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Strategist: Assembly of Iron
2009/07/26 시간 17:50
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Well, I did earn
The Siege of Ulduar
, did I not? Made an entry for each one of the Siege bosses, that I did. Made me wonder how adequate the term "siege" is, when the only Expedition forces are in the base camp and around Razorscale - looks we've been
Ulduar, not besieging it. But that's just my thoughts :)
So this time it's the
Assembly of Iron
. What many people call '
the Iron Council
'. The three Iron Generals represent each of the iron races in the Iron Army (they also love iron).
, the biggest and physically strongest of them all, is an Iron Giant with colossal strength.
is an Iron Vrykul, who has mastered the art of rune magic.
is an Iron Dwarf with a master's touch in the lightning magic, who hates being mocked for his height.
The Assembly of Iron has taken residence in the left wing of the Antechamber of Ulduar, just next to the Archivum - a great Titanic machinery, built to store and categorize information about the world. The Council is an optional encounter with total of
difficulty levels. Killing Brundir last (Steelbreaker - Molgeim - Brundir usually) is the normal mode of the encounter, and killing Steelbreaker is the hard one. Killing Molgeim or Steelbreaker last also guarantees the drop of
고대 기록관 자료 원반
, which is the beginning of the Algalon quest-line.
Table of Contents
You will face the trash of three bosses on your way to the Assembly - the Council, Kologarn, and half of Algalon's. Woah, you say, that's a lot! And indeed it is - 6 trash pulls are unheard of before the Keepers! Now, enough silliness, and on to what you may and will face:
Lightning Charged Iron Dwarf
Hardened Iron Golem
(or 2 of each on Heroic) - Preferably burn and interrupt the Mender, CC the Iron Dwarf, and have a tank around the Golem. Periodically the Iron Golem will
- if your tank is a little squishy, he and all the melee should pull back, the Golem doesn't move while his fists are Hardened. You can Banish the Golem as well.
Rune Etched Sentries
- Face them away from the group, get out of the
s on the ground.
- Face him away from the group, and be ready to pick him after he leaps on top of a random target. Get away from the moving ball of lightning he summons.
Here is the fight in a nutshell. Each one of the three bosses has a number of abilities. Each time a boss dies, the ones alive get healed to 100% and get even more abilities and damage through
. So the last boss alive gets pretty strong.
requires one tank and the heaviest heals. His Fusion Punches need to be dispelled in less than a second. And he must never stay in Molgeim's Runes of Power, since his damage is ridiculously high anyway. DPS should get in the vacated Runes of Power. After the first Supercharge, he gains an AoE that increases Nature damage taken. After the second, he will start killing a tank every 60 seconds (30 on Heroic), healing himself and gaining damage for each death.
requires one tank, but only medium healing. He should be tanked somewhat close to Steelbreaker. First Supercharge gives him Rune of Death - huge rune on the ground that damages players in it. The second one allows him to summon elementals that explode as they die.
can easily be tanked by a DPS Death Knight, or even a Rogue. Or any class with viable interrupt ability, as almost all of Brundir's damage comes from interruptible spells. The first Supercharge gives him another lightning AoE, and the second one - yet another, fairly powerful one. He should be tanked away from all players but his tank and the healer assigned to that tank, so nobody gets hit by the AoE he has since the beginning.
The biggest and nastiest of the entire Assembly, Steelbreaker. His standard arsenal includes raid-wide aura
es. Beware of the
Fusion Punches - they have cast time, so your healers can time their big heals and save the tank; somebody will also need to be ready with a Dispel or Cleanse, to make sure the tank doesn't take the insane DoT. A paladin tank is a bit more useful, as they can time their Cleanse to hit just after the Punch goes off, but any other class will do well. If you are killing him first, Bloodlust/Heroism on the first good Rune of Power you get.
