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[10/25] How To: Ulduar

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[10/25] How To: Ulduar

Postby Panzerdin » Sat Apr 18, 2009 5:42 am

It's big... It's bad... It feeds on your tears... That's right ladies and gentlemen, it's Ulduar! Now that information about the fights is actually available, I'm going to take a shot at putting together some meaningful notes. This guide will cover normal modes, since hard modes are almost different encounters entirely, and probably need their own guide. Being human, I do tend to make mistakes, so feel free to issue corrections here or by PM if I've screwed up horribly. I don't need to be told this information is incomplete with regard to strategy, because I know it is. These are tips for tanks, not guides per se, and they assume you've read about the fight. I also give credit and cookies to Cakes and Gaianknight, whose work has been shamelessly plundered for inclusion here. And so, without further ado...

The Siege:

Flame Leviathan:
Much like Karazhan, this instance starts with some free loot. In this fight, you're given three types of vehicle, the abilities of which I'll copy and paste for your benefit:

Salvaged Siege Engine:

Driver:

Ram: Rams any enemies in front of the demolisher, dealing 14,400 to 17,600 Damage and knocking them back. Also deals 1,425 to 1,575 siege damage to buildings.

Electroshock: Shocks all targets within a 25 yard cone in front of the caster. It also interrupts spellcasting and prevents any spell in that school from being cast for 4 sec.

Steam Rush: Put the steam engine into overdrive for a short duration, rushing forward, dealing siege damage and knocking back enemies.

Passenger:

Anti-Air Rocket: Fires an explosive missile directly forward, detonating when it has travelled 100 yards, hitting any enemies within 10 yards.

Fire Cannon: Fires a cannon blast.

Shield: Puts up a Shield. Funny, that.

Salvaged Demolisher:

Driver:

Hurl Boulder: Hurls a massive boulder into the distance, dealing 13,500 to 16,500 damage to enemies within 8 yards of the target.

Hurl Pyrite Barrel: Hurls an orb of blue pyrite into the distance, dealing 27,000 to 33,000 damage, but consumes ammo.
Ram: Rams any enemies in front of the demolisher, dealing 8,550 to 9,450 Damage and knocking them back. Also deals 1500 siege damage to buildings.

Launch Passenger: Launches the loaded passenger at the aimed location.

Passenger:

Cannon: Fires an explosive missile directly forward, detonating when it has travelled 50 yards, hitting any enemies within 10 yards.

Grab Crate: Use your hook and chain to grab the targetted crate.

Reload: Loads 20 rounds into the demolisher's ammunition cartridge. Requires Liquid Pyrite.

Increase Speed: Injects liquid pyrite into the engines, increasing movement speed by 100%. Lasts 1 min.

Load into Catapult: Load yourself into the catapult arm, using yourself as ammunition.

Salvaged Chopper:

Driver:

Sonic Horn: Sends a wave of force in front of the motorcycle, causing 3,150 to 3,850 damage to all enemy targets within 35 yards in a frontal cone.

Tar: Drops a pool of tar for 45 sec that slows the movement speed of enemies within 10 yards. Tar can be ignited. Lasts for 45 sec.

Speed Boost: Fires the fuel injectors on the bike, increasing its speed by 100% for 5 sec.

The practical upshot of this is that you have five roles in your raid, subdivided into passengers and drivers (choppers shouldn't need passengers most of the time). The fight should then progress like this:
1. Flame Leviathan will focus a demolisher or siege engine (you can tell which one by the giant pink arrow he'll place over their head). He should be kited around his area in a wide ellipse.
2. Other siege engines should drive around behind him interrupting his flame jets.
3. Choppers should place tar in front of him to keep him slowed. The rest of the time, they can either chip away at him with their sonic horn, or drive around healing passengers.
4. Demolishers should sit in the middle and DPS with their boulders. If chased, they should kite in the same manner as a siege engine, with passengers using their increase speed ability if required.
5. After 30 seconds, he picks a new target. Rinse and repeat.

Meanwhile, your passengers should be hard at work on their turrets. Those in siege engines should be busily engaged in taking out incoming Pyrite ammunition with their anti-air missiles, with the secondary job of taking shots at the Leviathan with their cannons. Demolisher passengers should focus on grabbing as many crates as possible, and keeping the pyrite loaded for when the boss is stunned. If they've spare time, they can take shots with the cannon.

Once his stacks of increase speed get high enough, demolisher passengers should load themselves into the catapult and be fired onto turrets, which can then be taken out. When this occurs, everyone should go all out on damage, with demolishers using pyrite ammunition exclusively. The boss should die within a few minutes.

Simple Summary:

Chopper
During active phase: you should be driving in front of the boss dropping tar to the best of your ability. Try and put it somewhere in line of sight of the siege tanks.

During Overload: You will first go drop your tar on the boss (not completely inside though, because we won't be able to light it), then you will go find your assigned person to pick up and take to their demolisher. It is important that everyone is back in their demolisher before overload is over so that they don't die.

Demolisher (driver)
During active phase: You should be alternating between normal boulders and pyrite barrels. Use only enough pyrite to keep your debuff on the boss while stacking the dot (one pyrite barrel of every 3 boulders is a safe ratio). If you are targeted, do not launch your passenger until the boss changes targets. try and get as close as you can to fallen pyrite barrels during this phase.

