Clockwork
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Clockwork Menace Factory
To get access to this zone, you need to loot a Power Cell from a named inside Klak'Anon. The Clockwork outside the door tells you the name of the mob. The zone itself is one big ring event. You zone into a cavern area with a narrow tunnel leading down to the factory. The mob that starts the ring event wanders the tunnel, so don't start the encounter until you're ready. Once you start the encounter, the ring event keeps going. Be prepared. Almost immediately upon the death of the mobs, another encounter spawns. Then you get a break to make the next pull. Then, upon the death of that encounter, Mad Tzikla spawns. Then you have to kill as many of the buff bots that the Menace has (there are 4 total) before the Menace becomes active. From the start of the first encounter's death you have 8 minutes before the Menace goes live.
First Wave
Clockwork Sentry
- Mob Health: 750,000
- Auto-Attack Type: Slashing
- Special Attacks:
- Energy Jolt - ST Magic DD (3000 dmg)
- Energy Drain - Magic AOE Power Drain (no dmg)
- When he dies, he immediatly spawns a copy of himself and 3 heroic Skirmishers
- Clockwork Skirmisher
- Mob Health: 32,000
Strategy:
Remember, this is basically 2 fights in one. The first Sentry by himself is not that bad. But immediately upon dying he spawns a copy of himself and 3 little heroic mobs. If his copy or the little guys get away from the MT and start creating havoc among the raid force, this can go bad real quick. Other than that he's a pretty simply guy. After killing him, it opens the door to the factory and a Clockwork Protector with friends now becomes attackable.
Second Wave
Clockwork Protector
- Mob Health: 800,000
- Auto-Attack Type: Crushing
- Special Attacks:
- Energy Jolt - ST Magic DD (3000 dmg)
- Energy drain - Magic AOE Power Drain (no dmg)
- His 3 friends are:
- Clockwork Escort - Mob Health: 45,000
- Special Attacks: All three have Energy Jolt
- When they die, this immediately spawns Mad Tzikla and his friends
Mad Tzikla
- Mob Health: 1,550,000
- Auto-Attack Type: Crushing
- Special Attacks
- Summon Fire Blast - Heat AOE (5000 dmg) every 30 seconds
- Searing Cold - Cold AOE (5000 dmg) only initially on the pop
- Lightning Burst - ST Heat DD (5000 dmg)
- Curse of Insanity - AOE debuff that explodes your brain upon going below 40% power.
- His friends are:.
- Ticking Arachnid x3 - Mob Health: 35,000
Strategy:
The key to this fight is making sure the entire raid gets positioned properly as the first encounter is about to die. If Bards have their group AOE immunity, they need to hit it just before the first Protector is about die. Mad Tzikla uses both his AOE's right when he pops, so this can wreak some serious havoc to the raid force if they are in range when he pops. Once he uses them, the Heat AOE can be healed through safely. He doesn't auto-attack for much and he goes down fast. If you survive long enough to kill him Curse of Insanity shouldn't be an issue. The immense amount of damage the MT takes coupled with the 2 AOE's is what makes this fight tough.
Third Wave
The Menace has 4 Buff Bots. They are not attackable, but are placed throughout the room. To fight one, someone has to right click it to activate it and then pull it to the raid force. Each of these Buff Bots allow the Menace to have certain capabilities. We kill them in this order, with the goal of getting the first 2 down as they are the most important.
Tactician
- Disables the mem-blur. If not disabled, the Menace does so every 5-6 seconds (similar to Tarinax)
Weaponsmith
- Disables the 8 seconds stifle/knock back.
Energizer
- Reduces AOE damage
Armorsmith
- Lowers health regen and mitigation
- Each time you activate one of these mobs, they aggro and have 3 friends that come to help.
- Buff Bot:
- Health: 600,000
- Technicians x3:
- Health: 50,000 each
Fourth Wave
Clockwork Menace
- Mob Health: 3,500,000?
- Auto-Attack Type: Slashing (2.5k-4k dmg)
- Special Attacks:
- Fiery Snort - Frontal Heat Breath DOT every 25 seconds
- Metallic Tailswipe - Rear Crushing tail attack (8000 dmg) every 45 seconds
- Coalfired Cloud - Heat AOE (6000 dmg) ever 40 seconds
- Tempest of Heat - Fire DMG Shield
- Phantom Pillage - ST Power Drain
- Mechanical Repairs - 75,000 Heal
- Every 30 seconds of so, he summons a heroic group of adds that will heal him if they get close enough to him.
Strategy
We pull the Menace to the far corner from the gate entrance to negate the knockback on the MT. This also allows the Off tank to snag and drag the adds away from him easily when they pop. The Menace does not hit hard, but can be a pain to position. The off tank group handles the adds, while the rest of the raid stays focused on burning down the Menace. We don't joust the AOE's. We heal through them. The healers and dps needs to make sure they fight him from the side as the tail swipe hits hard and has a knockback effect also.
