Posts Tagged ‘Ignis the Furnace Master


Friday Strats – Ignis the Furnace Master

I burn people!  With my crotch!

I burn people! With my crotch!

Ah, Ignis, I feel like I hardly know you.  When Ulduar first hit, this guy was truly a monster boss.  He hit regularly for 35k, if you stood in his AoE damage for longer than 2 seconds, you were toast, he was bugged and would randomly one shot members of the raid, just an all around unpleasant encounter.  Even his trash wiped us twice.  However, thanks to recent nerfs, he’s quickly fallen into line and has become much much easier to deal with, though certainly not easy by any stretch of the imagination.  So let’s have a little look-see, shall we?

The Prep

For this fight you’ll need three tanks, one for Ignis and two to pick up adds that will spawn on the north and south side of the room from those columns of statues.  There are a couple of different strategies out there for positioning, but we found one that we prefer, so that’s the one that I’ll be covering.  Basically you want the entire raid to stack up in the middle of the giant room Ignis is in once you’ve cleared out his trash.  You’ll want at least two healers dedicated to the tank and though Ignis doesn’t hit hard anymore, he does hit faster and will start to gain damage buffs, so they need to be prepared for quick, occasional spike damage on the tank.  You’ll also need at least one healer dedicated to the off tanks as well and one on “pot duty” (you’ll find out).  Once you have assignments ready to go, just buff up and pull.  Ignis has a very small aggro radius so you’ll want a misdirect pull or a range ability to pull him.

The Fight

Ignis has three main abilities that you must be prepared for.  The one that tanks need to be aware of is called Scorch wherein Ignis will burn everyone in front of him with a cone of fire damage that deals up to 4,250 damage and leaves behind an AoE fire effect.  Because of this, tanks will have to face Ignis away from the raid.  What we usually did was have the tank pull him just SW of the raid group to start, pointed away from everyone.  When Ignis hit with Scorch, the tank would then move him to just NW of the raid, then NE, then SE, rinse, repeat.  This clockwise placement of the scorches allowed the ranged to pretty much stand still while the tanks and melee do all the legwork.  My kind of fight.

His other main ability is called Flame Jets which he’ll cast randomly, so be on the lookout for it.  Basically what this ability does is throw the entire raid in the air, dealing up to 9,500 fire damage initially and leave behind a DoT doing 2,000 fire damage every second for 8 seconds.  The catch here is that if you are casting when he finishes casting Flame Jets, you’ll be locked out of your spell school.  this used to be an 8 second silence, but they reduced the duration and I’m not sure what the new total length is.  Either way, this can spell disaster if you’re a healer, so make sure to look for that.  I recommend only casting instants after the warning (which is on the default UI) goes up to ensure you don’t get silenced.  This effect is resistible.

His final ability is the Slag Pot, or, as it’s come to be affectionately known as, The Vibrating Crotch Pot.  You see that load he’s carrying in his britches up there in the pic?  Well, that is not a friendly pot of goodies, my friend, oh no.  What happens is that he’ll grab a random raid member and toss him in the ol’ pain pocket there which will then burn whomever is in the pot for 7,500 fire damage per second for ten seconds.  While you’re in the slag pot you can still do everything except move, so healers can heal themselves and others and other people can sue defensive cooldowns.  When that’s done, the person will drop straight out and will then gain a 150% haste for 10 seconds.  With proper fire resist buffs, this damage shouldn’t be too severe, but you will need someone on pot duty (told you).

Now another thing that people must be aware of is that he will also occasionally summon an add from one of the statues lining the north and south sides of the room.  When this happens, one of the off tanks will have to pick it up as quickly as possible and drag it over to an AoE Scorch, holding it in the fire until it gathers ten stacks of a fire debuff, causing it to become molten.  Any help from the raid is useful such as a root or the ice chains that DKs use which will allow the tank to gather other constructs if necessary while the one in the flames takes debuff stacks.  

Once the mob becomes molten, the tank needs to drag it over to one of the pools of water in the centered on the north and south walls of the room.  When the mob is molten, it does AoE damage, so the tank must be careful what route they take to the water.  After they hit the water, they will gain a debuff called brittle which will cause them to die if they take a single shot of 5k or higher.  We usually assigned our doomkin to do this damage.  Keep in mind that while each of these mobs are alive, Ignis gets a stacking damage buff for each one that raises his output by 15%.  If they take too long to die and too many of them show up, eventually Ignis will overwhelm the MT and your raid will wipe, so they must be dealt with quickly.

