View Full Version : Kazeyonoma's Heroic Guide - Mechanar

08-21-2007, 11:05 AM
First off, I'd like to thank MasterWolf and a few others who encouraged me to do this, and to Ciderhelm who provides this wonderful forum for us to do such things to better the warrior community.

First off, group composition:

The more CC you have the better.

I have done it with crap though.

Priest, Fury Warrior, Fury Warrior, Prot Warrior, Rogue.

So its totally doable if you know what you're doing.

The trick is to skip as many mobs as possible.

Here's my full rundown.

Enter Heroic Mech:
Pull Center robot when pats away, pull to entrance, kill.

Mark up the 3 humans to the left! Kill Physician first, CC Netherbinder (this guy is trouble if left alone, what he/she will do is summon 2 or 3 nether adds that can hit for a lot on clothies, and basically just causes chaos to the group, I've wiped many a times because the CC i ran with forgot to resheep this badboy and let him summon his adds), and leave the melee one for last, he's a chump and will just give you rage while tanking. Wait for robot to stop behind them and go ahead and pull (don't worry saps and shit won't agro the big robot when he pats back, just pull to entrance and you're golden).

Here's what it should look like at this point:
http://www.tankspot.com/photoplog/images/488/small/1_WoWScrnShot_082407_004349.jpg (http://www.tankspot.com/photoplog/images/488/1_WoWScrnShot_082407_004349.jpg)

After that's handled, make sure you're clear and go ahead and pull the left robot (you won't have to kill the entire right side this way!)

Have group wait for you at entrance still, and either pull the robot when he's at his furthest patting through the door to the left, or wait till he's all the way gone and pull the 2 at the archway just through the left door, killing physician first again. Then kill robot or vice versa.

Move up through the left door, and again, CC or just duo tank the physician/melee mobs by pulling em back and enter:

Here's how it looks when you are at the base of these stairs about to pull:
http://www.tankspot.com/photoplog/images/488/small/1_WoWScrnShot_082407_004403.jpg (http://www.tankspot.com/photoplog/images/488/1_WoWScrnShot_082407_004403.jpg)

And here's heading up to the stairs:
http://www.tankspot.com/photoplog/images/488/small/1_WoWScrnShot_082407_004413.jpg (http://www.tankspot.com/photoplog/images/488/1_WoWScrnShot_082407_004413.jpg)

Trick #1

Have the group stay on that slanted ramp. You run up against the rightmost wall, and hug it till you can see the first mini-boss. Pull him with ranged, he won't agro anything as long as you wait for him to fit through the rightmost gap next to the wall. Once he reaches you, pull back to your group and blam, 2 groups of mobs skipped.

Here's how it should look like when you want to pull him:
http://www.tankspot.com/photoplog/images/488/small/1_WoWScrnShot_082407_004457.jpg (http://www.tankspot.com/photoplog/images/488/1_WoWScrnShot_082407_004457.jpg)

Then go as far left as possible with group and sneak through that gap. You'll notice A physician and a melee again guarding the top of the stairs, a patting robot up and down the stairs, and a REALLY close looking group of demons + engineer that pats. Mark the pat to warn the party of his presence, and when that pat is furthest from the stair mobs, pull the stair mobs as far left as possible and kill. (same strat as before) making sure you don't have the robot pat anywhere near. Once done. wait for robot pat to come and again, being wary of the engineer, pull as far left as possible when he reaches top of stairs. Once he's done, move the entire party down the stairs clinging to the left wall, till about halfway down so you don't agro the next group. Avoid the patting engineer from up top and you'll never have to deal with em. just leave him marked the whole time incase someone dies and needs to runback, it'll be a good reminder.

Here's the above explained in picture format:
http://www.tankspot.com/photoplog/images/488/small/1_WoWScrnShot_082407_004620.jpg (http://www.tankspot.com/photoplog/images/488/1_WoWScrnShot_082407_004620.jpg)
http://www.tankspot.com/photoplog/images/488/small/1_WoWScrnShot_082407_004643.jpg (http://www.tankspot.com/photoplog/images/488/1_WoWScrnShot_082407_004643.jpg)
http://www.tankspot.com/photoplog/images/488/small/1_WoWScrnShot_082407_004756.jpg (http://www.tankspot.com/photoplog/images/488/1_WoWScrnShot_082407_004756.jpg)

Same as first 3 pull, CC Netherbinder, kill physician, loller tank the melee.
http://www.tankspot.com/photoplog/images/488/small/1_WoWScrnShot_082407_004905.jpg (http://www.tankspot.com/photoplog/images/488/1_WoWScrnShot_082407_004905.jpg)

Here's where the instance gets hard.
You'll be next to some crates at the bottom of the stairs now. Your first destroyer will pat really shortly back and forth between the elevator and halfway to your current location. you gotta grab that sumabitch RIGHT as he is furthest from the elevator, and pull back to your group sitting at base of stairs. This way you won't agro the astromancers, OR the evil demons to your right. make sure you interrupt (counterspell does indeed work) his charged fist or you will probably die. If he does get charged fist off, spell reflect asap, and hit em with a stun if possible. Consider these guys as mini..mini-bosses cuz they do cause frustration and take a little bit of coordination.

