I was just wondering how to get by the first mob.....the two giants. We could almost take the first one down(got to 100k HP) but we couldn't avoid the raid(healers) from getting hit. We tried spinning them so everyone's in the back. Did anyone try kiting them? having a warrior tank get aggro. then interscepting a player ahead? Or have a hunter have Aspect of the Pact on? These are just ideas i'm thinking about while sitting here at work. We are going in there again tonight.....to try and get this(if the realm's online). If you have done this, or at least downed these two guys I would love to know how you did it. Thanks and I look forward to the replies.
Grovenator (DK, frost, tank)
tank the adds as far away from each other as possible and tell the casters to stay away.
*From 25 Man Experience*
As stated above with the two giants, keep the mobs a good distance from each other with priority of a healer (or two) to each tank while raid healers keep back to maintain survivability through this pull. Once they are dead there is a little debuff that will 'jump' between raid members that goes away after a few seconds but its best that once the giants are dead to keep the raid spread out till it dissapears.
Concerning the other pulls that are before Ignis, from our experience so far with the flame tornado mobs (getting a blank on the names atm, sorry) we've found it best to have them tanked roughly midway on the ramp. Again, having tanks keeping them seperated with a healer on each tank with ranged dps and raid healers near the top of the ramp. Keeping your camera zoomed out will give you a slight advantage on when the flame tornados go wild on the raid but do be careful not to be against a wall (unless you are a tank) or more than likely you will get trapped and be killed within 1-3 hits. The other mobs that are there can be tanked stacked on top of each other and be taken out rather quickly.
Concerning Ignis, our raid had a few (rather understandable) frustrating attempts at him before later moving on to Razorscale. Though experimenting with tanking situations we had MT go around in a wide triangle shape with ranged dps in the middle of the tank kite pattern with OT's awaiting to pick up the mobs. According to various sites the damage output from Flame Jets on heroic was set approx between 8.5k-9.5k (on top of the additional 2k dot tick every 8 secs of being affected) but when we fought against him it averaged 10k-12k with roughly a 3k dot tick.
After our last attempt we came to realize that some of the other guilds on our server were having the same (or worse) luck at this guy so we called off attempts as the census was that Ignis was bugged. Good Luck to those of you attempting Ignis...and congrats to those who have downed him.
Synthis (Skywall US)
in regard to the tornado creating mobs:
everyone besides tanks and theirs healers need to keep distance from tornados they are not too fast and can be avoided. Usually the change their way after a few secs. This worked for us.
but this debuff of the trash mobs which keeps you in combat is really annoying. I hope it is a bug.
Seems like the strat is to have 2 dedicated healers spam tank untill some constructs get destroyed (Every construct Destroyed reduces his damage done).
Pretty much a really healer orientated fight. gl all!
(Note that constructs shatter if hit for 5,000+ using a single ability)
Probably want someone doing very short cast heal spams and someone spamming big heals to makes sure hes up long enough for big heals to land.
Straw Hat Pirates on Frostmourne just downed this boss on 10man mode.
Yeah it was bugged with the Meeleing of ppl when he charges for the slag pot, but all in all, perserverance + luck will get you this boss's death.
Just so you know, its Possible!
This fight is not about burst but slow and steady repetitive cycles. We did this with 2 tanks 4 Healers and 4 DPS with 1 dps on adds, we took about 13 mins or so.
If you do not want to deal with having so many scorches around, have the tank stand in the water, and when Ignis casts scorch, it will imediatly be extinguished and no lo nger be a problem. Then have the tank stand out of the water every so often to get another scorch to burn the constructs in.
I believe I saw the constructs are stunnable/rootable (based on PTR video). My question is this- when the constructs are shattered after being made brittle, do they do AoE damage? I believe I saw something about them doing AoE damage in a 20yd radius when shattered, and I was looking for confirmation on this and/or a number for how much damage is done, is it physical/mitigated by armor, etc.
How often did the golems spawn for you during the fight?
For us, every ~32 seconds one spawned, which killed us in 10 man mode.
He hits like a truck, and on top of that he parry hastes...
