The Iron Council

akolen's picture

The Iron Council Abilities

Health Points: 30,000,000 (total, heroic), 10,000,000 (total, normal)
Enrage timer after 10 minutes
Supercharge - after one of the other bosses die the remaining bosses gain a +25% damage increase and an additional ability.
Elemental Adds:
Lightning Blast - When these adds get to their targets they deal 14,138-15,862 nature damage 30 yard radius explosion, killing the add. Spawned by Rune of Summoning (detailed below).
Steelbreaker:
Health Points: 10,000,000 (heroic), 3,000,000 (normal)
Fusion Punch - Deals 100% weapon damage an an additional 8,000 nature damage per second.
High Voltage - An aura that deals 2,500 nature damage every 3 seconds.
Static Disruption - Steelbreaker gains this buff when one of the other bosses has been killed first. It deals 7,500 nature damage and increases nature damage taken by 50% for 20 seconds.
Runemaster Molgeim:
Rune of Power - 5 yard radius group buff that deals more damage to anyone standing in it.
Rune of Death - Runemaster gains this buff when one of the other bosses has been killed first. Deals 6,000 damage per second to anyone standing in this 13 yard radius of this AoE on the ground.
Rune of Summoning - Runemaster gains this buff when two of the other bosses has been killed first. Summons elemental adds that explode when they touch players (detailed above).
Stormcaller Brundir:
Chain Lightning - Deals nature damage that arcs up to 5 different targets. Can be interrupted.
Overload - Deals 25,000 nature damage to anyone within a 30 yard radius. Goes off after the emote “PEASANTS HAS CROSSED THE LINE”.
Lightning Whirl - Stormcaller gains this buff after one of the other bosses has been killed first. Hurls a lightning bolt at a random target, deals 6598-7402 nature damage, 5 second duration.
Lightning Tendrils - Stormcaller gains this buff after two of the other bosses have been killed first. Runs around the room very fast and deals 8,000 damage per second to anyone nearby. Should be taunted back to the floor, where you can DPS him.
The Iron Council Boss Strategy

Phase 1 - All 3 Bosses Up

Raid groups can kill the 3 bosses in any order you wish, however, the generally accepted easiest route is Steelbreaker –> Molegeim –> Brundir. Step one in this fight is simply setting up your tanking positions. Steelbreaker and Molgeim should be tanked in the front corners of the room. Due to the overload explosion you must tank Brundir away from the raid, generally towards the back of the room is the optimal position.

Boss Specific Notes

The tank on Brundir needs to run away from the boss as Overload is going off, minimizing damage.
Players attacking Brundir should always try to interrupt chain lightning casts.
Molgeim will drop rune of power throughout the fight underneath Brundir and Steelbreaker. Tanks should reposition these bosses when this occurs to remove them from getting the buff and allow your DPS to get the buff.
Steelbreaker will be fusion punching your tank. When this occurs he will need additional heals and a dispel.
Phase 2 - 2 Bosses Up

After your raid has killed the first boss the other two bosses will gain new abilities. If you are killing the bosses in the order suggested above then you’ll have Molgeim and Brundir up at this point.

Boss Specific Notes

Molegeim now has Rune of Death. Massive green AoE rune on the ground, deals 6,000 damage per second to those players standing within it. Move out of it.
Brundir now has lightning whirl. Randomly tosses lightning bolts at raid members, heal through it.
Phase 3 - 1 Boss Up

At this point only Brundir is left up, so let’s take him down! With Molegeim now dead Brundir gains a new ability, lightning tendrils. Using these tendrils he will lift up into the air. Anyone standing nearby will take massive amounts of nature damage…so, don’t stand near the boss if you’re not a tank.

You can keep Brundir in the same location by rotating taunts with 3 tanks. Thus allowing your range DPS to deal more damage. In addition, Brundir will occasionally drop to the ground, allowing melee DPS a chance to get some DPS in.

At this point it’s simply a matter of continuing to burn Brundir down and keeping heals flowing. Keep it up and you’ll have Brundir down in no time.

The Iron Council Hard Mode Strategy

To complete The Iron Council on hard mode you must kill Steelbreaker last

Comments

Thought's picture

@ Fri, 01/05/2009 - 13:37

Iron Council

* Overload (Stormcaller Brundir) range has been reduced from 30 to 20 yards.
* Lightning Whirl (10) (Stormcaller Brundir) now deals 3770 to 4230 damage. (Down from 4713 to 5287 damage)
* Lightning Whirl (25) (Stormcaller Brundir) now deals 5655 to 6345 damage. (Down from 7069 to 7931 damage)
* Rune of Death (10) (Runemaster Molgeim) now deals 2750 Shadow damage every half-second. (Down from 3500 damage)
* Rune of Death (25) (Runemaster Molgeim) now deals 3500 Shadow damage every half-second. (Down from 5000 damage)

@ Mon, 29/06/2009 - 18:09

I got some advice from a friend about how to make the Iron Council semi-hard mode trivial easy (), with a special mage build, aimed on handling the adds. I been told that after this mage-based tactic and specc was used Iron Council semi-hard mode went down for DI in 2 tries, and for EG in 4 tries. We can try and see if this will also work for us. I already specced and glyphed this to my secondary specc, so ready to go whenever we want.