As a tank, I have found it helpful to have Molgeim on focus, so I can keep an eye on his Rune of Power. Every time I see him cast it on Steelbreaker, I start backing away, so I don't get a Fusion Punch with 50% extra damage. If you can't do that, for whatever reason, listen to Ventrilo and keep looking at Steelbreaker's feet. Blue runes there means you need to be far away. If you are doing normal mode, Steelbreaker should be the first one to die.
If Steelbreaker gains one Supercharge, he will start using
- it does damage in melee range and it increases Nature damage taken by his targets. This affects both his aura and his Fusion Punches.
If he gains two Supercharges, which means you are doing Hard Mode... There are few things to keep in mind. Soon after the second Supercharge hits him, he will (de)buff his tank with
. This means that this tank will die and explode as soon as debuff falls off - 60 seconds after its application
on Heroic). No Divine Shield, no Guardian Spirit will save your paladin. Kaput. This is why when the debuff reaches ~10 seconds left, your tank should start moving away from everybody else. Steelbreaker is not tauntable on Normal, so you will need to have a second tank building threat for a long time (preferably you'd kill Molgeim first, so the Runemaster's tank can move to Steelbreaker for the entire kill of Brundir). Steelbreaker will heal for 20% and gain 25% damage through
(which he gets whenever he kills a player or a pet) when his tank dies - make sure you have a healing debuff on him. On Normal you should kill him before the second tank dies. On Heroic, you have about 4 tanks to waste.
If you have killed Steelbreaker first, the Iron Vrykul won't pose any threat. Really.
You already know he casts
periodically, under the feet of a random boss (himself included). Move the boss out of the Rune, and position your ranged DPS (and rarely melee as well) inside it, for extra juicy damage. Tanks, don't risk positioning Steelbreaker on the edge of the Rune - he is far too dangerous to play with. Molgeim and and Brundir, you can (although there is a reason not to do it with Molgeim either, I'll get there).
is the other spell he does since the beginning. If you can Purge/Dispel/Spellsteal it, go ahead, it makes the fight a bit easier. If you can't (or fail miserably), no worries, 15% extra damage are not that much on Molgeim.
After the first Supercharge, he will gain
- it's a large green rune on the ground, that is centered around a random player. The bigger the cluster of players, the greater the chance the Rune will drop under them. With this in mind, here is the trick you are going to use: you will wait for Molgeim to drop a Rune of Power. You are not going to get in it - in fact, you will all go ~20 yards away from it, tank included. When Molgeim drops his Rune of Death underneath all of you,
you will go to the Rune of Power.
After the second Supercharge, Molgeim will learn
, which summons
. They tend to be a little suicidal.
will kick in when they reach their primary threat target (like the skeletons in KT). Those are best snared ASAP, and then killed. 2-3 DPS should be able to handle them almost instantly.
Likely the easiest member of the Council. It may or may not have to do with his height. All of his spells can and should be interrupted, unless otherwise noted.
is a normal Chain Lightning. Spread out when you get to him and eat it.
is your Loken-style Lightning Nova. If you failed Halls of Lightning, please be extra careful around Brundir. Trust your instincts and DBM, and when you hear "
Run away, little girl!
", run away whether or not you are a little girl!
Brundir's "tank" should be an interrupting class - Death Knight or Rogue preferably. Preferably Death Knight
Rogue, since the plate user can take a few extra melee swings (which are rare and weak anyway).
The first Supercharge will give Brundir
. It's like a lightning Whirlwind that hits random people. Just interrupt it, and you are good.
The second Supercharge adds the nasty
, which you can't interrupt. He also becomes immune to taunt, slow, stun, and other forms of CC. Every so often (not very often however), Brundir will slowly fly up and lightning tendrils will connect him to the ground. The tendrils cover a circle of maybe 20-30 yards, its center right under Brundir. The dwarf will then target a random player and start moving towards them at ~80% running speed, so you can outrun him. He will change targets frequently. Everybody caught by the tendrils will take damage every second they are in the are of effect.
Brundir is the last to kill for normal mode.
Killing Steelbreaker last means you can defeat either Molgeim or Brundir first. Both have their positive and negative aspects.
Molgeim first. This leaves you with Brundir, generally the easier one, second. Assuming you can interrupt all, or almost all of his spells, the 25% extra damage and Lightning Whirl shouldn't be a problem. You lose your Runes of Power however.
Brundir first. This leaves you with Molgeim second. Which is nice, because now you can spend less time dealing with a buffed boss, due to the Runes of Power. However Runes of Death will also be active, and they are quite an annoyance.
In the end, it's up to your raid. I personally prefer
Molgeim - Brundir - Steelbreaker
, but you can choose to leave Molgeim second, so you can use his last Rune of Power for a temporary DPS boost on Steelbreaker (since the fight becomes a DPS race at that point).
Knowing what the different bosses do, here is the basic sequence of events you should have:
Raid jumps the bosses.
Molgeim is being nuked. Molgeim dies. Molgeim's tank goes to Steelbreaker to build threat.
The rest of the raid nukes and interrupts Brundir. Brundir dies.
The raid starts nuking Steelbreaker. Tank is affected by Overwhelming Power. For about 50 (~25 on Heroic) seconds everything goes normally, with super extra heals and an occasional cooldown pop for Fusion Punches.
After those seconds, the tank retreats somewhere away from other raid members, and the first OT taunts. Somebody places a healing debuff on him (preferably Hunter with Aimed Shot, when ~5 seconds are left). Tank dies far away from the raid, not damaging anybody.
Steelbreaker heals 10%, gains even more damage and jumps the second tank. More cooldowns are popped.
Steelbreaker dies before the second/fourth tank.
Your second tank gets in the middle of the raid, exploding and killing them all!
The Antechamber of Ulduar
- Defeat the Assembly of Iron to receive credit for this achievement.
I Choose You, Stormcaller Brundir
- Defeat the Assembly of Iron with Stormcaller Brundir as the last member alive.
I Choose You, Runemaster Molgeim
- Defeat the Assembly of Iron with Runemaster Molgeim as the last member alive.
I Choose You, Steelbreaker
- Defeat the Assembly of Iron with Steelbreaker as the last member alive. Required for
Glory of the Ulduar Raider
But I'm on Your Side
is purchasable with 10
after you complete
. Use the Flask when the last member of the encounter is at ~10% health to minimize the chance for a failure.
Can't Do That While Stunned
- Defeat the Assembly of Iron without allowing Stormcaller Brundir to damage anyone with Chain Lightning or Lightning Whirl. Easier done if you kill Brundir first, while having some interrupt rotation. You will need 3-4 people interrupting well. It's not a very easy achievement, because it's easy to mess up. Remember, silences and stuns work. It is advised to kill Steelbreaker next, and Molgeim last.
Champion of Ulduar
- Defeat the Assembly of Iron on your first try for this lock-out period, without anyone in the raid dying.
Steelbreaker - Molgeim - Brundir
is probably the easiest kill order.
"Whether the world's greatest gnats or the world's greatest heroes, you're still only mortal!"
"This meeting of the Assembly of Iron is adjourned!"
"The power of the storm lives on..."
"You rush headlong into the maw of madness!"
"Stand still and stare into the light!"
"A merciful kill!"
"Let the storm clouds rise and rain down death from above!"
"Nothing short of total decimation will suffice."
"This meeting of the Assembly of Iron is adjourned!"
"The legacy of storms shall not be undone."
"What have you gained from my defeat? You are no less doomed, mortals!"
"The world suffers yet another insignificant loss."
"Death is the price of your arrogance."
"Face the lightning surge!"
"You will not defeat the Assembly of Iron so easily, invaders!"
"This meeting of the Assembly of Iron is adjourned!"
"My death only serves to hasten your demise."
"You seek the secrets of Ulduar? Then take them!"
"So fragile and weak!"
"Flesh... such a hindrance."
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