User:Serillian/Pantheon Hyper Tank 1269

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BossPantheon Hyper Tank 1269
Image of Pantheon Hyper Tank 1269
Title <Uldris Assault Tank>
Race Siege vehicle (Mechanical)
Level ?? Boss
Location Titan Factory, Uldris
[[Uldris|Uldris]]

{{Uldris}}

Uldris
UTF, Uld
Location Thor Daron
End boss Tyr
Bosses

User:Khaydarin/Template:UldrisTitanFacility

The Pantheon Hyper Tank 1269 is the seventh boss encounter within the Uldris raid. Similar to Moltaan, this boss requires vehicle combat as a means to defeating the boss. The fight against this boss is a Gear check. He has an Elite mode which requires his defeat without destroying the Pantheon Turret. This adds to much more damage going out throughout the fight.

Background

One of Uldris' finest machinations, the mighty PHT-1269, also known as the Pantheon Hyper Tank 1269, is the strongest of the vehicular automatons that are scattered about the facility. Cycling through several weapon systems, this tank poses a great threat to those seeking to progress further into the Facility. It is capable of decimating armies upon armies under the order of the Iron Kings. Those willing to venture further into Uldris must go head-to-head against the PHT-1269, engaging in mechanical combat with it in an attempt to defeat the seemingly unstoppable machine.

Abilities

Vehicles that are usable by the raid for the PHT-1269 fight consists of Uldris Shock Spiders, Uldris Gauss Choppers, and Uldris Hellion Demolishers. There will always be 2 Shock Spiders for Tank-specced players while there are a mixed amount of Gauss Choppers and Hellion Demolishers for healers and dps players.

Vehicle Constructs

Players use three different types of machines for this encounter. The health and damage values of the vehicles are increased by the controlling player's Item Level.

Uldris Shock Spider

Two Uldris Shock Spiders will be available for tank-specced players for the fight against the PHT-1269 and the gauntlet before the boss.

The Uldris Shock Spider
  • Uldris Shock Spider Tank Alert —  These mechanical creatures were constructed out of pure iron and titanium. They are capable of withstanding excessive force and can attack their enemies either from afar or at close range.
    • 63,000,000 (10-man Normal)
    • 97,800,000 (10-man Heroic)
    • 157,500,000 (25-man Raid Finder)
    • 189,000,000 (25-man Normal)
    • 294,000,000 (25-man Heroic)
  • Ability mage firestarter.png Fire Beam —  Projects a beam towards the target, burning them for 375,000 Fire damage per sec. for 10 seconds. Generates a high amount of threat. Costs 10 Energy. If this ability is used again before its channel is finished, damage dealt by this ability is increased by 100% for the next channel. Channeled; No Cooldown. The Shock Spider can only move forward of backwards while channeling this ability.
  • Inv weapon rifle 31.png Imperial Gun Cannon —  Fires a rapid stream of bullets towards the target, inflicting 90,000 Physical damage every 0.5 seconds for 20 seconds. While channeling, this ability has a 50% reduced chance to hit its target when at or more than 20 yards away. This chance to hit is reduced by 75% when 30 or more yards away. Costs 30 Energy. Channeled; 10 second cooldown. The Shock Spider can only move forward or backwards while channeling this ability.
  • Inv misc enggizmos 12.png Disruption Shock Important —  Releases a concussive shock within a 10 yard radius of the Shock Spider, dealing 165,000 Nature damage and interrupting any spells from being cast. Also locks affected targets out of that school of magic for 10 seconds. Generates a high amount of threat. Costs 15 Energy. 10 second Cooldown.
  • Inv misc missilelargecluster red.png Apollo II Cluster Rockets —  The Shock Spider unleashes a devastating salvo of up to 8 rockets towards its target. The rockets slam into their targets with full force, each single rocket dealing 180,000 Flamestrike damage. Costs 5 Energy per Rocket. Generates a high amount of threat. 10 second cooldown. The Shock Spider will rearm itself with 1 rocket per 3 seconds.
  • Ability vehicle shellshieldgenerator.png Energy Barrier Tank Alert —  The Shock Spider reverts its energy into a powerful barrier that reduces damage taken by 90% until cancelled. The Shock Spider will drain its energy while the shield is up. Loses 1 Energy per decisecond to keep the shield active. The Shock Spider cannot regenerate Energy until this ability has faded. 45 second cooldown.


Uldris Gauss Chopper

The Gauss Choppers are available for non-tank players during the PHT-1269 Gauntlet and the boss encounter.

The Uldris Gauss Chopper
  • Uldris Gauss Chopper Healer Alert Damage Dealer Alert —  These high powered motorcycles are outfitted with weapons to allow scouts to defend themselves during a mission. They have been redesigned and equipped with the purpose of assault related tasks. Fuel powers the chopper's abilities. When using abilities, the amount of Fuel used for the ability spills onto the ground, preventing the chopper from regenerating naturally.
    • 25,200,000 (10-man Normal)
    • 38,700,000 (10-man Heroic)
    • 63,000,000 (25-man Raid Finder)
    • 75,600,000 (25-man Normal)
    • 116,100,000 (25-man Heroic)
  • Ability vehicle rocketboost.png Electric Turbo —  The Gauss Choppers burns its fuel to increase in speed. Movement speed increased by 200% for 10 seconds. Costs 30 Fuel. 30 second cooldown.
  • Inv gizmo pipe 02.png Vacuum Important —  When activated, the Gauss Chopper begins to absorb any Fuel on the ground underneath it. Restores Fuels by 20%. Gauss Choppers can vacuum the Fuel of another Chopper into itself. 10 second cooldown. More Fuel is restored if Vacuum is used within 5 seconds of another Chopper losing its Fuel.
  • Inv misc bomb 02.png X-92 Fuel Bomb —  The Chopper releases 3 Fuel-powered explosives in a line in front of it. After 6 seconds or when manually detonated, the bombs will explode in a 10 yard radius, inflicting 1,500,000 Fire damage and leaves the area scorched, causing an additional 150,000 Fire damage per sec. for 10 seconds. Costs 15 Fuel. The Detonate ability replaces this ability when the bombs are released, allowing the player to detonate them early. 25 second cooldown.
  • Spell fire ragnaros lavabolt.png Fuelfire Bolt —  The Chopper burns its Fuel and sends it flaming towards its target, causing 300,000 Fire damage and permanently igniting the target, causing 50% of the damage dealt every 2 seconds. Subsequent uses of this ability can be delayed to increase its damage output. Costs 10 Fuel initially. 1 sec cast; 3 second cooldown. Deals 10% more damage and costs 1 more Fuel for every second that has elapsed after cooldown has finished.
  • Ability vehicle oiljets.png Splash Fuel Important —  The Chopper splashes flammable fuel onto the target, reducing the target's attack speed and movement speed by 40%. If the target is hit by a fiery or an explosive attack, the fuel will set the target ablaze. Instantly deals 3,000,000 Fire damage and burns the target for 450,000 Fire damage per second for 20 seconds. Costs 20 Fuel. 10 second cooldown.


Uldris Hellion Demolisher

The Hellion Demolishers are available for dps and healers during the gauntlet and the PHT-1269 encounter.

The Uldris Hellion Demolisher
  • Uldris Hellion Demolisher Damage Dealer Alert Healer Alert —  Outfitted to move across several terrains, the demolishers make perfect tactical weapons for strategists. They are capable of hurling projectiles across battlefields at great speed.
    • 42,500,000 (10-man Normal)
    • 57,600,000 (10-man Heroic)
    • 106,250,000 (25-man Raid Finder)
    • 127,500,000 (25-man Normal)
    • 172,800,000 (25-man Heroic)
  • Ability vehicle demolisherflamecatapult.png Fiery Boulder —  Hurls a flaming boulder at the targeted location, dealing 900,000 Fire damage and knocking back any enemies hit within 10 yards of the explosion. Does not knock back mechanical creatures. This ability will ignite any fuel splashed onto the target. Costs 10 Energy. No Cooldown. Primary attack of the Hellion Demolisher.
    • Ability vehicle demolisherflamecatapult.png Load Boulder —  Loads a burning boulder into the catapult. Changes the current primary attack to Fiery Boulder. 2.5 sec cast; 5 second cooldown.
  • Ability vehicle plaguebarrel.png Load Acid Barrel —  When activated, loads a barrel of corrosive acid into the catapult. Changes the current primary attack to Acid Barrel. 2.5 sec cast; 5 second cooldown.
    • Ability vehicle plaguebarrel.png Acid Barrel —  Hurls a barrel of searing acid towards the targeted location, inflicting 600,000 Nature damage and covers any target within 10 yards with acid, causing an additional 150,000 Nature damage per second for 10 seconds. The acid will eat through any metal it encounters, reducing the armor of the target by 2% per second for 20 seconds. Costs 10 Energy. No cooldown. Replaces Fiery Boulder as the primary attack when Load Acid Barrel is used.
  • Ability vehicle liquidpyrite.png Load Inferno Explosives —  When activated, loads several highly explosive bombs into the catapult. Changes the current primary attack to Inferno Bombardment. 2.5 sec cast; 5 second cooldown.
    • Ability vehicle liquidpyrite.png Inferno Bombardment —  Hurls 4-6 bombs towards the targeted location, inflicting 210,000 Fire damage per bomb and igniting any fuel splashed onto the target. Costs 15 Energy. Hits targets within 10 yards of the explosion. No cooldown. Replaces the demolisher's primary attack ability.
  • Ability vehicle demolisherram.png Hellion Ram —  The demolisher rams all enemies 10 yards in front of it, inflicting 450,000 Physical damage and knocking back any enemies hit by 20 yards. When used against mechanical creatures, they are knocked back 5 yards. Costs 10 Energy. 2 second cooldown.
  • Ability vehicle liquidpyrite- blue.png Shock Grenade Important —  The driver of the demolisher tosses a powerful grenade at the targeted location, inflicting 1,350,000 Nature damage to any enemy within 10 yards of the explosion. The grenade is designed to penetrate the defenses of high-powered machinations and thus inflicts additional damage when such protections are used. Also removes the protection from the target when struck directly. Costs 50 Energy. 1 sec cast. 60 second cooldown.
  • Ability vehicle powertowheels.png Turbo Boost —  Burns turbo engines to increase the movement speed of the Demolisher by 200% for 10 seconds. The Hellion Demolisher will continuously move forward and therefore cannot use any other abilities for the duration. Costs 25 Energy. 15 second cooldown.


