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The possible members of Omega Team
If anyone doesn't know, for one level in Halo Wars, 6 Spartan IIs of Omega Team show up to support you in addition to Red Team. Blur cutscenes correlate with this, as Captain Cutter sees a visual feed of 6 Spartan IIs on Arcadia right before deployment. (It's possible Red Team was in that camera feed, but I'm leaning towards Omega only). Why Red and Omega are separated I do not know (suggested that Omega is for first contact responses). But what is established is that 3 members of Omega are canonically known from Halo Wars 2 DLC: (Leon-011, Robert-025, August-099).
A Phoenix Log in Halo Wars 2 tells that this is the same Omega seen on Arcadia:
Red Team worked closely with Omega Team several times, including the defense of Arcadia’s capital city when it was attacked in 2531, but were separated when the Spirit of Fire departed the system to chase retreating Covenant forces. Commander Jerome has discerned they survived the war, based on UNSC records recovered from the Henry Lamb facility, but he can only speculate as to their current activities.So at the minimum, Leon, Robert, and August survived the war. Whether or not the other 3 members survived isn't the main topic here, but rather who are the 3 other members? Looking though the files of Halo Wars 2 and its DLC, there are some interesting tidbits. For example, there's a reference to 'Argent_IV_Missiles', something not stated anywhere else. Looking through the audio files, the names are very strange: https://cdn.discordapp.com/attachments/357251544573542401/756788161102741535/omegateam.PNG
"BVO" seems to be a universal acronym for voicing of all units. The letters after that and before the underscore refer to the name of the unit. Yet, none of these match up to Leon, Robert, and August. So what are they referring to? By looking at the list of Spartan II names, things surprisingly match up. (Note: JEH refers to Jerome, the hero unit with the Hydra.)
KEICH = Keiichi-047
VINH = Vinh-030
CARR = Carris-137
In turn (by listening to audio), this means the files really refer to:
KEICH = August-099
VINH = Leon-011
CARR = Robert-025
Sadly, this brings up even more questions. There are a few hypotheticals to why this happened:
- 1.) These were placeholder names while the development team/343i finalized the names for Omega. This means Omega in HW2 was always meant to be "new" characters.
- 2.) These 3 file names were the original intent for Omega in HW2. That's why there's no correlation via gender. Omega was meant to be 047, 030, and 137 very early on but got changed by the time of designing/voicing.
There are of course, problems (aside from just overthinking audio file names). For one, Omega Team in Halo Wars is 4 male and 2 female Spartans. Not 3 and 3. It's possible to throw this away because the Spartans are just reused Red Team members x2. A more difficult problem however, is Keiichi. The Halo Wars website states he was attached to the Spirit of Fire during Harvest. Ignoring the part on why he wasn't in the Halo Wars game, this means he was not with Omega. (The Blur cutscene after all, shows 6 Spartans on Arcadia with Red Team elsewhere). It's possible to say that, of those 6 Spartans, one of them was Douglas or Alice, but it would be a very roundabout explanation. After all, if Keiichi regrouped on Arcadia after Harvest, wouldn't it be a plot point?
So what do you think? Were these just placeholder names while writers came up with new Spartans? Was there a cut plan that involved reusing obscure characters? Which one was better? What's your headcanon here?
IronHorse Text Guide with builds
Moving onto the raid itself. This guide will go into minor detail of raid comp per boss. This is an important key to speed running or attempting a flawless run. If you have members of the raid that are not going to change their builds or specs for a given fight, you may want to look for other members. Lets get some quite obvious talent(s) that are not a good fit for a raid unless you have complete trust in the other members to do their part. The following talents are in no particular order.
GLASS CANNON/Sacrifice - If you are doing this, you're wrong. Wrong....WRONG. I can't say this enough. Stop it, your 30 percent extra damage is not worth you going down on every encounter. BUT MY DPS BRUH. I got you, this is the learning phase where you get to find other options!