The write up on the semi-hard mode tactics which I got from a friend is the following:

Runemaster last:

Commonly referred to as Iron Council medium-mode, the objective is to attain a Data Disc without suffering the Brutallus-esque hardmode of Steelbreaker last.

Firstly, for the Ranged, ditch your vanity meters in Phase 3 (With just Runemaster up).

Secondly; for assigned Mage the build is:

http://www.wowarmory.com/talent-calc.xml?cid=8&tal=230025003100000000000...

Assigning dedicated Mage to spellsteak duty of Runemaster Molgeim for his shield in P1 + 2 is extremely helpful, so ppl don't die from random AoE. This of course shouldn't happen, but sometimes RNG will favor the annoying factor. Assigned Mage does virtually no DPS with this build, so as a whole, he should not be offended if he is under the MT with this. He NEEDe to reach P3 with full mana (so no DPS p2, just wand and spellsteal), and the raid needs to be positioned so that dedicated Mage can reach any of the raid with a Blizzard.

A small piece about Runemaster last.

Runemaster last is tricky for two things. The Runes of Death continue to spawn, which make moving around a priority. Second to this, Rune of Summonings appear. Rune of summonings are approximately a third of the size of a Void Zone, with the same purple graphic, and will appear once every thirty seconds. EVERYONE needs to move away from these. So, moving is prio here. Heroism needs to be saved for P3, as you are effectively on a 2:20 enrage time (which will be explain later).

Rune of Summonings spawn Lightning Elementals which have low HP, move extremely fast, and are vulnerable to slowing effects (and stun). When an Elemental reaches a player it has aggro on (Each 14 elementals have different aggro targets, and they spawn as a stream, so you'll have three appear, then a second later four, then five a second later), it explodes and deals approximately 16k dmg to players within 20 yards of the Detonation. Two explosions can be fatal.

How to deal with Rune of Summonings?

First important point is related to here. All ranged (Particularly Warlocks, Mages, Hunters, Elemental Shamans, and even SP's) have to cast their AoE spells at the Rune of Summoning and channel them. Try and make it so that the circle you cover with your AoE clips the Summon zone, and also faces as close to the raid as possible. The adds have low HP, and after about 10 seconds of AoE, do go down quite nicely. Now, this is where dedicated Mage comes in (and where my friend who made this write up for us is quite proud to have been the first mage worldwide to build for this).

Notes for a Dedicated Mage

As you can see from this build, and required glyphs (Water Elemental, Frost Nova, Molten Armour), Blizzard has a 50-60% movement reduction, as well as chances to freeze, and your elemental also lasts for a minute, with a cooldown of two minutes. Firstly, the second you see a Summon portal up, you must hit Blizzard on it. When a portal hits, it summons adds after 3 seconds. With your blizzard hitting, they'll be instantly slowed (and if timed correctly, you'll have all elementals slowed). Chillbite procs + Blizzard procs means that the adds stay slowed, and your other AoEers will help finish the job. However, you WILL have times where many adds will be up, and Blizzard may not be enough to keep them in the AoE range. This is why I refer to Runemaster having a 2:20 enrage timer. You must (when entering P3) have Runemaster on target. The first time he channels a Rune of Summoning, you have to pop your Water Elemental. Three seconds after your first add appears, use your Elementals Frost nova (ranged, and with glyphs, holds for longer) in the same AoE circle you yourself have targetted. This buys you another four, five seconds of AoE of about 8 people hitting, and if executed correctly, ensures that the Elementals do not spawn. Nova is on a 22 second CD from your Elemental, so with the next Rune of Summoning, it may not be up in time (1-2 seconds off.) If this is the case, pop Nova the second it is up on any adds that are heading towards your raid, or the said spot mentioned earlier. Elemental lasts for one minute, so the second it's dead, Cold Snap yourself a new one, and continue with the above Novaing. You have 2:20 from the time the first rune of Summoning is up to kill Molgeim, maybe one more if the Mage gets lucky with Chillbite procs. This should be enough time. This is extremely mana intensive Spamming Blizzard non stop (And you will be, casting it at least 3 times per portal), so stay with mana in P3, evo up, pot and gems up. Should be fine. If not, ask for an innervate. This strat and the mage trivialises the encounter, making it easier to kill than Stormcaller for some guilds.

Raid

Melee go apeshit on the boss. If a stray Elemental escapes from the pack (It can happen), try to stun it and kill it. Single target, they go down fast, and if it's not you the Elemental has aggro on, it won't explode when you kill it in melee. Ranged, same applies. Just keep an eye. It's handy to have one person on Ventrilo announcing where the Portal spawns, so that people can move away.

Worst case scenario here is that a Rune of Death spawns on a Rune of Summoning, or on the AoEers. If this happens, don't panic, move your positioning, as Imp blizzard snares for a while, and the Nova is here for said situations. This is quite rare to happen, but if it does, it's handy to have an Earthbind totem up in the group also. Using the Mage to do this is alot more reliable than Earthbind pulses; as if it doesn't pulse when an add spawns, it's game over.

Good luck

Always look at the bright side of WoW... didam, dida, didadidadidam...

Dûr's picture

@ Mon, 29/06/2009 - 18:20

Nice post there Shandril. Good effort!

Shynaski: "I'm very disapointed with paladins as well, mainly because of what DKs can do."