Introduction
This guide is intended to provide a comprehensive description of theencounter with Siegecrafter Blackfuse in Siege of Orgrimmar. It is targeted at anyonewho desires to understand the fight mechanics.
This guide is updated for World of Warcraft MoP 5.4.
Siegecrafter Blackfuse is the twelfth boss in the Siege of Orgrimmar. Thisis an extremely complex encounter, during which your raid will have to notonly fight against Blackfuse, but also contend with a large number of the boss'gadgets and devices.
1. General Information↑top
1.1. Health Values
10-man | 364M | 32.7M | 3.3M | Heroic-only |
10-man Heroic | 500M | 32.7M | 3.3M | 3M |
25-man | 1B | 12.8M | 8.2M | Heroic-only |
25-man Heroic | 1.77B | 12.8M | 30M | 12.2M |
LFR | ???M | ??? | ??? | Heroic-only |
10-man | 3.3M | 3.3M | 3.3M | 1.2M |
10-man Heroic | 3.3M | 3.3M | 3.3M | 1.2M |
25-man | 8.2M | 8.2M | 8.2M | 1.8M |
25-man Heroic | 30M | 30M | 30M | 3M |
LFR | ??? | ??? | ??? | ??? |
1.2. Enrage Timer
The fight has a 10 minute hard enrage timer. There is no soft enragetimer.
1.3. Raid Composition
10-man | 2 | 2-3 | 5-6 |
10-man Heroic | 2 | 2 | 6 |
25-man | 2 | 5-7 | 16-18 |
25-man Heroic | 2 | 4-5 | 18-19 |
In addition to the items listed below, Siegecrafter Blackfuse drops the tokens thatyou will need for buying your Tier 16 Shoulders parts:
2.1. Pets
Siegecrafter Blackfuse has a chance to drop a rare pet:
Blackfuse Bombling.
2.2. Armor
Item Name | Armor | Slot | Main Stats |
Fusespark Gloves (LFR, Flexible, Heroic) | Cloth | Hands | Intellect |
Bomber's Blackened Wristwatch (LFR, Flexible, Heroic) | Leather | Wrists | Agility |
Powder-Stained Totemic Treads (LFR, Flexible, Heroic) | Mail | Feet | Intellect |
Bracers of Infinite Pipes (LFR, Flexible, Heroic) | Mail | Wrists | Agility |
Calixian Bladebreakers (LFR, Flexible, Heroic) | Plate | Hands | Strength/Parry |
2.3. Weapons
2.4. Amulets, Rings, and Trinkets
3. Overview of the Fight↑top
The encounter against Siegecrafter Blackfuse is a single-phase fight.Your raid will face not only Blackfuse himself, but also several types ofadds.
There are two conveyor belts, one located at each end of the room where youfight Blackfuse. At regular intervals throughout the fight, several inactiveadds will be brought it on the north-western conveyor belt. Your raid memberscan move up on the conveyor belt and attack these adds, but only onecan be killed, as the remaining ones become immune when one dies. Soon afterthat, any adds that were not killed will appear on the north-easternconveyor belt, where they cannot be attack, and from where they use theirabilities against your raid for a certain amount of time.
Videos:
- PTR Preview —a short overview of the boss, based on PTR testing, which is extremelyuseful for getting a rough understanding of the fight.
- Video Guide— a video guide of the boss, based on live-realm experience.
4. Class-specific Advice↑top
On our forums, we are maintaining threads with class-specific advice for each of thefights of Siege of Orgrimmar. So, make sure to check them out, and if you have things toshare, do not hesitate to contribute!
Death Knight | |
Druid | |
Hunter | |
Mage | |
Monk | |
Paladin | |
Priest | |
Rogue | |
Shaman | |
Warlock | |
Warrior | |
5. Fight Structure↑top
5.1. Room Layout
Your raid starts out the fight on a large circular platform, located withina much larger room. This platform is where Siegecrafter Blackfuse islocated, and it is surrounded by lava. Most of your raid will beconfined to this platform for the duration of the fight, where you will fightBlackfuse and some of his adds.
5.2. Conveyor Belts
There are two conveyor belts in the room, located alongside thenorth-western and north-eastern walls respectively. Because of the lava,players cannot run or jump up onto these conveyor belts, but the north-westernconveyor belt can still be accessed despite the lava. Players can reach thisconveyor belt through a system of transport pipes (a la Super Mario).These pipes are located on the platform, next to the conveyor belt, andplayers can simply jump inside the pipes in order to be transported to theconveyor belt.
