Operation: Mechagon Dungeon Guide
Operation: Mechagon is a 5-man dungeon which was introduced in Patch 8.2 alongside the The Eternal Palace raid. While originally only available at the baseline Mythic difficulty, in Patch 8.3 this dungeon was split into two wings that can be accessed through the dungeon finder and as Mythic+ dungeons.
In this guide, players will find strategies and role-based information for each boss within the dungeon. We will also include information on how to activate the "hard mode" version of its baseline Mythic difficulty, which awards the Keep DPS-ing and Nobody Explodes achievement.
Patch 8.3 Operation: Mechagon Changes
In Patch 8.3, Operation: Mechagon can now be entered through the dungeon finder and ran as a Mythic+ dungeon. In order to make this huge dungeon more manageable, it has been split into two wings: Mechagon Junkyard and Mechagon Workshop.
Players can complete the first three bosses in whichever order they so choose. After the third boss encounter, HK-8 Aerial Oppression Unit will land in Junkwatt Depot. It is recommended that when players see the HK-8 Aerial Oppression Unit flying over any of the bosses that they do not engage that particular boss unless they want to activate Hard Mode on normal Mythic difficulty.
Along your way, make sure to pick up the buffs from the various buff robots spread all around the junkyard area.
The HK-8 Aerial Oppression Unit will begin to have a pattern once players defeat the first boss. It will begin to move to new locations as players progress through the dungeon. Players will want to defeat any boss that does not have the HK-8 Aerial Oppression Unit hovering above it, due to it making the fight harder if it is located at the same boss encounter.
The four bosses of Junkyard are:
In order for players to summon Gunker, all three Toxic Monstrosities will need to be cleared in the Outflow. Doing this will free the Squirt Bots, which will activate the boss and assist the players during the encounter.
Please keep in mind for the duration of this fight, most of Gunker's abilities will revolve around Toxic Goop. Players will want to avoid coming into contact with Toxic Goop, as it will cause them to become Gooped. Players that become Gooped will be incapacitated, preventing them from using any of their actions. Once one player is Gooped, all other players should burn down the Goop that is encasing them.
Throughout the fight with Gunker, players will receive help from Squirt Bots. Once the encounter begins, Squirt Bot will activate the ability Sanitizing Spray around the players and slowly will make its way around Gunker. Squirt Bot will periodically walk over the Toxic Goop, which will remove the pool from the ground. However, there will be a permanent pool of Toxic Goop under Gunker, so damage dealers will want to avoid this.
During the encounter, there will be one Squirt Bot that walks around the melee range which can be permanently followed by melee players; however, Gunker will cast Splatter throughout the fight, which will apply Gooped to a random Squirt Bot. At this point, players will need to defeat the Goop that is encasing the Squirt Bot, but keep in mind that it will not have the Sanitizing Spray aura while encased.
Throughout the fight with Gunker, he will have a set amount of abilities that he will use. Mainly, he will use Toxic Fumes, which will cause damage every 3 seconds. But as stated, he will have a set pattern of abilities that he will use throughout the fight.
- Toxic Goop: This will be indicated by green swirls on the ground.
- Coalesce: This will draw all pools of the Toxic Goop to him. It is recommended that players make sure that there are no pools behind them and should try to stand in the area of the Squirt Bot.
- At this time, he will once again cast Toxic Goop.
- Lastly, he will cast Toxic Wave, which casts out a wave of Toxic Goop in all directions. Players will need to be standing in a Squirt Box or directly behind one to avoid this ability.
Trixie and Naeno
Considered one of the toughest boss encounters, Trixie and Naeno DO NOT share the same health pool. When one is defeated, the other will become empowered, so players will want to kill the bosses at the same time. If players defeat Naeno first, Trixie will gain Super Boost, which increases her Haste by 100%, and if Trixie Tazer is defeated first, Naeno Megacrash will gain Turbo Boost, which increases the damage he deals.
Throughout the fight, Trixie will allow Naeno to enter the Mechacycle when she casts Jump Start. While in the Mechacycle, Naeno will aim in any given direction. After 4 seconds, he will cast Pedal to the Metal, which causes him to launch across the area in a straight line. Players will need to be aware of where the Mechacycle is and what direction he is in, due to the near lethal damage this ability will cause.
