The Warlocks Den - WoW Warlock DiscussionsThe Warlocks Den - WoW Warlock Discussions



Please Register to Remove these Ads

The Warlocks Den - WoW Warlock Discussions » Discussion Forums » Instances & Raiding » Ulduar » The Iron Council - Boss Stat

Ulduar Boss Strat Threads: Flame Leviathan - Razorscale - Ignis the Furnace Master - XT-002 Deconstructor - Kologarn - The Iron Council - Boss Stat - Auriaya - Hodir - Thorim - Freya - Mimiron - General Vezax - Yogg-Saron - Algalon the Observer

Reply
Old April 04, 2009, 08:34 PM   #1 (permalink)

Character Info
Crest
70 Undead Warlock
Aman'thul Oceania PvE
Profile: Blizzard Armory

Post The Iron Council - Boss Stat

© The Warlocks Den 2009. All rights reserved. Not to be copied or redistributed without prior written approval.

The Assembly of Iron
(Iron Council)

The Iron Council is an optional encounter in the second area of Ulduar, accessible after killing XT-002 Deconstructor. To reach them, turn left at the stairs which lead to Kologarn's room. Not much is known about who the Iron Council are, or what their goals may be.

Hard Mode
The hard mode in the Iron Council event is activated by killing Steelbreaker last. This doesn't alter the format of the fight, but Steelbreaker has the most difficult exta abilities when he's the last one standing.

General Information
When you turn left at Kologarn's stairs, you will need to clear some further trash before you can access the Iron Council's room. So long as your raid group is coordinated, these should pose no real problems to you.

Rune Etched Sentry
Link:Rune Etched Sentry

Hitpoints: Normal 670k, Heroic – 1.4 million
Notes: These are probably the hardest of the trash that needs clearing. They come in pairs and need to be tanked at the same time, away from each other, and facing away from the raid.

  • Flaming Rune - Deals 5363 to 5637 Fire damage per 1 sec. to enemies within 3 yards, for 10 sec.
  • Lava Burst - You hurl molten lava at the target, dealing Fire damage. Normal: 8788 to 10212 damage, Heroic: 12025 to 13975 damage.
  • Runed Flame Jets - The Jets of Flame Inflicts Fire damage every 1 sec for 5 sec in a 15 yard cone infront of the caster. Normal: 12675 to 13325 damage, Heroic: 19500 to 20500 damage.
Sanctum Sentry
Link: Sanctum Sentry
Hitpoints: Normal 330k, Heroic -550k
Abilities
  • Rip Flesh - A deadly attack that inflicts Physical damage every 2 sec for 20 sec. Stacks up to 100 times. Normal: 2313 to 2687 damager every 2 seconds, Heroic: 4625 to 5375 every 2 seconds
  • Savage Pounce (normal) - A savage pounce that inflicts 5550 to 6450 Physical damage and an additional 3700 to 4300 Physical damage every 1 sec for 5 sec.
  • Savage Pounce (heroic) - A savage pounce that inflicts 7400 to 8600 Physical damage and an additional 6013 to 6987 Physical damage every 1 sec for 5 sec.
Lightning Charged Iron Dwarf
Link: Lightning Charged Iron Dwarf
Hitpoints: Normal - 470k, Heroic – 740k.
Notes: Can be MCed, Polyed, trapped and Sapped in Normal.
Abilities
  • Lightning Charged - Attacks have a chance to cast Ball Lightning.
  • Ball Lightning (normal) - Inflicts 2925 to 3075 Nature damage jumping up to 5 times.
  • Ball Lightning (heroic): Inflicts 7313 to 7687 Nature damage jumping up to 10 times.
Chamber Overseer
Link: Chamber Overseer
Hitpoints: Normal - 1.1 million, Heroic – 1.5 million.
Notes: These mobs don't hit particularly hard, just watch out for their AE effects.
Abilities
  • Devastating Leap - Leaps at an enemy, inflicting Physical damage and stunning all nearby enemies. Normal: 6500 damage, Heroic: 14625 to 15375 damage. This can only target players 10 yards or further from them.
  • Staggering Roar - Inflicts Physical damage to enemies in a cone in front of the caster. Normal: 14625 to 15375 damage, Heroic: 18525 to 19475 damage.
  • Displacement Device - Creates a lightning ball that will hover over and chase members in the raid. It does an AoE of about ~200/half sec on normal mode.
Hardened Iron Golem
Link: Hardened Iron Golem
Hitpoints: Normal – 400k, Heroic 740k.
Notes: Cannot be rooted, but can be banished and cycloned.
Abilities
  • Harden Fists - Gives the caster an additional 100% damage per hit for 10 sec., but roots it in place.
  • Rune Punch - Massive blow that inflicts damage and imprints a Rune in the target's skin that slows attack speed by 50%. Normal: 11100 to 12900 damage, Heroic: 18500 to 21500 damage.
Iron Mender
Link: Iron Mender
Hitpoints: Normal – 340k, Heroic 540k
Notes: Can be CCed in Normal. Poly, Sap, Trap or MC.
Abilities
  • Electro Shock - A massive shock of Electricity that inflicts Nature damage and knocks the target to the ground. Normal: 8775 to 9225 damage, Heroic: 11700 to 12300 damage.
  • Fuse Lightning - Infects an enemy for 10 sec., causing it to inflict Nature damage to its nearby allies every 2 sec. Normal: 3238 to 3762 every 2 seconds, Heroic: 6013 to 6987 every 2 seconds
  • Fuse Metal - Heals a friendly target every 1 sec for 5 sec. Normal: 19500 to 20500 every 1 second, Heroic: 48750 to 51250 every 1 second
After clearing the trash, you will reach a corner, around which is the entrance to the room with the Iron Council in it. You can safely step into the room without activating the event.

