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Often considered the "middle" instance of the three Tempest Keep instances, The Mechanar is shorter but a bit trickier than The Botanica. Patrolling arcane golems, Kael'Thas' Blood Elf servents, and Burning Legion collaborators impede your path through the fortress.
Gaining Access to The Mechanar
All Tempest Keep instances require a flying mount, and thus all members of the group must be at Level 70 and have purchased their wings to gain access to The Mechanar. Besides that, there are no other quests or keys you need to enter the portal; merely head off the eastern coast of Netherstorm and enter the southernmost satellite of the Keep. No class is absolutely necessary, but a Mage's Polymorph or Hunter's Ice Trap is very uesful for the gauntlet you face at the end of the instance.
Trash in The Mechanar
Most of the trash in The Mechanar is basic. Mobs of note, in order of appearance: Mechanar Tinkerers usually come in pulls with some elites; since they are non-elite themselves, they should be targetted first, as their damage is worth paying attention to. Tempest-Forge Destroyers have a Charge Fist ability that causes all melee attacks to also damage anyone around it, counterable with a very quick interrupt while it's casting, or simply having any melee retreat until the duration is over. Sunseeker Astromages have a somewhat powerful single-target spell that can be easily interrupted, but even if they get it off it's rarely too dangerous. Sunseeker Netherbinders can summon non-elite adds, so they should be watched.
Bosses in The Mechanar
Gatewatcher Gyro-Kill
More mini-bosses than true bosses, neither of the Gatewatchers in The Mechanar should pose real problems. Gyro-Kill's main gimmick is that he sends sawblades at a few random people in the group every once in a while; they do mediocre initial damage, and some AoE damage, so the group should stay spread out. Besides that, it's mostly a tank-and-spank fight. He drops the first part to a key for a chest that contains the loot that the two Gatewatchers, combined, drop.
Gatewatcher Iron-Hand
Slightly harder than his counterpart, but still nothing to pay much attention to. He periodically enrages; this can be dispelled by a Shaman or Priest. The tank should face him away to avoid a periodical cone-shaped slime attack. Every once in a while he stops moving and does fairly heavy AoE damage in a small radius around him, easily countered by simply backing up. He goes down fast, and, as long as everyone gets out of the AoE, is barely different than a normal mob. Pick up the second half of your key; the Cache of the Legion is by the elevator.
Mechano-Lord Capacitus
The first real boss in The Mechanar requires that your group pay attention well. First off, as soon as you engage him, many small bombs start floating around his "battlefield" area, occasionally exploding for about 2000-3000 damage. Taking one or two won't kill you, but it puts stress on your healer, so try to avoid them as best you can. He also alternates between Red and Blue Shields: When he's Red, all melee attacks against him cause 750 damage to the attacker. This adds up very quickly, so all melee -- including the tank, so watch aggro -- should stop attacking him. When he turns blue, he reflects any and all spells back at the caster, so obviously any spellcasters should stop for a few seconds until the shield is down. As long as everyone stops attacking when they should, manages aggro well, and avoids the bombs as best they can, he'll go down.
Nethermancer Sepethrea
Sepethrea can be a very hectic battle, and as everyone takes a fair amount of damage, a good bit of the responsibility for success or failure rides on your healer. As soon as you engage her, the Nethermancer summons two very slow moving Fire Elementals that stay for the whole battle and cannot be killed, damaged, or feared. They randomly pick a member of the group and chase them -- very slowly -- for a while, meleeing for about 500-700 damage when they reach them. Eventually they stop moving, do a somewhat damaging Hellfire for a while, then pick another target and repeat the cycle; all members of the group need to be aware if they're being chased by an elemental and kite it around so they don't get hit. As for Sepethrea herself, besides a relatively weak melee attack, she has only two spells: A Frost Shock that slows movement speed by 50%, and Dragon's Breath, exactly like the Mage spell, which does damage in a frontal cone and disorients the target. When the tank gets hit by Dragon's Breath, she will begin attacking another member of the group until he regains his senses. The group needs to do what they can to avoid damage for a few seconds until that happens. If they can survive while juggling the Elementals, the fight shouldn't be too painful.
Pathaleon the Calculator
The longest and most difficult fight in The Mechanar lies here. The difficulty behind this boss lies not in the boss itself, but the gauntlet you must run to reach him. As you enter the tunnel beyond Nethermancer Sepethrea's room, four Blood Elf mobs spawn and begin running towards you. When you kill them, a Tempest-Forge Destroyer spawns immediately after, and three more Blood Elves immediately after that. Use all the crowd control you have, and just try to last. If you're quick, your casters may be able to get in a drink in the split second between waves that you go out of combat. After you dispatch the first three waves and progress further into the tunnel, you face another set: Three Blood Elves, a Tempest Forge Destroyer, and four Blood Elves. You get a slightly longer break after that wave before Pathaleon comes after you.
Pathaleon has four main skills: A Mana Tap that drains about 1.5k mana from the target; an AoE silence for three seconds; Domination, an undispellable Mind Control on a random player; and summoning three Nether Wraiths at a time. It's not a terribly difficult fight in itself, for your main concern is recovering from the multiple waves of mobs you just had to kill. The tank simply tanks Pathaleon, as your casters deal with the Mana Tap and Silence as best they can, and whoever gets Mind Controlled is feared or sheeped until it wears off. It's advised that when he summons the Nether Wraiths, all your DPS stops attacking the boss and kills them, lest they pile up and tear through your group. If you're confident in your damage-dealing abilities and your healer's stamina, however, it's very possible to kill him before worrying about the adds. After that marathon killing session is over, you will have conquered The Mechanar of Tempest Keep.
The "middle" instance of Tempest Keep, The Mechanar, presents more challenging fights than the Botanica but can be easily conquered with the right group and strategy. Use the information provided in this guide and you'll have more fun and success in The Mechanar than wipes and corpse runs. Good luck and happy hunting in Tempest Keep, The Mechanar, or wherever you may be!