Players who use the transport pipes are debuffed with
Pattern Recognition, which prevents them from using the pipes to get tothe conveyor belt for 60 seconds. There are two pipes, but there does notseem to be any limit to the number of different players who can use the pipes,or who can be on the conveyor belt at the same time.
On the conveyor belt itself, several things happen.
- Several damaging beams of fire, called
Matter Purification Beams,are located along the belt. Coming in contact with them deals a massive amountof Fire damage to players, but because of the way in which they are positioned,they can be avoided. - The conveyor belt is constantly moving forward, and this also causesplayers to move forward along with it. Players can "run against the current",so to speak, in order to slow the rate at which they are moving, and toprolong the time they can spend on the belt.
- Several adds come out onto the conveyor belt. We discuss these adds ina specific section, but for now we will mention thatthey are harmless, and that your raid members can kill an add of their choice,the remaining ones becoming immune when one dies.
When players are ready to leave the conveyor belt, they can do so byjumping into a similar set of pipes, located at the other end of the conveyorbelt, which take players back to the platform. The Pattern Recognition debuffhas no interaction with this set of pipes.
6. Abilities↑top
6.1. Siegecrafter Blackfuse
Electrostatic Charge is a damaging ability that Blackfuse regularlyuses on his tank. It deals a large amount of Nature damage, and applies astacking debuff on the target. The debuff increases damage taken fromElectrostatic Charge by 100% per stack, but also causes the player to deal200% increased damage to any targets that have
Reactive Armor (one of theadds has this buff). This ability requires a tank switch.
Protective Frenzy is a buff that Blackfuse gains whenever one of hisadds is killed. It lasts for 10 seconds, and it increases his attack speed by100%.
Launch Sawblade is an ability that Blackfuse uses every 10 seconds orso. It creates a sawblade (a sharp blade that spins in place) at the locationof a random raid member. The sawblades deal massive Physical damage to anyplayers who come in contact with them, knocking them back. The sawblades alsodamage one type of adds, called Automated Shredders, when these come incontact with them. The sawblades last indefinitely, but one of the adds has anability that removes them (although your raid must perform a certain action forthis to happen).
Automatic Repair Beam causes Blackfuse to automatically heal anydamaged Automated Shredders or Crawler Mines located within 35 yardsof himself.
Energized Defensive Matrix is a buff that Blackfuse gains if your raidfails to kill any of the adds that spawn in one wave on the conveyor belt.This buff lasts for 20 seconds, and it reduces the damage Blackfuse takes by90%.
6.2. Adds
6.2.1. Automated Shredders
30 seconds after the start of the fight, and roughly every 2 minutes afterthat, Blackfuse summons an Automated Shredder add. These large addshave several abilities.
Reactive Armor is a buff that reduces their damage taken by 80%.
Death From Above is an ability that the Shredder uses regularly. Itleaps up into the air and then lands, dealing a massive amount of Physicaldamage to players in a 15-yard radius. After landing, the Shredder is stunnedfor 5 seconds, during which time it takes 200% increased damage.
Overload is a raid-wide damaging spell that the Shredder regularlyuses. It deals a large amount of damage, and causes the Shredder to gain apermanent stack of a buff increasing its damage done by 30%. Players on theconveyor belt are not damaged by Overload.
It is worth noting that the Automated Shredders can be damaged byBlackfuse's sawblades, as well as by several other add abilities (listedbelow).
6.2.2. Conveyor Belt Adds
Every 40 seconds, a new wave of adds will enter the fight on thenorth-western conveyor belt. Three different adds will enter the fight eachtime, chosen randomly out of four total types of possible adds.
When on this north-western conveyor belt, the adds are deactivatedor, in the case of one of them, disassembled. Essentially, this meansthat they do not do anything and they can simply be attacked and killed,although as we have mentioned, once one of the three adds on the conveyor beltdies, the other two become immune.
The adds that are not killed come out on the north-eastern conveyor belta few seconds later. Once there, they are no longer deactivated, and areinstead activated. Once on the north-eastern conveyor belt, the addscan no longer be killed. These adds remain on the north-eastern conveyor beltlong enough to cast their ability once (they each have a single ability, andafter using it they disappear). The exception to this rule are certainmine-like adds that jump down on the platform and need to be killed.