During Overload: During overload, you only need to save enough pyrite to keep the dot up, if you have more than that you can just use it right away. Move towards one of the shot down pyrite barrels so that your passenger can instantly refuel you once they get in. Maintaining a stacked dot for as long as possible will yield the best damage against the boss.

Demolisher (gunner)
During active phase: Wait until your demolisher is not kiting before loading yourself to be launched. If your demolisher is kiting, you should be shooting down pyrite barrels and using the speed boost to keep your vehicle out of harm's way. You will need to hook one pyrite barrel to cover the boost. It is best that you do not load until you have refueled your driver.

During Overload: Start running towards your demolisher. Jump on to the chopper for heals and a faster ride. Once you are back in your demolisher, immediately begin shooting down pyrite barrels and hooking any that are nearby. Do not load until you are sure that your demolisher isn't kiting at the beginning of the next phase and do not load until you have hooked at least 2 pyrite barrels. For added consideration, try and wait until right after your driver fires a pyrite barrel before loading. Loading causes your driver to be unable to fire and can result in his dot falling off.

Siege Tank (driver)
During active phase: You should be driving beside the boss in such a way that you can turn and shock the flame vents and also light the tar being dropped in front of the boss. This isn't a very easy task, so mind how much of a turn you need to face the boss and try and stay on the inside of flame leviathan's arc. It is okay to use your boost right after the boss changes targets.

During Overload: There isn't much you can do here to help. Ram is next to useless, so you are best off finding a good position to start the next phase in; one where you can quickly shock or turn and boost if you are targeted.

Siege Tank (gunner)
During active phase: Your priority is to light the tar dropped by the choppers. Even if the chopper misses with the drop, it can still help to light it anyway. When not lighting tar, you should be using Fire Cannon on the boss. Also, try and shoot down a few pyrite barrels as the overload phase approaches to make the demolisher resupply faster. Use the shield ability at your discretion, it will more likely be used for beams than the boss.

During Overload: Light any tar that is touching the boss, then do as much damage as you can with your Fire Cannon ability.

Ignis the Furnace Master:
As a tank, you have two potential roles here, and they both involve an impressive degree of incoming damage. If you're the main tank, you'll need a considerable amount of healing, as hits of 40k aren't unknown. Tank him where you're told to (not that where you start matters a damn), and be ready on Loh/Pot+HS for if Flame Jets inconveniences your healers (which it will). Tank death is a major problem in this fight, so a ninja-bubble to save your life is completely acceptable, even if it gets a DPS squished. It probably shouldn't be needed, however. You also need to watch for the gouts of fire he'll throw at you, which you shouldn't stand in. For this reason, he should also never face the raid.

If you're tanking the adds, then you've got a very simple job. Pick them up, and tank them. Once you're comfortably above the healers, you can run away for a bit to reduce your damage intake if it so pleases you. If your raid decides to kill them (it isn't necessary, but it doesn't hurt the raid at all and makes Ignis less dangerous), then you need to tank them in the fire Ignis leaves behind until they gain the "Molten" (do not stand in said fire while doing this, as it is extremely bad for your health - a druid can root the adds there if need be. Another good method is to HoJ them in the fire, and the just as it runs out AS them, causing them to walk dazed through the fire to you. This way, you only need keep them there for a couple of seconds yourself) buff and the run over to the water, which will cause them to be stunned. Once they get to this state, a ShoR crit should kill them nicely. If you're going to kill the constructs, kill them one at a time, because they deal 20k AOE when shattered, and shattering more than one may very well kill you (they're also fairly nasty when you have three hitting for 7k bonus fire damage with a haste buff...). There's no good reason not to kill them as they spawn, in any case. In fact, I'm non even sure why I bothered mentioning that you don't need to, it'll give you something to do.

I feel I should stress again that, while you don't need to kill the adds, it's strongly advisable, particularly on 25s.

The only other important things in this fight are his slag pot, about which you can do nothing (although your healers will need to heal the victim) and his flame jets, during which you need to be aware that you may not receive any heals. Your casters need to make certain that they aren't casting as it hits, or it will interrupt them and lock that school out (this is particularly fun for healers).

Razorscale:
This fight occurs in two phases: In the first, you tank adds, in the second, you tank the boss. In the first phase, the only remotely interesting mobs are Sentinels, which do a Whirlwind that hits like a truck. It's perfectly survivable for a tank, however, with a cooldown perhaps being advisable if your healers aren't on the ball. Guardians will do 10k stormstrike on you, which you need to cleanse if your healers don't, and Watchers will cast a Chain Lightning that you might as well interrupt. You also need to watch for the fireballs the dragon fires down. When the Dragon is brought down, you just keep tanking your adds.

One extra tip for this phase is that, if your raid is really struggling with fireballs, she will target them preferentially at targets under her. If your most aware DPSer stays under her, they can 'tank' the fireballs and let the rest of your raid.

