Login    Forum    Members    FAQ

Board index » Nubstars » Boss Strats




Post new topic Reply to topic  [ 13 posts ]  Go to page 1, 2  Next
Author Message
 Post subject: Ulduar - In Generals
 Post Posted: Apr 14, '09 4:58 pm 
Offline

Joined: Jan 06, '09 12:38 am
Posts: 47
1. Flame Leviathon

http://www.youtube.com/watch?v=qft9HWRhIaw


Health: 62.5 million (25man), 15.5 million (10man)

Enrage timer: Unknown

Abilities:

* Flame Jets: Inflicts 2000 Fire damage to enemies around the caster. 50 yard range. Interruptable.

* Battering Ram: a melee range attack, Rams the target, dealing damage and knocking it forward. Debuffs them with "Battering Ram": Damage taken increased by 100%.

* Gathering Speed: periodically he moves a bit faster by gaining another stack of this buff. The stack is reset when he is stunned by Overload Circuit.

* He also fires rockets constantly at the raid, doing about 700 damage each time they land (about once every 1-2 seconds)

* He has 4 turrets. Passengers in the demolisher can be launched at him where they can destroy the turrets and then hit the Overload Circuit: stuns Flame Leviathan and causes him to take 50% more damage for 10 seconds.


Strategy:

A good pre-fight idea is to establish a kiting path and make sure that the Choppers keep tar down on that path at all times.

When the encounter begins, Flame Leviathan will target a random Siege Engine and must be kited around the area. He will steadily speed up as time goes on so it will become harder to stay away from his battering ram. After 30 seconds, Flame Leviathan will target another Siege Engine and chase it instead (or a Demolisher or Chopper if another Siege Engine isn't alive). Other Siege Engine(s) can follow up on its tail and should immediately interrupt Flame Jets using Electroshock. Siege Engines can also use the melee Ram ability between Jets, but should be prepared to turn and kite as soon as, if not slightly before, the target switch. Use Steam Rush as necessary to gain extra ground as needed.

Passengers of siege engines must shoot incoming pyrite ammo hovering in the air. When none are available to destroy, they can focus on Flame Leviathan with a ranged cannon.

Demolishers must stay at a large distance from Flame Leviathan at all times, and should DPS the boss using Hurl Boulder (Hurl Pyrite Barrel should be saved for stuns). Once a passenger has loaded themselves into the catapult, Demolisher drivers should launch them onto the Leviathan as quickly as possible. Be careful not to miss or that passenger may eat a Flame Jet and die. When Overload Circuit is activated and Flame Leviathan becomes stunned, use Hurl Pyrite Barrel as often as possible for massive damage.

A single damage dealer and healer should be loaded into the Demolisher catapult and launched to the back of the Leviathan as soon as the previous stun wears off. Once on the back of the boss, they will be facing one of 4 turrets. Once the turret is killed a button will appear that will, after a 10-second channel, stun the boss, increase it's damage taken by 50%, and reset his speed. The players on the back of the tank will be launched off and parachuted down and should be picked up by a chopper as soon as possible and brought back to a Demolisher. Timing should be exercised in order to ensure that Flame Leviathan gets stunned while on a Tar area.

Remaining Demolisher passengers should work on picking up downed pyrite ammunition and loading it up into the Demolisher.

Choppers should move around quickly and plant oil slicks on the ground in Flame Leviathan's path to slow him down and deal extra damage (if ignited). The longer you go without causing the stun, the more diligent Chopper drivers need to be about keeping tar down in the boss's path. Choppers should also be ready to rush in and pick up stray players that are launched off Leviathan's back or were fired incorrectly by the Demolisher driver. If no one is in need of picking up and tar is on cooldown, use Sonic Horn for extra damage.

_________________
Vlad, Vlady, VV, Vagility.


Top 
 Profile Send private message  
 
 Post subject: Re: Ulduar
 Post Posted: Apr 14, '09 4:59 pm 
Offline

Joined: Jan 06, '09 12:38 am
Posts: 47
2. Ignis the Furnace Master

http://www.youtube.com/watch?v=n5aH6Seqp8M


Health: 24 million (25man)

Enrage timer: Unknown

Abilities:

* Flame Jets: This resistable ability knocks affected players about 20 feet in the air and 1-2 feet backward in addition to dealing its damage. It also interrupts casting and locks a spell school for ~8 seconds. Consequently, when Ignis begins his ~3 second Flame Jets cast, players should be mindful that they are not casting spells when his cast completes. Flame Jets seems to have a cooldown of about 30-40 seconds, which it may share with Activate Construct (ie: Ignis will either Flame Jets or Activate Construct, then wait one full cooldown period, then cast Flame Jets or Activate Construct again).

