Mimiron

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Mimiron is an encounter in the Ulduar dungeon. He created Flame Leviathan. To reach Mimiron, one has to use the LMS Mark II.

Mimiron is one of the more complicated fights in Ulduar. As a raider, you never actually fight him - you battle four of his vehicle creations: The Leviathan MKII, which is his personal version of the Flame Leviathan; VX-001, which is a robotic unit; the Aerial Command Unit, which is a flying vehicle; and the ultimate V0-L7R-0N, which is a combination of the previous three.

Stats

  • Health: 1.74M (Heroic) / 1.74M (Normal)
  • Location: Spark of Imagination
  • Instance: Ulduar

Videos

(Tankspot)

Boss Abilities

10-Man

Leviathan MKII

  • Health: 1.74M HP
  • Napalm Shell: Fires a shell filled with napalm at a random enemy target. The shell explodes upon impact, dealing 7540 to 8460 Fire damage instantly and an additional 32000 over 8 sec. This effect attempts to target enemies over 15 yards away if possible. Deals 4000 Fire damage per second.
  • Plasma Blast: A stream of plasma errupts from the cannon, dealing 20000 Spellfire damage per second for 6 sec. This effect cannot be resisted.
  • Proximity Mine [1]: summons a mine that deals 20,000 Fire damage when triggered. This can be disarmed by Rogues.
  • Rocket Strike: Launches a rocket towards a random enemy. Once the rocket reaches the destination, it deals 1,000,000 Fire damage to all enemies within 3 yards.
  • Shock Blast: Deals 100,000 Nature damage to all enemies within 15 yards.


VX-001 (Anti-personnel Assault Cannon)

  • Health: 1.74M HP
  • Heat Wave: Fires out a blast of heat, dealing 1885 to 2115 Fire damage instantly and an additional 10000 Fire damage over 5 sec to all enemies. Deals 2000 Fire damage per second.
  • Rapid Burst: Unleashes a series of short plasma bursts towards a random enemy, dealing 1414 to 1586 Spellfire damage per burst for a total of 6 bursts over 3 sec.
  • Spinning Up: the VX-001 starts spinning and P3Wx2 Laser Barrage is cast.
  • P3Wx2 Laser Barrage: Spins up the dual cannons for 4 sec before unleashing a spray of lasers in a random direction, dealing 20000 Spellfire damage every 0 sec to all enemies caught inside. Lasts 10 sec.

Aerial Command Unit

  • Health: 1.6M HP
  • Plasma Ball: Builds up a ball of plasma and fires it at a target, dealing 9425 to 10575 Spellfire damage.

Assault Bot

  • Health: 500K HP
  • Hits for 30k damage
  • Drops an item with a 1-minute duration that allows players to bring the Aerial Command Unit down to the ground.
  • Magnetic Core: Use: Deploying this magnet under the Aerial Command Unit will temporarily bring it to the ground and disable it. While it remains disabled, it will take an additional 50% damage from all sources.
  • Magnetic Field: Projects a magnetic field towards the target, locking them in place. In addition, the target will take an extra 30% damage from all sources. Lasts 6 sec. Immobilized. Damage taken increased by 30%

Bomb Bot

  • Health: 35K HP
  • Explodes for 23563 to 26437 Fire damage in a 5 yard radius.

Trash Bot

  • Health: 65K HP

V-07-TR-0N (All three combined)

  • Health: 3.34M HP (Total)
  • Has combined abilities from previous phases.

Leviathan MKII (Combined)

  • Health: 870K HP

VX-001 (Combined)

  • Health: 870K HP
  • Hand Pulse: Fires a pulse of energy towards a random enemy, causing 4242 to 4758 Spellfire damage to all enemies in a cone facing the target enemy.
  • Rocket Strike: Launches a rocket towards a random enemy. Once the rocket reaches the destination, it deals 1,000,000 Fire damage to all enemies within 3 yards.
  • P3Wx2 Laser Barrage: Spins up the dual cannons for 4 sec before unleashing a spray of lasers in a random direction, dealing 20000 Spellfire damage every 0 sec to all enemies caught inside. Lasts 10 sec.

Aerial Command Unit (Combined)

  • Health: 800K HP
  • Plasma Ball: Builds up a ball of plasma and fires it at a target, dealing 9425 to 10575 Spellfire damage.