That’s the strategy pretty much.  Keep in mind that this will cause Ignis to occasionally walk through the group when you’re transitioning from west to east or vice versa, so the ranged need to slightly adjust every once in a while.  However, you can pretty much be goosing him and you’ll be fine, the main idea is that as a ranged you want to avoid the scorch damage as much as possible, so don’t stand anywhere near to in front of him.  Other than that, it’s a pretty easy fight with the most pressure being on the tanks who have to be quick on their feet.  They will occasionally range the assigned healer when picking up new mobs, but they shouldn’t be oor for too long, so don’t panic.

The Vid

An officer in our guild made a strats vid of our 10 man Ignis from last week, so I’ll post it here to give you all a better idea of the positioning I’m talking about in this post:

If you want to download the original avi which is a much better quality, you can do so from filefront right here.  It’s a .rar file.

The Loot

Still including 10 man loot here.

10 Man

Igniter Rod – Pretty much the only caster item he drops in ten man, this is a worthwhile off hand for both Holy and Shadow Priests.  Disc priests have a few better options, but don’t be afraid to pick this puppy up.

25 Man

Soot-Covered Mantle – This is a fantastic piece of hit gear for Shadow Priests who I suspect will have stiff competition for them.

Pyrelight Circle – Possibly one of the BiS for a Discipline Priest, even as Holy, I would be tempted to pick this one up, though with no mp5 or spirit, it is slightly sketchy.  Shadow priests should be all over this.

Intensity – One of the better hit bonus staves in the game, Shadow should definitely try to pick this up if it drops.

Scepter of Creation – This is one of the best wands in the game for a Holy Priest and I imagine in the top three for Shadow.  Disc can find better options without spirit on it.  Dueg approved.

And there you go.  The fight is pretty simple and straightforward as long as your raid force is alert and can counteract the occasional incoming spike damage, but due to the recent nerfs this guy is something of a pussycat.  Come back next week when we’ll take a look at the Loo-, er, Flame Leviathan!



First Impressions of Ulduar

its-beautifulSo last night <NEED A DISPENSER HERE> made it’s first foray into Ulduar as a 25 man raid group and just about two words sums it up so far:  Fucking.  Hard.  Well, let me start from the beginning.  We got into the zone and took about 20 to 25 minutes to get everyone organized and ready for the Flame Leviathan fight.  Not so long really when you think that we had to explain the fight to everyone and organize teams of people for the vehicles really.  

Then the gauntlet started and we decided since it was our first time through we’d just go ahead and knock over all four towers and do it on easy mode since only ten of us had gotten to see it the night before.  Thanks to a limited understanding on what buttons did what, one of our siege engines ended up taking a flying leap off into space at one point, but other than that we were able to get to the Leviathan without too many problems.

So in the first fight I was one of the healers nominated to be thrown onto the back of the leviathan in order to help keep the ranged dps alive.  For anyone not in the know, the Leviathan starts to pick up steam at a certain point in order to try and ram your siege engines and demolishers.  In order to reset this stacking speed boost, you have to throw dps onto the leviathan itself from the back of demolishers in order to destroy the turrets on his back and they have to press a big red button after that which overloads it’s circuits and causes it to sit still and take increased damage.  You also want to send a couple of healers with them because they’ll be taking damage while sitting on his back and will die if it’s just the dps.  

So I got catapulted up there but the other healer was killed mid flight and only one of the dps made it onto his back because of further limited understanding of what buttons do what and how to get catapulted.  Thankfully we were able to teleport directly to the Leviathan’s concourse area and after a little more explaining we brought down this boss on the second shot with almost no problems.  This boss on easy mode is VERY easy I’d say.  Next week we’ll probably leave at least one tower up to make it a little more challenging and try to increase the loot a little bit.  Unfortunately, no caster gear for holy priests dropped, but there was a very nice caster neck piece and some plate gear.

So we move forward and decide we’ll give Razorscale an attempt next.  We buff up explain strats, everyone gets set and runs in and Dueg immediately dies in a fire.  You know, for fun.  Seriously though, this fight is chaos incarnate and extremely heal intensive, making for a not fun fight for healers.  The gist of the fight is that there’s a proto drake flying around above the raid that needs to be brought down by harpoons that a bunch of dwarves are fixing.  Once you fire four of the harpoons (which break again after you fire them thanks to shoddy workmanship), it will ground Razorscale for a limited amount of time and once she hits 50% life she’ll stay permanently grounded.  

