Initially all 3 bosses are central. The kill order we chose is Steelbreaker (center), Molgeim (left), Brundir (right). We had a hunter MD Steelbreaker to the main tank and pulled him towards the door. In 25 man, we had 1 tank for each of the other 2 bosses, in 10 man we only tanked Molgeim and left Brundir alone. Having a tank on Brundir can interrupt his Chain Lightnings. In 25 man we had 1 healer dedicated to both tanks, in 10 man we had one that would be halfway between groups to keep the OT up and occasionally help with raid healing.

Initially, dps stacks up fairly close together. There will be a chain lightning effect hitting members of the raid as well as the debuff from Steelbreaker’s Fusion Punch that will damage everyone in range. Stacking ensures that the healers can keep everyone up with AOE heals.

Molgeim casts runes of power on the ground. These are bright and blue and increase the damage of anyone standing in them. These will appear under the boss so it the job of the tanks to move the bosses out of these power runes. Dps and healers can and should stack in these runes to increase damage done.

Note the locations of the other 2 bosses being tanked. Molgeim’s tank has a healer with them, Brundir is off in the back and Molgeim is about to be moved out of his rune of power. Occasionally Steelbreaker will Fusion Punch – this means the MT will be taking extra damage and the defuff that is placed on the MT needs to be dispelled ASAP.

Once Steelbreaker is down, our MT from Steelbreaker in 10 man will now go get Brundir and the rest of the raid moved onto Molgeim. He now has the ability to cast Runes of Death. They are very large and will kill anyone in them for more than 3 seconds. It is important to spread out in this phase to lessen the distance you will have to run should a rune of power be generated. Runes of power are still generated though they will sometimes be obscured by runes of death. Death is more potent than power, it’s not worth it to stand anywhere close to the death rune.
Brundir now gains Lightning Whirl which will need to be interrupted for the rest of the fight.

Once Molgeim is down, it’s time for Brundir. Ranged DPS needs to stay at max range – 30 yds at least – and melee has to be on the watch for Overcharge. When Overchage is starting up – melee needs to get out – it’s about the size of the circles on the floor so use that as a guide for how far away you need to go.

Brundir’s air phase will cause the tanks to lose threat. He will pick a random target and go after them. This target should stay in place and be healed. The rest of the raid needs to get away from this person. The lightning tendrils have a 10 yd range from the center and more than a few hits of this is enough to kill most members of the raid. He will change targets 2 or 3 times during the air phase – the raid needs to be aware and be ready to move. He is tauntable in this phase though his aggro resets every time he is in the air. DPS needs to be aware of this fact and ensure the tank has him upon landing so not to be one shot.

Subscribe to RSS