Has ANYONE killed him on 10-man yet?
He seems seriously brutal compared to Razorscale (who we got on our third attempt).
just killed this on 10man, and all there is to this fight is having adds under control
what we did with them was have them go through the scorch and root them inside (moonkin took care of adds), after it was rooted, run to the water and wait until it transformed into the magma thing. it would run to the moonkin, but soon as it hit the water it got brittle, and a starfire was enough to destroy it.
How to handle the 2 Lava Giants before the boss:
The room you enter will look like this:
| Stairs to Ignis | O = Portal Spot
|_ _| @ = A Giant
___ | | ______
|__| @1 @2 |__|
___| | | |______
| Razorscale |
This is how they should be tanked:
T = Tanks
D = DPS (Ranged AND Melee)
H = Healers
| Stairs to Ignis | O = Portal Spot
|____ ___| @ = A Giant
___ | |
H-> T H-> T
__| | | |______
| Razorscale |
This way the healers wont be attacked/hit but they will still be able to see the tank because of the corner. The @2 giant should be MD pulled to it's location. Melee DPS wont do anything on this pull. Ranged DPS will be hit but the DMG is easily heal-able. Burn down @1 then move to @2. This tactic work in 10man, haven't had the chance to try it in 25man yet.
Did this last night while it was bugged. This fight is EASY as cake but it requires a lot of coordination.
What we did was we had a DK tank off tank the add when it spawned and he would use Chains of Ice until the add got up to 20stacks and he kited him into the water then our Demo Lock Immolated it with one hit when it was in Brittle Form.
This fight is hard to get use to if you are going to be Off tanking the adds, when we first started we had problems, but by the final attempts the add was even dead before the next one spawned which was really helpful.
any druids tried kiting the iron contructs ? figured with 3 points infected wounds + glyph of maul + 2points in improved stun should be doable to kite them about?. figured while brittle the chance of a critable mangle or maul nuke it also likely?
As of 3.1 Live Cloak of Shadows completely removes the debuff while your inside his belly. So as a rogue when you get put in his belly Cloak and it will demand a lot less healing.
How fast does his Strengh of the Creator Buff stack?
, he has a smelting pot belt buckle, stovepipe helm, and a dragonhide cloak. (if you look closely, you can see that it's a proto-drake hide)
Hotfixed, confirmed last night his health point are now 19,500,000 instead of the original 24.5M.
We just downed Ignis today for the first time on 10 man, with the few changes they've made today in 3.1.1. We tried a totally different strat that people have been mentionning here and I thought I would share it.
Here was our setup:
2 Tanks (Paladin & Warrior)
3 Ranged DPS (2 Mages & 1 hunter)
2 Melee DPS (Arms Warrior & Feral Cat)
3 Healers (Holy Priest, Resto Shaman, Holy Paladin)
I know during the PTR, some people were able to kill Ignis by dpsing him down ASAP instead of focusing on the adds one by one. We tried it the first time around, but we couldn't do it. The boss was hitting too hard, the adds too. The debuff would kill the MT.
But with the changes made today, we tried it again. One shotted the boss using that strat in 4 minutes 12 seconds, without trying to get the 4 minutes achievement which is part of the Glory of the Raider. Here's what we did:
We had the Paladin MT the boss in the water to extinguish the scorch.
The OT kept his sunder stacks on the boss, with thunderclap & demo shout to reduce the damage. The warrior was tanking the adds when they were spawning, but as soon as he had the adds on him, he started attacking the boss. When he got 3 adds on him, he started Shockwaving, War stomping, to reduce the damage taken. Using Intervene also helped: he intervened the mage constantly and the mage would frost nova, and then the warrior would charge back at the boss.
We had the Holy Paladin main healing the MT, and the other 2 healers spot healing.
One shotted this with that strat, was very easy & is an easy way to get the achievement.
Good luck to all, hope that strat might help you.
For pallies, bubble does protect you from his slag pot but you won't get the achievement if you use it!
Just a side note, from my experience; if you die in the pot there's
durability hit =)
His melee damage has been lowered. He hits for about 20k or so on a warrior with 0-1 pot stacks, but swings faster than normal. He spams slag throw, scorch and flame jet so much the main tank gets plenty of breathing room from his melee.