The Iron Council
The Iron Council event is made up of three bosses, each of which must be killed one at a time. Killing one boss restores the remaining bosses to full health, increases their damage by 25%,,and gives them one additional ability. The order in which they are killed will affect the difficulty of the encounter, as the special abilities conferred on each boss with the death of one vary in the challenge they will provide your raid. Even if the hard mode is activated by killing Steelbreaker last, this doesn't change any of the extra abilities that each boss gains.

There is a 10 minute hard enrage on the fight.

When any of the bosses die, they cast:
  • Supercharge - Unleashes one last burst of energy as the caster dies, increasing all allies damage by 25% and granting them an additional ability.
Steelbreaker
Steelbreaker is the giant golem who will be standing in the middle of the room.

Hitpoints: Normal – 3 million, Heroic – 10 million
Notes: Given the nature damage he causes, using nature resist totems or a hunter's nature resist aura should provide some assistance in dealing with the damage done.

Abilities – Normal Mode

  • Fusion Punch - An attack infused with energy that inflicts 18850 to 21150 Nature damage and an additional 15000 Nature damage per second. The debuff left on the target can be dispelled by paladins or priests.
  • High Voltage - Inflicts 1500 Nature damage every 3 seconds to all in melee range.
One Boss Down
  • Static Disruption – Cast on a random ranged player, dealing 3500 Nature damage to enemies within 5 yards, and increases Nature damage taken by 25% for 20 sec.
Two Bosses Down
  • Overwhelming Power - The target becomes overwhelmed with power increasing damage done by 200% and causes a Meltdown after 1 min.
  • Meltdown - The target melts down killing themself and dealing 29250 to 30750 Nature damage to friendly units within 15 yards.
  • Electrical Charge – Increases damage done by 20% whenever a player dies.
Abilities – Heroic Mode
  • Fusion Punch - An attack infused with energy that inflicts 35000 Nature damage and an additional 20000 Nature damage per second. The debuff left on the target can be dispelled by paladins or priests.
  • High Voltage - Inflicts 3000 Nature damage every 3 seconds to all in melee range.
One Boss Down
  • Static Disruption – Cast on a random ranged player, dealing 5000 Nature damage to enemies within 5 yards, and increases Nature damage taken by 50% for 20 sec.
Two Bosses Down
  • Overwhelming Power - The target becomes overwhelmed with power increasing damage done by 200% and causes a Meltdown after 30 seconds.
  • Meltdown - The target melts down killing themself and dealing 29250 to 30750 Nature damage to friendly units within 15 yards.
  • Electrical Charge – Increases damage done by 25% whenever a player dies.
Runemaster Molgeim
The runemaster is an Iron Vrykul
Hitpoints: Normal – 3 million, Heroic 10 million
Notes:

