Ready Check: Kologarn, Iron Council, Auriaya, Pt III

Auriaya
Do you remember way back while you were in Uldaman? There was a particularly cool "Indiana Jones" moment. You combine two pieces of a staff, and place it in the middle of a giant map. The light filters down through the jewel in the staff, and strikes the distant, hidden door just so. The door opens and Ironaya comes stomping out.
Well, she's back. Not literally, but someone who's kind of like her bigger, badder twin sister. Her name is Auriaya, and just like everything else in Ulduar, Yogg-Saron has driven her completely bonkers. And, of course, she now has friends. You'll note the pair of kitties in the picture above. Each is a Sanctum Sentry, which complicates the fight.
Pulling Auriaya is the most difficult part. Once you can manage to get the fight started smoothly and cleanly each time, you probably won't have too much trouble with the fight itself. As such, after a short description of her abilities, we're going to look at some pictures to make sure we explain this right.
Auriaya's Abilities
- Terrifying Screech - The screech strikes fear into the hearts of all nearby enemies, causing them to flee in horror for 5 seconds. All your usual Fear defenses apply here, though Tremor Totem is the best.
- Sentinel Blast - Inflicts Shadow damage and increases Shadow damage taken by 100% for 5 seconds, and will stack up to 5 times.. You can interrupt this ability.
- Sonic Screech - A Sonic Shockwave that deals huge Physical damage to all enemies in its path. The Shockwave damage is split between all targets in its path.
- Guardian Swarm- Summons a swarm of smaller panthers.
- Savage Pounce - A savage pounce that will quickly kill your raid members.
- Rip Flesh - A deadly attack that inflicts heavy Physical damage every 2 sec for 20 seconds. Stacks up to 100 times.
- Feral Essence - Each essence increases the damage dealt by the Feral Defender by 50%. The Feral Defender can revive himself at the cost of one of his Feral Essences. This starts out stacked to 9.
- Feral Pounce - The Feral Defender pounces the target, stunning them for 4 seconds and inflicting 602 to 698 Shadow damage every second.
- Feral Rush - Charges an enemy, dealing damage and causing them to bleed .
- Seeping Feral Essence - When the Feral Defender dies, it leaves behind a "void zone," in which you should not stand. If you stand there, you will likely die.
The nice thing about the Auriaya fight is that it introduces pole-dancing to a raid-wide arena. Because of the pounce abilities possessed by the Defender and Sentries, you generally want to try and stay out of "LoS." By forcing the kitties to come into melee distance of you, you rob them of their ability to Pounce. That's good for you.
There's a big pole in the center of the room. Stand behind it, leaving a Consecrate, Snake Trap, or something like that in her path. When she hits that area, she and her sentries will aggro. Your tank will pick up the adds as they come around the corner.
Kill the adds first, obviously, then go to work on her. When your raid gets hit by her Terrifying Screech, though, that spreads everyone out -- that dynamic makes it much more likely someone's going to get hit by a pounce. I like to have folks load up their PvP trinkets, to try and minimize the number of times that happens. (Of course, if you have a Tremor Totem, that may not be necessary.)
Once the first two adds are down, she'll summon either her Guardian Swarm or her Feral Defender. The Guardian Swarm kitties aren't very dangerous, and you can generally just use Area Effect spells against them very quickly. Paladin tanks, of course, are very helpful in rounding those guys up quickly.
The Feral Defender uses a lot of random-target attacks, and does the same pounce-based attack that the Sentries did. If you need to, kite the raid around the pole. That forces the Defender to keep coming into melee range, minimizing the number of pounces that happen. When you kill the Defender, however, it drops a void zone where it dies. You need to try and move it away from the group for the final kill, so that you don't drop the void zone where your main fight is happening.
This is a movement fight, but it's not that tough once you understand its movement. The Defender's void zone stays the entire fight, so try not to paint yourself into a corner. This is a technical fight -- it tests your ability to move as a group, stay out of zones, and control the adds. But, like Ignis, once you get it down, the fight's not that bad.
See you next week for The Keepers of Ulduar.
Ready Check is here to provide you all the information and discussion you need to bring your raiding to the next level. Ready Check appears twice a week, with writers Jennie Lees and Michael Gray.





Reader Comments (Page 1 of 2)
SixTwoSixFour Jul 1st 2009 11:47PM
Great article! I had a little question for one who's knowledgeable about the Assembly of Iron fight, particularly the hard mode. So, it says that if you leave Steelbreaker up for last, he hits the tank with Overwhelming Power, this 200% damage buff, as well as Meltdown- basically, a Doom spell. My question is this- let's say, theoretically, your tank intentionally eases up on the aggro just as you're about to finish up the second Iron Man. He would do this so that just as the kill gets off, or close to that, a ranged dps could grab aggro.
Would that... work, as a viable strategy? The dps in question gets a huge dps buff, your tank busts some cooldowns to grab aggro back before the dps in question is very painfully violated, and thus not only do you have 60 seconds of awesome dps, but also, when the debuff is about to kill him, he can just run away from the raid, ensuring that only he dies.
Would that work? I haven't done much Ulduar at all, but reading those spell descriptions, it just jumped out at me.
Jim Jul 2nd 2009 4:30AM
It could be possible actually, I found this on wowhead
Meltdown
The target melts down killing themself and dealing 29250 to 30750 Nature damage to friendly units within 15 yards.
So your plan should be alright, making sure the person who gets it runs away and then Battle Ress the person who gets killed. While thinking of pulling aggro - Hunter with distracting shot then feigns death?
DragonFireKai Jul 2nd 2009 7:05AM
There's an aspect to leaving Steelbreaker up last that the post forgot to mention. he gains a buff called Electrical Charge any time a player dies after Steelbreaker is the only IC member left alive. This buff heals Steelbreaker for 20% of his health, and increases his damage by 25%. This stacks with the 25% boosts gained by the 2 previous Supercharges. This turns the encounter into an arms race. You're garunteed to have a death 30 seconds into the fight on 25 man, and 1 minute in on ten man, when the first tank melts down. At this point, your second tank will be picking him up, and dealing with Fusion Punches that, unmitigated, will hit for 61k, and the raid will be taking a constant 5.25k damage every three seconds, with Static Disruption victims taking 12.5k damage and upping the aura to 7.5K damage every 3 seconds. And this is merely 30 seconds into the fight.
ivyleaves Jul 1st 2009 11:53PM
Hmm, comments are splitting amongst each page.
Anyway, you completely skipped the linked trash mobs before Auriaya and the strategy for them, They need a coordinated strategy like a boss to bring down.
Also, I think you forgot the Maiden of Virtue in Kara - her model is also a sibling of the Uldaman's Ironaya and Ulduar's Auriaya.
Clydtsdk-Rivendare Jul 2nd 2009 8:38AM
As well as Maiden of Grief in HOS.
Mr. Yetti Jul 2nd 2009 12:07AM
Dude, the pictures you mentioned? Where are they?
Dischordant Jul 2nd 2009 12:19AM
SixTwoSixFour:
It will... sort of. He left out some of the big info about the debuff, most likely because it was for a easy mode strat, rather than hard mode. Basically how it works is the tank (or whoever has agro) will get the debuff, do 200% extra damage, then die after 60 seconds (30 on heroic.) What he doesn't mention is the fact that for every person who dies while steelbreaker is the last up, he heals himself for 15%, and increases his damage by 15%. The best way is to have your tanks soul stoned/b-rezed so they can come back up, but he still needs to die quickly, otherwise people will start getting one shotted.
SixTwoSixFour Jul 2nd 2009 12:20AM
Ahhhh, I see. And here I was thinkin' I was bein' all clever, when I probably would have wiped my raid with this plan -_-. Thanks for the info.
Dischordant Jul 2nd 2009 12:25AM
It's not an entirely bad idea i think. My guild did it with only the tanks getting the debuff, but i have heard of other guilds having dps like a hunter pick up the debuff for the dps boost. The hardest part is bringing him down in time, and dpsing through his self healing.
Rowan Jul 2nd 2009 2:38AM
For Auriaya, I'm surprised you didnt mentioned the easiest strat. for her; DON'T KILL THE DEFENDER!
Seriously, my guild and I had the hardest time with her until someone told us the error of out ways. DPS'ing the Defender is a waste of time and DPS. It doesn't do a terribly large amount of melee dmg. and the only cause for concern is it's Pounce after Auriaya does her screech. We always have a shammy on hand for a Tremor Totem so we never get too far out of range of Auriaya so even Pounce doesnt become an issue. Healers just need to keep on top of who's getting hit by it.
The OT should be picking up the Defender when it spawns, of course. The only dmg. that should be done to it is by the OT for threat building as well as incidental AoE dmg when you kill the swarms. The Defender will likely die once and in very rare cases, twice but, your raid should be well aware about what to do should this occur. My guild has used this strat. for weeks on end and not a single death, wipe, or "Oh shit" moment has occured while fighting Auriaya.
In short, FOCUS ALL DPS ON AURIAYA - FORGET ABOUT THE DEFENDER!
Squeek Jul 2nd 2009 4:39AM
Actually, the best strategy we have is to kill the defender just enough so that the damage buff removes his ability to one-shot Priests.
In 10-man, that's not a problem. He can't one-shot Priests no matter how many stacks he has, so we just ignore him.
In 25-man, it becomes a problem. We had the hardest time trying to figure out what to do with him. One time, we did it without touching him at all, but we had lots of deaths and it was close. We decided to try killing him 3 times and it became so much easier. We weren't even close to missing the enrage timer and he became so weak that not even the Fear Pounces were an issue. The only issue with the 3 kills is the placement of the void zones when he dies, which is easily remedied by the fact that you can pull her all the way up the stairs.
My question here is why they didn't explain how to do Auriaya's trash. That's the hardest part of her encounter, really.
Zebulin Jul 2nd 2009 10:30AM
Yes, ignore the defender. On Normal mode, it's a joke and you only have to worry about its (weaker) pounce right after a fear.
Rowan Jul 2nd 2009 2:45AM
My guild uses the easy mode start for IC and it goes pretty much like you described in the article.
For Kologarn, we use pretty much the same strat. you described. Right Arm-Body-Right Arm-Body-Left Arm. Tank and spank with few mechanics to be concerned about.
Great article and a great series overall; waiting for Yoggy cause he has become our worst nightmare...maybe you can shed some light on that d-bag.
pietrex Jul 2nd 2009 4:02AM
Auriaya is my less favourite fight in Ulduar. It's frustrating and it's too easy to die there. It's not hard, just purely annoying.
Unain Jul 2nd 2009 4:46AM
A little tip on Auriaya: I'm usually tanking the boss as a protection warrior. And it seems that her terrifying screech is linked to my Berserker Rage CD. Every time she starts casting it, I just hit berserker rage and never get feared ;). Also handy for dps warriors ofc.
Rob Jul 2nd 2009 11:09AM
Same thing except applying to tanking the two smaller ones on IC10 or just the small one on IC25 (For DK's). AMS cd is pretty much exactly timed for the massive aoe that the smallest one does and if you miss with an interrupt after he's had a rune put under him just walk back a bit and dg (Which wierdly also seems to be timed to the untalented dg cooldown).
Astmathic Jul 2nd 2009 5:42AM
So on the topic of Iron Council Hardmode on Heroic.
First the killorder:
Runemaster
Stormcaller
Steelbreaker
Recommended tank on Stormcaller at the start is a feral druid which can then go cat on stormcaller and Steelbreaker when Runemaster is dead. Runemaster tank will take over tanking on Stormcaller.
The static charge is preferring ranged targets. So when Runemaster dies you take Stormcaller and Steelbreaker together, gather all of the ranged on top of them except for 2-3 "static charge soakers" which will stand on range and just take the damage from static charge. Hunters are a good choice for soakers since they have to be on ranged. Shadowpriests are also a very good choice because of the inherent 15% damage reduction from shadowform.
The raid will now dps down Stormcaller. When stormcaller does his Overload the ranged has to move out, the tanks can stay since it doesnt really hit for that much.
After about 2 overloads Stormcaller should be dead. Now start nuking Steelbreaker. You should get him to around 80-85% before the first overwhelming power. You now have 30 seconds before your first tank will blow up. At 10 seconds have the tank counting down the remaining time. At 4 seconds remaining you have tank2 taunting Steelbreaker and tank1 running away to explode. Tank2 will then get Overwhelming power and you have another 30 seconds. Use a druid to ress the dead tank1 or have the tank soulstoned before he dies. Bloodlust after 2nd tankswitch. when tank3(tank1) is tanking he should start using CDs for Fusion Punches. Now raidhealing will be hard and soakers will take A LOT of damage. You will most likely need 1 more tankswitch and then he should be dead. The last 10% is hard.
Totally you need around 120000ish raiddps to get Steelbreaker down in around 120 seconds. You should preferably have him down before that.
morlog Jul 2nd 2009 6:00AM
It's not mentioned in the article but I assume the Iron Council members heal to full when one of the others is killed?
Ryan Jul 2nd 2009 7:23AM
Not sure, but I can take a guess as to where you're going with this - from the start, dps Steelbreaker down to like 20%, go kill the other two, then come back and finish him off before the tank blows up?
If that's the case, I'm going to assume they do heal back to full. Either that, or this is the best kept secret in Ulduar, because I haven't heard of that strategy before now.
Clydtsdk-Rivendare Jul 2nd 2009 8:41AM
Yes, IC members are healed to full whenever one dies.