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Ulduar Second Look: The Antechamber

It's amazing how time flies! With a new dungeon on the horizon and boss testing already underway, I figured I better get my ass in gear on these second looks! It's been a few weeks since the first article, which covered the Siege area of the dungeon, and I feel like I've gotten a lot more experience with the three fights that make up the Antechamber: Iron Council, Kologarn, and Auriaya. Though the Algalon encounter is technically in this area, it cannot be accessed until after Yogg-Saron, so it will be included in a later second look.

Let's move right along, shall we?

The Iron Council - I won't lie. I wasn't exactly happy when we made a detour from Kologarn in a raid earlier this week to go pick a fight with the Iron Council first. It's not that it's an especially tough encounter, at least not if you follow the prescribed sequence of Steelbreaker -> Molgeim -> Brundir, but there are just so many easy ways for it to spin out of control. Tanks get their face smashed in by a Fusion Punch, or forget to move Steelbreaker out of the Rune of Power quick enough. People forget to remove the debuff from the tank. Or, maybe, the group in the back lacks the means or forgets to interrupt Brundir's Lightning Whirl.

The Iron Council - Steelbreaker, Molgeim, and Brundir The Iron Council - Steelbreaker, Molgeim, and Brundir

A second's misjudgement on the part of the tank, or those that are directly supporting him, can lead to sudden and plentiful wipes, quickly wearing down the raid's morale. And so it is, that whenever we attempt this fight, we almost always get through it, but not before racking up a few losses. One-shots of the Iron Council have been rare for my guild, no matter how experienced with the encounter the players involved may be.

As a rogue, there's damage to avoid, but not a whole lot to contribute until interrupts are needed for Brundir in the final phase. Typically, at that point, the fight is already won. The hardest part of the Iron Council is the first third, when resources are spread thin and you have to account for all three generals at once.

So how does this fight measure up to my expectations? Honestly, they were pretty spot on. Adds are one thing, but any encounter where you have to control several boss characters at once is going to have consistent challenges to meet (see: High King Maulgar or Fathom-Lord Karathress, both from Burning Crusade). Just as well, it seems that very few guilds have completed this encounter on the hardest difficulty (by killing Steelbreaker last). Why don't we move on to something a little more palatable?

Kologarn - Oh, man. Kologarn looked so imposing when we first saw him. He's even the guy that Brann Bronzebeard is running away from the Ulduar preview video. A colossal golem, and a gatekeeper mob at that. He's got to be a pain in the rear, right? Nope.

Kologarn in all of his massive glory. Kologarn in all of his massive glory.

This. Guy. Is. A. Pushover.

He gets points for looking cool, and he can push some heavy, periodic damage with his Shockwave ability, but other than that, Kologarn is a total piece of cake. Especially on 10-man, where you don't really have to rotate tanks, just keep one on the sidelines to pick up the rubble that spawns when you kill his arm.

It's been quite awhile since my guild has wiped on Kologarn and its rare that anyone dies during the fight (only when they idle in the eye beams too long or accidentally fall into the gap). It's not really an issue for ranged attackers, but the only problem I've encountered as a melee dps is that the Rubble that spawns from a smashed arm can dish out a really nasty AoE.

Avoid the beams, kill the right arm (four times should be enough), keep your healing steady, and this fight is a piece of cake.

Auriaya - We've nicknamed her the Crazy Cat Lady. This fight is painfully simple, perhaps even more so than Kologarn, if (and this is a big if) you can handle the pull. It's dependent on having some really skilled tanks, and even though my guild does, we've still had trouble with engagement.

The most typical strategy I've seen is to have most of your raid sit around the corner (down the stairs from Kologarn), and let the tanks stand just out of the line of sight until she gets into melee range. It may be prudent to have a Shaman drop a totem further up to actually pull Auriaya and give your meat shields a little bit more time to react. Her panther adds will immediately pounce the closest aggro targets, which (if we do it wrong) seem to be healers most of the time.