However, while they’re fixing the harpoons, all these iron dwarves are popping up from the underground and charging them and the raid.  Oh yeah, and also the proto drake is spitting fireballs and occasionally one of those fireballs is blue and will leave behind fire on the ground that tics you for 5k in damage every second.  Not to mention the initial hit is about 5k in damage, so basically you will take 10k damage in the course of a second and if you don’t move immediately will most likely die.  Instant heals are your friend here.

Now I’ll admit it, I was effin terrible at this fight in ten man and didn’t show much improvement in 25 man until our third or fourth attempt when I was finally able to figure out how to avoid running through fire.  However, I was openly ridiculed for my lack of raid awareness and rightfully so.  One thing my guild was noticing though is that this fight seems to be insanely overtuned for the average guild.  

Not only is there intense and brutal raid damage, but some of the mobs also cast chain lightning which will hit about five or so targets for crazy damage.  After learning to avoid fire, I died twice to being hit by a fireball and getting chain lightninged pretty much at the same time.  Plus there’s a crazy ass pantload of adds and usually by the time we grounded her the second time, we were getting overrun by the adds.  The fight is fun, but it honestly felt to me like you need a raid fully geared in Ulduar purps to be able to get this boss down.

So we tried Razorscale a few times and decided to give Ignis the Furnace Master a try in order to shake things up.  Now this guy had a reputation for being a joke on the PTR, which leads me to believe that Blizzard wanted a “who’s laughing now?” moment by way way overtuning this guy.  First off, he absolutely crushes the tank and was regularly hitting our bear for 35k melee shots.  That’s not a typo, 35,000 damage in one shot.  Yeah, healers, start your weeping.  

He also occasionally uses an ability called flame jet that if your casting the moment it goes off, it locks you out of that school for about 8 seconds.  I got around this by casting instant spells when he started casting this ability.  When it goes off he also tosses the raid up in the air and hits them with a DoT, so Binding Heal is definitely in order after you land in order to keep yourself and the tank up. 

Occasionally he’ll also grab someone from the raid and throw them in this smelting pot he’s carrying that burns the hell out of them and they must be healed through.  The damage isn’t too rough though and you can keep casting while you’re in it, so if you’re a healer, try to keep yourself healed.  Unfortunately there’s a small bug that should’ve been hotfixed last night that was causing him to occasionally melee the person he picked up and threw in the pot which meant he was one shotting random people.

Another part of the fight is that he summons golems occasionally that have to be grabbed by a tank, dragged to the flame jets he leaves on the ground and held there till they become “molten”, then dragged to one of the water pools on the side where they become “brittle.”  They can then be shattered if they take 5k damage in a single shot which should be no problem for your average Ulduar ready dps.  However, after a few attempts we decided to pass on him for the moment because of the bug and went back to Razorscale wipes for the rest of the night.

Also let me say, when Blizzard promised harder trash, they delivered.  We almost wiped twice trying to figure out the trash for ol’ Iggy there and you definitely have to be on your A-game when it comes to it.  Unfortunately, we also had a few scrubs along with us last night and weren’t able to bring Dispenser’s full might to bear on the bosses.  I think that if we had our full first string team along with us we could’ve maybe gotten Razorscale down as we seemed to start getting it under control by the end of the night, but who can say for sure?  Both fights after Leviathan felt a little bit overtuned though and our GL had a theory about this which sort of makes sense.

He said that the problem is the way they did the testing with limited pre announcement of fights meant that the majority of the guilds who got to test the fights were hardcore, stay by your cell, quit your job for testing guilds.  When you have only the cream of the crop testing your fights, they’re going to complain that it’s too easy because they’re the kind of guild willing to spend 24 hours straight in a raid instance trying to down Yogg-Saron (grats Ensidia, you sons of bitches).  Your average guild however is not going to think that 6 minutes is too long of an enrage timer which is why they hotfixed it to 10 minutes after the first night.  I predict we’ll be seeing a lot more tweaks in the form of hotfixes coming down the pipes in the next few weeks as they retune the encounters.

So my final thoughts are that this is what raiding is supposed to feel like.  It’s very hard, but it’s FUN.  I feel a thrill during the encounters and am excited to get back into Ulduar again.  It’s not the cakewalk that Naxx was and I think we’ll be able to really start separating the wheat from the chafe over the next couple of weeks as we progress.  We’re going to try to have another 25 man attempt tonight if we can get the group together again and hopefully we’ll be able to actually down a few bosses.  Daddy needs him some new plums, my current ones are so last patch.


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