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News & Updates

April 15, 2010

Welcome home, everyone. Welcome home...

-Shyste









Wednesday, April 22, 2009

Ulduar: The Bosses

Hi guys!

I can't seem to post info on the guilds site during the day, so I'm going to streamline some info here...eventually, you'll be able to see the vids right on my page--hopefully next week.

Raid Make-up for Ulduar10:

  • 2 Tanks
  • 3 Heals
  • 5 DPS (preferrably more ranged) need a min. of 2k avg dps.



    FLAME LEVIATHAN

    This is the first encounter in Ulduar, and its a vehicle Fight. There are:
  • Tanks
  • Seige Catapults
  • Choppers (motorcycles)

How the Fight Works:

Melee will load into spot #2 of the seige vehicles, and be prepared to load themselves into catapults when raid calls for it.

Tanks will use tank vehicles to tank and damage as much as they can...they have a shield, so they can stay in close proximity. Leviathon switches targets every 30 seconds at random, so seige catapults should stay as far away as possibly, while spamming their basic hurl boulder ability.

When ready. melee loads themselves into catapult, and drivers launch them toward leviathan. They dps turrets until both are gone. Melee will then be launched into the air and parachute down. Choppers run in, scoop them up, use the heal ability on the players, and return them to the seige catapults. Repeat until turrets 3 and 4 are down, and then a button appears for melee to use. Button press activates shutdown, causing Leviathan to shut down for 10 seconds and take 50% more damage.

On Shutdown, seige vehicles spam their Hurl Pyrite ability until all gone, or until Leviathan wakes. If you haven't dps'd enough, you may need to collect more pyrite for another round =)

IGNIS THE FURNACE MASTER

Ignis Trash: Tank against wall, melee run when tornado is cast.

This one is a tank battle. Basically, Ignis will spawn adds throughout the fight that add to his damage by 15% each. One tank will tank ignis while the other gathers the adds, runs them over the scorched ground, and then kites them into the water. Once the adds are taken to the water, they will explode dealing about 22k damage, so whoever's tanking needs to be kept up pretty well. Other than that, raid needs to watch for the other abilities, and dps the hell out of him.

Ignis' Special Abilities:

  • Flame Jets-- shoot up from ground dealing 8-9k fire dmg, and interrupts spell casting for 8 seconds...deals 8k dmg per second for 8 sec's
  • Scorch-- 30 yd radius in front of Ignis; use this on adds
  • Slag Pot-- Random target is thrown into slag pot; takes 7500 fire damage/sec for 10 seconds, if target survives, they get a haste buff of 150% for the duration of the fight

X2-002 DECONSTRUCTOR

Finally, a premier tank and spank fight.

Run away if you have Light Bomb or Gravity Bomb debuff (think grobbulus).

Other than that, adds can be snared, and need to be grouped together and burned down. Boombots eplode at 50% HP, and will damage other adds, so its the ranged dps duty to take em out. They dish out a major AoE also (like fire elementals in HoL) so melee really needs to back the F*** off.In 10 mans, adds are one-shot. Self heal through tantrum, and you're golden.

The adds will heal Deconstructor, but can be snared.... so root em, chain em, and burn em. They spawn every 25% of deconstructor's HP.

Winning Strategy: Every 25% of decon's health, he'll shut down, and his heart will pop out. put 2 ranged on the sides between adds, and have all other DPS burn the heart down (but don't kill it); this means Blood Lust, pop CD's, whatever...this is where he takes the most damage =)

IRON COUNCIL

This is a DBM, /distance fight....everyone. must. have. this.

3 bosses-- each one down increases the others dmg output.

KILL STEELBREAKER FIRST.:

  • Dispel debuff
  • Run away from Fusion Punch (3 sec cast)
  • Overwhelming Power increases damage 200%-- after 25 seconds of this he's dead
  • He Meltdowns at death, and will wipe the raid if anyones within 20 yds

MOLGREIM

  • Have to kite him and the adds away from Runes of Power that he spawns...melee will get a buff if they stand in it (5 yd)
  • Rune of death= deals 10k dmg/sec when he casts this, be 15 yds away...quickly
  • Lightning elementals will die upon casting...but deal 15k nature dmg

BRUNDIR

  • Needs a Warrior tank to disrupt his cast more than once per minute
  • Raid needs to be at max range
  • When he overloads (loken style), get the hell away

KOLOGARN

DPS his right arm /ftw

When arm goes down, melee attack his body, ranged takes down the elemntals that spawn, and everyone moves back to dpsing the arm when it respawns.

Tanking: tanks will need to use taunt rotation (gluth) and not take more than 2 stacks . OT is needed for fire elementals once arm is down.

**SideNotes**

  • DO NOT use Challenging Roar on elementals within 30 yds of Kologarn
  • Melee needs to stay away from fire elementals (think HoL on roids)
  • Shockwave hits for 12-15k....needs to be healed through
  • Titan Gripped targets need massive heals similar to KT in Naxx

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