Posts Tagged ‘iron-council’

7
Aug

Ensidia’s Guide to Iron Council

   Posted by: free-wow-guide   in WoW Boss Guides, WoW Raiding Guides

Written by mek

Introduction

This is the first hardmode where the difficulty starts to take a step up. This fight requires good coordination and execution while keeping your boss damage extremely high. The strategy I am going to be recommending is the kill order Small -> Medium -> Large. There are people that do not believe that this is the best order but it will be illustrated exactly why this is the best. There are many strategies out there and most of them seem inefficient and overly complicated, we have always done this exactly the same way and it works well. The most difficult part of the fight is understanding how to keep your tanks alive when dealing with the Fusion Punch and there will be details on exactly how to manage that here.

Abilites

Not all of the possible abilities are going to be listed here, only the ones that occur if you do the fight in the particular order for this guide. Just for the sake of saying it, all of the Council have the same 10 million hit points despite their size.

Supercharge – This is an ability that applies to all 3 mobs. When one of them dies the other(s) will gain a 25% damage bonus and an additional ability. This means that when two are dead the last member will gain a 50% increase.

-Steelbreaker (large)-

Fusion Punch – This is a huge 35k nature damage hit that places a DoT on the target for 4 seconds that does an addional 20k damage every 1 second. The DoT is however dispellable.
High Voltage – Aura that does 3k damage to your entire raid every 3 seconds
Static Disruption – This ability only occurs after the Small mob has been killed. Targeted AoE that does 7k damage to all players within 6 yards of the targeted player. Will not target people in melee if ranged are available. It also places a stacking debuff that increases Nature damage by 75% for 20 seconds.
Overwhelming Power – Only occurs when Steelbreaker is the last one standing. Targets the current highest threat player and causes them to deal 200% more damage but at the end of the 30 second duration the player will gain Meltdown (see below).
Meltdown – Once Overwhelming Power completes casting, the player is killed and deals 30k damage to anyone standing nearby. You cannot stop this player from dying.
Electrical Charge – If someone in your raid dies when Steelbreaker is the only mob remaining then he will heal for 15% of his health and gain 25% damage (stacks). The healing effect can be reduced with healing debuffs such as Mortal Strike.

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31
Jul

Ensidia’s Guide to Iron Council

   Posted by: free-wow-guide   in WoW Boss Guides, WoW Raiding Guides

Written by mek

Introduction

This is the first hardmode where the difficulty starts to take a step up. This fight requires good coordination and execution while keeping your boss damage extremely high. The strategy I am going to be recommending is the kill order Small -> Medium -> Large. There are people that do not believe that this is the best order but it will be illustrated exactly why this is the best. There are many strategies out there and most of them seem inefficient and overly complicated, we have always done this exactly the same way and it works well. The most difficult part of the fight is understanding how to keep your tanks alive when dealing with the Fusion Punch and there will be details on exactly how to manage that here.

Abilites

Not all of the possible abilities are going to be listed here, only the ones that occur if you do the fight in the particular order for this guide. Just for the sake of saying it, all of the Council have the same 10 million hit points despite their size.

Supercharge – This is an ability that applies to all 3 mobs. When one of them dies the other(s) will gain a 25% damage bonus and an additional ability. This means that when two are dead the last member will gain a 50% increase.

-Steelbreaker (large)-

Fusion Punch – This is a huge 35k nature damage hit that places a DoT on the target for 4 seconds that does an addional 20k damage every 1 second. The DoT is however dispellable.
High Voltage – Aura that does 3k damage to your entire raid every 3 seconds
Static Disruption – This ability only occurs after the Small mob has been killed. Targeted AoE that does 7k damage to all players within 6 yards of the targeted player. Will not target people in melee if ranged are available. It also places a stacking debuff that increases Nature damage by 75% for 20 seconds.
Overwhelming Power – Only occurs when Steelbreaker is the last one standing. Targets the current highest threat player and causes them to deal 200% more damage but at the end of the 30 second duration the player will gain Meltdown (see below).
Meltdown – Once Overwhelming Power completes casting, the player is killed and deals 30k damage to anyone standing nearby. You cannot stop this player from dying.
Electrical Charge – If someone in your raid dies when Steelbreaker is the only mob remaining then he will heal for 15% of his health and gain 25% damage (stacks). The healing effect can be reduced with healing debuffs such as Mortal Strike.

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by Allison Robert

3.2 approaches! Sort of. The PTR itself isn’t up yet (at least, not as I write this), but nonetheless, 3.2 approaches on little cat feet.

I’m going to examine the 3.2 PTR patch notes line by relevant line, just because there are several changes that impact Druids while not being class-specific. If you want a quick summary without being massively spoiled, Balance is getting a huge and welcome change to the functionality of Eclipse, Cats are getting bonked by the nerfbat, and PvP-Restos are really getting bonked by the nerfbat. Bears, well…not much is going to happen to bears this patch, which is a little demoralizing given the improvements being made to Pally tanks, but that’s OK. We still have our, uh, amazing Tier 8 set bonuses and…um…the best — sort of — tanking cooldowns in, uh, the…uh…

…Oh, screw it, just stack the hell out of stamina and pray to the gods of RNG if your guild’s dumb enough to try Ulduar on hard-mode. Congratulations; you have now done all you can possibly do to prepare yourself for modern tanking.

