Archive for the ‘Ulduar’ Category

Halfway through!

June 3rd, 2009 Comments off

This week we did a great job, added two more bodies to the  pile.  We tried a few times on the Assembly, then figure out a trick, of which I will share with you in a bit.  After smacking around their 3 mugs, we moved on to the crazy cat lady, Auriaya.  With these kills we finished The Antechamber of Ulduar achievement.


Assembly of Iron: Lady Maye’s Sapphire Ring and Greaves of Iron Intensity

Auriaya: Nimble Climber’s Belt and Elemental Focus Stone

Group makeup: 2 x Paladin Tanks, 1 x Paladin Healer, 1 x Resto Druid, 1 x Holy Priest, 1 x MM Hunter, 1 x Survival Hunter, 1 x Boomkin, 1 x Combat Rogue, 1 x Ret Paladin


Assembly of Iron:

The main tank would go in and grab Steelbreaker and bring him back to the entrance of the room.  The OT would pick up Runemaster Molgeim and bring him to the left side of the room from the entrance.  We have a rogue tank Stormcaller Brundir and bring him to as far back of the room as he can.  The rogue would use interupts to make Brundir mobile.  All DPS would focus on Steelbreaker.  The tanks would move their respective bosses off of the Rune of Power if one spawned below their boss.  If DPS could take advantage of the run, they would move to it and continue to DPS Steelbreaker.  We had a Holy Paladin heal the MT and he would Cleanse the Fusion Punch debuff whenever it was applied.  The resto druid took care of the OT on Runemaster and raid healing.  The Priest took care of the Rogue and raid healing.  The priest also dispelled Runic Barrier from Runemaster.  Once Steelbreaker was down, all DPS focused on Runemaster, the Tank on Steelbreaker went to help the rogue with interupts on Stormcaller.  Each of the left over bosses now gain a new ability.  All people need to be aware of Rune of Death that Runemaster lays down.  This is a big green rune that causes lots of damage, so as we all have learned, get out of the stuff on the ground.  Stormcaller gains Lightning Whirl, which is why we added the second person to help with the interupts.  This will hopefully keep all interuptable spells interupted.  Once Runemaster is down, everyone moved onto Stormcaller.  All spells were interupted on a set rotation.  This always allowed them to be interupted.  One thing not mentioned was Stormcaller’s Overload, he will continue to cast this the entire fight.  You have to make sure you are running out of it once he starts casting it.  With two members down, Stormcaller gains a new ability called Lightning Tendrils.  When he casts this everyone needs to spread out.  He will target and chase one person.  Target of Target windows help here.  He may change targets through out the tendril phase, everyone has to be aware of who is targeted and the direction he is being kited.  This will help reduce the raid damage.  Once he lands from the tendrils, it is just lather, rinse, repeat.  Hard mode is saving Steelbreaker for last and medium is savinf Runemaster for last.


This fight is dependant upon the pull.  If you can get the pull down, the fight is very straight forward.  We had the OT use his Divine Protection then use his Avenger’s Shield and hand-rockets when he pulled the Sanctum Sentries.  This helped survivability from the Savage Pounce.  He would posistion himself around the corner with the rest of the raid.  We would single target take down the Sanctum Sentry with a priority system.  The MT would single target taunt Auriaya and then turn her so she is facing the raid.  This is due to the Sonic Screech.  This damage needs to be split amoungst the raid.  Once the the  sentries are down, it is just focus DPS on the Auriaya.  About 40 seconds into the fight, the boss brings an add named a Feral Defender.  We just ignored it, we raid healed through it.  She would occastionally summon Swarming Guardians.  We handled these with AoE damage.  They have a small health pool and do little damage.  We did have the priest Fear Ward himself, this is because Auriaya would cast Terrifying Screech.  The priest would then Mass Dispel, hopefully getting most of the raid out of the fear.  We would save racial abilities and trinkets for the next fear.  This is basically the fight, she can cast Sentinel Blast, which should try to be interupted as often as possible.  Shadow Prtection does help, either via a aura or the priest spell.  The one last note is on the Feral Defender.  It will  more then likely die from the AoE used to take down the swarms.  So keep an eye on its percentage, at about 10% the raid should start moving.  When it dies it drops Seeping Feral Essence, which did kill the OT.  We used a druid battle res to get him back up.  This dead defender will res again after 10-15 seconds so it is advised that you move to another platform, breaking line of sight with the void zone to avoid the Feral Pounce.  We only saw the defender die once in our try.  We did have two shots at this boss.  The OT had to get the timing down on the pull.  Once we had the timing down, it went rather easily.

