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  1. #1
    Ridill
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    Mimiron Hardmode tips? aka I hate fires

    I noticed the fires in Mim's hardmode tend to act a lot like Archi's, but since it's a smaller region it's hard to gauge if it's coming for you or not for a few seconds. We gave it a few attempts (It's our last hardmode in 10man) but we're trying to figure out a way to deal with the fires. It seems like the water spray is time based and the fires almost consume the entire room before then.


    Do they actually follow players or just cover random spots? How many healers should be brought along?(We go in with 2 but the bonus dmg to napalm can be a serious pain).

    Any tips you guys have would be helpful.

  2. #2
    Ridill
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    This is the only fight in 10man where we are running 3 healers. So far our best attempts have us entering phase 4 with over 3 minutes remaining, so this seems doable. Just gotta get p4 under control.

    The fire actually follows people. You need to have a strategy with how you are going to avoid the fire, rather than just "move out of it".

  3. #3
    Yoshi P
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    Only thing I can say is manipulate the fires. Play with them and play along with them, we start off in the corner next to the hardmode button and just work our way counter clockwise around the room. Usually get halfway by the time its P2. When each phase ends we sit next to where the other fires are and try to focus all the new fires into one area, and then at the start of that phase we move away. The hardest phase is going to be P3 and P4 because it becomes more of a race against the clock instead of worrying for fires.

  4. #4
    Ridill
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    Arvin have you guys cleared 10 man firefighter yet? Almost had it just now, 3/13/12% and enraged, 2 people dead throughout all of P4

  5. #5
    Ridill
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    Clear!

    http://img10.imageshack.us/img10/1725/firefighterl.jpg

    As you can see, enrage timer is pretty tight on this fight.

  6. #6
    There are false prophets among us,
    who bring in damnable heresies,
    and bring upon themselves swift destruction.

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    Big grats.

  7. #7
    Yoshi P
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    Quote Originally Posted by aurik View Post
    Arvin have you guys cleared 10 man firefighter yet? Almost had it just now, 3/13/12% and enraged, 2 people dead throughout all of P4
    We don't have time for it really, but we're close. Only really tried it for like 2hours total this week. Our DK was on vacation for 2 weeks but most of us are just burning out doing 25 hardmodes that it carries over into the 10s. Probably next week though, we get to P3 without anyone dying all the time. I don't know how much time we'll have or if we'll be focusing on the drakes over firefighter or not. All depends.

  8. #8
    Relic Horn
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    Quote Originally Posted by Arvin View Post
    We don't have time for it really, but we're close. Only really tried it for like 2hours total this week. Our DK was on vacation for 2 weeks but most of us are just burning out doing 25 hardmodes that it carries over into the 10s. Probably next week though, we get to P3 without anyone dying all the time. I don't know how much time we'll have or if we'll be focusing on the drakes over firefighter or not. All depends.
    Word for word description of whats going on in my guild. Nobody shows up for 25 mans, everyone logs before we can get the 10m rolling again.

  9. #9
    Ridill
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    Dezz, Arv, I know where you're coming from--we used to have 30-35 people show up for 25 mans and making cuts, now we can barely scrape together 25. This week we may not even get Yogg down. Fortunately our 10 man group is still solid and I think our frustration in 25 man makes us stronger.


    Uh, also to sorta fix the derail that I caused, here are some Mimi tips. It took us about 4 or 5 solid days to get Firefighter, 2-4 hours per day, over the course of 3 resets.

    Phase 1:
    The target here should be to clear the phase no later than just after the 3rd plasma blast. If you can get it done before, great. Each blast pretty much requires at least one tank-aiding cooldown and the full attention of 2 healers, as the damage is around 22k dps unmitigated. Mimiron will also happily nape someone just before the burst, meaning you will occasionally need to be able to heal a secondary target during the burst. Nape is around 5k dps fire damage.

    You absolutely MUST NOT have people clumping up at range, as the napalm will splash onto anyone within 5 yards of the target at the moment of impact. We eventually all settled into an unwritten pattern on where and when to move the boss, and where each person would stand and how and when they would move, so that we didn't have issues with nape spreading.

    To start the phase, we all stood in a rough line at the wall just west of the button until Mimiron dropped the 3 doomfires on us. After this, we would spread out along the north side of the room, and I would "tease" the fire so that it wouldn't spread into melee. After the first shock blast we would move to the direct East--3 more doomfires would spawn as we moved the boss. Usually these would spawn on the northeast quadrant, so we would park the casters at the south side by the entrance. We would then move him clockwise after the second shock blast, (at which point he extinguishes the fire) and kill him around the time he winds up the 3rd plasma blast.