Afterwards, Naeno will cast Burnout, which will create a Smoke Cloud, and will cast Pedal to the Metal again. Once again, players will need to aware of where the bike is and what direction it is pointing in. After casting the second Pedal to the Metal, Naeno will exit the Mechacycle and begin combat once more.
Once in combat, Naeno Megacrash will begin to follow the Tank and cast Roadkill, which will charge to an area, causing high damage to any players in that area. Tanks will need to be on the look out for Bolt Buster, which is a frontal cleave that is cast towards them and will kill any non-tank player that is in the area.
During the fight, Trixie Tazer does not melee the tank, but instead she will spam her Taze cast, which deals a small amount of up-front damage, but applies a harder damage over time to any any player that is hit that lasts for 20 seconds. During the fight with Trixie Tazer, it is recommended that players alternate interrupts. Keep in mind that Trixie will also reposition herself using Electric Slide.
Trixie is also known to cast Mega Taze instead. This is an uninterruptable cast that will mark a player. Once the 8-second cast is finished, the player that is marked will be stunned for a total of 8 seconds and will take a very high amount of damage. Players who are marked will need to enter the Smoke Cloud in order to avoid the damage from Mega Taze.
Upon engaging King Gobbamak, players will notice that the boss will be summoning Scrapbone Grunters throughout the fight. These troggs will only deal minor damage, but can quickly become overwhelming if not dealt with. Players will want to use the Stolen Tech that is around the area to keep the number of Troggs to a minimum.
When King Gobbamak reaches 100 Energy, he will begin to cast Charged Smash on the tank. This deals a very high amount of damage that will be split among the players around the tank. For this ability, the party should be grouped up during the cast to help alleviate the amount of damage done and to keep the tank alive.
After players are hit with Charged Smash, they will have an Electrical Charge, which will deal a small amount of damage over time to the player. In order to remove this, players will need to stand near either a Stolen Scrapbo or a Stolen Shock Coil. Doing this will activate the Stolen Tech for 20 seconds and instantly kills any Scrapbone Grunters that come near it.
Lastly,King Gobbamak will cast Rumble every 45 seconds, which will deal a high amount of damage to all players over 5 seconds and causes Cave-Ins to occur. It is recommended that players should use any defensives they have and should avoid the falling rocks.
HK-8 Aerial Oppression Unit
Players will find that this boss will consist of three phases. For the first phase, players will fight a Tank Buster MK1 and for Phase 2, players will need to return to an Overcharge station, which will cause triple damage to the HK-8 Aerial Oppression Unit going Haywire.
For Phase 1, this will take place against the Tank Buster MK1 while HK-8 Aerial Oppression Unit is in the air. The Tank Buster will cast Wreck, which will deal a large amount of Physical damage to the tank every 3 seconds. Every time the tank gets hit, it will begin to stack a debuff called Wreck, which will make every hit harder. At this point, tanks will need to make sure they have any and all cooldowns available for this ability.
Throughout Phase 1, the HK-8 will cast the ability Reinforcement Relay, which will summon Walkie Shockie X1s into the arena. These mobs will focus random players and slowly walk towards them, which will leave a Static Discharge behind. Please keep in mind that these robots are immune to any damage and can only be crowd controlled. Once the energy has been depleted, the robots will begin to cast Self-Destruct.
Players will need to keep some of the other minor things in mind during Phase 1 of this fight. First, when players engage the Tank Buster, a Blue Ring will lock them within the arena and they will not able to leave. Players in the healer role will need to take care of the Tank Buster MK1 using Fulminating Zap on random players in the fight. Lastly, the HK-8 will begin to move around the outskirts of the arena and cast Cannon Blast towards the center. If any player is hit with Cannon Blast, it will be a near one-shot and should be avoided at all costs.
After completing the above and the Tank Buster has been destroyed, Phase 2 will begin. This phase will begin with an announcement that either the North or South Overcharge station has been activated and players will need to start positioning themselves to the side of the arena. The HK-8 Aerial Oppression Unit will fly to the center and begin casting Annihilation Ray, which will deal light damage to the entire party.
At this point of the phase, players will need to go to the Overcharge Station while making sure to dodge the various traps that they will encounter. The first trap players will encounter is called Vent Blast and can be located underneath the grated floors. Standing on these grates, while they are lit up, will cause players to take a high amount of damage and stun any player for a total of 2 seconds.
