


April 15, 2010
Welcome home, everyone. Welcome home...
-Shyste
Ranged/Heals should think Kel'Thuzad on this fight. Use [/distance] and stay 10 yds away from everyone, so they don't have to run from debuff...means more dps time on boss.
Raid Make-up for Ulduar10:
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:
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.:
MOLGREIM
BRUNDIR
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**