If you are having any problems with this boss in 10man, you CAN infact zerg him down without killing any contructs, did it recently, wasnt that much of a trouble. Just bring 1 tank and some pro healers and dps, and you have this fight in the bag, for 10man atleast.
He appears to have a decent amount of fire resistance. (how this came as a suprise to me, i don't know, he does work with fire...)
Recommend that fire specced mages sub in FFB in lieu of fireball. Or, just be the main guy to shatter adds.
anybody @slag pot? :}
He has ~19.523K hp in Heroic Mode, not ~24.403K
Clearly the name
Ignis the Furnace Master
is a reference to the popular kitchen hardware brand
On a sidenote,
is the latin word for
and therefore also related to the verb
We down this boss today..our raid consists of Paladin MT, Warrior OT, 4 healer (Paladin, Shaman, Priest, Druid), 4 DPS (2 mage, 1 lock, 1 paladin)
The adds need to be pick asap by the OT..those who been slag pot need to be heal intensively..aware of the flame jet (dont cast)..
We wipe for nearly 20 times, before manage to kill this boss..although it had no enrage timer, but if no adds left (all the adds were killed before Ignis died). it will enrage..it happen to us..
From a blue post at
* The Ignis the Furnace Master encounter has received the following changes: The interrupt effect and duration of the damage from Flame Jets has been reduced, the damage from the Slag pot has been reduced, the number of Heat stacks needed to transform an Iron Construct into a Molten state has been reduced, the base melee damage done by Ignis has been reduced, and the damage bonus Ignis receives from Strength of the Creator has been slightly increased.
Details as I find out about them.
Is it just me or does he sound kind of like the version of Richard Nixon from Futurama?
Major changes to several bosses in 3.1.2, here are the Ignis changes.
* Molten now deals 1885 to 2115 fire damage. (Down from 4713 to 5287 damage)
* Scorch (10) ground effect now causes 1885 to 2115 Fire damage every second to all enemies within 13 yards. (Down from 3770 to 4230 Fire damage)
* Scorch (25) ground effect now causes 3016 to 3384 Fire damage every second to all enemies within 13 yards. (Down from 6032 to 6768 Fire damage)
* Flame Jets now silences targets for 6 sec. (Down from 8 sec.)
* Slag Pot (10) now deals 4500 fire damage every second for 10 sec. (Down from 5000 damage)
* Slag Pot (25) now deals 6000 fire damage every second for 10 sec. (Down from 7500 damage)
Our guild finally downed him last night. We never really made any attempts prior to Tues, 4/28, when we wiped on him quite a few times before calling it quits and regrouping Thursday.
Raid composition was: Prot Paladin (me), Prot warrior, DK, holy priest, resto shaman, resto druid, destro warlock, mage, hunter, and boomkin.
We couldn't seem to get it right on our first night of attempts, and on Thursday, we ended up trying a couple different strats. The one that worked for us? I'm the MT, and I tanked Ignis right between the water and where Ignis is in the beginning, where all the adds are lined up against the wall. I tanked him in a triangle, and ended up having to reposition myself a few times because he charges for Slag Pot, and ends up in a super odd position. (Don't forget, you can move while Ignis is casting Scorch, you'll take less damage, and he doesn't move along with you.)
The prot warrior and the DK (who's 2nd spec was tanking..) were OT'ing adds, alternating between adds. Warrior got the first, DK got the second, warrior got the third, and so on. Chains of ice for the DK helped snare the adds, and the warriors concussion blow helped as well. Once the adds were in the water, it was called out on vent, either left, or right side, and one ranged would kill it. This way, all DPS is on Ignis, except for a 3 second span when one ranged is on an add, and one OT isn't getting overrun with adds.
This strat took us about 7 minutes to down him, we're all 25 Naxx geared, and well enough for Ulduar. Hope this helps. Good luck!
