The Blast Furnace Detailed Strategy Guide (Heroic+Mythic Modes included)
Table of Contents
Introduction
This guide is intended to provide a comprehensive description of the encounter with The Blast Furnace in Blackrock Foundry. It is targeted at anyone who desires to understand the fight mechanics.
This guide is updated for World of Warcraft WoD 6.1.2.
The Blast Furnace is an encounter in the Slagworks wing of the Blackrock Foundry raid instance. This three-phase fight is all about properly handling large numbers of different kinds of adds. The actual boss is not present in the first two phases of the fight, and you will only face him in the final phase, which is a very intense DPS race that will greatly strain your healers.
General Information
Normal, Heroic, and Mythic Difficulty
This main part of this guide covers both the Normal and Heroic versions of the encounter, as far as mechanics and general strategy is concerned. The only difference between these two modes is found in the tuning, with Heroic being more difficult.
When we speak of extreme situations (such as the difficulty of a soft enrage timer, or damage from a certain source being too high to survive), we mostly refer to Heroic mode.
In addition to this, we have a specific Mythic mode section, where we present all the differences between Normal/Heroic and Mythic, as well as the strategy to defeat the Mythic encounter.
Enrage Timer
We do not currently know what the hard enrage timer for this encounter is. There do not seem to be any soft enrage mechanics in the fight.
Summing Things Up
In this section, we will very briefly summarise what the players belonging to each of the three roles have to do during this fight. This is by no means meant to provide sufficient information to master the encounter, and it is only supposed to give you a very rough idea of what to watch out for.
Tanks
- During Phase One, each tank should handle the adds that spawn in one half of the room (as assigned). When tanking Security Guards, keep them away from the Bellows Operators.
- During Phase Two, tank the Security Guards away from the other adds.
- During Phase Three, perform a tank switch on Heart of the Mountain when the current tank has 3 stacks of Heat.
Healers
- Throughout the fight, healers must watch out for the casts of Blast, and be prepared to heal the damage.
- During Phase One, players who have bombs will take damage when they detonate them, so they will require additional healing. The tank who is tanking Foreman Feldspar will also require additional healing in this phase.
- During Phase Two, players on whom the Slag Elementals Fixate will likewise require additional healing.
- Phase Three is extremely intensive as Blast will be cast very often, so healing cooldowns should be saved for this time.
- In Mythic mode, beware of the much higher Phase Two raid damage from Blast, since the Heart of the Mountain retains and gains Heat during this phase.
DPS
- During Phase One, kill Foreman Feldspar, and then focus on killing the Furnace Engineers and the Bellows Operators.
- During Phase Two, kill the Slag Elementals when they are on top of a Primal Elementalist, and then immediately switch to and burst down that Primal Elementalist.
- During Phase Three, DPS Heart of the Mountain.
- In Mythic mode, during Phase Two, only DPS the Slag Elementals after their Hardened Slag buff is removed.
Everyone
- During Phase One, spread out at least 5 yards apart to avoid taking additional damage from Electrocution. If you are affected by Bomb, go to the nearest Heat Regulator and detonate your bomb.
- During Phase Two, if you are Fixated on by a Slag Elemental, move on top of a Primal Elementalist. Make sure to interrupt Firecallers' Cauterize Wounds.
- During Phase Three, make sure to take such position as to minimise the amount of space that the Melt void zones take up.
- In Mythic mode, Priests may be assigned to the task of using Dominate Mind on the Security Guards during Phase Two, in order to use Slay Elemental on the Slag Elementals.
Overview of the Fight
The Blast Furnace encounter is a three-phase fight during which you will have to control and defeat a large number of different adds.
The final goal of the fight is to kill Heart of the Mountain, effectively the boss of the encounter. However, The Heart of the Mountain is not accessible throughout the first two phases of the fight. During Phase One, it is located inside the Blast Furnace, and your raid will work to get it out. During Phase Two, The Heart of the Mountain will be protected by a number of adds, which you will have to kill first before you can deal damage to it. Finally, Phase Three will have you facing off directly against The Heart of the Mountain.