* Scorch: Fires a jet of flame, burning all enemies in front of the caster within 30 yards, dealing 3770 to 4230 Fire damage every half-second for 3 sec. Additionally, the ground is scorched by this effect causing it to catch on fire, dealing 7540 to 8460 Fire damage every second to all enemies within 13 yards. Iron Constructs within this radius will begin to heat up, eventually becoming molten.

* Slag Pot: The slag pot' is slung over Ignis's crotch. When Ignis charges and places someone inside the Slag Pot, they take 5000 damage every second, then receive a buff upon surviving the damage period. Ignis will continue casting other spells and attacking while a player is inside the Slag Pot. As of 3 March 2009 players inside the Slag Pot can cast spells. As of 3 March 2009 the Slag Pot charge is bugged in that Ignis can melee the Slag Pot target upon approaching them during the charge and/or while putting them in the Slag Pot.

* Activate Construct: One of the 20 Iron Constructs in the room will "activate" and after a few seconds spawns as an add in the fight. This seems to have a cooldown of about 30-40 seconds, which it may share with Flame Jets.

* Strength of the Creator: Increases Ignis' damage by 15% each time an Iron Construct spawns. Stacks up to 99 times. You'll want to kill the Iron Constructs to reduce Ignis' damage.


Strategy:

The Ignis encounter begins as a simple tank and spank fight. Casters, particularly healers, should take care to stop casting before Ignis uses Flame Jets, otherwise they will be locked out of their spells for 8 seconds. All players should make sure to move out of Scorch areas. Random players will periodically be charged and placed in the Slag Pot attached to Ignis' stomach. Whichever player is charged should be healed through the DoT.

Iron Constructs

The fight gets slightly more complicated when Ignis activates an Iron Construct. For every active Iron Construct, Ignis gains a 15% damage bonus. No more than a couple of these should be kept up at any time. Iron Constructs should be dragged through a Scorch area until they turn Molten. Alternately, if you have root or snare capability, the Construct can be kited into the Scorch and rooted until molten. Once molten, they need to be dragged immediately to one of the water pools so that they turn Brittle. Brittle Iron Constructs are stunned for 20 seconds, have a 50% increased chance to be critically hit, and will shatter if 5000 damage is done in a single hit. Shattering a Construct will remove one stack of Ignis' damage buff.


Top 
 Profile Send private message  
 
 Post subject: Re: Ulduar
 Post Posted: Apr 14, '09 5:00 pm 
Offline

Joined: Jan 06, '09 12:38 am
Posts: 47
3. XT-002 Deconstructor

http://www.youtube.com/watch?v=SjctfZKCVSc


Health: 18 million (25man), 5.25 million (10man)

Enrage timer: 8 minute enrage timer

Abilities:

* Gravity Bomb: Charges the target with dark energy (the gravity well), causing them to explode and pull in nearby allies after 9 sec. This sucks people in, so stay away from others! It creates Gravity Well on the player: Pulls enemies within 10 yards into a gravity well, dealing 19000 to 21000 damage.

* Tympanic Tantrum: Deals 10% damage every 1 sec for 12 sec. Nearby enemies are also dazed for the duration (like Void Reavers earthquake). Cast once every minute.

* Light Bomb: Charges the target with divine energy, causing them to sear nearby allies for 9 sec. Targetted attack, does 2k-3k damage on nearby allies.

Adds:

XT-002 Deconstructor enters a new phase every 25%, he will also spawn adds with 2 million health.

* XM-024 Pummeller - XM-024 Pummellers are melee fighter adds and use Arcing Smash, Uppercut, and Trample.

* XS-013 Scrapbot - The XS-013 Scrapbots run to XT-002 Deconstructor to repair it. If they manage to reach it XT-002 will consume them and regain health. They should be destroyed as soon as possible.

* XE-321 Boombot - XE-321 Boombots will explode and deal damage to anyone within 20 yards, including NPCs.