When phase two rolls around, you'll take part in a tanking rotation on the boss herself. Being a Dragon, she shouldn't ever face the raid because of her breath. Apart from this, she also has an additional fireball, which leaves a blue-ish residue on the ground which you should avoid tanking her in. She doesn't have a tail swipe, so it's perfectly safe for the raid to be behind her. Her other abilities are an AOE knockback (not much to say about this other than run back in), a stacking debuff which increases Fire Damage taken (there isn't much to say about this, there's nothing you can do about it) and a nasty debuff called Fuse Armour (looks like a Warlock's Hellfire icon). This essentially forces you into a tank rotation, as it is applied every 20s and reduces armour and attack speed by 20% per application. Basically, your three tanks rotate taunting every 20s, and this never becomes a problem. The Flame Buffet theoretically might, but the boss is more likely to enrage and kill you than you die of this.

XT-002 Deconstructor:
Like nigh-on every other fight in the game, this allows for two tanking roles, of which you can fulfil both if needed. In his normal phase, there is only one tank required. If this is you, you sit there and tank. Assuming your melee aren't too close to you, you needn't worry about his Gravity or Light bombs. If you get a Gravity bomb, your melee may need to back out, especially on normal, where it has a 20-yard radius. The 10-yard radii on other abilities shouldn't pose a problem, however. His positioning isn't hugely important, but tanking him on either the left or right side of the room (between two scrap piles) will cause adds to only spawn from the opposite side, giving you much longer to deal with them.

In his add phase, triggered every 25% of his health, he'll expose his 'heart' and a swarm of little robots will come and rush you. The Scrapbots aren't worthwhile to (or indeed, possible to) tank, while Boombots are tankable, but shouldn't be gone near. Pummelers can and must be tanked, but don't do anything particularly dangerous. You can help with this in this phase, since the boss himself is inactive. DPS can focus on his heart in their spare time (and, in fact, must, as this is necessary to beat his enrage timer). Apart from this, there's really nothing else to him.

One final note: You can trivialise his Tympanic Tantrum ability by bubbling and using Divine Sacrifice.

The Antechamber:

The Assembly of Iron:
There are three bosses for this, and you can tank any one of them. The most unpleasant is Steelbreaker, courtesy of his Fusion Punch, which hits for up to 35k on Heroic and leaves a very nasty DoT effect to boot. Happily, he shouldn't live very long with your raid focusing on him. However, for the few minutes you'll have the pleasure of his company, you need to be ready to A) Cleanse the debuff off yourself and B) LoH/Pot+HS if you look like dying to a punch. Bar that, you don't need to worry. The only other factor that can have an effect is Runemaster Molgeim's Rune of Power, which increases his damage by 50% and will be extremely bad for your health if you leave him standing in it. However, this can be easily remedied by moving him (generally it's best to step back and let the DPS take the rune, unless you're very hard pressed for threat, in which case you can take it for yourself). You can see the rune being cast by focusing Molgeim, as he targets whoever he is going to use it on while casting. This applies whilst tanking other bosses in the encounter as well.

Next on the list of death is Runemaster Molgeim. Before Steelbreaker's death, your only concerns are the runes he drops, which are no different to if you're tanking Steelbreaker. After Steelbreaker bites it, you also need to watch for his aptly-named Runes of Death, which will deal 10k DPS if you stay near them (which, needless to say, you shouldn't). You'll also take increased damage from Brundir's additional AOE, assuming he's allowed to do it, but that shouldn't be a huge problem.

Finally, you may be tanking Stormcaller Brundir. If you do, you keep him away from the raid - he does a massively powerful nova for 20/25k which, should it hit your raid, will likely kill them (it won't do you much good either, but it won't kill you). You don't necessarily need to stand in for this, but if your healers can withstand it, you may as well, as it simplifies the fight. He also has cast-time and channelled AOEs, which you may as well interrupt, since it'll reduce the damage on your raid. Like the other tanks, you need to watch for the runes that Molgeim drops until he dies. When he does, the boss will periodically start focusing random raid members and chasing them, during which periods you should get the fuck away from him. This aside, it's business as usual - try to keep him to one side, to simplify your raid's getting out of his nova, but be aware that he'll be flying around all over the place, so you may be inconvenienced.

Kologarn:
Two roles exist here - tanking the boss himself, and tanking the adds that spawn when one of his arms are killed. In 10-man, there's a fair amount of crossover - the boss applies a stacking debuff to whoever tanks him, so you're pretty much stuck with having your add tank come and take the boss off of your MT for a while. The taunts should be at a minimum of 45 second intervals, so that the debuff will actually reset.The adds themselves can't be killed by a tank alone due to their stacking debuff, so the DPS will need to AOE them. While doing this, they should stay at range (10 yards or more). This aside, it's just a matter of making sure you stay in melee range of him (he won't ever move) whilst avoiding his raid-wide abilities (that is to say, his eye gaze).

Auriaya:
I'll put this simply: this boss isn't hard in and of itself. Pulling this boss is hard, as her four adds will rape whoever does it (they all charge whoever aggros them first for about 20k each). There are several methods for achieving this, and they are as follows (Distract can be used to good effect here, as it helps keep the kitties apart):
1. The sacrificial naked idiot method. Your least favourite raid member is Soulstoned, and then walks in and dies. Tanks can then taunt each add individually, or have them misdirected.
2. The non-sacrificial suicidally brave idiot method: Your MT pops all their cooldowns, is HoSaced and GSed, and walks in while Divine Sacrifice is active. Adds are then split up as per 1.
3. Misdirect/TotT coupled with FD/Vanish.
4. Get your entire raid out of LoS, and then leave a PbAoE such as consecrate in their patrol path, and they'll come running when it hits them. Also works with pets and engineering turrets/other crap.

It goes without saying that your raid needs to hide out of sight while the pull is done here, such that the cats are WITHIN 8 YARDS when they first enter other LoS. Otherwise, someone will die. Horribly.

Once you manage to get into combat, the adds need to be split up. Where they're tanked doesn't matter very much as long as it isn't anywhere near the other ones (tanking 2 is OK, but not 3 or 4). They should be killed, and quickly, as they all need to be down before the Feral Defender spawns. One tank may need to tank Auriaya herself in addition to her add or add at the beginning of the fight (on 10-man, that is), but as melee hits themselves are not very dangerous here, this shouldn't be too much of a problem.

Once the initial adds have been dealt with, you can start to worry about either Auriaya or her furry feral friend. If tanking the Feral Defender, the best place to stand is in the middle of the ranged DPS/healers, so that you can be in range of Tremor totems to avoid the raid-wide fear. Obviously, if killing the Defender is intended, this is obviously not the case, and you should move the mob as far outside the raid as possible before it dies, in order to prevent leaving a void zone on top of other people. However, the defender can be safely left up. The only real caveat is to ensure that you don't end up trying to move the defender away during a fear, although the short cooldown makes this difficult to guarantee. Your best bet is probably to wait until a fear is cast, and then leather it away and hope your DPS can drop it fast enough. Then again, it's even simpler not to kill it, which voids the whole issue of void zones.

If you're tanking Auriaya, then your life is even simpler. None of her abilities require that you deal with them save for using a PvP trinket or a bubble to avoid being feared if the tremor totem is fucked up, which you should do. If you can't be healed in this time, then clearly the usual set of cooldowns is needed. Your only other concern is interrupting her Sentinel Blast if it's missed. Aside from this, the entire fight is somebody else's problem (TM).

Another good solution for the fear is to rotate anti-fear abilities on a priest and then have them mass dispel (doing as much as they can to lower its cast time).

When she spawns her adds, then either your spare tank in 25s or your Feral Defender tank in 10s needs to pick them up. They don't do very much and can be AOE'd fairly easily.

The Keepers of Ulduar:

Mimiron:
Don't you just hate gnomes? Not only are they evil little bastards, but this particular gnome also wants to kill in creative and likely-painful ways, some of which involve microwaving. However, being a boss, Blizzard have kindly made him killable, albeit at some length. He has four phases, each of which entails fighting a machine of some description. And so, without further ado:

In his first phase, Mimiron will drive a tank, which comes complete with a host of unpleasant explosive abilities to make your life hell. The first of these, Napalm shell, deals AOE damage and applies a DoT. Happily, it targets those at range preferentially, so if this ever hits you, you're screwed anyway. His next ability, Plasma Blast, has a 3 second cast followed by a 6 second DoT. During the DoT, you will take 20k (normal) or 30k (heroic) unresistable fire damage every second. The best counter to this is to bubble it off with a /cancelaura macro. The ability is on a 7 second cooldown, however, so you will need to DP it or use an external cooldown if it is cast again (you don't actually NEED to, but 30k damage is a lot, andd may very well kill you). LoH is also a powerful tool if your healers look like failing midway through a channel. The boss also has two other abilites: namely 4-second cast that kills everything in a 15-yard radius (notice a common theme here? It's worth mentioning that this actually only deals 100k damage, so a bubblewall will save you if you really need to take it and you don't have a bubble available. I can't see why you would, though. Needless to say, this should be avoided at all costs (though do watch out for the proximity mines the boss leaves while you do so). In short, save your cooldowns for the plasma ray, and try to avoid the nova (and the mines). This boss has low HP, and should die fairly quickly.

Mimiron's second phase has you facing off against an anti-personnel cannon. This phase has a raid-wide AOE, as well as a random targeted single-target attack, neither of which need concern you. What should concern you is his rocket strike, a 3-yard radius targeted AOE that kills everything it hits (it deals over 15,000,000 damage, so don't even think about standing in it), and his laser barrage. This ability has a 4 second cast, after which the boss will spin round, dealing 80k DPS to anyone in front of him. Needless to say, you shouldn't ever get hit by this (the boss doesn't need to be tanked while you avoid this ability). Once again, this is a fairly simple phase as long as you avoid the interesting plethora of ways to die it offers.

When the third phase comes around, you will be given a reprieve from tanking the boss, in favour of a ranged class. Instead, you will have to tank the Junk Bots and Assault which are spawned. The bomb bots are a no-no, as they explode for over 20k damage. This phase is very simple: avoid everything that isn't a junk bot, and tank junk bots. If the core the Assault Bots drop is near you, it's best to leave it alone rather than try and walk across the room while tanking something. An alternative to this is to keep aggro on the boss using your abilities that don't require melee (of which there are a fair few) whilst tanking junk bots, freeing up another ranged for them.

