The Siege of Ulduar: Flame Leviathan Guide

We’re going to do something a little different today. Instead of looking at class mechanics or specs, we’re going to look at the latest raid available to you guys. Ulduar, as you all probably know, is similar to Naxx in the way that it is divided into four sections. The initial section is called The Siege of Ulduar and is all about breaking into Ulduar where you’ll later face some familiar NPCs (if you’ve done some of the larger quest chains at least). Let’s take a deeper look into how exactly you break into Ulduar. Today, we’ll be focusing on Flame Leviathan.

Flame Leviathan

flameleviathan

Abilities

  • Flame Vents – An AoE damage spell that is channeled. Everyone should get out if possible when you see the ability
  • Battering Ram – When it hits, it applies a 100% increase in damage taken debuff. Basically if you get hit twice, you’re done.
  • Gathering Speed – A buff for Flame Leviathan that slowly stacks, increasing his speed.
  • Missile BarrageDeals roughly 700 damage every 1-2 seconds to all vehicles and players not in vehicles

The fight with Flame Leviathan doesn’t really require much from a hunter, or any other class for that matter. Instead, the first boss of Ulduar requires the use of vehicles and their HP and damage is based on the average item level of your gear. As long as most of your gear is around item level 200+ you’ll be fine. Even if a piece or two is lacking, the fight isn’t too difficult and you shouldn’t die. To start off, let’s take a look at the three types of vehicles.

Siege Engine

seige

The Siege Engine is the closest thing you’ll get to a tank. They basically have a speed boost and a ram. The passenger of the Siege Engine gets a nifty little gun that acts as both a cannon and an anti-air rocket launcher. For enemies on the ground, as well as Flame Leviathan, you’ll use the cannon portion of the gun and for the helicopter enemies you’ll use the rockets. All the driver has to worry about is getting closer to the enemies and ramming things.

For the fight against Flame Leviathan, the driver will have an important role. The driver will be kiting Flame Leviathan for part of the fight if he chooses to target you. When this happens, you’ll want to get as far as away as possible and as quickly as possible. If Flame Leviathan gets a little close and you’re afraid to get hit, hit your Steam Rush ability and you’ll move out of his way with ease. Just make sure you aren’t facing a wall because you can’t turn while Steam Rush is active. As a passenger, if you feel that Flame Leviathan is getting close, you can mitigate some damage with Shield Generator. Make sure to use it sparingly though as it has a one minute cooldown.

Demolisher

demo

The Demolisher is your “DPS” vehicle. The driver has a few things at their disposal, such as Pyrite and regular shots. Pyrite is used to light up Tar dropped by the Choppers and served little purpose other than that. The passenger in the Demolisher has a couple tasks as well. They are able to pick up Pyrite that drops on the ground and they can shoot as well. They can also load themselves into a launcher portion of the vehicle so that the driver can throw them at Flame Leviathan. Hunters should NEVER be a passenger of a Demolisher.

Demolishers can serve as a tank in the Flame Leviathan fight because he will randomly choose a Siege Engine or Demolisher to follow. Unlike the Siege Engine, the passenger of the Demolisher has control of the speed boosts. If you feel that Flame Leviathan is getting a little close, hit Increased Speed, but do so sparingly as it uses up 25 pyrite which only regenerates if you pick more up. You’ll also need to use Load Into Catapult at your raid leader’s command. As a driver, your job during the fight is to kite the boss if he is targeting you. Otherwise, just keep shooting at the boss, and when the raid leader tells you to, use Throw Passenger. Make sure your yellow targeting bubble is on top of Flame Leviathan or you may fire your passenger too far.

Chopper

chopper

The Chopper is a small vehicle that is also one of the most important vehicles for the fight. Choppers can drop Tar that can be lit up by Siege Engines and they can also pick up passengers on the ground. Choppers also move rather fast and can be used to drag mobs to the group.

