Divine Intervention: Secrets of Ulduar Strategy Guides

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Showing posts with label Secrets of Ulduar Strategy Guides. Show all posts
Showing posts with label Secrets of Ulduar Strategy Guides. Show all posts

Freya Recommended Strategy Guide



Got the 411 on this mushroom-infused fight?Here's the recommended strategy proven and executed for guilds interested in progressing quickly through this Ulduar boss encounter.

Freya Strategy basics:
Freya does not have a large health pool, but she can heal for huge amounts thanks to the many mobs she controls, each puts a buff on Freya, increasing her healing received by 4% ("Attuned to nature" buff. stacking 150 times).

Considering Freya also has 3 huge treant guardians with powerful buffs, Freya strategy is to first kill down her guardians and adds, and only once the healing buff is decreased, finish her off.

The 3 guardians that Freya has grant the following buffs: Elder Ironbranch - increases Freya's physical damage by 50%. Elder Brightleaf- increases Freya's Magic damage by 50%. Elder Stonebark - increases mobs Physical by 50%.
Below is a Freya encounter movie found on YouTube from the PTR. We will release a full narrated version one as soon as Freya is on live, and Freya Encounter is more complete.

Freya main abilities:
Sunbeam: (8 Yards AOE, centered on Target)
Causes 12K nature damage (about 8-9K on normal)

Touch of Eonar: (heal)
Heals Freya for 24K (about 9K on normal).

Natures Fury: (AOE, 10 seconds):
Target causes 4.5K damage to nearby raiders every seconds (2K normal).

Photosynthesis:
Rays spawning during the fight, healing Freya and her adds. Move Freya and the mobs away from it.


Freya strategy:




Freya Strategy step 1:
Pull Freya, Assign offtanks for the treats, she will spawn adds. Move them away from the Sun light when it appears.
Kill Smaller adds whenever you can, try to group them close to the treants you're focusing.

Phase 1

Adds spawn every minute.

Wave Type 1

Storm Lasher - Casts area effect lightning damage in a 15 yard radius. Also casts chain lightning that hits up to 4 targets.
Snaplasher - Stacking debuff upon dealing damage, increases damage by 1% and reduces speed by 1%, stacks up to 99 times. As this reaches a critical mass stack you’ll need to kite these.
Ancient Water Elemental - Frontal cone tidal burst, deals 8,000 damage. Face these away from the main raid body.
Wave Type 2
Detonating Lasher - Spawn around Freya in a circle in packs of 12. Reduces Freya’s healing buff by 2 stacks per mob.
Wave Type 3
Ancient Protector - 1,900,000 health points, removes 25 stacks of Freya’s buff. Also cast conservator’s grip, which prevents attacking and casting spells.
Stand under the healthy mushrooms to remove conservator’s grip

Freya Strategy step 2:
Players with Natures Fury- pay attention and move away from raid.

Phase 2

During phase 2 no more adds will spawn. At this point it’s essentially just a tank and spank fight. Freya has the same abilities as in phase one. In addition, she also had lifebinder’s gift…trees spawn around freya every 30 seconds, kill all of these within 15 second duration or they will heal Freya for 15%


Freya Strategy step 3:
Kill the treants: Elder Brightleaf , Elder Ironbranch, Elder Stonebark.

Freya Strategy step 4:
Continue DPS on adds until the healing debuf on her is dramatically reduced,

Freya Strategy step 5:
Finish Freya off

Freya Hard mode:
Like many other bosses in Ulduar, Freya may have an optional hard mode, further complicating the Freya strategy, but also increasing the loot Freya drops.

To complete Freya on hard mode you must leave the Elders up. Each elder provides an additional buff, similar to the way Sartharion’s drakes worked.

Elder Brightleaf - increases magic damage dealt by Freya and her adds by 50%
Elder Stonebark - increases physical damage dealt by Freya by 50%
Elder Ironbranch - increases physical damage dealt by Freya’s adds by 50%


The most recommended comprehensive strategy video available-
Source-Tankspot


Ciderhelm from Tankspot explains this encounter in relative ways to minimize casualties and maximise dps.This video provides a complete overview of the fight.

Mimiron Recommended Strategy Guide



Pesky mechanics got you down?Get the right info to oust this 4 phase epic battle.

Mimiron is the master inventor of Ulduar and one of the four Watchers who once kept Yogg-Saron's prison. Now corrupted by the Old God's influence, Mimiron, and his creation, the V0-L7R-0N combat system, are formidable opponents to anyone who enters the Corridors of Ingenuity. Mimiron is by far the most difficult foe out of all the Watchers of Ulduar, and probably the most difficult boss in the instance except for Yogg-Saron and Algalon the Observer.


Raid Composition and Gear Preparation

As Mimiron is one of the most difficult bosses in Ulduar, raid composition and gear are more demanding than previous bosses in the zone. A raid should be composed of just one main tank (MT), one warlock tank specced for range tanking, 7-8 healers, and the rest DPS classes, with bias shown to ranged DPS classes if possible. At least one hunter and one restoration druid are highly recommended for the kiting and rooting of adds in Phase 3.

The raid should be significantly better geared to kill Mimiron than they were when they entered the zone: by the time you fight Mimiron you should have killed all the prior bosses (including the other three Watchers) at least once if not multiple times and the loot from those kills is very helpful - almost necessary - to defeating Mimiron. Every little bit counts.


Please referance this Tankspot video for a detailed live explanation of the fight


Fight Overview


Mimiron is a 4 phase encounter that can take between 10 and 15 minutes to complete for a new raid. Each phase involves Mimiron using one part of his ultimate creation - the V0-L7R-0N Combat System - and fighting the raid with new abilities in each phase. The fourth and final phase combines all the parts into the fully constructed robot and the raid has to deal with each part at once.

For the sake of clarity, this guide is split into four parts corresponding to the four phases. The abilities of each boss-vehicle are listed in the relevant section and described along with the strategy for that phase of the fight. In each case, Mimiron is driving the relevant vehicle for each phase and is not targetable himself. If the guide refers to "Mimiron" what is meant is the vehicle he is driving during that phase.


Phase 1 - Leviathan Mk II



For the first phase, Mimiron boards the bottom section of his grand robot creation, a moving tank-like base that is a miniature replica of the Flame Leviathan with very different abilities. This boss has 6.7 million hit points and swings for around 10k on an average plate tank. He has the following abilities:

Proximity Mines
- Every 40 seconds, Mimiron will fire a batch of 10-12 Proximity Mines around him (about 20 yards out) in all directions. These land in a circular pattern in random spots around him and if walked upon will explode, dealing 20,000 damage to all players within 3 yards of the mine. It is important to observe the "gaps" between mines so that the tank and melee DPS players can escape when Mimiron casts...

Shock Blast
- Every 30 seconds, Mimiron will cast a spell called Shock Blast. The cast takes 4 seconds and cannot be interrupted. The spell deals 100,000 nature damage to any player caught within 15 yards of Mimiron. All players, including the MT, need to run out of range for this ability, making sure to avoid Proximity Mines as they do so.

Plasma Blast
- Every 45 seconds, Mimiron will cast Plasma Blast at his tank. This puts a debuff on the MT which cannot be resisted or dispelled and deals 30,000 damage per second for 7 seconds. This is incredible spike damage and healers and tanks should be prepared with large heals and defensive cooldowns to survive each Plasma Blast. A high DPS raid should have to deal with at most 3-4 of these blasts, meaning that basic tank cooldowns, shields, and cooldowns like Pain Suppression and Blessing of Sacrifice will be sufficient to prevent the tank's death in spite of the very large damage.