    One healing trick I picked up that is practically necessary is that Mimiron's turret points at someone at range and fires a napalm shell. The napalm damage/debuff does not start until this shell lands on the player he targets. Thus, if you are aware, you can pick his target and start healing before they get hit. I actually turned on and clicked targets friendly nameplates to do this reliably, and it probably saves about half a second versus waiting for the grid debuff to highlight the player needing heals.

    Phase 2:
    Once the tank is down, Mimiron has a long RP section where he activates the body. During this time, another set of doomfires is going to spawn. You want to cluster the entire group at the wall near where the previous fires are still burning so that you keep as much of the room fire-free.

    Usually there will be proximity mines around there as well. Note that the animation of the mines exploding is desynced from the mines despawning--they actually despawn 3-4 seconds afterwards, which means if you carelessly run over a place where a mine just exploded you will trip an invisible prox mine and take damage. Due to the risk of invisible mines, we would deliberately trip the mines and heal up the damage while waiting for Mimi.

    There's a few new things to phase 2 compared to normal mode. In addition to the doomfires, Mimi will also fire out a frost bomb which will land amid an patch of fire and after about 5 or 10 seconds, explode for about 8k frost damage, extinguishing any nearby fire and sending anyone within ~15 yards flying back. This mechanic is why it is very important to cluster the fire as much as possible prior to this phase.

    Also, if any fire gets within the inner ring where melee is standing, Mimi will extinguish any flames within ~10 yards of the center. It also adds a very hefty casting debuff, so casters must not stand in the center. He also doesn't extinguish the center during laser barrage, and does not always extinguish promptly, so melee must still watch out for doomfire in the center.

    Ideally you want your raid spread out around the boss so that his Hand Pulse doesn't hit more than 1 or 2 people. Fire frustrates this to a large degree. One mistake we made here for a long time was to "run away" when he targets someone at range--if the raid is properly spread, you actually want to stay put, as you won't be avoiding any damage by running, and may force other people out of position, losing dps.

    Also, the closer the casters can be to the base without being extinguished, the better, as it makes it easier for heals to reach everyone. I tried to stand in the 5-yard band just outside the center. Of course, the doomfire makes positioning always a bit dynamic.

    Phase 3:
    After the body dies, the massive raid damage will taper off. Thank god. Once again you will want to cluster in a location where you won't be needlessly blanketing the room in fires. Since the fire at this point is usually close to the center, we tended to group up along the wall in a quadrant that was mostly on fire.

    The extinguishing mechanic in this phase are Firefighting bots that spawn like assault bots, and spray water on fires. If a player gets incidentally sprayed, they take about 18k frost damage. The bots also have a silencing aura, so they absolutely must be killed if they are close to the raid--silence means no taunts and no heals, and will quickly wipe the attempt.

    You will need a ranged tank on the head. Since everything has bonus HP, you will probably need all your extra ranged dps to focus on the spawning adds instead of the head. What we did for this phase is slowly kite around the outside of the room (either clockwise or counterclockwise, depending on how the fire looked) and kill adds while our hunter tanked the head. Our arms warrior was tasked with eating the bomb bots. Our ranged classes picked off any nearby firefighting bots, and everyone helped take out the huge cluster of adds on the MT.

    We executed this until we had 2 magnetic cores. Then, the hunter would pull the head farther than normal and we would drop the first core and Heroism. After 10 seconds, the head flies back up, the hunter would pull him another 15 yards, we would drop the head again and get a second burst phase before heroism wore. Usually this put the head down to like 5-10% hp, so the ranged classes would finish him off without us needing a 3rd core. After the head dies, everyone switches to adds (we would have like 2-3 assault bots and a huge heap of junk bots) while Mimiron RPs the construction of Voltron.

    Generally we were entering phase 4 with over 3 minutes on the clock.

    Phase 4:
    The hardest part of this phase is the initial 10 seconds. We often had 4-5 adds still on the main tank, and the boss head is shooting someone random for 10k+ and we are trying to find an open spot with minimal fire to dps from. However, after 10 seconds or so, the the tank would taunt the head and all the ranged classes would slough their threat. This would cause the head to attack the tank, which made healing about a million times easier since we could just dump heals on one person and spot-heal anyone that ate a mine or took a tick of doomfire / hand pulse, and the tank was dealing damage to the head via spell reflect.

    Once the initial 10 seconds are over, it is just a matter of dragging the boss away from fire so that the melee can dps in peace. Then, everyone just has to avoid mines, rockets, frost bombs, dark glare, shock blast, and kill all 3 sections simultaneously before the enrage timer. Easy!

  10. #10
    Melee Summoner
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    <3 thanks for the concise write-up Aurik. We should be attempting hard mode mimi sometime soon, looking forward to it :D