Here's the pull of the first Destroyer and where you want to pull him back to:
http://www.tankspot.com/photoplog/images/488/small/1_WoWScrnShot_082407_005002.jpg (http://www.tankspot.com/photoplog/images/488/1_WoWScrnShot_082407_005002.jpg)

Once he's done, run around the backside of the crates to your left, and proceed to kill the 2 astromancers (cc one, kill other, whatever you want just down em).
http://www.tankspot.com/photoplog/images/488/small/1_WoWScrnShot_082407_005155.jpg (http://www.tankspot.com/photoplog/images/488/1_WoWScrnShot_082407_005155.jpg)

Okay, now you've got some moving space. Tough part #2

These demon things are friggen annoying. If you've got a lock enslave one and use it to tank/bomb the others and if necessary banish one too. Here's the trick... You aren't gonna tank. Split them up as best as possible, they're not elite, but in groups they deal massive damage, so designate 1 target per person, there's 4 i think so 1 per dps. And go nuts, pull em back, move em around, spread em out, and just take em down fast. I normally do a weird Charge in, whack em, run out, move em, intercept in, whack em, run out, back and forth, till they drop. Don't worry about dying here, its gonna happen... A lot, as long as you kill 1 or 2, the 2nd time back you won't have any trouble cleaning it up. (Thanks to Sair for this): They have a targeting mechanic that seems to go for the closest possible person, so just have people run in and out to spread out damage between people, if you can pull them all apart like I suggested than they shouldn't be a problem at all.
http://www.tankspot.com/photoplog/images/488/small/1_WoWScrnShot_082407_005250.jpg (http://www.tankspot.com/photoplog/images/488/1_WoWScrnShot_082407_005250.jpg)

Then the next big nasty pull is on the right. Get a CC on the humanoid engineer in the back (tricky for a rogue like ours but just sneak there and Sap and pull at the exact same time). Designate a kill order for dps to take out the demons again, and you will just kite/tank the big nasty as far away as possible. depending on if your dps kills the demons fast or not, and if your cc is refreshable or not (our rogues obviously isn't) then kill either the big nasty or the humanoid last.
http://www.tankspot.com/photoplog/images/488/small/1_WoWScrnShot_082407_005416.jpg (http://www.tankspot.com/photoplog/images/488/1_WoWScrnShot_082407_005416.jpg)

Turn the corner and you'll see a group of mobs in the right nook, if there's no treasure chest, ignore them, if there is, its basically a smaller scenario of the last fight.

Next group is gonna be tough if you don't have a warrior or another off tank. There's 2 of the big demons, and 2 of the little ones. same thing witht he little oens, let dps kill em. If you've got a ranged dps, maybe have 1 kite the 1 of the big ones all the way up the stairs then jump down, and repeat kinda thing but i normally have an offtank grab him. and you tank the other. Shouldn't cause a wipe, definitely need to kill 1 of the big nasties if you do die.
http://www.tankspot.com/photoplog/images/488/small/1_WoWScrnShot_082407_005625.jpg (http://www.tankspot.com/photoplog/images/488/1_WoWScrnShot_082407_005625.jpg)

Then you arrive at 1st boss

Mechano-Lord Capacitus
http://www.tankspot.com/photoplog/images/488/small/1_WoWScrnShot_082407_010156.jpg (http://www.tankspot.com/photoplog/images/488/1_WoWScrnShot_082407_010156.jpg)

Slightly altered from non-heroic strategy, instead of going physical/magic immune. He will "polarity change" everyone and you will all get a debuff that is either + or -. you have to clump the +'s together, and the -'s together, and keep them away from each other (the boss is big enough that frontal dps won't "clump" with backside dps). when clumped together you get huge dps boosts, when + and - clump together you get zapped for 2k every 2-3 seconds so definitely separate out, and if you gotta slow down dps or sit out because the tank has a different charge from you, then do it, although he does eventually enrage (thanks Sair again) we're just not sure how long, but its pretty long, just beat him down and have healer topping off others when possible since there are random floating bombs. Nothing too fancy. Note: I've discovered that the bombs primarily come out of his backside, so if people are taking too much bomb damage dps'ing, they might want to move off to the side and bandage while avoiding opposite charged party members.
Warp Engineer's Prismatic Chain
Plasma Rat's Hyper-Scythe
Lunar-Claw Pauldrons
Thoriumweave Cloak
Hammer of the Penitent
Assassin's Fire Opal
Shining Fire Opal
Defender's Tanzanite

Trick #2

This saves you ALL of the right side.

Just wait there after boss dies. and you'll notice the other miniboss pat almost RIGHT down to the floor of the 1st boss.
http://www.tankspot.com/photoplog/images/488/small/1_WoWScrnShot_082407_010420.jpg (http://www.tankspot.com/photoplog/images/488/1_WoWScrnShot_082407_010420.jpg)

Blam grab him into the boss floor and kill him, same as in regular mech run away when he raises his hammer down him, gg. no mobs even TOUCHED on the right side, AND you managed to skip at least 2 groups on the left side on your way down to the first boss.

Then up the elevator you go, and have your group just hug the left wall and set up there. First monster you'll encounter is another destroyer. Do the same strategy as indicated above, interrupting charged fist, shield reflecting it if it does go off, and stunning if you need to. Nothing too hard, but he can present some problems to fresh heroic goers, so don't feel bad if you die to these bots now and then.

Big pull, you've got yourself 2 melee and 2 astromages right in front of the 2nd boss. no worries, you won't pull the 2nd boss unless you step on the stage she's on so CC'ing won't be an issue. If you've got an offtank with 1 cc like my group makeup, CC a caster, have the OT take the other caster and focus her down, while you hold down the two melee's, if you don't have an offtank, but hopefully more than just 1 CC, then CC 1 melee/1caster, and solo tank the caster/melee killing the caster first. If you're really in a jam and have only 1 CC and no offtank, then definitely CC a caster, and burn the caster down as fast as possible while keeping agro on all 3, if a ranged pulls agro on the melee, and you can't get it back, have them try to kite it a little, you've got a little bit of moving space here. Shield Reflect the astromage's Big nuke to save yourself a ton of damage, and to deal a ton back to them. just eat the scorches or interrupt em.

Then, ignoring the 2nd boss, go for the next destroyer, rinse and repeat as before.

Then you've basically got the same pull I've described just right now again on a slightly raised hallway. Do what you did to handle this last 4pull and get ready for some fun.

Hallway Event
When someone finally steps foot into that long hallway/corridor, mobs will start spawning, in 3 waves. First wave will be a Physician, 2 melee's and a caster I believe. Burn down the physician, kill the caster, then the melee's last, if you have a hotkey bound to marking up mobs, this'll help, or just make sure people know the kill order before hand. When these all die, you'll have a destroy come charging at you. If you're healer's mana is okay and no one is dead, then go ahead and take this badboy on just as before. When he drops, another wave will come at you, consisting of an Astromage, and 2 Engineers (I believe, correct me if I'm wrong about this event I'm a bit hazy) Kill the Astromage then the 2 engineers who will shrink and death ray you and your party but nothing too bad. If you can get past these three than you're done with the first half of the corridor.

Alternative Strategy
What I do with my group since we obviously are kinda gimped, is we kill all but the last npc and then have the tank move it all the way near the elevator before we kill it, this way, you can run down the elevator and sit down there (sometimes needing to backtrack through the instance a while to get out of combat) until the next wave resets. Then you go back up, and repeat, doing this every wave. It's a little bit longer, but it prevents wipes if you're group is 'barely' pulling out each wave.

Okay, now you've survived the first half of the corridor. Now the 2nd half.

when you go up the corridor/hallway you'll come to a bend, I'm not exactly sure how far up it is but just stop early if you're worried, once you move past this bend a bit, the next 3 waves will start.

The first wave will be like the last wave in the 1st half, with 1 caster, and 2 engineers. Same strategy, burn em down, and reset if you have to after the last kill by going down elevator.

Next wave is another destroyer.

Last wave is the hardest and normally causes a wipe to unexperienced groups, but no fret, if you reset, its not that bad, AND as long as you kill 1, it makes it a ton easier. You'll have 1 Astromage, 1 Physician, 1 Netherbinder, and 1 Melee/Engineer (I'm hazy on the 4th mob). Burn the Netherbinder down ASAP if you're just taking the fight on without resetting and you don't have an incombat CC. If you have an incombat CC, or you reset, then CC the netherbinder and burn the physician down, followed by the astromage, and then the melee, saving all dps to wreck the netherbinder as fast as possible (see first explanation as to why these guys suck if left uninterrupted).

After you finish this, you'll have maybe 10-30 seconds to drink up and get ready, Pathaleon the Calculator awaits.

Pathaleon the Calculator
He will actually charge up the corridor towards your group if you wait too long. (DO NOT LET THIS HAPPEN) if he does charge, reset him by running down the elevator. You WANT him in his room.

The more fears you have for this the better, hence why a 3 warrior+priest combo for this actually worked well, but anything where you can handle an aoe fear or aoe kiting ability is best.

Warrior will charge in and begin tanking Pathaleon with his back up against the pink crates directly opposite of the entrance into his chamber. Throughout the fight until he's under 20% he will Mind Control someone (I think its 2nd agro), sheep/dispel/whatever to handle this person, if you can tank it that's fine. Keep all ranged/casters at the opening to this corridor to give yourself time to kite/cc this MC'd person (hopefully its a melee). At around 70% he will summon forth 3 wraiths to help him, you can either try to burn them down fast while you continue tanking (not what I do), or you can have the 1st Fear assignment run into the tank who should blow his AOE Taunt to pull em nearby, and aoe fear them away. here's where you gotta burn Pathaleon, his summons will despawn at 20% or so so you gotta get him down fast. He WILL summon more if you give him time to, i believe around 40% or so. you gotta just keep kiting these things around with fear/frost nova/cyclone, whatever you can muster while you take down Pathaleon to 20%. Once he reaches 20% his adds will despawn, and you can just focus on him. He's cake from this point if tank+healer is still up. (I've solo dps'd him down as prot warrior while priest kept me alive, he doesn't get harder as far as I know) When he's finally dead, rez up dead members, and cross your fingers for phat lewts:
The Sun Eater
Vanquisher's Legplates
are some honorable mentions to a warrior in the party.

http://www.tankspot.com/photoplog/images/488/small/1_WoWScrnShot_082407_012731.jpg (http://www.tankspot.com/photoplog/images/488/1_WoWScrnShot_082407_012731.jpg)

Alternative strategies can be found here as well as his full Loot table: Pathaleon the Calculator - NPCs - World of Warcraft (http://www.wowhead.com/?npc=19220)

But What about the 2nd Boss?!

Aha! I haven't forgotten. She's just so much of a pain in heroic that lots of groups skip her, you've gotten your 3 badges already, skipped a ton of mobs to get here, and you downed the last boss for his purples and Nether. If you really wanna down her here's what I do.

Try to have as much range as possible for her, the more you have the better off you're gonna be in terms of dps but if you don't, it'll just be harder, not impossible. Warlocks truly shine here because they can dot her up and run away.

She will summon 3 fire elementals immediately after you agro her on the platform. They will randomly pick 3 targets and start chasing them. If you have an infernal on you... start running, even if you are the tank, throw all the agro you can on the boss, taunting if necessary, and start moving away from the infernals, avoiding the fire trail they leave behind. it hurts. The key to this fight is getting in your damage when you can, but always avoiding the elementals. After 15-20 seconds the elementals will stop in place, and start to channel hellfire, this is where all your dps needs to get to the boss asap and lay down as much damage as possible while not standing in hellfire. I tell my group to kite around the outmost rim of the room she's in in a counter clockwise pattern while I try to keep her in the middle/platform. After they hellfire they will randomly retarget and repeat again. This fight is made hard by the movement involved and the fact that she will cast Dragon's breath, disorienting its target and wiping agro so you gotta be ready to intervene/intercept her asap when she does it to the tank. She also casts a 50% slow frost attack but with intercept and intervene it shouldn't be a problem, the only person cutting through infernal trails should be the tank to get back agro on her. and the healer should try to stay in the middle of the room to stay in range of all dps/tank who is running around the room. with some luck, and good kiting, you'll down her but if you wipe a few times, don't stress, she's a tough one and honestly she's worth skipping if you don't think you can take her, wiping multiple times in a heroic just doesn't pay off when she drops the same loot as non-heroic + chance for epic gems and a badge.

And that's it for this guide. let me know if you have any suggestions/corrections or just feedback. I hope this helps out those of you who are badge farming or nether farming or just gearing up through heroics. lots of good drops here and one of the easier heroics to do. Hopefully the skipping tactics I provide save you enough time to do this heroic in under 1:00 maybe 1:30 max. And I look forward to writing my next one on heroic Slave Pens if you guys like this one enough. Thanks for your time!

EDIT:: Added pictures, minor fixes, and just to note, did it today with Rogue, MS Warrior, Mage, myself, and Priest, finished in 47 minutes.


08-21-2007, 11:14 AM
Thanks for writing this. I'm sure this will be incredibly beneficial for loads of people-- especially the people who have to run this instance hundreds of times for their Sun Eater.

I personally am quite fond of heroic Mechanar, and really, really shine when I do it, since I've done it so many times it's nearly second nature for me at this point. I actually don't use any crowd control save warlocks enslaving right before the first boss, but that's because I'm not an advocate of taking off gear and I like all the mobs on me so I can get rage to hold aggro. Well, and because it's an actual challenge.

You should write more heroic guides, methinks. It could be really, really beneficial to all those new tanks out there. :)

08-21-2007, 11:21 AM
Thanks criss, its encouraging to hear kind words. I know I would've liked something like this when I started off so I can only hope this benefits even 1 poor tank out there who is learning the ropes. I like to tank as much as possible too, and probably could, but I wrote this guide for tanks who aren't as geared yet and probably can't handle that many mobs at once. More CC = more stability in pulls so just keeping it safe for those new tanks out there =] But I hope I showed that you can perfectly do Heroics with only 1 CC. and a rogue sap at that.

08-21-2007, 11:30 AM
A masterpiece of writing!
Highly recommended!
9 out of 10 Tanks agree, this guide rocks!!

08-21-2007, 11:35 AM
There really needs to be a guide like this for every heroic. Heck it's easier to get raid strategies than it is to get heroic 5 man strats.

08-21-2007, 11:39 AM
Thanks a ton, Kazey! Take it from one of those "new tanks" you speak of. I will be pouring over this. Now...just got to get there!

08-21-2007, 11:40 AM
A masterpiece of writing!
Highly recommended!
9 out of 10 Tanks agree, this guide rocks!!

what's the other 1 tank doing? PvP I suppose. lol

Thanks, I'll keep going and try to get Slave Pen's up by tomorrow, and Setthek Halls after that. I dunno if I can do every heroic though, I really only have experience with these 3 since they were easiest and people I run with were willing to do em. I guess I can do Underbog as well, but the rest I haven't even attempted I think =P

08-21-2007, 12:42 PM
The other tank is either:
a) a noob
b) hates Hordies
c) doesn't do heroics

08-21-2007, 12:55 PM
what's the other 1 tank doing? PvP I suppose. lol

Thanks, I'll keep going and try to get Slave Pen's up by tomorrow, and Setthek Halls after that. I dunno if I can do every heroic though, I really only have experience with these 3 since they were easiest and people I run with were willing to do em. I guess I can do Underbog as well, but the rest I haven't even attempted I think =P

You know, honestly.. I think it would be really cool if we could all help make heroic guides for every instance. Like, for the ones you don't want to do, the community could help do. It would really be another cool thing to add to this site.

08-21-2007, 01:30 PM
I'm fine with it if you guys are, like someone else stated, you can't find 5 man heroic guides, its all raid guides, and sure to raiders and stuff heroics can seem like cake, but for the large portion of the WoW world, heroics is as far as they'll ever get in terms of PvE. Hell even the ones who want to raid, are normally told to "gear up in heroics" and if they don't know how to do the damned things they're stuck between a rock and a hardplace!

I'm all for this, any others who think they can contribute? :]

08-21-2007, 01:48 PM
We need video's for these things :D But thats a really good guide, with a coupe of tricks that should make it much easier for next time im in there.

I will say, In my eyes at least this is one of the few heroics where i specific group make up helps, but isnt totally needed. Have done it with only a mage for CC before, genrally me taking 2 whilst they dps the last clothie of a group.

10/10 tho, maybe some other tanks will get the sexy sexy sword

08-22-2007, 12:57 AM
well kazey i still need some nethers for my bulwark so between ramparts UB SP and mech i will be spending my time farming them so will try and write up a decent strat for the ones you dont get to. Ramparts is fairly easy and often overlooked the only tough part is the boss where you have to defeat the waves before fighting the boss.

08-22-2007, 01:08 AM
Not sure what to do with this; should I put the strategy forum back together and move this in there? It's definitely worthy.

Or, should I set up a strategy listing section on the frontpage itself, and start with this?

No idea just yet.

08-22-2007, 06:28 AM
Awesome post Kasey, I havent had the chance to tank heroic mech yet but I think this will come in handy.

08-22-2007, 07:19 AM
Wonderful guide. Thanks alot for posting it. I'm sure it will help me alot when I start to run heroic Mech.

5/5 :eek::D

08-22-2007, 07:26 AM
Hurrah Hurrah for Heroic Guides! Hurrah!!!

08-22-2007, 10:21 AM
Whatever you want to do Cider is fine with me, a strategy might be handy but we should probably get at least 2-3 before we make a whole subsection for it, for now maybe just a link from frontpage is good?

And as a side note, I'll try to take pictures next time I run it and integrate it into this so that It can be as complete as possible without making it a video.

08-22-2007, 06:17 PM
Just to note, I have some different preferences when clearing the ground level.

Rather than going through the middle, which requires you to clear some of the nastiest pulls on the ground floor (a whole pack of the AEing tinkerers, a pull with two Wreckers), I like to do the left and the right side separately. It's a couple more pulls total, but the benefit is that they are overall easier. Mechano-Lord Capacitus is then tanked with the tank standing in the middle of the eastern edge of the depression that he patrols, which keeps almost all the bombs contained within the depression, and you have plenty of room to move around after polarity shifts.

By the way, from what I can tell from my combat logs, Pathaleon's adds do not spawn based on a percentage of his health but based on a timer. The first batch will spawn at about 20 seconds into the fight, the second batch 45-50 seconds later.

08-22-2007, 06:33 PM
Aside from the tinkeres i prefer the left side, jsut because you can get both gatekeepers. A neat trick for the tinkeres is if you have a mage that can Iceblock, clear to the elevator door have the mage steal the fire shield form the caster mob. Then the mage runs over to the tinker group , iceblocks and that usually takes em down alot if not kill most of them.

08-23-2007, 02:43 PM
Good guide, that's pretty much the right way to do it.

I'd add... that the more I play, the less I prefer CC, and that goes for all instances.

It's just bad to stop between pulls and mark everybody, wait for everything, say 'rdy?', and then pull. Losing 1 minute between pulls will make your run last extra 30 minutes or more. It adds up real bad. Think of it during the course of weeks/months... Worst thing is having to wait for a rogue to go sap ZZZzzzz....

I just pull, and multitank everything, marking the skull on the fly for focused DPS. If the pull involves 2 casters, 1 is marked skull for kill-first, other is marked kill-second and can be kept stunned/dazed/blind/etc. A single prot warrior can easily neutralize a single caster type, so in case of 2 casters pulls + melees, I tank the melees, disturb the 2nd caster and completly ignore the 1st caster (skull) .

My rotation is thunderclap, (queue cleave), sunder+tab, sunder+tab, demo shout, (queue cleave), thunderclap (repeat). If they hit hard you can always fit a disarm between, and never waste a single concussion blow.

I dont even stop for mage/warlock mana, as long as healer has mana, its fine. When dos complain I say 'Just give it 6 secs beween casts', and drink quicker.

Everybody seems to prefer this quick-fast-fun approach to tanking 5-mans :D

And... we wipe less... actually we almost never wipe on thrash anymore. Thats because with the dynamical approach everybody is ready and willing to take action, your reflexes are sharpened, everybodies skill is being put at use.

The "traditional" approach on the contrary, makes people lazy and unfocused. Waiting between pulls and waiting for the tank to mark what everybody should do makes them unready for quick change, not prepared for problems, not willing to take action and control of the moment when things go bad, it is lazy play at its best, give all resposibility to others.

If you try the 'just pull' approach, you just make things better. To make people prepared for it don't be afraid, just do it, next time you enter Mech or Mech Heroic, JUST PULL the first big guy and you will see how much your group is prepared... I've seen all kinds of reactions, its just amusing :D

ps: and don't forget to CC the netherbinder, he is a pain :D

08-23-2007, 03:04 PM
Definitely a great guide, pretty much the same thing I do, which surprises me...didn't think I was doing it right.

Something that I've found very effective on the first boss is to tank him on the stairs...kinda. The way the pull works is either you pull him and run back to the stairs on the left side of the instance, positioning him so that he is standing on the floor below and you are standing on the bottom of the "railing," tanking him facing towards the right side of the instance. The rest of the group, aside from melee, stands up towards the top of the railing (making sure they don't agro the group of demons you ninjaed past). This strategy is effective for two reasons: It eliminates virtually all the bomb damage due to a glich and it allows easy cycling because of charge. Everyone stands farther up the stairs unless their charge is the same as the tank. Only problem with it is in a melee heavy group.

Constructive criticism accepted greatfully :)

Oh and heya, took the time to register because I have a lot of admiration for all present on these forums...decided I'd get in on the action.

08-23-2007, 03:59 PM
Yeh, I've heard of this strat too. Basically you just gotta set up your + and - positions before hand. I run with a super melee heavy group so we just know to run towards the tank, or to run to the back. Never really a problem, especially once it hits 20% (2 fury warriors lawl!)

08-24-2007, 02:29 AM
Updated with some pictures.

08-24-2007, 10:51 AM
Contrary to popular belief a mage can do the job as good as a warlock in Heroic Mech tinkerer pulls, if not better.

I stopped raiding and have been experimenting playing different classes and also have a 70 mage. Here is what I do after killing the 3 guys on the stairs:

I have a counterspell macro with a party message and also have /stopcasting in front of it. What that means is that I can reliably interrupt all odd numbered charged fists. Good thing about counterspell is that its a longer silence, so he does not do a charged fist for at least another 10 seconds.

Now the all mighty tinkerers which for most people are a wipe fest without a lock. Here is what I do. Clear the 2 mages near the elevator. Entire group stands where the mages were killed i.e close to elevator. The mage (me) goes on the bottom of the stairs, so on the other side from the group. Now the most important part of this fight is that everybody else stays at max range with healer. The mage needs no assistance in tanking/dps, but he/she needs all the heals. So if the healer stops to cast on someone else, the mage will die (atleast a mage with not that much practice). Healer MUST cast max rank heals, I cast GH rank 7 if I go on my priest and a mage does this.

When everyone is ready the tank hits one of the tinkerers and runs back behind the healer, at the same time the mage must blink and (trinket/combustion just before blink) and blast wave or arcane explosion. This will give the mage aggro. Now the bombs that these tinkerers throw are engineer like bombs. If you've used them, you know they have a casting time and a location that is fixed before the cast, also the cater must stay still. Using this to his/her advantage, the mage can run in a smooth clockwise/anticlockwise direction and keep Arcane explosion and blastwave going and these things will drop in a few seconds.

For the second pull the big demon must be tanked where the first group of tinkerers were. The humanoid at the back must be saped/sheeped/hunter pulled or tanked. The key is to keep him away from the mages AE somehow. The mage needs to take position on the stairs and jump in the middle of the tinkerers as soon as the pull happens and do the run and AE routine.

For the last pull have your ranged dps and healers stand on top of the stairs and tank all the guys just below where the last group you killed was. Burn down the tinkerers as their bombs cant hit on top of stairs. When the tank gets pummeled wait for the demons to come on top of the stairs and then everyone jump down, by this time the tank will be able to pickem back up. Rinse and repeat, pick up lewt.

08-24-2007, 10:53 AM
Except in Heroics they removed counterspell from his interrupt list, it didn't work last night =(

08-24-2007, 12:00 PM
I never interrupt the charged fists, I spell reflect them. The cooldown is fast enough to always have it up. Also I've learned to time it so I can reflect 2 of the charged casts... They die much quicker this way, and I save concussion blow in case things go bad.

08-27-2007, 05:02 AM
Bumping this so title shows in forum box.

08-29-2007, 09:41 AM
thanks for the hotfix Cider =]

08-29-2007, 11:23 AM
I've to say thanks once again. Started with heroic mech a few days ago and so far everything is working very good.

Now I only need that thing called Sun Eater.

08-30-2007, 11:19 AM
heh, keep trying valt, its an elusive bugger to most of us.

09-08-2007, 09:03 AM
The demon pulls halfway thru can be done with no deaths if you have a lock. Simply enslave one, chain heal, and your on easy mode. Weve run this instance to exalted with the same group. Shadow priest, prot warrior, frost mage, holy pally and a lock. The lock gets some action with an enslave and a banish on the demon pulls, shadow priest gets some MC action in going down the tunnel. Its an instance that really does force you to be on your A game.

09-10-2007, 04:24 AM
i must say this is awesome guide, Kazeyonoma! thanks for it.

i did my first heroic run in about 2h (skipped second boss) following this with 2xrogue,ench shaman, priest and me pvp specced warrior, hehe.

09-10-2007, 01:36 PM
heh, glad to see some good coming from it, now if i could get off my ass or find time to write the slave pens one. lol

and rordian of course if you have more cc or a lock its awesome, I'm just giving scenarios of little to no cc (sap?) So of course if you can enslave or sheep this guide is way easier to accomplish heh =]

09-12-2007, 04:48 PM
Except in Heroics they removed counterspell from his interrupt list, it didn't work last night =(

Wow, been a long time since I went to Heroic Mech, let alone on my mage.

But, CS still works just fine for interrupts on the destroyers/charged fists. I was going to make a movie, but at my current settings 20 seconds of video is turning out to be 2 gigs of HDD space. I will have to atleast repartition my HDD.

I think the key factor in being able to get it off is adding /stopcasting infront of counterspell macro. With that and a stable ping (I get 65-70 ms) you can almost always counterspell even the anesthetic that the healing type(Blue dress) mobs cast there

09-13-2007, 10:27 AM
ORLY? hrm, maybe the mages i ran with just said it didn't work, that makes it a llot easier than if you have a mage. lawl.

09-13-2007, 02:39 PM
Most definately. I dont think charged fist is a single cast. Its a 360 degree AOE attack triggered by a buff that the destroyer gains, I think. Even if the tank spell reflects, the other melee or an over enthusiastic caster gets it in the face.

Also, the destroyer is not immune to the silence effect that follows after a counterspell or a kick. Which means that he does not cast a charged fist for atleast 7-10 seconds after a CS/Kick, 90% of the time.

09-18-2007, 12:56 PM
Just read up on this, I noticed you mentioned that Mechano-Lord Capacitus has no enrage - actually, he does. You can discover it pretty easily by just taking a healer and tank. After about five minutes or so, he goes totally nuts and hits tanks for around 20k.

I found out the hard way when our idiot dps didn't realize what charges they had. It was me and a healer slowly killing him... I thought after awhile I'd be able to just chisel him down, but he eventually just enraged and one-shotted us both.

Also, the tinkerers seem to behave exactly like the dynamite throwing goblins in BWL - that is, they have no "standard" aggro list, and will only throw their netherbombs at the closest target. We were clearing through the pack of four with only four party members and no warlock, and if you can just run around them in circles while your dps blows them up, you will take little to no damage. Just stay ahead of the bombs and run around them and you'll be fine.

09-18-2007, 01:38 PM
good to know sair, i'll edit later to take that into account, was it really 5 minutes cuz i've 3 manned him before for longer than that and don't remember 20k hits.

09-18-2007, 06:07 PM
I have no idea how long it takes - probably more than 5 minutes, I just used it as an example.

09-20-2007, 07:40 PM
yeah enrage definately happens although i thought it was 4 minutes 30 seconds from the last log i looked at hopefully i never have to find out again

09-25-2007, 04:54 AM
We used to clear the right stair going to Capacitus then the left stair going to the elevator. We now only clear the right stair and go towards Capacitus and the minibosses.

The lady boss is still annoying as always though

09-25-2007, 09:47 AM
I've tried doing that but you effectively only skip 3 groups of mobs by going left and right and skipping middle.

And yes she is annoying, but they just nerfed her elemental movespeed slightly so that might help in kiting them around.

09-26-2007, 12:25 PM
Elemental speed difference isn't huge, but big enough to make kiting and tanking at the same time little bit easier. I think it was also mentioned in patch notes that those arcane elementals have now less hitpoints. Did full run today with no wipes, group was prot warrior(me), 3xwarlocks and resto druid (DoT+HoT kiting ftw).

09-26-2007, 03:39 PM
lol, 3 warlocks is probably the best makeup for the 2nd boss evar. haha.

10-11-2007, 07:15 PM
Okay, now you've got some moving space. Tough part #2

These demon things are friggen annoying. If you've got a lock, banish one. Here's teh trick... You aren't gonna tank. Split them up as best as possible, they're not elite, but in groups they deal masive damage, so designate 1 target per person, there's 4 i think so 1 per dps. And go nuts, pull em back, move em around, spread em out, and just take em down fast. I normally do a weird Charge in, whack em, run out, move em, intercept in, whack em, run out, back and forth, till they drop. Don't worry about dying here, its gonna happen... A lot, as long as you kill 1 or 2, the 2nd time back you won't have any trouble cleaning it up. (Thanks to Sair for this): They have a targeting mechanic that seems to go for the closest possible person, so just have people run in and out to spread out damage between people, if you can pull them all apart like I suggested than they shouldn't be a problem at all.
http://www.tankspot.com/photoplog/images/488/small/1_WoWScrnShot_082407_005250.jpg (http://www.tankspot.com/photoplog/images/488/1_WoWScrnShot_082407_005250.jpg)
I bring good tidings: the Mechanar Tinkerer (http://www.wowhead.com/?npc=19716) you refer to is Enslaveable by a Warlock. :)

Here's what I would suggest if you have a Warlock (and probably should!) in your party:

Get him to Enslave one and have it spam the ranged bomb-attacks on the others. He can Banish one if he wants, but it's not compulsory. Get the Enslaved Tinkerer to "tank" the other Tinkerers while DPS makes sure they don't steal aggro off him.