IN SYNC - This is the new DPS bad boy right here. Lets break down this talent and why it is a DPS god. Hitting an enemy grants +15% skill damage for 5s. Using a skill or damaging an enemy with a skill grants +15% weapon damage for 5s. Damage increases are doubled while both buffs are active at the same time. Now I know you might be scratching your head here with questions... "BossAchren, I am a dps god, I don't use skills for DPS!!!" Well on every single engagement, you have adds that are just put there to make your day miserable. What do adds love more than anything? Turrets! Throw down that Turret and BLAMO, you get 15% dmg with your weapon. The next part is rather easy, you point and pull the trigger. That is another 15% damage to skills AND weapon damage. You're welcome you have now obtained 30% weapon damage without needing Glass Cannon.
FOCUS - Pretty straightforward, slap an 8X scope on that sweet sweet ALMG/M1A of choosing that has IN SYNC. Aim at the heads of your enemies, wait until you see the whites of their eyes and pull the trigger. Jokes on them though, with 8X, their eyes are white at all times and let the headshots roll.
OBLITERATE - Same as the Focus, point and shoot. You should be rolling into the raid with at least 40% CHC and ROUGHLY 90% CHD. Your mileage may vary. I've seen builds rolling in deep with 180% CHD.
INTIMIDATE - This is being classified as a NO GO talent for the raid. You can not agree with me on this decision. But moving on to the next talent is the reason.
OVERWATCH - You run this over Intimidate at all times because you buff the raid with your 12% increased damage while you stay in cover. Got news for you, you will be in cover alot. With these being the primary goto for the "TNC Cookie Cutter" Dps build, here is what one might look like.
There are 3 other important rolls per fight. These are flexible depending on the fight. Key builds per fight will be addressed at the fight explination. Spoiler 1 Healer, 1(2) tanks, and 1 CC.
If you do not have FI or FB Chest/Backpack, Still maintain the 4 piece. Healing goto is Empathic Resolve until you can obtain the chest piece.
Boss 1, the ultimate DPS check of the ages. You think you have what it takes to get past this guy? I mean he is a DPS check! Breakdown of the comp as follows. 6 DPS - 1 Healer - 1 CC.
The fight seems like a chore but it can take less than 2 minutes with only the initial 3 shield adds being up. If you DPS this correctly you do not need SweetDreams to rid the initial adds. Remember the IN SYNC talent with turrets? 4 DPS setup the Turrets at the add spawn locations and forget they were out there. You get to do DPS and they CC the adds that are spawning allowing you to FOCUS on the boss. I intended to use FOCUS as you should be using it too. Now that you are shooting at him with 8X scopes straight into the dome, he will have a backpack that will charge up and give him healing/armor. WIth an 8X scope, tap the shit out of that backpack when it turns blue. Set 2 DPS to also run PULSE. PULSE gives his backpack added vulnerability. Goodbye healing for him!
Healer should be running a healing hive and corrosive chem launcher. POP the BTSU gloves at the beginning and just lay into him with the chem launcher. This will be enough to shred the 3 shield guys allowing for the DPS to just blow him away.
CC is running Eclipse Protocol to spread that sweet sweet fire to any additional adds that your turrets fail to maintain. Allowing the team to just DPS the boss. Chem Launcher is FOAM. Easier to hit a non-moving target.
Boss 2, the "What the fuck is going on Boss, Part 1". This fight is not hard. Let me say this again, he is NOT hard. What makes this fight hard is the people in it and the mechanics they must do. Comp as follows. 6 DPS - 1 Healer - 1 Tank.
A tank? Do we really need a tank? This is where we introduce you to the "Double" healer that is the tank. The tanks primary job in this fight is to pump out POINTMAN/VANGUARD every 30 seconds, full stop. This will buy you more time to DPS all the adds that continue to spawn. This is a good thing! The healer gets to roast up top like a turkey on Thanksgiving. We and you should do this with a solo healer in the control room. Practice this as you will need the DPS elsewhere. Setup - 1 DPS on A and the Tank on A. 1 DPS on A stairs and 1 DPS on C Stairs. 1 DPS on B. 2 DPS on C.
The fight. This fight has 2 phases with multiple mechanics in the "Phase" if you want to call them that. First phase is getting the Lava poured onto the train, second phase is post water pour onto the train. Key notes, only the tank goes into the room twice. Once just to start the event and once to pour the water. If the tank has to go in for ANY OTHER REASON, there is a timing issue that can't be worked around. This is FINE. This usually indicated the tank had to exit the room to either A) Fire a rocket, B) Avoid the AOE inside, or C) Run another code to reset the carbon monoxide mechanic.
Phase 1 - The team has to successfully hit the Red Power boxes within their sector 5 times to A) Bring up the Boss and B) Fill the Crucible/Move Crucible. These boxes are all tied with yellow cables to a Screen that indicates a "Code" that must be matched. You better have a tank and healer who are on talking terms because they will be doing most of the talking. The tank will sit inside the A airlock and read out the codes to the control room. The control room will then match the code to HIS set of codes. He/She will call out his code and the DPS in either A, B, or C will have to find it on the screen and shoot the associated red power box. If done correctly, the crucible files up and eventually becomes moveable. The codes are as follows when called into the control room.
DPS on the A stairs and C stairs need to kill the purple add that comes out of a random door on the top. If that purple add breaks the electrical panel at the top, the control room goes dark. This will hamper the rest of the fight to move forward. If the purple does break the box, A stairs DPS and C Stair DPS need to both coordinate flipping the switch at the same time. Once again, don't let that purple get to the box. Use the turret! The Tank can move freely in and out of the A airlock to assist with codes and DPS adds on A. He can also pick up the rocket from the A side and move it into the Airlock. Rockets? Yes, Rockets! The dps on A and C need to move a rocket that drops on their respective side INTO their airlock. When an Alarm horn sounds, the tank at A needs to call Alfa(Alpha) to indicate he is ready to shoot. Fire the rocket into the train on your Left. The DPS at C needs to call "Charlie" when he is ready and fire the rocket into the train on the right. Once the Alarm is done sounding, you have avoided the wipe mechanic. Both A and C need to continue to place rockets into A and C airlock until the train is cracked from a water pour. Continue to gather codes and shoot out the red boxes until the Crucible comes up which would be 4 total codes to fill it or 100%. Once the Crucible is up high, the DPS at A enters the airlock but does NOT go into the room. He can shoot the 3 weak points at the top of the room to assist in moving the Crucible. The DPS needs to call when it is broken. The control room person can sometimes see it but call it out. Once a weak point is called, the control room person moves it and states it's done. This will happen 3 times. This is a very short timeframe. BE PREPARED TO DO ANOTHER SET OF ROCKETS WHEN THIS IS HAPPENING. The A dps in the airlock will pick up a rocket waiting for him at the door and the C DPS will shoot another set. Again, move another set of rockets into the A and C Airlock when given the opportunity. If all is going to plan, the control room person is pouring the molten steel onto the train. This concludes Phase 1.
Phase 2 - Continue to DPS the adds that will continue to spawn. The tank at A needs to position himself into the airlock to enter. Open the A Airlock and allow the tank to shoot the boss to initial his AOE. Once the AOE is triggered, the DPS needs to send up water to the controller. BossAchren, you didn't say anything about water! Welp, send it up! The tank will enter the room and throw a Decoy away from the two water jets in the room, he will position himself on a jet and prepare to water down the train. DPS at A, B, and C, will send up exactly 80 to 85 worth of water. The gauges in the A, B, and C, sector will read 25 or 15. BEFORE YOU START THE FIGHT, calculate which ones will be sent up and send them up. You will also have to send more than is required because it falls faster than a plane without wings. Once the control room says "Water is in" or "Water is ready", or "DOUSE THE MOTHERFUCKER", the tank will start to pour water onto the train. After roughly 2 seconds of water flow the train will crack regardless if you stay on it for the full water length. The Tank OR Control room calls "Everyone to Bravo". ALL DPS EXCEPT STAIRS DPS moves INTO the B airlock. The Tank is also running into the B airlock. Once the DPS are in the Airlock and Tank is in the Airlock, you close B. This gives the tank time to drop his fire stacks. Once it is clear (Takes about 3 seconds) he enters the B Airlock and DPS the boss. This is it, this is the moment you have been waiting for. If the Control room needs to refresh his healing hive, the door will close on you. You whip that gun around 180 degrees and shoot all the adds you see. YOU NEVER LEAVE THAT AIRLOCK. When the doors flip back around, CONTINUE TO DPS THE BOSS. If the Boss initiates his AOE attack, the door can stay OPEN. It will not hit anyone inside the airlock. NEVER EVER LEAVE THAT FUCKING AIRLOCK. Once the boss is dead, you whip once again to 180 degrees and decimate every add still up in Sector A, B, and C. This concludes boss 2.
Boss 3, the "What the fuck is going on Boss, Part Deux". The one fight to break them all. This is probably the harder boss of the raid. Some might argue that 2 is, but IMHO boss 3 is the hardest. The fight has 4 to 5 phases depending on how you look at this but 4 is enough in the explanation. Comp as follows.
7 DPS - 1 Healer - 1 CC OR
5 DPS - 1 Healer - 1 Tank - 1 CC
It's decision time! Do you know this fight well and can steamroll all the mechanics? Well do I have good news for you! You get to roll as 6 DPS, 1 CC and 1 Healer. Are you attempting this for the first time or just need practice on all the phases? DING DING DING, 5 DPS - 1 Healer - 1 Tank - 1 CC. If you run 7 DPS, 1 DPS is top of tower and 1 DPS is mid tower on Blue phases. If you run the tank, Tank is top of the tower and 1 DPS is mid tower. Once again, the tank is there to POINTMAN/VANGUARD like it is going out of style to throw armor out every 30 seconds full stop. CC continues to pass out Fire and Foam AKA first boss strat.
Phase 1 - The Pressure plates. Here we define this by the COLORS on the map. I have seen people call out the actual elements but we don’t have time for elements. COLORS PEOPLE. RED, YELLOW, BLUE. The tower person goes up to the top and holds down the button on the diagnostics panel, the lower team of DPS and the healer will assign 1 DPS to click the matching color button at the bottom to start the fight. This will be either Yellow or Blue, it is never Red. Rinse and repeat 3 times. Once the buttons are pushed at the same time, someone calls “Down, drop, get off, leave the tower, GET DOWN” because there is an audio bug that will sometimes not go off. The red light in front of the tower person will also light up when its time to GTFO. If the tower person doesn’t drop, they are killed immediately when the mechanic starts a purge. Once the purge stops after roughly 5 to 7 seconds, he goes back up. Now the color will be random and will require the party at the bottom to rotate as a group/blob to said platform. Guess what DPS blob, adds! Yay adds! We all love em!. Priority as follows, Snipers on top ring > Shit tier adds > Chunga. The Chunga is at the end because they will spawn far away from the blob and only become an issue when the blob moves. If you see a Chunga, just call where it is and DPS it when you cross it. Here are the pressure mechanics per color outside what is already stated.
Red - There are 4 red pips on the walls on the lower OUTER level. 2 Away from the platform and 2 right on it. Find the pipe that spits out fire to the right of the box, once it is found, YOU HOLD ONTO THAT PIPE AND DON’T LET GO. I don’t care if 3 shotgunners are running at you. HOLD THE DOOR. At the same time, DPS needs to throw a DECOY on the red platform door. When the tower tank/DPS see the tower stop burning, that means the DPS are HOLDING THE DOOR. Run to the diagnostic table and HOLD YOUR BUTTON. When both are held, the platform DPS need to push the panel and when you hear the alarm, GTFO the tower. The person holding the red pipe can leave it and return to the blob. The DPS pushing the button on the platform can GTFO it because the BOSS IS MAKING SWEET SWEET LOVE TO THE DECOY. DPS the Boss to force him off the map. Red Pressure Complete. Tower man back to the top.
Blue - When Blue is called, the DPS mid tower goes up to the top and drops down to the 2nd tower level and finds 3 blue pipes having a 420 moment. Close the valves and the boss will once again spawn when the 3rd pipe is closed. Drop the DECOY at the door and allow the platform DPS to click the button. DPS the boss down and call the 2 tower Tank/DPS to drop off. Tower Man back to the top.
Yellow - When yellow is called, Tower will hold the diagnostics panel and all the yellow electrical panels around the room have a chance for a white spark to appear out of the lower right of the box. All 3 need to be flipped. The DPS mid tower person can come up and check the tower while the DPS blob checks the bottom. Once all 3 are flipped the boss spawns at the door (DECOY the door) and allow the DPS to push the button. Call the tower man off. Tower man back to the top.
Notes, If the tower is burning going into phase 2, REDO the red platform to clear the fire. The boss will NOT spawn after 3 are complete.
Phase 2, the return of pac MEN - My guide will explain the tower man and DPS tower man linking up to line up the pacmen (Gears). You can have 1 person do this via the clock method and I will NOT explain that here. The tower tank/DPS goes back up to the top of the tower, drops down to the second level and links up with the person at the bottom near the RED platform to line up the gears on the bottom of the tower. The bottom person will call to start and will tell the top tower person when to stop holding the wheel to like up the pacmen at the bottom. It is best to say stop when the tooth hits 1 rotation before it locks in. There is a minor delay to when it actually stops. You will do this 2 times per location. Total of 6. Once all are locked in, you will shoot the bright orange lights that appear when they are locked. Shoot all 6 at once. This will avoid having to fight the boss 3 times vs 1. 2 DPS will run to the others on the floor and just shoot them while the boss is out. Once all 6 are popped, DPS the boss once again and force him back into hiding. The Boss at this point is now releasing sticky foam balls. The CC can foam the actual release of the balls to avoid getting to the team. IF YOU ARE FOAMED, you can shoot your legs via hip fire ONLY. Do not ADS. You can shoot your other team mates' legs to free them. Now where you shot all the pac MEN, there are 3 fire bits that need to be DPS’d down. Shoot all 3 in a rotation and DO NOT STAND IN THE DIRECT LINE OF THE BLAST. When they break it will be an instant down for anyone standing there. Shoot them from a 45 degree angle. End of Phase 2
Phase 3, I know my ABC’s - This phase is rather chill but still chaotic with adds all around. The tower man will go back up top and read a large screen that will have 4 letters of the alphabet. He will read out LETTER DOWN/UP or LETTER LESS/MORE. The lower tower person will shoot the associated gear to match up. A good 15 round burst of an AR or LMG is enough to cause the change. Once all 4 letters are in the blue, the top person will change the page and read off the next 4 if they need changes. This continues for a total of 16 letters if need be.
DPS needs to watch the boss on the 2nd ring and DPS the minigun he moves to. Once he mounts a minigun, you can shoot the weak point that appears. There will be a total of 3 guns. Adds on the BOTTOM floor will drop rockets that can be used to speed up this mechanic, use them. Once all the letters are done and the 3 guns are destroyed, enter phase 4.
Phase 4, 2 minutes to Wipe - All the work you just did means nothing in the long run but here we are. Remember the CC? He needs to burn adds and foam the boss/sticky balls. Move the entire raid to the top of the tower. The Tower Dps who was already up top throws the first DECOY to turn the boss around on the bottom? Why might you ask? Another healing mechanic! Pop the backpack and FOCUS the boss’s head/bag. Also DPS needs to be aware of snipers that spawn and drop them before they drop you. Once the Boss dies, everyone needs to drop to the bottom floor. You have 30 seconds to complete the raid at this point. The tower tank/dps needs to loot the boss for the key. ONLY 1 PERSON GETS THAT DAMN KEY. Once they have the key, they get back to the top and enter it into the master console. All the DPS are scrambling to move to a color platform again! People need to call out which color they are going to, Ideally 2 per platform. Once at least 1 person is at a platform, hit the button AFTER tower enters the key. Oh, I forgot, continue killing adds! If you do this correctly, that's it for the hardest boss.
Boss 4, The final Boss (Also easiest) - This is it, this is what you have been working for. Now you get to find out how easy this last encounter is. The comp as follows.