We do not have a video preview of the Blast Furnace encounter, but we recommend this video by Method. Note that this is based on footage from the Warlords of Draenor Beta, so things can very well change before the fight reaches live servers.
Phase One
Phase One of the Blast Furnace encounter lasts until your raid disables the two Heat Regulators located on either side of the Blast Furnace. The Heat Regulators cannot be attacked and damaged normally, and your raid must instead make use of some bombs to disable them, as you will see below.
When both Heat Regulators have been disabled, you will enter Phase Two of the encounter.
Mobs and Abilities
In this section, we will look at all the different mobs you will face during Phase One, and we will explain their abilities.
The Heart of the Mountain
Heart of the Mountain cannot be engaged during this phase, as it is located inside the Blast Furnace. Despite this, it will regularly deal Fire damage to your raid with Blast. The time until the next cast of Blast is indicated by The Heart of the Mountain's Energy bar, with Blast being cast whenever it reaches maximum Energy. In addition to this, The Heart of the Mountain also has a Heat resource, which determines exactly how quickly its Energy regenerates. The longer The Heart of the Mountain spends inside the Blast Furnace (in other words, the longer your raid spends in Phase One), the higher its Heat will be.
- Between 0-24 Heat, Blast is cast every 25 seconds.
- Between 25-49 Heat, Blast is cast every 15 seconds.
- Between 50-74 Heat, Blast is cast every 10 seconds.
- Between 75-100 Heat, Blast is cast every 5 seconds.
Adds and Mini Boss
There are 3 types of adds present during Phase One, as well as Foreman Feldspar, a mini boss.
- Furnace Engineers are adds that spawn throughout Phase One. They
spawn rarely, one at a time. They
have 4 abilities.
- Electrocution is a spell that the Furnace Engineers regularly use. They target a random raid member, dealing a moderate amount of Nature damage to them, and jumping to up to 2 other targets within 5 yards of the initial target.
- Repair is an interruptible spell that the Furnace Engineers use to repair a Heat Regulator, healing it for 3% of its maximum health.
- Bomb is an ability that the Furnace Engineers use to attach a bomb to a random raid member. Players who are targeted by this ability receive an extra action button which allows them to detonate their bomb. If the bomb is not manually detonated (using the extra action button), it will detonate on its own 10 seconds after being applied. When the bomb is detonated, it deals damage to all players in a small area, and also damages a Heat Regular if one is located within the explosion radius.
- Drop Lit Bombs causes Furnace Engineers to drop a number of bombs when they die. Bombs dropped in this way can be picked up by raid members, who can then use them exactly as they would use the bombs created by Bomb. As soon as the Furnace Engineer dies, the dropped bombs become armed, meaning that they will detonate on their own (even if they are not picked up).
- Bellows Operators are adds that spawn throughout Phase One. They
do not need to be tanked (they do not melee), and they
only have one ability.
- Loading is an ability that the Bellows Operators regularly use. Each time they use this ability, they increase Heart of the Mountain's Heat level by 2.
- Security Guards are adds that spawn throughout Phase One. They only
use one ability, but Priests who Dominate Mind them will be able to
access a second ability.
- Defense is an ability that the Security Guards regularly use. They place their shield on the ground, providing protection for all their allies in a small area. This protection greatly reduces the damage that any mobs take.
- Slay Elemental is an ability that Priests who Dominate Mind the Security Guards can use. This ability can only be used against Slag Elementals, causing them to take 50% increased damage for 20 seconds. There are no Slag Elementals present in Phase One, however.
- Foreman Feldspar is a mini boss that is present at the start of
the encounter. He uses 3 abilities against your raid.
- Pyroclasm is an interruptible ability that Foreman Feldspar uses to deal high amounts of Fire damage to random raid members.
- Rupture is a void zone that Foreman Feldspar regularly creates at the location of random raid members. It deals a moderate amount of Fire damage every second to anyone standing in it.
- Hot Blooded is a Fire damage aura that persists as long as Foreman Feldspar is alive, damaging any raid members who are within a certain radius (we are not sure of the exact distance, but it appears to be about 20 yards) of Feldspar.
The Heat Regulators are also technically mobs, and while they can be targeted, they cannot be attacked or damaged in any way (except through bombs). They have no abilities.