Abilities – Normal Mode
  • Rune of Power - Summons a Rune of Power under a random friendly target. This rune increases damage by 50% of all friendly and enemy targets standing within the effect. Lasts 1 min.
One Boss Down
  • Rune of Death - Summons a Rune of Death at a random enemy target's location. This rune deals 3500 Shadow damage every half-second to anyone within 13 yards of that location.
  • Shield of Runes - Covers the caster in magic runes, absorbing up to 20000 damage. If 20000 damage is absorbed, this damage in converted into a powerful burst of energy, increasing the caster's damage by 50% for 15 sec. The shield can be dispelled by priests or shaman, which will not trigger the damage buff.
Two Bosses Down
  • Rune of Summoning - Creates a Rune of Summoning near a random enemy. This rune will periodically summon Lightning Elementals, which will rush towards random enemies and explode.
Abilities – Heroic Mode
  • Rune of Power - Summons a Rune of Power under a random friendly target. This rune increases damage by 50% to all friendly and enemy targets standing within the effect. Lasts 1 min.
One Boss Down
  • Rune of Death - Summons a Rune of Death at a random enemy target's location. This rune deals 5000 Shadow damage every half-second to anyone within 13 yards of that location.
  • Shield of Runes - Covers the caster in magic runes, absorbing up to 50000 damage. If 50000 damage is absorbed, this damage in converted into a powerful burst of energy, increasing the caster's damage by 50% for 15 sec. The shield can be dispelled by priests or shaman, which will not trigger the damage buff.
Two Bosses Down
  • Rune of Summoning - Creates a Rune of Summoning near a random enemy. This rune will periodically summon Lightning Elementals, which will rush towards random enemies and explode for 14k-15.8k nature damage.
Stormcaller Brundir
Hitpoints: Normal – 3 million, Heroic 10 million
Notes: Stormcaller Brundir is the only one of the three bosses who can have his casting interrupted and be silenced.

Abilities – Normal Mode
  • Chain Lightning - Strikes an enemy with a lightning bolt that arcs to another nearby enemy. The spell affects up to 5 targets, causing 4625 to 5375 Nature damage to each target.
  • Overload - Focuses all the caster's energy into a single ball of lightning. This ball grows for 6 sec until it finally explodes, dealing 20000 Nature damage to all enemies within 30 yards and knocking them down.
One Boss Down
  • Lightning Whirl - Spins around throwing off bolts of lightning at random enemy targets. Each bolt deals 4713 to 5287 Nature damage. Lasts 5 sec.
Two Bosses Down
  • Lightning Tendrilds - Tendrils of lightning shoot out of the caster's chest, lifting them into the air. These lightning tendrils deal 3000 Nature damage to all enemies around the caster every second.
  • Stormshield - Shields the caster with electricity causing 250 Nature damage to attackers when hit. In addition, the caster is rendered immune to Stun effects.
Abilities – Heroic Mode
  • Chain Lightning - Strikes an enemy with a lightning bolt that arcs to another nearby enemy. The spell affects up to 5 targets, causing 6013 to 6987 Nature damage to each target.
  • Overload - Focuses all the caster's energy into a single ball of lightning. This ball grows for 6 sec until it finally explodes, dealing 25000 Nature damage to all enemies within 30 yards and knocking them down.
One Boss Down
  • Lightning Whirl - Spins around throwing off bolts of lightning at random enemy targets. Each bolt deals 7069 to 7931 Nature damage. Lasts 5 sec.
Two Bosses Down
  • Lightning Tendrilds - Tendrils of lightning shoot out of the caster's chest, lifting them into the air. These lightning tendrils deal 5000 Nature damage to all enemies around the caster every second.
  • Stormshield - Shields the caster with electricity causing 250 Nature damage to attackers when hit. In addition, the caster is rendered immune to Stun effects.
Strategy