Also a not on the trash before her.  We only had to do one pull to open the raid up to her.  We did this by having a dedicated healer to each tank.  We then tanked our respective targets on each of the platforms where the stairs from Kologarn  is.  This gave the static buff ball enough travel time to down it.  We swtiched targets with ~16% health left.  The damge the tank did brough it down to ~5%.  Once both bosses with close to the same health pool, we borugh them together and AoE’d them down.  This help eliminate the damage/speed buff they get when one of them dies before the other.

Strike that: Make it five!

May 27th, 2009 Comments off

In one lock out period, we managed to really move along in Ulduar.   We took advantage of the holiday weekend and managed to take down Ignis.  We even manged to get Shattered and finished off The Siege of Ulduar.

Loot was Gauntlets of the Iron Furnace and Drape of Fuming Anger.  For those who noticed, I got the hand pieces.

To get off a side note, I had a good weekend worth of gear upgrades: Valorous Redemption Shouldergaurds and Kyzoc’s Ground Stompers.

Group makeup: 2 x Paladin Tanks, 1 x Paladin Healer, 1 x Resto Druid, 1 x Holy Priest, 1 x MM Hunter, 1 x Boomkin, 1 x Unholy DK (DPS), 1 x Frost Mage, 1 x Demon Lock

Notes on the kill:  We had a Ret Paladin leave, replaced with the Lock, also had a rogue switch to a mage.  We had a strategy which required two Iron Constructs be downed quickly, Flame Jets were causing issues, having the 3 casters really helped a lot.

We had done plenty of attempts, using a various set of internet strategies.  We finally settled on one that worked for us.


Tank pulled  and then tanked in the water.  All DPS wailed on Ignis as hard as they could.  Our OT and Paladin Healer stood in the back and tanked the spawning Iron Constructs. Right after or right before the second construct spawned.  The tank came out of the water and got Ignis to drop his Scorch opposite of the DPS.  The OT Healer moved into the water and the OT brought the constructs into the Scorch.  Once they were Molten, we hoped they would aggo on to the Paladin Healer, if not, the OT picked them up.  Once they were Brittle, the 3 ranged DPS casters tried to Shatter the constructs as soon as the Construct wranglers were cleaer.  While that is going on the MT moves Ignis to the opposite side of the scorch and faces him away from the DPS.  He strafes out of subsequent scorches.  Once the ranged casters say it is clear the MT moves back to the water and starts the process all over again.  This took 3 passes before we downed him.  With this method we killed him on the second try.

Healers must heal everyone in the Slag Pot. We needed three healers, one dedicated to the OT.  A third was in case of a poor slag pot luck.  Good communication was needed between the MT, OT , and Construct killers.   With this set up the OT could handle three Constructs, however the Shatter could fail due to Flame Jets timing,  leaving up an extra construct.  When Flame Jets is cast, casters with non-instant spells need to be aware, otherwise they will be locked out of that school for 4-8 seconds.

If you have any questions or need a clearer explanation, please let me know.  I hope to record our encouter this week and add it to this.

Categories: General, Strategy, Ulduar Tags: , ,

And we are at four

May 22nd, 2009 Comments off

We progressed last night.  Moved on to Kologarn and Razorscale.  Bringing us to a total of four bosses in Ulduar.


Flame Leviathan: Flamewatch Armgaurds, Combustion Bracers

XT-002: Treacherous Shoulderpads, Plasma Foil

Kologarn: Sabatons of the Iron Watcher, Stoneguard

Razorscale: Bracers of the Smothering Inferno, Eye of the Broodmother

Our Stratagies:

Group makeup for both kills: DPS: Rogue, Ret Paladin, 2xHunters, Boomkin.  Healers: Holy Priest, Holy Paladin, Resto Druid.  Tanks: 2xProt Paladin.


Well the nerf helped us greatly here.  Before the nerf we had a problem where the off-tank would get eye-beamed while picking up the rubble, while the main tank had 2 stacks of Crunch Armor.  This caused for many an issue with our best attempt at approximately 40% health.  Then an unfortunate string of events would occur.  With the patch, the duration of the debuff had been significantly reduced.  This made the encounter much easier on the tanks.  We were not as frantic getting from all of the rubble, while juggling crunch armors and dealing with the rubbles, while trying to avoid Petrifying Breath.  We went with the common strategy with a twist.  All melee stacked up near the main tank, targeting the right arm.  The main tank and off tank focused on the body.  Both of us are Paladins, so the majority of our attacks are AoE and hit all three targets.  We would torch the arm, at approximately 10% on the right arm, the off-tank would go where the rubble would spawn.  We would AoE the rubble, then come back and focus on the body.  The main tank would never leave the body.  All of the ranged were stacked and spread out in front of of Kologarn in the middle of the room.  Leaving plenty of  room to kite the Focused Eyebeams.  If someone, including melee, was targeted with the eye beams, they would bolt for the side walls, then kite them around the back of the room.  We kept an eye on the left arm, when it got to 20% or so, we hammered it down if the right arm was up.  We just repeated this process.  It took 4 tries, mainly some juggling of eye beams and rubble.  The main tank did use one of the three survivability buttons to help healers during the crunch armor.  The tank has Repelling Charge, Valor Medal of the First War, and Divine Protection as survivability cool downs.  These were not needed, however they do help during a crunch armor when a healer is Stone Griped.   We know it was after a nerf, although it still made us extremely happy.  We only carry two tanks on our raids, so we are limited to the options prior to that.  With three, this fight would have been cake.


This was only our second attempt at her.  The first try after we downed Flame Leviathan, we tried 4 or 5 times with no success.  There was a better understanding for the fight.  We went in last night and one-shot her.  The strategy was simple, we split into 2 groups.  Each group had a hunter and a prot paladin.  We then split DPS and had the boomkin cover both sides.  Healers tried staying toward the center to cover both sides.  We stacked in these two groups on the back on the ledge, with DPS/Tank combo stacked on each side.  We had a hunter start the fight and run back to position.  The thanks then would try to grab the mobs as the spawned.  There were DPS’d down nice and quick.  Kill order was Dark Rune Watchers, then Dark Rune Guardians.  With the exception when Dark Rune Sentinels spawned, a tank would pick him up and all ranged DPS would down him ASAP.  Then switch back to the regular adds.  Part of the key here is the Dwarfs you are helping will tank a few of the adds if you cannot pick them all of.  Once the second harpoon was ready a hunter would run up and shoot Razorscale out of the sky.  All DPS would switch to Razorscale and hit her hard and fast.  The tanks and healers would stay in the back finishing up the adds.  If the adds were finished off the tanks would go in and assist in the DPS.  We repeated this 3 times until 50% then she was grounded permanently.  During this phase we tried to move constantly to avoid Devouring Flame.  At which point both tanks got in front of her and started kiting her around the circle.  We taunted every two stacks of Fuse Armor.  Just to be on the safe side.  After a bit she was dead.  We did lose the Boomkin, luckily our Tree was fast and got a battle rez in and we were able to finish her off.
It was a great progression night.  Two new bosses down.  Our raiding A-Team seems to have been reinvigorated by this.  We went and got beat up by Ignis for a few tries.  We are working out some ideas.  Right now the constructs seem to be our sticking point.  We may have the Ret Pally swap into his Prot Spec and set, then have a rotoation on the constructs to give them under control.  This fight seems more like a marathon then a sprint for our DPS at the moment.  We will try again on Sunday.  Wish us luck.  If anyone has some ideas, feel free to let me know.

Ah Well, what’s done is done

May 1st, 2009 Comments off

After the debacle the other night we went in and one shot Flame Leviathan last night.  The strategy worked almost flawlessly.  We did loss one person, in the demolisher.

We moved along to Razorscale.  The fury and rate in which the adds come made it difficult.  After 5 or so attempts we moved on.  We tried a few strats.  I think it was just some timing and trying new things.  Once we get it down, it will be much much better.