Factory Gauntlet

The fight against the PHT-1269 begins with a gauntlet through the immense factory. The Pantheon Hyper Tank 1269 does not aggro after the gauntlet is complete. Players can enter any of the factories to repair their vehicles.

Uldris Sky Striker

Uldris Sky Strikers assault the raid through the duration of the gauntlet.

The Uldris Sky Strikers swarm in during the gauntlet of PHT-1269
  • Ability mount gyrocoptor.png Uldris Sky Striker —  Groups of 5 Sky Strikers occasionally spawn every 20 seconds starting from the beginning of the gauntlet. They cannot be attacked as they move at high speed and soar high above, preventing retaliation. They despawn after 45 seconds. Heroic Difficulty Uldris Sky Strikers will return to attack players during the PHT-1269 encounter.
    • Inv misc missilesmall white.png XM-94 Nebula Rocket —  The Sky Strikers assault their enemies with rockets. Deals 85,000 Flamestrike damage in a 6 yard radius. Used constantly.
    • Inv weapon rifle 20.png Reaver Chain Gun —  The Sky Strikers fires a stream of bullets towards their enemies. Inflicts 30,000 Physical damage every 0.5 sec. with a 50% reduced chance to hit. Channeled for 15 seconds. 10 second cooldown.


Factory Guardian

Across the Factory, several guardians patrol about.

  • Achievement dungeon ulduarraid irongolem 01.png Factory Guardian Damage Dealer Alert —  These massive Iron golems protect the factory as automatons are being created. They will destroy anything that is unauthorized to travel within the iron grounds. They will respawn 2 minutes after death.
    • 29,500,000 (10-man Normal)
    • 36,900,000 (10-man Heroic)
    • 73,750,000 (25-man Raid Finder)
    • 88,500,000 (25-man Normal)
    • 110,700,000 (25-man Heroic)
  • Ability warrior shockwave.png Shockwave Strike —  Inflicts a thundering blow upon the target, causing 800,000 Physical damage and releases a wave of energy to all enemies 20 yards in front of it, causing half damage to any enemies struck. Stuns the first target for 2 seconds. 5 second cooldown.


Sentinel Giant

The Sentinel Giants forge the massive walls and pillars that decorate the Titan Factories within Uldris.

  • Achievement dungeon ulduarraid ironsentinel 01.png Sentinel Giant Damage Dealer Alert —  These towering creatures shape the factory into what it is today. They respawn 3 minutes after death.
    • 45,520,000 (10-man Normal)
    • 57,940,000 (10-man Heroic)
    • 113,800,000 (25-man Raid Finder)
    • 136,560,000 (25-man Normal)
    • 173,820,000 (25-man Heroic)
  • Spell nature lightningoverload.png Lightning Volley Interruptible —  Unleashes streams of lightning in all directions, causing 175,000 Nature damage every second for 12 seconds. If the Sentinel is allowed to finish its channel, the giant will release one final burst of lightning that arcs to all players. Deals 2,000,000 Nature damage and stuns all players for 5 seconds. Channeled; 12 second cooldown.
  • Ability vehicle electrocharge.png Storm Bolt Important —  Hurls a ball of lightning towards the location of a random player. Deals 2,800,000 Nature damage to any player within 10 yards of the impact zone. 1 sec cast; 2 second cooldown.