Napalm Shell
- Every 5-10 seconds, Mimiron will shoot a fiery shell at a random member of the raid. He will target players at range before melee with this ability. The shell deals 10,000 fire damage on impact and applies a debuff that inflicts 4,000 damage every second for 8 seconds. The impact affects anyone hit by the explosion, which has a 5 yard radius. Since there is no cast time on the shell, it is nearly impossible to avoid this ability and the damage must be healed through.

This phase is a fairly simple introduction to the overarching theme of the Mimiron boss fight: Stay alive, avoid damage, and do some DPS to the boss in the meantime. This is a control fight and the first phase is just a taste of what is to come.


The Pull


The raid should run into Mimiron's room and take up positions according to the Phase 1 diagram. Mimiron will give a short speech as he jumps into the Leviathan Mk II, and should be Misdirected to the MT as soon as he becomes active. The MT should already be in position against the edge of the wall and as soon as Mimiron is in position DPS can begin.

Positioning
 
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The Phase 1 diagram shows a few things:

1) The tank should tank Mimiron against a wall, and move between Proximity Mines to a safer area whenever Mimiron throws out a new batch of mines. The line on the diagram indicates this.

2) The raid should stand mostly in the centre of the room as Mimiron is moved around the edges by the tank. This keeps them safe from mines and from Shock Blast.

3) Melee should always be observant and ready to find a safe path to run out from Shock Blasts without getting hit by mines. (Note the multiple green paths in between the example land mine layout.


Phase Strategy



DPS should kill the Leviathan Mk II as fast as possible, but keep in mind that their higher priority is to stay alive. Always be aware of Proximity Mines and be ready to run out for Shock Blast (while avoiding mines) each time it is cast. The diagram shows how this works out in practice, as described above. Ranged DPS and healers merely have to watch out for the occasional Proximity Mine while healing through some Napalm Shell damage and keeping the tank alive, especially through Plasma Blast. While learning the fight, it is useful to assign a rotation of healer cooldowns for each Plasma Blast - Pain Suppression, Guardian Spirit, Blessing of Sacrifice are all useful for keeping your tank from randomly dying since Plasma Blast is dangerous even to an incredibly well geared tank.


Once the basics are learned, this phase of the fight is quite simple and the Leviathan Mk II will easily fall. Once reduced to 1 hit point, Mimiron will drive the Leviathan off into an alcove of the room and Phase 2 will begin.


Phase 2 - VX-001 Anti-Personnel Cannon


For the second phase of the fight, Mimiron raises the central section of his robot into the middle of the room. For this portion of the fight, Mimiron has no tank and is fixed into the centre of the room - the VX-001 is a rotating turret which is unable to actually move. The turret randomly chooses targets and uses its several abilities without regard to a threat table. It has no melee attack whatsoever. Like the Leviathan Mk II, the VX-001 has 6.7 million hit points.


Heat Wave

- Every 30 seconds, Mimiron will send out a Heat Wave that deals ~2,000 damage to everyone in the raid, and an additional 2,000 damage per second for the next 5 seconds. This effect cannot be outranged and hits the entire raid.

Rapid Burst


- Mimiron's standard attack targets a random player and deals ~12,000 damage over 3 seconds (this is 6 "bursts" of ~3,000 damage each) to that player and anyone standing "nearby". In this case, "nearby" is not a specific radius, but rather a 30-degree arc around that player's location from Mimiron's spot at the centre of the room. The thin green slice on the Phase 2 diagram illustrates the width of the Rapid Burst beam if centered on the green dot player. This ability is re-cast constantly unless Mimiron is charging up or using his Laser Barrage.

Spin Up
- This ability charges the dual cannons of the VX-001 for 4 seconds before he unleashes a Laser Barrage.


P3Wx2 Laser Barrage


- The PewPew Laser Barrage! Yes, this is the ability's real name. After charging up the guns, Mimiron will start Laser Barraging the raid in the direction he was facing while Spinning Up. The Laser Barrage itself is a 30 degree arc of damage that slowly rotates 120 degrees in a clockwise direction from his starting angle, covering a third of the room with the Barrage by the end of the ability. Anyone caught in the Barrage takes ~80,000 damage per second - this will kill anyone incredibly quickly, and players should never be caught in it. Move out of the way! The purple arc on the Phase 2 diagram shows how much of the room this ability covers. Melee should move behind Mimiron when he Spins Up and ranged DPS and healers should either run in front of the arc the Laser Barrage sweeps out or move counterclockwise out of the arc before the Spin Up finishes.


Rocket Strike

- Every ~25 seconds, Mimiron will launch one of the rockets on the turret's back towards a random player in the room. A glowing large bright red targeting reticule will appear under the chosen player. That player and anyone else in the targeting zone need to move away immediately, as when the rocket lands it will deal 1.5 million damage to anyone within 3 yards of the impact point. That's right: 1.5 million damage. Don't get rocketed. This is especially dangerous for melee, who can sometimes find it difficult to see the targeting reticule on the ground and should pay close attention and call a melee-targeted rocket over voice comms or in a raid warning. The reticule appears just before the rocket launches off of VX-001's back, giving the targeted player and nearby raid members about 4 seconds after it appears to move away.


The Pull





Mimiron's VX-001 Antipersonnel Cannon rises up out of the centre of the room after the Leviathan Mk II parks itself at the end of Phase 1. The entire raid should reposition according to the Phase 2 diagram (spread out all around the room) while this animation plays out over 20 seconds. As soon as the VX-001 is targetable, DPS can begin immediately - there is no aggro table during this phase and all VX-001's abilities are randomly targeted.


Positioning


The positioning diagram simply indicates how a raid should spread out throughout the room, making use of all available space while keeping healers (the blue dots) spread out throughout the whole room so that no one is ever out of healing range. Everyone will take Rapid Burst and Heat Wave damage during this phase and so healers need to be in range of everyone. Assign healer locations or areas of the room so that no healer clumps accidentally form.

The positioning diagram also shows a small green arc representing the width of a Rapid Burst, and a large purple arc representing the sweep of a full Laser Barrage. These are not the fixed locations of these abilities, but rather just examples of their size. Those two abilities are randomly targeted and can appear anywhere, not just the locations shown on the diagram.



Phase Strategy


Like the first phase, this phase consists simply of DPSing the VX-001 down to 1 hit point while staying alive. Everyone in the raid has the priority task of staying alive by avoiding Rocket Strike and moving out of the sweep of the Laser Barrage while Mimiron casts the initial Spin Up. If every single person in the raid does this successfully but takes their time DPSing Mimiron, then you will succeed at this phase. Staying alive is the priority.

Once everyone has mastered the idea that staying alive is their first job, they can work on actually dealing damage to the VX-001. Mimiron's incarnation in this phase also has 6.7 million hit points and can be burned down relatively quickly once the raid is comfortable with the fight. Healing is somewhat demanding during this phase due to constant Rapid Burst damage combined with Heat Wave on the entire raid, but if healers are spread out (as described above) then it shouldn't truly challenge you. Heal through the raid damage and burn the VX-001 down to win! Once you have reduced the VX-001 to 1 hit point, it will slump over and Mimiron will hop out, declaring this phase of his "testing" complete.


Phase 3 - Aerial Command Unit




For the final phase of the fight, Mimiron will board the flying Aerial Command Unit, a floating gnome-head helicopter that summons various robotic adds to assist him and who must be range-tanked, ideally by a demonology or destruction spec warlock with the relevant tanking talents.


Plasma Ball

- Mimiron fires a Plasma Ball at his primary target, dealing ~15,000 damage on a 2 second cast time. This is Mimiron's only actual ability during this phase and he casts this at his warlock tank constantly, who needs to be treated as if he were the MT and healed appropriately.

