doors lock you out.
Clean the room with the Nethermancer, but do not engage her.
Clear the hall to last boss. Engage him: Fearing adds works well. I typically thunderclap over and over, then aoe fear first batch, when he makes a 2nd wave which doubles the number of adds I try to challenge shout and leave the priest to aoe fear, or the lock if one is present. Burn him to 20%, max DPS, and the adds go away. From here it's tank n' spank. He enrages, but becomes extremely slow. Note: he's so slow that a hunter or a lone warlock can solo him down the hall from 20% down. Make sure you master loot- Blizzards Official Bug Policy is that players may only receive drops from bosses if the loot decays on the body, including your badges. If any one person takes a badge, no one will get theres. Note too, that even if the whole group is in Mechanar, and the body is at the very top of the elevator, if anyone is downstairs or in the elevator riding up as the body is looted they will lose out on any possible loot roll as the instance believes that they're not inside. 1st floor is counted as a seperate zone from 2nd floor, somehow
With boss room empty, have party set up. Hopefully you have a hunter, if so it's time to go fishing: Use eyes of the beast to fish out the Nethermancer just like some guilds would pull Baron Geddon into Garr's room in MC. She'll run so fast down the hall that her adds, even with their increased speed, have no chance of keeping up. DPS her down with a bit of time to spare before the adds show up. Easy.
If no Hunter- get a lock+imp. Have imp engage and hold nethermancer with only the imp and lock visible to the nethermancer and her adds. Once imp is dealt with, lock should take off running down the hall. Warrior will pick off nethermancer part way down. By this time the adds should be secured on lock and only the lock. I'm not entirely sure of the mechanics on this, but we've done it 3 times in a row with success. The adds completely ignore us, and once past, we engage the nethermancer.
I was there with a group a few minutes ago and the damn door is still bugged. We died and relesed out bodys and when we got back in we couldn't get passed the door. But the elevator was ok ^^
4/3/07 - Wiped in heroic during the last event and came back to find the door at the top of the elevator sealed off. Super.
Heroic Mech - The easiest way to do it on all problematic pulls.
Tinkerers - Star player to have along, Warlock/Priest.
MC/Enslave, kill all the other tinkerers with this tinkerer, then sacrifice it. Banish the larger demons, tank and spank to victory.
Gatekeepers - Both have shadow power, dispel asap, makes him hit harder. Left gatekeeper does AOE bleed, so spread your ranged, double healer if you feel your healer cannot solo heal all. Right gatekeeper does emote "..raises hammer menacingly" which does 2k damage to melee players every 2 seconds, everyone in melee range get out, even the tank.
Mechanolord - Tank pulls boss to ledge and hits at max range, avoiding the maximum number of orbs while not moving. Tank calls out debuff he gets, negative or positive. Same charge moves towards tank, different charge step away to the back. Tank does not move throughout entire battle.
Tempest forge destroyers - Star player to have along, rogue. Apply mind-numbing poison to weapon, apply to mob, kick/interrupt all charged fist.
Sepethrea - Skip boss for Pantheleon.
Netherbinder - CC for last, so that even if she summons elementals it's possible to keep things under control.
Pantheleon the Calculator - As rogue I always get the dominate, cannot be dispelled, but can be "cloaked" out of, requires some luck.
You have the most success if you ignore adds. At start of battle all ranged classes move to melee range (healers, mages), hunters may opt to stay, but do not multishot.
Once adds are spawned they will gather nicely because you have stacked. Fear them away then blow cooldowns and hit the boss as hard as you can, psychic screams, intimidating shouts, howl of terrors, set an order for maximum effectiveness.
Once boss enrages at 30-40% all adds will automatically die. If you get to this stage you should win the fight without problems.
Sepethrea - Now summons 3 elementals and moves at normal speed. If you get one, drag all the way to pantheleon's chamber. It should be possible to slowdps all the way to 30-40%. Once you reach this stage, everyone that's kiting fire eles in pantheleon can just return and nuke her down, they will take too long to get back so it shouldnt be a factor.
Ideal group for this instance in non-heroic mode is:
Warrior - Tank
Rogue - Imp Sap
Warlock - Banish and Enslave demons
Mage - Sheeps and the occasional kiting
Resto Shaman/Druid or Holy Priest/ Paladin - need a resto class unless the Character has good gear
Done this place a couple of times and found many groups with these classes absolutey do great. I am a mortal Strike warr and i am still enabled to tank very well in this instance, it doesnt take much just a little abuse of the Commanding shout. I have had a Feral Druid tank and we also did very well except for the last boss becuase we lacked caster DPS for Summoned Mobs.
what i need for heroic?