Sad lolbare is sad. But cough syrupfor everybody! Is nise! Now let’s take a look:

New druid art for cat and bear forms has been added. There are now five unique color schemes for each form and faction. Changing hair color (Night Elves) or skin tone (Tauren) via the barbershop will change the look of one’s cat and bear forms.

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Basically just need the locks to put there demonic circle outside the door before you start the encounter. If it is going to be a wipe the locks just need to pull agro and port back outside the door, the boss should follow and when it goes out the door it will reset the encounter and you can regroup for another try.

Works on allllll door bosses, Loatheb, mimiron. etc.

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This is not so much of an exploit, it is more a very clever use of mechanics.

In our attempts to clear Steelbreaker last we found that the healer was put under a lot of pressure from dispels.

Basically we had myself the lock use a felhunter with shadowbite turned off (it uses a gcd)
I played desto but any other spec that doesnt use a felguard is more than viable.

Now bind /cast [target=focus] Devour Magic to you main spells, in my case i bound it to Conflag, Incin, Immo, Chaosbolt.
Set Steelbreaker’s tank to your focus. there are other methods of setting this macro up, focus is convenient since when you change tanks you can change focus.

When engaging have your felhunter sit on Steelbreaker, set the tank to focus and mash your keys.
Basically when steelbreaker casts fusion punch it will not hit the tank at all as it is dispelled instantly.
At the end of the fight recount looked something along the lines of:

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by Zach Yonzon

 

Flame Leviathan
First up is Flame Leviathan. Obviously, none of the usual strategies will apply here but one key point players should remember is that the vehicles scale with gear. This means having to prepare an outfit set optimized for the encounter. One thing to note about vehicle scaling is that it doesn’t look at stats, just iLevel. Optimizing a gear set for this means putting the highest iLevel item you have in every slot. For “pure” classes, this is usually their normal set-up, but for Paladins who keep several sets of gear, an iLevel-optimized outfit can be composed of healing items, a few tank items, some DPS items, and even PvP gear. Players can use AddOns such as RatingBuster to determine an item’s iLevel and outfit managers such as Outfitter or Blizzard’s new in-game equipment manager to quickly swap gear.

Vehicle strategies are everywhere, but Retribution Paladins who would prefer to do something familiar should hop on a Salvaged Siege Engine, which plays the most like melee. The difference is that this isn’t a DPS role, and steam pressure should be kept in reserve for Electroshock to interrupt Flame Vents and Steam Rush to create some distance when Flame Leviathan targets the player. It’s still more about learning the fight and vehicle roles and less about any particular class.

Ignis the Furnace Master
This is a very good fight for Retribution Paladins, despite the need to move the boss around. This is because Ignis’ most devastating attacks are easily avoidable by melee — Scorch won’t be a problem as long as players manage to keep behind the boss and Flame Jets won’t interrupt anything as everything is instant cast. Even the geyser knockback (or up) won’t make a difference because players staying close enough can keep hitting the boss.

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by Chase Christian

 

With Ulduar laid wide open, many Rogues and their guilds are flocking to its gates. Brand new bosses and shiny gear upgrades are just two of the reasons that I’ve seen so many ‘LFM Ulduar’ advertisements in trade chat. However, as the dungeon is still relatively new, many of us haven’t had the opportunity to confront every giant-sized boss in the instance.

I’ve compiled a list of basic roles for each boss fight in the instance, as well as a list of cool tricks and tips you can use to make your first (or eighth!) run through Ulduar as smooth as possible. Blizzard has included several fights in the instance where it is advantageous to bring a Rogue, and being able to proactively seize these opportunities will put you at the head of the pack.

Flame Leviathan
Role: DPS
Flame Leviathan is a fight that I can get behind as a Rogue (pun intended). With no healing during the fight, and no true tanking either, all of our holy and prot friends are forced to play the DPS game along with us. I recommend asking for Chopper duties, if you’re able to convince your raid leader that you’d be best suited in one of these fine motorcycles. They have the ability to strafe and move quickly: you should feel right at home. Playing one of the other vehicles may feel clunky (I know it does for me), but work with what you’re assigned to. If you end up piloting a Siege Engine, remember to interrupt FL’s Flame Vents ability.

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Kill the first two adds. Steelbreaker should be the last council living, this is the easy part.

Now everytime a player dies Steelbreaker heals himself 50% (25% with debuff) and gets 25% more dmg. The Maintank get a debuff that kills him after 20-30 seconds (heal + more dmg!).

Now just tank Steelbreaker with a Voidwalker pet. The pet will get the debuff and die, but Steelbreaker won’t heal himself thisway, what will make this hardmode really easy. ;-)

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