Dead Men Walking

Forum Archive 2023 => World of Warcraft - Dead Men Raiding => dMw Gaming => Gaming Archive => DMR Members Only => Topic started by: Azunai on April 30, 2009, 10:39:02 PM

Title: Iron Council
Post by: Azunai on April 30, 2009, 10:39:02 PM
Right, had a few cracks at 10man IC today. Best we managed was just barely into P2, then Lightning Whirl + RoP whacked us all because we were all still going 'omg yay 1st guy down ok what now?' mode.

Overview for whoever hasn't been there before:

Iron Council/Assembly of Iron/whatever they're called consists of 3 bosses. Depending on the order you kill them you get better loot/hard mode. Suffice to say we should start with normal mode, which is Giant first, Middle one second, caster dwarf last.

They each have a set of abilities, and when one dies, the remaining bosses gain an ability and are healed to 100%. I'll go over what they do and how to take them down.

Steelbreaker - The Giant is the first target to be taken down. In the room he will be tanked near the entrance. He generally hits stuff, and his ability is Fusion Punch. Fusion Punch hits for ~20k (on me) and applies a magic debuff that deals massive damage over time (I registered 1 tick for 18k). It needs to be dispelled pronto. Advantage is I can dispell it myself pretty much the instant it comes up, I do lose a bit of aggro generation though. He also has a close range AoE pulse that hits for 1.5k a tick iirc. Melee gets hit by this obviously, but it's easily healable. When the boss is moved, healers and casters should obviously adjust accordingly so they don't take needless damage from this.
He is tanked at the front of the room, moved about according to Runes of Power. More about those in the next section.

Runemaster Molgeim - This guy's ability is initially to throw down a Rune of Power on the ground underneath one of the bosses, if in range (looks like a blue circle with a rune in it), increasing the damage done of anyone standing in it by 50%. This goes for both the bosses and the raid. Bosses need to be moved out of it, raid needs to move in it, ideally. When it's cast under Steelbreaker, whoever's tanking it moves Steelbreaker out of it, and the casters can go and stand in it. When Steelbreaker is dead, Molgeim gains 2 abilities. The 1st is Rune of Death, which is basically a massive green circle on the ground and deals damage like a Void Zone (4HM). Move out of it ASAP. This also means it may not be wise to stack all the dps on a Rune of Power when it comes. Rune of Death is cast on 1 player so if everyone's stacked it's hell to all get out in time. The 2nd ability he gains once Steelbreaker is dead is Shield of Runes. This absorbs 50.000 damage (on 10 man) and increases the caster's damage by 50% once it breaks. This means it needs to be dispelled, purged or spellstolen before 50.000 damage is done to it. Not too hard I'd say. At the start of the fight he's tanked in the back of the room together with Heinrich. Once Steelbreaker dies, Molgeim is tanked where Steelbreaker was, same method.  

Stormcaller Heinrich - Not actually called Heinrich, I just didn't know his name. This annoying bugger casts chain lightning - which has an unlimited range - initially, which can be interrupted by pretty much any interrupt. He also casts Overload every once in a while, which is a 30 yard range AoE spell. Apparently it's not that much damage taken - at least for whoever's tanking it. Everyone else should be at least 30 yards away from him during 1st 2 phases. The good thing about Heinrich is that he is susceptible to stuns, interrupts, silences, the whole shebang, apart from when he's Overloading. The bad thing about Heinrich is that he is not very keen on moving. From what I've read the usual silence-and-drag tactic works, but it's cumbersome. This is especially bad when a Rune of Power is put underneath him, because it increases his damage dealt by 50% and it's hard for a tank to get into range to silence and drag him, because doing so will also put Molgeim in the Rune of Power, increasing his damage as well.
Heinrich gains Lightning Whirl once Steelbreaker dies. This is a whirlwind tossing around little balls of lightning in a fairly big range, like the trash near the end of Halls of Lightning. This can - and should - be interrupted. Once Molgeim is deaded, Heinrich starts casting Lightning Tendrils. It lifts him up in the air and gives him lightning spewing from his arse, kinda like the little balls of light on the trash before this encounter, or like the Fireball in Old Kingdom 2nd boss. He can still be moved around when he does this. Ideally a tank should taunt him to one end of the room while the raid moves to the other, to avoid too much raid damage. When Heinrich is dead we can rejoice and collect purple stuff.

I think what we were doing tonight was pretty much how it's supposed to be done, we just had the issue of Necro dying. When we did get into P2 we got whacked with the Omgnewstuffwhattodo Hammer Of Doom And General Painful Stuff (R).
One alternate strategy I found was for the OT - and maybe a dedicated interrupt class to assist him - to silence-and-drag Heinrich all the way to the very back of the room (as he will just stand there and cast CL/Overload without moving), then moving Molgeim back towards Steelbreaker and tanking/killing him there. Molgeim will then not put RoP under Heinrich and DPS can benefit from more runes under Steelbreaker. Worth considering.


Another thing for DK tanking:
QuoteFor our attempts we had a DK tank on Stormcaller and Molgeim, the DK tank worked really well for a couple of reasons.