We then hit up XT-002.  This went really well. We wiped on the first try as the healers were learning damage.  We lost some DPS right away, however still came close to finishing him.  We used the strategy of moving him to  the right side of the room, between the two junk piles.  What this did was eliminated the spawns from those sides, making the managing of adds very easy.  We used 3 healers (priest, druid, paladin), 2 tanks, 2 rogues, 2 hunters, and a warlock.  We lost no one on the second attempt.

These two simple successes have completely brought the group back together.  All of the bad feelings from the other night were eliminated.  We moved on and poked around a little bit, had some fun.  We had one moment where almost everyone lost it in hysterical tears.  There is nothing funnier then hearing a few guys shriek like little girls over vent when a boss pops up and freaks them out.

We wiped on Kologarn 3 times.  A couple guildies had to go to bed.  So we called it for the night.  We are now looking forward to continuing on Sunday night.  We have a Naxx run to get others geared.  We have a 25 man Naxx on Saturday.  So this should be a busy weekend of raiding, many of which seem to be excited about and looking forward to.

Drops for those interested

Flame Leviathan: Kinetic Ripper and Firestrider Chestguard

XT-002: Treacherous Shoulderpads (awesome animation) and Helm of Veiled Energies

Categories: 3.1, General, Raiding, Ulduar Tags:

What to do when WoW goes bad.

April 29th, 2009 Comments off

I had a very upsetting experience in Ulduar last night.  We went in last week, beat on Flame Leviathan and took his loot.  Second try none the less…got him to 3% right out of the gates.  On Ulduar’s reset yesterday, I figured start the week off good and buy us an extra hour of new bosses later in the week.  Well…that plan went horribly wrong.  We had 7 veterans of last week’s victory, 1 noob, and 2 people not around for the initial victory but knew the mechanics.  The best we did was 30%.I am not sure if it was sabotage or bad luck, however I began to get extremely frustrated, so much so that in Vent, I just said “I’m calling it”, left the raid, logged out of vent and said the end with it.  The strategy is solid; it is proven and should have little or no issue.  Last night though, people were in a daze as to what to do.  I did have to reassign a few people to new vehicles, which was not that bad.  The key to this fight is two things….situational awareness and connection luck (we had a chopper DC in the middle of the overload, thus one of our Demo passengers died.)  At this point in the game everyone should have some sense of situational awareness.  Knowing where the boss is, what point everyone should be going to and these two big things….NEVER cross the front of him and if you are in the siege engine, save the shield for when he is close.  I should not have to call out for the shield, it should be instinctual.  I am not bragging on this topic, I am always the last to die.  I get chased plenty and make mistakes.  I believe it is my awareness and understanding of the fight that keeps me alive.  People do not seem to grasp that if FL is not chasing you, you can peel off about 5 seconds before he changes targets and you will be safe the entire duration of the diagonal.  Siege Engine passengers should know….ALL tar should be on fire…ALWAYS!  Demo drivers should be keeping a stack of burning pyrite on him the entire time.  Once they get their passengers back, it should be priority, if they are not being chased, to getting more pyrite and starting that all over again.

I guess my ego was bruised last night.  I wanted to show that this could be done…at least this fight without the A-team.  I also realized I guess I am a hardcore raider stuck in a casual guild.  Trust me, I like the guild.  I get along with everyone really well. It is just I have farmed Naxx to death.  I am bored and want new challenges.  I think this made me realize that another month of Naxx farming is in my future until we get the gear on these folks to compensate for their lack of Situational awareness.  It seems, please correct me if I am wrong, there is no room to carry people in Ulduar.  Everyone seems to have a key role in almost every fight.  With this being said, everyone needs to have a good understanding of their class.  There is no more rollfaceonkeyboardandwin mentality.  Tank and spanks are a thing of the past.  Everyone needs to be on their toes and know what they are doing.

Anyway, I am looking for ways to motivate folks to read the things I have posted and get them to ask questions or put forth the input needed to get over these hurdles.  The group I went in with last night was geared relatively close to the other one.  I think it mght have been a case of ohhh….shinies! that did us in.  My passenger out damaged all other vehicles by 200%.  How can I keep people focused and having fun while keeping my sanity?

Categories: General, Raiding, Strategy, Ulduar Tags:

Flame Leviathan down!

April 24th, 2009 Comments off

Finally, after 25 wipes and inconsistant groups we got together with a solid strategy and downed him.  We almost killed him on the first attempt last night, however a poor use of shield on a seige engine and the loss of a both cycles forced us to a 3% wipe.  We recovered and went back to to it and got him down.