Uldris Forge-Welder

Forge-Welders attempt to assist the Sentinel Giants and Factory Guardians during the gauntlet. Up to 15 Forge-Welders will assist the giants and guardians.

  • Achievement dungeon ulduarraid irondwarf 01.png Uldris Forge-Welder —  The Iron dwarfs of the factory scatter out into the factory grounds to assist the Sentinel Giants and Factory Guardians and to deal with the players. Up to 250 Forge-Welders will spawn over the course of the gauntlet.
    • 3,780,000 (10-man Normal)
    • 4,850,000 (10-man Heroic)
    • 9,450,000 (25-man Raid Finder)
    • 11,340,000 (25-man Normal)
    • 14,550,000 (25-man Heroic)
  • Spell shaman focusedstrikes.png Charge Weapon —  Forge-Welders charge their weapons with lightning, causing every melee attack to deal an additional 65,000 Nature damage. Lasts 2 minutes. 1 sec cast.
  • Spell nature lightning.png Lightning Weld Interruptible —  The Forge-Welder attempt to repair the closest Sentinel Giant or Factory Guardian, restoring 3% health per sec. for 10 seconds. Also inflicts 375,000 Nature damage per sec. to nearby players for the duration. Channeled. 8 second cooldown.
  • Spell nature lightningshield.png Storm Orbs Important —  The Forge-Welder surrounds the closest Sentinel Giant or Factory Guardian with 3 orbs of lightning. Melee attacks performed by the Giant or Guardian has a 30% chance to cause 1 orb to explode. Causes 2,500,000 Nature damage to all players within 20 yards. Storm Orbs lasts 3 minutes. 1.5 sec cast.


Pantheon Hyper Tank 1269

After the gauntlet is complete by defeating all 15 Sentinel Giants or Factory Guardians (there is a mixed amount of Giants and Guardians), the Pantheon Hyper Tank 1269 arrives from its factory at the far end of the iron grounds. It does not engage in combat when it spawns but has an aggro radius of 45 yards. The PHT-1269 does not have an enrage timer. When it is engaged, the rest of the factory will be littered with Destroyer Mines, which instantly destroys any vehicles outside the Hyper Tank's factory encounter area.

Heroic Difficulty Uldris Saboteurs sneak onto 1-2/3-4 (10/25) Hellion Demolishers and 1 Shock Spider every 45 seconds, planting explosives onto them. After 5 seconds the charges detonate, dealing Fire damage equal to 10% of the vehicle's total health. Uldris Bomb Bots run towards 2/4 (10/25) Gauss Choppers at high speed. Inflicts Fire damage equal to 15% of the Gauss Chopper's remaining health upon reaching them. Instantly destroys any chopper under 10% health.


  • Achievement dungeon ulduarraid misc 06.png Strength of the Pantheon Important —  Gifted by the Titans, the PHT-1269 inflicts 5% increased damage every 15 seconds. Stacks up to 200 times. The Pantheon Turret benefits from this effect. Passive effect. Continues stacking through stuns.
  • Ability vehicle siegeengineram.png Devastating Ram Important —  If the PHT-1269 reaches its target, it will ram the enemy inflicting 10,000,000 Physical damage and knocking the target away. Damage taken by the target is increased by 100% for 15 seconds.
  • Ability hunter mastermarksman.png Acquire Target —  The PHT-1269 changes course, pursuing another target until the Hyper Tank changes target again. Changes target every 10 seconds. The Pantheon Hyper Tank 1269 prefers Hellion Demolishers and Shock Spiders over Gauss Choppers when using this ability.
  • Ability vehicle siegeenginecharge.png Building Speed Important —  The Hyper Tank improves its assault capabilities, increasing movement speed by 10%. Stacks 10 times. 12 second cooldown. Heroic Difficulty Increases movement speed by 20% per stack. Stacks 5 times.
  • Inv misc missilelargecluster yellow.png 42-LR Missile Barrage —  The Hyper Tank opens several hatches on the body. It then begins to fire a salvo of missiles into the air. The missiles then strike all players within 100 yards for 750,000 Flamestrike damage. The missiles can hit the same target multiple times. 20 second cooldown. Heroic Difficulty Damage taken by 42-LR Missile Barrage increased by 3% per missile strike. This effect stacks. Lasts 25 seconds
  • Ability warlock inferno.png Burning Vents Interruptible —  The PHT-1269 opens its vents and begins to release intense heat to all enemies. Deals 500,000 Fire damage per sec. for 10 seconds. The damage done increases by 50% per second for the duration. Channeled; 30 second cooldown.
  • Spell shaman spectraltransformation.png Pantheon Defense Matrix Important —  The PHT-1269 shields itself from all damage, becoming immune to damaging attacks. Lasts 5 minutes. If the Hyper Tank is struck by a high-powered attack, it suffers twice the damage while losing its defense matrix. 45 second cooldown. Removes Building Speed when the protection fades.
  • Inv misc enggizmos 02.png System Reboot Damage Dealer Alert —  When the Pantheon Turret is destroyed, the Hyper Tank suffers from system failure and becomes stunned for 20 seconds. During that time, the PHT-1269 begins to reboot its system while all damage taken is increased by 100%. The PHT-1269 stops using all abilities while rebooting. Removes Building Speed and resets the cooldown on all abilities following this effect.

