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SoD Gnomeregan Raid Guide

At noon, with some visual representation through Blender, welcome to the S raid, boys. Your first encounter is with Grubb. You talk to the NPC, then you’ll have to deal with three waves of mobs coming out of the northern cave.

Introduction to the Encounter

The South cave will then open up and introduce you to these irradiated clouds. They will spawn in one of these three locations. These pulsate 75 nature damage every two seconds raid-wide. They will follow the person that was closest to them when they spawned.

If you drag the cloud into the trog, it will deal 200% of the trog’s health in damage in an 8-yard radius, which means you can kill an entire wave of trogs with one cloud. This is a scripted spell that only harms the trogs that spawn in the waves. This consumes the cloud, so it will no longer produce a raid-wide AOE.

Cloud Mechanics and Mob Waves

After three waves from the south cave, Grubas will spawn from the north along with his pet, the Basilisk Chomper. Chomper has a two-second cast called petrify. If this goes uninterrupted, it will drop threat on his current tank target for the duration of the stun, which is 8 seconds unless it is dispelled. This can be interrupted, having a tank with an interrupt is ideal for Chomper. Waves of trogs will still spawn throughout the boss fight. Clouds will spawn at intervals of 30 seconds, depending on the boss’s health, two or three if under 50%, 25% by the tick, respectively.

Grubas and Chomper’s Abilities

Radiation is a 3-second cast. He got ass in it, do fart 90° cone from his back end. It’s a knockback and it gives you a debuff signifying that you just got crop-dusted. Grubas mad is a melee radius tantrum. It hits four times every 6 seconds and it’s negligible. Trog rage is an attack speed increase with a temporary threat drop. This is countered by taunting the boss if he decides to hit somebody else.

Strategy and Boss Mechanics

To sum up, this is pretty much a tank and spank. You should be able to drag the mobs into death, killing him within a minute of his spawning. You can run the boss into a cloud to consume it, but it will give him a buff for 25% additional damage for 30 seconds.

Jumping into the vicious fallout around the floor of the room, you’ll notice bracers or corpses of water Elementals. This is relevant to his radiated goo summon. If the AR goo reaches these, it will turn into a desiccated fallout, which will cast a raid-wide ability that needs to be interrupted or stunned. The goo and desiccated fallouts have the same health.

You can tank the boss near one of these, kill the two that aren’t going toward it, then kill it when it spawns. Then, you have a full minute where this is not going to happen again. He’s probably dead anyway. The thing he does is produce an AOE on the ground called sludge every 16 seconds. You have to move him out of this puddle to make it comfortable for your melee.

Understanding the Battle Mechanics

You don’t have to move a lot; it’s not that big. If you want to micro-manage, you can have him in halfway. The next fight’s pretty fun: Crowd Pummeler. His main signature ability is called Nevergone Smash. It affects an area like a bar in front of the boss. If you’re having trouble discerning how it’s going out, just look at his feet; those toes point to the direction of death. It is not a cone; it is a straight line. He also has these gears moving around the room that’ll do a knockback. If anything causes you to get knocked into the bombs at the entrance, they will do an ability called “Get Back in There.” It does 2,000 damage but it’s easily avoidable. If you get knocked off the platform, you will basically die; the entire area underneath the platform is radiated and will insta-kill you.

The Claw Mechanic Explained

Upon reaching 30%, he will do an ability called The Claw. There’s a lot of misconception with the claw; it doesn’t do damage to you outright. It does damage over time to you when you’re picked up. What is killing people is a charge bug Blizzard either refuses or can’t fix, which is a momentary root at the end of the charge, causing him to melee his closest target. So, if you want to survive this every time, go to your tank when you get the claw, or have your tank come to you when you are targeted for the claw. The person getting meleed is the person highest on his threat table and also not out of reach at the end of the charge. Or, you can blink it, or you can bop it. You’re dying to a melee that’s not intended for you.

Navigating to the Next Boss

Anyone who has done this encounter before will probably be confused about the directions they have to go from this point. The irradiated walkway underneath would be the most common way to get to the last boss. You can’t go there, obviously, because you’ll die. So, you have to go toward the workshop door. It is kind of fun ripping off the roofs of these instances. The next boss will not patrol where the elevator stops, so stay in that area if you don’t want to miss B Electrocuter 6,000.