Strategy
Your goal throughout Phase One is to control all the mobs in the fight while your raid members use the bombs of the Furnace Engineers to destroy both Heat Regulators, thus triggering Phase Two.
Because there are many adds present throughout the phase, and because the two Heat Regulators are located on opposite sides of the Blast Furnace (which is very large, and located in the center of the room), it is advised to split your raid group into two equal teams. Each team should be comprised of a tank, half of the healers, and half of the DPS (with a mix between melee and ranged DPS players). Each team should handle on half of the room, so that there are always players in close proximity to each Heat Regulator.
We will go into detail below on the specifics of the strategy for Phase One, but first we will quickly summarise what you need to do.
- At the start of the fight, the half of the raid where Foreman Feldspar is located should focus on him and kill him as quickly as possible. Interrupt his Pyroclasm, avoid his Rupture, and heal through his Hot Blooded.
- Once Feldspar is dead (and even before, for the half of the raid where he is not located), prioritise killing the Furnace Engineers. Any players who are targeted by Bomb should run to the Heat Regulator located on their side and detonate their bomb there. When the Furnace Engineer is dead, the bombs it drops should be picked up and also used to damage the Heat Regulators. Make sure to interrupt the Engineers' casts of Repair.
- Kill the Bellows Operators to prevent them from increasing the Heat level of Heart of the Mountain.
- Finally, kill the Security Guards, and make sure that they are never within range of other adds in case they cast Defense.
Splitting Up the Raid
As mentioned above, we recommend splitting up your raid in two equal teams. Each team should be comprised of a tank, half of your raid's healers, and half of your raid's DPS players. If you have an uneven number of healers, you should assign an extra healer to the team that will also be handling Foreman Feldspar in addition to the other mobs.
Each team should be assigned to handling roughly half of the room. Adds that spawn in the center will have to be handled on the fly.
There is no need for any tank switching during this phase, so your tanks should never need to change sides. That said, Foreman Feldspar had a tank debuff on the Beta, which has since disappeared from the Dungeon Journal. If this debuff is still there on live realms, then the tanks may need to perform a tank switch for Feldspar, but given how quickly he should die (as your top priority), this should not really be too much of an issue.
Bombs and Heat Regulators
The most important part of this phase is destroying both Heat Regulators. Doing this is not very complicated.
- Whenever a player is targeted by Bomb, they should run to the nearest Heat Regulator, make sure they are close to it and that no other raid members are nearby, and then detonate their bomb using the extra action button.
- When a Furnace Engineer dies, players should collect the bombs dropped by it, head to the nearest Heat Regulator, and detonate their bombs. When doing so, it is important not to do it at once, so that players have time to move away and thus avoid taking damage from other players' explosions.
Add Handling and Priority
In this section, we will go over how to handle the abilities of all the adds, and then provide you with a suggestion for the optimal kill priority.
To begin with, the half of the raid where Foreman Feldspar is located should focus on killing him as quickly as possible. Players should interrupt all his casts of Pyroclasm, and the Rupture void zones should be avoided at all times. As far as the damage from his Hot Blooded aura goes, melee players will inevitably be affected, and this should just be healed through.
The most dangerous adds during Phase One are by far the Furnace Engineers. Whenever a Siege Engineer is alive, players should spread out at least 5 yards apart to prevent Electrocution from jumping to additional targets. Interrupting their Repair casts is a top priority, and ideally none of these casts should be allowed to succeed throughout the Phase.
The Bellows Operators are more or less harmless on their own, as they do not melee and they do not deal any damage. All they do is cast Loading. Regardless of this, they should still be focused down and killed, since they increase Heart of the Mountain's Heat, which results in more raid damage from Blast.
Finally, your raid should use any spare time in this phase to clear out the Security Guards. These mobs do not do much, but they should be kept away from other adds so that when they cast Defense, no other adds end up in their protective zone. This is especially true of the Bellows Operators, because these adds cannot be moved, and neither can the Security Guards while they are casting Defense. So, if the two are close together, the Bellows Operators risk being practically immune for a length of time.
So, the general add priority in this phase is Furnace Engineers > Bellows Operators > Security Guards.
Blast
Throughout the phase, your raid will take damage from Blast. This is unavoidable, but healers should make sure to have the raid topped off whenever this cast is about to happen (which is easy to tell by looking at Heart of the Mountain's Energy bar). If the Bellows Operators are taken care of quickly, The Heart of the Mountain's Heat level should be low, and the Blast casts should not happen too often.
Phase Two
Once both Heat Regulators have been disabled, you will enter Phase Two. At this point, Heart of the Mountain, but it cannot be attacked at this time, as it is being protected by 4 Primal Elementalists. Once these 4 adds are killed, The Heart of the Mountain will be attackable and killable, marking the start of Phase Three.
In addition to this, any adds still alive from Phase One will remain in the fight until they are killed.
Mobs and Abilities
The Heart of the Mountain
Heart of the Mountain is now located outside the Blast Furnace, but it remains unattackable and it continues to cast Blast against the raid. At the beginning of this phase, the Heart of the Mountain will have as much Heat as it finished Phase One with. Throughout the phase, it will gain Heat from the slag pool that is located beneath it, which cannot be prevented in any way. The Heat gain will be somewhat mitigated by Cooling Down, a passive ability that causes the Heart of the Mountain to also lose some Heat during this phase. The same correlation between Heat level and the frequency of Blast casts applies as during Phase One.
Adds
There are 4 types of adds in Phase Two.
- 4 Primal Elementalists spawn at the start of Phase Two.
All 4 of these adds must be killed for the phase to end. The Primal
Elementalists have two abilities.
- Damage Shield is a passive ability that causes the Primal Elementalists to be immune to all damage. The only way to remove this buff from them is to bring a Slag Elemental to 0 health (technically 1 health) within 8 yards of the Primal Elementalist. This will trigger the Slag Elemental's Slag Bomb ability (as we will see below), which will remove the Damage Shield for 15 seconds.
- Reactive Earth Shield is a buff that the Primal Elementalists sometimes cast on themselves. This places an 8-second buff on them which heals them when it expires. It can be dispelled, however, and doing so means that it does not heal the Primal Elementalists. Reactive Earth Shield is only cast when the Elementalists' Damage Shield is inactive.
- Slag Elementals are adds that spawn throughout Phase Two. When
they are brought to 1 health they become dormant, during which time they are
stationary and harmless. They cannot be killed. These adds have an Energy bar
that is empty by default and initially plays no role. Once they become dormant,
each Blast cast restores 25 of their Energy, and when they reach 100
Energy, they become fully energised. When this happens, they are healed to
full health and once again begin attacking your raid.
- Fixate causes the Slag Elementals to fixate on a random raid member, slowly moving towards them.
- Burn is an interruptible spell that the Slag Elementals use to deal a moderate amount of Fire damage to the target on which they are fixated.
- Slag Bomb is the ability that the Slag Elementals use when they reach 1 health and go dormant. It removes the Damage Shield of any Primal Elementalist in an 8-yard radius.
- Firecallers are adds that spawn throughout Phase Two. They have 4
abilities.
- Cauterize Wounds is an interruptible spell that heals the target for 20% of their health. The Firecallers use this to heal other adds.
- Lava Burst is an interruptible spell that the Firecallers regularly use. It deals a high amount of Fire damage to a random raid member.
- Volatile Fire is a debuff that Firecallers regularly place on random raid members. The debuff lasts 10 seconds, and when it expires, it explodes and deals a high amount of Fire damage to all players in an 8-yard radius.
- Erupt is an ability that the Firecallers use to fully energize a dormant Slag Elemental.
- Security Guards continue to spawn throughout Phase Two, and they have exactly the same abilities as during Phase One ( Defense and Slay Elemental).
Strategy
Throughout this phase, your raid's goal is to kill the 4 Primal Elementalists. In order to do this, Slag Elementals need to be brought to 1 health in their close proximity, and your raid's DPS players then have to focus on the Primal Elementalists while their Damage Shield is down.
In addition to this, you will have to handle the other two types of adds in the fight. We will go into all the necessary details in the sections that follow.
Slag Elementals and Primal Elementalists
The Primal Elementalists are mostly harmless. They are stationary, they do not need to be tanked, and they deal no damage. The Slag Elementals, however, are a different story. As soon as one of these adds spawns, the player on whom it is fixated needs to move on top of one of the Primal Elementalists, and the DPS players need to switch to attacking that Slag Elemental.
Your goal is to have the Slag Elemental die (or rather, reach 1 health and go dormant) on top of a Primal Elementalist. This means that it is important that DPS players not finish off a Slag Elemental before it is in position. While the Slag Elemental is alive, its casts of Burn can be interrupted, but this is not a priority (as we will see, interrupts are much more useful against the Firecallers).
As soon as a Slag Elemental takes down a Primal Elementalist's Damage Shield, your raid's DPS players must switch to that Elementalist and kill it off. The shield is only down for 15 seconds, but this should normally be enough time to kill the Primal Elementalist.
You will then have to repeat this same process for the remaining 3 Primal Elementalists, at which point the phase will end. Do note that while new Slag Elementals continue to spawn throughout the phase, dormant ones will also become active, as their Energy is gradually restored by Blast casts, or Firecallers cast Erupt.
One final note is important regarding the Primal Elementalists. You will need to watch out for when they buff themselves with Reactive Earth Shield, and dispel this before it has a chance to heal them.
Firecallers and Security Guards
In addition to the important interactions between the Slag Elementals and the Primal Elementalists, there are two other adds that you need to handle throughout this phase. The Security Guards act in exactly the same way as during Phase One, and they should be handled in much the same way. There are two things to note, however.
Firstly, the Security Guards are an extremely low priority during this phase, so you should only multi-DoT them or damage them when there are no Slag Elementals or Firecallers alive, if this ever happens. They must still be tanked far away from any other adds at all times, to avoid any adds being protected by Defense.
Secondly, Priests can use Dominate Mind on Security Guards during this phase to make use of their Slay Elemental ability, which can be used to much more easily deal with the Slag Elementals.
As far as the Firecallers are concerned, these adds are very dangerous and they are a high priority. To begin with, your raid will have to be very careful to interrupt all casts of Cauterize Wounds, since having other adds healed during this phase is very detrimental (especially if a Primal Elementalist is healed and their shield has time to re-activate). Lava Burst can and should also be interrupted, but only if there are enough interrupts available to cover all the Cauterize Wounds casts.
Whenever raid members are affected by the Firecallers' Volatile Fire, they need to move at least 8 yards away from other raid members when their debuff expires, to ensure that they do not damage anyone else. Finally, regarding the Firecallers' Erupt, this cast cannot be interrupted, but the Firecallers can be stunned. It is important to prevent Erupt casts from going through (and killing the Firecallers quickly), since having too many Slag Elementals up can overwhelm your raid.
Phase Three
Phase Three starts when all 4 Primal Elementalists are dead.
As before, if there are any adds still alive from Phase Two, they will stay in the fight until they are killed.
Abilities
During Phase Three, your raid will finally be able to attack and kill Heart of the Mountain. No other adds are present during this phase (except any from Phase Two that are still alive). The Heart of the Mountain uses the following abilities against the raid.
- Blast is the same Blast ability that had been used throughout the fight. At the start of Phase Three, The Heart of the Mountain becomes Superheated, which means that Blast will be cast every 5 seconds.
- Tempered and Heat are two tank debuffs that work in
conjunction with one another.
- Heat is a stacking Fire damage DoT that The Heart of the Mountain applies to its tank.
- Tempered is a stacking debuff that The Heart of the Mountain applies to its tank, which increase the amount of damage they take from Heat. Tempered only increases Heat's damage when the target has more stacks of Heat than they do of Tempered.
- Melt is a damaging void zone that The Heart of the Mountain creates at the location of random raid members. The void zone grows in size for a few seconds after it is cast, until it reaches a rather large size at which it remains. It deals a high amount of Fire damage every second to anyone standing in it.
Strategy
As you enter Phase Three, you will undoubtedly have a large number of adds left over from Phase Two. It is important to deal with these adds as quickly as possible. The top priority are the Firecallers, if any of them are alive, and then any Security Guards that are present.
Regarding the Slag Elementals from Phase Two, these adds will remain in the fight until the end. If you damage them to 1 health and they become dormant, they will eventually be re-activated by Blast, so there is no point in wasting damage trying to kill these adds off. Instead, you should just focus on keeping alive the players on whom they fixate until the end of the fight.
Dealing with Heart of the Mountain is not very difficult. The entire raid (except for the tanks) only has one ability to worry about, which is Melt. This is essentially a very large void zone that lasts for a long time, so you should position the raid in such a way that you conserve as much room as possible. Players should stay close to the edge of the room, and once there is a Melt void zone up, you should stay close to it in an effort to have the void zones overlap and save space. The room is very large, in any case, so it is unlikely that you will run out of space.
The damage during this phase is very intense, due to the fact that Blast is being cast every 5 seconds, and due to the additional damage players will take from Slag Elementals. The healers will have to use all their cooldowns and Mana to keep the raid alive long enough.
The tanks will have to handle the Heat and Tempered debuffs, but on the Beta this was not very complex. Despite appearing complicated, simply taunting off when the current tank has 3 stacks of Heat worked just fine.
When to Use Heroism/Bloodlust/Time Warp
We recommend using Heroism/ Bloodlust/ Time Warp during Phase Three. This phase of the fight is the most intense, and the very high raid-wide damage that Heart of the Mountain deals with Blast will quickly run your healers out of Mana, so this is the time to use all of your cooldowns.
Mythic Mode
The Mythic version of the Blast Furnace encounter does not differ very much from the Normal/Heroic mode version in terms of strategy. That said, a rather small change results in considerably higher raid damage, and this makes the fight even more intense from a healing perspective.
Differences From Normal/Heroic Mode
As with all Mythic encounters, the mobs have more health and deal more damage than in Normal/Heroic mode. In addition to this, there is a small change in how a Phase One ability works, and two changes in Phase Two abilities. Phase Three is exactly the same as in Normal/Heroic mode, aside from the aforementioned increased health and damage.
Phase One
The only change in Phase One is that the bombs created by Bomb and Drop Lit Bombs are detonate after 8 seconds, down from 10 in Normal/Heroic Mode.
Phase Two
There are two differences in how abilities work in Phase Two.
First of all, the Heart of the Mountain retains Heat during this phase. Moreover, there is a Slag Pool located under the stationary Heart of the Mountain, during this phase, which causes it to slowly gain more Heat.
Second of all, the Slag Elementals have a buff on them called Hardened Slag, which reduces damage taken by 99%. The only way to remove this buff from the Slag Elementals is the Security Guards' Slay Elemental ability, which can be accessed through Priests' Dominate Mind ability.
Strategy
Overall, the strategy for the fight remains very similar to Normal and Heroic mode.
Phase One
During Phase One, there is virtually no change in strategy. Players who are targeted by Bomb, or who pick up the Drop Lit Bombs bombs will have 8 seconds to get to their assigned Heat Regulator, down from 10 seconds in Normal/Heroic mode. This will make the task a bit more difficult, especially with regard to making sure to stay spread out when the bombs explode, but aside from that it does not change the strategy in any way.
Phase Two
The strategy for Phase Two remains very similar to the Normal/Heroic mode strategy, but there are two important changes.
First of all, your raid will have to focus on getting through this phase as quickly as possible, because the Heart of the Mountain will retain all of its Phase One Heat, and it will continue to gain more of it during this phase. That means that the damage from Blast will be much higher than during Normal/Heroic mode, and it will eventually overwhelm your healers if it goes on for too long.
Second of all, dealing with the Slag Elementals is much more difficult than before. As they are practically immune to damage, it is imperative for your raid's Priests to Dominate Mind Security Guards and use their Slay Elemental ability against the Slag Elementals.
Keep in mind that in addition to removing the Hardened Slag buff, Slay Elemental also increases the damage that the Slag Elemental takes by 50% for 20 seconds. This means that you should only Dominate Mind one Security Guard at a time, so that all DPS players can focus on the same vulnerable Slag Elemental. As always, the Slag Elemental has to be brought to 1 health in range of a Primal Elementalist, which the raid then has to quickly kill.