Pantheon Turret

The PHT-1269 is outfitted with a mighty turret gun that shifts between several weapon systems to allow it to handle tactical intruders.

  • Inv weapon rifle 41.png Pantheon Turret Damage Dealer Alert —  Atop the Hyper Tank lies the Pantheon Turret that is created for the purpose of dismantling many foes. Damage done to the Turret is not shared with the Hyper Tank. The Pantheon Turret attacks random targets. The Turret will change its weapon systems every minute of the encounter.
    • 78,350,000 (10-man Normal)
    • 103,480,000 (10-man Heroic)
    • 195,875,000 (25-man Raid Finder)
    • 235,050,000 (25-man Normal)
    • 310,440,000 (25-man Heroic)
  • Inv misc missilesmall red.png HS-82 Missile Important —  The Pantheon Turret fires a heat-seeking missile that searches for the closest vehicle with the most heat. The vehicle's heat is determined by how high the vehicle's current Fuel or Energy level is at the moment this ability is used. The missile strikes the target, inflicting 1,800,000 Fire damage. 2.5 sec cast; 5 second cooldown.
  • Ability vehicle siegeenginecannon.png Cannon Strike —  Fires a cannon at the vehicle's location. Deals 950,000 Flamestrike damage within a 10 yard radius. No cooldown. Used frequently unless another ability is off cooldown.
  • Inv weapon rifle 33.png Weapon System: Plasma Cannon —  The Pantheon Turret changes its weapon system, taking on a plasma cannon system. Lasts until the turret changes weapon systems again. 3 sec cast. Grants the Plasma Strike ability. This weapon system replaces Cannon Strike as the primary attack.
    • Spell fire twilightflamebolt.png Plasma Strike —  The Pantheon Turret fires a burst of plasma energy at its target, dealing 495,000 Spellfire damage and causing the plasma to deal 50% of its direct damage to enemies within 10 yards. 1.5 sec cast. Used frequently until the weapon system changes.
  • Inv weapon rifle 36.png Weapon System: Flame Cannon Important —  The Pantheon Turret changes its weapon system, taking on a flame cannon system. Lasts until the turret changes weapon systems again. 3 sec cast. Grants the Flame Gout ability. This weapon system replaces the primary attack ability.
    • Spell fire burnout.png Flame Gout —  Unleashes a torrent of flame that extends 60 yards in front of the turret that is 20-30 yards wide. Inflicts 600,000 Fire damage per sec. for 8 seconds. 2 sec cast into a channel. Used frequently until the weapon system changes.
  • Inv weapon rifle 26.png Weapon System: Ice Cannon —  The Pantheon Turret changes its weapon system, taking on an ice cannon system. Lasts until the turret changes weapon systems again. 3 sec cast. Grants the Frost Beam ability. This weapon system replaces the primary attack ability.
    • Spell frost chillingblast.png Frost Beam Deadly —  Channels a beam of cold at the direction of the targeted vehicle, inflicting 750,000 Frost damage every 0.2 sec. for 8 seconds. If the vehicle suffers damage for at least 3 seconds, the vehicle will be frozen in place for 25 seconds within a block of ice. The vehicle will be trapped unless the ice is destroyed. 0.5 sec cast into a channel. Used frequently until the weapon system changes.
  • Inv weapon rifle 29.png Weapon System: Lightning Cannon —  The Pantheon Turret changes its weapon system, taking on a lightning cannon system. Lasts until the turret changes weapon systems again. 3 sec cast. Grants the Thunder Strike ability. This weapon system replaces the primary attack ability.
    • Spell lightning lightningbolt01.png Thunder Strike Important —  Releases a blast of lightning towards the target vehicle, inflicting 600,000 Nature damage and causes the lightning to jump to another vehicle within 15 yards, dealing 100% increased damage per jump. The lightning continues to jump among targets until there is no longer a valid target in range. 1 sec cast. Used frequently until the weapon system changes.