B Electrocuter 6,000’s Abilities

He has three signature abilities. Discombobulation Protocol is a raid-wide knockback. This will happen roughly every 30 seconds. Magnetic Pulse, visually represented very well, is a magnet around a player that pulsates every 2.5 seconds and also does damage to those around them. If a player affected by this pulls somebody in, that person pulled in can run out before it pulsates again. It’s completely fine; you just want to get away from other people so you don’t disrupt their play until it gets off of you. It lasts like 16 seconds. And the big thing is Static Arc. If you don’t have coordination, this is where your group will fail. You need two groups of three. You can do this with melee or with range; it’s irrelevant of distance. The person who is furthest from the boss will be targeted. This will chain to the two closest players to them.

Static Arc Coordination

You can have six people positioned at range. Have a person from group A be the furthest back, chaining to their two, then a person from Group B become the furthest back, chaining to their two. The consequence of getting hit with this twice in 20 seconds equals death. There is around 15 seconds between each cast, so you do need two groups. If you have next to no range, you can do this with melee, just coordinate left and right back sides. It’s all relative. If your group is confident in handling Static Arc, you can use the walls to mitigate the knockback effect and reposition yourselves appropriately for the arc when needed.

The Mechanical Menagerie

Here’s a fun themed fight: The Mechanical Menagerie. Here you’ll see Nutter Butter, Chicken Little, Lamb, and Bad Dragon. You can claim it something else, you know what you’re doing. Going to clear up a general misconception with the sheep; it doesn’t explode if you get near it. I know it alludes to that; it comes from the explosive sheep engineering. All these are engineering pets; that’s the gimmick, but no, that’s not here. Each animal has an aura or a periodic aura, an area effect buff, and a signature ability.

Auras and Effects

I’m going to start off with the auras. The Sheep has Static Fleece; every two seconds, it’ll stun someone in melee range for one second. The Dragon has Slag Ember; it’ll put down a fire underneath itself every 5 seconds unless it’s casting something else. These are three yards in radius. The Squirrel has a constant aura called Nutty Shield, reducing all damage done to it by 25%. And the Chicken will spawn an egg roughly every 20 seconds; if the egg is left alive for 10 seconds, it’ll become armed. Coming into 10 yards of it after it is armed will cause it to explode, 10-yard radius fire damage.

Buff Mechanics and Signature Abilities

Two of the area effect buffs are particularly scary, each lasting 15 seconds, except for the squirrel’s, which is 30. All are 10-yard AOE’s. The Sheep has a buff called Fray Wiring, making it and its allies in range reflect all damage done to them. The Dragon’s buff is Overheat; this makes each buffed ally deal 70 fire damage every second and increase the damage they take by 25%, lasting for 15 seconds.

The Squirrel puts down a placed AOE that reduces damage taken by 50%; this does not benefit players. The Chicken uses Cluck to buff its allies with 50% increased attack speed. Overheat and Widget Forts are negligible. Fray Wiring is “wipe or don’t damage for 15 seconds” if it is applied to all his allies, which shouldn’t happen since you should keep them away from him. Cluck is 15 seconds of your tanks being in pain.

Each of these has a three-second cast. You can split tank the chicken away from the group as it’s going to cast Cluck and drag it back into the party after it is cast if you are worried about healing being difficult. Lastly, their signature abilities: The Sheep does Binary Bleet; it is an 8-yard AOE silence. Very few know what this does because nobody really stays close to this thing.

Combat Mechanics Overview

The dragon has Sprocket Fire Breath, a 60-yard bar in front of it that channels for 5 seconds, applying a stacking dot to those who stay within it. The squirrel’s Widget Volley is a casted interrupt that can be interrupted. The chicken has Peck; it’s essentially a free melee to go with its auto-attacks. This mob does the most damage to your tank. Traditionally, this fight will go by keeping the Sheep away from the three-pack, one tank tanking the chicken, the tank taking the squirrel and the dragon, shuffling out of the fire this places down, cleaving the egg down with the rest of them. If your healing can handle it, you can leave them in for Cluck. You can absolutely leave all of them in for Overheat.