1. Overload - When Stormcaller started to cast Overload I poped AMS and damage was nothing didn't even bother to move.

2. Rune of Power - When Molgeim cast Rune of Power he would hit me for up to 18k, so moving him out of the buff fast was essential. I found sometimes it can be a little inconvient to move Stormcaller out of the buff and he'll go crazy with increased damage Chain Lightning on the raid. I was able to get around this thanks to either deathgripping him out of the RoP or Strangulate worked as well. Both fast and easy ways to reposition them.

3. Lightning Whirl - much like a warrior tank, DK's can interupt with Mind Freeze, I waited for Whirl and interupted. also to help interupt other casts and help the healers deathgrip and strangulate still work to interupt and reposition.

Thread over at Tankspot.com for general handy things: http://www.tankspot.com/forums/f206/48856-ulduar-iron-council.html (http://www.tankspot.com/forums/f206/48856-ulduar-iron-council.html)

I guess 25 man would be slightly easier in terms of tanking as it's possible to dedicate a 3rd tank on Molgeim, which A) allows that tank to move this boss closer to Steelbreaker, increasing chances of runes under him and decreasing chances of runes under Heinrich, and B) reduce the damage intake of the Heinrich tank, as he won't have to tank 2 bosses anymore.
Title: Iron Council
Post by: Tirkad on May 01, 2009, 08:12:59 AM
Yesterday was indeed a nice run, we're still progressing steadily. However from your post i think we made at least 2 mistakes: we have to be faster in dispelling the stormcaller debuff on the tank (dunno if a cleansing totem would do the job, but we lacked a resto shammy anyway), and we didn't consider to dedicate one player to the interrupt job on Stormcaller Brondir (i think that's the name, but we can call him heinrich anyway =P ). In addition, i noticed that the tankspot video suggest to have a mage spellstealing the buff of runemaster molgeim, but we lacked a mage too. So, that's what i thought about last night setup: the 2 healers on group+stormcaller tank and one dedicated healer on the 2 bosses tank (necro) was a good idea, however we should have emphasized the importance of dispelling the debuff on Garrit (Stormcaller tank) as soon as it appears and maybe have one of the 2 healers with this priority. In addition, seen the cooldown of the various spells, i think Bellanie, as a shaman, could really help a lot in both repositioning the caster boss (Brundir - Blondie for friends) during the first phase with the 6 seconds cooldown (5 if talented) earth shock, and in purging the debuff of Runemaster Molgeim during phase 2.
Title: Iron Council
Post by: Bellanie on May 01, 2009, 08:54:11 AM
right from what i can see the debuff can't be dispelled by a cleansing totem, its not a diesease or a poison from what i can find on the net, also a resto shammy is not needed for the cleansing totem:D.

added note
Steelbreaker on occassion will deal a Fusion Punch which the tank must call out for focused healing and a magic dispel of the nature debuff that is inflicted from the punch. Use either a Paladin's Cleanse or a Priest's Dispel Magic. If you are killing Steelbreaker first, melee must bunch up to benefit from Circle of Healing and Chain Heal used to counter the nature aura damage.
Title: Iron Council
Post by: Azunai on May 01, 2009, 02:23:55 PM
Quote from: Tirkad;274547Yesterday was indeed a nice run, we're still progressing steadily. However from your post i think we made at least 2 mistakes: we have to be faster in dispelling the stormcaller debuff on the tank (dunno if a cleansing totem would do the job, but we lacked a resto shammy anyway), and we didn't consider to dedicate one player to the interrupt job on Stormcaller Brondir (i think that's the name, but we can call him heinrich anyway =P ). In addition, i noticed that the tankspot video suggest to have a mage spellstealing the buff of runemaster molgeim, but we lacked a mage too. So, that's what i thought about last night setup: the 2 healers on group+stormcaller tank and one dedicated healer on the 2 bosses tank (necro) was a good idea, however we should have emphasized the importance of dispelling the debuff on Garrit (Stormcaller tank) as soon as it appears and maybe have one of the 2 healers with this priority. In addition, seen the cooldown of the various spells, i think Bellanie, as a shaman, could really help a lot in both repositioning the caster boss (Brundir - Blondie for friends) during the first phase with the 6 seconds cooldown (5 if talented) earth shock, and in purging the debuff of Runemaster Molgeim during phase 2.

You're mixing up Stormcaller and Steelbreaker here :) Steelbreaker is the big giant, Stormcaller Brundir/Heinrich is the caster dwarf. The Steelbreaker debuff, off Fusion Punch, is magic, and never once made it into ticking after I decided to dispell it myself, so we don't need to worry about that one.