Once the Orbital Command Unit bites it, all three of the machines you've fought so far will combine into the V0-L7R-0N (no, it isn't a Voltron, I'm afraid), which has some (although thankfully not all) the abilities of each. The 3-yard AOE of death and the 15-yard AOE of death (complete with the proximity mines) remain, as does his spinning AOE of death. In fact, everything you need to watch out for is death orientated in some way, with the rest of his abilities being single-target raid damage. The instructions for countering his abilities remain the same as in previous phases, with one additional caveat: It is possible for the boss to attempt to cast his 15-yard nova and spinning beam attack at the same time. If he does this, you should bubble them both and then carry on as usual (for this reason, don't use your bubble in phases 2 or 3 if you can avoid it). If you don't have your bubble, then just try to avoid the both... It's possible, if unlikely to succeed. Basically, make sure you've got your bubble available. Similarly, if he does this twice (he shouldn't), then run like hell and hope you manage to avoid it.

Hodir:
After Mimiron, you're treated to a relatively simple fight. When tanking Hodir, you've very little to worry about most of the time. Be sure to mash your jump key, as it's by far the easiest way of stopping Biting Cold from stacking too high. Failing that, strafe left and right a tiny amount. Take care not to be hit by an icicle. When he starts to cast biting cold, drop everything and get on top of an icicle, then go back to business as usual once he's finished. You also need to watch for him to use an ability called "Freezing Blows". Once this happens, step back and let your FR tank do it until Frozen Blows wears off, at which point you should taunt him back. If you ARE the FR tank, then you can do some lolprot DPS until Frozen Blows is used before taunting off the main tank. Tanking him during Frozen Blows is essentially the same as the rest of the time, just make sure you get the transitions right. You can use Divine Sacrifice during a Frozen Blows (combined with a bubble) if you think it will be needed (particularly relevant if you're light on healers).

If you get the opportunity, tank him in a moonbeam or by a fire, as it makes the fight simpler. However, it's by no means necessary.

Thorim:
Thorim's encounter begins with a gauntlet, which allows one of two roles: either you're helping to hold off the rush of adds, or you're tanking the gauntlet. What I've decided to do to cover this is to list the mobs in order of appearance, along with notes on them:

Initial Encounter:

Jormungar Behemoth:
Does a randomly targeted AOE (not much you can do other than spread out) which also applies a DoT. It's only 12k damage, so it isn't much of a danger to you. His other ability is a 3 second stun (technically a knockdown), which may well hurt but which shouldn't cause massive problems. If the other adds are hitting you, however, then this can hurt, so you may need to bubble out of it. It's probably worth killing the Behemoth first.

Captured Mercenary Captain:
A fairly straightforward melee mob with a Heroic Strike and a Devastate. He isn't capable of significant burst, but probably merits a second position on the list of death because of his stacking Sunder effect.

Captured Mercenary Soldiers:
Archer mobs with a wing clip and an instant attack that doesn't do very much damage. Not remotely dangerous, kill them last.

Throughout this phase, you need to watch for Thorim as well, who will throw his hammer, dealing AOE damage and a silence, as well as charging the pylons on the edges of the arena, which causes them to shock anyone near them. Spread out, but stay away from Pylons that are glowing blue, and you needn't worry about Thorim. Once these mobs are all dead, your raid should split into two (fairly balanced) groups. One needs to stay in the arena and kill the waves of adds that spawn, while the other should fight its way through the gauntlet to Thorim.

The Arena:

Dark Rune Warbringer:
Doesn't do very much actively, but has a passive haste aura. Worth keeping mind controlled if you have a spare priest, but must die quickly if you don't. The third DPS target.

Dark Rune Evoker:
Also fairly dull, but chucks out a sizeable heal if it isn't eating dirt. It can also shield itself, which should be dispelled. Your first DPS target.

Dark Rune Champions:
The second DPS target, these hit hard, with a stun and a Mortal Strike that hits for 2.5 white swings. Needs to be given a quick introduction to the pavement.

Dark Rune Commoners:
These need to be tanked, and then AOE'd, but it isn't a priority. They can wait. However, the debuff they apply (-75% damage) makes your TPS drop through the floor, so you shouldn't leave them up on you for the whole fight.

While doing this, you still need to watch out for Thorim.

The Gauntlet:

The first part of this consists of trash packs, which must be completed while the first boss uses his ability on you. This ability shows a graphic on one of his hands (similar to a mage casting fireball) and the fires a line of fire down one side of the corridor, doing heavy damage. Get away from whichever side is getting the next cast as soon as the previous one is complete (someone can call this on vent if you need to concentrate). The actual mobs are fairly nasty: a pair of Iron Ring Guards, each with a stacking Sunder, AOE stun (which also deals damage, so keep it away from your DPS) and a highly unpleasant bleed effect which must be removed by healing the victim (you) above 90% health. Focus them down one at a time, and they shouldn't pose much of a problem.

The next pack consists of exactly the same two mobs, but with a healer (Iron Acolyte). Focus the healer down, then get the other two before pulling the first mini-boss, the Runic Colossus. He needs to be pointed away from the raid, as he does a 40k damage attack (mitigated by armour, and so not dangerous to you particularly) in a 10 yard cone in front of him. He also charges random group members, so have everyone sit in melee range of him. This boss' final ability is a shield, reduces his physical damage taken by 50% and damages attackers. You should just keep hitting him, but your melee might want to stop.