Summon Adds

- Mimiron will also constantly summon adds which are profiled below:
- One Junk Bot is summoned via the green transporter beams every 10 seconds.
- One Bomb Bot is dropped by the Aerial Command Unit every 15-20 seconds.
- One Assault Bot is summoned via the orange transporter beams every 25 seconds.


Junk Bot

These small robot adds have 190,000 hit points each and melee for ~3k on a plate tank. They appear every 10 seconds in a green beam on one of the 9 teleporter pads in the room. They should be tanked by the MT from Phase 1 of the Mimiron fight (who has no other job during Phase 3). Eventually they will be AoE'd down, but a large number can be tanked pretty easily without being any danger to the tank. They have no other abilities.


Bomb Bot

These bomb shaped bots have 100,000 hit points. They are summoned by the Aerial Command Unit every 25-30 seconds, and drop from the ACU down onto the ground when cast. They fixate on a specific player in the raid and pursue them until they either reach melee range or until 15 seconds have passed (Bomb Bots will not fixate the Aerial Command Unit's warlock tank. If they fixate the Junk Bot tank he can simply take the damage - he should have more than enough HP and is receiving enough heals to easily cover the ~20k damage that a tank will take from a Bomb Bot). Once they are in melee range or their "time is up" they explode, dealing ~25,000 damage to anyone within 5 yards. These bots need to have their targets called so that the pursued players can kite them out of the rest of the raid. With everything else going on during this phase, it's fairly difficult to control these, so players are advised to use healthstones or HP pots if they get Bomb Botted and are low on HP. Priest and paladin shields can also help immensely with survival here - if you see a player about to get exploded by a Bomb Bot, save them!

Bomb Bot
- The Bomb Bot explodes on melee contact with the target or after 15 seconds of life, dealing ~25,000 damage to all players within 5 yards of it.


Assault Bot

These bots are summoned every 25 seconds by an orange beam on one of the room's transporter pads. They have 670k hit points and are essentially untankable - they deal ~40k damage per swing to a well geared plate tank and need to be kited by a hunter with assistance from the rest of the raid. They are slowable, rootable, and stunnable and all of these things need to be used. There is more on this below; kiting and killing Assault Bots is the heart of this phase of the fight.

Magnetic Field
- While moving, Assault Bots can channel this ability on a random target within 30 yards for 4 seconds, immobilizing the targeted player and increasing damage taken by 50% (this can be very deadly in conjunction with a Bomb Bot; watch out!) This shows up as a magic debuff on the targeted player and needs to be dispelled. The Assault Bot can also be stunned to break the Magnetic Field channel.

Magnetic Core - Assault Bots drop a Magnetic Core that can be used to drag the ACU down to the ground for 15 seconds. There are details on this later.


The Pull

There is no pull to speak of for this phase. The Aerial Command Unit floats down from above the centre of the raid and Mimiron boards it. Once the ACU is targetable, the warlock tank should immediately pick him up and drag him backwards away from the centre of the room. Ranged DPS can start attacking the ACU immediately.





Positioning

There is no set positioning for this phase - everyone will be moving around constantly in order to kite and DPS down each successive Assault Bot. All raid members should be flexible as they avoid Assault and Bomb Bots and follow their assignments, detailed below.



Phase Strategy and Assignments

Assign two healers to the warlock tank and two healers to the Junk Bot tank (the MT from Phase 1). Other healers should be responsible for raid healing in case of Bomb Bot damage and any druids should be aware of extra Assault Bots that need to be rooted (this should be quite rare, but since healing in this phase is comparatively light, they should be free "just in case").

Assign 5 ranged DPS to ACU duty. Their full-time job is to DPS down the ACU all the time while the rest of the raid is primarily focused on Assault Bots.

One hunter should be assigned to Assault Bot duty (hunters are best for this due to their high burst damage combined with Concussive Shot, Frost Trap, and their Distracting Shot which is now a full Taunt ability). Their job is to get aggro on and kite each Assault Bot around the room while the melee DPS and the rest of the ranged DPS slow, stun, and DPS the mob down. Melee should only use "good" stuns such as Hammer of Justice, Maim, or Kidney Shot to stun the Assault Bots, and keeping Hamstring or Infected Wounds on the Assault Bot is a big help - they normally move much faster than players and need to be constantly slowed or stunned for a hunter to successfully kite them. Each Assault Bot should be killed with a few seconds to spare before the next Assault Bot spawns - during this time, the rest of the ranged DPS can switch targets to the ACU.

If your raid's DPS is high enough, consider moving more than 5 ranged DPS to full time ACU duty. Make sure, however, that you always have enough DPS to kill each Assault Bot before the next one spawns. Keeping the number of Assault Bots to 0 or 1 at all times is key to controlling this phase of the fight. Again: treat the fight as a control fight and don't try to mindlessly deal as much damage as possible.

Keep repeating this sequence of Assault Bot kiting/killing and ACU DPS until the ACU reaches 1 hit point and you enter Phase 4.

Once the transition to Phase 4 begins, you have about 20 seconds as Mimiron combines the parts of his greatest creation! During that time, finish off the final Assault Bot (if there is one) and then turn to AoEing the pack of Junk Bots that have built up over the course of Phase 3, freeing up your MT for taking over tanking the Leviathan Mk II during the fourth and final phase.


Important Note About the Magnetic Core

Players can loot an item called the Magnetic Core from each Assault Bot. Used below the Aerial Command Unit, it will drag the ACU down to the ground and cause it to take +50% damage for 15 seconds. This is an extremely effective way to get a lot more DPS on the ACU, but for a raid learning the Mimiron fight it is not recommended. Using the Magnetic Core and having all DPS switch to the ACU for that 15 seconds typically means that the raid gets behind on Assault Bot DPS, which makes the phase exponentially more difficult to control. This is only recommended as a tactic for a very experienced guild who are working on the hard mode of the fight. It will be discussed in a Hard Mode section of this guide.


Phase 4 - V0-L7R-0N Combat System


The parts of Mimiron's greatest creation have been combined and the final test awaits you. Prepare for the most intense (and occasionally hilarious) fight you have seen in WoW in a long, long time.

This phase sees all three of the previous vehicles healed to 50% of their previous HP and combined into a single unit which moves with the "base" of the Leviathan Mk II. However, each unit keeps most of their previous abilities and acts independently, retaining their own hit point bar and aggro table. In addition, all pieces of the V0-L7R-0N robot must reach 1% at the same time before they can be killed. If any piece reaches 1% before any of the others, it will begin a "Self Repair" cast which takes 10 seconds and heals it for 50% of its life.


Each vehicle's abilities are recapped below:


Leviathan Mk II

This starts with 50% of 6.7 million hit points. It still melees and is tanked as in Phase 1. It retains its Shock Blast and Proximity Mines abilities, but no longer casts Napalm Shell or Plasma Blast, which makes tank healing much less difficult.


VX-001 Antipersonnel Cannon

This starts with 50% of 6.7 million hit points. It still has no aggro table and randomly chooses targets. It retains its Rapid Burst ability (now called Hand Burst instead) and P3Wx2 Laser Barrage, but no longer casts Heat Wave. It still casts Rocket Strike as in Phase 2, but now casts two rockets per strike instead of one. Both rockets are launched simultaneously onto different targets and share the same cooldown. VX-001 is located "above" the Leviathan but can still be attacked by melee DPS if necessary.


Aerial Command Unit

This starts with 50% of 4.7 million hit points. It still needs to be range tanked by the warlock from Phase 3. It retains its Plasma Ball ability, but no longer summons adds of any kind. This mob is the head of the V0-L7R-0N robot and cannot be hit by melee.