Suggested Raid Composition:


Normal Mode:

  • 2 tanks
  • 2-3 healers
  • 5-6 DPS
Heroic Mode:
  • 3 tanks
  • 6-7 healers
  • 15-16 DPS
Positioning
The room where the encounter takes place is roughly oval, with the entrance at one end, and bosses standing about 2/3 of the way to the other end.

Positioning, or perhaps more accurately, being aware of your position, is important in this fight at all stages. When you first engage the bosses, Stormcaller Brundir won't actually move. (just like one of those pesky casters when you're out doing dailies etc) Instead, he will stand in whatever spot he was in when you start the encounter and cast on the raid. This is important to note, since he wanders from side to middle to side beforehand. Make sure he's in the right spot before engaging. The only way to move him after you've started the encounter is by interrupting his casts and then dragging him around. A warrior is probably best suited to off-tanking Stormcaller Brundir due to this.

Once engaged, pull Steelbreaker and Runemaster Molgeim to the entrance end of the room, which will be far enough away from Stormcaller Brundir that his Overload ability won't be hitting anyone but his tank. Until Brundir has been killed, (obviously, this depends on what order you choose to kill them in) everyone needs to make sure to keep outside the range of Overload. Brundir appears to stop casting Overload once both other bosses are down.

Fight Order

This fight involves a reasonable amount of movement, so be prepared to interrupt whatever you're doing and move instantly. There are three ways to complete this fight, depending on which boss you decide to kill last.
The logical order for each of these scenarios is as follows. (Kill order is 1 = first, 3 = last)

Killing Steelbreaker Last

  1. Runemaster Molgeim
  2. Stormcaller Brundir
  3. Steelbreaker
Since Brundir can be tanked away from the rest of the raid with a minimal impact on everyone else, killing Molgeim first means that you don't have to worry about losing raid members to the Rune of Death, which is quite easy to do.

Killing Runemaster Molgeim Last
  1. Steelbreaker
  2. Stormcaller Brundir
  3. Runemaster Molgeim
Steelbreaker is the most dangerous of the bosses, so any strat which doesn't kill him last is pretty much going to kill him first. Trying to avoid Rune of Death while he's casting Static Disruption can be difficult.
Killing Stormcaller Brundir Last
  1. Steelbreaker
  2. Runemaster Molgeim
  3. Stormcaller Brundir
Which boss you kill first and second here is probably not that important. Removing the Rune of Death by killing Runemaster Molgeim first will simplify the rest of the fight by removing what is probably the most dangerous new ability added during the second phase. However, you may find it easier to leave Runemaster Molgeim up and kill Steelbreaker. The other modes will still have some learning associated with them, but once you already know the fight it will be easier to adapt.

The Fight
Due to the way that the kill order will change the abilities being used against the raid, the final stage (only one boss left alive) will vary greatly in how it's handled. Up to that point, the strategy remains roughly the same.

Phase 1 (three bosses alive)

A tank and healer(s) should be dedicated to keeping Stormcaller Brundir engaged, while the rest of the raid concentrates on killing the first boss. During this first stage, Runemaster Molgeim will be casting the Rune of Power randomly. If he casts it under a boss that can be moved, they should be immedately dragged away so that they are just outside the circle. This will allow both melee and ranged to stand in the circle, gaining the damage boost for the raid. If you are killing Stormcaller Brundir first, then ranged should stay at max distance from him, to ensure that Overload won't hit them. Melee must run in and out to avoid being caught in the AE. It's a six second cast, which should give all but the most innatentive melee a chance to get away.