Below, we list the abilities of each of the four types of adds, as well asthe name of the adds when they are on the north-western conveyor belt.
- Activated Missile Turrets use
Shockwave Missile against yourraid.
Shockwave Missile creates three damaging waves of "seismic energy".The first wave strikes a small area around Siegecrafter Blackfuse, withsubsequent waves, each about 15 yards wide, striking farther and farther out,until the edges of the platform are reached. Each wave has an orange warninganimation that gives players about 2-3 seconds to move out of the affectedarea. Players standing in an area that is affected by a wave take a very highamount of Nature damage. Automated Shredders also take damage fromShockwave Missile. After one cast of Shockwave Missile, the Missile Turretdespawns from the north-eastern conveyor belt.- When on the north-western conveyor belt, the Activated Missile Turrets arecalled Deactivated Missile Turrets.
- Activated Laser Turrets use
Superheated against your raid.
Superheated is a laser beam that follows a random raid member,leaving damaging void zones at the point of impact. Players who stand in thesevoid zones gain a stacking DoT that deals a small amount of Fire damage persecond for 7 seconds. Automated Shredders also take damage fromSuperheated void zones. After chasing a player with the laser beam for 10seconds, the Activated Laser Turret despawns.- When on the north-western conveyor belt, the Activated Laser Turrets arecalled Deactivated Laser Turrets.
- Activated Electromagnets use
Magnetic Crush against yourraid.
Magnetic Crush pulls all players and sawblades towards theActivated Electromagnet over the course of about 10 seconds. Players canresist this effect by running in the opposite direction, but all the sawbladeswill inevitably make their way to the Activated Electromagnet, being removedfrom the fight. Any players or Automated Shredders who come in contact withsawblades that are being pulled by an Activated Electromagnet take damage fromthem. After one cast of Magnetic Crush, the Activated Electromagnet willdisappear.- When on the north-western conveyor belt, the Activated Electromagnets arecalled Deactivated Electromagnets.
- Several Crawler Mines jump down from the north-eastern conveyorbelt, fixating on random raid members and moving towards them.
- When a Crawler Mine reaches its target, it casts
Detonate!,self-destructing and dealing a large amount of Fire damage to all raidmembers, knocking them up in the air. - For the first minute after spawning, the Crawler Mines are debuff with
Break-in Period, which renders them vulnerable to root, snares, andstuns. After 1 minute, Break-in Period is replaced by
Ready to Go!, whichremoves the previously-mentioned vulnerability and increases the Mines'movement speed. - When on the north-western conveyor belt, the Crawler Mines are calledDisassembled Crawler Mines.
7. Strategy↑top
We will first summarise the strategy for the fight, before going intomore details in subsequent sections.
- Have your tanks perform a tank-switch on Siegecrafter Blackfuse andthe Automated Shredders, while making sure to keep the boss at least 35yards away from any adds to avoid them being healed. The Automated Shreddertank will be killing this add.
- Assign certain players to go to the north-western conveyor belt each timea new wave of adds spawns there, and have them kill one of the three adds inthe wave.
- DPS Blackfuse while avoiding the damage from the adds, including thoseadds that enter the fight on the north-eastern conveyor belt.
7.1. Tanking
The ideal location to tank Blakfuse in is at the edge of his platform, rightnext to the north-western conveyor belt. Tanking the boss at the edgemeans that the waves from
Shockwave Missile will be easier to avoid, andtanking him at this particular edge gives your raid the greatest possibledistance from where the Crawler Mines spawn (they spawn next to thenorth-eastern conveyor belt).
Blackfuse's tank cannot also tank the Automated Shredders, since theywould be healed by the
Automatic Repair Beam aura if they were to comewithin 35 yards of the boss. This means that Blackfuse and the AutomatedShredders must be tanked by different tanks, who must always be at least 35yards apart.
A tank switch must be performed on Blackfuse, due to the
Electrostatic Charge debuff. Normally, the damage that a tank debuffedby Electrostatic Charge does to the Automated Shredder should kill it by thetime the next Shredder spawns, meaning that your tanks can switch their targetswithout fear of bringing Shredders too close to Blackfuse (since they wouldswitch when no Shredders are up, and the tank who does not have Blackfuse canpick up the new Shredder when it spawns afterwards).