Once the Colossus bites it (shouldn't be too long, he only has 810k HP even on heroic), you face a gauntlet proper of Iron Honour Guards (no, it isn't spelt "Honour" in game, don't bother to tell me), along with a solitary Acolyte. Kill the Acolyte and then work your way through the Honour Guards to the second boss. It's fine to pull the boss with a Guard up, just focus the add down before beginning to DPS the boss proper. Honour Guards have a Cleave, so you need to avoid pointing them at your raid. They also do a Shield Bash (stuns) as well as a Hamstring, both of which are fairly trivial.

Finally, the second mini-boss. The Ancient Rune Giant has a melee range knockback, so you shouldn't tank him near healers or casters, and also does a bomb ability (Rune Detonation). If DPS get it, they should get away from both you and everyone else. If you get it, everyone else should get away. This aside, the boss is a simple tank 'n' spank.

After this, you can just run to Thorim (avoid the circles on the floor, for some reason Blizz decided that making them stun would be funny) and aggro him before jumping down to the arena to fight him. It's probably best you tank him first, given that your co-tanks may still have adds on them (these should be DPSed down before DPS on Thorim begins).

Once you actually get to Thorim, the fight is simple bar his unbalancing strike, which will force a tank change when it is used. Watch your fellow tank(s) like a hawk, and hit taunt as soon as you see the debuff on them. Rinse and repeat. When Thorim gets to very high levels of damage courtesy of his stacking buff, it may become necessary to chain survival cooldowns to allow you to keep tanking him, which should be done in the same manner as tank switching - when you see your fellow tank's cooldown running out, taunt off him and immediately use Divine Protection.

Freya:
The last of the Watchers, Freya, is a fairly standard add rush. If tanking the boss herself, your job is shockingly easy: Take her into a corner and tank her, since she quite literally does nothing. A set of notes for her adds are as follows:

Ancient Protector: Has a silence aura that can utterly sink you, and so needs to be tanked whilst standing under one of the trees (this negates it, for some reason). Should be kept away from everyone else for the same reason. It also does a bomb-like debuff, so make sure that any melee DPSing on the mob get away if you get this.

Detonating Lasher: Explodes on death and can't be tanked. Just stay away while the ranged DPS kill it.

Snaplasher/Storm Lasher/Ancient Water Spirit: All need to die simultaneously. The Snaplasher gains a stacking buff when hit that doubles its damage, but does nothing but melee. Once it gets to 30-40 stacks, you need to stop DPSing it and let the buff fall off, or it will one-shot its tank. The Storm Lasher does a couple of AOEs, which you should interrupt if needed and able to, while the Water Spirit will charge random raid members and knock them back.

In addition to the adds, there are a couple of raid wide abilities that need to be watched for. The first of these is signalled by the emote "Lifebinder's gift is growing", and consists of a "Gift of Eonias" which should be killed before it finishes growing, or it will heal everything for 25% of its maximum health. The other ability of which you need to be aware consists of roots which spawn after Freya's adds stop spawning, which explode for heavy damage if stood on. Needless to say, they should be avoided.

The Descent into Madness:

General Vezax:
There is only one tanking role on this boss, and it's fairly simple. Normally, the boss does very little other than melee. Because of his aura of despair, your mana may start running low if you only have 1/2 SA, despite his high normal damage. There's not a lot to be done for this, so you may have to respec to tank this boss. The only other solutions are to tank the boss inside of a Shadow Crash zone, to guarantee that you will have enough mana and provide you with additional threat, even if you have to go dragging him halfway across the room for one, or to drop Consecrate from your rotation (a much better solution, in general). His abilities to watch for are Searing Flames, an AOE which will also fuck your armour, and Surge of Darkness, which doubles his damage for 10 seconds. Searing Flames can and should be interrupted, and you should be ready to do so in case the DPS fail to. If it is cast, then your best bet is to hit bubblewall and carry on tanking. If it happens again, then an external cooldown is likely to be needed . Surge of Darkness is easily dealt with by kiting the boss, since it also halves his movement speed. Just start running like hell as soon as he begins casting.

It goes without saying that you should never, ever stand in a Saronite cloud while doing any of this. So don't.

Yogg-Saron:
And here we have the endboss, in his tentacular glory. He is split into three phases, which are described here:

Phase 1:
This fight can be tanked with anywhere from 1-3 tanks, depending on your raid makeup (2 tanks are generally fine, especially on 10s, but a 3rd is unlikely to hurt if you have one spare on 25s). You face an add rush (more of an add trickle, but still) of Guardians of Yogg Saron, which need to be tanked and killed (they come at an increasing rate as the phase goes on). There's a variety of buffs and debuffs cast by Sara (Yogg in a bloody awful disguise), which generally entail the infliction of significant amounts of damage to you, either directly or by proxy. If you get one of these, be ready to bubble it off or LoH if needed. The guardians themselves have a mind control (about which you can do nothing, although it may be worth having a PvP trinket or Human racial ready) and a Shadowbolt Volley, which MUST be interrupted (when taking a Guardian underneath Sara to be killed, you may need to use HoJ and do this yourself). When a Guardian is almost dead, it needs to be taken under Sara, where it will explode, damaging her. It takes 9 Guardians to kill Sara. Nobody else should be near you when your Guardian dies, as it performs an AOE for over 25k that will kill a non-tank. Once your Guardian has died, you can pick up the next one to spawn - there should be no problem with having to tank more than one, as 2 tanks gives a 20 second kill window, and they only have 220k/1.1M HP.

