I’m out of the game for 3 days already. My laptop is showing me the black screen – it shut down on Sunday just while being idle on and no programs running. The repair guys say it must be something with the videochip, and I’m getting it back not earlier than tomorrow. Hopefully it gets fixed by then, because tomorrow we have a new LFR online :)
Before that, I had some quality Mechagon time – I’ve decided to resolve the mythic dungeon for lore and environment sakes! As with Siege of Boralus, I started a group myself, because my 394 ilvl was too low to get accepted by any PUGs, and I also wanted a toxic-free run.
With several in-and-outs from realm hoppers, the group was assembled. What we had in our line-up:
- Protection Paladin
- Holy Priest
- Marksmanship Hunter
- Outlaw Rogue
- Subtlety Rogue (me)
As you see, the group was almost devoid of class benefits. We had no combat rez, no BL/warp, no warrior battle shout, no mage intellect buff – only a stamina buff from priest. And yet we succeded :)
It’s been a raid alright, nothing compared to common dungeon runs. Took us approximately three hours to complete the dungeon. I’ve got what I wanted: the group was toxic-free, persistent, eager to discuss and correct tactics, and no one left in the middle.
Not only bosses, but trash was the problem too. It’s not possible to just AoE them to dust. In harder packs where even Sap is impossible (because they wisely have detectors in their ranks) we used priest’s mind control so that they killed one of their guys before coming at us :) We targeted mobs, and sometimes even focused on taking out one or two mobs so that we had to deal with fewer numbers after wipe.
Trouble also was, we had our repairs only in the first part, because the second dungeon half is underground, and no mounts are allowed there. No one had Jeeves or anything on them! With six bosses down, our tank went to auction house to get us some scrolls of battle shout, some BL drums, and some repair hammers.
Well, onto bosses.
King Gobbamak is a big trogg which summons hordes of smaller ones. The key thing in the fight is to let tesla coils deal with the adds, while everyone else pummels the big one. I’ve spent the fight biting the dust – the first add pack meleed me in a matter of seconds. Nevertheless, the others coped with the boss on our first try.
Gunker is a big piece of slime elemental. The mechanics were quite simple: there are clean bots that deal with the slime puddles, so all you have to do is to run around always within their friendly clean circles and nuke the boss. Once it turns you or a clean bot into a blob of slime, just nuke the blob to set it free. Piece of cake.
Trixie Tazer and Naeno Megacrash are a couple of gnomes at Bondo’s Yard area. Trixie is trying to taze you (well, all bosses are what it says on cover), while the other one is trying to rush at you using different machines. Interrupt small tazes, hide in a cloud from mega-taze, and dodge whatever the other gnome is trying to launch at you. They must go down at the same time, because the survivor gets an insane damage boost. The encounter was executed as perfect as possible: we only had a 50k health difference, so the second one went down 5 seconds after the first one. Also our healer praised us for taze interrupts – he told us that he spent two hours on this boss a day before because people failed this simple task.
HK-8 Aerial Oppression Unit gave us some very hard time. First, the Tank Buster mob does what it says on the cover: it will smash the tank to zero health in a matter of sceonds. There’s actually nothing that can be done here. The tank should make heavy use of any mitigation and defensive abilities he has. The others must do their best to avoid any damage and heal themselves as hard as they can to let healer focus on tank and tank only. Once a Tank Buster is down, the Oppression Unit will cast a wiping ray on the main fighting area, so everyone should climb to north or south platform, pass through the gauntlet of three trap types, and shut down a charging station. Once it’s done, the Unit will crash and take excessive damage, so this is the time where you return back asap and DPS it like hell. Then it launches back up, and phases repeat until the boss is dead.
It was hell of a ride. There’s a lot of legwork – trouble one. Trouble two, which caused us three first wipes, Tank Buster kept killing the tank. You can’t even outrun it, not even with paladin’s Divine Steed. Only when we managed to avoid ALL damage and let healer focus on tank healing only we made it to phase two.
Phase two is a fucking arcade, and I’m excessively bad at arcades :) I never got to any station no matter how hard I tried. In the end of all I just quit trying to get to the station upstairs, let the others handle it, and waited at a safe space on the platform, ready to rush and plant as much damage as I could to the boss. On our winning try we got one casualty (a tank!) by the second platform, but we managed to nuke the boss down on the second phase change.
Into Mechagon itself we go!
Tussle Tonks boss is a playground where mechagnomes test their machines – a Robodrome. They drive two machines against you – Pummeler and Gnomercy. Pummeler is a walkingrobot that is intended to keep the tank busy, while others deal with Gnomercy. Gnomercy is a racing tank with the most nasty ability: venting flames. God forbid you stay in front of it, because you’re toast. It also vents flames to the back and the sides, a heavy raid-wide AoE you can’t effectively avoid, and it must be healed using cooldowns. We had three wipes on it, but we managed to take out Gnomercy on fourth try. I got roasted though and spent the rest of the encounter on the floor, but the battle was actually won once Gnomercy was down. Dead, I gave the advice to lead Pummeler to hammers which destroy its armor, people did, and we were victorious.
K.U.-J.0. the mechanical dog lives in a junk sorting area. The boss has two notable mechanics: explosive leaps (just spread out) and his own version of venting flames. The latter will one-shot you, so it’s aligned with junk cubes that a sorting mechagnome drops on the field. Everybody must hide behind a cube once venting flames starts. The cube then turns red, and you should hide behind the other next time.
We had two wipes, but only to the fact that the encounter was a bit bugged. Some cubes appeared to be invisible (?!) so we didn’t see where to run. Just in case, on our third try we kept an eye on trash-dropping mobs to guess where the cubes are. Luckily we didn’t need it, all cubes were seen, and K.U.-J.0. was easily defeated.
Machinist’s Garden was resolved on our first try. It was surprisingly easy: the goal is to just dodge stuff and kill rare adds before they become dangerous. We didn’t even sweat, everything was so easy to avoid. A nice break before the last one.
King Mechagon is a three-phase and a complex fight. During the first phase he’s attacking you on a flying unit. Dodge stuff, and once he targets anyone with giga-zap, make sure it hits only the targeted person. Hint: you have a little time after the phase, so make use of it to restore healer mana or raid health.
For the second phase, he jumps into a big stationary robot on the edge of platform and doesn’t go anywhere – much like Helya in the dungeon. The trickiest mechanic is yet again giga-zap. It does the very same: a heavy one-target damage, but it targets 3 players one-by-one. To deal with it: first, make sure giga-zap doesn’t hit extra targets. We picked the right side: if you’re targeted, run there, and all others run to the left side or stay in the center. Second, your healer and yourself must make sure that the targeted player is healed to full health before zap, because a half-damaged one will most likely kick the bucket. As a healer, you don’t need to restore the zapped ones immediately: priority are the targeted players before zap.
If you survived this long enough, the robot will get destroyed, and King Mechagon himself will join the fight with funny 398k health. He has no mechanics, so just nuke :) When he arrived, we had only tank and one dps standing, and it was quite enough.
Loot, listen to Prince Erazmin, Gazlowe and Overspark talking, give in quest, get the achievement!
I liked the dungeon very much – the ambience is so great (albeit half of a dungeon happens in a well-known open Mechagon area). It’s the ultimate gnome content we’ve been waiting for for so long, with all the little and big gadgets, quirkiness, tinkering up to eleven. We get the remaining melodies from the soundtrack preview which add up to the experience.
I had 5 raid tokens for extra loot on me, and I used them all. Yes, you can do that in Mechagon :) I’ve won a great share of items, and my ilvl went up from 394 to 404 – now Pins has the best ilvl from all alts!
One more positive thing is that I’m now adamant about the raid difficulties. Surely the run was fun, but it was as close to harder-than-LFR raid experiences as possible.
By the end of the dungeon and the third hour I was totally exhausted from constant concentration, from constant attempt to maximize my dps performance and execute the encounter mechanics at my best with zero tolerance to my own mistakes. It’s been a walkthrough alright – no more, no less.
I have absolutely no desire to return here on other alts, or repeat the experience with Pins while this dungeon is current content. And now I’m 100% sure that Normal or Heroic raiding is not my thing. LFR, with 30-45 minutes for three bosses, is.