Blackfuse's tank will have to be prepared with a defensive cooldown wheneveran add dies, since the boss buffs himself with
Protective Frenzy whenthis happens.
The Automated Shredder tank must watch out not be get hitby the add when it casts
Death From Above. Also, it is somewhat usefulto have the Automated Shredders take damage from the various add abilitiesthat damage them, but this is certainly not mandatory.
7.2. Conveyor Belt Assignments
A new wave of adds spawns on the north-western conveyor belt every 40seconds, but due to the
Pattern Recognition debuff, any one player can onlytravel to the conveyor belt every 60 seconds. This means that you will need toassign two different teams to handle the conveyor belt alternatively.
Players on the conveyor belt do not take any damage (unless they fail toavoid the
Matter Purification Beams, in which case they die anyway), sothere is no need to send any healers there. There is no need for tanks, either,so you should only assign DPS players to the conveyor belt.
In 10-man, it is enough to send 2 DPS players to the conveyor belt toassure that the desired add is killed before reaching the end of the belt. In25-man, 4 players will do the job.
Finally, there is the question of which add your raid should kill on thenorth-western conveyor belt. There is no simple answer, since each raid groupmay have difficulty with different abilities, based on its strengths andweaknesses. That said, we believe that you should mostly kill theDisassembled Crawler Mines, since they are the most disruptive to yourraid. You will have to regularly (at least once every 3 waves) allowa Deactivated Electromagnet to make it over to the north-eastern conveyorbelt, since you need this add's
Magnetic Crush to remove the sawbladesfrom the room.
7.3. Main Platform
On the main platform, your raid members will have to essentially DPSSiegecrafter Blackfuse while surviving the many abilities used by the bossand the adds.
Your raid members will have to stay away from anysawblades that Blackfuse creates through
Launch Sawblade. These sawbladeswill limit the amount of space your raid has, so that is something you willhave to account for. Whenever an Activated Electromagnet casts
Magnetic Crush, make sure that you are not standing between theElectromagnet and any sawblades, since they will hit you when they come incontact with you.
Players will have to avoid being hit byAutomated Shredders when they cast
Death From Above. TheAutomated Shredders'
Overload simply requires that your healersreact accordingly to the raid damage. The damage of the Shredders increases thelonger they are alive (since their damage increases each time they castOverload), but this should not be a problem as long as your tanks perform thetank switches correctly.
Next, your raid members will have to handle the Activated Laser Turretsintelligently. Players who are targeted by the laser beam, and who aretherefore leaving behind
Superheated void zones must take the beams inareas where they will not interfere with your raid's positioning, and theymust especially pay attention to the current location of the sawblades.Specifically, it is important not to lock players in between sawblades andSuperheated void zones.
A particularly difficult part of the fight is when Crawler Minesjump on the platform. Players who are fixated upon by these adds must kitethem around, and they must be killed before they reach their targets. Yourraid should take advantage of the
Break-in Period debuff that the CrawlerMines have for the first minute after they spawn, and stun, snare and root themwhile killing them quickly. Even though the Crawler Mines have low health, itis still important not to kite them next to Siegecrafter Blackfuse, since his
Automatic Repair Beam will heal them.
Finally, your raid will have to avoid the damage caused by theActivated Missile Turrets'
Shockwave Missile. Given the fact that eachwave gives players ample time to avoid it, this ability is not really veryproblematic. If players stand about 15 or 30 yards away from Blackfuse whenthis ability is about to be cast, then they should be very close to the edgesof the waves. We would also note that Hunters'
Deterrence works toprevent damage from this ability.
8. When to Use Heroism/Bloodlust/Time Warp↑top
We recommend using
Heroism/
Bloodlust/
Time Warp at thestart of the fight, to benefit from the fact that all your raid members' DPScooldowns are available, and also because no other more suitable moment existsthroughout the fight.
9. Summing Things Up↑top
In this section, we will very briefly summarise what the players belonging toeach of the three roles have to do during this fight.
9.1. Tanks
- Perform regular tank switches on Siegecrafter Blackfuse and on theAutomated Shredders. Take the Shredders at least 35 yards away fromBlackfuse.
- Watch out for the increased damage Blackfuse deals for 10 seconds afteran add is killed.
9.2. Healers
- Beware of the increased tank damage whenever an add dies (Blackfuse gainsa buff called
Protective Frenzy). - Beware of the raid damage caused by
Overload.
