The Iron Maidens

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Heroic Overview

The Iron Maidens is the third boss in the Iron Assembly Wing of the Blackrock Foundry raid instance. There are a lot of interesting mechanics to this encounter and how we plan to overcome these challenges I will detail in our strategy section below but for now lets go over the basics of this fight. This is a council-style encounter that takes place in Dread Grotto. Throughout this encounter the Iron Maidens; Admiral Gar'an, Enforcer Sorka, and Marak the Blooded will continuously gain an energy resource called Iron Fury. As their Iron Fury reaches values of 30 and 100, each boss will unlock a new ability. During the fight periodically one of the Maidens will move to the Dreadnaught to bombard players with its cannon. A team of players must use loading chains to get to the deck of the boat, defeat the Deckhand stationed there, and sabotage the ammunition of the main cannon before it finishes Warming Up. When any one of the Maidens reaches 20% health, all three activate Iron Will for the remainder of the fight. Lets start off this overview by reviewing this encounter Npcs and their abilities.

Admiral Gar'an

  • Iron Shot is an ability Admiral Gar'an uses against a random raid member that deals a moderate amount of Physical damage.
  • Rapid Fire is an ability where Admiral Gar'an targets a random raid member and begins casting a series of explosive rounds targeted at the location where that player is standing. Upon impact these rounds explode dealing a large amount of Fire damage to all players within 5-yards of them.
  • Penetrating Shot (30 Iron Fury) is an ability where Admiral Gar'an selects a player at random and marks them with a red laser beam. After 6 seconds Admiral Gar'an will fire a Penetrating Shot that deals a massive amount of Physical damage to her target. All players standing in between Admiral Gar'an and the player marked at the time Penetrating Shot is fired will split the damage evenly.
  • Deploy Turret (100 Iron Fury) is an ability where Admiral Gar'an places at random an automated Dominator Turret, which fires a series of blasts in a circular pattern. All players who are hit by the blasts will suffer a large amount of Fire damage.

Enforcer Sorka

  • Blade Dash is an ability where Enforcer Sorka dashes through a player and then continues to path through all other players within 8-yards of her original target dealing a moderate amount of Physical damage to each player she transverses.
  • Convulsive Shadows (30 Iron Fury) is a stacked debuff Sorka places on a random enemy target that inflicts a moderate amount of Shadow damage every two seconds. Each time Convulsive Shadows deals damage one of its applications is removed from the stack. However, if a player is dispelled all remaining stacks are removed and the afflicted player suffers a burst of Shadow damage equal to the number of stacks dispelled.
  • Dark Hunt (100 Iron Fury) is ability where Sorka will fixate on a player and after 8 seconds she will jump towards them dealing a massive amount of Physical damage to her target.

Marak the Blooded

  • Blood Ritual is an ability where Marak targets an enemy at random channeling a spiral-like beam at them. After 5 seconds anyone standing inside the beam in between Marak and his target will suffer a large amount of Shadow damage, additionally the closest player to the boss inside the beam will be struck by Crystallized Blood, a projectile that deals a massive amount of Physical damage.
  • Bloodsoaked Heartseeker (30 Iron Fury) is an ability where Marak targets 3 players at random and after 5 seconds she simultaneously throws a weapon at each of her targets.
  • Sanguine Strikes (100 Iron Fury) is an ability that deals raid-wide Shadow damage in relation to the melee damage done to her tank.

At specific junctures in this encounter each boss will take a turn at boarding the Dreadnaught. While the Dreadnaught is boarded it will fire a series of Bombardment Patterns against the players on the dock. These Bombardment Patterns have two main components players need to be aware of.

  • Bomb Impact deals Fire damage to all enemies standing in a small area around the location a bomb lands.
  • Detonation Sequence causes bombs on the dock to explode inflicting a large amount of Fire damage in a 7-yard radius.

While on the Dreadnaught, the boarding party will need to contend with the following types of adds. Remember the types of adds will vary depending upon which boss has aboard the Dreadnaught.

  • Blackrock Deckhand
    • Uktar, Deckhand of Admiral Gar'an
      • Grapeshot Blast is an ability Uktar casts at a random raid member that deals a moderate amount of Fire damage to his target.
    • Battle Medic Rogg
      • Earthen Barrier is an ability Rogg casts on an Ally that absorbs a large amount of damage.
      • Protective Earth is a buff Rogg casts on an Ally which gives them Earthen Barrier each time they suffer damage.
      • Chain Lightning is an ability Rogg casts at a random enemy which deals a moderate amount of Nature damage and jumps to nearby enemies.
  • Shattered Hand Deckhand
    • Gorak, Deckhand of Enforcer Sorka
      • Deadly Throw is an ability where Gorak throws a knife at an enemy that deals a large amount of Physical damage and reduces their movement by 80% for 5 seconds. This ability can be intercepted by other players standing in its path.
      • Call for Reinforcements is an ability where Gorak summons an Iron Eviscerator.
    • Iron Eviscerator
      • Fixate is an ability that causes an Iron Eviscerator to attack a fixated target ignoring any threat mechanics.
      • Swiftness is an buff Iron Eviscerators gain the longer they are alive, increasing their movement speed and haste by 10% per stack.
      • Expose Armor is an ability Iron Eviscerators cast against their target that inflicts a large amount of Physical damage and increase the amount of Physical damage taken by 20% for 180 seconds.
  • Bleeding Hollow Deckhand

Mythic Changes

In Mythic the Iron Maidens encounter largely feels the same as its heroic counterpart. However there are some noticeable changes to Marak's and Sorka's abilities that will require the team to adopt a modified strategy. Before we discuss our strategy let's review the upcoming changes.

Enforcer Sorka

  • In Mythic Blade Dash now spawns a Swirling Vortex. This vortex moves along the path that Sorka took during her Blade Dash. Players who are hit by this vortex will suffer a moderate amount of Nature damage and will be stunned for 1.5 seconds.
  • Sorka's Prey is a debuff players receive after being hit by Blade Dash that increases damage taken from subsequent Blade Dash attacks by 180%, this debuff lasts for 4 minutes.
  • In Mythic each time Convulsive Shadows deals damage it will gain a Lingering Shadow effect. Lingering Shadow will create a pool on the ground and anyone that comes into contact with a pool will receive a Convulsive Shadows debuff.

Marak the Blooded

Going Ham!

We will use Heroism/Time Warp in the final phase indicated by the activation of Iron Will.

General Positioning

Flamethrower Positions

On the initial pull on the raid will be positioned on the right side of the room relative to the bosses starting location. Sorka's tank and the player designated to handle Blade Dash will move to the top left corner of the docks indicated by the green marker on the illustration. Once the initial Blade Dash goes out, those two players will proceed to rejoin the rest of the melee group. Just before the next Blade Dash is about to be cast those same two players will move behind the the melee group indicated by the yellow location maker to spawn a Swirling Vortex. For the remainder of the encounter the Blade Dash group will place vortexes along the edge of the green and yellow markers in a similar fashion as just recently described. Remember that the path that a vortex travels is the same path that is drawn when Sorka Blade Dashes to a target so its important that her and the target are stacked on top of one another to avoid creating large paths. Penetrating Shot is handled the same way as in heroics however, this time the player marked will move behind both range and melee groups as shown on my illustration. Players with Rapid Fire will move right, and at the same time their respective group briefly shifts left, returning to their original location when safe to do so. Players who are marked with Bloodsoaked Heartseeker will need to move to blue where we want to spawn Volatile Blood Orbs. The player that is marked will Blood Ritual will move to red.

Dreadnaught: Marak

The Boarding Party will stand on the crates next to the ammunition depot on the deck of the Dreadnaught. This will allow the group to completely ignore the Corrupted Blood mechanic, effectively allowing everyone to stand still and dps Uk'urogg.

Dreadnaught: Sorak

Before pulling Gorak, the Boarding Party will need to crowd control the two Iron Eviscerators. Each time he casts Call for Reinforcements, the team will need to apply another crowd control effect on the newly summoned add while in between focusing damage on Gorak.

Dreadnaught: Gar'an

The Boarding Party basically needs to be spread out around Uktar so that only one player ever gets hit by Grapeshot Blast. Players need to always interrupt the Battle Medic Rogg's Protective Earth and Earth Barrier spells, and ignore interrupting Chain Lightning.

  • Marak's tank must be sure to intercept Blood Ritual so that no other player is struck by Crystallized Blood.
  • Even though Admiral Gar'an is untankable still taunt him so we can stack him up with the rest of the bosses.
  • When the Maidens reach 100 Iron Fury, Marak's tank needs chain together powerful survivability cooldowns to reduce raid damage from Sanguine Strikes.
  • When a Dominator Turret spawns, move tankable bosses away from it so tanks & melee can dodge the projectiles.
  • Make sure to dps the Maidens down fairly evenly.
  • Melee must avoid standing between Marak and the Blood Ritual target.
  • If targeted by Blood Ritual, move to the designated location so the tank can intercept Crystallized Blood.
  • If targeted by Rapid Fire, move out of the raid quickly and keep running until the debuff fades.
  • If targeted by Penetrating Shot, stand still so ranged DPS and healers can intercept the attack and split the damage.
  • In range Dps kill Dominator Turrets when they spawn.
  • If targeted by Convulsive Shadows, use a personal damage-reduction cooldown to survive the damage.
  • If targeted by Bloodsoaked Heartseeker, run away from the other targeted players to minimize damage.
  • If targeted by Dark Hunt, use a personal damage-reduction cooldown as the debuff is about to expire.
  • During Detonation Sequence, move into safe spaces to avoid taking fatal damage from the bombs.
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