World of Warcraft Community Magazine Issue 12 | Page 48
ARTICLE
48 // World of Warcraft Community Magazine
be in a straight line with it or they
will get picked up, take damage and
have a dispellable dot placed on
them. Air Phase (phase 2) begins
when Reaver reaches maximum
energy. Multiple players will get
targeted with Artillery Strike here,
where they must keep a good
distance away from all others
before it detonates. Additionally,
Reaver drops lines of gas, Fuel
Streak, which slow anyone who
steps in it, and then lights it on fire;
players must avoid standing in this.
Explosives are dropped during this
IRON REAVER
that requires cooldowns in heroic,
phase which need to be quickly
DPS Benchmarks
and heavy healing in normal. As
DPS’d down to avoid raid damage.
Normal - 22k, 25k
well, all players should dodge the
Upon finishing his air phase,
Heroic - 34k, 43k
green being tossed around from
Reaver will highlight a large circle
Unstable Orb; keeping an 8 yard
in the room where he is going to
HPS Benchmarks
range helps reduce the damage.
drop down, Falling Slam, DO NOT
Normal - 27k, 30k
Reaver will Blitz back and forth
stand in this. The fight is then rinse
Heroic - 40k, 50k
across the room, players must not
and repeat until loot falls out.
Normal/Heroic Strategy Guide
This encounter is all about
movement and numbers, and
consists of 2 phases. Ground phase
(phase 1) - Tanks with Artillery
Strike must move away, far, far, away
from all other players. All players
must dodge Barrage, the area to be
hit by this ability is predicted with
his motion right before he throws it.
Pound is a healing intensive ability
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