9.3. DPS
- DPS Siegecrafter Blackfuse when no Crawler Mines are alive,otherwise DPS them.
- If assigned to do so, go to the north-western conveyor belt and DPS thedesignated add.
9.4. Everyone
- Avoid the numerous ground-based abilities in the fight.
- If fixated upon by Crawler Mines, make sure not to let them reachyou, and not to kite them within 35 yards of Blackfuse.
10. Learning the Fight↑top
In this encounter, your raid will be under a lot of pressure right fromthe start, with many abilities being used against you all at once. Since most ofthese abilities require awareness and good reflexes in order to be avoided,you will have no choice but to pull the boss as many times as it is needed forall raid members to get used to these abilities.
As a raid leader, you should look to see which of the adds that comes in onthe north-western conveyor belt is most difficult for your raid to deal withand have that one killed each time.
11. Heroic Mode↑top
The Heroic mode of the Siegecrafter Blackfuse encounter is heralded asone of the most difficult Heroic modes of the instance, arguably more difficultthan most fights that precede it. While there are not many changes to mechanics(and practically no entirely new mechanics), the execution of the fight isvery challenging.
11.1. Differences From Normal Mode
All the mobs in the fight have increased health, and their abilities andmelee attacks deal increased damage.
In addition to this, the biggest change to the fight comes in the form of abuff that is applied to one of the weapons that survive each wave on thenorth-western conveyor belt. One of the surviving weapons will becomeOvercharged, which means that when it re-appears on the north-easternconveyor belt, its mechanics will be different (more dangerous). We will gothrough each of the different weapons' Overcharged states below.
- Overcharged Electromagnets now alternate pulling and pushing playersand sawblades, instead of simply pulling them to the magnet. This back-and-forthcontinues while the Electromagnet is active, but before it despawns it willstill remove all of the sawblades, as in its non-Overcharged version.
- Overcharged Crawler Mines now spawn two larger Crawler Mines inaddition to some regular, small ones. The large Crawler Mines act exactly likethe smaller ones, except that when they die, they split up into two smallCrawler Mines each.
- Overcharged Missile Turrets now successively summon three MissileTurret NPCs on the platform, instead of casting
Shockwave Missile.Each of these NPCs will cast Shockwave Missile continuously until it is killed. When one Missile Turret is killed, the next one spawns (new Missile Turretsalways spawn to the right of the previous one, when looking towards theoutside of the platform), until you have killed all 3 turrets. - Overcharged Laser Turrets no longer follow a player with a laser beam,but instead they now create three concentric rings of fire on the floor of theplatform. These rings of fire do not touch, however, leaving severalsafe areas for raid members (the very center of the platform, the outer edge,as well as another safe ring around half-way between the center and theedge).
There are two rules that govern the Overcharging of weapons. The first isthat Overcharging is done based on a priority system, which is as follows:
- Electromagnet
- Crawler Mines
- Missile Turret
- Laser Turret
The second rule is that the same weapon cannot become Overcharged twice ina row.
There is one other small change to the mechanics of the fight. On thenorth-western conveyor belt, the walls formed by the
Matter Purification Beams no longer have a fixed gap in them. Rather, thegap regularly changes position, as one of the beams is always inactive. Eachinactive beam is only inactive for a very short time (about 5 second), afterwhich time it immediately re-activates and a new beam deactivates.
11.2. Strategy
While the overall strategy of the fight does not change, several smallaspects of it do differ in Heroic mode.
The most important aspect of the Heroic mode strategy is properly dealingwith the Overcharged versions of the weapons. Your raid can determine theorder in which the weapons will overcharge, to an extent, since thecomposition of each wave of weapons on the conveyor belt is fixed. We willlist the compositions of all 12 waves below (wave 13 marks the enrage timer ofthe fight).
- Wave 1: Crawler Mines, Missile Turret, Laser Turret
- Wave 2: Crawler Mines, Missile Turret, Laser Turret
- Wave 3: Electromagnet, Missile Turret, Laser Turret
- Wave 4: Crawler Mines, Missile Turret, Laser Turret
- Wave 5: Electromagnet, Crawler Mine, Missile Turret
- Wave 6: Crawler Mines, Crawler Mines, Laser Turret
- Wave 7: Crawler Mine, Missile Turret, Laser Turret
- Wave 8: Electromagnet, Crawler Mines, Missile Turret
- Wave 9: Crawler Mines, Laser Turret, Laser Turret
- Wave 10: Crawler Mines, Missile Turret, Laser Turret
- Wave 11: Electromagnet, Missile Turret, Missile Turret
- Wave 12: Crawler Mines, Electromagnet, Laser Turret
- Enrage
Note that within each wave that has the same composition, the order in which the weapons enter the conveyor belt is different, but this is not reallyrelevant.