Ideal group for this in Heroic Mode is as follows. Believe me I just did this and it was the smoothest run I've done yet.
1 Shaman (DPS)
1 Holy Paladin
1 Shadow Priest
When you get to the demons, just banish / enslave a demon and let the demon do all the work :)
As of now Patch 2.1 all BC mechanical mobs are immune to the gnomish universal remote.
ALL mechanical mobs.
Can someone please post average run times? Both normal and heroic - Thx!
Normal times = 30-40 min normal and 50-60 heroic +-
I normally got a grp setup like this :
Feral Druid / Affliction Lock / Marksman Hunter / Arc Fire Mage and a Holy Priest.
Done it with alot of other grps, but this is the grp setup i like the most:)
Just want to say, that mechanical guys, that use charged fist cannot be afflicted by CoT. They are now immune to this spell in heroic mode. I don't know, if they can be CoTed at normal, cause i forgot the last time i made normal Mech run.
For you mages, when the Astromages uses "Fire-Shield" you can steal it. Gives about 550 fire damage per 3 sec. (+spell damage ofc)
Updated heroic mech - a number of changes have been made since the two below were written.
Mech is a mid difficulty heroic, the first three badges are comparitively easy and can be farmed in about 30 mins by an experienced group, making this a very attractive farm instance. The final two badges are considerably harder however.
Clear up the left hand side until you have killed the two humanoids (physician + melee) at the top of the first ramp. you can pull the first boss from here, you do not need to clear the engineer + demons group directly to the west of the boss. Nothing special here, spank and tank. He has an aoe that does reasonable damage, but its not too bad.
Continue to clear back down the ramp to capacitus room, making sure to hug the left hand side. At the bottom of the ramp pull the destroyer. Destroyers charged fist can NO LONGER be affected by curse of tongues, and its cast time is shorter than the GCD. if you have a rogue, ask them to put white noise on the destroyer only, and kick/KS as soon as the destroyer begins to cast charged fist. They wont like it, but the destroyer will out out roughly 700 EXTRA dps on your tank while charged fist is active, so its worth interrupting. it can also be spell locked (lock felhunter), counterspelled (mage) and silencing shot also works, though the hunter will have to be very, very fast to get it in time. As the charged fist is spell dmg, warriors can reflect some of the extra dmg if the charged fist does get off.
Clear to capicitus, note that the elite demons cannot be enslaved - the little ones still can though, and as they do 900+ dps it may be worth asking your lock (if you have one) to chain banish one on the last pull to enslave for the boss fight, the little bastard will probably do more dps than your dps :) . Capacitus has a HUGE hit box, so the best strat for this guy is similar to normal mode. Pull him back to the ramp you cleared, and have your tank stand at the edge of the ramp, about 10 yards up. Pull capacitus to him (as a lock i use my imp to pull him, hunter md is even better, whatever you have available), and tank capacitus beside the ramp. Because he is below the ramp, but the tank is on the ramp, the bombs he spawns will sit down the bottom and not touch the group. Ask everyone to move to the bottom of the stairs when they have a negative charge, and move up the stairs when they have a positive charge (except the tank, who stays still), if everyone moves up or down as needed when the charges are on this fight is very easy. Its also good for whichever group has the same charge as the tank to move in a bit so they are close enough to the tank to give him the buff also, otherwise aggro is very trickey. Think of it as a triangle, the tank is one point, and positive/negative the other two.
Move onto the glass area capacitus patrolled and pull the next keyholder, again, pretty simple tank and spank. This guy has a jackhammer effect that you need to avoid, but he emotes just before to warn you. have your melee back out, as he'll sit there doing a hellfire like melee effect pounding the ground with his hammer for about ten seconds that can do some serious damage. I usually ask ranged dps to stop as well just to avoid agro issues, but if your tank had plenty of threat up they may not need to.
