Posts Tagged ‘Assembly of Iron’

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.