25-Man

Leviathan MKII

  • Health: 6.9M HP
  • Napalm Shell: Fires a shell filled with napalm at a random enemy target. The shell explodes upon impact, dealing 9,425 to 10,575 Fire damage instantly and an additional 48,000 over 8 sec. This effect attempts to target enemies over 15 yards away if possible. Deals 4000 Fire damage per second.
  • Plasma Blast: A stream of plasma errupts from the cannon, dealing 30,000 Spellfire damage per second for 6 sec. This effect cannot be resisted.
  • Proximity Mine [1]: summons 8-10 mine(s) that deals 20,000 Fire damage when triggered. This can be disarmed by Rogues.
  • Rocket Strike: Launches a rocket towards a random enemy. Once the rocket reaches the destination, it deals 5,000,000 Fire damage to all enemies within 3 yards.
  • Shock Blast: Deals 100,000 Nature damage to all enemies within 15 yards.


VX-001 (Anti-personnel Assault Cannon)

  • Health: 1.74M HP
  • Heat Wave: Fires out a blast of heat, dealing 1885 to 2115 Fire damage instantly and an additional 10000 Fire damage over 5 sec to all enemies. Deals 2000 Fire damage per second.
  • Rapid Burst: Unleashes a series of short plasma bursts towards a random enemy, dealing 1885 to 2115 Spellfire damage per burst for a total of 6 bursts over 3 sec.
  • Spinning Up: the VX-001 starts spinning and P3Wx2 Laser Barrage is cast.
  • P3Wx2 Laser Barrage: Spins up the dual cannons for 4 sec before unleashing a spray of lasers in a random direction, dealing 20000 Spellfire damage every 0 sec to all enemies caught inside. Lasts 10 sec.

Aerial Command Unit

  • Health: 1.6M HP
  • Plasma Ball: Builds up a ball of plasma and fires it at a target, dealing 14138 to 15862 Spellfire damage.

Assault Bot

  • Health: 1M HP
  • Hits for 30k damage
  • Drops an item with a 1-minute duration that allows players to bring the Aerial Command Unit down to the ground.
  • Magnetic Core: Use: Deploying this magnet under the Aerial Command Unit will temporarily bring it to the ground and disable it. While it remains disabled, it will take an additional 50% damage from all sources.
  • Magnetic Field: Projects a magnetic field towards the target, locking them in place. In addition, the target will take an extra 30% damage from all sources. Lasts 6 sec. Immobilized. Damage taken increased by 30%

Bomb Bot

  • Health: 70K HP
  • Explodes for 23563 to 26437 Fire damage in a 5 yard radius.

Trash Bot

  • Health: 110K HP

V-07-TR-0N

  • Health: 13.5M HP (Total)
  • Has combined abilities from previous phases.

Leviathan MKII (Combined)

  • Health: 3.45M HP

VX-001 (Combined)

  • Health: 3.45M HP
  • Hand Pulse: Fires a pulse of energy towards a random enemy, causing 6598 to 7402 Spellfire damage to all enemies in a cone facing the target enemy.
  • Rocket Strike: Launches a rocket towards a random enemy. Once the rocket reaches the destination, it deals 5,000,000 Fire damage to all enemies within 3 yards.
  • P3Wx2 Laser Barrage: Spins up the dual cannons for 4 sec before unleashing a spray of lasers in a random direction, dealing 20000 Spellfire damage every 0 sec to all enemies caught inside. Lasts 10 sec.

Aerial Command Unit (Combined)

  • Health: 3.45M HP
  • Plasma Ball: Builds up a ball of plasma and fires it at a target, dealing 14138 to 15862 Spellfire damage.

Strategy

Phase 1

Mimiron-phase-1.jpg

On engage Mimiron immediately jumps into the Leviathan MKII. Ranged should spread out around him just outside the circle of mines. Melee other than the tank should group up behind the MKII inside the circle of mines. He will cast plasma blast every 45s. All healing should be on the tank unless someone is likely to die otherwise. Shock blast usually follows closely after plasma blast. The tank should run directly away from the front of the MKII and then reengage along the same vector after the blast, and hopefully face him the same direction.