Clear up the ramp to sepethra's room, some trickey trash here. The melee mobs CAN now be seduced by a succubus (previously they weren't). The astromancers buff can be spellstole by mages, its a damned nice buff so definately worth it. Leave sepethra for now. The ramp is trickey, you may be best to kill each wave seperately. Pull the last mob in each wave back near the elevator and jump on as soon as the last mob is killed. This will reset the next wave, so you can set up properly, and eat/drink before it. Its particularly usefull ont he last wave before pathaleon, as he's obviously hard if you're ready when he aggros you.
Some people say that rogues can make alot of money here, why is that?
Mechanar Tinkerer packs despawns after you pull Pathaleon the Calculator maybe after you clear way 2 him or something like this i dont have time for tests (only 2 runs - heroic) so i dont know when this exactly happen.
how much time it takes to run mech??
This used to be a very easy Heroic run, collecting five Badges of Justice (three off the bosses and one off each mini-boss in the first room). This is changing in Patch 2.3 to only four Badges, as the mini-bosses will no longer give Badges. Instead, each party member'll be able to collect a single Badge from the chest opened by collecting the key gems from the mini-boss.
"Tempest Keep: The Mechanar
• The Mechanar: The Cache of the Legion can now only be looted by players who are present during some portion of a successful attempt of the Gatewatcher Gyro-Kill and Gatewatcher Iron-Hand encounters. In addition, on Heroic difficulty Gatewatcher Gyro-Kill and Gatewatcher Iron-Hand no longer drop Badges of Justice. Instead, the Cache of the Legion contains a Badge of Justice for each player present."
This is the most commonly done instance on Heroic mode.
how come u get this instance in LFM at 68 if you require a flying mount?
On heroic mode, there is one mob in particular which is notorious for killing tanks no matter how hard they try, and can generally be considered tougher to kill than any of the bosses in Mech...
As a smart warrior tank, however, they are fairly easy to avoid dying on, and your party will love you for it.
At the start of the fight, build threat like normal, and when they use Charge Fist, drop Concussion Blow. From this point on, you want to only spam Heroic Strike to hold aggro, this will keep you from triggering a global cooldown. The instant it starts casting Charge Fist, use Shield Bash to interrupt it. Now for the next 12 seconds while Shield Bash is on cooldown, resume normal threat cycling. As soon as it comes off cooldown again, resume spamming Heroic Strike so you don't trigger global cooldown.
I believe Charge Fist appears to have about a 12 or 15 second cooldown, if you do it like this, you'll be able to survive without much difficulty after your first few tries.
Just did this in an hour, on heroic, with a resto Shaman in elemental gear, Fury Warrior, Hunter and a priest as healer and me as Tank (warrior). Very smooth run with only one wipe on one of the destroyers, wasn't even from their charged fist, healer just got distracted...
Very simple pulls, not that hard hitting, very fun dungeon and with a good number of badges. This is fast becoming my favorite dungeon to tank, the fact Sun eater drops is just a bonus.
Second boss with it's fire elementals is a pain, but as long as people watch what they're doing it's not too bad.
Is this the first 70 instance you are supposed to do when you hit 70. I am working on getting my first toon 70 so I wanna know since the list will to join stuff in lfg will be big.
Just and update. Now Warlocks can summon people into this instance.
Just respec'd resto (previously heroic-geared tank drood), what's the min +heals I should have to play in TK? I've got just over +700, with a 8k mana pool. I know this is the easiest one, but no one in my guild has been any help ~
Very easy instance now, we grind rep whit:
70 shadow priest (shadowweave set no another epics)
70 resto druid (2-3 epics)
70 prot paladin (nothing epic, when do first time retri set :) )
Botanica is another one, last boss is trouble.. need more dps that one.
PS. Sorry my english :)
I want say that dont try collect 5. men try 3-4 men :) we try get one dps more group, get he about 30mins yelling :( but thx for him helping kill that last boss botanica then just dps to boss no adds kill :)
Mercutio, marshal windsors horse has secretly been reported here aparently.
(if you dont understand, thats because there is a glitch with said horse that says he's located in the Mechanar too for some reason)
Mechanar and Botanica do not require level 68. With the aid of a warlock, I've run guildies through both at level 66.
All bosses in normal mode are soloable at lvl 80 with a demonspeced warlock in hc/naxx gear.
Easiest of the Netherstorm instances to solo as an 80 feral druid, mostly bear form, Naxx 10 and heroic gear. Some decent blue BoE drops, but I think Shadow Lab typically nets more gold in a full clear for you instance farmers out there.