The Pull and Positioning

The phase begins once Mimiron has assembled the parts of V0-L7R-0N. The base, Leviathan Mk II, controls the movement of the boss and should be picked up by the MT and dragged into position.


Raid Strategy and Assignments

The essence of the fight here can be summed up as follows: "Phase 1 with rockets and lasers. Lots of lasers."

First of all, split up DPS into three nearly even groups: 6 DPS on Leviathan, 6 DPS on VX-001, and 4 DPS plus the warlock tank on the Aerial Command Unit. Next, assign 2 healers to the MT, 1 healer to the warlock tank, and the remaining 4-5 healers to healing raid damage.

The basics of the fight are a combination of the elements from the first three phases. Players need to avoid taking damage from:

Shock Blast
Proximity Mines
Rocket Strike
Laser Barrage

In particular, Shock Blast and Laser Barrage present a unique challenge for tanks and healers. If the MT is moving out for Shock Blast while VX-001 is casting Laser Barrage, the Laser Barrage is very buggy and tends to go crazy and spray all over the room at random. This is very bad. Because the first Shock Blast and Laser Barrage always overlap, that means that the tank should *not* move out of the very first Shock Blast but instead use tank and healer cooldowns to survive the 100k blast. A combination of Shield Wall, various DK cooldowns, Pain Suppression, Blessing of Sacrifice, Last Stand, or Guardian Spirit should be used to guarantee that the MT survives the Shock Blast without moving.



Meanwhile, VX-001 will be picking a specific direction and will Laser Barrage in that direction no matter which way the Leviathan base faces. This means that, once you see the starting point of the Laser Barrage, you can be sure that it will sweep out a 120-degree arc clockwise from that spot. This means that if the Laser Barrage is "on" the MT, he needs to flip the Leviathan base around and leave the Laser Barrage pointed away from him, probably against the walls of the room.

Laser Barrage can also bug out if it kills the person it was initially pointed out. If this happens, it will flip around the room randomly trying to kill everyone on VX-001's hidden threat list (normally VX-001's threat list has no effect whatsoever - just this unique bug appears to pay attention to it!) The only solution to this bug is to not die to the Laser Barrage in the first place. Nothing else can be done about it.



Keep in mind that, while the MT is moving Mimiron out of Proximity Mines and avoiding Shock Blast, and the rest of the raid is avoiding Proximity Mines and Shock Blast and Laser Barrage, there are still two 1.5 million damage rockets being fired at random players in the raid every 25 seconds. Watch for these and avoid the (still bright glowing red) targeting reticules on the ground.

While doing all of this, each DPS team needs to bring their relevant section of Mimiron down to 5-7% of it's life total and then help the other teams. Keep in mind that this can take a very long time and that is okay. The point of the fight is to avoid damage and control what is happening. Don't worry about doing maximum DPS.

Once all three sections are between 5-7%, Bloodlust / Heroism should be used and the raid should burn down all three parts as fast as possible to complete the encounter. If you do this successfully, each section will die once all the sections are at 1 hit point. Congratulations - you have saved Mimiron the Watcher and defeated his ultimate creation!

Use this video as reference only.Implementing your positioning will be crucial to the success of of surviving this brutal 4 phase fight.


Recommended Source-
Bosskillers

Yogg-Saron Recommended Strategy Guide


Yogg-Saron Recommended Strategy Guide

Yogg-Saron Boss Fight Basics,Abilities,and Info

Sara’s Abilities:
Sara’s Abilities (Phase One)

Sara is not attackable in Phase One and casts these spells randomly on the raid and on the Guardians of Yogg-Saron.

Sara’s Fervor - Increases a friendly target’s damage by 20%, but also increases damage taken by the target by 100%. Lasts 15 sec.
Sara’s Blessing - Heals a friendly target for 27000 to 33000, but causes 60000 Shadow damage over 20 sec.
Sara’s Anger - Inflicts 12500 Shadow damage every 3 sec, but increases Physical damage done by 12000. Lasts 12 sec.
Keepers’ powers

Talking to the Keepers of Ulduar before the fight will cause them to aid you in the encounter. The less you have helping the harder the encounter will be but better loot will drop and special achievements can be earned. Specific Keeper abilities below:

Speed of Invention - Increases all damage done by 10% and movement speed by 20%.
Mimiron also slows the casting speed and attack speed of all mobs in the encounter by 300%/100% respectively.
Resilience of Nature - Increases all damage done by 10% and healing received from all sources by 20%.
Freya also conjures Sanity wells allowing you to regain sanity.
Fury of the Storm - Increases all damage done by 10% and total health by 20%.
Thorim also finishes off Faceless Ones you bring to 1% HP in Phase Three. Without Thorim the Faceless ones are unkillable.
Fortitude of Frost - Increases damage done by 10% and reduces damage taken from all sources by 20%.
Hodir’s Protective Gaze - Allows Hodir to save a friendly target who sustains fatal damage by encasing them in a nearly impenetrable block of ice for 10 seconds. Hodir must rest after performing this action.



Yogg-Saron’s Abilities:

Dominate Mind - Dominates the mind of the target, temporarily placing them under Yogg-Saron’s control. Also reduces Sanity by 4%.
Sanity Well - Standing in the well brings you back to your senses, regenerating 20% Sanity every 2 sec. Damage done is reduced by 50% while you remain in the well.
Psychosis - Inflicts 7500 Shadow damage. Also reduces Sanity by 9%.
Brain Link - Links the brains of two enemy targets. Afflicted targets suffer 3000 Shadow damage and lose 2% Sanity every 1 sec. whenever they are more than 20 yards apart.
Malady of the Mind - Inflicts 5000 Shadow damage and causes the enemy target to run in horror for 4 sec, then attempts to jump to another enemy within 10 yds. Also reduces Sanity by 3%.
Lunatic Gaze - Looking into the maw of madness unhinges your mind, inflicting 5700 to 6300 Shadow damage and reducing Sanity by 4% every 1 sec. for as long as you are facing the caster.
Induce Madness - Drives all nearby targets insane, reducing Sanity by 100%

Phase One:


Have tanks pick Guardians of Yogg-Saron and kite them around the room and make sure you tank then away from the clouds that spawn. Anyone touching the clouds on the ground will spawn a new Guardian of Yogg-Saron, meaning you will eventually get overrun.

Abilities of “Guardians of Yogg-Saron”

Mind Control: Cast on random players in the raid. Players must be CC’d or else they will destroy your casters/healers.
The Key to this phase is HOW you kill the Guardians. Each Guardian must be killed right next to Sara. After Killing 9 Guardians next to Sara the phase will end Phase 1 bringing you into Phase 2.

It can be helpful to spawn an extra Guardian intentionally early on to start phase 2 faster as the Guardian spawn rate picks up the longer you remain in phase one.

Phase Two: Make sure you go into this phase with little or no Gaurdians up because you will immediately be overrun by tentacles. If you are using Freya and your sanity gets low, the green beams on the sides of the room will restore your sanity. Make sure to make use of it.


Types of Tentacles:

1. Crusher Tentacle: Melees hard, has a ton of HP and has an aura that reduces damage done by the raid by 20%, stacks with other crusher tentacles so these must go down fast. Melee-ing these will interrupt their aura but they gain a temporary buff that increases their damage and attack speed when they are hit so this is dangerous if they are being DPS’d.

2. Corruptor Tentacle: Casts various debuffs, Curse of Doom, Apathy, Draining Poison and Plague. Dispellers will need to be on their A-Game. All of these abilities are interruptible.