5 DPS - 1 Healer - 2 Tanks
Tank 1 - POINTMAN/VANGUARD = Running Chunga Keys
Tank 2 - Tardigrade/Ravenous or Merciless = Kiting Boss Phase 2a/2b/3
I am sure many of you might have issues with this comp but it gets the job done. The off tank CAN be switched for another DPS but it is rough going in the end.
Setup, 2 DPS on the left side of the field + healer to roam and 3 DPS on the right side of the field. 1 Left DPS back and 1 right DPS back for ROCKETS. Bored Tanks can also work rockets when they have time.
Phase 1. (Note all phases are similar except some mechanics). When the fight starts, you are clearing adds, killing the single Chunga, and moving to your spots. For this guide the positioning will be roughly explained but not in detail. All dps positions need to move into a position that AVOIDS the line of sight of the GAU-8 (minigun) in the middle of the field. The front DPS on both sides need to have line of sight on their respective doors, the left being on the back of a semi trailer and the right being inside the Bucket/Crucible or to the right of it. The right read DPS can sit behind a semi trailer there and the left DPS sits behind a fallen over Crucible. Tanks can roam and eat the gun while the healer just ducks when need be depending on where they are. The mini gun will swing either to the left or right on a timer, you will hear an alarm when it is about to spin up. The CHUNGA tank will be picking up a key and running it to the center of the GAU-8 gun. When they stand there and activate the circle to 100 percent, they can activate the gun when the alarm sounds. This will break the smaller gun armor. DPS need to kill adds that spawn at their respective door AND call out when a sniper appears on either the far left train car or right car. These will one shot players. The other important mechanic is the wipe mechanic that starts at every phase. The left and right rear DPS needs to kill a rocketeer that will spawn behind them and shoot said rockets that drop into the LARGE RED BULLET loading into the gun. After 6 rockets, the gun will reset and now you can start using rockets to shoot the smaller 4 cannons on the train. 2 rockets per gun and you will use 6 rockets. The last gun on the far right will be DPS’d down by players. The 2 rocketeers that will spawn will be killed and leave the rockets on the ground. When the 4 gun breaks and the rockets are on the group, the boss will spawn. You can not do damage to her but the entire raid needs to move to the middle under the bridge. Both tanks need to deploy their shield for a wall just inside the water and now in the playing field. Anyone not behind the tanks are pretty much dead etc.
Phase 2a/2b (There will be 2 rounds of this). Everyone back to their positions, Fire the 2 rockets that should be on the ground at the large RED bullet. Obtain 4 more to clear the wipe mechanic. There will be 2 miniguns that spawn on the train that can be DPS’d a little to stop them. The tank with merciless or ravenous is now going to kite the boss shooting her with an explosion when she starts to launch a rocket herself. The DPS can use DECOYS to keep her attention as well as the tanks should have DECOYS to help keep her in a general area. Once the GUN is reset, allow for 2 more rocketeers to spawn. Kill the rocketeers, move to the middle and dps the boss. There is a BUG in the game that if she starts her rocket firing phase and is DPS’d into the wipe/wall phase, she will run to her hole and STILL SHOOT OFF THE ROCKETS. Even though the animation has been canceled, they still shoot off and will kill 3 people or the entire raid as you are now grouped up to be behind shields. Get behind the shields.
Phase 3 - Everything above is still at play, but the Chungas are BACK. Once again, clear the RED bullet with 6 rockets. Once done, the back DPS can move forward and assist front DPS. The tank will have to run 3 total keys to the GAU-8 which will finally destroy the train. Call the Chungas when they spawn so DPS can kill them. Watch for snipers and watch your doors. At this point you should understand all the mechanics of the fight. Once the bullet is down, DO NOT go to the middle, keep working until you kill 3 Chungas. Once the GAU-8 has destroyed the total train with 3 total hits, EVERYONE goes back to the middle and DPS’s the boss. The kite boss still needs to stay on top of her to watch for her rocket phase. She will once again retreat to her hole and everyone needs to be behind shield walls of the tank.
End Phase - Everyone runs out. Shoots the boss and fires 1 rocket into the bullet. The raid is now over!