Ranged dps / Healers who are hit by Napalm Shell do not need to move after being hit. The dot aura seems to have been removed on the live realms (10 man at least)

Healing on this phase is priority on the main tank, then people hit by Napalm Shell.

  This phase requires a melee tank.

Phase 2

Mimiron-phase-2.jpg

When Leviathan MKII is destroyed, Mimiron gets in the VX-001 Anti-personnel Assault Cannon. Everyone should move into close melee range as Mimiron is transitioning, taking care to avoid the mines. Sometimes mines appear to despawn but are still active.

Once in melee range, everyone should spread out equally around the boss. Rapid Burst does minimal damage compared to the other attacks. Rocket Strike causes a red target to appear on the ground. People must move out of this target within 3s or they will die. Only one rocket is fired each time in Phase 2. As soon as the dps observes that the VX-001 is casting Spinning Up, everyone must move behind the VX-001. Standing in front of P3Wx2 is instant death.

Healing in this phase is mostly AoE since the two attacks that you expect the raid to take are raid damage.

  This phase is untanked.

Phase 3

When the VX-001 is destroyed, Mimiron gets into his Aerial Command Unit. Everyone should move into one third of the room, as marked out by the lines on the floor. The Healers and ranged except for the ranged tank should be in the back middle as far away from the bot spawns as possible. The range tank (or any ranged) needs to immediately pick up the boss. The melee tank(s) should start picking up the smaller bots that start spawning around the room.

Loot should be on Free For All during this phase so that the electromagnets can be picked up by melee. They drop off the Assault Bots. Once picked up, this item should be used underneath the Aerial Command.

  • Melee dps should be focusing on the small bots until he is pulled down by the electromagnet. At that point all dps should be on the Aerial Command Unit.
  • Ranged dps should be on the bombs that spawn under the Aerial Command Unit and on the Aerial Command Unit otherwise.
Tip - Bomb Bot CC target macro (dps role)

/cleartarget
/target Bomb Bot
/script SetRaidTarget("target",7)
/cast Entangling Roots

Note: replace Entangling Roots with the name of your particular CC ability
Detail: Clears your current target and then tries to set it to a Bomb Bot. If that succeeds, a Red "X" Cross raid target icon will appear over it (if you are allowed to) and then casts your CC spell on it.
Tip - Bomb Bot CC focus macro (non-dps role)

/clearfocus [target=focus,dead][target=focus,help][target=focus,noexists]
/focus Bomb Bot
/aftercast /script SetRaidTarget("focus",7)
/cast [target=focus] Entangling Roots

Note: replace Entangling Roots with the name of your particular CC ability
Detail: Clears your focus if you have one, but only if the unit is friendly, dead, or doesn't exist anymore. After that, it will try to set your focus on a Bomb Bot. If that succeeds, you will cast your CC spell on it and after that takes effect, the Red "X" Cross raid target icon will appear over it.

Healing on this phase is focused on the range tank and melee tank(s).

  This phase is range-tanked.

Phase 4

When the raid kills the Aerial Command Unit, Mimiron forms all of the weapons used previously into V-07-TR-0N. Each of the previous phase's targets have their own health pool and can be targeted separately. All three targetable sections begin this phase at 50% health.

The main tank needs to pick up the MKII the same as in Phase 1. The ranged tank needs to pick up the Aerial Command Unit the same as in Phase 3. From what we could tell, there is no threat reset between the phases. The VX-001 is still untanked.

The raid should stand either directly behind the main tank or directly in front of the main tank (directly behind the MKII). Ranged should be outside the land mines, Melee should be inside.

Due to the timing of the cooldowns on the current live realms, The first and third shock blasts happen very near in time to the P3Wx2 attack from the middle section. It is essential that the tank move away and approach back along a vector that does not pass in front of the VX-001. The P3Wx2 seems to start to the side of where the MKII is facing. Everyone should move behind the VX-001.

2 Rockets spawn at a time during this phase. They are still a one shot kill.

Dps should be split up between the 3 sections. They all need to die within 10s. Melee cannot reach the top section.

Healing on this phase should be split up between the melee tank, ranged tank, and the raid. The raid healer should switch to the melee tank during plasma blast.

  This phase is melee and range-tanked.

Hard Mode

Boss Abilities

Video's