The Iron Council
From Twilight Wiki
Contents |
Information
The Iron Council is in the Assembly of Iron. The encounter consists of Steelbreaker, Runemaster Molgeim, and Stormcaller Brundir. Killing any one of the three will give a soft enrage of +25% damage to the other two and grant them additional abilities. (Similar to Fathom-Lord Karathress) Killing the second of the trio will grant the last with a final stage apart from their usual abilities which must be dealt with in different tactics.
The hard mode of this fight requires players to kill Steelbreaker last.
Stats
- Race(s): Iron dwarf, Iron vrykul, Iron giant
- Health: 30M Total (Heroic) / 10M Total (Normal)
- Location: The Assembly of Iron
- Instance: Ulduar
Video's
(Tankspot)
Boss Abilities
- Supercharge: Unleashes one last burst of energy as the caster dies, increasing all allies damage by 25% and granting them an additional ability.
Steelbreaker
- Health: 10M HP (Heroic) / 3M (Normal)
- 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
- 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.
Stormcaller Brundir
- Can be taunted / stunned, becomes immune to taunt when he is the last boss alive.
- Health: 10M HP (Heroic) / 3M (Normal)
- 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)
Runemaster Molgeim
- Health: 10M HP (Heroic) / 3M (Normal)
- 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.
- 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)
- Lightning Blast (2 Bosses Down): 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.
Strategy
Players can choose to kill the trio in any order that they wish.
- Easiest: Steelbreaker, then Molgeim, then Brundir.
- Hardest: Molgeim, then Brundir, then Steelbreaker
Phase 1: Three Bosses Alive
Just like Maulgar, Illidari Council, Karathress, etc. all of these bosses have to be pulled and tanked away from each other in precise positions. Molgeim and Steelbreaker can be tanked in the two front corners of the room, but Brundir must be tanked towards the back for his Overload (30 yards) which will deal a lot of damage to anyone that is not a tank (often times killing them). Note that Brundir's tank can simply eat the Overloads, since the tank should have a dedicated healer, otherwise only doing raid healing. If it is an issue, the tank should move away as well, then move right back to Brundir when the channeled cast is over. Any casters and the tank (preferably a warrior) on Stormcaller Brundir that can interrupt should be interrupting chain lightnings whenever possible. The healer assigned to Brundir's tank should be close to Steelbreaker's back when the fight begins, 35+ yards away.
Molgeim will often put a rune of power underneath either Steelbreaker or Brundir so they must be pulled out of the rune far enough to where they're no longer benefiting from the buff and melee or ranged players can bunch up in this rune and output higher damage upon the primary target.
Steelbreaker on occassion will deal a Fusion Punch which the tank must call out for focused healing and a magic dispel of the nature debuff that is inflicted from the punch. Use either a Paladin's Cleanse or a Priest's Dispel Magic. If you are killing Steelbreaker first, melee must bunch up to benefit from Circle of Healing and Chain Heal used to counter the nature aura damage.
Phase 2: 1 Boss Dead
When one of the Iron Council dies, the other two will gain additional abilities. For the most part, they will be tanked in the same general areas but these new abilities will compensate for the dead boss.
Molgeim now has a Rune of Death, which will be cast on a random raid member. It is a big, green rune that is impossible to visually miss. Melee and ranged must bunch up and be ready to move in the same general path to avoid confusion, splitting up, and getting out of range of heals.
Brundir will gain Lightning Whirl, which animates like whirlwind and will shoot random lightning bolts at raid members which will deal a large amount of nature damage to random raid members. Simply heal through it. It has been reported that this ability can be interrupted.
Phase 3: 2 Bosses Dead
When two of the three bosses are dead, the last one will separate into a unique phase different from their usual abilities in the previous phases. Players must be alert during this phase because elements are introduced that will almost instantly wipe the group if they don't coordinate around them.
Third Phase: Abilities
Steelbreaker
- Unknown
Runemaster Molgeim
Note: This strategy is theory based on spell descriptions and limited testing. It needs to be confirmed.
Molgeim will open up a rune of summoning which will spawn lightning elemental adds which will explode for a high amount of damage to anyone within 30 yards when they reach their aggro target. Assuming they are not tauntable and cannot switch targets from aggro, Molgeim must be brought to the opposite side of the room from the rune so that the elemental adds that will spawn from it have to walk a long path towards their target. If someone doesn't know they're being targeted, they have to be alerted and they must move away from the group and to a corner of the room that is 30 yards away from everyone else. Ranged players should kill the elemental, but if they are not able to and the target's at a safe distance only they will take the high damage from the explosion.
Stormcaller Brundir
Brundir will lift up into the air and gain Lightning Tendrils. Anybody within a 10 yd range of Brundir will get hit by these tendrils for high nature damage; standing near him for more than a couple seconds will prove fatal if you are not a tank. He is tauntable, but will clear aggro every time he lifts up into the air. The three tanks can work out a rotation to keep him in the same area of the room while ranged players nuke him down. Occasionally he will fall to the ground and melee can move in to attack, but he will lift again without warning and hit them with his tendrils.