Mimiron (or Mimsy, to his friends) is a rotten, little robot Gnome. He smokes. He drinks. He has atrocious personal hygiene. But he does tell a great “Yo mamma” joke, so people keep inviting him to parties. When Yoggy was getting some friends together for his Ulduar bar mitzvah, of course Mimiron showed up.
This fight goes through 4 very distinct phases, as Mimiron jumps around between various vehicle hosts, all in an attempt to make healers cry. This is one of those fights they describe as “healing intensive.” Steel yourself. They mean it. The biggest challenge in this fight is teaching people how to not take damage in the first place.
Instead of simply separating the abilities from the strategy, I am going to combine them. Because in this fight, dealing with the abilities is the strategy.
Phase 1 — Leviathan MKII

Proximity Mine — He spits out rings of mines in melee range. The mines last about 30 seconds and explode on their own, or can be triggered by getting too close. Remember the Mine Sweeper area of Storm Peaks? Don’t get too close to the mines. WoWWiki says 20k damage from the explosion. I was seeing values of 15-16k without fire resistance, 4k with fire resistance. Lesson: Use fire resistance aura or totem. Also, the mines are a useful way to wipe early and get back in for another try. Experience has shown that the mines tend to be invisible unless your Particle Density setting is all the way up.
Shock Blast — Melee-range nature damage blast wave. 100k damage and long cast bar make this a “melee have to run out of it” ability. Running out is complicated by the presence of mines, but that is exactly what they have to do. When the mines spawn, melee must mentally plot a course that will safely lead them out, and then thread the mines to get back into range. Casters/healers should be standing far enough away that they need never worry about either of these abilities.
Plasma Blast — Is a tank-killer. It deals 20k damage every second for 6 seconds, and there is no avoiding it. This must be absorbed by scheduling a series of saves. Everyone must know the schedule, their place within it, and be ready to execute. Save abilities include: Last Stand, Shield Wall, Icebound Fortitude/Blood Strike, Barkskin, Pain Suppression, Guardian Spirit, Hand of Sacrifice/Divine Protection. Use one save per Plasma Blast. He uses this on a 30 second cooldown, and we needed 3 saves to get through this phase.
Mimiron tends to use Shock Blast immediately after Plasma Blast. Sometimes the preparatory animation for Shock Blast coincides with Plasma Blast, so the tank must be ready to run from Shock Blast right after the Plasma Blast. And then you’ve got a decision to make. Do you run back to Mimiron after Shock Blast, risking Proximity Mine hits, or let him come to you? For a Warrior or Druid tank, Charging back in is an obvious solution, but others may want to let the boss come to them. There are pros and cons to each. Our Death Knight tank ended up kiting Leviathan along a line in phase 1, but there were problems with ranged being pulled through the mine field. In 25-man I think it will be necessary to keep the boss still.
Napalm Shell — Targets a random raid member (including the tank) with a direct fire damage component for about 8k damage (about 6k with fire resistance) and a subsequent DoT component. Will attempt to spread to targets in a 5 yard radius, so the entire raid needs to spread out. This is the main source of raid damage, and should have a fast, dedicated healer. While the DoT is present, the victim will be standing in fire. The victim should not move during this time, to prevent the fire from spreading. Pets can be infected, so take care. In 25-man we will probably need a few Napalm healers to cover the expanded raid setup.
I gave myself responsibility for covering the napalm, treating it like Kel’Thuzad’s Frost Blast. I added the ability to Grid’s debuff list to track the effect and pounded victims with a quick Riptide and Lesser Healing Wave. Usually there would be enough time to lob a Healing Wave on the tank during Plasma Blast, but like any healing assignment, your target takes priority.
Aside from the Napalm Shell healer, all remaining healers should be focused on the main tank. No one else should be taking damage, and the Plasma Blast makes heal-sniping a dangerous sport.
Phase 2 — VX-001

Rapid Burst — Or what I call the Squirt Gun. Targets randomly around the raid, pasting anyone in front of him. If there are multiple targets within the narrow cone, it will hit all of them. Does about 8-10k damage before moving on. This is the main source of damage in this phase, and is why everyone rings around him in the diagram. Pick a spot on the circle that no one else is in and stick to it. After Laser Barrage, get back to your spot.
Laser Barrage — Is like The Lurker Below’s spout, it hoses anyone standing in front of it, but rotates slowly along a predictable (clockwise) path. When you see it coming, get out. There’s no good reason for anyone to take damage from the Laser Barrage.
Heat Wave — A pulse of fire damage on everyone. With fire resistance, the damage is pretty minimal. At least on 10 man it is. Reports suggest this will be a fresh source of tears in heroic mode.
Rocket Strike — This fight’s void zone. Don’t stand in the red targeting circle. No save in the world will get you over a 5,000,000 damage hit. Yes, 5 million. Mitigated that comes out to about 4.6 million. There’s plenty of warning, so again, there’s no good reason to lose people to this. Watch your feet.
The raid damage during phase 2 is pretty intense. You will be chain casting the whole time. As a Shaman — Chain Heal. We brought everyone in close for a reason. We didn’t have specific healing targets during this phase, but if I’d had two priests, I probably would have given each PoH groups. Many strategies call for using Heroism during phase 2 to end it quickly. I chose to save mine until phase 4 though. You’ll see why below.
Phase 3 — Aerial Command Unit

I should note that between each phase there is a healthy chunk of time to reposition and regen some mana. Don’t short heals during early phases to conserve mana. Keep everyone alive. Unless they’re walking into avoidable damage, in which case they deserved to die.
Plasma Ball — You designate a ranged tank for this phase. Someone with a lot of health and a lot of threat. We chose a Warlock. He’ll be soaking these 10k hits that pulse every 3 seconds or so. Your ranged tank requires a dedicated healer. He was my target, in fact. Because the phase 1 tank doesn’t take much damage this phase, I switched my Earth Shield to the Warlock for the remainder of the fight. 10k damage is just an Earth Shield proc and a Lesser Healing wave. That leaves some time to spread some heals to the rest of the raid.
3 kinds of adds spawn during this phase, and you want two tanks pulling them away from the ranged/healer group.
Assault Bots have a lot of health and need to be tanked. They will make a beeline for the healers, so their tank needs to be ready for them spawning. They show up in columns of yellow light in the circles that punctuate the black strips dividing the room.
Bomb Bots blow up on contact, doing about 20k damage. They spawn underneath the chopper roughly every 30 seconds. A second tank needs to be ready for them and take one for the team. This tank does not need a dedicated healer. A bomb that reaches the ranged group will wipe you in one go. Alternatively, you could root the bomb and DPS it from range.
Junk Bots spawn in green circles of light. Either tank should pick them up to keep them from slugging clothies.
Typically what happens in this phase is DPS concentrates on killing the Assault Bots quickly to loot a Magnetic Core from its body. It can be used to pull the Command Unit to the ground in range of melee. While grounded the group gets a DPS bonus against it. What we did instead was have the ranged focus entirely on the Command Unit until it died, then cleaned up the bots during the lull before phase 4.
Phase 4 — V0-L7R-0N

All three vehicles from the previous phases make their return in phase 4, in a giant stack of death. The combined unit possesses most of the abilities he has had before. Including: Proximity Mines, Shock Blast, Hand Pulse (the squirt gun), Laser Barrage, Rocket Strike and Plasma Ball.
That is a lot of damage flying around. Most of it is avoidable, but in the chaos of phase 4, people will probably eat a mine or two. Even more than the previous phases, positioning is critical to aid avoiding damage. Most critical is the offtank positioning at 4 o’clock, to the main tank’s 6. This is a complex exchange so pay attention.
The main tank is holding the base, Leviathan MKII. The Laser barrage comes from the middle segment, which is not directly tankable. However, the laser barrage always initially points at the main tank. He still can’t soak the barrage, so he needs to dodge it. But knowing that the slow, clockwise rotating barrage is going to start at 6 o’clock tells you something important about its route. It will sweep half the circle up to 12 and then stop.
All anyone has to do to stay out of the barrage is be on the right side of the circle. But, the middle section is attached to the bottom section. And if the main tank makes a line for the right side of the circle, the base section is going to follow him. And that will make the barrage unpredictable. So as the barrage is spinning up, the offtank, standing at 4 o’clock taunts the base section to him. Now the whole unit stands still during the barrage. When it ends, the main tank returns to 6 o’clock and picks up again with the base.
Spread the raid out, keeping everyone in the 10-5 o’clock segment of the circle. During barrage everyone has a short trip to safety. And you have a section of the circle that requires no movement. That will be important for the healers, because you’ll be hard pressed to keep up during this phase. The main and off tank will require a dedicated healer, and the ranged tank from phase 3 keeps taking Plasma Balls, so he still needs moderate healing. Given 3 healers, that’s 1.5 for raid healing through the heavy squirt gun damage.
But wait, that’s not all! All three sections must die within 15 seconds of the first one’s death. So in addition to avoiding damage at every step, the DPS must coordinate the kills. It’s pandemonium. We held on tight, stretched ourselves thin, blew Heroism, and bested that foul robot.
Update on Saturday, June 13, 2009 at 2:19AM by
Llyra
After some more time spent with my favorite Mechagnome, it has become clear that his Laser Barrage does not always face the tank in phase 4. This may have changed after my first kill; Blizzard changed the Barrage so that it would stun the bottom portion, keeping the raid-wiping Shock Blast from firing at the same time.
The raid should spread out around the boss like they did in phase 2. And just be extremely careful to watch for him Spinning Up (4 second cast), because a Laser Barrage is coming. Get out of its way.