To add complication to this phase, there are wandering clouds of fog, which are both a boon and a detriment to your raid. If spawns are coming too infrequently, you can have someone step into a cloud to spawn another add. However, later in the phase you can barely afford to spawn additional mobs because you should be barely keeping up with the ones you have. Clouds are generally best avoided, which is easy to do since they always travel in a circle, either Clockwise or Anti-Clockwise.

Phase 2:
Despite the nightmarish pseudo-hentai scene of an army of tentacles coming to rape you, you don't actually have much to do in this phase. So while I shall put notes here, they aren't terribly important:

The small Corrupter tentacles just spam debuffs on the raid (which you can help cleanse off), and the constricter tentacles pick raid members up and crowd control them until the tentacle is killed. Because your DPS hold such an important role in this phase, the order for DPS'ing targets should be constricter = crusher > corrupter tentacles. You want to free any melee dps that get caught in constrictors as fast as possible, and you want to tank crusher tentacles as long as possible so they don't keep stacking their DPS decrease debuff.

Of note, the Crusher tentacles will start to build a buff on themselves when you're in melee range. When you see it hit 40 stacks (approx. 10 seconds, I think. It builds really quickly), you want to get out, because even cooldowns won't save you from the damage these things can shell out.

Have your DPS rinse/repeat the portal phase and the kill-all-the-tentacles phase, and you'll hit phase 3. You yourself can play the lolprot DPS game, or get Decursive out and cleanse all the nasty debuffs going round. You can also help by BoPing melee captured by Constrictor tentacles (or Bubble out of it yourself).

Phase 3:
Your job is, once again, picking up adds and tanking them until death. The faceless adds will spawn at 10 second intervals. These adds hit the hardest at full health, and incredibly weak when they're near death. They can also regenerate health quickly through life drain, so be sure to use interrupts judiciously as well as burning them down as fast as possible. Be sure to position your raid such that you have your back to Yogg Saron as much as possible and your healers (the ones that usually have initial aggro) are directly in front of you to ease picking adds up. If you need to use a sanity well at some point in this phase (this phase is fairly long), be sure to do it early, and to tell your other tank that you need to step out away from the boss for a few seconds. However, as long as you avoid the lunatic gaze, it shouldn't be needed.
Last edited by Panzerdin on Sun Jul 19, 2009 4:29 pm, edited 30 times in total.
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Re: [10/25] How To: Ulduar

Postby guillex » Sat Apr 18, 2009 6:28 am

Maybe you and abinning could, y'know, collaborate?

viewtopic.php?f=30&t=22571

:D Just kiddin'. Or maybe I'm not.
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Re: [10/25] How To: Ulduar

Postby kensanity » Sat Apr 18, 2009 6:52 am

For XT whatever (the robot guy) my group found it easy on 10 man to assign two ranged dps to handle the adds (focusing on bombot guys) while the rest of the dps go wild on the heart, as soon as the heart hits like 10% or the other adds get dangerously close, (whicehever happens first) the tank starts kiting the robot away fromo the adds and all dps kills adds.

My group was able to skip phase 1 twice because damage on heart was a significant portion of his life.

Jsut dont kill the heart.

MM Iron council tip, Kill Big guy, cleanse fusion punch debuff, kill vyrkul guy, dispel ior spellsteal his shield, and then kill the small dwarf.
has anyone had problems with the small dwarf guy's aggro? It seems he chains whoever at random...
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Re: [10/25] How To: Ulduar

Postby Panzerdin » Sat Apr 18, 2009 7:09 am

Guillex wrote:Maybe you and abinning could, y'know, collaborate?

http://www.failsafedesign.com/maintanka ... 30&t=22571

:D Just kiddin'. Or maybe I'm not.


To my mind, what we're doing is fundamentally different. His are notes for raids, mine are notes for tanks. As an aside, what the hell am I going to do if I run out of space in that post?
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Re: [10/25] How To: Ulduar

Postby guillex » Sat Apr 18, 2009 7:12 am

Panzerdin wrote:
Guillex wrote:Maybe you and abinning could, y'know, collaborate?

viewtopic.php?f=30&t=22571

:D Just kiddin'. Or maybe I'm not.


To my mind, what we're doing is fundamentally different. His are notes for raids, mine are notes for tanks. As an aside, what the hell am I going to do if I run out of space in that post?


It wasn't an order, it was a suggestion. The guide could be amalgamated into one, with each section having 2 parts; one for the raid, and one for tanks.

But he hasn't touched his in a bit, so we'll see.
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Re: [10/25] How To: Ulduar

Postby Panzerdin » Sat Apr 18, 2009 7:14 am

I'd be happy to, at least in principle. That is, assuming we can get hold of him.

Can I have a sticky on this when it's finished? I'm happy to let it drop if you'd rather just keep his.
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Re: [10/25] How To: Ulduar

Postby guillex » Sat Apr 18, 2009 7:38 am

Panzerdin wrote:I'd be happy to, at least in principle. That is, assuming we can get hold of him.

Can I have a sticky on this when it's finished? I'm happy to let it drop if you'd rather just keep his.


