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评论来自
Magnett
Scripts for Stormcaller Brundir quotes:
/script PlaySoundFile("Sound\\Creature\\StormcallerBrundir\\UR_Brundir_Aggro01.wav")
"Whether the world's greatest gnats or the world's greatest heroes, you're still only mortal."
/script PlaySoundFile("Sound\\Creature\\StormcallerBrundir\\UR_Brundir_Power01.wav")
"Stand still and stare into the light."
/script PlaySoundFile("Sound\\Creature\\StormcallerBrundir\\UR_Brundir_Berserk01.wav")
"This meeting of the Assembly of Iron is adjourned!"
/script PlaySoundFile("Sound\\Creature\\StormcallerBrundir\\UR_Brundir_Slay01.wav")
"A merciful kill."
/script PlaySoundFile("Sound\\Creature\\StormcallerBrundir\\UR_Brundir_Slay02.wav")
"Ha!"
/script PlaySoundFile("Sound\\Creature\\StormcallerBrundir\\UR_Brundir_Flight01.wav")
"Let the storm clouds rise and rain down death from above!"
/script PlaySoundFile("Sound\\Creature\\StormcallerBrundir\\UR_Brundir_Death01.wav")
"The power of the storm lives on..."
/script PlaySoundFile("Sound\\Creature\\StormcallerBrundir\\UR_Brundir_Death02.wav")
"You rush headlong into the maw of madness!"
评论来自
219211
I will describe what we did in our 10-man run, we killed boss the easiest way.
This boss is kind of a dps race. You need 15000dps overall from your raid to make the enrage times. This fight is quite healing intensive and I suggest having 3 healers. That leaves you with 5 dps, so each should be able to do 3K.
First we killed the biggest guy - Steelbreaker. He hits like a truck, does fusion punch that really hurts and puts a dot on tank that needs to be dispelled asap. The way it worked for us was, 1 healer (pally) was timing his big heal to arrive right after the attack and another healer (priest) was dispelling tank as soon as he was getting debuff.
We tanked steelbreaker next to entrance and our DK tank was in the back dealing with other 2 guys. We had a druid healer keeping him up and also watching raid (priest was on raid duty as well). DK tried to interrupt as many casts of the smallest guy (stormcaller) as he could, he also needed to run away from overload - strong aoe that small guy does from time to time. Middle guy (runemaster) sometimes spawns blue circles (runes of power), whomever stands in them gets +50% buff. Most of the times they will be spawned under either middle or smallest guys, but sometimes circle will be spawned under steelbreaker and tank needs to immediately move him out of there. Raid can get in that circle and use bloodlust/heroism.
Once steelbreker dies, his tank should taunt the middle guy (runemaster) and bring him to the entrance. Remaining 2 bosses will gain new abilities: runemaster will spawn rune of death (ground aoe that ticks for a lot of damage and needs to be moved away from asap) and stormcaller will do lightning whirl - ability that damages the whole raid. Each of those ablilities by themselves are not too bad, but 2 of them combined usually mean some deaths in raid.
We had our DK tank interrupt only lightning whirls (thus letting chain lightings hit the raid), he did put some hit gear to get as little as possible misses on interrupts. We also had everyone spread out. Blue circles still will be spawned, but I don't recommend all the dps getting in them because if there is an aoe that hits 3-4 people, 1 of them is very likely to die. Maybe have 1-2 best dps take blue circles and have everyone spread out around. People also need to keep track of where the smallest guy is because he still will be casting overloads that do 1-shot non-tank.
Once middle guy dies, you have only 1 smallest guy to deal with. He gains new ability - Lightning Tendrils - he flies up in the air and starts chasing random people for a little bit, then he will change his target and chase another person etc. While he is in the air, he does some aoe damage. It didn't seem to bad, maybe it is possible to heal through it with 3-4 people in it, if you need some extra dps to make enrage timer. Then he will come down and you should blow all of your cooldowns on him because enrage is coming very shortly. He still casts his aoe - overload, that melees have to run away from. Ranged at max range (40 yards) can keep dpsing him. In this phase healers can and should dps him, raid takes some damage but much less compared to 2 and 3 bosses alive.
评论来自
98941
For all warrior tanks on Steelbreaker, use the following macro to get the hell out of there when he gains
Rune of Power
, reason being if he uses
Fusion Punch
at the same time you're going to need to shieldwall if you don't get out fast enough:
/bye
/target <reliable mage>
/cast intervene
/tar Steelbreaker
/startattack
Just bind it to an easy-to-reach key and tap that key. Useful macro for many bosses I imagine, just make sure you coordinate with the mage in question beforehand on this one so he knows know what you're doing, stands in range and moves afterwards to the other side of the boss for dragging him back to his original spot when the next rune on him appears (no reason for a mage specificlally, just my experience).
Just an afterthought, best make sure your choice mage is still alive periodically through the fight. If not you'll just have to run as normal or be quick selecting a different intervene target. Someone can probably update this with a focus target in case of mage death?...
评论来自
105402
10-man Version:
Phase 1:
MT1 on Steelbreaker. Tank him in the south of the room.
MT2 on Runemaster Molgheim and Stormcaller Brundir. Tank them in the northeast of the room, and focus on interrupting the chain lightning. (needs his own healer in the northwest of the room , keeping distance to avoid overload and chain lightnings)
MT1 has to move Steelbreaker out of the Rune of Power everytime it is cast on him. The healer(s) on him need to be able to remove magic everytime Fusion Punch is cast by Steelbreaker (only priests and paladins can do this). You need need to move him so that he is barely out of the rune, while all DPS (all melee, ranged when available) can still stand on the rune to receive the 50% damage buff. Use Bloodlust/Heroism as soon as you can get a nice DPS spree on him with all melee standing on the rune just after moving him. Save the Bloodlust/Heroism for phase 2 or 3 if you aren't sure.
MT2 has to tank both runemaster and stormcaller during this phase. Preferrably a mage will assist him to spellsteal the runemaster's shield while DPSing Steelbreaker, otherwise you need the healer on MT2 to dispel the shield (only priests or shamans can do this).
Phase 2:
As soon as Steelbreaker dies, MT2 should use his cooldowns to reduce damage, while MT1 picks up the Runemaster and pulls him to where Steelbreaker was tanked before (the south of the room).
From now on, the Stormcaller will additionally spam
Lightning Whirl
so you should have your mage ready to interrupt whenever MT2 can't do so. Mind that you can use most kinds of CC to stop him from casting, stuns (etc.) work just as good as interrupts.
The Runemaster will use
Rune of Death
from now on on random raid members, so you need to keep running from it.
Just keep interrupting the stormcaller and dps the runemaster until he's dead.
Phase 3:
Once the Runemaster is dead, the Stormcaller will keep spamming
Lightning Whirl
and additionally use
Lightning Tendrils
from time to time. Basically, as soon as he uses the Lightning Tendrils ability, everyone should clear the area around him.
Players targeted by this need to run away until he either targets someone else, or lands. We found that ranged DPS during this phase can still maintain DoTs on him, but still should prefer to keep distance to him and should save any DPS until he lands again.
Probably most important thing is this phase is that all your melee DPS is 100% alert to when he casts Overload. They have to run away the very moment he starts casting it, otherwise they will most likely die and you'll lack the DPS/interrupts to finish him off.
Notes:
Probably you'll be close to beat the enrage timer, or wipe at other factors for a couple of tries. But at some point you'll manage both interrupting/dispelling/spellstealing and dpsing at the same time and get them down in this order.
评论来自
263188
Our guild found that a warrior tank is superb for tanking this guy. He requires a lot of interrupts, and is stunnable when either one or two more of the Iron Council are alive. Warriors have Shield Bash, Concussive Blow, Shockwave, specced Heroic Throw, and, on occasion, Improved Revenge to keep this guy under control.
Even when he was casting Lightning Whirl, our warrior tank was keeping that interrupted, as well as kicking a good percentage of the Chain Lightnings. Also, if the healer on this warrior is standing at max range, the warrior simply Intervenes to the healer to get out of Overload, then Intercepts right back in to continue tanking.
评论来自
Assassinman
Stormcaller Brundir
As a rogue with
https://www.wowhead.com/wotlk/spell=51679
(Throwing Specialization 2/2), it
WILL NOT
interupt any casts this boss does. Not sure if this is a bug or not but just stick to Kicks, Gouge, and Kidney shots. Watch out for diminishing returns on the stuns though.
评论来自
158969
the encounter has a 15min enrage timer
评论来自
274131
Note that, while Brundir is stunnable and interruptible, he is NOT while casting Overload. You either need to eat it, run out, or (preferably, if a warrior) Intervene to your healer.
Edit: I get ranked down for pointing out that this boss can't be stunned or interrupted while casting his most powerful spell, when he can at all other times? Wow.
评论来自
lillbrorsan
Major changes to several bosses in 3.1.2, here are the Iron Council changes.
* 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)
评论来自
Thrizie
In my experience of the 10 man version of this encounter, it is not necessary to have a tank on Stormcaller Brundir before the first boss dies. His chain lightnings are really prety pathetic as long as you remember to spread out to stop it chaining too far. If you pull Steelbreaker and Runemaster while Stormcaller is at the back-left of Steelbreaker, and move Runemaster and Steelbreaker to the front of the room, noone runs the risk of getting hit by his overcharge, and you're ranged dps will be able to make better use of the runes that the Runemaster puts under himself during the steelbreaker phase.
Obviously, once steelbreaker is down, the steelbreaker tank should be on interrupt duty.
评论来自
229173
Is it possible to take the 3 down simultaneously so as to not worry about the charges at all?
If you could split DPS effectively, wouldn't you be able to kill them all together? If you were to remove all dots on the three right at the end, pull them close together, and all AoE them, wouldn't that work? I haven't seen the fight yet, but it seems that would be the easiest once the raid knows how to pull it off.
评论来自
Kearth
I've been thinking about the hard mode (killing Steelbreaker last) and come up with the following strategy (untested, just speculating):
Assuming the Runemaster and the Stormcaller are down already, you have 50 seconds to kill Steelbreaker.
You wonder why I said 50 seconds, when meltdown expires and explodes after 25 seconds.
This strategy will require a warrior tank on Steelbreaker for the first 20-23 seconds,
as the buff is wearing off the warrior will intervene to a holy paladin who's standing at maximum healing range and the paladin will be on the other side of the room, away from the raid.
The paladin is capable to bubble as soon the warrior did Intervene, the meltdown will do it's AoE damage, the MT dies and the OT can taunt Steelbreaker as soon the MT intervenes.
You will have another 25 seconds to DPS Steelbreaker with only losing your MT after the first 25 seconds of the third phase/second supercharge.
In case there is no holy paladin available you could use a hunter, after the MT's intervene disengage (+ deterrance? (no clue if it would stop the meltdown damage) and/or run away).
This will cut the DPS that has to be done down to 6k instead of 12k and will give the people double the time that would intentionally be used at first, making this a more doable achievement in my eyes.
Theoretically this could and should work, please give any feedback and thoughts about this idea/strategy.
Yours sincerely,
Vennren
80 BE Hunter
评论来自
223754
completed the hard mode for this fight twice now on 10 man, and to be perfectly honest it is not terribly difficult. here is what we had:
prot warrior (tanking brundir and molgeim)
feral druid (tanking stealbreaker)
hunter (me)
warlock
warlock
moonkin
shadow priest
resto shaman
holy paladin
disc priest
paladin healing the warrior on molgeim and brundir, disc priest on the feral, with the shadow priest focusing on instant dispels from the fusion punch.
we took down molgeim first, since this is not a dps race there was no need to keep the runes of power, and the rune of death coupled with a stronger AoE and the 25% nature dmg debuff from steelbreaker can spell very quick deaths on 10 man.
once molgeim is dead burn down brundir, with the warrior saving shield slam for the lightning whirl.
now this is where is became a race.
we had out locks soulstone both tanks. as soon as the feral got the meltdown debuff we popped heroism (having already regenerated the dps on brundir) and burned the boss, taking him to about 40% in 55 seconds. with 5 seconds left on the debuff the feral moved away and the warrior taunted. feral dies and the boss heals for about 30% up to 70% hp. continue the dps burn down to about 10%, feral taunts, warrior dies, boss back to 40%hp. burn him down to finish. if the dps was low for any reason we could have used the moonkin's CR but was never needed.
a few points for the last phase on steelbreaker:
1. 6 yard miminum distance between players. the dot and debuff from steelbreaker has a 6 yard range.
2. healers are strained here, so aspect of the wild or a nature res totem are very helpful tools.
3. the tanks MUST taunt the boss before the current tank dies. if he does not, steelbreaker will target the next highest dps and put meltdown on them, from range.
4. he heals for ALL DEATHS in phase 3. not just deaths from meltdown, so keep yourselves up at all costs. for us one death is managable, 2 is impossible to overcome.
5. meltdown on 10 man lasts for 60 seconds, not 25 as state above. 25 seconds would be, well, insane^^
good luck if you try this :)
评论来自
102560
For those mages who are in guilds attempting to take down Runemaster Molgeim last...
https://www.wowhead.com/wotlk/spell=12488
is worth respecing into. As soon as the
https://www.wowhead.com/wotlk/spell=62273
starts to cast (only a 2 second cast) do your best to get at max range and start casting away on your blizzard right on top of the Rune! Makes the fight laughable.
评论来自
369506
Just did this fight with two paladin tanks. Even with a 20 sec cooldown Hammer of Justice it was pretty tough keeping the Stormcaller interrupted as the OT. Since you only need to keep aggro versus healers I switched from seal of corruption to seal of justice. The random stuns do work on him. If you're Horde save your arcane torrents and avenger's shield silences for when a rune of power is placed under the Stormcaller to move him out of it. HoJ is worthless for that since it also stuns. Once the Stormcaller is the only boss left switch back to Corruption since he's no longer stunnable. Not that you'll need more aggro since you should be very, very far ahead of the raid.
评论来自
Warlocomotif
Curse of Tongues and similar effects work on Stormcaller. This should help those having trouble with interrupting the casts.
评论来自
67416
In my opinion
Lightning Tendrils
is the coolest tentacle-based attack WoW has to offer currently.
评论来自
Toldry
This guy is pretty badass.
I mean, really,
he can drool lightning
.
评论来自
Brasnite
What we found Easiest and simplest for dealing with this encounter is we have our DK tank, tank Steelbreaker near the door, and our warrior tank tank runemaster near him but off to the side were we can have both tanks and rest of the raid in a pretty close proximity to all three healers, we just left, Stormcaller in the back to chill by himself til Steelbreaker was dead, then had the DK tank run to the back and deal with Stormcaller until Runemaster had died. The benefits of this is that having all three healers in such a close proximity to the MT made it much easier to keep him healed without worrying to much about anything but the Fusion punch. Our preist healer was on our warrior tank but could also watch the DK when necessary. Another benefit of having the warrior on Runemaster was that with no mage in the group to spellsteal the warrior tanks sheild slam could perge the sheild of runes of whie he was being tanked. Like i said we just left Stormcaller alone in the back, he does still cast his chain lightning and overload spells during the first phase but they can easily be ignored by raid since until he gets the first Supercharge the damage from the chain lightning which is the only ability that will do any raid damage at all since he will stay put unless silenced does minimum damage.
评论来自
176651
As of 3.2
Seal of Justice
can stun Stormcaller Brundir. Happy days!
评论来自
Kuja
sounds like brann bronzebeard
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