Strategy

Before starting the boss fight, there is a gauntlet the raid must go through. Outside the gauntlet there are 3 vehicle types for the raid to use for this encounter.

Vehicles

Uldris Shock Spider

The Shock Spiders are for tank specced players as they gain defensive attributes from their controller. The main source of damage and threat building is from Fire Beam. With no cooldown, it can be used throughout the whole fight with every other beam doing double damage. Their secondary attack is the Imperial Gun Cannon which when used, deals a high amount of damage but if used too far away from the target, the hit chance goes down. It is best for Shock Spiders to remain within 15 yards to allow this attack deal full damage. Shock Spiders also have an interrupt ability known as Disruption Shock. This is used to interrupt the Lightning Volley from the Sentinel Giants during the gauntlet along with Lightning Weld from the many iron dwarf adds that spawn during the gauntlet. It can also be used to interrupt the PHT-1269's Burning Vents ability.

Another threat generating attack is the Apollo II Cluster Rockets. This shoots up to 8 rockets at the target. The threat gained by this attack depends on the amount of rockets fired. This attack builds more threat than the interrupt attack and Fire Beam, but only if 8 rockets are fired each time. Therefore, Fire Beam is the main threat builder due to Cluster Rockets having a cooldown. When the opportunity presents itself or whenever the player wants to, they can use the Energy Barrier to reduce all damage taken by 90%. The downside of this is that no other abilities can be used while the shield is up. Energy is also drained to keep this buff up. This ability can be used again to cancel it early. This buff will help if too much damage is being taken, which will occur during the boss encounter.

Uldris Gauss Chopper

The Gauss Choppers move fast and are used by any dps'ers and healers. They use Fuel as a resource for most of their abilities. This Fuel does not regenerate normally like Energy does and when abilities are used, the Fuel spills onto the ground underneath the Chopper when the ability was used. They also have an ability called Electric Turbo which greatly increases movement speed to allow them to travel from and to the target. They can also use Vacuum to absorb another Chopper's Fuel after it has spilled onto the ground. Using this often allows players to restore more Fuel and to keep their own Fuel level high. X-92 Fuel Bomb allows players to set 3 bombs in a line in front of them. These bombs detonate after 6 seconds or when detonated manually. This can be used when there are tons of adds during the gauntlet or on the boss when its chasing another vehicle.

Another ability is Fuelfire Bolt which, after its first cast, deals more damage while costing more Fuel for every elapsed second after it comes off cooldown. This ability can deal high damage if not used for a while but will cost alot of Fuel if delayed for too long. Choppers can also use Splash Fuel which slows attack and movement speed. However, this effect does not stack when multiple Choppers use this ability. The good side of this is that the fuel can be ignited by any fiery attack. When ignited, the target burns permanently and can stack in damage.

Uldris Hellion Demolisher

The Hellion Demolishers can also be used by any healers and dps players. Drivers of this vehicle can switch different primary attacks from Fiery Boulder to either Acid Barrel and Inferno Bombardment, both of which can deal substantial dps. Fiery Boulder and Inferno Bombardment can ignite the fuel splashed onto the target by Gauss Choppers. Demolishers can also use Hellion Ram on any mobs that are too close for ranged attacks. They can also use Shock Grenade to drop any immunities the target currently has. It also deals extra damage on targets with such protections. Any Demolisher player can use this when the immunity goes up. Turbo Boost can bust to get out of a dangerous situation if cornered by the PHT-1269 or to get across the gauntlet faster.

Factory Gauntlet

Before going up against the boss, the raid has to deal with the Gauntlet and successfully complete. There are several mob types that appear during the gauntlet.

Gauntlet Enemies

Uldris Sky Striker: These aerial mobs spawn in groups of 5 that cannot be attacked by the raid. They consistently engage the raid with rocket attacks and chain guns. Going through the gauntlet quick reduces the damage taken by these mobs. They also despawn shortly after another Sky Striker pack spawns.

Factory Guardian: These iron golems are part of completing the gauntlet. Killing these is the criteria towards finishing the event. They use a Shockwave Strike that deals damage and stuns the initial target and damages anyone else 20 yards away. Counter this mob by kiting it to prevent it from using Shockwave Strike. However, the damage is low so keep him faced towards a wall when killing these.