3. Constrictor Tentacle: These have very little HP and appear underneath random players, grab them and hoist them into the air doing damage every few seconds until killed. Healers must heal the player being constricted

Note: Sara will hover above Yogg-Saron’s main body casting various abilities such as Psychosis, Brain Link and Malady of the Mind as well as lasers on the ground much like Kologarn’s eye beam.

Every 90 seconds or so Portals will open into Yogg-Saron’s mind. All melee DPS must take the portals. Do not take the portal if your sanity is low you will lose sanity the longer you are below.

You will see one of three random illusion rooms along with some disguised tentacles and laughing skulls floating around the room.

The skulls cast Lunatic Gaze so you must strafe around the room with your back to the skulls at all times.
The illusion will shatter once you kill all the tentacles in the room.
Melee must then run into the brain room and try to get some DPS on the brain before taking the portal back up. The Brain begins a 60 second induce madness cast when the portals open so the melee must complete their task and get whatever DPS they can on the brain within 60 seconds or they will emerge from Yogg-Saron’s mind insane.

This Means… You have about 50 Seconds of DPS before you must take the portal, to be safe, or you loose your DPS.
Phase 2 ends when the Brain is killed.

Phase Three: This is burn phase with a 5 minute enrage timer.

Yogg-Saron will have 16 million HP left on 25-man and 3 million HP on 10-man.
Adds:


Tentacles: These will stop spawning, any up will remain. Make sure you kill them.
Faceless Ones: These adds hit very hard will spawn very rapidly in this phase. You must pick up and kill the Faceless ones, while also keeping enough DPS on Yogg-Saron to kill him within 5 minutes.
Alternate to this: Burn Yogg-Saron extremely fast if you are not using Thorim.
Sara’s abilities continue. Yogg-Saron will begin to cast Lunatic Gaze in this phase so DPS must be ready to avert their eyes. Yogg-Saron will also heal the faceless ones with empowering shadows. It is recommended to save Bloodlust for this phase if you are horde.

Lunatic Gaze - Looking into the maw of madness unhinges your mind, inflicting 5700 to 6300 Shadow damage and reducing Sanity by 4% every 1 sec. for as long as you are facing the caster.

Informative Strategy Video w/dialogue
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VODKA KILL VIDEOS 2 PART IN HIGH-DEF
Part 1 of 2

Part 2 of 2

General Vezax Recommended Strategy Guide

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You have made it this far.General Vezax now stands in your way.Are you prepared?Ousting this behemoth of a boss will take some extreme mana efficiency on your healer teams strategy,and a keen tank with an A+ in kiting.Get the right info and the steps to prevail past General Vezax and onto Yogg-Saron.


General Vezax strategy Basics:
General Vezax strategy basics will be a tank and spank one, with 2 "DPS Breaks": One when he needs to be kited, and the other one when his add spawns (read below).
There is a catch though: During the fight with General Vezax casters will not be able to regenerate mana as usual (General Vezax has the aura of Despair that prevents it), but will have to use green clouds spawning throughout the fight to regenerate mana.
Unfortunately, the clouds General Vezax drops will also cause damage equal to the amount of mana regenerated.

General Vezax main abilities:
Shadow Crash:
General Vezax shoots a random raider, dealing heavy shadow damage (11- 12K) and throwing back near by targets. This will leave an AOE trail on the point of impact, increasing magical damage taken and reducing healing taken by 50%



Searing Flames (20 yards AOE, 2 seconds cast, interruptible)
General Vezax fires up the armor of near by raiders, reducing it by 75%.
Interrupt this at all costs.

Surge of Darkness (10 seconds buff):
General Vezax has 100% additional damage, but moves 50% slower.

Summon Add:
This add will be summoned at 35% health, and has about 2 Million Hit Points. It will cast a debuf on the entire raid that increases shadow damage taken by 10%, and stacks up to 20 times, as well as causing a low damage each time it hits.

General Vezax strategy:


General Vezax strategy step 1:
Before pulling General Vezax assign casters group numbers to easily rotate mana regeneration threw the clouds (each group regenerates in it's turn).


General Vezax strategy step 2:
Pull General Vezax, and start DPSing.

General Vezax strategy step 3:
Interrupt Searing Flames when General Vezax starts casting it.

General Vezax strategy step 4:
When General Vezax casts Surge of darkness stop all DPS on him. Let the tank range pull him, since General Vezax will move 50% slower, it should be the perfect time for your casters to start taking the clouds for mana regeneration, and the healers to start AOE healing them.

Most importantly:
Rotate threw the caster groups to not overwhelm your healers.

General Vezax strategy step 5:
Go back to step 2 until General Vezax is at about 37% health.



General Vezax strategy step 6:
If your healers have enough mana, finish General Vezax continue DPSing.
If not, stop all DPS on General Vezax and rotate all your casters to make sure they mana for the final stages.

General Vezax strategy step 7:
Get General Vezax below 35%. He will summon his adds. Off tank the add and ignore him DPS wise.



General Vezax strategy step 8:
Blow all your Cooldown and finish General Vezax off before the adds debuf causes a wipe.




Congratulations! You have just defeated one of the most "must-be-mana-efficient" battles in content history!Nothing stands in your way now.Onto Yogg-Saron.



Stay tuned for Divine Intervention's recommended Yogg-Saron Strategy Guide as Sleepless Knights implements and executes known strategies.

Please referance this video if your guild is even attempting to try this boss.The fraps feed that comes from Vodka is one of the best in the business,and highly recommended positioning can be referanced here.I hope you have enjoyed and GOOD LUCK to you and your guild on General Vezax.
Vodka vs. General Vezax Video (for referance)

Secrets of Ulduar Strategy Guides

Secrets of Ulduar Strategy Guides

Proven known,recommended,and executed strategy guides with videos compiled for the Divine Intervention database by Joenutz of Bronzebeard.

1.Yogg-Saron Strategy Guide

2.General Vezax Strategy Guide

3.Mimiron Strategy Guide

4.Razorscale Strategy Guide

Razorscale Recommended Strategy Guide

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25-man Abilities

* Fireball - Inflicts fire damage to an enemy. Deals 11,000-12,000 fire damage.
* Wing Buffet - Knocks back players in a 35 yards radius around the caster. 1.5 cast.

* Flame Breath - Inflicts 17500 to 22500 Fire damage to players in a cone in front of the caster. 2.5 cast.

* Flame Buffet - Increases the Fire damage a player takes by 1500 for 1 min.

* Devouring Flame - Spits a Lava Bomb at a player, inflicting 8788 to 10212 Fire damage and deals 8788 to 10212 Fire damage every second to anyone staying within 6 yards of the explosion. This effect lasts for 25 secs.

* Fuse Armor - Reduces the armor, attack and movement speed of an enemy by 20% for 20 sec. Stacks up to 5 times.

* Berzerk: 900% damage. 150% attack speed. Happens after 10 minutes.

Adds

Dark Rune Guardian

* Melee swing: 7,000-8,000 on Expedition Engineer (ally mob).
* Stormstrike: instantly attacks with both weapons (10,000 damage). Puts a magical debuff on the target. Should be dispelled.

Dark Rune Sentinel

* Whirlwind: 30,000-40,000 physical on cloth.

Dark Rune Watcher

* Melee Swing: 10,000 physical.
* Lightning Bolt: single target nature damage, deals 8,000-12,000.
* Chain Lightning: deals damage to 5 targets, each successive hit increases damage. Deals about 11,000 nature damage. Interrupt-able.

10-man Abilities

* Wing Buffet - Knocks back players in a 35 yards radius around the caster. 1.5 cast.

* Flame Breath - Inflicts 13125 to 16875 Fire damage to players in a cone in front of the caster. 2.5 cast.