Phase Three
There is no difference to how Phase Three is executed. The phase will be more difficult than before, since the Heart of the Mountain will enter it with more Heat (since it retains Heat throughout Phase Two), and your healers will probably be struggling for mana more as well (due to the increased Phase Two damage).
Learning the Fight
There are very many tasks that your raid members have to complete throughout this fight, but only a few stand out as truly important ones learn early and learn well.
To begin with, during Phase One, everyone must understand the importance of utilising bombs to damage the Heat Regulators. Delaying Phase One because some players did not use their bombs correctly can really set you back a lot.
During Phase Two, DPS players have to very flexible in switching targets and doing burst DPS. Slag Elementals have to die at the right time (when they are on top of a Primal Elementalist), and the Primal Elementalists must be switched to and focused down as soon as their Damage Shield is removed.
Also during Phase Two, interrupts on the Firecallers are of the utmost importance.
Loot
In this section, you will find the loot table for The Blast Furnace. The section is divided in 3 subsections: armor, weapons, and the rest (neck, back, finger, and trinket items).
In addition, The Blast Furnace can drop tokens needed for the Legs items of the Tier 17 set:
- Leggings of the Iron Vanquisher (Heroic, Mythic);
- Leggings of the Iron Protector (Heroic, Mythic);
- Leggings of the Iron Conqueror (Heroic, Mythic).
Armor
Item Name | Armor | Slot | Secondary Stats |
---|---|---|---|
Pyroclastic Hood — LFR | Cloth | Head |
|
Bracers of Searing Heat — LFR | Cloth | Wrists |
|
Bracers of Spattered Steel (Heroic, Mythic) | Cloth | Wrists |
|
Spaulders of Tempered Fury — LFR | Leather | Shoulders |
|
Raging Pyroclasm Leggings — LFR | Leather | Legs |
|
Furnace Tender's Treads (Heroic, Mythic) | Leather | Feet |
|
Blast-Proof Cowl (Heroic, Mythic) | Head |
|
|
Chest of Heaving Bellows — LFR | Chest |
|
|
Grips of the Ruptured Furnace — LFR | Hands |
|
|
Slagstomper Treads (Heroic, Mythic) | Feet |
|
|
Lava-Dipped Greathelm (Heroic, Mythic) | Plate | Head |
|
Fleshmelter Bracers (Heroic, Mythic) | Plate | Wrists |
|
Gauntlets of Electrocution — LFR | Plate | Hands |
|
Weapons
Item Name | Type | Main Stats | Secondary Stats |
---|---|---|---|
Flickering Lantern Wisp — LFR | 1H Sword | Intellect |
|
Spire of Pyroclastic Flame — LFR | 1H Sword | Agility |
|
Mouth of The Fury (Heroic, Mythic) | 1H Sword | Agility |
|
Crescent of Living Magma (Heroic, Mythic) | 1H Sword | Strength |
|
Amulets, Cloaks, Rings, and Trinkets
Item Name | Type | Main Stats | Secondary Stats |
---|---|---|---|
Feldspar's Control Choker (Heroic, Mythic) | Amulet | Intellect |
|
Engineer's Grounded Gorget (Heroic, Mythic) | Amulet | Agility |
|
Firecaller's Scorched Seal — LFR | Ring |
|
|
Furyheart Talisman — LFR | Trinket | Intellect | Haste on proc |
Elementalist's Shielding Talisman (Heroic, Mythic) | Trinket | Spirit | Multistrike on proc |
Blast Furnace Door (Heroic, Mythic) | Trinket | Bonus Armor | Mastery on proc |
Concluding Remarks
This concludes our raid guide for The Blast Furnace. We hope you have found it helpful. Please do not hesitate to post any feedback you may have on our forums.
Changelog
- 19 Feb. 2015: Modified the information regarding The Heart of the Mountain's Phase 2 Heat generation (that it does not drop to 0, and instead it keeps increasing).
- 10 Feb. 2015: Added Mythic mode strategy.
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