The second trap that players will encounter will be the Sentry Array. This trap will have a rotating set of beams that will teleport players to the beginning if they are hit. Players with leaps and jumps will be able to avoid these beams and avoid being sent back to the start of the dungeon.
The last trap that players will encounter during this boss encounter will be Sentry Bots. Players that get hit by these bots will not only send you back to the start of the dungeon, but will also alternate between the left and right side of the platforms. During the second wave of bots, however, they will rotate around the Overcharge Station instead.
Once players have made it to the top, they will need to begin a Hacking channel on the Overcharge Station. The Overcharge Station begins with 100 energy and every second that any player spends hacking will remove 2 energy from the station. Once the Overcharge Station reaches 0 energy, this will cause the HK-8 Aerial Oppression Unit to go Haywire and it will take 300% damage for 30 seconds. While HK-8 Aerial Oppression Unit is down on the ground, players will want to avoid the area of impact from the Malfunction Sparks that come from the boss.
Please note that if the boss is NOT destroyed after 30 seconds, players will need to start from Phase 1 to finish the boss. Players must ALSO cause the boss to go into Haywire mode before it finishes the 3 minute cast of Annihilation Ray. If players do not cause Haywire, the party will wipe.
Workshop is a much more linear dungeon, with very little trash to kill, although much of it is extremely dangerous, especially the pull right before the last boss! Make sure to skip it, if possible.
The four bosses of Workshop are:
Once players have cleared the trash Tonks, the bosses The Platinum Pummeler and Gnomercy 4.U. will spawn. Once again, these two bosses do not share a health pool. While in the Robodome Arena, players will encounter various environmental hazards scattered throughout and they are important to be aware of during this fight. First, Buzz Saws will be active and roll around the arena in a particular pattern.
Another environmental hazard that players will need to be aware of are the 4 Piston Smashers that are located in the center of the room. Each time that the piston smashes the The Platinum Pummeler, it will become deactivated and will remove one stack. Tanks will want to use taunt at the start of the encounter and kite The Platinum Pummeler to 3 Piston Smashers. At this point, Healers will most likely gain aggro until the first stack is removed, so make sure your tank taunts in the right direction.
Throughout the fight, the boss will cast Whirling Edge, which will deal a high amount of damage to anyone who is in melee range after the cast. Players will need to back away and kite the The Platinum Pummeler during this time. During this phase, the boss will also begin to lay mines on the ground, which players should try and avoid.
Gnomercy 4.U. is next and it will spend a lot of time not attacking the tank. Once Gnomercy 4.U. begins to cast Maximum Thrust, players will need check which direction it is facing and dodge the ability. Once the boss impacts the wall, it will be stunned for 10 seconds.
Another ability Gnomercy 4.U. will do is Vent Jets, which will be fixated on random players. The entire party will take a high amount of Fire damage every 10 seconds and it is recommended that healers use their cooldowns during this time. Players that are directly in front of the boss during Vent Jets will take an additional amount of damage.
The next boss encounter is with K.U.-J.0. and is a very simple and straight-forward encounter with minimal mechanics. While in the arena, Junk Cubes will begin to be dropped. Any player who gets hit with Air Drop will deal minor damage to players in the area along with a knockback. Players will want to be aware of when these Junk Cubes are hit by K.U.-J.0.'s abilities, so that they can become "Heated" the first time it is hit; they will become a Junk Bomb the second time it is hit. Players will be instantly dealt with a deadly amount of damage and it will knock them back.
K.U.-J.0.'s last ability will be Explosive Leap. This ability will cause players to be marked and jumped on. The players that are marked should spread out from both the other players and the Junk Cubes. His most deadly ability is Venting Flames. Players will be dealt a very high amount of Fire damage if they are in the line of sight of the boss. Players can use the Junk Cubes that are scattered around the arena or go into any corner to hide. Players will want to make sure to avoid any "Heated" Junk Cubes at the start of the cast.
Tanks will have Blazing Chomp cast upon them, which will deal a very high amount of Magic damage every second and will need to be dispelled as soon as possible. Once this is dispelled, it will deal a minor amount of damage to the rest of the party.
