This dungeon comprises four boss fights:
Magma Tentacle is the main mechanic of the fight. The longer it goes on, the more tentacles the boss will spawn (one for each time he reaches 100 energy). This empowers the other mechanics of the fight.
Magma Lob spawns a swirl on the ground that leaves behind a puddle of lava. If you hold the boss in the lava, he will deal 50% additional damage.
Lava Spray targets a random player in the party and does a wide cone on them.
Blazing Charge will occasionally happen, causing the boss to charge towards a wall in the room. He also spawns Lava Waves for every tentacle when he reaches his destination, which fire out across the room from him to a wall.
Tanks should pay special attention to boss positioning, trying to keep it out of lava to avoid the damage increase and away from walls so the group has time to prepare for the charge and to dodge the cones.
Magma Eruption is the main healer mechanic. For each magma tentacle, the DoT that this spell leaves will become stronger. Healers should plan their cooldowns
Grounding Spear is the main mechanic of the fight. The boss will target 3 players and chain them to the floor, causing them to be slowed by 40% and causing a puddle of lava to form at the location. Players need to step away from the spear that's chaining them and create a tripwire for the tank to kite the boss through. Once the boss trips three times, he will be stunned and take increased damage.
Fiery Focus causes the boss to fixate the tank and swing wildly at him, causing lava pools to spawn randomly around the room and dealing damage to anyone within 6 yards of him. The tank must kite the boss through the chains that other players create from Grounding Spear to stop the fixate. For each chain the boss runs through, it will apply a stacking DoT to the group. Be aware of when the tank is coming towards you that you don't get close to the boss.
Magma Wave causes lava waves to spawn from the boss in a random direction.
Fiery Focus causes the boss to fixate you and swing wildly, causing lava pools to spawn randomly around the room and dealing damage to anyone within 6 yards of him. You must kite the boss through the chains that other players create from Grounding Spear to stop the fixate. For each chain the boss runs through, it will apply a stacking DoT to the group, so be considerate of your healer and try not to stack the DoT.
Dragon Strike deals damage to a random party member and leaves a bleed on them. Pay attention to this target while they're bleeding.
Fiery Focus causes the boss to fixate the tank and swing wildly at him, causing lava pools to spawn randomly around the room and dealing damage to anyone within 6 yards of him. For each chain the boss runs through during the fixate, it will apply a stacking DoT to the group. Be ready to heal a lot during this phase, on your tank and your melee especially, but on the entire group as well.
Might of the Forge causes the boss to return to his anvil and is the main mechanic of the fight. When he hammers, he will deal groupwide damage. When he finishes crafting with his hammer, he will throw a Blazing Aegis at a random player, causing a large X of orange swirls to spawn from their location, which must be dodged. The Aegis will then bounce to 2 additional players, causing two additional sets of swirls to spawn.
Forgestorm causes swirls to spawn randomly around the room, which you should dodge.
Heated Swings is the tank combo of this fight, which will knock you back and leap on you, dealing a lot of damage. You should try to mitigate this in some capacity.
Blazing Hammer is the main healer mechanic of this fight, which occurs every time he strikes his anvil during Might of the Forge. You should be prepared to do a lot of healing during this phase, as well as dodge the circles after the fact.
There is a profession item in this area after the boss is defeated for players with Blacksmithing, located at his anvil. When you pick it up, you will be granted an extra action button in the form of Blazing Aegis. This functions the same as it does on the boss, and allows you to throw it at your target and create the same big X of swirls that will deal damage to enemies inside it.
Magma Shield is the main mechanic of the fight. Every so often, the boss will shield herself, and players must break the shield by digging through the piles of gold around the room and collecting different items. These items deal large amounts of damage to the shield and help you break it faster. While the shield holds, fire is thrown around the room and must be dodged in addition to the groupwide damage that is pulsing. When the shield breaks, it deals damage to the group and causes the boss to take 100% additional damage for a short period.
Burning Ember causes a Raging Ember to spawn, leaving a large puddle of lava where it spawns. These Embers will fixate a random target and walk towards them. Whenever the Ember walks onto an area of the floor that doesn't contain lava, it will drop another puddle. These mobs can be CC'd to conserve space in the room, as once their fixate ends they will disappear.
The Dragon's Kiln is a randomly aimed frontal cone that players must step out of.
Be prepared to heal a lot during Magma Shield, as the pulsing damage is quite high.
Molten Gold is a DoT that is randomly applied to a party member, dealing heavy damage.