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News & Updates

April 15, 2010

Welcome home, everyone. Welcome home...

-Shyste









Showing posts with label Ulduar. Show all posts
Showing posts with label Ulduar. Show all posts

Friday, May 29, 2009

Ignis Strategies

In 10 man, Ignis can seem like a big cluster*#$! when you're in the middle of the fight.
To make things a little more simple, I've spoken to a few people, and read up on the widely accepted strats for the fight.
Here they are in order of my liking them:


Healer Aggro:




Basically, All Ranged and Heals stand on the ledge of the pool behind the iron constructs. MT will path Ignis' Scorches linearly so he is always in LOS. OT still runs adds through scorch, where they are rooted/snared, and then the OT backs off.
Once molten, aggro drops from the constructs, and will aggro to healers--but because of the deisgn of the layout, the only way to get to them is to run through the pool. Once they hit the pool and turn brittle, ranged can take them out without problem, and the OT is already safe to pick up another.


Nuked:
DPS race. Ignis tanked so that scorches disappear in pools. OT holds adds for duration of fight.
Nuke him down. Only have about 4 minutes.


Rotation:

MT rotates Ignis so that he scorches in a semi circle (counter clockwise). Raid stays behind, then moves to open ground after 3rd scorch hits. OT still scorches adds.


Old Faithful

Friday, May 8, 2009

Ulduar: X2-002 Deconstructor

New Strategy

Boss Details here

Raid Positioning:



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.

Saturday, April 25, 2009

X2-002 Deconstructor.... 4% ??!!

I have to say, even though we did not get deconstructor down last night, we perfected our method, everyone lived to enrage, and 4ook health left on the boss isnt too shabby. A little more DPS and we're unstoppable.

I myself am quite proud of pulling 3.4k dps and 22% overall damage =]


Gonna grab some Naxx-10 gear for the guys in need tomorrow, and then head back into Ulduar to kill whatever the hell we want to. =P

Thursday, April 23, 2009

Attn: ALL RAIDERS!

http://www.bosskillers.com/

I just discovered this site today....

This is a must-read for anyone wanting to raid, or see end-game.

Maps. Strategies. Detailed Fights. This place has it all =)


Check it out.

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