* Flame Buffet - Increases the Fire damage a player takes by 1000 for 1 min.

* Devouring Flame - Spits a Lava Bomb at a player, inflicting 6013 to 6987 Fire damage and deals 6013 to 6987 Fire damage every second to anyone staying within 6 yards of the explosion. This effect lasts for 25 secs.

* Fuse Armor - Reduces the armor, attack and movement speed of an enemy by 20% for 20 sec. Stacks up to 5 times.



Strategy
25 Man

This boss fight consists of three phases, alternating air and ground phases until 50% damage taken, and then a pure ground phase from 50% to 0%.

Recommended Setup: 3 Tanks, 3 Tank Healers, 3 Raid Healers, 0-2 Floating Healers, 14-16 DPS (composition irrelevant).

Talking to the Expedition Commander will begin the event with Razorscale in her air phase.



Razorscale appears to have two separate Beserk timers, the first applies during phase 1 and 2 when rotating the air / ground phases and occurs approximately 5 minutes into the fight, a second longer one is in operation if she is successfully moved into phase 3 before this. This places a limit of roughly 3 ground phases on the raid.
Air Phase

The air phase consists of defending the Expedition dwarves while they repair the harpoon turrets. During this phase, the focus should be on defeating adds (Sentinels are priority, Watchers must be CC'd and killed second, Guardians last), and staying out of Devouring Flame. As the turrets get repaired one at a time, they can be clicked to fire a harpoon at Razorscale.

The raid should be split into three groups, one near the far side of the circle opposite the harpoons, and two groups positioned slightly round the circle back towards the harpoons. Each group should engage the spawns from a single pod and destroy them, there is no need for crowd control and AoE can be used. If a sentinal spawns all 3 DPS groups should focus fire this target as it presents the greatest and only tank threat amongst the spawned adds.

Floating healers should be assigned behind the three groups to support heal and heal the players assigned to trigger the harpoons.

Harpoons 1-3 should be activated as soon as the third harpoon becomes available, with harpoon four being activated as soon as there is no sentinel present (the sustained damage from this add prevents additional healer and tank dps being focused on the boss). DPS should begin to converge into the circle when the third harpoon becomes available to minimise time lost in the ground phase.

During this phase it is important to ensure that the raid healers keep members of their party above 12,000 health as this prevents losing targets to a single breath, a double breath is possible (and common) so healing must be fast and effective (Paladins are ideal in this role due to Holy Shock). Healers first priority must be to keep themselves alive.
Ground Phase

Once all four turrets have been repaired and fired, Razorscale will be forced to the ground where she will remain stunned for several seconds. Everyone should immediately move behind her, and DPS should focus on bringing her HP down as much as possible while the tanks hold any remaining adds. After the stun wears off, Razorscale will breath then return to the air and begin the air phase again.

For this phase tanks should converge onto the rear of Razorscale allowing their DPS to be added to that available in this phase, with 5s remaining until the stun wears off the tanks should move with any remaining adds towards the furthest point on the circle and allow full raid AoE damage to be applied to the adds. As new pods appear tanks should move their adds back to their regular tanking positions.
Phase 3



Once Razorscale is brought to 50% health, she will land permanently, at which point she will need to be tanked facing away from the group to avoid breaths. The fight from this point is very simple, she will continue using Devouring Flame, she will do a knock back to everyone within 35 yards, and inflict the Flame Buffet debuff. During this ground phase, the DPS should go all out in order to defeat Razorscale before the Flame Buffet debuffs cause the tank to be one-shot.

There is another debuff that happens during this fight. In phase 2, when you are tanking Razorscale around your tanks will get a debuff called "Fused Armor" which adds a slowing effect to the tank. When this debuff hits 5 stacks the tank can't move or use any abilities, including taunt. You need to change tanks when the debuff gets to 2 stacks in order to finish the fight.

Note as of 4-15-09 on live you can no longer dps boss while it is in the air.
10 Man

The fight proceeds exactly like the 25-man variant, except that only two turrets need to be repaired and fired instead of four

Source-WoWwiki

Use this video as reference to implementing your own Razorscale boss kill.Good Luck to you and your guild on Razorscale!

Ulduar Zone/Boss Map,Ulduar Research




Flame Leviathan -- est time for first kill: 10 minutes
o 10 man -- 15.5 million hp
+ Chopper
# Sonic Horn: Sends a wave of force in front of the motorcycle, causing 3150 to 3850 damage to all enemy targets within 35 yards in a frontal cone.
# Tar: Drops a pool of tar for 45 sec that slows the movement speed of enemies within 10 yards. Tar can be ignited. Lasts for 45 sec.
# Speed Boost: Fires the fuel injectors on the bike, increasing its speed by 100% for 5 sec.

Demolisher
# Ram: Rams any enemies in front of the demolisher, dealing 8550 to 9450 Damage and knocking them back. Also deals 1500 siege damage to buildings.
# Hurl Boulder: Hurls a massive boulder into the distance, dealing 13500 to 16500 damage to enemies within 8 yards of the target.
# Hurl Pyrite Barrel: Hurls an orb of blue pyrite into the distance, dealing 27000 to 33000 damage, but consumes ammo.

Siege Engine
# Ram: Rams any enemies in front of the demolisher, dealing 14400 to 17600 Damage and knocking them back. Also deals 1425 to 1575 siege damage to buildings.
# Electroshock: Shocks all targets within a 25 yard cone in front of the caster. It also interrupts spellcasting and prevents any spell in that school from being cast for 4 sec. (Deals 8489 to 8951 Nature damage)
# Steam Rush: Put the steam engine into overdrive for a short duration, rushing forward, dealing siege damage and knocking back enemies.

Flame Leviathan has turrets that you'll need to destroy. Launch players onto him with the Demolisher so they can destroy them.
# Overload Circuit: Overloads the power core of the Flame Leviathan. (Channeled)
* This stuns Flame Leviathan and causes him to take 50% more damage for 10 seconds.

# Flame Jets - Inflicts 2000 Fire damage to enemies around the caster. (Deals 2k/sec for 10 seconds)

Hard mode info:
# Tower of Storms: Thorim's Hammer - Deals 15000 Stormstrike damage to all nearby enemies.
# Tower of Flames: Mimiron's Inferno - Deals 15000 Fire damage to all nearby enemies and leaves a flaming blaze behind.
# Tower of Frost: Hodir's Fury - Deals 15000 Frost damage to all nearby enemies, entombing them in ice.
# Tower of Nature: Freya's Ward - Deals 15000 Nature damage to all nearby enemies and summons guardians of nature to assist.

NOTE: ilevel of your gear affects how much damage the vehicles do and how much hp they have:




Freya -- est. kill time for first kill: 1 minute per add wave, ~5 waves to clear her buff stack, then ~1 minute to kill her -- 9 min total

* So far this looks similar to Sartharion, where hard mode will likely involve not killing the Elders before engaging her.
* Spawns "A Lifebinder's Gift" increases damage by 25% and removes the silence cast by the Ancient Conservator add if you stand on it.
* Sunbeam: Inflicts 7863 to 9137 Nature damage to enemies within 8 yards of the target. (Heroic: 10638 to 12362 Nature damage)
o Spawns a Sun Beam at the location; Sun Beams cast:
+ Unstable Energy: Inflicts 5088 to 5912 Nature damage every 1 sec to enemies within 4 yards for 10 sec. (Heroic: Inflicts 7863 to 9137 Nature damage every 1 sec to enemies within 5 yards for 10 sec.)
+ Photosynthesis: The rays of the sun heals the plant life for 10000 damage every 1 sec. (4 yard radius; heals NPCs within it)

o Touch of Eonar: The pressence of the Lifebinder heals Freya for 6000 health every 1 sec. (Heroic: 24000 health every 1 sec.)
o Attuned to Nature: Increases healing recieved by 4%.
+ She starts with this stacked to 150! Killing adds during the fight reduces the stack count.

o Emotes "Allies of Nature have appeared!" and spawns adds (Ancient Water Spirit, Storm Lasher, and Snaplasher must be killed at the same time); cooldown on this is 1 minute.
+ These adds continue to spawn until she reaches 0 stacks of Attuned to Nature.
# Ancient Conservator -- 25 dose reductions
* Nature's Fury: Infects an enemy for 10 sec., causing it to inflict Nature damage to its nearby allies every 1 sec. (Normal: 2775 to 3225 Nature damage / Heroic: 4625 to 5375 Nature damage)
* Conservator's Grip: The grip of the Protector prevents attacking and casting spells.
o Standing under the mushrooms that spawn while the Ancient Conservator is up prevent this effect.

# Ancient Water Spirit -- 10 dose reductions
* Tidal Wave: Surge through enemies in a line. Deals inflicts 6175 to 6825 Nature damage knocking them back. (Heroic: 8788 to 10212 Nature damage)

# Storm Lasher -- 10 dose reductions
* Stormbolt: Inflicts 6013 to 6987 damage to an enemy. (Heroic: 10638 to 12362 damage)
* Lightning Lash: Strikes an enemy with a lightning bolt that arcs to another nearby enemy. The spell affects up to 3 targets, inflicting greater Nature damage to each successive target. Damage starts at 5088 to 5912. (Heroic: 5 targets; damage starts at 7863 to 9137)

# Snaplasher -- 2 dose reductions
* Hardened Bark: Attacks made against the Lasher trigger the protective bark to grow, increasing damage but slowing move speed. (10% damage increase, -5% movement speed)

# Detonating Lasher -- 10 dose reductions
* Detonate (they explode when they die): The Detonate inflicts 6013 to 6987 Fire damage to enemies within 15 yards. (Heroic: 8788 to 10212 Fire damage)
* Flame Lash: The Lasher inflicts Fire damage equal to 150% of their melee damage.



More on Freya-

Health - 1,394,500 (Normal) / 4,183,000 (Heroic)
Mana - 234,190 (Normal) / ? (Heroic)

The fight takes place in a lush, oasis like valley inside Ulduar. There are three Elder boss-tree mobs you can choose to kill or not, appearantly they are similiar to Sartharion's hard mode if you choose not to kill them the fight gets considerably harder as each elder buffs Freya and her adds.

Elder Brightleaf - The essence of Elder Brightleaf increases Magic damage dealt by Freya and her Allies of Nature by 50%.
Elder Ironbranch - The essence of Elder Stonebark increases physical damage dealt by Freya by 50%.
Elder Stonebark - The essence of Elder Ironbranch increases Physical damage dealt by Allies of Nature by 50%.

As you engage Freya, she will spawn multiple adds and start healing herself. She starts the fight with 150 stacks of a buff increasing healing on her by 4% (=600% at the beginning of the fight), a stack is removed everytime one of the add she spawns is killed.

Abilities
Freya 4,183,000HP (25-Man) / 1,394,500HP (10-Man)

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. (10-Man: 2035 to 2365 damage)
Sunbeam -- Inflicts 10638 to 12362 Nature damage to enemies within 8 yards of the target. 1.5 cast. (10-Man: 7863 to 9137 damage)
Touch of Eonar -- The presence of the Lifebinder heals Freya for 24000 health every 1 sec. (10-Man: 6000 health every 1 sec.)
Attuned to Nature (x150) - Increases healing received by 4%.
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)

During the fight she will also spawns 3 extra adds at the same time (Storm Lasher, Stone Lasher, Ancient Water Elemental), they have roughly 1M HP each and you have to kill them all 3 at the same time, otherwise they will just revive. Killing one of these adds will remove 10 stacks of healing from Freya.

She will also spawn a bigger add at some point, an Ancient Protector with 1,9M HP. Just off-tank him and kill him to remove 25 stacks from Freya.

When Freya finally runs out of "Attuned to Nature" stacks, just start DPSing her while you keep killing the tree adds she spawns (they will heal her for 15% after 10 seconds if you don't kill them). Lower her life to 0 and she will become friendly again, loot the chest next to her for tons of epic loot!



Elder Stonebark
o Ground Tremor: Deals 9500 to 10500 Physical damage to enemies within 60 yards, interrupting any spells being cast for 8 sec. (Heroic: 15200 to 16800 Physical damage)
o Petrified Bark: Melee attacks and abilities will be reflected for 30 sec. 60 charges. (Heroic: 120 charges)
o Fists of Stone: The stone fists slow the caster's move speed by 20% and increase damage dealt by 250%. In addition the devastating attacks have a chance to break the bones of the target, reducing chance to block, dodge, or parry by 100% for 10 sec.

Elder Ironbranch
o Iron Roots: The grip of the Iron Roots inflicts 2775 to 3225 Nature damage every 1 sec and roots the target until freed. If the Iron Roots surrounding the targets are killed, the target will be released. (Heroic: 4625 to 5375 Nature damage)
o Thorn Swarm: Inflicts 8325 to 9675 Nature damage to enemies within 6 yards of the target. (Heroic: 12488 to 14512 Nature damage)
o Impale: Stuns and inflicts 16650 to 19350 Physical damage every 1 sec for 5 sec. (Heroic: 32375 to 37625 Physical damage every 1 sec for 5 sec.)

Elder Brightleaf
o Unstable Sun Beam: Increases damage and healing done by 5%. Unstable Explosion will cancel the effects of Unstable Sun Beam. (4 yard radius inside the beam; stacks to 10)
+ Unstable Energy: Inflicts 12950 to 15050 Nature damage and cancels the effects of Unstable Sun Beam. (Heroic: 16650 19350 Nature damage)

o Photosynthesis: The rays of the sun heals the plant life for 10000 damage every 1 sec. (4 yard radius; heals NPCs within it)
o Solar Flare: Inflicts 7863 to 9137 Fire damage to a number of targets based on Brightleaf Flux. (Heroic: 12950 to 15050 Fire damage)
o Brightleaf Flux - Positive: Damage and healing from spells and effects is increased. (10% incease)
o Brightleaft Flux - Negative: Damage and healing from spells and effects is reduced. (10% reduction)


Hard mode info:

* Stonebark: The essence of Elder Stonebark increases physical damage dealt by Freya by 50%.
* Ironbranch: The essence of Elder Ironbranch increases Physical damage dealt by Allies of Nature by 50%.
* Brightleaf: The essence of Elder Brightleaf increases Magic damage dealt by Freya and her Allies of Nature by 50%.

Thorim -- est. kill time (less than 5 minutes)

Thorim
Health Points - 11M

The fight takes place in The Clash of Thunder, an arena overwatched by Thorim himself. As you enter the arena you will see a Jormungar Behemoth (~1.2M HP) fighting a captured alliance/horde (opposing faction) team composed of 1 tank, 1 healer, and 3 damage dealers. Killing them is fairly easy, just make sure you take care of the AoE healing from the healer while fighting the NPC and try to avoid the large poison breath while fighting the Jormungar.

Once the NPCs and the Jormungar are dead, a lot of constructs (melee, casters, and healers) will jump into the arena from the stands and you will have to handle them with only one part of your raid while Thorim throws Stormhammers at them. He will also randomly activates the lightning orbs surrouding the arena, they will deal strong AoE damage to anyone near as soon as they are activated: run away from them!

