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  1. #1
    Pietje's Avatar Active Member
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    Heroic Mechenar Guide!

    Heroic Mechenar Guide!
    Hello! Welcome to my first Heroic instance guide. I’ve chosen Heroic Mechenar for a reason, as most people think this is the easiest heroic around. I hope you find any use of it nevertheless. The preferred group to Heroic Mechenar is: Protection Warrior, Holy Paladin, Aff/destr Warlock, Mage, Hunter. A rogue isn’t as good because sap can’t be cast in combat. Shadow priest have no CC, but they can AoE fear so they might also be a good choice due to mana regeneration. Remember, this is my first guide and I know Heroic Mechenar is easy, but it might just help a few people!

    Legend:
    CC = Crowd Control. Things like Sap, Sheep, Trap, and Fear.
    DPS = Literally, Damage Per Second. Just means you have to go full-out.
    *k = * being a number, k being thousand.
    DoT = Damage over Time. Warlocks have curses and diseases, but also spell effects like fireball or Bleed.
    Add = Additional mob. Spawn or just leftover mob that can’t be CC’d or should just be off-tanked/dealt with.
    Green mob names will tell you that these mobs are fairly easy to kill
    Orange mob names will tell you that these mobs are moderately difficult to kill and might have to be killed first, or CC’d.
    Red mob names will tell you that these mobs are very difficult to kill and will surely have to be killed first or CC’d.
    The same goes for bosses, but obviously not with the CC part.

    Thrash Mobs:
    More or less in order of appearance.

    Sunseeker Engineer - No big threat, can either make you small, lowering your attack power, or make his allies big, increasing theirs. You can easily tank these. Humanoid

    Bloodwarder Slayer - Pretty hard hitting, shieldbashing mob. Tank or CC it. In starting groups, DPS should be on this target if not CC’d. Humanoid
    Netherbinder Physician - Can (magically) sleep someone, no big threat. No hard hits so can easily be tanked. Humanoid
    Tempest-Forge Patroller - Pretty hard hitting thrash mob firing out an arcane missile to random members, making them fly a little bit and creating an arcane explosion at the spot. Hits for a moderate 2k arcane damage. Mechanical

    Pull 1:

    Bloodwarder Centurion - Hard hitting mob with shieldbash, you might want to consider CC’ing but if he’s with Netherbinders or Astromages you will have to tank it, which is also easily do able. Humanoid
    Bloodwarder Astromage - CC it, powerful fire attacks and aura spell(stealable). Two or three of those solarblast are sufficient to kill a priest with, if the DoT ticks, but this one is dispel able as well. Humanoid
    Sunseeker Netherbinder - Big threat! These can do an arcane Explosion and they can summon arcane adds. CC them! Kill these last, but if you don't have any CC I strongly suggest you kill these first, as they can easily wipe your raid on the Waves(see below). Humanoid


    Mechenar Driller - Try banishing it, not worth enslaving. If you can’t banish, just tank. kill later on. They hit pretty hard on leather/cloth. Demonic
    Mechenar Tinkerer - Best enslaved and spam healed so it can use his AoE - requires serious spam healing if you want to keep it alive for a while. It really helps though. If you can’t enslave, try killing them 1 by 1, and spreading out so the AoE bombs don’t kill your entire group. Demonic
    Tempest-Keep Destroyer - Charged fist is a major pain to heal through. It deals resist able arcane damage. Can be silenced, stunned and daemon speaking works as well. Tank & Spank it, if your healer is a bit of a slacker, let melee DPS move out if the fists are on. **Hit harder with the new patch, and not sure if the fists are still interuptable** Mechenical

    Bosses:
    The color here represents the overall difficulty. With the tactics used here, they are a lot easier. If your groups decides to listen that is… It all depends on the group. Also including the waves pre-Pathaleon.

    GateWatcher Gyro-Kill - Easy mini-boss, Tank it and spank it. When he enrages, be sure to spam heal for a short while and don’t forget to heal the 'sawwed' target. Basically your free badge-boss.

    Gatewatcher Iron-Hand - Tank & spank as well. Move out when he raises his hammer maniacally. Another free badge of a mini-boss!

    Mechanolord Capacitus - He works different here than on non-heroic. If your group pays somewhat attention he is easy. If they don't, you will die. He has polarities, as electricity has. You can position him on his spot with the tank and put the PLUS polarities on left pillar, MINUS polarities at right. Then just nuke him down, moving to the positions as your polarity switches. Melee DPS keep nuking, though stay at the opposite side of the tank incase your polarity is different. Screens of positions:

    Screens position method 1:

    1: + Polarities
    2: - Polarities
    3: Tanking position.

    Or you position like this: :
    1: Tanking Position.
    2: + Polarities
    3: - Polarities
    4: Healer position, can move to Polarities if he wishes, though he is always safe there if your group doesn’t cooperate.
    5: Melee DPS position.

    It's a debuff, and it doesn't automatically run out when the boss dies so don't all run to his corpse, as you will kill eachother.

    Nethermancer Sepethrea – Summons 3 fire adds on Heroic, they all do more damage with attacks and hellfire. The adds are no longer slow able and move a lot faster. They now run as fast as you do. Getting fire resistance will help you a lot. If you do keep away from the hellfire and the path of flame they leave behind and you just nuke down Sepethrea you should be fine, unless your healer can not keep up. Her damage is not too high, but it can certainly kill a non-tank fast enough if the disorientate effect is not dispelled.

    The Waves - Probably the hardest part in the instance if done without exploits. But hey, exploits are here to be used right? Once you run in to the hall, waves will begin spawning. First off, 4 elite elves followed by a destructor, then once again 4 elves. Then you get an official break. After that, this repeats but after the third wave the boss will spawn and engage after a short period of time. The rest of the waves will give you no rest, but it is possible to click your water if fast enough. Though here is the fancy part. If you run onto the elevator, they can't hit you and thus evade. And in an instance that means they reset and here it means they will return to their spawning position. This way you can have a mana break after every kill if you please. Most groups tend to do wave 1 + the Destroyer, followed by the last wave. Also recommended before the final boss, as you might need the mana and time to position yourselves.

    Pathaleon the Calculator - Mind Control: Sheep or stun the target. AoE Silence: like the Blood Elf spell, just max out your range. Mana tap: also like the Blood Elf one, can’t do anything about it. Arcane Explosion, 2.5k arcane damage, easily avoided if just standing out of the range of it. Summons 5 adds, 1500 arcane missiles is what they cast. They melee for 600-700 on plate. If you have 2 fears, I suggest you use them and just nuke him down. Adds disappear on 20% when he takes his Lava Dredger out and starts hitting a little bit harder. Then he is as easy as hell, keep nuking. Only thing to watch out for is keeping healer alive because the adds will go for him/her after the fears. If you don't have fear, don't try to AoE down the adds, it works better if you kill them one by one. The tank shouldn't die because Pathaleon has pretty low melee damage. If you die, DO NOT RELEASE! The elevator will be closed so you can not run back.

    Thank you for reading and I hope it was of any use for you! This guide is entirely copyrighted to Pietje from EU-Terenas.

    Expect to see a Heroic Sethekk Halls guide up soon! Working on Underbog too, but I keep forgetting to make screenshots . If anything wasn't clear, there is a typo in the file(or just a grammar error) or you think it isn't very nice to read, please post your comment and tell me how to improve!


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    Heroic Mechenar Guide!
  2. #2
    Tehownage's Avatar Member
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    Re: Heroic Mechenar Guide!

    This instance is fairly easy, and even in heroic mode people can do this instance in under an hour with a "OK" group, this guide was not needed really. But ofc if there are people who can't open they'r eyes and learn logic and timing they might learn from this post

  3. #3
    Pietje's Avatar Active Member
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    Re: Heroic Mechenar Guide!

    This is just my first guide, so I decided to take a fairly easy and known heroic to start with, as people know it they can comment on it as well. Others coming up soon

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