At first glance, The Machinist's Garden appears to be a nice robot garden. But hidden away are many traps that will try to kill you and the other players of your group. As the fight with the Machinist's Garden goes on, it will continue to lay more traps that players will need to try and avoid.
At the start of the fight, Head Machinist Sparkflux will have an energy bar. Once the bar reaches 100, he will begin to cast "Hidden" Flame Cannon, which will leave a high ticking DoT on the player and can stack if you cross multiple lines. You can avoid this cast by looking at the center statue and look for the little sprouts that protrude after the cast. These spouts will tell the player where the Flame Cannons will begin and, once they begin to fire, players are locked into the room they are standing in.
Sparkflux will begin activating Inconspicuous Plants throughout the fight. Players will be randomly focused and have Blossom Blast channelled onto them. This will deal a significant amount of damage until the Inconspicuous Plant is killed. Once destroyed, it will become an Oil Fountain and transform itself once it has been hit with the next "Hidden" Flame Cannon.
When it is hit by the "Hidden" Flame Cannon, it will evolve into a Roaring Flame, causing fire patches in the area. Please keep in mind that Roaring Flame will not despawn and players will have more fire patches to dodge as this fight goes on.
Head Machinist Sparkflux will also cast Discom-BOMB-ulator throughout the fight and this will leave a blue swirl on the ground. Players will have this cast on them at random and getting hit with this will end up disorienting the player for 9 seconds, but it can be dispelled. If the tank ends up getting hit with this cast, the boss will begin to melee another target.
Head Machinist Sparkflux's last ability is called Self-Trimming Hedge. This ability is a bouncing sawblade that will not despawn and any player getting hit with this will be dealt a large amount of damage.
King Mechagon is the final boss of the instance and will have a total of 3 phases. At the start of Phase 1, the boss will be in his Aerial Unit R-21/X and while in this mode, the boss will not hit the tank in melee. Instead, tanks will have Pulse Blast cast on them, which deals pure Magic damage.
King Mechagon will summon 4 Plasma Orbs at the start of the fight. Players will want to avoid the orbs, as those who get too close will be dealt damage and knocked back. King Mechagon will also occasionally move these orbs using his ability Recalibrate and deal massive damage in the areas marked, but also deal a smaller amount of damage to players that they pass through. Players will want to dodge these orbs by checking where they are going from the directional arrows on each orb.
Players will be targeted randomly with Giga-Zap. During the first phase of this fight, players will be hit with a large amount of upfront damage and will be left with a damage over time effect. Players can expect the debuff to last 12 seconds and damage taken will be increased from Giga-Zap by 100%. King Mechagon's last ability for Phase 1 is Cutting Beam.
The Aerial Unit R-21/X that King Mechagon is in will begin to fly and start to cast Cutting Beam. All players in the party will receive a high amount of damage, but will do massive damage to anyone who is directly under Cutting Beam. During this time, a random player will be chased by the Aerial Unit.
Once players have defeated the Aerial Unit R-21/X, King Mechagon will stun all players and enter the Omega Buster. This will begin Phase 2. Players can expect to face Plasma Orbs and Recalibrate from Phase 1 and the Omega Buster can be tanked like a regular boss. The biggest difference in this phase will be the Giga-Zap ability.
During Phase 2, all players will be hit with Giga-Zap that are in the area, instead of it being on one player. This ability will also be cast three times in a row, which will make the debuff more important to manage during this phase. Any player who is marked with Giga-Zap will be tethered and it is recommended that they do not move. If Giga-Zap is not targeted on you, you will want to move out of the area to not get the debuff.
King Mechagon's final move of phase 2 will be to detach his Magneto-Arm which lands in the arena. All players and Plasma Orbs will be drawn to the Arm for 9 seconds. While this happens, it will do ticking damage to the entire party and can be reduced by increasing your distance from the Magneto-Arm.
For King Mechagon's final phase, King Mechagon ejects from the Omega Buster and will become a Tank and Spank fight. He will not have any special mechanics during this final phase.
Operation: Mechagon Hard Mode
HK-8 Aerial Oppression Unit Hard Mode
Players can activate a hard mode of the HK-8 Aerial Oppression Unit boss fight if they so choose to. In order to unlock the hard mode fight, players will need to defeat the first 3 bosses with the unit hovering over the the boss. Players will not need to clear trash while the unit is above and can summon Gunker before the unit moves to make the fight a little easier.