The Crazy Cat Lady! The Crazy Cat Lady!

To reduce this, I've found it a good idea to have the tanks time their damage reduction cooldowns just right so that they can survive the initial assault presumably without the help of healers.

If you get past that point, the encounter is terribly facile. Train everyone to stand in front of her (as opposed to far away or behind her) and dish out the damage. If you're doing this fight on 10-man, you may not even kill the Feral Defender that she summons. Should that happen, simply avoid the large (and very obvious) void zone it leaves behind. AoEs are handy for the smaller adds, but they are not a primary concern.

Conclusion - The Antechamber is heavy on quick tank kills, but if your guild has the chops to survive those, it's arguably the easiest section of Ulduar. What may slow you down is exhaustion more than anything. By the time we get to Auriaya, it's usually the end of our first night in the dungeon, people are tired and not nearly as focused as they were in the beginning. This makes managing the pull even tougher than normal because people aren't on their "A-game."

It makes a good stopping point, though, because even if you have the energy after killing the Cat Lady, this is where things get real. Ulduar up until this point, believe it or not, has been a cakewalk. The four Guardians, and what lay beyond them, require deeper, more pointed strategies, so its better to tackle them after a good night's rest!

I'll be covering the Guardians (Hodir, Thorim, Freya, and Mimiron) in the next edition of the Second Look, and I have to admit that it's my favorite part of the dungeon. There's some good eye candy and dynamic fights to look forward to, not to mention it's the most lore-centric section of Ulduar. All four of these bosses you've met or been involved with while leveling up in Northrend!

Meanwhile, I want to hear what the rest of you thought about these fights and the Antechamber in general. Too easy, too hard? Has your guild also been thwarted by the tough pulls or is it smooth sailing all the way through? If Ulduar was an epic trilogy, would this be your Empire Strikes Back? Please let me know in the comments section!

Reader Comments (18)

awsome and i have to agree most raids are out of energy after the death of "the crazy cat lady" or as my friends call her "the b*tch that screams loud*

July 14, 2009 | Unregistered CommenterUnholy

Our guild calls her adam slayer.

As she usually takes me out 9/10 times.
Oh the shame
oh the laughter
oh the repair bill
oh the amazement when i dont die

July 14, 2009 | Unregistered Commenteradam

my guild's pretty much able to race through everything - skipping Ignis, Razorscale and Iron Council.. to down all four guardians all the way to Yogg Saron...

Then its a 2nd raid night to down "blob in primodial soup" and the rest of the encounters in the antechamber. Pretty expensive lessons learnt when the raid instance first came out, but we managed, as with all other guilds and players

This raid instance is puggable now, at least in my estimate.

July 14, 2009 | Unregistered CommenterTacks

I've often suggested skipping the optional bosses so we can get farther each week (more attendance problems keeping us from progressing, and this is on 10-man), but I guess I'm outnumbered on the votes. :\

Most of us have all the gear we need from the first half of the instance. The problem is that we usually have to pick up an alternate raider or two who might want that stuff, though I really hate having to drag people through content.

July 14, 2009 | Unregistered CommenterAmatera

This week has been the first time I ventured into Ulduar. Before now my guild had only downed 3 bosses but this week we did 6! And then failed alot on the Iron Council. So I'm yet to see half the content. That said I love how these battles are far more than a simple tank n spank and once everyone knows their roll, things run slot smoother!

I can't wait to progress onto the keepers!

July 14, 2009 | Unregistered CommenterMortallis

Usually, our guild has a hunter place a trap right where cat lady walks and walks up w/ the raid and waits for her to pat around, when she hits the trap (usually a snake), she comes up and the tanks pick up their targets. no pounces, no trouble ^.^

July 14, 2009 | Unregistered CommenterKyle

Sad thing is my guild cannot get pass Kologarn. Hes a royal pain in the ass. He hits the tanks so hard its not even funny. Maybe we dont have the gear but its just disappointing.

July 14, 2009 | Unregistered CommenterJosh(the Original one)

He's a little tougher on 25-man because of having to switch out the tanks, but other than that, it shouldn't be terribly more complex.

July 14, 2009 | Unregistered CommenterAmatera

10 man is a easy 2 day full clear for my guild
25 man we are working on yogg

July 14, 2009 | Unregistered CommenterCrazyawesomesexhaver

The antechamber is my least favorite section of ulduar the bosses are just all too boring to my guild. Good thing we are done with ulduar(with the exception of yogg hard mode)

July 15, 2009 | Unregistered Commentertaz

Taz... do achievements... period

July 15, 2009 | Unregistered CommenterTacks

I seem to be the only 1 playing on a small server :P
My guild has only got enough geared ppl for uld 10 but what we are having probs with arent bosses but the skills of these players xD
Many of them have had a break of some sort and the only ppl who really does uld seriously is1 tank 2 dps and 1 healer xD 4 ppl means a no go, so what we did was skipping ignis and iron counsil and we actually got help from a good tank and downed the cat lady :)

Cant wait for cataclysm and faction change xD

July 15, 2009 | Unregistered CommenterTrian

i only got though ignis azor scale that big robotic b*tch and owcurse the whole event with the FL+2 i loged on later to see that my guild ripped though antechamber i ahve no idea how much farder they got but i am sort of confused about the guardians arent they supostu help with the yogg saron fight the easy mode

July 15, 2009 | Unregistered Commentercocopuff

A nice look at the bosses, although Iron Council (25 man) is cake (we one shotted it our second night in Ulduar, first pull ever) so I really think Iron Council being "difficult" in normal mode is a stretch.

July 15, 2009 | Unregistered CommenterDJTyrant

I think we one-shotted it our second night, too, but the problem is that it just hasn't gotten any easier over time for us. I mean, as a melee DPS there's not a whole lot I can do it to make it easier/tougher for the tanks and healers, so on a personal level it's not a terribly difficult fight.

And yet, we still have raids where we just keep wiping over and over and over again.

July 15, 2009 | Unregistered CommenterAmatera

I don't think I've ever wiped on IC, although we haven't tried hard mode yet on it which I'm sure we'll wipe many many times to. I always get stuck interrupting for about 70% of that fight so I find it pretty boring =-.-=

July 15, 2009 | Unregistered CommenterDJTyrant

We always wipe once on Iron Council always due to an unfortunate rune combination at the back. After that we breeze through the Antechamber. I don't think we've ever lost anyone to Kologarn, and once we've gotten past the pull on Auriaya, we never lose anyone there either.

July 16, 2009 | Unregistered CommenterDyra

I've tanked Iron Council quite a few times (for Amatera, in fact), and the fight isn't really that difficult. The front tank needs to make sure he is moving the boss while the Runemaster is casting Rune of Power. (A focus window on the Runemaster makes this pretty easy). This keeps it from landing at the same time Steelbreaker does something nasty, wiping the raid.

The biggest problem on this fight is always healers not dispelling the debuff on the tank. This is pretty much what makes us wipe to this fight and it's infuriating.

I am a warrior so I tank the back two bosses, which I find to be a lot of fun. Between Charge, Intercept, Shield Bash, Heroic Throw, Shockwave, and the 30-second cooldown stun I can never remember the name of, keeping the caster impotent is pretty easy.

It's probably my favorite fight to "off-tank" since there is so much to do.

Cat Lady is a terribly dull fight. The pull isn't excessively difficult but with Warrior and Druid rage mechanics (which are tanks are) can make the first coupla moments pretty dicey. NEED MORE RAGE.

POUNCE.

God damnit, Cat Lady.

And Kologarn was more fun when you needed to swap tanks. Lead to some fun moments where the offtank is keeping the adds under control and the maintank is desperate for a taunt. I always thought it was exciting. Now the fight is bland, bland, bland.

July 17, 2009 | Unregistered CommenterPostman

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