Strategy:

XT-002 consists mostly of a tank and spank style encounter with an 8 minute enrage timer. The boss should be tanked at the bottom of the stairs in his area. Ranged DPS and healers should stick together in a fairly tight group. When someone gets hit with Gravity Well or Light Bomb, that person should immediately move away from the group to minimize damage, especially in the case of Gravity Well. Healers need to keep an eye out for Tympanic Tantrum and make sure that everyone in the raid gets at least some moderate heals.

At 75%, 50%, and 25% health, XT-002 will stop attacking and begin spawning adds. XS-013 Scrapbots will heal XT-002 if they reach him, these should be dealt with as soon as possible, for obvious reasons. XE-321 Boombots explode upon reaching 50% health, dealing damage to any players or NPCs in range. This can be an effective method for taking out Scrapbots but take care to make sure that none slip past and heal XT-002. Finally, XM-024 Pummelers are standard adds which should be off tanked and DPSed down once Scrapbots and Boombots have been taken care of. Simply rinse and repeat until dead.

_________________
Vlad, Vlady, VV, Vagility.


Top 
 Profile Send private message  
 
 Post subject: Re: Ulduar
 Post Posted: Apr 14, '09 5:00 pm 
Offline

Joined: Jan 06, '09 12:38 am
Posts: 47
4. Iron Council

http://www.youtube.com/watch?v=TlHWSKee ... re=related


Health: Three bosses, each boss has 10 million health (25man)

Enrage timer: Unknown

Abilities: Each boss has seperate abilities, and every time a boss dies the remaining boss(es) gain 25% damage and 1 extra special ability


Steelbreaker (the large dwarf)

* High Voltage - Inflicts 3000 Nature damage every 3 sec. Instant

* Fusion Punch - An attack infused with energy that inflicts 18850 to 21150 Nature damage and an additional 15000 Nature damage per second. 3 sec cast

* Electrical Charge - Every time Steelbreaker kills someone he gains an Electrical Charge (+25% damage, permanent).

* Static Disruption (1 Boss Down) - Deals 7000 Nature damage to enemies in an area and increases Nature damage taken by 75% for 20 sec. 50000 yd range, Instant

* Overwhelming Power (2 Bosses Down) - The target becomes overwhelmed with power increasing damage done by 200% and causes a Meltdown after 25 sec. 60 yd range

* Meltdown (2 Bosses Down) - The target melts down killing themself and dealing 29250 to 30750 Nature damage to friendly units within 15 yards. This is caused by the Overwhelming Power ability (above).


Runemaster Molgeim (the medium dwarf)

* Lightning Blast - Unleashes a large blast of lightning, dealing 14138 to 15862 Nature damage to all enemies within 30 yards of the caster but killing the caster in the process. Instant

* Runic Barrier - A shield of runic power surrounds the caster, reducing all damage taken by 50% and inflicting 2000 Arcane damage to attackers. Instant

* 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 within 5 yards. Lasts 1 min.

* Lightning Blast - Unleashes a large blast of lightning, dealing 14138 to 15862 Nature damage to all enemies within 30 yards of the caster but killing the caster in the process.

* Rune of Death (1 Boss Down) - 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. 50000 yd range, Instant

* Rune of Summoning (2 Bosses Down) - Creates a Rune of Summoning near a random enemy. This rune will periodically summon Lightning Elementals, which will rush towards random enemies and explode. (Lightning Blast)


Stormcaller Brundir (the small dwarf)
(Can be taunted / stunned, becomes immune to taunt when he is the last boss alive.)

* Chain Lightning - Strikes an enemy with a blast of lightning that inflicts 7400 to 8600 Nature damage. The bolt will arc to additional nearby enemies, inflicting 20% more Nature damage to each successive target. 1 sec cast

* 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.

* Lightning Whirl (1 Boss Down) - Spins around throwing off bolts of lightning at random enemy targets. Each bolt deals 7069 to 7931 Nature damage. Lasts 5 sec. Channeled

* Lightning Tendrils (2 Bosses Down) - 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. (He will follow a player as he flies over the raid)



Notes: You can not bring all 3 bosses health down together, everytime you kill 1 of the 3 bosses the remaining boss(es) health goes back to 100%. Hard mode depends on which order you kill the 3 bosses in.

Example: If you kill Steelbreaker first, Stormcaller gains the Lightning Whirl ability and Runecaller gains the Rune of Death ability. If you then kill Runecaller next, Stormcaller gains the Lightning Tendrils ability.

Easiest kill order: Steelbreaker, then Runemaster, then Stormcaller.

Hard mode achievement: Kill Steelbreaker last

_________________
Vlad, Vlady, VV, Vagility.


Top 
 Profile Send private message  
 
 Post subject: Re: Ulduar
 Post Posted: Apr 14, '09 5:00 pm 
Offline

Joined: Jan 06, '09 12:38 am
Posts: 47
5. Kologarn

http://www.youtube.com/watch?v=XcfFc9BQ ... re=related


Health: 15 million, also has two arms that each have 5 million HP (25man)

Enrage timer: Unknown

Abilities:

* Petrifying Breath: Kologarn only uses this ability when no one is in melee range. It's basically a "wipe faster" move. Someone should be in melee range of his main body at all times (preferably a tank).

* Focused Eyebeam: Two beams, one from each of Kologarn's eyes, appear to the right and left of a targeted player, then converge and follow the player, dealing 4000 damage every second in a 3 yard radius.

* Overhead Smash: Once every 10-15 seconds, Kologarn uses this ability, which deals damage and applies the stacking debuff Crunch Armor to his target (Reduces armor by 25% for 30 seconds, stacks up to 100%).

* One-Armed Overhead Smash: Kologarn's Smash diminishes in power when he loses one of his arms. It still applies the same degree of stacking armor reduction.

* If both of Kologarn's arms are destroyed, he will channel Stone Shout until one of them respawns. This is a fairly significant AoE, dealing about 3000 DPS to all players in the raid.


Strategy:

Kologarn remains completely stationary in this encounter at all times. He cannot be turned or range tanked. If there are no players within his melee range, he will cast Petrifying Breath on the raid which will undoubtedly cause a wipe. His arms do not need to be offtanked, but can be separately targeted and hit within Kologarn's hitbox.

Three tanks need to be in taunt rotation front and center to Kologarn. Every 10–15 seconds he will cast Overhead Smash which reduces the tank's armor by 25%. Stack it on one tank 1-2 times and rotate to the next tank. Keeping all tanks alive are vital, or you will won't have enough to rotate debuffs.

His arms have unique abilities of their own designed for raid damage. The left arm will sweep the raid and instantaneously hit everyone for 12k. His right arm will grab a random person and squeeze them until that arm takes 450,000 damage. Healers need to focus healing on that person in the right arm and raid heal after a shockwave from the left arm.

Killing an arm will spawn an AoE pack of earth elementals which should be picked up by a tank and killed immediately. The arm will respawn 60 seconds later, but will take health equal to the arm's from the boss.

_________________
Vlad, Vlady, VV, Vagility.


Top 
 Profile Send private message  
 
 Post subject: Re: Ulduar
 Post Posted: Apr 14, '09 5:01 pm 
Offline

Joined: Jan 06, '09 12:38 am
Posts: 47
6. Auriaya

http://www.youtube.com/watch?v=lBLRC0Tt ... re=related
(sorry for the music... this is the only video that I could find so far)


Health: 16.7 million (25man), 3.2 million (10man)

Enrage timer: Unknown

Abilities:

* Horrifying Screech - The screech strikes fear into the hearts of all nearby enemies, causing them to flee in horror for 5 seconds.

* Sentinel Blast - Inflicts 5500 Shadow damage and increases Shadow damage taken by 100% for 5 seconds. Stacks 5 times.

* Sonic Screech - A Sonic Shockwave that deals 185000 to 215000 Shadow damage to all enemies in its path. The Shockwave damage is split between all targets in its path.

* Summon Swarming Guardian - Summons a swarm of smaller panthers.

Sanctum Sentry (adds)

* 4 adds, each with 558k health

* Savage Pounce - A savage pounce that inflicts 13875 to 16125 Physical damage and an additional 7400 to 8600 Physical damage every second for 5 seconds.

* Strength of the Pack - The presence of other members of the pack increases damage done by 50% to all members of the pack within 20 yards.

Feral Spirit (adds)

* Spawns about 1 minute into the fight, 835k health

* Feral Essence - Each essence increases the damage dealt by the Feral Defender by 50%. The Feral Defender can revive himself at the cost of one of his Feral Essences. The Feral Spirit starts with 9 stacks of Feral Essence.

* Feral Pounce - The Feral Defender pounces the target stunning them for 4 seconds and inflicting 602 to 698 Shadow damage every second.

* Feral Rush - Charges an enemy, dealing 1609 to 1691 Physical damage and causing them to bleed for additional damage over 6 seconds. Also interrupts casting.

* When the Feral Spirit dies, it leaves behind Seeping Feral Essence.
o Seeping Feral Essence - The Seeping Essence from the Feral Defender inflicts 9000 Shadow damage every second. This is basically a void zone.


Strategy:

I haven't found any strategies for this boss yet. But just looking at the boss abilities I've deduced that:

You'll probably want everyone to stack infront of Auriaya to "soak" the damage from Sonic Screech (similar to Brutallus' Meteor Slash). She also casts a stacking shadow debuff called Sentinel Blast which might make soaking the Sonic Screeches difficult (not sure if you need 1 or 2 soak groups to rotate until the debuff wears off, I haven't been able to find any guides on this boss yet).

Auriayia will aoe fear everyone periodically throughout the fight (not sure if tremor totem works or not). This might be dangerous if she fears people right as she does a Sonic Screech and half your soakers aren't infront of her.

Packs of panthers will spawn that need to be tanked and dps'd down (most likely will need to be pulled apart from each other to remove the stacking 50% damage buff, similar to the Bears in Zul Aman). There is an achievement to not kill any of these adds.

One minute into the fight Auriyia will spawn a Feral Spirit mini-boss which starts with 9 stacks of Feral Essence. Every time you kill it, it loses 1 stack of Feral Essence, so you have to kill it 9 times (a cat with 9 lives, go figure). Each stack of Feral Essence also increases the damage it deals by 50%, so at the start the spirit will deal 450% damage and slowly deal less and less damage each time you kill it.

Every time you kill the Feral Spirit it also leaves a void zone on the ground, so you can't kill the feral spirit anywhere near the raid group. The Feral Spirit will randomly charge people and put a bleed on them and also interrupt any spell they were casting. This charge might be bad if the spirit charges someone in the raid group right as the spirit dies and it leaves a void zone on top of everyone. We might have to time the kills in between charges, or be very fast at moving out of the void zones (9000 damage every second, which I'm guessing is affected by the stacking shadow debuff from Auriaya's Sentinel Blast).


Edit: Just checked the achievements, it looks like the Hard mode achievement is to kill the Feral Spirit before you kill Auriaya. So if you aren't going for the Hard mode achievement, you can simply offtank the feral spirit and you don't have to worry about the void zones.

_________________
Vlad, Vlady, VV, Vagility.


Top 
 Profile Send private message  
 
 Post subject: Re: Ulduar
 Post Posted: Apr 14, '09 5:01 pm 
Offline

Joined: Jan 06, '09 12:38 am
Posts: 47
7. Hodir

http://www.youtube.com/watch?v=p7tVSOCFQug


Health: 36 million (25man)

Enrage timer: 9 minute enrage timer

Abilities:

* Biting Cold: Deals increasing periodic damage to stationary enemies. Movement diminishes this effect. Just like the last boss of The Nexus.

* Frozen Blows: Physical damage reduced by 70%, but attacks deal 40000 additional Frost damage (partially resistable). 35 sec cooldown or so.

* Flash Freeze: Encases the target in a block of ice with 44k hitpoints (35k on normal.) Approximately every 30-45 seconds. Instakills all frozen targets. Long cast time.

* Snowpacked Icicles Drops from the ceiling with a clear graphic. Does 12k damage and knocks back 20 yards. Leaves behind a Snowdrift. Snowdrift cancels the effects of Flash Freeze.

* Freeze Inflicts Frost damage to nearby enemies, immobilizing them for up to 10 sec. 5kish damage and freezes, 10 yard range around Hodir and/or PBAoE (unsure).


Helpful NPCs:

At the beginning of the fight, 8 (4 in 10man) adds are trapped in blocks of ice infront of Hodir. You can break these blocks during the fight to free them and get their help. There are 4 kind of adds: Moonkins, Shamans, Mages, and Priests. Each type of add will use a special ability to help you against Hodir:

Moonkins: Star Light - Envelops a location in starlight for 1 min, increasing the attack and casting speed of friendly units within it.

Shamans: Storm Power - Charges a nearby friendly target with lightning, increasing critical strike damage by 135% for 30 sec.

Priests: Dispel - Priests will randomly dispell Freeze on members of the raid.

Mages: Toasty Fire - Warms nearby friendly creatures, preventing the effects of Freeze and Biting Cold, and increasing Spirit by 4. In addition, your Spells and Ranged attacks have a chance to singe enemies. Toasty fire can be extinguished by falling ice or Flash Freeze.

Mages: Singe - Singes the enemy, inflicting 3000 Fire damage and increasing damage taken from magical spells and effects by 2% for 25 sec. Stacks up to 30 times.


Strategy:

Upon the start of the encounter, players will need to keep moving because of the Keristrasza-esque aura that will stack up frost damage the longer you stand in place. Moving, strafing, or jumping will remove a tick per second. For example, if a player stands still to collect five stacks, not all of them will be removed upon moving.

Hodir also randomly roots members of the raid. Anyone around the target within a 10 yard radius will also be rooted. To counter this, priests can use Mass Dispel, or Paladins can individually Hand of Freedom other players.

Icicles will fall from the ceiling and hit players in the raid if they do not move away from them in time. They are visually cued by snowflakes pouring down before they land. Anyone hit by them will take 12000 frost damage and will get knocked back around 30 yards if they are not rooted.

Periodically Hodir will buff himself with Frozen Blows. It reduces his physical damage, but in turn buffs frost damage to his attacks. (up to 40000 unresisted) The frost resist tank needs to watch for the emote tied to this and immediately taunt him. Healers also need to be paying attention for the emote to switch targets onto the new tank. When the buff wears off, the original tank must taunt back immediately and the healers must switch back right away again.

When Hodir starts casting Flash Freeze, two icicles will queue up to fall. These specific icicles will create a mound of snow which can protect everybody from getting frozen during the fight. To avoid confusion because other icicles may be falling, the instant he starts his cast is the same time these icicles start. Disregard any that were already going before the cast started. Get near the icicles but not in them and you will have no trouble getting onto the mound of snow and continue. Anyone who is encased should be broken out immediately before returning to the boss.

All in all, this fight is nothing more than an endurance test. Avoid taking raid damage from Biting Cold and icicles, and definitely do not be caught on the ground during a Flash Freeze.

The hard mode achievement is to kill Hodir in 3 minutes for 2 extra chests or 6 minutes for 1 extra chest.

_________________
Vlad, Vlady, VV, Vagility.


Top 
 Profile Send private message  
 
 Post subject: Re: Ulduar
 Post Posted: Apr 14, '09 5:02 pm 
Offline

Joined: Jan 06, '09 12:38 am
Posts: 47
8. Freya

http://www.youtube.com/watch?v=6OYscvIB ... re=related


Health: 4.1 million (25man), 1.2 million (10man)

Enrage timer: Unknown

Abilities:

* Sunbeam - Inflicts 10638 to 12362 Nature damage to enemies within 8 yards of the target. 1.5 cast.

* Nature's Fury - Infects an enemy for 10 sec, causing it to inflict 4625 to 5375 Nature damage to its nearby allies every 1 sec. Nature

* Touch of Eonar - The presence of the Lifebinder heals Freya for 24000 health every 1 sec.

* Attuned to Nature - Each stack on Freya increases healing done on her by 4%. Encounter starts with 150 stacks on her (600% healing).

* Photosynthesis - The rays of the sun heals the plant life for 10000 damage every 1 sec. (These will spawn during the fight, make sure you kite the adds out of them to prevent them from healing)


Stategy:

The freya fight is all about controlling and killing the adds. Once all the adds are dead you can easily kill Freya.

Freya starts with 150 stacks of Touch of Eonar. Every time you kill an Ancient Conservator, she loses 25 stacks, Ancient Water Spirits, Storm Lashers and Snaplashers remove 10 stacks, and Detonating Lashers remove 2 stacks.

You must watch out for Sunbeams, these damage the raid and heal the adds. Add tanks will want to quickly pull mobs out of the Sunbeams to prevent the adds from healing to full.

Detonating Lashers have no aggro and blow up for around 7000 damage in a 15 yard radius.

Ancient Water Spirits, Storm Lashers and Snaplashers spawn at the same time, have 1,000,000 health and must be killed at the same time (Romulu and Julianne).

Ancient Conservators have an ability called Conservator's Grip which prevents all casting and attacking spells. You must stand under mushrooms to cancel the effect. The mushrooms also increase your damage by 25%.

Just like Sartharion and his adds, there are also 3 Elders roaming the zone where Freya is. They each have 4.5 million health and you can either choose to kill them individually before the fight or engage them with Freya for the hard mode.

_________________
Vlad, Vlady, VV, Vagility.


Top 
 Profile Send private message  
 
 Post subject: Re: Ulduar
 Post Posted: Apr 14, '09 5:02 pm 
Offline

Joined: Jan 06, '09 12:38 am
Posts: 47
9. Thorim

http://www.youtube.com/watch?v=27p2_I_L ... re=related


Health: 20 million (25man)

Enrage timer: Phase 1 enrage timer is 5 minutes, Phase 2 enrage timer is unknown.

Phase 2 Abilities:

* Stormhammer - Throws a stormhammer, dealing 2451 to 2551 damage to an enemy, knocking down and stunning the target for 2 sec, and causing a deafening thunderclap to all enemies nearby the target. 100 yd range, 0.5 sec cast

* Deafening Thunder - Inflicts 4625 to 5375 Nature damage to enemies standing in close proximity to a Stormhammer strike, increasing spell casting times by 75% for 8 sec. 50000 yd range, Instant

* Charge Orb - Charges a nearby orb with electricity. Causes Lightning Shock - Inflicts 2831 to 3169 Nature damage on a nearby enemy.

* Berserk - Empowers allies with the full might of Thorim. This spell will increase damage done by the adds by 500%, casting speed by 200%, and their health by 300%. This is an enrage ability cast on all the adds in the arena if players take more than 5 minutes to reach Thorim.

Phase 3 Abilities:

* Touch of Dominion - Subjugates the target to the will of Yogg-Saron, weakening it yet conferring a subtle control. Reduces Thorim's health and damage by 25% if the raid reaches him after the 3 minutes hard mode timer. (I believe this is part of the hard mode achievement)

* Chain Lightning - Strikes an enemy with a blast of lightning that inflicts 3700 to 4300 Nature damage. The bolt will arc to additional nearby enemies, inflicting 100% more Nature damage to each successive target. 150 Mana, 100 yd range, 0.5 sec cast

* Lightning Charge - Absorbs a torrent of electrical energy, inflicting 13875 to 16125 Nature damage to enemies in a cone between the caster and the power source, and increasing the caster's melee damage and attack speed by 15%, and Nature damage dealt by 10%. 100 yd range, Instant (This looks similar to the ability of the second boss in The Oculus. You don't want to be standing between Thorim and the activated orb).

* Unbalancing Strike - Inflicts 200% weapon damage and leaves the target unbalanced, reducing their defense skill by 200 for 15 sec. 8 yd range, Instant


Strategy

The fight takes place in an arena with Thorim watching from above. You need to split the raid into two groups, the arena group and the hallway group. The arena group has to jump into the arena and fight a bunch of adds while the hallway group clears the hallway up to Thorim to force him to jump into the arena. There's a 5 minute enrage timer to reach Thorim before he goes berserk.

The fight has three phase.

Phase 1

The first half of the raid (the arena group) enters the arena and fights off against a Jormungar Behemoth and some captured alliance. The Jormungar has a large poison breath attack. Once you defeat the jormungar and all the alliance npcs phase 2 begins.

Phase 2

A lot of constructs jump into the arena from the sidelines. There are three different kinds of constructs: healers, melee, and casters.

During this period, Thorim throws his Stormhammer at the raid, and the arena is surounded by lightning orbs which do a lot of damage when Thorim activates them.

The second raid group (the hallway group) goes into the hallway and fights two more constructs and two minibosses. If you don't reach Thorim within 5 minutes, he goes berserk/enrages.

When the hallway group reaches Thorim, he jumps into the arena and phase 3 begins.

Phase 3

He has roughly 20 million health and melees for 8k (at the beginning) on a well geared tank.

This phase is an all out dps race, because he hits the tank with Unbalancing Strike, reducing their defense each time. Also, he gain a Lightning Charge every 15 seconds which increases his damage and haste by 20% per stack (like Gruul).


Notes: The video I linked shows the point of view of the second group (the hallway group) clearing the hallway up to Thorim to force him into the arena. I'll try to find a second video that shows the point of view of the arena group.

_________________
Vlad, Vlady, VV, Vagility.


Top 
 Profile Send private message  
 
 Post subject: Re: Ulduar
 Post Posted: Apr 14, '09 5:03 pm 
Offline

Joined: Jan 06, '09 12:38 am
Posts: 47
10. Mimiron

http://www.youtube.com/watch?v=Znb5CzeHVYc


Health: MKII - 6.9 million, VX-001 - 6.9 million, ACU - 4.6 million, V0L7R0N - The first three phases combined, all three segments start at 50% health in this phase.

Enrage timer: Unknown

Phase 1 - Leviathan MKII

Smaller copy of Flame Leviathan, there's four main abilities:

* Proximity Mines - He drops these in a circle around him periodically - they blow up for 16k damage if you walk over them. They're pretty small and hard to see.

* Napalm Shell - Fires a shell filled with napalm at a random enemy target. The shell explodes upon impact, instantly dealing 7540 to 8460 Fire damage and an additional 32,000 fire damage over 8 sec. This effect attempts to target enemies over 15 yards away if possible.

* Shock Blast - Deals 100,000 Nature damage to all enemies within 15 yards. 4 sec cast. Cast about once every 30 seconds. The tank and melee must run out to avoid getting hit by this.

* Plasma Blast - A stream of plasma errupts from the cannon, dealing 30,000 damage per second for 6 seconds. This effect cannot be resisted. 100 yd range, 3 sec cast. Cast about once every 30 seconds. This ability is used on the main tank (will probably require tank cooldowns to survive this)

Notes:
-Plasma Burst and Shock Blast alternate, he never can cast both at the same time.
-His melee damage is low in this phase.


Phase 2 - VX-001

Raid spreads out in a circle around him but relatively close together. There is no aggro here.

* Rapid Burst - Unleashes a series of short plasma bursts towards a random enemy, dealing 1885 to 2115 Spellfire damage per burst for a total of 6 bursts over 3 sec.

* Heat Wave - Fires out a blast of heat, dealing 1885 to 2115 Fire damage instantly and an additional 10,000 Fire damage over 5 sec to all enemies.

* Spinning Up/P3Wx2 Laser Barrage - Spins up the dual cannons for 4 sec before unleashing a spray of lasers in a random direction, dealing 20,000 Spellfire damage every 0.25 sec to all enemies caught inside. Lasts 10 sec. (This is a rotating beam using the same mechanics as C'thun Eye Beam or Lurker Below Spout)

* Rocket Strike - Launches a rocket towards a random enemy. Once the rocket reaches the destination, it deals 5,000,000 Fire damage to all enemies within 3 yards.


Phase 3 - Aerial Command Unit

Air phase, unhittable by normal melee. He needs a ranged tank who can handle 9k bursts every 3-4 seconds. In this phase the ranged dps kill the boss in the air while the tanks and melee dps kill the adds on the ground.

His main ability is Plasma Ball, which is spammed every 3-4s on his highest aggro target for ~9k Spellfire damage.

He summons three types of adds in this phase:

* Assault Bots have 500k hp and hit pretty hard. They put a debuff on the tank called Magnetic Field that increases damage taken by 30% and roots the tank (can be dispelled). Additionally when they die, they drop an item called Magnetic Core. In 25-man, Assault Bots cannot be tanked. They must be kited by a ranged DPS with a snare ability.

* Junk Bots are just that, weak melee damage, just dps them down.

* Bomb Bots just wander into the raid and blow up for 5k Fire damage on Normal and 10k damage on Heroic, no real melee damage to speak of. They must be avoided for one of the Mimiron achievements.


Phase 4 - All Three (V0-L7R-0N)

The Leviathan MKII, VX-001, and Aerial Command Unit previously defeated merge to create V0-L7R-0N, a huge robot made of all three vehicles. You have to DPS down each section of the robot individually to kill them at the same time (romulo and julianne).

Each section of V0L7R0N uses abilities from the first three phases: Proximity Mines and Shock Blast from Phase 1, Spinning Up/P3Wx2 Laser Barrage and Rapid Burst from Phase 2, and Plasma Ball from Phase 3.

The body and head have separate aggro, all three sections have to be killed at the same time. The Laser Barrage is only pointed in one direction (towards tank, afaik), but basically this phase is just a crazy DPS/healing burn. Melee has to avoid Proximity Mines and Shock Blast.

_________________
Vlad, Vlady, VV, Vagility.


Top 
 Profile Send private message  
 
Display posts from previous:  Sort by  
 
Post new topic Reply to topic  [ 13 posts ]  Go to page 1, 2  Next

Board index » Nubstars » Boss Strats


Who is online

Users browsing this forum: No registered users and 2 guests

 
 

 
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

cron