Sentinel Giant: These giants are needed to complete the gauntlet. Killing them is the criteria for finishing the event. Defeating up to 15 Giants or Guardians (combined) completes the event. They come with a Lightning Volley attack that must be interrupted before it finishes its channel. They will also use a Storm Bolt that hits anyone near the impact point for quite some damage. If you continue to move, this attack can be avoided.

Uldris Forge-Welder: These dwarfs will spawn up to 250 times over the course of the gauntlet. They must be killed at any opportunity allowed as they attempt to heal the giants and guardians with an interruptable Lightning Weld. They will also cast Storm Orbs on the nearest Sentinel Giant or Factory Guardian. With this buff, melee attacks performed by the buffed mob has a chance to deal additional damage on hit. Burning the Giants/Guardians down quick reduces the amount of times Forge-Welders will cast this attack.

PHT-1269

After successfully going through the gauntlet and defeating 15 Sentinel Giants/Factory Guardians, a 15 second intermission begins to allow the raid to get into position before the boss comes out of his factory door. Players must stay within the boundaries of the boss' factory area. Anyone that is left behind outside this area will be destroyed by the Destroyer Mines that spawns after combat begins.

The Hyper Tank does not have a normal enrage timer, but constantly grows in strength via Strength of the Pantheon which increases its damage by 5% every 15 seconds. This means the fight cannot take too long or the damage dealt will be too much to handle. The boss has two different mobs that can be attacked during the encounter: the Tank itself and the turret mounted atop it that attacks random players.

The Hyper Tank moves from target to target over the course of the fight, pursuing that target before changing to another through Acquire Target. If the tank ever reaches its target, it will use Devastating Ram which deals a high amount of damage, knocks the player back, and increases damage taken by 100%. The Hyper Tank will use this ability frequently along as its target is close (it does not have an official melee attack). The Hyper Tank moves faster through Building Speed which increases its movement speed to 100% over 2 minutes. The boss will eventually gain a full stack and move at high speed towards its target. When targeting Demolishers, use Turbo Boost to outrun the Tank before it catches its target and uses Devastating Ram.

Every so often, PHT-1269 will cast 42-LR Missile Barrage. This sends out a massive barrage of missiles that hits all vehicles with extra missiles left over to hit the same vehicles several times over. While not normally dangerous, as the Hyper Tank grows in power, this ability becomes more and more dangerous. It will also use Burning Vents which increases in damage as the boss continues to channel it. Shock Spiders must be close enough to use their Disruption Shock ability to interrupt the Burning Vents otherwise all player vehicles will suffer serious damage. All Hellion Demolishers must watch out for Pantheon Defense Matrix. It renders the Hyper Tank immune to all damaging attacks except for the Demolishers' Shock Grenade. The Shock Grenade is on a minute cooldown while the Defense Matrix ability is on a 45 second cooldown. A rotation between Demolishers may be needed to ensure the shield goes down nearly at the same time it goes up. The Shock Grenade will deal more damage when breaking the barrier and the boss' Building Speed buff will fade.

Pantheon Turret

The raid will also have to deal with the Hyper Tank's Turret that is mounted on it. It will attack random players throughout the fight. Destroying it causes the Hyper Tank to perform a System Reboot, which stuns it and removes its Building Speed stacks. While stunned, it takes 100% more damage for 20 seconds. At this point, Gauss Choppers should set up their Fuel Bombs and use their Fuelfire Bolt the moment the boss becomes stunned. Demolishers can go all out (any Demolisher not in the shield-breaking rotation can use Shock Grenade freely) while Shock Spiders spam their Fire Beam while rotating Imperial Gun Cannon and Cluster Rockets. The Hyper Tank will only become stunned once (due to there being only one Turret to destroy) so make great use of this Stun Phase and bring the Hyper Tank's health as low as possible. Upon recovering from the stun, all of the Tank's abilities (save for Strength of the Pantheon) will reset their cooldown timers. Without the Turret, damage taken by the raid will go down a lot, giving players breathing room.

As for the Turret's individual abilites, it too benefits from Strength of the Pantheon and as such, it starts to progressively inflict more damage over the course of the fight. Its primary attack is a Cannon Strike that is used on random players. Every 5 seconds, the turret will cast HS-82 Missile that targets the vehicle with the most current Energy or Fuel. This attack deals high damage that only increases through SotP (Strength of the Pantheon). The Turret will also cast a random Weapon System ability that changes its primary spam attack. Depending on the weapon system it switched too, it will gain a new ability that replaces the old one. It will still, however, use HS-82 Missile. The Turret cycles through its Weapon System ability every minute it remains active.