The drops were:


Energy Siphon

The strategy we used was posted on our forums by myself after the attempts and some studying.  It is posted here:

So now the basic start:
1 and 2 are in pictures.

Start in the south east corner (1). All vehicles bunched up. The bikes go out and lay two tars in the diagonal between FL and the siege vehicles and then start the fight. FL will target one of the siege vehicles, that vehicle stays as deep in the corner it can. Trying to do as much damage as they can. Mean while the other vehicles start working towards the North West (2) corner at range doing as much damage as they can. The second he targets one person, that vehicle continues to the north west corner. They should have so much ground between them FL, that he will never reach them. The bikes will get two tars down on the diagonal. Mean while the rest of the vehicles will work there way back to south east corner. FL should not reach the vehicle. FL will then swap again. Now traveling on the diagonal. We just repeat this over and over. Only one vehicle should take a burst damage, that is the initial target. Now onto the overload.

The overload should occur sometime near the end of the pass to point 2. It should be delayed as close to the corner as possible. Putting it at max range from position 2. When the overload starts, it is imperative the bikes get some tar down on the FL. Then get the turret folks picked up and back on their demolisher. All vehicles should be at the max range doing as much damage as they can while in overload. That means spam the pyrite bombs from the demolishers. The siege engines should stop about 3 seconds left before overload and turn around getting ready to kite FL back to position 1 (if they are the target). Once the turret people are back in their demolisher, they should work on trying to get pyrite reloaded as best they can. If they are not the target of the FL on his way back to position 1. They are free to travel back to spot 2 getting as much pyrite as they can. Once in their corner, they should start DPS on FL again at range so they can kite him back to the corner if targeted. Once reestablished and in position, they can launch their people and the turret portion can start all over.

The Siege engines should be air ramming behind the FL, reserving power for electro-shock to interrupt flame vents. About 3 seconds before FL swaps targets, they should stop turn around and prepare to be chased. If they are target. They should boost and work their way to the opposite corner. The other vehicle should lag behind air ramming and interrupting Flame Vents, then lagging behind about 3 seconds before target swap. (Lather rinse repeat)

This fight is all about rhythm. Once we get it down this should be fairly easy to duplicate. This fight is gear dependent so everyone should have 187 purples or 200 blues or purples in ever slot. Shirts, Tabards, off-hand, and ranged, libram, totem, or idol slots are exempt. This helps vehicle health and damage. The turret fighters should be in their personal class DPS.

(The dots are not only the tars, but the kite path.)

Some last notes on the fight.

By no means should anyone in a vehicle ever get out and run around. There is a 3K AOE DPS going on constantly, which means like it is walking on the moon without a space suit. The only exception is the turret destroyers, if the bikes are there and on time, no damage should be taken.

Turret destroyers (Siege demolisher passengers) should have raid icons to help them be found easier by the bikes. They can ping the mini map to help bikes find them. The players should also be launched one at a time or they may miss FL and just die. So once a player is confirmed and on, then the other should be launched.

Demolisher Pyrite bombs should be reserved for the overload phase. This is where the major damage is done. Although they can start getting the stacking Debuff on FL about 10 seconds before the overload, and continue to stack it until the overload is completed. Each pyrite bomb has a 10 second debuff that does ~12,000 Damage per second. So a few of these before the overload helps pre-load a lot of damage.  This debuff should be kept on FL as much as possible.

If a siege engine is the one targeted on the first one. The passenger should use the shield right as FL gets close. This should eliminate all of the potential damage on the first pass. Try to save this for the last second.

Bike riders should try to get some tar below FL right before the overload. And the siege engine passengers should light this. This will give the bikers a chance to do extra damage and be ready to pick up the turret destroyers

While Tar is on cool down, bikes should be weaving with FL hitting him with the horn when they can.

Please let me know what you think…I believe this is a pretty good start. Thanks to wowwiki, Wowhead, and tankspot for the help.

We moved on and poked our head in on XT-002 and did okay.  Did 5 attempts and got him down to roughly 50%.  I am typing up our strategies for XT, Razorscale, and Ignis right now, so if anyone has some advice, let me know.

Categories: General, Raiding, Strategy, Ulduar Tags: