Flame Leviathan
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Flame Leviathan is the first boss encounter in Ulduar, found in the Formation Grounds. Most of the players in this encounter do not use their regular class abilities, but instead work with siege vehicles to destroy this machine (similar to drakes in Malygos' third phase). The rest of Ulduar is not accessible until this boss is destroyed.
Before the Flame Leviathan fight, players enter one of three vehicles: a Salvaged Chopper, Salvaged Demolisher, or Salvaged Siege Engine. Players must fight through a large Iron dwarf army to finally reach Flame Leviathan, and defeat him with the vehicles. Unlike other vehicles, the effectiveness of the vehicle is increased by the controller's gear.
Flame Leviathan also has different hard modes. The fight includes four towers off of the main path: Tower of Life (green), Tower of Storms (yellow), Tower of Flames (red), and Tower of Frost (blue). If any of these towers are destroyed, hard-mode for this boss is activated, resulting in more loot and achievements should the raid down Flame Leviathan.
Stats
- Race: Unknown (Mechanical)
- Health: 70M (Heroic) / 15.5M (Normal)
- Location: Formation Grounds
- Instance: Ulduar
Videos
(TanknSpank)
Boss Abilities
- Flame Vents: Inflicts 3000 Fire damage each second to enemies around the caster. Lasts 10 seconds. 50 yd range
- Battering Ram: Rams the target, dealing damage and knocking it forward. Deals 100% Weapon damage and causes the target to take 50% more damage for 20 seconds.
- Gathering Speed: Increases movement speed. This buffs increases the speed of the Flame Leviathan by 5% for 10 minutes and stacks up to 20 times. Causing a Circuit Overload will reset the stack count to 0.
- Turrets: The Flame Leviathan has 4 turrets (2 turrets in 10-man mode). Passengers in the demolisher can be launched at him where they can destroy the turrets and then hit the Overload Circuit: stuns Flame Leviathan and causes him to take 50% more damage for 10 seconds.
- Rockets: The Flame Leviathan fires rockets constantly at the raid, dealing about 700 damage each time they land. (Once every 1-2 seconds)
Vehicles Generic Info
At Expedition Base Camp at the very beginning of the instance, players are granted access to salvaged vehicles—five of each type in heroic difficulty, and two of each in normal. Everyone in the raid is assigned to one of five roles:
- Siege Engine Driver – rams down buildings, knocks back enemies with a silence, and boosts speed to ram in or out of harm's way.
- Siege Engine Passenger/Gunner – brings down pyrite ammo in the air, and assists in shooting targets on the ground.
- Demolisher Driver – launches long-range fireballs and special pyrite barrels that deal massive damage.
- Demolisher Passenger/Gunner – salvages pyrite ammo and refills the demolisher, and can also load the player into the demolisher to be launched.
- Chopper Driver – plants inflammable oil slicks and can quickly pick up any players on foot to protect them from danger.
Passengers can pick up explosives to throw at enemies, and once you engage the boss, can be thrown by demolishers on top of him.
In case of a wipe, the boss will take a few minutes to despawn, after which the vehicles respawn at full health.
Vehicles Specific Info
Salvaged Siege Engine
Driver Abilities
- Ram: Rams any enemies in front of the demolisher, dealing 22501 to 27501 Damage and knocking them back. Also deals 2850 to 3150 siege damage to buildings. 40 Energy.
- Electroshock: Shocks all targets within a 25 yard cone in front of the caster. It also interrupts spellcasting and prevents any spell in that school from being cast for 4 sec. 20 Energ18% of base mana, Instant cast, 10 sec cooldown
- Steam Rush: Put the steam engine into overdrive for a short duration, rushing forward, dealing siege damage and knocking back enemies. 40 Energy, 70 yd range, Instant, 15 sec cooldown
Passenger Abilities
- Anti-Air Rocket: Fires an explosive missile directly forward, detonating when it has travelled 100 yards, hitting any enemies within 10 yards. 0.25 sec cooldown
- Fire Cannon: Fires a cannon blast. 20 Energy, 10-70 yd range, Instant
- Shield Generator: Activates the shield generator on the Siege Engine, absorbing a limited amount of Physical, Fire, Frost and Arcane damage taken for 5 sec. 1 min cooldown
Salvaged Demolisher
Driver Abilities
- Hurl Boulder: Hurls a massive boulder into the distance, dealing 27000 to 33000 damage to enemies within 8 yards of the explosion. 10-70 yd range
- Hurl Pyrite Barrel: Hurls an orb of blue pyrite into the distance, dealing damage, but consumes ammo. 10-70 yd range
- Ram: Rams any enemies in front of the demolisher, dealing 19000 to 21000 Damage and knocking them back. Also deals 2160 to 2640 siege damage to buildings. 4 sec cooldown
- Launch Passenger: Launches the Demolisher's passenger into the air
Passenger Abilities
- Mortar: Fires a miniature explosive blast, dealing Fire damage to all enemies in the target area. 1 sec cooldown
- Anti-Air Rocket: Fires an explosive missile directly forward, detonating when it has travelled 90 yards, hitting any enemies within 10 yards.
- Grab Crate: Use your hook and chain to grab the targetted crate.
- Increased Speed: Injects liquid pyrite into the engines, increasing movement speed by 100%. Lasts 20 sec.
- Load into Catapult: Load yourself into the catapult arm, using yourself as ammunition. 30 sec cooldown
Salvaged Chopper
Driver Abilities
- Speed Boost: Fires the fuel injectors on the bike, increasing its speed by 100% for 5 sec.
- Sonic Horn: Sends a wave of force in front of the motorcycle, causing 6300 to 7700 damage to all enemy targets within 35 yards in a frontal cone.
- Tar: Drops a pool of tar for 45 sec that slows the movement speed of enemies within 10 yards. Tar can be ignited. Lasts for 45 sec. 15 sec cooldown
- First Aid Kit: Heals your passenger fully over 4 sec. 1 min cooldown
Passenger Abilities
None
Strategy
Before the fight begins, raid members should make definitely sure every vehicle is within the boss area before firing on the boss. Not all vehicles move at the same rate, and if people are locked out, they will be unable to retrieve loot from the boss at the end.
A good pre-fight idea is to establish a kiting path and make sure that the Choppers keep tar down on that path at all times.
When the encounter begins, Flame Leviathan targets a random siege engine or demolisher and must be kited around the area. It will steadily speed up as time, becoming harder to stay away from his battering ram. After 30 seconds, Flame Leviathan targets another vehicle and chases it instead. Siege Engine(s) that are not kiting can follow up on its tail and should immediately interrupt Flame Jets using Electroshock. Siege Engines can also use the melee Ram ability between Jets, but should be prepared to turn and kite as soon as, if not slightly before, the target switch. Use Steam Rush as necessary to gain extra ground as needed.
Passengers of siege engines must shoot incoming pyrite ammo hovering in the air. When none are available to destroy, they can focus on Flame Leviathan with a ranged cannon. As siege engines will typically be close to Flame Leviathan during a target switch be prepared to hit the shield generator as soon as the siege engine is targeted by Flame Leviathan to avoid damage from the battering ram.
Demolishers must stay at a large distance from Flame Leviathan at all times and should DPS the boss using Hurl Boulder (saving Hurl Pyrite Barrel for stuns). Once passengers have loaded themselves into the catapult, Demolisher drivers should launch them onto the Leviathan as quickly as possible. Be careful not to miss, or that passenger may eat a Flame Jet and die. When Overload Circuit is activated and Flame Leviathan becomes stunned, use Hurl Pyrite Barrel as often as possible for massive damage.
Two ranged DPS and a healer should be launched onto Flame Leviathan and DPS down all four turrets; this stuns the boss, increase its damage taken by 50%, and reset its speed. When launched, passengers stand directly on a turret and therefore should concentrate your DPS on the turret the other ranged DPS is on. There is no longer a button to press and channel the spell to stun him. The players on the back of the tank are launched off and parachuted down; a chopper should pick them up as soon as possible to bring them back to a Demolisher. Timing should be exercised in order to ensure that Flame Leviathan gets stunned while on a tar area.
Remaining Demolisher passengers should work on picking up downed pyrite ammunition and loading it up into the Demolisher.
Choppers should move around quickly and plant oil slicks on the ground in Flame Leviathan's path to slow it down and deal extra damage (if ignited). The longer you go without causing the stun, the more diligent Chopper drivers need to be about keeping tar down in the boss's path. Choppers should also be ready to rush in and pick up stray players that are launched off Leviathan's back or were fired incorrectly by the Demolisher driver. If no one is in need of picking up and tar is on cooldown, use Sonic Horn for extra damage. 10-Man Turrets
This fight is about two things:
* Keeping the boss away from its target. * Killing the turrets at the correct time.
Do not send a healer and DPS to use a Demolisher. There are only two turrets, and both need to die in order to stun Flame Leviathan and remove its buff. There are no buttons nor any need to channel. The players are punted up and land on a turret each. They cannot move, use pots or bandages, but can use all their normal abilities. Players with range attacks can target and range the turret across from them. The best would be 2 DPSers with at least one of them able to cast some heals, since although the turrets do not hit you, landing on them hurts. Do not jump off before both turrets die; if you jump off early, you will die. Once you kill both turrets, Flame Leviathin becomes stunned, its buffs are reset, and you get a parachute and fall off. Choppers must be assigned to pick these 2 players up and heal them as they bring them back to their respective Demolishers. Choppers can move right inside the Demolishers so the passengers can jump in the Demolishers without having to get out of their Choppers.
If you have a ranged DPS you can launch him with a healer, so he can simply target the turrets separately and take out both.
Hard Mode
Hard Mode Info
The Hard Mode of this encounter is when you leave the orbital towers up while clearing the gauntlet, the more towers left alive, the more ability's Flame Leviathan will have.
Flame Leviathan's Hard Mode is activated by speaking to the Lore Keeper of Norgannon in the staging area. Doing so activates all four orbital defense weapons, named for the Keepers of Ulduar. You can then turn off individual systems by destroying their corresponding tower. Talking to Brann and starting the event without speaking to the Lore Keeper will keep all defense systems inactive and disable the hard mode.
Boss Abilities
Tower Abilities
- Thorim's Hammer: Deals Stormstrike damage to all enemies nearby. Additional damage is taken if directly under the impact location.
- Mimiron's Inferno: Deals 150000 Fire damage to all nearby enemies and leaves a flaming blaze behind.
- Hodir's Fury: Deals 150000 Frost damage to all nearby enemies, entombing them in ice.
- Freya's Ward: Deals 13500 to 16500 Natures damage to all nearby enemies and summons guardians of nature to surround the enemy.