Just a ? is this dungeon worth farming for gold and mats or would i be better off farming in WotLK? I have an 80 DK. Thanks for any useful input.
Entrance is at 70,68. SW of Tempest Keep
Can anyone post the boss names so we can check out drops/strategies?
done all 3 instances of the Tempest Keep and can say that from Easiest to Hardest are:
1)Mechanaar-3 bosses (2mini-bosses)
3)Botanica -5 bosses
Good Luck and Have fun farming Sha'tar reputation!
is it true you need flying mount to be able to get into this instance?
How well geared should i expect to have to be to do this on heroic? I'm warrior and want to get the sun eater but am afraid i will get eaten alive when i go in here. any thoughts?
does anyone know about how much honor a heroic mech run gives(ps im human so have +10% more rep)
Attempted on heroic today
I wont act big or anything, it was tough and opened my eyes alot, im a tank and it tested me doing this on heroic. well we managed to make it to the first boss but decided to call it after nearly everyone got called to karazhan by their guilds :(
It wasnt easy as the basic mobs can kill clothies in 2 - 3 hits, the walkers 1 hit no problem.
I was glad i at least had ago at it 1 badge and all.
did this instance an hour or so ago, w/o knowing what would happen
first boss was a breeze, grp mates told me to stop casting when boss was green, and i found out why when i hit myself with a 4k shadowbolt crit XD
second boss was interesting but fun, especially since my whole grp had rather interesting lag during this fight, me and the mage kept locking up and not being able to see what was going on
third (final) boss scared the hell out of me, since he came at us unprepared and unawares, considering none of us had done mech all the way thru before. wasnt hard, our shadow priest died towards the end, but we beat him.
overall a fun instance, but i got no loots BOO
Edit: before 1st boss, have a lock enslave one of the demons in the pulls, u dont get rep if he dies from the other demons, but if u pick one of the elites he will kill of the nonelites and u can kill him, so u get all the rep. im a lock, and its somewhat fun too lol
Id go for the honour hold sword to be honest it might seem like a lot of runs to exalted but heroic mech will cost you alot of money and alot of tries.
The Mechanar gives you 1620 rep. on regular...
ive been in a few group that aggro the last hall and run to the elevator to reset them...and fight one wave at a time until you get to the last boss. except everytime i go to target someone while im standing on that hall i get d/c from server and get a critical error. does anyone else have that problem?
Completed on heroic last night, took 2hrs with no wipes and i died 2 times main because of insane mob crits.
I have 509 defense, 16 parry, 17 dodge, 29 shield block and 11.5k health.
2 crowd controls is a must, we had a sheep and sap.
we have this instance on farm due to the 2 mini bosses and 3 main ones, if we can get it at the right times we can do it twice a day meaning the vendor items take only 5 days at max to get each, going for the epic tanking helm myself 50 tokens.
I would recommend strongly to be the best you can from normal instances and rep epics before doing heroics the main reason is it takes alot of pessure of the healers and also the group as a hole struggling, because as soon as your tank goes down in a heroic you are screwed.
very easy heroic i must say, wiped on fire chick, which is very hard in heroic
all other went down fast
The Mechanar is directly south of the main palace. The north one is The Botanica and the one above them both is The Arcatraz. The Eye is the palace in the middle, a 25 man raid zone.
The Mechanar is fairly short and not terribly difficult. On heroic mode it proves to be the best source of Badge of Justices because the two key mobs drop them as well.
The only requirement for zoning in is the ability to fly to it.
There are at least two quests that you can complete/advance there:
504 def, 23 dodge, 18 parry, 15k hp unbuffed
However i have been doing this heroic for months it is not necisary to have those stats.
A warlock makes many of the pulls extremely easy. They can banish the guys who look like the gatewatchers but smaller and enslave the little bomb throwing guys, and use that enslaved mob to tank/kill another of the bomb throwers. the ideal group is probably a tank/healer a rogue-shadow priest or mage and a-warlock
My group always goes left first, kills the gatewatcher goes down the stairs, does the few pulls with the bomb throwing guys. Then everyone goes back to the stairs and i kite the 1st boss over to them where i tank him on the staircase. Watch your debuffs and its easy, positive debuff goes to the right and negative debuff to the left usually. Then we can kill the 2nd gatewatcher as well without any additional pulls when he comes down the opposite stairs.