Switching to Plasma Cannon grants it the Plasma Strike ability. This deals direct damage to a vehicle followed by a short range AoE that hits anyone near the targeted vehicle.

Switching to Flame Cannon grants it the Flame Gout that deals damage in a wide range that will hit any other player near the target. If possible, players should spread out so that only a single vehicle is hit.

Switching to Ice Cannon grants it the Frost Beam that causes the Turret to channel a beam in the direction of a vehicle. This Frost Beam is highly dangerous has it deals an extreme amount of dps to any vehicle it hits and if it continues hitting a vehicle for a short while, that vehicle becomes frozen, requiring other players to break the frozen vehicle out. No vehicle should be behind any other vehicle during the Ice Cannon buff.

Switching to the Lightning Cannon grants it the Thunder Strike which is another spread out attack. Failing to spread results in this powerful attack chaining to other vehicles, doubling in damage each time.

In order to avoid dealing with the Turret for the duration of the encounter, all players should focus on it starting from the beginning of the encounter to get it out of the way early and to cause a System Reboot on the Hyper Tank. Bursting the PHT-1269 down while stunned will give the raid a head start on defeating it before its Strength of the Pantheon stacks grow too high.

Heroic Changes

  • Uldris Sky Strikers will return to aid the Pantheon Hyper Tank 1269 when the encounter begins.
  • Every 45 seconds, Uldris Saboteurs will plant explosives on several Demolishers and one Shock Spider, that detonate for 10% of their total health in Fire damage. Uldris Bomb Bots will chase down several Gauss Choppers and explode upon reaching them, causing 15% of their current health in Fire damage. This adds to increased damage the raid suffers during the fight.
  • The PHT-1269 will move faster per stack of Building Speed and reaches its maximum stack after one minute, down from two minutes.
  • Each missile fired by 42-LR Missile Barrage causes their targets to take 3% increased damage per missile.

Quotes

Gauntlet begins
  • Uldris Factory Worker: There they are! Sound the alarms!
  • Uldris Forge-Welder: Prepare the forges! They mustn't get through!
Gauntlet Completed
  • Uldris Forge Lord: They've broken through, they've broken through! Quick! Retreat! To the final factory!
Pantheon Hyper Tank Emergence
  • Uldris Forge Lord: Let's get out of here quick! The Hyper Tank can handle them!
  • Uldris Smelter: We need to warn the Iron Kings of their intrusion! Let's go!

Pantheon Hyper Tank 1269

Aggro
  • Intruder alert! Hostile entities, you are unauthorized to trespass within the Iron halls! Under direct order of Lord Tyr, leave now or you will be destroyed!
Acquire Target
  • Activating enemy acquisition program. Scanning nearby targets. Scan complete. Changing course to pursue acquired enemy.
  • Pursuit complete. Acquiring new target.
Pantheon Defense Matrix
  • Activating Pantheon Defense Matrix Protocol. All incoming attacks now averted!
Defense Shield Fades
  • Alert! Defense Matrix removed by excessive force. Hostile enemy assault continues. Rerouting power to offensive countermeasures.
System Reboot
  • Alert! Pantheon Turret system failure! Unable to continue pursuit. Pausing pursuit protocols. Rebooting systems commencing.
Reboot Finished
  • System reboot completed! Re-engaging unauthorized entities. Pantheon Turret system offline. Rerouting power to offensive countermeasures.
Weapon System Changed
  • Pantheon Turret weapon rearming commencing now. Activating Plasma Cannon system. Acquiring target.
  • Pantheon Turret weapon rearming commencing now. Activating Flame Cannon system. Acquiring target.
  • Pantheon Turret weapon rearming commencing now. Activating Ice Cannon system. Acquiring target.
  • Pantheon Turret weapon rearming commencing now. Activating Lightning Cannon system. Acquiring target.
Player Killed
  • Target threat level zero.
  • Current life form neutralized.
  • Pursuit complete. Target exterminated.
  • Enemy vehicle destroyed.
Death
  • Alert! Alert! Complete system failure. Rerouting energy... rerouting failed. System rebooting failed. Pantheon Hyper Tank 1269 unit shutting down.

Achievements

  • Uldris, Titan Facility - Defeat the bosses of Uldris.
  • Heroic: Pantheon Hyper Tank 1269 - Defeat the Pantheon Hyper Tank 1269 in Uldris on Heroic difficulty.
  • Tyrannical Turret - Defeat the Pantheon Hyper Tank 1269 without destroying its turret on Normal or Heroic difficulty.