Knowing that the weapons to be Overcharged are chosen based on a fixedpriority system, it is possible, to an extent, to control what weapon willOvercharge next. We recommend that each raid creates a strategy thatminimises the amount of times they need to deal with the overcharged weaponsthat they find most problematic. As such, there is no strategy that will workbest for the majority of groups.
In the sections that follow we will talk a bit about each of the aspectsthat are different (or simply more problematic) in Heroic mode.
11.2.1. Conveyor Belt
The first mentions must be made about how to handle the north-westernconveyor belt. The idea is the same as in Normal mode, but since the DPSrequirements are higher, you will almost certainly need to use 2 DPS players in 10-man and 4 or 5 in25-man if you are to kill weapons in time (unless your DPS players' gear isextremely good). Players who go up on the conveyor belt should save their DPScooldowns for the weapons, instead of using them on Blackfuse before going tothe belt.
We would like to note that it is possible for Hunters to go up on theconveyor belt without going through the pipes. If a Hunter stands on top of apipe, with their back to the conveyor belt, and then jumps up and uses
Disengage, they will end up on the conveyor belt. This is extremelyuseful because doing so allows the same Hunter to go up on the belt for eachwave, entirely bypassing the limitations imposed by the
Pattern Recognition debuff.
11.2.2. Electromagnets
The Overcharged Electromagnets will move raid members and sawblades backand forth, causing obvious positioning issues. There is not much to be saidhere.
11.2.3. Crawler Mines
Dealing with Overcharged Crawler Mines is fairly simple. The largeCrawler Mines will need to be killed as quickly as possible, with using aslittle crowd-control on them as possible (so as to have it available for thesubsequent small Crawler Mines). Since the mines do not all spawn at the sametime, you should not concern yourselves too much with grouping them up forAoE attacks. Instead, simply treat them as single targets.
Unlike what we recommend for the Normal mode strategy (tanking Blackfuse onthe opposite side of the platform from where the Crawler Mines spawn), it mayprove beneficial to have him tanked on top of where the Crawler Mines spawn toallow for cleaving damage on the mines.
11.2.4. Missile Turrets
As soon as the Missile Turrets from Overcharged Missile Turret startspawning, your ranged DPS players should switch to them and kill them.Naturally, everyone should make sure to avoid getting hit by the Shockwaveeffects it creates.
11.2.5. Laser Turrets
The Overcharged Laser Turrets are by far the most problematic part ofthe encounter.While the Overcharged Laser Turret is fairly simple to deal with (do not standin any of the fire it causes), this ability has other implications. Namely,for a good period of time before an Overcharged Laser Turret appears, you mustbe careful not to cover the safe zones with other ground effects. Inparticular, players must note kite non-Overcharged Laser Turret beams overfuture safe areas, nor must sawblades be placed there.
11.2.6. Automated Shredders
Given the fact that the Automated Shredders deal more damage in Heroicmode, their
Overload ability can become quite problematic. For the3rd and 4th Overloads of any given Shredder, you should use raid or personalcooldowns to ensure that everyone survives. In the event that your tank hasstill not killed the Shredder by the time of the 5th Overload, the damage willbe extremely high, so strong cooldowns are mandatory (although you will stillprobably wipe if this happens).
12. Concluding Remarks↑top
This concludes our raid guide for Siegecrafter Blackfuse. We hope you havefound it helpful. Please do not hesitate to post any feedback you may have onour forums.
13. Changelog↑top
- 18 Dec. 2013: Added Heroic mode strategy.
- 08 Oct. 2013: Added link to video guide.
- 17 Sep. 2013: Made several updates.
- Added 25-man health values.
- Updated the description of the
Shockwave Missile ability. - Added a mention of the ideal tank positioning.
- Changed our recommended kill target to theDisassembled Crawler Mines.
- Confirmed that sending 4 players to the conveyor belt in 25-man isviable.