When the HK-8 Aerial Oppression Unit is hovering over each boss while players fight, it will spawn 3 Walkie Shockie X1 robots that function the same way as in the HK-8 Aerial Oppression Unit boss fight. The only difference between these two are that the players will have the robots to deal with during the first 3 bosses.
Once players have cleared the first 3 bosses with the HK-8 Aerial Oppression Unit in the air, they will need to head to the HK-8 Aerial Oppression Unit. Players will be able to tell when they have activated the hard mode of this boss due to a Tank Buster MK2 instead of Tank Buster MK1. This new version is going to have similar mechanics to the first one, but will be harder; the Fulminating Zap ability will be changed to Fulminating Burst.
Players will notice that the Walkie Shockie X1s have been upgraded to Walkie Shockie X2s during Phase 1 of the fight. These robots are now all connected by Shock Link and players will want to avoid being in the middle of this connection. Players will have the chance to leave the area of the link, but will take a small amount of damage leaving.
The last change to the encounter is that players will only have 55 seconds to have HK-8 Aerial Oppression Unit go into Haywire mode before the cast of Annihilation Ray has a chance to wipe the party.
K.U.-J.0. Hard Mode
Once players have defeated HK-8 Aerial Oppression Unit, Players will be able to make there way to K.U.-J.0. as they normally would. Once players get to HK-8 Aerial Oppression Unit, a pile of Robo-Waste will be located on the ground. These will be on the left where you walk in at and players will need to click on the Robo-Waste to send it flying into the fire which will activate hard mode.
Once players have begun to pull K.U.-J.0., a debuff will slowly begin to start stacking on the party, which will reduce everyone's movement speed by 5% per stack. This debuff will cap at 16 stacks which will slow every player by up to 80%. Players will need to defeat K.U.-J.0. while under the effects of this debuff and will need to head to the Junk Cubes when he casts Venting Flames.
King Mechagon Hard Mode
Once players have defeated K.U.-J.0., a pillar with a red button will appear. You will need to interact with the button to activate the hard mode when you pull King Mechagon. King Mechagon's Hard Mode involves Annihilo-tron 5000, which is an untargetable NPC that will detonate once its countdown reaches 0. Annihilo-tron 5000 will have an energy bar that can be seen on the Boss Frames and it will drain at a rate of 20 energy every 9 seconds. Once the energy bar hits 0, every player within the party will be instantly killed after a few seconds.
Players will need to keep in mind that when Annihilo-tron 5000 hits 35 energy, a "Termination Sequence" will begin. When this begins, the Input Panels will flash a color and picture until each one has flashed once. Players will not need to remember the picture or color but the sequence of the Input Panels. These panels will then all flash a Red Skull again before they all reactivate with colors. This will begin the Input Phase, which will allow players to interact with the Input Panels and will need to input the correct Termination Sequence.
When players input the correct Termination Sequence, this will reset Annihilo-tron 5000 back to 100 Energy. Players will then be able to click on the Input Panels when the Annihilo-tron 5000 is at 11 Energy, which means that there is only 5 seconds to input the entire Termination Sequence. It is recommended to have one person stationed at each Input Panel.
The termination sequence will occur every 45 seconds throughout the fight with King Mechagon, which causes overlaps with some of the other mechanics that he has. Recalibrate will cause a Plasma Orb to spawn if players stand near the Input Panels when that phase of the fight is not occurring. It is also recommended that you do not kill Aerial Unit R-21/X when the termination sequence is beginning, as this will cause the party to be stunned for the Input Phase.
With Giga-Zap, Magneto-Arm, and Cutting Beam: These can be lined up with the termination sequence, so players will need to try and survive this while paying attention to the combo sequence. Once done correctly and King Mechagon has been defeated, you will have successfully defeated Hard Mode.
Players will have the opportunity to obtain two rare mounts Operation: Mechagon that drop from the bosses within.
- Mechagon Peacekeeper: Players can obtain this rare mount from the fourth boss of the dungeon, HK-8 Aerial Oppression Unit.
- Aerial Unit R-21/X: Players can obtain this rare flying mount from the last boss of the dungeon, King Mechagon.
There are also two pets that players can obtained from the bosses within the dungeon.
- Microbot 8D: Players can obtain this rare pet from the 4th boss of the dungeon, HK-8 Aerial Oppression Unit.
- Golden Snorf: Players can obtain this rare pet from the last boss of the dungeon, King Mechagon.
Players can obtain a total of 4 Battle Pets from the dungeon. Players can obtain these by engaging in pet battles with the wild pets while inside the dungeon.
Please note that all Azerite Helms have been removed from the dungeon journal and it is not known if they have been removed entirely.
|Inventor's Ingenious Trifocals||Helm||Cloth||Person-Computer Interface||King Mechagon|
|Shoulderguards of Fraying Sanity||Shoulders||Cloth||Clockwork Heart||King Mechagon|
|Volatile Arming Doublet||Chest||Cloth||Clockwork Heart||HK-8 Aerial Oppression Unit|
|Mekgineer's Mindbending Headgear||Helm||Leather||Person-Computer Interface||King Mechagon|
|Extravagant Epaulettes||Shoulders||Leather||Clockwork Heart||King Mechagon|
|Type II Bomber Jacket||Chest||Leather||Clockwork Heart||HK-8 Aerial Oppression Unit|
|Apogee Inventor's Goggles||Helm||Plate||Person-Computer Interface||King Mechagon|
|Tank Buster Pauldrons||Shoulders||Plate||Clockwork Heart||HK-8 Aerial Oppression Unit|
|Mechanized Plate Chasse||Chest||Plate||Clockwork Heart||King Mechagon|
|Psychogenic Prognosticator's Lenses||Helm||Person-Computer Interface||King Mechagon|
|Epaulettes of Arcing Power||Shoulders||Clockwork Heart||HK-8 Aerial Oppression Unit|
|Circuit-Linked Chainmail||Chest||Clockwork Heart||King Mechagon|
|Subroutine: Emergency Repairs||Red||HK-8 Aerial Oppression Unit||Healing allies under 50% health has a chance to restore 4157 mana to you over 6 seconds.|
|Performant Logic Board||Yellow||Multiple Bosses||+311 Haste, +93 Random Stat|
|Friend-or-Foe Identifier||Blue||HK-8 Aerial Oppression Unit||Track nearby Mechanic creatures, showing their location on the minimap.|
|Harmonic Dematerializer||Red||HK-8 Aerial Oppression Unit||Deals 7170 damage to target creature, and gives this effect a 10% boost when used on targets of the same name. Resets if used on a target of a different name. 45 second cooldown.|
|Omnipurpose Logic Board||Yellow||Multiple Bosses||+311 Versatility, +93 Random StatM|
|Electromagnetic Resistors||Blue||King Mechagon||Reduces the potency of forced movement effects.|
|Subroutine: Overclock||Red||King Mechagon||Your abilities have a chance to grant you 280 Haste for 12 seconds.|
|Optimized Logic Board||Yellow||Multiple Bosses||+311 Mastery, +93 Random Stat|
|Forceful Logic Board||Yellow||Multiple Bosses||+311 Crit, +93 Random Stat|
|Schematic: Super-Charged Engine||Engineering||K.U.-J.0.||This pattern teaches how to craft the Super-Charged Engine, which is one of the two items needed to craft the Xiwyllag ATV.|
|Recipe: Monelite Reinforced Chassis||Blacksmithing||K.U.-J.0.||This pattern teaches how to craft the Monelite Reinforced Chassis which is the second half of the items needed to craft the Xiwyllag ATV.|
|Recipe: Abyssal Healing Potion||Alchemy||Any Boss||This recipe teaches the Rank 3 craft for Abyssal Healing Potion.|
|Recipe: Potion of Unbridled Fury||Alchemy||Any Boss||This recipe teaches the Rank 3 craft for Potion of Unbridled Fury.|
|Recipe: Potion of Wild Mending||Alchemy||Any Boss||This recipe teaches the Rank 3 craft for Potion of Wild Mending.|
|Recipe: Famine Evaluator And Snack Table||Cooking||Any Boss||Teaches the Rank 3 craft for Potion of Wild Mending.|
Players can obtain the Vision of Perfection Azerite Essence from running Operation: Mechagon or its Mythic+ wings. While Ranks 1-3 come from running the dungeon, Rank 4 is tied to the achievement Hertz Locker and is account-wide once unlocked.
