Edisonspire Foundry
2000-01-01 10:00:00
Level 60 | 40-Player Raid | 7 Bosses
At the summit of Azar’s grandest industrial spire, the Edisonspire Foundry looms like a crown of brass and lightning. This raid challenges adventurers to navigate a labyrinth of lethal inventions, steam-powered guardians, and unstable energy fields.
The mad genius ruling the Foundry, known only as the Arch-Inventor, is on the brink of activating a sentient machine capable of reshaping reality. Players must ascend through chambers of malfunctioning constructs, unstable reactors, and shifting platforms before facing the final encounter at the Peak of Innovation.
Expect intense coordination, environmental hazards, and boss mechanics that require both precision and nerve. Conquer the Foundry, and you might claim schematics for some of the rarest techno-magical gear in the game.
Boss Encounters:
Ignition Squad Delta – A trio of elite engineers using elemental prototypes: flame, frost, and shock. Players must split into teams and coordinate takedowns to avoid overlapping elemental surges.
Magnetron Core – A giant electromagnetic orb that repels and attracts players. Standing too close stacks static debuffs; standing too far risks getting flung into hazards.
Brass Hydra – Multi-headed mechanical serpent. Each head has its own phase (poison gas, fire breath, oil slick). Destroying one head too quickly empowers the others.
Steamripper Sentinel – A walking tank. Requires coordinated tank swapping due to stacking heat debuff. Periodic ground flames and oil puddles create tight movement zones.
The Clockwork Choir – A swarm of harmonized drones that attack in rhythm-based waves. Players must interrupt synchronized "chorus casts" or wipe is guaranteed.
Edison's Prototype X9 – Near-boss level construct with randomized programming phases: defense mode, assault mode, overload mode. Each has its own mechanics and adds.
Archon Edison – Final boss. Uses a mix of tech and arcane madness: gravity inversion zones, unstable portals, and personal targeting beams. Players must coordinate position shifts every 30%, and deal with summoned fragments of "failed realities" that alter the arena's rules (e.g., reversed controls, silence zones).