The Healer can keep healing that Enslaved Demon while the tank can just sit still and help by grabbing aggro off any DPS who do manage to steal aggro somehow.

When there's only 2 Tinkerers left (including the Enslaved one), just let it die. Or kill everything until there's only the Enslaved one left and drop him after Enslave expires.

Repeat the tactic for any similar pulls. :p

EDIT: Dang, didn't see it already posted in the previous pages. IMBLINDOHNOEZ

(maybe you should put a note on the first post about this as well, mate?)

10-12-2007, 10:41 AM
will do, for a while they weren't enslavable in heroic, they musta changed it back.

10-16-2007, 06:57 AM
thanks for the guide brother!

10-16-2007, 07:09 AM
This HC must be the most easy together with SP. Pitty Sun eater never drops for me.

I always go lto the left stairs kill mini boss, pull 1st boss and then down 2nd mini boss. Skip 2nd boss and down last boss, get angry @ drop rate of sun eater and then down 2nd boss.

12-26-2007, 04:44 PM
nice guide.

Has anyone ever comfired the stair thing with capacitus as being legit or not? It's not mentioned in the guide but a lot of groups use it. I for one dont like it as it sounds exploitish.

I've usually done heroic mech via clear right and clear left (avoid middle), with the reasoning is that the group avoids pulls with more than 2 bomber mobs and we usually had at least 3 melee (me rogue enh sham). It makes it easier for our healer (resto sham).

What works if you dont have a lock to make the left only clear easier is to go with an Arcane Resist set. i sit at 490 def and 252 arcane resist for that one. It's enough to mitigate ~50% of the bombers damage. You can get to 187 AR with the enchanted adamantite set and cloak of arcane evasion (with AR chant). Incidentally i use my AR set to tank capacitus as well. Enables me to be stationary most of the times, soaking up the bombs as they come.

I have a similar set up of FR gear for sepethra (~250 FR). With a shaman or pallly, i'm up to 320 FR, which helps resist her fire breath (agro wipe) and allows me to take hits from an infernal (i move when the infernal starts to pulse). A big key for the fight with regards to agro is keeping your back against the wall for the knockback she occasionally does. Positioning wise, i've recently is from a tip i saw on wowhead or something: Take sepethra to one side of the room. kiter's take the infernals to the other end, trying to minimize flame trails crossing the middle of the room. This allows the healer to position in the middle of the room, in range of tank and kiters. By taking the infernals to the far end of the room, it seems to help dps time on boss as the infernal needs to make it's way back to the other end of the room. It's still fairly chaotic and a scramble overall for the party.

12-26-2007, 05:34 PM
Just wanted to add my 2 copper. :)

Thanks for the guide. Btw, the perfect group for H Mech is not tank/healer/3 warlocks but in fact tank/healer/warlock/spriest and either mage/hunter.

I say this because spriests make the gauntlet before the last boss absolutely cake and are the best CC on humanoid casters bar none. They simply MC one of the mobs in each wave and use it to kill the others (Astromancer is a good choice as these suckers blast for 4-5k dmg). Then they keep the last mob MCed, while everyone manas up, makes some small talk and have a nice cup of tea. Eliminating the stress of going into the next wave with low mana. :)

Of course I know this because my main is a spriest. Hehe.

Btw they have done something to the trick of running out to reset mobs. Now when you do that, 90% of the time they bug out horribly inside walls and continue nuking you while you can't target them.

For Panthaleon, he MCs the person nearest to him who is not the aggro target (i.e. not the tank). If he MCs a rogue as is usually the case its usually GG cos healer gets owned. For this reason I usually get the least important DPS class in the group for this fight (e.g. hunter ;p cos he can't fear the adds and does poor dmg in melee range) to stack right on top of Panthaleon (if we have a melee dpser) to ensure that he is the one who gets MCed.

01-09-2008, 09:05 PM
conferming that this works grait, im a paladin tank and tanked this instenc meny times (sun eater on the ferst run)

and after doing it on normul this whas ruffly my conclution to doing it as fast and smuth as posebull, my fastest time is 41min i think, not bad for 5 bages :) befor the nerf, only add i haw is on last boss adds is whery easy tanked whith AoE taunt then 1 fear, ushely dosent taik mor untill boss dies so 1 fear shud most defently be inuff to maik boss easy :)

01-10-2008, 07:41 AM
I was told the bridge trick with the 2nd boss doesn't work anymore.

01-11-2008, 01:41 PM
Do I still have the bridge trick listed here? lemme review and i'll delete it if so.

02-14-2008, 10:15 AM
Also, when tanking the destroyers your "Spell Reflect" skill executes like twice instead of the usual one during his "Charged Fist" phase. Usually I shield bash, concussion blow, etc. him out of it. If I don't however, I put up spell reflect and shoot back about 5K worth of damage, making it a lot easier for the healer.

I've gone through heroic mech like...20 times now. Still no Sun Eater. I'm hoping to replace my Honor's Call soon.

03-18-2008, 09:22 PM
Awesome guide man. Gonna be extremely helpful since i'm just starting heroics.
10/10 :)

03-26-2008, 04:46 AM
very nice guide, i made exalted before sun eater dropped and i always hated the bombing demons without a warlock. ill try to spread em out next time :)


03-26-2008, 08:44 AM
I've never ran a H-Mech group that I didn't tank Mechano-Lord Capacitus on the stairs.

The BEST setup is to have a Hunter Misdirect the boss from around the corner while the tank is already positioned on the stairs. (This works well cause you can pop Bloodrage as soon as you enter combat, then gain the full benefits of it before the boss even gets to you, giving you ample rage to generate alot of burst threat).

Failing that, the tank can attempt to position the boss on the floor by the stairs himself, but Capacitus likes to follow you up the stairs sometimes, which can cause real havok if you can't get him back off the stairs. His enormous hitbox makes this a little difficult. (If this happens, make the DPS stop immediately, or they WILL pull aggro while you're trying to reposition). Careful footwork is necessary here to avoid an unnecessary wipe.

I've never encountered the enrage.