I do not know if anyone else has experienced this, but when doing Ignis on normal I cannot seem to get any white damage/auto attacks off. I am a gnome rogue and I cannot remember if this started to happen before or after I was put in the slag pot, but I could only get special attacks off, no matter where I stood I could NOT get an auto-attack to happen.
Just wanted to see if anyone else has seen this.
what we did with them was have them go through the scorch and root them inside (moonkin took care of adds)
I've killed the boss while tanking the adds on 25 and the boss on 10, and remain convinced that rooting is unnecessary and even inadvisable. The scorch stacks grow fast enough that the additional healing required on the tank while keeping the add in the fire is minimal (this is straight from the healers; if they had said otherwise I wouldn't be writing this). Meanwhile, a druid loses valuable DPS or healing bandwidth. And what about when an overenthusiastic druid keeps rooting early, or the departing add tank's final autoattack happens to unroot the add?
Ignis is a hectic fight from start to finish. There's a lot to be said for being able to tell one's raid group that they can
ignore the adds with the single exception of the moment the add tank says on voice "Blow up X," and then only for the single high-powered DPS that turns to the add, explodes it, then immediately returns to the boss. Rooting, however minor, is a distraction on what should be a fluid process from taunt to termination.
Downed Ignis in 10-man Ulduar the other night. Being on Construct duty I can confirm that it only takes
10 heat stacks
to make the Constructs molten, and it only takes about a half second per stack. Pretty big nerf to the encounter and making Construct control
Can anyone confirm if this is the same for 25-man Ulduar?
Any tips for a pally off-tank assigned to adds? I have a lot of problems seeing them when they spawn and my /tar iron construct macro doesnt work until you get really close to them. Also, how often does a new add activate? I've watched videos and read strats, but they all show the main-tanks point of view.
20 gold says that the Flame Leviathon was made by THIS guy.
Did this with guild on 10 man
We just tanked him in the water while and off tank picked up the adds.
Healers were: Holy pally (Me), Druid and shammy. I was in the pot quite a few times and you can heal yourself in their After a while the damage gets harder to heal so take some good DPS
Here is our 10 man strat for
DPS: dk(2) mage(1) EleSham(1) warrior(1)
When facing ignis from the pools on either side our MT pulls him back behind the "bar" design on the floor. to zone 1 below. DPS does not start until the MT has threat and is in zone 1.
(lots of hallway)
|^| zone 1 zone 2 |^|
|^ ) <<<<-raid->>>> ( ^|
|^| zone 4 zone 3 |^|
After each scorch MT moves to the next zone in order (2, 3, 4 back to 1)
DPS and healers move in the middle area back and forth depending on which side Ignis is on.
Our pally healer (any burst healer)focus heals our MT
the most geared other healer is on OT and flame pot duty
third healer on raid flame pot assist
The OT dk will pick up the first ad and chain him in scorch and then gets out of scorch (if he is even standing in it to chain) asap
Because we have a healer on him
it is important that he gains significant threat so his healer does not pull the golem after it gets molten.
When the ad is molten it resumes pathing towards our dk OT who takes him to the water and tanks until brittle. when he is brittle our ele shaman kills the golem and our dk tank is already getting the next golem if spawned to a scorch.
the golem will explode/aoe and one shot anyone too close when the person assigned to kill it attacks
We use an ele shamen to kill the golems but you can use
any ranged dps capable of hitting for 5k in a single attack
not hitting a brittle golem for 5k will remove brittle and result in some intense work for your golem duty member.(starting the whole process over of moving to scorch)
Overtime Ignis will grab someone and put them in his pot. they will be taking 5kdps and will need heals from the raid healer and the OT healer. If they are not noticed then they will die.
Be cause we use our most geared druid for the OT he can handle the slag pot and hot the OT on golems. It is important that the other healers know
if the OT healer is potted he will self heal and they need to heal the OT if he takes damage
over time your raid will nuke ignis down as he is moved around the room.
*edit make sure that everyone has projected textures on to see scorch on the floor. This is under video settings
It seems that at least since patch 3.1.2, priests can do
Hymn of Hope
is being cast. While casting, the priest will not be thrown in the air, will take no damage and will not be silenced.
