Tuesday, June 23, 2009

Warrior Perspective on Antechamber of Ulduar

Ok, howdy again. You've probably noticed that I haven't really covered trash much at all. Some of the trash has it's own quirks that you will want to read up on, and the Antechamber of Ulduar is no exception. You should probably look for a more in-depth look at the trash for strats on them, especially if you're tanking.


Auriaya: If you're the MT here, you'll want to LOS pull her to a safe area where there is enough movement to allow you to rotate her at least once (explained later) but to keep everyone clustered together. Our raid likes to use the niche next to the stairs on the right for this. The basic trick to this fight is that everyone will be grouped up together. She does a blast every so often that causes a fixed amount of damage spread out over everyone in the cone in front of her, so the more people that are there, the less damage everyone takes. She starts with two adds, that (if you choose) can either be OT'd or can be killed first, just depending on what your MT and raid want to do. There are really two things you want to pay attention to during most of this fight. First, she does a mass fear (that friendly shamans can help with if you have some) and immediately follows it with a big spell that has to be interrupted. Make double sure that you have your Berserker Rage somewhere convenient, ESPECIALLY if you're either Fury or one of the tanks, since you have an interrupt that won't involve stance dancing. If you are Arms and you have no one else that can interrupt (but most tanks can, this is just an extra safety thing) you might go ahead and put together a macro to equip a shield and use Shield Bash, since that's something that is available from Battle Stance and that won't kill your rage like trying to dance to hit Pummel will. The second thing to watch out for the whole fight is that she periodically does a summon that summons a large number of small adds that need to be burned down quickly. Save your big cooldowns (unless you're Fury) for this time. If you're one of the tanks, blow Shockwave once that happens to try to stun as many of them as possible. If you're tha MT (and hence already tanking Auriaya) try to use Challenging Shout, otherwise use everything else you would normally do for group pulls to try to keep as many as possible off the rest of the raid. If you're Arms, you will save your Bladestorms for this point (and Sweeping Strikes if you've glyphed for it). If you're Fury, you're going to do what you always do: Whirlwind, Bloodthirst, but now might also be the time to use Cleave for your rage dump instead of Heroic Strike.

Eventually, Auriaya will call for a defender, and this is when the OT steps in. The defender will jump around and will cause bleed damage and stuns randomly, but if everyone is grouped together still, that shouldn't be an issue for you to continue to keep aggro on it. Now, here is where the fun begins for everyone. You essentially have two options: try to keep the defender alive, or try to kill it. The feral defender has 9 lives (ha ha) and each time it goes down it will spawn a large void zone that will remain for the rest of the encounter. If you want to kill it you will need to have a place scouted out where you can safely place 9 different void zones. You will also need to do it quickly. Basically, each time the defender is up, dps them down quickly, move to a new location, burn down Auriaya. From everything I've read about trying this, even if you do it right, it will be close to the enrage timer when you finally kill the 9th defender (I plan on trying to talk my raid into trying this at least once, but sometimes they're less interested in the achievements than the hard modes, I like both. ^.^). If you decide to ignore the defender and focus on Auriaya, do exactly that. It may happen that the defender dies accidentally once, so that's why you need to have at least one other place you can stand her to avoid the void zone. This way is pretty cake, since Auriaya doesn't have that many HP.


Iron Council(optional): So many good things to say about these guys. To begin let me break down into tank and dps categories. If you're dps here, there is basically one thing to worry about. Whenever you need to move, MOVE! Otherwise, dps. You will have different times that you will have to move (depending on who is up when), Stormcaller does an Overload right from the start, Molgeim does a Rune of Death if at least one of them has gone down, and Steelbreaker does a static disruption (with at least one of the others down) that does a small amount of damage but also adds a debuff that increases susceptibility to damage. Avoid these. Otherwise, just remember that this is a "one at a time" fight. You cannot get them all down at once, you just need to pick the order and focus fire through it.

Ok, now to the tanking. Being the MT in this is all about survivability. Being the OT in this is all about your ability to position and move your targets (even though one is a caster and WILL NOT follow you). Everything else depends solely on which order you choose to follow. For example, the easiest way is to work from large to small. In this situation, the OT will rush in and grab aggro on them and pull them to one side of the room (the MT will pull whichever one you're starting with to the other side), remember to use Heroic Throw (which is talented with Gag Order) to silence Stormcaller so he'll run where you tell him to. Runemaster is easier from that respect because he's a melee type. I hate to admit it, but because Stormcaller is so difficult to maneuver (since you have to use either Shield Bash or Heroic Throw to move him, and you're going to be interrupting a lot too.) sometimes we just us a DK tank to handle this. If, on the other hand you're starting with this guy, then it's very possible you could MT him without worry (he does barely any damage and EVERY one of his abilities is interruptible early on), since there won't be any death runes to try to pull him out of. You'll still need to pull him out of the Rune of Powers, but it's not as serious since he doesn't really do that much damage at first anyway. You will need to have someone available who can dispell Steelbreaker's Fusion punch if you're tanking him, since that will kill you faster than anything, and you'll need someone who can dispell Runemaster's Shield of Runes since that also will kill you faster than anything.