As for the spellstealing on Molgeim, that's only once Steelbreaker is down, and while spellstealing would be slightly handy for the mage (it increases his damage by 50%, but only once 50.000 damage has been dealt to him), it's not mandatory and the priority is to dispell it off the boss in whatever way. A priest or a shaman can do this no problem.
Title: Iron Council
Post by: Tirkad on May 01, 2009, 06:02:17 PM
Sorry for the misunderstandings. :) Anyway they're going down tonight :P
Title: Iron Council
Post by: Limps on May 01, 2009, 06:11:38 PM
I just wanna add that you can with no problem move the Dwarf Boss even though it might seem u cant but you can. SÃ¥ if he is in blue stuff interupt and move him or go so far away that he has to move to hit you. And yes hes will move 100 %.:taz:
Title: Iron Council
Post by: Azunai on May 01, 2009, 06:37:04 PM
Quote from: Limps;274630I just wanna add that you can with no problem move the Dwarf Boss even though it might seem u cant but you can. SÃ¥ if he is in blue stuff interupt and move him or go so far away that he has to move to hit you. And yes hes will move 100 %.:taz:

The chain lightning has unlimited range, so he does not have to move anywhere to hit you. That's the info I found at least. If he's interrupted you should be able to drag him away, it's what I meant by silence-and-drag. But since that would only work for a few seconds (the time the interrupt lasts) it's a bit cumbersome. Seems to be the only way though.
Title: Iron Council
Post by: Bellanie on May 02, 2009, 07:40:16 AM
really sorry for having to bail on you guys last night, but my daugther is not very well:( did you manage to down them?
Title: Iron Council
Post by: Gandalf on May 02, 2009, 07:43:24 AM
No, but we are getting into P2 easily now and are almost getting that sorted. What we really do need though is a mage in the group as P2 is hell on the interrupts with just me on Stormcaller.

Everytime we wiped it was because a rune of power was put under him, he casts the lightning whirlwind and then decides to be a bitch and resist my mind freeze! And as Strangulate has a 2 min cooldown I can't pop that.

A mage with a ranged interrupt would be perfect as they can interrupt them if my mind freeze gets resisted and then I can either deathgrip them out or they should move on their own.
Title: Iron Council
Post by: Bellanie on May 02, 2009, 09:03:20 AM
what about a shaman with earth shock or wind shock for the interrupts, only problem is it has a 6 second or 5 second CD with talents, and only prevents spells from that school of magic for 2 secs, but would that work?
Title: Iron Council
Post by: TeaLeaf on May 02, 2009, 09:26:52 AM
Shaman healer on his tank is what we use.  Earthshock works fine.

TL.
Title: Iron Council
Post by: Gandalf on May 02, 2009, 09:36:25 AM
Quote from: Bellanie;274702what about a shaman with earth shock or wind shock for the interrupts, only problem is it has a 6 second or 5 second CD with talents, and only prevents spells from that school of magic for 2 secs, but would that work?

As TL says, that will be fantastic :D
Title: Iron Council
Post by: Azunai on May 02, 2009, 10:05:16 AM
Yeah I think you can replace 'Mage' with (ranged pref) interrupter. Ideal would be a shaman healer I guess yeah, 2 birds in 1 stone. :)
Title: Iron Council
Post by: Jim on May 02, 2009, 01:02:44 PM
Quote from: TeaLeaf;274709Shaman healer on his tank is what we use.  Earthshock works fine.

TL.
:byesad: goodbye to my disc healing :(
Title: Iron Council
Post by: TeaLeaf on May 05, 2009, 08:24:29 AM
Quote from: Jim;274741:byesad: goodbye to my disc healing :(
Why use a disc priest on a target who is taking minor melee damage?  Disc priest healing excels on heavy damage fights, so it makes sense to use them on the big dude where his melee hits make disc advantageous.

TL.
Title: Iron Council
Post by: Azunai on May 05, 2009, 10:20:01 AM
The medium guy *if* he gets his rune shield to break does insane damage as well, especially if he drops a green thing when he has it, or manages to hit at least once while he's still in a rune of power he just dropped... so yeah a disc priest is far from useless in this fight.
Title: Iron Council
Post by: TeaLeaf on May 05, 2009, 10:45:49 AM
Agreed, but hopefully the tank on Medium moves him out of the buffs!

TL.
Title: Iron Council
Post by: Azunai on May 05, 2009, 12:10:57 PM
Well yeah of course, but there's always that part of a second where he's in it. ;-)
Title: Iron Council
Post by: Azunai on May 05, 2009, 11:35:58 PM
Dropped like a brick (well 3 bricks :P) tonight! 2nd real attempt. I'm not sure what did the trick this time around, but a mage on the Stormcaller and/or a warrior tank really did help alot. I don't think we ever really got hit by Lightning Whirl! Also I'm not sure who was dispelling the Rune Shield on Molgeim, but man, that was ace! Never got the buff once :)

Done some reading, it seems Freya on 10man is quite easy. Killing her gives us our first pieces of T8 gloves as well, so I say put her next on the list?
Title: Iron Council
Post by: TeaLeaf on May 06, 2009, 07:18:08 AM
Great job folks, & Freya is a fun fight so go for it!

TL.
Title: Iron Council
Post by: Gandalf on May 06, 2009, 07:56:06 AM
Great job! Hopefully my connection will be sorted for Thursday! I'm getting withdrawal symptoms :narnar: