Battletron is my favorite fight in Brawler’s Guild so far. Why? Because Dark Summoner is arguably a harder fight in terms of the mechanics. It’s about how you handle the mechanics themselves more than any enrage timer or dps quotient (though more dps always helps). Battletron, on the other hand, is very much a gear check. But rather than make the fight boring, it becomes an exercise in min-maxing. Exactly how much self-heals and dps can you squeeze out of your class, at the same time? For some, the dps will be the challenge. For others, staying alive. For many, both. And I love these kinds of challenges, because it asks you to find new ways to eke out every bit of your potential.
Battletron spawns mines around him that circle him the entire fight. Your attacks (Arcane Shot, for example) can detonate the mines, which are arena-wide, and do a lot of damage. It’s almost impossible to trigger less than two mines, but three will usually kill you. So the idea is to trigger two next to each other, and strafe for the rest of the fight inside that window.
The fight features a LOT of unavoidable damage and a really tight enrage timer. You need to be at about 85K or higher to get in under the enrage. On my kill I did 87K (I forgot to document my heals), and was right at the enrage. So the challenge is in balancing self-heals with dps.
Your primary heals are with Disengage and a Spirit Beast’s Spirit Mend heal. There are other “optional” heals that are great to have like Warlock cookies and a healing potion (which prevents you from using an agility potion, but it may be a necessary sacrifice). You will not have time to bandage.
MM can probably go toe-to-toe with BM on self heals. But between the extra pet versatility (Ancient Hysteria is almost a must for min-maxing), spirit heals, and burst damage, you’re hindering yourself by going anything other than BM. If your gear is a lot better than mine was (I was ilvl 489 for the kill), you probably have more options. But for those struggling, go BM.
Here’s the dumb part: certain abilities (Dire Beast, Lynx Rush) have a tendency to trigger the mines. So they’re out. You need a spec specifically tailored to this fight.
- You want Crouching Tiger, Hidden Chimera for the reduced cooldown on Disengage. When paired with the new Glyph of Liberation, it makes for substantial self-heals.
- Take Thrill of the Hunt and Murder of Crows. This is to avoid triggering mines (the crows don’t affect them). Glaive Toss is surprisingly safe. Use it without reservation.
- I went with Spirit Bond for the “healing tier” ability. I seem to have the most success with it in this format.
- Fun trick: Queue for a 40M battleground, grab Warlock heal cookies, and drop group. Longtime WHU reader Bramman gave me this advice, and it’s a wonderful extra buffer on heals.
- If you’re lucky enough to have a good buff group to join, great. If not, you’ll have to make do with what you can bring. That includes your Flask, Food (Agility or Stamina, depending on which you need more), Stamina Scroll, Kings Drums, and anything else you can think of.
- The key to this fight is finding the optimal mix of healing and dps. Buffs are part of this. For example, Spirit Bond’s and Disengage’s heals are based on your total health, so a stamina flask or stamina food will help them. If you need this to stay alive, do it. If not, go with the dps food/flask.
Stable & Pet Management
There are two pets that are almost “musts” in your stable: Corehound and Spirit Beast. When you teleport in, you instantly cast Ancient Hysteria (ideally macro’d to a Brawler’s agility potion) and dismiss your Corehound. Then you bring out your Spirit Beast for self-heals.
Beyond that, there are two strategies to choose from. The first is to use the Glyph of Stampede with your Spirit Beast. When Stampede is up, you can cast Spirit Mend for extra heals from all 5 pets. The second possible strategy is more dps-oriented. Basically, you pick pets that will leave lingering buffs or debuffs. A hyena’s attack speed buff is a great example. If self-heals are a bigger problem, do the first strategy. If dps is a bigger problem, do the latter. I went the dps route.
One more note on pet management: I found that when I cast Stampede early, the pets had a tendency to trigger the mines. This is of course bad. Wait 20-25 seconds into the fight to cast it.
Notes on Learning the Fight
There isn’t much beyond what I’ve told you to the strategy itself. Explode two mines, strafe, heal, dps. But it’s deceptively hard, much more so than that simple description implies. Here’s some strategies to get you to the point where a lot of this is second nature:
- The first thing I did was go in without buffs, without maximizing dps, literally just auto-shotting (and after that, auto-shot + Arcane and Cobra). My goal was ONLY doing the strafe dance. Then, after that, ONLY the strafe dance and healing myself. I didn’t even begin dps’ing in earnest until I knew I could get close to the enrage timer and still be alive. You need to be used to the tempo of the movement and the cooldowns on our heals, which we aren’t used to watching so closely most of the time. The purpose of this is…the strafing isn’t hard, but it needs to be second-nature, to the point where you’re ignoring it and doing it automatically. Maximizing everything else is potentially that important.
- Remember which side of the arena the “enrage” starts on (meteors that insta-kill you). If you manage to run to the correct side toward the very end, this can buy you another 4-5 precious seconds.
- Fiddle with aiming your Disengage. Often I’d overshoot the “mine window” and have to run a bit before resuming my rotation. This is lost dps. Careful Disengage management is very helpful.
Video (ilvl 489)