Once one of them are down, the remaining ones acquire new abilities and are healed back to full. Runemaster gains the rune of death everyone will have to avoid, Stormcaller gains the lightning whirl that must be interrupted immediately, and Steelbreaker gains the static disruption I mentioned earlier.

At this point, the MT will take one of the two that the OT is holding away and move him over to the other side of the room where you all just took down the first one, and continue on. Once this guy goes down everyone can focus on the last target, which is good, because there are a number of difficulties that arise with the last batch of abilities. If Stormcaller is last, he gains Lightning Tendrils where he floats into the air, and follows a random person doing damage for a while to everyone in range. For this reason, everyone should spread out for this and stay away from each other as well as be out towards the walls. Runemaster gains a rune of summoning which summons an elemental that will target a random player and head for them to cast a lightning blast that hits for a lot. That rune will periodically summon these elementals until it subsides.
Steelbreaker gains the worst ability, and I'll tell you what it says, but I haven't done it yet. The power is called Overwhelming power. It targets someone and increases size and damage of them by 200%. After 60 (30? I see different reports) seconds it causes a meltdown which causes them to die instantly and also meltdown causing them to deal about 30K damage to everyone within 15 yards. If you get this, I'd guess you dps like crazy for the time you have and then get away from whomever melted down. From reading the strats, you're going to need at least a druid or lock or two to get at least one soulstone and/or one brez in order to do this properly. The tank will take the debuff and get the time to do damage, and then at about 5-10 secs left, the OT will taunt off them and the tank will run off to die in a big explosion. Hopefully the raid can get the big guy down to about 30%-40% in that time, because he also heals up some. One of the guides I read would make Arms a good dps to have along since they can limit healing taken by 50%+. I'm eager to try this. Incidentally, if your plan is to eventually take on Algalon (which requires doing not only one of the hard modes here, but also the four hard modes on the four keepers) this is where you will start. First you need to either "choose" Runemaster or Steelbreaker, and whichever you choose, you will get the quest item needed to begin the quest to unlock Algalon. To complete the quest you will still have to do the other hard modes, but at least if you do this first, you can work on the other hard modes later.

Kologarn: There's not much for us to worry about on this guy. You should already know how to tab target, and that's really all you need to worry about. As dps, you'll notice that you can stand right in the middle (in front of the guy) and still target/hit either arm without difficulty. Don't let his size concern you. In fact, to observers, they'll think you're dpsing Kologarn instead of his arms, but don't let that bother you either. The advantage to dpsing from there is that you are guaranteed to be in melee range, and hence not a choice for his eye beams, and also whenever you whirlwind or bladestorm, you'lre going to hit him and both his arms simultaneously (also whenever you Cleave/Sweeping Strikes you'll get the same thing. As a tank, you're either on Kologarn or you're on the adds. In 10 man, you probably only have 2 tanks, so the tanks will rotate. [edit: No need to rotate in 10 man since the debuff only exists in 25 man] Kologarn does a debuff that you can't let stack beyond 1 for very long, so once it gets to 2, the other tank needs to taunt him off. Whomever isn't tanking Kologarn at the moment that the right arm goes down needs to grab the adds. The ranged dps should AoE the adds down quickly to free up the tank on the adds, so he can go back to taunting Kologarn off the other tank. In 25 man, you'll have 3 tanks, so it's not such an issue there. One tank will do the adds, the other two will stay close to Kologarn and dps/taunt and tank as needed. Your ranged dps and healers will have eyebeams and stuff to worry about, but the only time you'll need to worry about these is if you're tanking the adds when he starts. Just move to the side and keep moving around in a wide pattern to keep him trailing after you, and don't go too near the rest of the raid if you're in that position. The adds should stay on you with just some simple Demo Shouts and Thunderclaps, use challenging shout if things get out of hand. The only thing the melee dps will ever have happen to them, they can't avoid or do much about anyway. If you get picked up and your healers are having a rough time, having a macro to equip a shield and use shield block will save them some effort ( just like you did on Ignis) but generally you won't be taking too much damage from being picked up by the right arm.

And grats, you're past the antechamber!

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