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The Assembly of Iron is the fifth boss encounter in Ulduar found 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.

25-man abilities

  • Hard Enrage - 15 minutes after encounter starts.
  • Spell nature stormreach  Supercharge - as each boss dies, the others will gain a 25% damage increase and an additional ability.

Steelbreaker

  • 10 Million HP (Heroic) / 3 Million HP (Normal)
  • Ability golemthunderclap  Fusion Punch - 100% weapon damage plus 17,000 Nature damage per second. Hits tank only.
  • Spell nature wispsplode  High Voltage - Aura that deals 2500 Nature damage every 3 seconds.
  • Spell nature lightningoverload  Static Disruption (1 dead) - Deals 7500 Nature damage to enemies in a 6 yards area and increases Nature damage taken by 75% for 20 sec.
  • Spell shaman ancestralawakening  Overwhelming Power (2 dead) - The target becomes overwhelmed with power increasing damage done by 200% and causes a meltdown after 30 sec.
    • Spell nature lightningoverload  Meltdown (2 dead) - Causes Steelbreaker's current tank to do 200% more damage for 30 seconds and then explode, killing both the tank and any other player within 20 yards and healing Steelbreaker for 15% of his maximum health (reducible by Wound Poison/Mortal Strike/Aimed Shot) due to electric charge.
  • Electric Charge (2 Dead) - Any time a player dies after Steelbreaker is the only member of the Assembly alive Steelbreaker will heal for 15% of his maximum health and gain 25% extra damage.
  • Melee hits for: ~20k Heroic ~10k normal.

Runemaster Molgeim

  • Spell arcane arcane01  Rune of Power - A GTAoE that will buff anyone standing on this rune to do more damage. 5 yd radius
  • Spell shadow antimagicshell  Rune of Death (1 dead) - 26 yard radius GTAoE which will do 6k damage per second.
  • Spell shadow sealofkings  Rune of Summoning (2 dead) - Summons lightning elementals that will randomly target members of the raid and explode upon touching them.
  • Spell misc hellfirepvpcombatmorale Shield of Runes - Shield absorbs up to 50,000 damage. If 50,000 damage is absorbed, the caster's damage is increased by 50% for 15 seconds.
  • Melee hits for: 8-10k against a well geared plate wearer on normal mode.

Lightning Elemental adds

  • Spell nature lightningoverload  Lightning Blast - When the add reaches its target, it will deal a 30 yard explosion of 14138 to 15862 Nature damage, but die in the process.
  • Melee hits for: ?

Stormcaller Brundir

  • Spell nature chainlightning  Chain Lightning - Nature damage that can jump up to five different targets. Can be slowed and interrupted.
  • Spell nature wispsplode  Overload - Similar to Loken or Murmur, 25000 Nature Damage to everyone within 30 yards of him. Made obvious by an emote ("Stormcaller Brundir begins to Overload!")
  • Spell nature wispheal  Lightning Whirl (1 dead) - Lightning bolts at random targets hitting for 6598-7402 Nature damage. Lasts 5 sec. Interruptable.
  • Spell nature lightningoverload  Lightning Tendrils (2 dead) - Proceeds to run around the room with a random target very fast (similar to Thaladred) and deals 8000 damage per second to anyone near him. Will periodically come back onto the floor vulnerable to damage. Cannot be taunted in this phase.
  • Melee hits for: 8-10k, crit for 25k against leather on normal mode.

10-man abilities

  • To be announced...

Strategy

Phase 1: All three alive

Players can choose to kill the trio in any order they wish, though the popular and easiest route is Steelbreaker, then Molgeim, then Brundir. Be warned that when you kill a boss, the remaining bosses will return to full health. This prevents the raid from being able to take down multiple bosses at the same time.

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 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, Chain Heal and Wild Growth used to counter the nature aura damage.

Phase 2: One 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.

Steelbreaker will gain Static Disruption which will cause a random raid member not in melee to take 75% more nature damage for 20 seconds. The whole raid will need to be spread out as this is an aoe and will be extremely irritating to heal through if it hits more than one player.

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. It can, and should, be interrupted.

Phase 3: Two 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.

Steelbreaker

Blow Bloodlust/Heroism and hit Steelbreaker with an almost impossible amount of DPS to kill him before you run out of tanks due to Meltdown. The DPS and healing requirements of this achievement are extremely high so it is not reccomended for most groups.

Runemaster Molgeim

Molgeim will open up a Rune of Summoning (purple voidzone spawn akin to the voidwalkers in TBC) 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. They spawn one at a time, but up to 8 or 9 adds total will be spawned rapidly. They are not tauntable, and will race after the random players. Improved Blizzard and Earthbind Totem DO work on the lightning elementals. All players should move as far from the zone as possible, dropping AoEs in prep for the add arrivals. All AoE helps, however every effort should be made to avoid meeting the adds in melee. If an add bolts free of the AoE, targeted members should run while ranged helps dps down the loose add. Good communication and proper reaction to the add spawns is essential.

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 of 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.

Quotes

Steelbreaker

Aggro:

  • You will not defeat the Assembly of Iron so easily, invaders!

Killing a player:

  • So fragile and weak!
  • Flesh... such a hindrance.

Special:

  • You seek the secrets of Ulduar? Then take them!

Berserk:

  • This meeting of the Assembly of Iron is adjourned!

Death:

  • My death only serves to hasten your demise.
  • Impossible!

Runemaster Molgeim

Aggro:

  • Nothing short of total decimation will suffice.

Killing a player:

  • The world suffers yet another insignificant loss.
  • Death is the price of your arrogance.

Rune of Death:

  • Decipher this!

Summon Adds:

  • Face the lightning surge!

Berserk:

  • This meeting of the Assembly of Iron is adjourned!

Death:

  • The legacy of storms shall not be undone.
  • What have you gained from my defeat? You are no less doomed, mortals!

Stormcaller Brundir

Aggro:

  • Whether the world's greatest gnats or the world's greatest heroes, you're still only mortal!

Killing a player:

  • A merciful kill!
  • HAH!

Special:

  • Stand still and stare into the light!

Taking flight:

  • Let the storm clouds rise and rain down death from above!

Berserk:

  • This meeting of the Assembly of Iron is adjourned!

Death:

  • The power of the storm lives on...
  • You rush headlong into the maw of madness!

Drops

Normal Mode
Inv belt 46a
Inv boots leather 02
Inv jewelry ring 73
Inv misc cape 21
Inv boots plate 09
Inv jewelry ring 63
Inv pants leather 27
Inv sword 135
Inv bracer 24b
Inv weapon shortblade 79


Normal Hard Mode
Inv belt 37a
Inv jewelry ring 71
Inv weapon shortblade 77
Inv weapon hand 22
Inv jewelry ring 45


Heroic Mode
Inv helmet 91
Inv misc cape 02
Inv gauntlets 67
  • Handguards of the Enclave
  • Item Level 226
    Disenchants into:
    Not disenchantable
  • Binds when picked up
  • Hands
    "Hands" is not in the list of possible values (Cloth armor, Leather armor, Mail armor, Plate armor, Axe, Dagger, Fishing pole, Fist weapon, Mace, Miscellaneous, Polearm, Staff, Sword, Bag, Enchanting bag, Engineering bag, Gem bag, Herb bag, Leatherworking bag, Mining bag, Soul bag, Arrow, Bow, Bullet, Crossbow, Gun, Idol, Libram (relic), Shield, Sigil, Thrown, Totem (relic), Wand) for this property.
  • Plate
    "Plate" is not in the list of possible values (Back, Chest, Feet, Finger, Hands, Head, Held in off-hand, Legs, Main Hand, Neck, Off Hand, One-Hand, Projectile, Ranged, Relic, Shirt, Shoulder, Tabard, Thrown, Trinket, Two-Hand, Waist, Wrist, Two-Handed) for this property.
  • 1467 Armor
  • +84 Strength
    +127 Stamina
  • Durability 55 / 55
  • Requires level 80
  • Equip: Increases defense rating by 45.
    Equip: Increases your shield block rating by 44.
    Equip: Increases the block value of your shield by 68.
  • Sell Price: 7Gold 75Silver 36Copper
Inv jewelry necklace 33
Inv shoulder 67
Inv pants cloth 28
Inv chest leather 14
Inv jewelry ring 64
Inv chest cloth 65
Inv staff 93
Inv boots cloth 19
Inv misc questionmark
Inv gauntlets 50
Inv chest plate20
Inv misc gem lionseye 01


Heroic Hard Mode
Inv belt 49c
Inv misc cape 13
Inv weapon shortblade 84
Inv boots chain 07
Inv jewelry necklace 30naxxramas
Inv shoulder 51


Related achievements

The following achievements are for the encounter's hard mode.


Videos

10-man encounter

25-man encounter



Patch changes

References

  1. ^ a b c d e Blizz Bornakk 2009-04-16. Recent In-Game Fixes - 4/16/09. Retrieved on 2009-05-24.

External Links

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