Finish it. ;)
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Re: [10/25] How To: Ulduar

Postby Panzerdin » Sat Apr 18, 2009 7:55 am

I will, I'm revising. It'll probably be done this evening.
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Re: [10/25] How To: Ulduar

Postby Alanyor » Sat Apr 18, 2009 8:16 am

Panzerdin wrote:DPS can focus on his heart in their spare time (and, in fact, must, as this is necessary to beat his enrage timer).


We didn't know this and ignored the heart... beat the enrage timer by seconds, so we did it somewhat hard mode. :D
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Re: [10/25] How To: Ulduar

Postby Threatco » Sat Apr 18, 2009 2:07 pm

a stacking debuff which increases Fire Damage taken (there isn't much to say about this, it can be reset by rotating tanks) and a nasty debuff called Fuse Armour. This essentially forces you into a tank rotation, as it is applied every 20s and reduces armour and attack speed by 20% per application. Basically, your three tanks rotate taunting every 20s, and this never becomes a problem. The Flame Buffet theoretically might, but the boss is more likely to enrage and kill you than you die of this. However, if it's a concern, then your tanks can instead taunt at 30-second intervals, which will prevent it from ever stacking very high.



I may be wrong but, the stacking debuff Flame Buffet IS the enrage timer. It builds up on the whole raid, and is always refreshed before the 60 second timer wears off.

It is only Fuse Armor that requires tank swaping. It only lasts 20 seconds. So you get 1-2 stacks then swap. Wait for it to wear off then take him back.

Our first attempts on 10 man this confused my other tank. He was watching the flame buffet debuff stack instead of fuse armor, waiting for it to wear off, which it didnt, it only went higher.

Flame buffet icon looks like malygos P3 DOT on maly.

Fuse armor looks like warlocks hellfire icon.



Thanks for the guide! Alot of info here I can put into practice.

ninja edited to make your quote work, threatco. --Guillex
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Re: [10/25] How To: Ulduar

Postby Panzerdin » Sun Apr 19, 2009 3:25 am

I think that the enrage increasing her damage by a factor of 18 is the enrage ;p Nevertheless, I'll change that.
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Re: [10/25] How To: Ulduar

Postby guillex » Mon Apr 20, 2009 3:32 pm

Stickied, and I'll be going through it with a comb later. :) GG on writing it, though :D
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Re: [10/25] How To: Ulduar

Postby Lieris » Mon Apr 20, 2009 5:01 pm

Panzerdin wrote:Kologarn:
Two roles exist here - tanking the boss himself, and tanking the adds that spawn when one of his arms are killed. In 10-man, there's a fair amount of crossover - the boss applies a stacking debuff to whoever tanks him, so you're pretty much stuck with having your add tank come and take the boss off of your MT for a while. The taunts should be at a minimum of 45 second intervals, so that the debuff will actually reset.The adds themselves can probably be killed by a tank alone, but it's probably most sensible for the DPS to AOE them just to be sure. This aside, it's just a matter of making sure you stay in melee range of him (he won't ever move) whilst avoiding his raid-wide abilities (that is to say, his eye gaze).


Regarding the adds, the tank can't just kill them alone or he/she will end up with a ton of debuffs and start taking ridiculous damage so they have to be AOEd down ASAP. Also nobody can be within 10 yards of the adds or they will use their special ability on people around them regardless of aggro.
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Re: [10/25] How To: Ulduar

Postby abinning » Tue Apr 21, 2009 7:32 am

...what the hell am I going to do if I run out of space in that post?

Yeah, I only reserved 2 extra posts, and Panzer is more long winded than me. =P
I'll try to finish up and polish mine a bit more today, too much raiding when I'm not working.
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Re: [10/25] How To: Ulduar

Postby Falibard » Tue Apr 21, 2009 7:34 am

Thorim:
Thorim's encounter begins with a gauntlet, which I really should cover but can't due to a lack of available information. If anyone feels helpful, then posting it here or PMing it to me would be greatly appreciated. Once you actually get to Thorim, the fight is simple bar his unbalancing strike, which will force a tank change when it is used. Watch your fellow tank(s) like a hawk, and hit taunt as soon as you see the debuff on them. Rinse and repeat. When Thorim gets to very high levels of damage courtesy of his stacking buff, it may become necessary to chain survival cooldowns to allow you to keep tanking him, which should be done in the same manner as tank switching - when you see your fellow tank's cooldown running out, taunt off him and immediately use Divine Protection.


I'll speak from a 10 man perspective (as that's what I've done). The gauntlet is quite simple and you could feasibly do it was just 1 tank, 1 healer, 1 dps, but two dps would be recommended. When you go into the gauntlet there will be two pulls then mini boss at the end of the halls. He casts a line of fire down the hallway that you need to be aware of (think UP except fire), kill healers first. With two dps the first mini boss should drop fairly quickly. A door opens onto two more adds in the corridor by the stairs, with two more adds on the way. Deal with the adds as quickly as possible as they will keep coming until you pull the next mini boss at the top of the stairs. Beware of a debuff that cause you to explode and stun others around you. When the next door opens you'll see Thorim. Be sure to hug the walls as there are giant circles on the ground the will "lock" you in place for about 10 seconds. Only one attack is needed to start phase 2 (my spells seemed to miss, but physical damage started it).
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