Anyone else notice the vehicle eject button that pops up when Ignis grabs you for slag pot? I don't know if it was coincidence, but I hit it once and my game crashed.
I'm surprised no one has mentioned that the constructs are stunned for a moment and then drop all threat once they become molten. It can be a serious pain for the adds tank to kite them to the water, as the molten constructs tend to head straight for the healers, and taunt is only of momentary use unless the adds tank is actively generating new threat at the same time.
We discovered that placing the healers inside the water allows the adds tank to break away from each construct once it becomes molten. Once the stun wears off, the construct aggros on the healers and heads into the water. The healers simply need to move aside momentarily to avoid AoE damage when the brittle construct is blown up. Meanwhile, the adds tank has been free to locate and pick up the next construct.
The entire encounter can happen on one side of the room, with the majority of the raid standing inside or nearby the water, the main tank kiting Ignis in a semi-circle around the water (faced away so he drops his scorches on the ground), and the adds tank dragging the constructs into the scorches just until they become molten.
As a DK, you can use AMS to greatly reduce the strain on your healers when you are in the pot. You can also Rune Tap if you are specced into it.
There's currently a bug that for a split second when you get thrown into the slag pot, the "leave vehicle" button appears. I accidently clicked it when I got picked up, and i instantly got dc'd
A weird thing...
On my Frostfire Bolt spec Mage In Naxx 10 I do 3500+ dps...I did 5099 dps on Patchwerk tonight but on Ignis in Ulduar 10 DPSing the same way I only did around 2500-2800 DPS.
I was slagpotted a couple times and had to move a few times but that shouldn't have made that large of a difference. Is it possible that he has some resist of some sort? Like fire resist that may be reducing the damage from my living bomb and ignite?
I've only found one reference to anything like this but some people in the post said that as fire they did not see a difference.
Anyone have any similar issues with fire against Ignis?
Edit: I noticed the above post by jarell88 that says "He appears to have a decent amount of fire resistance."
I wish this was more widely known information. The group I was in was going to kick me because I wasn't doing as much DPS as I should. I'll let people know in the future.
it should also be noted ignis is the latin word for fire. so i guess a furnace master named ignis is fitting. no?
An important thing to note for
Unholy Death Knight tanks
is that Desecrated Ground cancels out scorch if it is under the adds, causing the debuff to drop and making it close to impossible to get them to the molten state.
Hopefully this is something that will be fixed in the future, but for now it would be wise if your tank is an Unholy DK to have him on the boss rather than the adds or make sure that he doesn't use either Plague Strike or Scourge Strike in the add tanking process. We wiped a couple times due to being overrun by adds until we figured out the problem when my DK tank was on the adds.
This boss is huge! I was getting disoriented after being knocked in the air. Does baby spice work on him?
i was waiting Ignis scroch (because the one before didnt appear (bug ? resist ?)) in front of him with an add on me and when he "trow" scroch on me and the add i have seen the add with 10 stack dirrectly (the raid stop after this try so i can t retry today(bad rooster)) perhaps there was an "invisible" scorch on the floor but i didn t saw it (possible)..
On 10 man version of Ulduar U dont need offtank. 1 tank + 3 healers + 6 dps is best team balance for this boss. Our guild doing him this way every week without any problems.
Just let main tank to pick up Ignis and adds when dpses nuke'ing boss in meantime.
Its easiest and fastest way for this boss
Our guild found it easy to have a Rogue (if there is one in your group) use Expose Armor and a Druid use Faerie Fire. This gives him 25% less armor and the melee dps does considerably more damage, making it easier and faster to down him.
He has no enrage timer....but he
Make sure that if you're group is lacking serious dps or whatever, do
kill all the constructs. We tried to 19 man it today due to busy raider syndrome. After killing all the constructs he goes:
"LET IT BE FINISHED!" and enrages. He did this right before a flame jet and obliterated us at 1%.
=-O this boss is very hard a the cast of boss...... kill x(
There are 2 main tactics to manage with
1) You can kite the mob onto the Scorched Ground, then let the Druid/Mage root it for 20 seconds. Then the kiting person (eg. hunter) should stand as cose to water as possible and kite him inside. You must be careful, because Molten Elementals gain
buff andare very dangerous. When a Construct goes into water, it becomes
. A good ranged damage dealer (eg. Mage) needs to hit him for 5k damage to destroy it.
