Some of you may remember me from this guide:
A Guide on Zekvir ? (Among Many) - Community / General Discussion - World of Warcraft Forums
So we’re gonna do it again.
So, you want that gold blimp for your rich goblin to roleplay upon in Orgrimmar on Wyrmrest Accord - or maybe you just want a challenge; only to find The Underpin is absolutely sending you packing each and every time. You might be tempted to call The Underpin unfair, but this challenge is akin to those of the Mage Tower, an optional challenge for those willing to bash their heads until you learn the rhythm of the fight.
So, what does one do?
Before you begin:
While the difficulty does not state its recommended item level, it is best to scale this off of the last tier of Delve difficulties recommendation for item level: that being 654.
- To cut a long story short it is highly recommended that your character is decked out in at least 645 gear entirely, and that you have your four pieces of tier gear equipped. The higher your item level and gear, the better of a time you’ll have.
- It is a good idea to prepare for this fight with consumables; a tip that has helped many clear their own Mage Tower fights. Brann now ALWAYS makes a campfire that not only functions as free food, but gives you a 5% stat increase to your primary attribute for 10 minutes! Good quality of life stuff, Brann - now could you tank or heal a bit better?
- Ensure Brann uses the Pocket Factory Curio and the L00T RAID-R Curio at their third or highest levels. The ability to apply 8-10% damage on the Underpin will go a long way and fill a niche that the Amorphous Relic used to do, and the Pocket Factory Curios at high level tend to provide some excellent services.
- Due to how hard The Underpin can hit non-tanks - if you are running Brann as a healer it is good to instead stagger Brann’s healing potions where possible, which can make a huge difference; one small mercy in this fight is that you can outrange the Underpin.
With all that said, let us delve into The Demolition Dome and figure out how he works, note that your experience may differ to that of a Blood Death Knight, but this guide will attempt to generalize:
Phase 1: Tick tock, you interloping mooks!
[Melee: ] The Underpin hits hard, although not impossibly so - it does mean you will have to take care and adjust Brann as needed to keep you alive if his mech keeps up with you.
[Flamethrower: ] A big cone AoE that has a far reach. Stay close to the Underpin unless you want to try and mitigate a HEFTY amount of fire damage with a rather deadly DoT.
[Crush: ] The Underpin launches his mech to stomp at a location away from him, generally aiming at you or Brann. Don’t stand in the circle.
[Bomb Barrage (name tentative): ] Unique to Tier??, the Underpin fires a giant bomb that explodes, sending shrapnel down below. This is the ‘Unending Spines’ of the encounter, although far more erratic in their placements.
[Time Bomb Launcher: ] The Underpin spawns four to five bombs that slowly tick down into a giant explosion. You can kick these bombs to give yourself some room, or use them as a weapon when the Underpin calls in his friends.
[ Divert Energy to Shields :] At 100% energy, The Underpin gains a shield - but increases his damage taken while the shield is up. If you do not break the shield in around 15-20 seconds, the Underpin heals for 25% of his max HP. Regardless of whether you break it or he heals, the Underpin will then spawn up to five pools of oil. Trying to run through these puddles will make you slip around!
[ Signal Cronies :] The Underpin calls five of his buddies in mech suits to personally remind you that goblins do not fight fair.
- [ Shoot: ] The Crony fires a bolt of Black Blood, dealing moderate damage. This will ALWAYS hit you no matter where you are in the arena.
- [ *Molten Cannon: *] The Crony lines up a shot via a red line, then fires a big ball of fire down it. Getting hit by this does VERY HEAVY damage, and also knocks you back - potentially into other balls or other dangers.
- [Burning Remnants: ] When slain, the Crony produces a fire for a good period of time that if you stand near or on top of them, does heavy fire damage. Just give them a wide berth when they’re dead and you’re good to go.
Practice makes perfect; expect this fight to get VERY scrappy throughout this duel, and expect to be spending some time figuring out the best way to approach the Underpin’s cronies. Keep your speed boosts ready for emergencies, and keep an eye on the Underpin. Death Knights are still capable of doing this fight, but the high mobility demands may mean playing defensively if you are subject to the bullet hell.
I wish many of you beginning to push The Underpin ?? good luck, and once again understand this fight was MADE to be tough and on par with various Mage Tower challenges. I am by no means an authority on my class or on others, but hopefully this guide among many others can assist in finally getting you your title of The Real Deal Breaker, and that fancy golden blimp.
Here’s to seeing you in 11.2 - against whoever our next Nemesis is!
Addendum: see Guuah’s comment for an additional PoV of the fight, alongside some other helpful tips!