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Ulduar Boss - Iron Council

 
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Ossome
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Joined: 30 Dec 2008
Posts: 124
Location: Ruston, Louisiana

PostPosted: Wed Mar 25, 2009 4:20 am    Post subject: Ulduar Boss - Iron Council Reply with quote

Strats fu page link

World of Raids page

Video


Strategy
Phase 1: Three Dwarves alive

All three pull simultaneously. Off tank the two smaller dwarves while the raid burns down Steelbreaker (this is the easiest kill order.)

When a Rune of Power is convenient, the ranged should stand in it (it's too risky to get Steelbreaker close to it.) If you tank Steelbreaker and Runemaster close to each other, it increases the chances of "convenient" Runes of Power for the raid.

Steelbreaker's Fusion Punch hits very hard on your tank. You can use cooldowns to mitigate it, but they're not absolutely required (the hits were toned down partway through the PTR night.) That said, a DK tank is far easier on Steelbreaker.

A warrior is ideally suited for offtanking Stormcaller, because he needs to be interrupted each time you move him. Ideally he is tanked at least 30' from the raid so the DPS doesn't need to interrupt during Overload.
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Phase 2: Two Dwarves alive

Refer to the abilities to learn what each dwarf can add.

It's easier to kill the medium-sized dwarf second, Runemaster Moldeim.

In this phase, the tanks of the two dwarves need to be still tanked 30' apart ideally. The tanks swap locations in the room, moving their mobs with them, each time a Rune of Power goes down on Stormcaller, so the raid can gain the DPS increase.

Runemaster hits low enough that he can just be tanked in the Rune of Power to make sure the melee gain the full benefit also.

The Rune of Death is especially nasty: without runspeed it can be hard to get out of the area without taking a full 12-18k of damage (6000 damage per second starting immediately when it hits the ground.) He casts it on a target player, so it's helpful for someone to call out on vent when it'll end up in the ranged clump versus the melee clump versus the tank on Stormcaller.

The tank must interrupt the Lightning Whirl from Stormcaller. Note that if he's in a Rune of Death a warrior will not be able to reach him. Your DK's need to be alert to assist in those cases.
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Phase 3: One Dwarf alive

The easiest dwarf to have alive at this point is Stormcaller.

His additional ability sends him up in the air where he chases after raid members, pelting the raid who are near by with AE lightning bolts.

To handle this, your tanks need to chain-taunt him when he's in the area, forcing him to stay in one place while the ranged beat him down.

When he lands, your raid needs to immediately stun him and silence him: he will stay grounded for as long as he can't complete a chain lightning cast. The minute he does, however, he takes to the air again.
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