the 2nd boss is by far the hardest boss in heroic mode, we usually skip her and kill her after panthelon calculator but for her the elems are extremey hard to kite and they are very fast moving. this is where a shadow priest is preferable to a mage because they can throw shields on everyone. the key to this fight is keeping everyone alive (as simplistic as that sounds) and dps'ing her like crazy when u have 5-6 seconds of clear time.
as far as the mobs before panthaleon u can reset after each pull by running to the elevator and going down it, or if u are good enough just plow through them all. imo kill any netherbinders first even before physicians because they will summon adds' but cc'ing netherbinder obviously works too
now for panthaleon, he is the easiet heroic boss u will ever do, assumin ur tank is a warrior and/or you have at least 2 aoe fears in your group. when the adds come burn an aoe fear and all dps stays on the boss. a warlock can single fear any add that is attacking the healer. a group with any decent dps will down the boss by the time a 3rd aoe fear is necisary.
Does anyone have expierience with enslaving the elite demons (not the semi boss) on heroic mode?
I've tried it 3 times en got a resist every time, so i guess the elites can't be enslaved on heroic.
they can be enslaved been running mech every day to get badges and alwas enslave the litle ones
banish1 of the big ones enslave and heal one of the litle ones and you be done in no time
just hate when grp runs of after you've wiped at the Nethermancer boss 'cause u dont rly need to kill her right? they said that we cant handle the last boss if we cant handle this one -.-
rly the last boss is one of the easiest bosses in tempest keep
I have run heroic Mech over 18 times in the last month as a human tank and get roughly 2k-2.5k rep per full run. Keep in mind we skip by several mob groups, so there is more rep to be had.
The first boss, Capacitus, is relatively easy as long as people understand the fight. He doesnt turn red/green like the reg mech run, instead he will give a + or - charge to each member of your group, and if a + member is too close to a -, it will make an explosive contact which hurts bad; similar to "The Bomb" boss in MC. I usually split the groups putting the negatives on the stairs, the positives by the pink see through crates, and I tank in the middle keeping the boss on the lower platform so his bombs dont hit us. Just be sure to DPS him down as fast as possible because if he isnt dead by a certain time, he will enrage and one hit the whole group, two hitting me with 13k armor and 16k health. I think he does this after 3 minutes, but I havent timed it and am not 100% sure.
Even running it mostly with PUGs I have found that it's definitely easiest on the long hall leading to Path the Calc to reset every pull. Even when they first spawn, I have everybody wait at the elevator with the healer halfway back just in case and I spawn the first group, then aoe fear, which, unless slept, will give us plenty of time to get back. That will allow me time afterwards to mark the targets for an easy fight each time.
As for the Calc himself, it is obviously much easier with 2-3 aoe fears, but I have found it goes a lot smoother and quicker (in an inexperienced PUG) if I just spam thunderclap when the adds spawn to get their attention. Their arcane missles hurt bad, but their melee damage is sad and I can be whacked on by 6 of them and the boss with no issues. If a few get away here and there I will aoe fear, aoe taunt, get the mage to frost nova, or a lock/priest to aoe fear. Also be sure to take care of the party member that gets mind controlled. I usually just have a hunter set a trap, have the mage polymorph, or the priest or lock fear. By that time the boss is down to 20% and the mobs despawn. Cake from there. Good luck!
when ur tanking that boss u and thunderclap for agro on the adds use spell reflect whenever u see the shooting arcan missals at u....and also the tank can use intimidating shout whenever the adds are attacking him
What skill do rogues need to have to open the 3 chests in Mech ?
If you wanna know where the chest are located try youtube.com
Type in : Rogue in Mechanar... there are some videos about rogues who get the chests ...
PS : I hope you know where the chests are :P
and... sry for my english^^ I'm german
you need atunement for mechanar(normal),or just a flying mount?
For Nethermancer Sepethrea (fire lady) if someone in the party has a pet, have them drop it off and stay behind the boxes on the top left/right side. Chances are that one of the elementals will target them and get stuck/hell firing out of they way even if the pet dies~ also it never hurts to mark the healer/tank since she resets agro and have to run towards the tank and keep elements away from teh healer.
can't be lock sumoned either, lists one to be sumoned as an invalid target as of 6-10-2008
You need a and flying mount to get to this instances , you could also have a warlock to summon you inside
The Mechanar Dungeon Quests Guide for Burning Crusade Classic
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