- Engine of Mecha-Perfection: This Essence has a 100% drop chance from King Mechagon or the end of run Mythic+ chest, and is used to learn Rank 1 Vision of Perfection.
- Blueprint: Perfectly Timed Differential: This blueprint drops from King Mechagon or the end of run Mythic+ chest, and teaches the player to craft Perfectly Timed Differential from Junkyard Tinkering.
- Progression Sprocket: This Essence has a 100% drop chance from King Mechagon or the end of run Mythic+ chest, and will need six to combine and create Perfection-Enhancing Gearbox
- Mecha-Perfection Turbo: This can be obtained from the achievement Hertz Locker and will require players to have Rank 3 Vision of Perfection obtained.
Players will be able to obtain rings from within Operation: Mechagon that have effects on them which are unfinished and will need to be equipped with the corresponding effect. These are called Conditions and Effects. An example of this would be equipping Logic Loop of Division and Shorting Bit Band, which will cause you to deal Nature damage to a nearby enemy while attacking an enemy from behind.
- Logic Loop of Division/ Overclocking Bit Band: If you damage an enemy while you are behind them then you gain 191 Haste for 15 seconds.
- Logic Loop of Maintenance/ Protecting Bit Band: If you activate an ability while your health is below 50% then you absorb the next 20,040 Magic damage within 8 seconds.
- Logic Loop of Recursion/ Rebooting Bit Band: If you use 3 different spells or abilities on the same target, then you heal up to 5 injured allies for 10590.
- Logic Loop of Synergy/ Shorting Bit Band: If you heal a target whose health is below 50%, then you deal 15643 Nature damage to a nearby enemy.
|Item Name||Type||Main Stats||Source|
|Modular Platinum Plating||Trinket||Agility or Strength||The Platinum Pummeler|
|Ingenious Mana Battery||Trinket||Intellect||Head Machinist Sparkflux|
|Remote Guidance Device||Trinket||Agility or Strength||Trixie Tazer|
|Item Name||Type||Main Stats||Source|
|Electrifying Cognitive Amplifier||One-Handed Mace||Intellect/Stamina||The Platinum Pummeler|
|Cranial Recalibrator||One-Handed Mace||Agility/Stamina||King Gobbamak|
|Salvaged Incendiary Tool||One-Handed Axe||Agility/Stamina||Gunker|
|Fusion Hacker||One-Handed Axe||Strength/Stamina||HK-8 Aerial Oppression Unit|
|Logg||Two-Handed Mace||Strength/Stamina||King Gobbamak|
|Light Auto-Stabilizing Energy Rifle||Gun||Agility/Stamina||HK-8 Aerial Oppression Unit|
|Salvaged Mekacycle Shielding||Shield||Strength/Stamina/Intellect||Trixie Tazer|
|Tearing Sawtooth Blade||One-Handed Sword||Strength/Stamina||Head Machinist Sparkflux|
|Sharpened Trogg Femur||One-Handed Sword||Intellect/Stamina||Gunker|
|Apex Perforator||Dagger||Agility/Stamina||The Platinum Pummeler|
|Trixie's Backup Backbiter||Dagger||Agility/Stamina||Trixie Tazer|
|Reclaimed Shock Coil||Staff||Agility/Stamina||King Gobbamak|
|Neural Synapse Enhancer||Dagger||Intellect/Stamina||Head Machinist Sparkflux|
|Item Name||Slot||Type||Main Stats||Source|
|Insulating Threaded Gloves||Hands||Cloth||Intellect/Stamina||Gunker|
|Self-Sanitizing Handwraps||Hands||Leather||Agility or Intellect/Stamina||King Mechagon|
|Galvanized Leather Grips||Hands||Leather||Agility or Intellect/Stamina||King Gobbamak|
|Swift Pneumatic Grips||Hands||Agility or Intellect/Stamina||K.U.J-.0|
|Slick Tactical Grips||Hands||Agility or Intellect/Stamina||Gunker|
|Gauntlets of Absolute Authority||Hands||Plate||Strength or Intellect/Stamina||King Mechagon|
|High Speed Gauntlets||Hands||Plate||Strength or Intellect/Stamina||Trixie Tazer|
|Royal Attendant's Trousers||Legs||Cloth||Intellect/Stamina||King Mechagon|
|Overcharged Pantaloons||Legs||Cloth||Intellect/Stamina||HK-8 Aerial Oppression Unit|
|Unseen Predator's Breeches||Legs||Leather||Agility or Intellect/Stamina||Trixie Tazer|
|Flame-Seared Leggings||Legs||Leather||Agility or Intellect/Stamina||K.U.-J.0.|
|Reinforced Riding Chausses||Legs||Agility or Intellect/Stamina||Trixie Tazer|
|Self-Repairing Cuisses||Legs||Agility or Intellect/Stamina||Head Machinist Sparkflux|
|Anodized Plate Legguards||Legs||Plate||Strength or Intellect/Stamina||King Gobbamak|
|Heavy Alloy Legplates||Legs||Plate||Strength or Intellect/Stamina||The Platinum Pummeler|
|Supplicant's Soiled Slippers||Feet||Cloth||Intellect/Stamina||King Gobbamak|
|Hyperthread Boots||Feet||Cloth||Intellect/Stamina||The Platinum Pummeler|
|Ooey-Gooey Galoshes||Feet||Leather||Agility or Intellect/Stamina||Gunker|
|Machinist's Treasured Treads||Feet||Leather||Agility or Intellect/Stamina||Head Machinist Sparkflux|
|Regal Mekanospurs||Feet||Agility or Intellect/Stamina||King Mechagon|
|Roughshod Chain Boots||Feet||Agility or Intellect/Stamina||King Gobbamak|
|Pyroclastic Greatboots||Feet||Plate||Strength or Intellect/Stamina||K.U.-J.0.|
|Greaves of Acid Resistance||Feet||Plate||Strength or Intellect/Stamina||Gunker|
|Ringmaster's Cummerbund||Waist||Cloth||Intellect/Stamina||The Platinum Pummeler|
|Silken Safety Harness||Waist||Cloth||Intellect/Stamina||Trixie Tazer|
|Mad King's Sporran||Waist||Leather||Agility or Intellect/Stamina||Gunker|
|Mekgineer's Championship Belt||Waist||Leather||Agility or Intellect/Stamina||The Platinum Pummeler|
|Mekgineer's Utility Belt||Waist||Agility or Intellect/Stamina||Gunker|
|Well-Oiled Plate Girdle||Waist||Plate||Strength or Intellect/Stamina||Gunker|
|Automatic Waist Tightener||Waist||Plate||Strength or Intellect/Stamina||Head Machinist Sparkflux|
|Hyperthread Wristwraps||Wrist||Cloth||Intellect/Stamina||King Mechagon|
|Wraps of Electrostatic Potential||Wrist||Leather||Agility or Intellect/Stamina||Trixie Tazer|
|Gold-Coated Superconductors||Wrist||Agility or Intellect/Stamina||The Platinum Pummeler|
|Anodized Deflectors||Wrist||Plate||Strength or Intellect/Stamina||King Mechagon|
|Trashmaster's Mantle||Back||Agility or Strength or Intellect/Stamina||K.U.-J.0.|
|Mountebank's Colorful Cloak||Back||Agility or Strength or Intellect/Stamina||Trixie Tazer|
- 02 Feb. 2020: Clarified how to obtain Vision of Perfection in 8.3.
- 15 Jan. 2020: Updated for 8.3 patch changes and elaborated on the Mythic+ version of the dungeon.
- 03 Aug. 2019: Added Hardmode and Loot Tables.
- 10 Jul. 2019: Guide added.
Patch 8.3 Profession Changes
- New Potential Evoker Spells Added in Patch 10.1 Build 48661
- Dragonflight Patch 10.0.7 Hotfixes: March 23rd
- Primordial Stone Hotfix Changes: March 23rd
- Dragonflight Patch 10.0.7 DPS Log Rankings for Vault of the Incarnates: Day 1
- Mythic+ Tier List in Dragonflight Season 1 (Week 15)
- Dragonflight Patch 10.0.7 Hotfixes: March 22nd
- Class Set Updates and Clarifications in Patch 10.1: March 22nd
- Dragonflight Patch 10.1 PTR Dev Notes: March 22nd