Resource Management and Environmental Hazards

If you are struggling for Mana during this fight, there are buttons around the room that you can click, essentially life-tapping your resources, trading 30% of your health for 20% Mana. Don’t stand in the place fire on the ground as it applies the same debuff that the breath does. You want to work these guys down together, as once any of them reach 1% health, they will begin to cast to repair themselves. You then have a 20-second window to kill the remaining bosses, and that’s the entire fight.

Post-Encounter and Mechathermoplug Introduction

Immediately after you complete this encounter, Mechathermoplug will spawn. His aggro radius is about 10 yards. If anyone is unaware of this, or you attempt to loot the bosses near the center of the room, you may prematurely trigger his RP, which begins the boss fight. Any attempt to salvage by resetting or running out will be in vain because past the lasers, which would damn near instantly kill you, there is a kill zone for the entirety of the tunnel. If parsing and World Buffs matter to you, please pay heed to not trigger the boss early.

Mechathermoplug Fight Phases and Bomb Mechanics

Mechathermoplug is a five-stage fight, really four, but why not. A huge portion of this fight is handling the bombs. We found out what best works is having two powerhouse range that can drop them in moments, cycling between killing the bombs and clicking the button, and trading off for every other one. The six statues around the room produce bombs. There’s a button on the side that makes it so they don’t spawn the bombs for a while. These life-tap buttons take away 30% of your health, give you 20% Mana, and increase your movement speed by 100% for 5 seconds. The first phase bombs are fire; they match the same element as the boss and leave a patch of fire on the ground. The second phase will leave a patch of ice on the ground. The third phase will leave a patch of poison on the ground. These will all apply the same debuff that is affecting.

Phase One: Fire Robot Mechanics

During each phase, the boss will execute an element swipe towards the tank. In phase one, the fire robot, every 5 to 10 seconds, will perform a frontal swipe affecting the tank and anyone in front of the boss, leaving a debuff that does 100 fire damage per stack, lasting for 30 seconds. About 35 seconds in, he’ll cast Furnace Surge, which pulsates that fire debuff in front of him in the same frontal arc every second for 10 seconds. He is slowed to 80% during this, which is counteracted by the tank kiting him away until he stops the channel. You can one-tank this if your DPS is high enough or if you opt for a Paladin tank to bubble. You should be able to transition this phase with your tank at 8 or fewer stacks.

Phase Two: Frost Variant Mechanics

Phase two introduces a frost variant of the robot, which hits the tank particularly hard and applies a movement slow with every stack of its swipe. This can become obnoxious for the people dealing with the bomb situation, as that debuff is both shared by the bombs and his raid-wide pulse, which is called Coolant Discharge and happens roughly every 24 seconds. When the stacks reach 11, it freezes the target. Both the stacks and the ice block effect are cleansable. To be Mana savvy, cleanse when somebody becomes an ice block, which should only ever be the tank if the bombs are under control. If his Coolant Discharge goes off while somebody is currently ice-blocked, it will wipe the raid.

Phase Three: Poison Robot Mechanics

Phase three features a poison variant of the robot. Its swipe leaves a debuff that increases poison damage by 50%. This disease can and should always be cleansed off your main tank. The added gimmick for this phase is Toxic Ventilation, a channel cast without a cast bar; you just interrupt it, and it stops him from doing raid-wide damage. Once you push this phase, you’ll encounter a variant of the robot, cut XD L, that executes every variation of ability that the previous robots did, but so offset that it doesn’t significantly impact the fight strategy.

Final Phase and Conclusion

You’ll experience a kite phase with repeat damage on the tank, spots of cold, and necessary interrupts. Beat this one down to zero health, whereas the others were at 50%. Then, in a metaphorical sense, Shinji exits the robot, and you give him a “physical beatdown” instead of a psychological one, and you receive loot. If your bomb squad is excellent and your healers are on point, this fight is relatively straightforward. If the group is uncoordinated, it can be challenging. You can use buttons around the room to regain Mana if needed. This fight is manageable with a trustworthy team, emphasizing the importance of coordination and skill over mere participation.

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