For the fight against Flame Leviathan, the job of the Chopper is DPS and recovery. You’ll want to drop Tar down in front of Flame Leviathan so that the Demolishers can light it up. You can also use Sonic Horn to DPS the boss, but your main job will be to pick up people who fall off of Flame Leviathan when his system shuts down. You’ll have to drive up to them, let them hop in and then you will use First Aid Kit to heal up any damage that wasn’t taken care of before they fell off of Flame Leviathan. While the system is shut down, drive the passengers back to their original vehicles so they can prepare to do it all again.

The Fight

The first part of the Flame Leviathan fight is a gauntlet. There’s actually two ways to do this gauntlet, one of which involves destroying towers and one makes it so you don’t have to. If you talk to the smaller NPC at the entrance of Ulduar, you can have him start the event where no towers are activated at all and all the group has to do is go straight through the instance destroying the Iron Dwarves and the towers they spawn from. If you talk to the bigger NPC, then you have four activated towers, each of which adds a level of difficulty to the actual fight with Flame Leviathan, but you can go through and destroy them individually.

Work your way through the gauntlet and you’ll end up at a dead end with some big Iron Dwarf enemies in front of you. When you clear this last bit of trash, Flame Leviathan bursts through and the fight begins. Siege Engines and Demolishers will be targeted by Flame Leviathan at random and he pursues them for about 20 seconds. All you have to do as a driver is avoid Flame Leviathan and you’ll be fine. On Siege Engines, the passenger can activate a shield if they feel that Flame Leviathan is getting too close. When he’s about 5-10 seconds away from switching targets, everyone should disperse and get some distance. Randomly throughout the fight, the drivers of the Demolishers should be throwing their passengers (hopefully casters) on top of Flame Leviathan where they will destroy the turrets on his back causing an overload. When this happens, the people on top of Flame Leviathan will parachute down and the Choppers have to come by and pick them up and drive them over to Demolishers again. Everyone else should be DPSing Flame Leviathan. (Refer back to the vehicle sections for more information)

That’s basically all you have to do, just rinse and repeat the DPS and launching people and Flame Leviathan goes down in no time at all.

The Loot

10 Man:

  • Pyrite Infuser – Great trinket for people like me who have trouble being at the hit cap. Plus, it’s like a Mirror of Truth for the Chance on Hit proc.
  • Kinetic Ripper – I’ve never personally used a fist weapon, but the stats that we hunters use are there. I wouldn’t say this should be an “OMG Hunter Weapon” moment, but if your rogues/shamans have it, you can always roll.

25 Man:

  • Rising Sun – I wouldn’t use a thrown weapon because they are better for rogues, but if all your rogues have it and you need an immediate upgrade, go for it. I’ve never used a thrown weapon on my hunter, so I assumed it would work. “Ranged Weapon” on the tooltips means Bow/Gun as Todd pointed out in the comments below. This may not even be worth the “immediate” upgrade I mentioned previously.
  • Gloves of the Fiery Behemoth – Armor Penetration and some haste. It’s not bad but I prefer the ever elusive crit rating that doesn’t appear much in Ulduar.
  • Mechanist’s Bindings – It’s got crit, it’s got haste and AP. You lose some Intellect. Overall let it go to rogues, but it’s not bad for hunters either.

We’ll be continuing this guide for all the bosses of Ulduar, so keep an eye out for later bosses in future articles. If you’ve got special tips that your group uses to defeat these bosses, be sure to leave them in the comments!

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9 Responses to The Siege of Ulduar: Flame Leviathan Guide

  1. Sythe says:

    Quote: “Pyrite is used to light up Tar dropped by the Choppers and served little purpose other than that.”

    I have to say this is _very_ wrong – the Pyrite Barrels also apply a stacking DoT which if kept up do _immense_ amounts of damage!

    Demo drivers should be doing the most damage of all vehicles on this fight – to the point that as a guild we now only send one person up on to FL to cause an Overload even on 25 man, the other passengers have a different job – “Keep your driver filled with Pyrite”.

    To put some numbers to this in our 25man run last night Siege passengers were 5,6 and 7 on the DPS charts with about 50kdps each.

    Demo drivers were 1,2,3 and 4 with an average of 100kdps – our top damage dealer had 130kdps for the fight as his passenger was doing an awesome job in keeping the pyrite bar filled.

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  2. Todd says:

    I am pretty sure that a Thrown weapon is never a good idea for a hunter. You have to have a bow or gun to use all of our special abilities and the thrown weapon would take up our ranged slot. If I saw a hunter roll on Rising Sun I would be pretty surprised.

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  3. Atkallen says:

    @Euripides and Todd
    Thrown weps work off of Durability last I checked…but I haven’t played a rogue in quite some time. When I played, all thrown Weapons were 200 durability, but that may have changed and you should be able to go through a boss fight with 200 uses. Also, most ranged skills say “Requires Ranged Weapon” not “Bow or Gun” (See Volley/Black Arrow, etc). Also, I have seen hunters use thrown weapons, but it wouldn’t be best I’ll admit. However, if you’re using a craptastic bow, it’s an upgrade that if you can learn to manage it, would help you for a little bit. Like I mentioned, it would be for that immediate need of an upgrade.

    And I don’t think it would work with auto shot…I’ve never used one on my hunter so I haven’t checked. Ideally its NOT a hunter weapon, but it works for a temporary upgrade.

    If it makes you feel any better, I wouldn’t personally switch to a thrown weapon any time soon, but I put it out there as a “just in case” weapon

    @Sythe
    Yeah, you really only need one person on FL to get him to Overload, but it really depends on how fast you do it. When my guild actually does that method, we send up two ranged and a healer. Most of the time we do the Shutout method because it’s easier. As for the Pyrite debuff, I’ve only been in a Demolisher once as a driver and I found that it was best to save the pyrite for igniting tar. Yeah your passenger can grab some, but mid-fight all everyone was worried about was downing FL. We got Heroic: Shutout our first night without keeping the debuff up all too often

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  4. Sythe says:

    When you start talking about towers up it becomes a DPS race (due to the damage over time from the rockets etc) meaning ignoring a technique that can add 500-800kdps to your raid is not to be sniffed at.

    Also the anti-air rockets (counter intuetivly) can be used to ignite the tar.

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  5. Folas aka Todd says:

    Thanks for responding to the comment I made. That makes sense as a temporary upgrade. Thank you for clarifying.

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  6. Saithir says:

    My rogue’s Rising Sun doesn’t have any durability at all, so it doesn’t deteriorate in any way from using it.

    I never have thought about having a thrown weapon on my hunter though, so I can’t say if it would work with the hunter’s abilities. You can probably grab a Sure-fire Shuriken from your local blacksmith for some testing – that might be interesting.

    Talking about the pyrite DoTs – I made my guild not throw anyone at the turrets at all for the last two runs now, and we’re doing Heroic: Shutout in about two minutes. That’s much faster than our previous tries, and on top of that it makes our overall damage taken much less, which results in much less (specifically, none) people dead.

    The DoT is very important – as a demo driver (with a passenger that keeps me stacked up on pyrite) I usually do at least twice as much damage as a Siege Engine if I can get the debuff up to 10 stacks (that’s the maximum that it’ll go) and keep it up for a while there.

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  7. Atkallen says:

    Turns out I was wrong and Todd was right. While our hunter skills are labeled “Ranged Weapon” apparently something that is thrown is not “ranged” at all. I do believe that tooltips need to be updated to reflect this. I also admit that Volley would be odd with a single thrown weapon. I’ll update the post

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  8. Galomesh says:

    Just asking, but why should a hunter NEVER be launched up onto FL? I know we have limited meelee capabilities for the turret you’re basically standing on, but we can still kill it. I actually got launched with my guild’s first crack at FL (we got him first attempt, granted normal mode, but still), and managed just fine.
    I’m just curious as to the reasoning behind this comment. Is it because a “caster” ranged has the same damage capacity for either turret?

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  9. Atkallen says:

    Exactly. Hunters can hit a turret further away from them and destroy it faster than they can the turret right in front of them. We lack melee skill and our weapons are basically for stats (and for looks). A mage or a warlock can do exactly what you said and have the same damage output regardless of their target because they can cast at targets right in front of them.

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