Grob'thok "Who feeds the forge"

Grob'thok

We always keep the same team of writers and we give you the Grob'Thok guide.

This boss consists of a lot of work by the tanks and no mistakes on the part of the other members. As usual, we recalled the mechanics in Hard mode and then the new features in Nightmare. At the end of the article, you will find the videos.


Grob'thok "Who feeds the forge"


Grob'thok


Rappel du HM:

Grob'thok must be placed under the magnet in order to stop the Pipe Shock. The position of the first magnet at the moment of the pipe shock will depend on the moment of the pull. For the following magnets, the positions are fixed.

A player is regularly called to place areas on the ground. Staying in these areas will give you a debuff that will build up in stacks as you fall asleep in the area. The higher the number of accumulations, the more damage you will take.

Ugnaughts appear regularly. Passing them through areas on the ground will kill them.

 

New mechanics:

The magnet now moves much faster. No need to run after to get Grob'thok underneath, he's going faster than you.


Another novelty concerning the magnet: going under it will kill you!

The tank is thrown backwards and loses the boss's aggro. If another person is present in the cone (cleave), they are also thrown backwards.


The person taking the roar will automatically have aggro on the Ugnaughts for a few seconds. The tank must therefore try to orient itself so as not to be thrown towards the adds when possible and of course not in the magnet.

The damage inflicted by Pipe Shock is greatly increased. Your party will be able to survive two hits on the ground, but no more. To make life easier for the tanks, try to respect a position of the pull magnet, the location of the magnet during the Pipe Impact will be regular, so better placement.

It is now two players who set up the zones, so enough to make a nice mess in the middle of the room. To facilitate the passage of the ugnauths in the zones, it is necessary to place them in line so that the ugnauths pass in and out of it as quickly as possible in order to kill them more quickly. Lava gives you a debuff that will deal damage to you (increasing with the debuff). However, when this debuff is applied to Ugnaughts, they suffer graduated damage. The damage is progressive but the Ugnaughts must leave this area so that they increase until they kill them. If not, the duration will only recover to its maximum and the damage will only be minimal.


They now appear protected by an invincibility shield. To bring down this shield, there is only one solution: make them run in the areas of flames on the ground.

Be careful, the Ugnaughts hit hard, very hard (around 17k per hit for someone who is not a tank). We must therefore force them to keep a good distance from them while making them pass through the flames.



They can be controlled, feel free to do so if there are no flames on the ground.

If you're DPS or a healer, and they start chasing you, don't take the risk and run away!

If a group of Unnaughts spawns during a Pipe Strike, they will be killed after two pipe hits. The explosion of ugnaughts deals great damage to players near them, so it is advisable to control them away from the group before the pipe clashes.

As said before, Ugnaughts are sensitive to controls and slowdowns. Here is a summary of the various controls by class, to which must be added the seismic grenades of the cybernetic profession:

  • Smuggler
  • Consular
  • Soldier
  • Knight
  • Grenade Flash
  • Vicious kick
  • Legs shooting (Franc Tireur)
  • Pulse detonator (Franc Tireur)
  • Force Stream: Can be upgraded by the "Force Wake" talent in the Telekinesis branch of the Scholar.
  • Force Stun
  • Force slowdown
  • Lift by force
  • Vanguard neural surge
  • Vanguard Riot Gas
  • Cryo-Grenade
  • Striking Charge: Can be upgraded in the Commando Artillery Tree by the Stun Force talent.
  • Guardian's Icy Force
  • Dread
  • Force stasis
  • Sentinel's Twin Saber Spear

 


Grob'thok

Grob'Thok will have to be tanked where the icons are placed, then brought back following the arrow at the moment of the pipe shock.

The diagram does not take into account the first pipe shock since it depends on the position of the magnet at the moment of the pull.

There is a trick for the first Pipe Shock. While staying in the entrance of the room, the magnet is stuck in the back left of the room. If you start the fight at this point, the boss will take the magnet long. (just before half the length).

 

videos:

  • Tank
  • Distant
  • Distant GDA
  • Healer

http://www.twitch.tv/tigroou/c/4303016 

 

Good luck to you !



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