The 2nd part of the raid will have to go through the hallway to the left of the Arena and fight its way to Thorim. This hallways is also full of constructs and will also have you deal with two mini bosses (about 5M HP each), you only have 5 minutes to reach Thorim before he goes berserk and kills your raid.

When Thorim is pulled by the hallway team, he will jump into the arena and the last part of the fight will begin. He's got 11M Health Points and hits a well geared tank for 8k damage but will also use two abilities: the first one is an Unbalancing Strike reducing the defense of the tank by 200 for 15 sec (100 for 6 seconds in normal). He will also casts Lightning Charge every 15 seconds, just like with Grull this effect will stack and Thorim will deal more and more damage during the fight.
...


Hodir -- est. kill time for first kill: 8 minutes

10 man/regular -- 8.5 mill hp
o His aura called Biting Cold is using the same mechanics as Intense Cold during the fight against Keristrasza, it stacks up and damage increase over time. Moving will reset the stack. (This is also affected by the Toasty Fire)
o Hodir casts "Flash Freeze" (9 seconds cast time), a spell that freezes the entire raid in blocks of ice.
o He will randomly spawn Icicles, they will create patch of ices on the ground as they drop. Standing on the ice when Hodir casts Flash Freeze prevents from being encased in a block of ice.
o After Flash Freeze, Hodir will gain "Frozen Blows" and deal 70% reduced physical damage but each attack deals 20,000 additional frost damage (spell reflectable).
o four adds are: Missy Flamecuffs (mage), Elementalist Avuun (shaman), Field Medic Penny (priest), Ellie Nightfeather (druid)
o 10-minute enrage


25 man/heroic
o 35million hp on heroic
o 8 frozen dudes instead of 4 in heroic mode

The Iron Council

Iron Council

Fight (List of abilities taken from the StratsFu Strategy Guide)
Each time you kill a member of the council, he will cast Supercharge and the remaining monsters will gain extra abilities and gain 25% damage.

Supercharge - Unleashes one last burst of energy as the caster dies, increasing all allies damage by 25% and granting them an additional ability.

Steelbreaker - 10M HP (Heroic) / 3M HP (Normal)

Fusion Punch - An attack infused with energy that inflicts 100% weapon damage and an additional 8000 Nature damage per second. - He casts Fusion Punch on a ten second cooldown (but we saw it as late as 25 seconds.) If he is in a Rune of Power he will hit far harder, so it's vitally important that he's never standing in them.
High Voltage - This is an aura that inflicts 2500 Nature damage every 3 sec. When he dies the aura disappears.
Static Disruption (1 Mob Down) - Deals 7500 Nature damage to enemies in an area and increases Nature damage taken by 50% for 20 sec. (12 Yards radius)

Runemaster Molgeim - 10M HP (Heroic) / 3M HP (Normal)

Rune of Power - Runemaster Molgeim casts Rune of Power on a target NPC periodically -- there's a few seconds with no rune and then another appears. It will buff anyone standing in it, including a mob.
Rune of Death (1 Mob Down) - Summons a Rune of Death at a random enemy target's location. This rune deals 3000 Shadow damage every half-second to anyone within 13 yards of that location. - This will be casted on a target player and inflict anyone within 13 yards of this player.
Rune of Summoning (2 Mob Down) - Runemaster Moldeim gains Rune of Summoning which summons Lightning Elementals. These chase after players and appear to explode and deal damage. Their melee attack is Lightning Blast: deals 14-15.8k nature damage to everyone within 30 yards and kills the elemental in the process.

Stormcaller Brundir - 10M HP (Heroic) / 3M HP (Normal)

Chain Lightning - Strikes an enemy with a lightning bolt that arcs to another nearby enemy. The spell affects up to 5 targets, causing Nature damage to each. - Stormcaller Brundir casts Chain Lightning which chains through the raid. It can be interrupted, and he can have his cast time slowed (e.g. with Curse of Tongues.)
Overload - He emotes "PEASANT HAS CROSSED THE LINE" as he cast this spell (10 seconds cast time): it's vitally important that everyone gets out of range (it deals 25000 nature damage to everyone within 30 yards.)
Lightning Whirl - Spins around throwing off bolts of lightning at random enemy targets. Each bolt deals 6598 to 7402 Nature damage. Lasts 5 sec. - Stormcaller Brundir gains Lightning Whirl, which does AE lightning bolts. It's interruptable.
Lightning Tendrils (Screenshot) - Tendrils of lightning shoot out of the caster's chest, lifting them into the air. These lightning tendrils deal 4000 Nature damage to all enemies around the caster every second. - Stormcaller Brundir gains Lightning Tendrils, where he launches into the area and chases after players, AE'ing everyone in his path.
..
10 man/regular
o Steelbreaker, an Iron Giant
+ Fusion Punch: Hits for 100% weapon damage as Nature plus additional damage per second for 4 seconds. (6500 Normal / 8000 Heroic)
+ High Voltage: Deals damage every 3 seconds. (1500 Normal / 2500 Heroic)
+ Static Disruption: He gains this when one of the others dies - Deals Nature damage to enemies in an area and increases Nature damage taken by 50% for 20 sec. (5000 Normal / 7500 Heroic)

o Runemaster Molgeim, an Iron Vrykul
+ Runic Barrier: A shield of runic power surrounds the caster, reducing Physical damage taken by 50% and inflicting 2000 Arcane damage to attackers.
+ 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.
+ Rune of Death: Gains this when one dies - Summons a Rune of Death at a random enemy target's location. This rune deals Shadow damage every half-second to anyone within 13 yards of that location. (2000 Normal / 3000 Heroic)
+ Rune of Summoning: When Runemaster Molgeim is the last boss he spawns a void zone that spawns adds named "Lightning Elemental". The adds cast an AE.
# Lightning Blast: The Lightning Elementals cast this - Unleashes a large blast of lightning, dealing Nature damage to all enemies within 30 yards of the caster but killing the caster in the process. (9425 to 10575 Normal / 14138 to 15862 Heroic)

o Stormcaller Brundir, an Iron Dwarf
+ Can be taunted and stunned.
+ Chain Lightning: Casts a Chain Lightning for 6-9k damage (Heroic). This can be interrupted.
+ Overload: Focuses all the caster's energy into a single ball of lightning. This ball grows for 10 sec until it finally explodes, dealing Nature damage to all enemies within 30 yards and knocking them down. (20k Normal / 25k Heroic)
# There is a second version of this with a 2 (!!) second duration before it explodes. Maybe when he's the last one alive?

+ Lightning Whirl: He gains this when one of the others dies - Spins around throwing off bolts of lightning at random enemy targets. Each bolt deals Nature damage. Lasts 5 sec. (4713 to 5287 Normal / 6598 to 7402 Heroic)
+ Lightning Tendrils: When Stormcaller Brundir is the last boss he gains this - Tendrils of lightning shoot out of the caster's chest, lifting them into the air. These lightning tendrils deal 4000 Nature damage to all enemies around the caster every second.
# He focuses on someone while doing this and follows them.
# Aggro resets when he lands from casting this.

o when one does, they all heal to full, gain a new ability, and do 25% more damage via "supercharged

Mimiron

4 phase fight

Tyr
.....
Yogg
.....
General Vezax
.....
xt002deconstructor -- 18M hp (25-Man) / 5M hp (10-Man)

* 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
* 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 duraion. (like VR's earthquake)
Hard mode: Kill the heart. Heartbreak - The heart of the XT-002 Deconstructor has been severed, removing the combat limitations of the XT-002 Deconstructor. Damage increased by 25%. Health increased by 25%. Melee can hit the heart if they stand on the ledge near the stairs.

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