If you're not killing him first, Steelbreaker should be tanked a little out of the way. Since his AE abilities are melee range only, there's no need to keep him a long way from the raid at this stage. This first phase of the fight is pretty easy, and shouldn't require the use of any cooldowns etc. Save them for phase 3.

Phase 2 (two bosses alive)

Things start to get a bit hectic at this point, as the damage of both remaining bosses has just been increased by 25%, and they have new abilities added to them. The most troublesome new ability is Runemaster Molgeim's Rune of Death. This ability can kill raid members extremely quickly if they get caught in it, so making sure to move the moment you see you're standing in it is very important. If the rune lands under a boss, then the tank and melee will need to move away as quickly as possible. If it lands under Stormcaller Brundir, he will need to have his casting interrupted so that he can be moved out of it.

Runemaster Molgeim will still be casting his Rune of Power as well, so keep moving to stay in them where possible.

Assuming he's still up, Stormcaller Brundir will be casting Lightning Whirl. This ability is relatively easy to heal through, and should not pose any real problems to your raid.

If he's still up, Steelbreaker will be casting Static Disruption on a random ranged player. This makes it important to stay spread out a bit to avoid taking AE damage from any players affected with this. If you get hit with this effect and you're standing in a Rune of Power with everyone else, then you must move away from everyone else as fast as possible.

Phase 3 (one boss alive)

The third phase is where the greatest change in tactics is required, depending upon which boss is left up.

Stormcaller Brundir

This is the easiest last boss to kill. During this stage, he will stop casting Overload, but will gain Lightning Tendrils and Stormshield. Throughout this fight, Stormcaller Brundir will periodically raise off the ground, and slowly move around, following raid members. While he's in the air, he will cast Lightning Tendrils on all raid members near him. This effect can be relatively easily healed through, but the best method for melee is to move out of range and avoid taking damage. Ranged can still DPS Stormcaller Brundir at this time. Rinse and repeat until he's dead.

Runemaster Molgeim
In the final stage, Runemaster Molgeim gains the Rune of Summoning ability, which creates a summoning circle on the ground and spawns Lightning Elemental adds. Currently, there are conflicting reports about whether the lightning elementals that are spawned from the rift can be snared and taunted, but they don't have a lot of hitpoints. As soon as you see Runemaster Molgeim begin to cast this, keep an eye out for the summoning circle on the ground. (The summoning circle looks the same as the void zones from Tempest Keep instances) There doesn't appear to be any real indication of where the summoning circle will be placed when he starts to cast, unfortunately. The Lightning Elementals will spawn one at a time, but up to 8 or 9 will spawn quite rapidly.

Ideally, your ranged will take down the adds as soon as they spawn, while your melee should avoid them as much as possible due to the explosion that they trigger on death. (or when they reach their targetted player) If an elemental breaks away from the ranged killers, then players should run away from them immedately, giving your ranged DPSers time to take them down.

Steelbreaker
The final stage with Steelbreaker up is basically a DPS race. His Overwhelming Power spell will temporarily boost the damage of the player with the highest threat by 200%, and then kill them after a set time. (60 seconds on normal, 25 seconds on heroic) Each time a player dies, Steelbreaker gains a 25% boost to his damage. This is the stage that you've been saving all your cooldowns for. Blow everything to take him down as fast as possible, ideally before your second tank dies. Whoever has the Meltdown debuff (most likely the tank) will need to move away from the raid before it explodes, otherwise you will wipe out half the raid. The second tank should taunt Steelbreaker off the player with the debuff at this point. Communication and timing is very important!

Tips
  • Stormcaller Brundir can be stunned, interrupted, counterspelled, and have his casts slowed. (Mage slow, Warlock Curse of Tongues) Interrupt his spell casts as often as possible. Only Overload cannot be interrupted or affected this way.
Warlock Role
Keep Curse of Tongues on Stormcaller Brundir. This will help significantly in interrupting his spells. Other than that, it's standard DPS and avoid dying.

Tips
  • Lucky positioning of your demonic circle will allow you to teleport away from a Rune of Death if you get caught in one. Since the rune positioning is random, there's no “safe” place to put the circle; it comes down to luck.
  • Tanking Runemaster Molgeim near to Steelbreaker may result in better rune placement, and less distance for your DPSers to need to move to stand in it. However, be prepared that any cast under Stormcaller Brundir will be lost to the raid group.
Videos
As usual, Tankspot's video gets a mention. (10 man)


HD version of 10 man


25 man


Another 25 man!
Warlock Loot - 10 Man
Loot doesn't actually drop from Kologarn, but rather from a Cache of Living Stone that spawns on the other side of the Shattered Bridge after killing him.
Warlock Loot - 25 Man
Achievements
The achievements are the same on both normal and heroic modes. The heroic mode achievements simply append “Heroic:”.
  • But I'm on Your Side - Defeat the Assembly of Iron while under the effect of an Iron Boot Flask.
  • Can't Do That While Stunned - Defeat the Assembly of Iron without allowing Stormcaller Brundir to damage anyone with Chain Lightning or Lightning Whirl.
  • I Choose You, Runemaster Molgeim - Defeat the Assembly of Iron with Runemast Molgeim as the last member alive.
  • I Choose You, Stormcaller Brundir - Defeat the Assembly of Iron with Stormcaller Brundir as the last member alive.
  • I Choose You, Steelbreaker - Defeat the Assembly of Iron with Steelbreaker as the last member alive.
Credits
Information compiled from WoWHead, WoWWiki, World of Raids, MMO Champion, StratFu, and the members of the Warlocks Den.

Changes
05/05/2009 - Updated with 3.1.2 changes

Guide updated
__________________
Why does my Succubus always say, "I'm with stupid"?
Swoop is offline   Reply With Quote
Sponsored Links

Old April 19, 2009, 04:08 PM   #2 (permalink)

Character Info
Relent
80 Human Warlock
Auchindoun US PvP
Guild: Simple
Profile: Blizzard Armory
Talent Spec: 0/13/58
re: The Iron Council - Boss Stat

As a warlock, it is important to roll curse of tongues on stormcaller brundir whether or not you choose to kill him first. This will give your tank and melee plenty of time to interrupt him. (isn't it great to be a utility class again?
Relent is offline   Reply With Quote
Old April 21, 2009, 11:49 AM   #3 (permalink)

Character Info
Xavron
80 Gnome Warlock
Moon Guard US RP PvE
Guild: Veritas
Profile: Blizzard Armory
Talent Spec: 53/1/17
re: The Iron Council - Boss Stat

I'm going to have to setup a focus target macro to do the Curse of Tongues then. So that I can update it frequently.
XavronMG is offline   Reply With Quote
Old April 21, 2009, 03:35 PM   #4 (permalink)

Character Info
Corradine
80 Undead Warlock
Aman'thul Oceania PvE
Profile: Blizzard Armory
Talent Spec: 53/1/17
re: The Iron Council - Boss Stat

The 10 minute timer is quite the squeeze, so try to move into a Rune of Power if it is safe. It appears to be a 100% buff to damage done. While clumping up on the rune greatly increases exposure to Chain Lightning, it shouldn't be too difficult to heal through.