Excellent guide, btw. H-Mech is, by far, my favorite Badge-farming instance. It's a shame they nerf'd the badge count in 2.3 (and removed the exploit in 2.4). :)

04-12-2008, 12:04 AM
O yea for first boss definitely have hunter MD around the wall while tank stands on stairs and bloodrages to take the bombs out of the fight.

For Path, today ran with a group with only me and a lock for fears. After 2 wipes I just held him in the skinny hallway part and Thunder clapped the hell outta the adds holding their aggro while the pally healed me through their damage. worked like a charm!
P.S. Sun eater dropped on my second run on H mech but was ninja'd :( but then dropped on my next run right after haha:D

04-17-2008, 01:09 AM
Hi All,

First off, awesome guide Kaze :)

I just ran my first H Mech last night and apart from being disapointed by Panthaleon not droping Sun Eater....things went quite smooth. My HP was spiking quite bad though since im just short of that magic Def goal.(My sig is not actually up to date, current def is 483) Lucky healer was up to it :)

I can also confirm that tanking Capacitous on the stairs still works.

04-30-2008, 03:57 PM
I ran my first HMech last night as well. It went fairly smoothly. Tanked Capacitus on the stairs with no issue (makes it seriously easy!), wiped on a Destroyer when I missed the charged fist interrupt (tried spell reflecting the ones I missed after that, and it worked), we ended up skipping the second boss, wiped once on the gauntlet at the end (mis-communication) and took out the last boss who dropped a truckload of loot! Wow! I think all my runs will be Heroics from now on! lol No Sun Eater unfortunately, but the priest I was with got her epic boots, and I got another Primal Nether towards my Blazeguard so no complaints.

Many thanks for the guide, I read about 3 times before the run and was glad to have a good idea of how to do it.


05-27-2008, 06:51 PM
Here is text on Charged Fist:

Charged Fist - Spell - World of Warcraft (http://www.wowhead.com/?spell=36582#comments)

"Charged Fist
1.5 sec cast
Charges the caster with Arcane energy, adding 1497 to 1653 additional Arcane damage to melee attacks. The energy discharged in these attacks also damages enemies near the target.

Charged Fist
Melee attacks deal 1497 to 1653 additional Arcane damage to nearby enemies.
8 seconds remaining"

As it says, it only does the arcane damage on melee attacks. That means that if you have any avoidance trinkets (like Moroes) you should pop them if you miss a Charged Fist..if he doesn't hit you, you don't take any Charged Fist damage. At least, that's what I noticed on normal Mech when I was tanking it for some friends...when the guy actually hit me, I took Arcane damage...if he didn't, nothing.

05-27-2008, 09:52 PM
Spaz, if you have a rogue in your group...most groups do, they can kick and stop the Charged Fist cast - it's very helpful in case you're a sec behind or miss casting Spell Reflect. Any rogue should know to do so after a few H Mech runs -between your spell reflect/shield bash and the rogue's kick...you should be fine.

06-27-2008, 07:02 AM
Here's a quick couple of notes on the second boss... probably not enough to help anyone on their first time with her, but useful nonetheless. I didn't see these mentioned elsewhere; if I missed them, forgive the restatement.

Avoid Dragon's Breath
Debuff Boss
Intervene Macro
Confuse Elementals

1) You can dodge the disorienting Dragon's Breath. By turning and running towards open space when you are "due" for Dragon's Breath, you can avoid it. This also helps to keep her away from her elementals. Pretend you are a kiting hunter, and jump/spin/shield slam. After the move has been used, stop and settle into a rotation until you are "due" again.

2) Keep Thunderclap and Demoralizing shout on her. Even though she hits you like a wet paper towel, if you do eat a Dragon's Breath, it will mitigate the damage done to others. A good time to do this is when you are moving her or facing away to avoid the breath attack.

3) Make an intervene macro and spam it if you can't avoid the disorient. This is also helpful for the dual wrecker fight.
/target YourHealersName
/cast Intervene

4) The elementals will apparently target pets. Have your hunter/lock park their pet in the far corner of the room.

Like the Inciter in SL, this is a "survival first" fight. The group wipers are DPS who don't just run away from the elementals and the disorient attack. If you get good at avoiding the disorient, she becomes very, very easy.

Next time I am in Mech, I'm going to see if it can be avoided merely by facing away without moving; I suspect so. Let me know if you are able to use this trick with any success.

10-19-2008, 02:15 PM
Nice Guide first:)

But you need to think about tactic on first boss.Why?
The first boss you tank on stairs where you encounter first demons.That way you dont get hit with his bombs.Just keep agro and mind about debuf.It is maybe easyest boss on HC mode after first boss from SP.

Second boss just kite and that is it.You only need to look where are elementas to decide where to kite her.

Only problem in this HC are waves of mobs after second boss.But if you have warlock and he is spaming fear it is easy.That is also for last boss, warlock doing wonders in this HC (demons enslave and banish,spaming fear on mobs and adds on last boss)

I also like to go in mech when set is like this tank / roge ( sap and good dps,kick ) /warlock / mage /priest ( some mobs he can mind control ).

10-21-2008, 05:20 AM
With 3.0 the mob waves are not longer a big deal, thanks to TC and Shockwave.

10-21-2008, 07:55 AM
Nice Guide first:)

But you need to think about tactic on first boss.Why?
The first boss you tank on stairs where you encounter first demons.That way you dont get hit with his bombs.Just keep agro and mind about debuf.It is maybe easyest boss on HC mode after first boss from SP.

Second boss just kite and that is it.You only need to look where are elementas to decide where to kite her.

Only problem in this HC are waves of mobs after second boss.But if you have warlock and he is spaming fear it is easy.That is also for last boss, warlock doing wonders in this HC (demons enslave and banish,spaming fear on mobs and adds on last boss)

I also like to go in mech when set is like this tank / roge ( sap and good dps,kick ) /warlock / mage /priest ( some mobs he can mind control ).

look at the date of the original post

08-21-2007, 02:05 PM

Last edited by Kazeyonoma; 03-06-2008 at 07:32 PM.

10-23-2008, 05:47 PM
Forgot I even wrote this O_o.