2) You can OT the add in Scorched Ground, and then tank it into water. Its far easier metod, but requires one party member to OT at fight.
Something interesting we encountered tonight on ignis, not sure if its a bug or not, but if the tank holds him near the water to the sides, and the scorched ground touches the water, it will disappear completely, not allowing the adds to be stacked with the heat buff.
I'll add that Ignis is latin for fire.
Fire, the furnace master!
This boss on 10 man has the same health of the race leaders (Thrall, Velen...)
Does anyone else feel.....kinda like a giant is shoving you down his pants? 'Cause that's how I feel in this encounter.
20 gold says that the new boss in Vault of Archavon, is this guys model and named "XXXXXXXX The Flame Watcher"
Archavon the Stone Watcher
Emalon the Storm Watcher
Incineron the Flame Watcher
thats my guess
Mages: You can Iceblock when you're in the slagpot and take no damage at all.
It would appear the 5k damage necessary to destroy a construct is not correct in 10 man. Our last run had only one ranged, so I (resto shaman) would pop the constructs if he was in the pot.
My lava burst would only crit for a little over 4k damage, yet this would destroy them every time.
Looking, there is in fact a 2nd
, requiring only 3k damage.
The way my guild did it (10-man) was:
Boss would be tanked by the water, facing away at 45°. Ranged and Healers would be in the water. Melee would be behind the boss, as far from the water's edge as the healers could reach them from. MT would let the boss scorch the ground in one spot, then turn the boss in place just enough towards the water that the water extinguished the next scorch, then moved back to get the first scorch refreshed, and repeat. Had an OT drag the adds to the scorch as they came, then let the healing aggro draw them into the water where a designated shatterer (moonkin in our case) shattered them.
It got troublesome occasionally when the boss would throw a Ranged or Healer into his pants, he would run into the water and the MT would have to quickly position him back to the right spot.
Once the boss got to 15%, the MT would keep the boss turned enough that every remaining scorch would get extinguished by the water, and the OT would just pick up and hold adds until he died. Made healing the end of the fight easier when the Healers' mana might not be as good.
The fight always feels like it's lasting forever, especially for the tank and the healers.
As an enhance shaman, I've notice that he was immune to SOMETHING I was using. I tested everything: throwing down magma totem and backing off to see numbers, lava lash, melee hits with all 3 melee weapon imbues, and I have not been able to find what he was immune to. It seemed to almost pop up at random.
Juicy Lore - Loken commanded Ignis the Furnace Master to encase
(perviously Thorim's mount) in steel plating. He did, and that's how Razorscale was fashioned. Loken also told Ignis to forge a huge construct that would block off entrace to the keepers, one that no one could get passed. This construct was Kologarn. Ignis now sits, awaiting for more projects.
Another interesting thing is that The Colossal Forge (Ignis's "home") has no roof over it. Which begs the question, "Why can't we see 'inside' Ulduar from the outside?"
this is the world of Warcraft. It's a fantasy game, and in fantasy games, the act of using blood for anything suddenly makes whatever you're doing with it awesome.
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lol not all fantasy games use blood, look at fate, Guild wars, LoTR OL, and many others, not 2 much blood.....world of warcraft mobs, when killed dont spew blood yet i see your point.
Mages: You can Iceblock when you're in the slagpot and take no damage at all.
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Rogues can also use their cape thingy (i dont play a rogue but had 3 in my 10 today)
Dont be angry if im wrong
I really love offtanking this.
Seems like a planescape reference (Ignus from the Smolding Corpse sat over a red hot furnace).
This was the weekly on my server last week, and during the fight (ten man) about half our raid had died (I don't know how people still manage to die on Ignis, moving out of the fire isn't hard). So the fight was taking a while and I noticed that I was the only dps alive! We even had some of the healers dpsing him. We actually managed to down him!
My two seconds of fame within a group of ten people :P
Rather trivially soloable by a blood DK at 85.
More or less any blood tank spec and gear will do. Tank him next to the water, but don't extinguish scorch with it, face him away from it. When adds spawn, tank them in the fire until they become molten, drag them into the water, 1-shot them, repeat until Ignis is dead. You can't DPS through him and just tank the adds, the stacks of Strength of the Creator he builds up will eventually make his damage unhealable.
I used a prismatic elixir / strength scroll as there is a decent amount of fire damage taken from the scorch ground effect.
He does not put you in the slag pot if you're the only player on his threat list.
Kill took 10:36, I don't know if there is an enrage timer or not.
While it has been hinted, no one seems to have posted what the enrage timer actually is, so here I go.
Ignis does NOT have a hard enrage timer, however he
soft enrage timer.
In the start of the fight, there are
s in the room, 5 in each corner. Throughout the fight constructs will periodically be activated one at a time, granting the boss the buff
increasing his damage done by 15%
. When the construct is killed,
one stack of the buff is removed from the boss
. This will work for the first 20 constructs.
After the first 20 constructs
, Ignis will start spawning a different type of
(at the same rate as before), which also grant him
these constructs will NOT dispell a stack of SotC upon death
, causing it to stack up to 99 times. Obviously by the time the boss has 99 stacks of a 15% increase (
1485% damage increase
) you're probably going to die, thus the soft enrage.
This boss has 5.5 million hp or so in 10 man, making the enrage a noticeable factor. In a tanking spec, tanks will have to be in a few pieces of dps gear or at least stand in the
es and try to max out vengeance as often as possible without dying. Bringing a friend or two should remove the issue with the enrage, however you will have to deal with
The only other challenge to this fight is properly dealing with the adds, so if you can get that aspect down this is a fairly simple boss to defeat.
Ignis was the last boss of WoTLK that i enjoyed tanking as a protection warrior
A video guide on how to solo Ignis the Furnace Master as a protection paladin. I also do the Shattered Achievement.
Hope it will help.
I'm working on soloing this boss, the only thing standing in my way is the trash right before it... how do I kill them? They hit so hard and fling me through the air. I can manage to kill one, then I die and they reset... please help!
During 4.3, our guild level capped at 80 to run the old Northrend raids. Our strategy for Ignis (10M), was to tank Ignis at the edge of the water, with Ignis facing the water and the MT in the water. This minimized the effect of his
, since the ground did not catch fire.
The OT would pick up the
as they spawned and tank them off to the side.
The raid focused on bringing Ignis down and ignored the adds.
The most adds that would spawn before Ignis was downed, was 5 which is manageable.
Soloed this boss with 387 item level in full dps gear as a blood dk (also got the shattered achievement unintentionally), wasn't needed this much gear, just it took me a lot of practice to manage constructs correctly. More or less it's just nuke boss, when a construct spawns kite him in the scorch (you might have to select the construct while you do this the first times, after you get a bit of experience you will not even select them any more), wait till he gets 10 stacks, then kite him in water (can be death gripped also) and hit it for more than 5k in a single hit (easy as blood dk) and it will explode, removing the 20% damage buff from ignis.
That's about it on 10 man, you have like 15 mins to kill the boss before he enrages.
25-man is harder, haven't tried solo, but most likely I wouldn't be able to, there's a video of a dk who soloed it in full dps gear and heroic soulshifter vortex (on 25-man ignis hits harder, spawns constructs more frequently and therefore there's always at least 1 add up, so he also has an additional 20% damage buff) and had to use a special strategy of letting the boss cast scorch before shattering the construct, else he'd have cast the scorch in the water and 2 adds up till next scorch = wipe most likely on 25. Takes like 10 mins 30 or something like that before the boss enrages.
However, even if not tried solo, 3-manned the 25-man version (blood dk in full dps gear, I think 399 item level at the time, holy paladin in around 390 and fire mage in around 390 as well), I and the paladin did the shattering part, since so many spawn that seems really a nightmare doing it solo, ofc used AMS each time I had to stay in the scorch and bring them in the water, and tw at start due to easier time dpsing the boss with no adds to shatter. Boss killable between 7-8 mins, so plenty of time before enrage, can survive 2-3 stacks as long as they're shattered after, else it becomes too healing intensive. Shattered 25 achievement doable also this way.
Two-manned this on
10-man hard mode
last night with a level 90 Blood Death Knight and Mistweaver Monk wearing greens and blues from MoP questing -- approximately 435 itemlevel.
Neither of us had ever been to Ulduar before this achievement run, and went into each fight with only a few minutes of research into the hardmode achievement beforehand.
This fight is extremely easy.
This is basically just a tank & spank, as all of this boss's abilities are easily ignored at level 90. The only note I will make is that this boss will often grab the non-tank player and put them in the pot of lava on his belt, dealing tiny amounts of damage (and giving you an achievement).
With only one non-tank character to choose from, expect this fight to be closer to a solo encounter for whoever's tanking it, as the other player will spend more time in the pot than outside of it. Even so, taking him down in less than 4 minutes will be simple.
as a prot warrior with 504k unbuffed (540 w/Commanding Shout). I could survive comfortably until around 6-7 adds, at which point I would shatter them. Killed him in 9:55, barely beating what I recall is a 10 minute berserk timer.
25M normal soloed as a ret pally. 487 ilvl, lots of seal of insight. Unbreakable spirit also very useful for additional bubbles and LoH's, especially when standing in fire. Shattered every 3 or so constructs, usually together. Fist of Justice would also have been useful here.
How to: Solo Ignis the Furnace Master in MoP
Soloed the 10 player version of this with my 85 DK in 417 item level gear. Its just a basic tank and spank. Pull him to the water and tank him there. Make sure to spread diseases around when the constructs show up. Also got the achievements
Shattered (10 player)
Stokin' the Furnace (10 player)
Here's the video:
You cannot I REPEAT...cannot solo this place,so stop lying as one of the mobs is a ? machine boss that knocks the wall down after killing the mobs guarding it
Soloed him on 25m as a 533 BM Hunter using a Spirit Pet. I am by no means good at my hunter so any hunter with a decent amount of skill should be able to pull this off in SoO gear. I popped all of my CDs and then stayed in the water just in case I did manage to break some of the adds.
Under 4 minutes (Stokin' the Fire) with about 2% health left. My only buff were noodles. Since
didn't drop, I'll probably pre-pot next time.
Nothing special but this is entirely soloable at level 80. Well at least on a paladin. I am sure this is doable as a DK as well.
Having some 232 cata greens and some of the 409 boe's from MOP made it pretty easy.
Note for future people wanting to solo this boss/ulduar: if you just walk outside the bubble in the beginning towards the boss, die and then try to talk to Lore Keeper of Norgannon
Notes for future people wanting to solo this raid/boss:
- I didn't bother reading how the mechanics worked before entering, so I just ran past all the NPCs towards the boss. Quickly found out that I could not solo him in healer gear and died.
- After reentering Brann was nowhere to be found, although the siege tanks etc. was now lined up in front of the boss.
- Back at the Expedition Base Camp there was only Lore Keeper of Norgannon I could talk to, so I tried starting the hard mode, but I could still not enter any of the siege engines.
It just seems to be insanely bugged if you don't do it the right way by either talking to Brann or the Lore Keeper in the beginning of the raid. Don't do the same mistake as me unless you feel like facing incredible frustration because of the awkward solo mechanics.
Now I have to wait for reset..
这个 NPC 能在这些地区找到：
践踏地面，使所有敌人脚下喷射出烈焰，造成805点火焰伤害，将目标击飞并使其不能施法，持续6 sec。此外，目标每秒将受到134点火焰伤害，持续6 sec。
随机冲锋一个目标并将其抓住，扔进施法者的熔渣炉中。目标不能攻击施法者，且每秒受到1006点火焰伤害，持续10 sec。如果目标存活下来，则受到魔法熔渣的影响，急速提高100%，持续10 sec。
Burn 'em Down: A Pocket Guide to Ulduar
Lucid Nightmare Guide
Ulduar - The Complete Achiever's Guide
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