Tanking Steelbreaker and Runemaster Molgeim closer to each other will spawn more runes that the raid can conveniently use without moving too much.
Introverse is offline   Reply With Quote
Old April 24, 2009, 04:29 AM   #5 (permalink)

Character Info
Vanamman
70 Blood Elf Warlock
cho'gall US PvP
Guild: convicted
Profile:
Talent Spec: 41/0/20
re: The Iron Council - Boss Stat

Quote:
Originally Posted by Introverse View Post
The 10 minute timer is quite the squeeze, so try to move into a Rune of Power if it is safe. It appears to be a 100% buff to damage done. While clumping up on the rune greatly increases exposure to Chain Lightning, it shouldn't be too difficult to heal through.

Tanking Steelbreaker and Runemaster Molgeim closer to each other will spawn more runes that the raid can conveniently use without moving too much.
The rune of power is 50% damage upgrade and tbh in the 25 man if you are 25 man geared the runes of power are not even needed as we killed them with about 3 min left of enrage with only 1 rune being used.
Vanamman is offline   Reply With Quote
Old April 24, 2009, 04:54 AM   #6 (permalink)

Character Info
Mithgaar
80 Blood Elf Warlock
Khaz'Goroth Oceania PvE
Guild: Conviction
Profile: Blizzard Armory
Talent Spec: 53/1/17
re: The Iron Council - Boss Stat

This atm is one of my fav fights as afflic. since we basicly get 3 drain soul executes in the one fight :D and whats not to love about that
Mithgaar is offline   Reply With Quote
Old April 28, 2009, 10:34 AM   #7 (permalink)

Character Info
Xavron
80 Gnome Warlock
Moon Guard US RP PvE
Guild: Veritas
Profile: Blizzard Armory
Talent Spec: 53/1/17
re: The Iron Council - Boss Stat

We did this on Ulduar-10 last night. (2nd week that we got that far, last week we wiped half a dozen times and ran out of time, this week it took us 4 or 5 tries.)

It's doable... but it's a darned tedious fight. We killed large -> small -> med. The paladin tank on the big guy was responsible for dispelling themselves of the huge DoT.

As a warlock, I mostly stood between the big guy (tanked near the door area) and the other two (kept at the back wall). I tried very hard to keep CoT up on the small guy, while DPS'ing the big guy down during phase 1.

In phase 2 (killing the small guy), we simply spread out to avoid the death runes.
XavronMG is offline   Reply With Quote
Old April 28, 2009, 10:54 AM   #8 (permalink)

Character Info
Vazhkatsi
70 Gnome Warlock
Dalaran US PvE
Guild: Phoenix
Profile: Blizzard Armory
Talent Spec: 0/21/40
re: The Iron Council - Boss Stat

we had a lot of people die halfway through so dps was slow, so it took us 13 minutes to kill him on 25 man, no enrage happened. i was top dps at 4950 with 9% damage done.
Vazhkatsi is offline   Reply With Quote
Old May 03, 2009, 10:05 AM   #9 (permalink)

Character Info
Biotic
80 Undead Warlock
Medivh US PvE
Guild: Discord
Profile: Blizzard Armory
Talent Spec: 53/0/18
re: The Iron Council - Boss Stat

Incredibly easy fight, and great for affliction dps. Guild should be attempting hard mode soon, I hope.
MeesterHat is offline   Reply With Quote
Old May 03, 2009, 11:34 AM   #10 (permalink)

Character Info
Shiragi
80 Human Warlock
Bloodhoof US PvE
Guild: Refraction
Profile: Blizzard Armory
Talent Spec: 53/0/18
re: The Iron Council - Boss Stat

you can throw a portal outside the door and if you wipe try to get agro on one of the 3 members and port out and when they hit the door and reset... and you just saved your raid a repair bill lol and possibly yours....just throwing this out there
__________________
Gives cash which is just as good as money... Afflic
Sabre is offline   Reply With Quote
Reply

Bookmarks

Tags
Boss, council, iron, stat

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On


All times are GMT -4. The time now is 01:15 AM.
Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2009, Jelsoft Enterprises Ltd.
SEO by vBSEO 3.3.0