Composition: 2 Tanks, 2-3 Healers, 5-6 DPS.
The Razorscale encounter consists of 2 phases.
Phase 1 - Dwarves and Chains
Your goal in phase 1 is to hold the little adds off until the Harpoon Guns are repaired. This is astonishingly simple. Adds will generally appear in only 1 area at a time, and should be reasonbly easy to be picked up by a tank. The tank will then drag the adds back to the raid to be killed.
The reason you do this is most of the blue "Flame Puddles" will appear inside the big inscribed circle on the ground. This way you simply avoid most or all of them and greatly reduce the stress on your healers. If you have fail tanks that can't move you CAN tank the adds where they spawn, but that's more trouble than it is worth.
Eventually a message will appear stating "Harpoon Gun Ready!". At this point you need to use said gun. Once 2 have been used in 10man, Razorscale will be held down for a short period of time. During this time ALL DPS needs to switch to Razorscale. You will have a total of 3 of these phases to deal ~1.8mil damage. We usually get it done in 2 if we have the Tanks DPSing her as well. Once she is reduced to 50% she will go into phase 2.
Add #1: Guardians: Guardians are just your standard melee add. They have a moderate amount of health and can be AoEd down.
Add #2: Caster: The caster adds will cast a lot of Chain Lightning. You shouldn't have problems with this as long as people stay out of the blue fire. Can be AoEd with Guardians.
Add #3: Sentinel: Sentinels are bigger adds with a lot more health and a whirlwind attack. Melee will typically want to stay away from these and let the ranged DPS kill them.
Phase 2 - On the Ground
Once on the ground Razorscale essentially becomes a tank and spank. Make sure you burn down any remaining adds quickly before switching to Razorscale. Razorscale will put a stacking debuff on current tank that reduces armor and move speed by 20% per application. For this reason you need 2 tanks to prevent them from getting 5 stacks and being 1 shotted by a breath. All you need to do is just swap tanks and move out of the "Flame Puddles" and then collect your loots!
Note that Razorscale has no Tail Swipe, Fear, or Cleave.
Fireball - Hits a person for ~8000 unmitigated fire damage. Hits one person every 2-3 seconds during Phase 1.
Blue Fire - Spits a blue fireball at a person. Does no damage on impact but does ~6000 fire damage / second to whoever is in it once it hits the ground. These are very easy to see and there is no reason they can't be avoided. Happens during Phase 1.
Flame Breath - Breathes fire that destroys Harpoon Guns. Only happens during Phase 1 after she breaks free.
Wing Buffet - Knocks back anyone around her when she breaks free of chains. Phase 1 only.
Flame Buffet - Increases fire damage taken, stacks multiple times. Raid wide during Phase 2.
Flame Breath - Breathes for ~15000 in a cone and leaves the aforementioned Blue Puddle on the ground. Phase 2 only.
Melt Armor (or something) - Reduces Armor and Movement Speed of her main aggro target by 20%. Stacks 5 times. Lasts for ~20 seconds. Phase 2 only.
This is actually an amusing encounter, as the trash before Ignis is actually arguably harder than he is. If you don't know how to handle the trash you will wipe. If you do know how you will fair just fine. Thankfully I'm here to help with that.
Pull 1: 2 Giants - These need to be tanked so that the tank is in LoS of the healer, but the Giant isn't (eg. Chromaggus / Firemaw / Flamegor style). This will prevent your healer from getting silenced - the tanks dying - and the raid wiping. The giants will also put a stacking fire damage debuff on the raid, as well as an "Unquenchable Flames" debuff that hops from person to person, dealing about 9000 unmitigated fire damage per target. This will last until removed by a wipe, or the target is in the pool.
Pull 2: Flame Revenants - Pull and tank these separately. Try and get as much distance as you can between each one. They don't hit that hard but they do have one ability you need to very careful of: A Flaming Tornado. They will generate an animation around them and have a casting bar before it starts. During the cast all Melee except the tank should start running away from their current target. The tornadoes (they usually come one at a time but can overlap) will follow someone around the room (ala Zul'Jin). If they hit anyone they will take ~6000 damage and fly up in the air, causing extra fall damage. Stay away from the tornadoes and you'll be fine.
Pull 3: Golems - Tank and spank. Face them away from the raid so their Flame Jets only hit the tank. They can charge and knock things down, but this isn't really a concern.
You will have a few more of pull types 2 and 3 to clear before you get to Ignis.
Composition: 2 Tanks, 2-3 Healers, 5-6 DPS.
This encounter has been nerfed so hard that I doubt 2 healers would have an issue doing it anymore.
You will have the tank that is responsible for Ignis pull him and essentially drag him around in a rectangle-like path between the two pools, dropping Scorches at each of the 4 corners. Ignis hits fairly hard, and it's easy for the tank to lose a fair chunck of their health fairly quickly.
Your "add tank" (which can be anything that has the ability to taunt - event a DPS specced OT) will be responsible for taunting the adds and keeping them in the Scorches (giant pillars of flame) until they get 10 stacked debuffs on them (they get 1/second) which causes them to go molten. After which this tank will have to smack the add a couple times and drag it off to one of the pools to be shattered. The Scorches do basically no damage and can be easily healed if this tank has to stand in it.
You will need to have 1 DPS capable of high crits (Typically a caster) available to break the golem adds once they are frozen. They need to be hit with a 5000 damage crit to explode. If you can't pull this off things will get messy very quickly.
There are several abilities you need to be aware of for Ignis:
Flame Jets - Flame Jets appear under most of the raid (it might be a radius thing, as I hardly ever got hit with them being the add tank) which will interrupt casting and lock casters out of that school for 8 seconds. There will be a warning on the screen so just don't cast when it's up there. Victims will also take around 7-8k fire damage plus a little bit from falling.
Slag Pot - Grabs a random person that is not being attacked by an add or MT and throws them in the pot chained to his belly. They will take a high amount of fire damage while they are in there for 10 seconds. However abilities to mitigate this damage can be used and healers can heal themselves if they are in the pot.
Scorch - Shoots flames from his fists to make a giant pillar of flame. Goes away after a while (you will never have more than 3 up at once). Stay out of the fire.
After the latest round of nerfs this fight is stupid easy. We got so bored our MT was trying to correct the angles on his kite path to 90 degrees. There is no enrage timer but with 5.5 mil health it shouldn't be longer than 6-7 minutes.
The Siege of Ulduar consists of 4 different bosses that guard the outside of Ulduar against the advancing forces of the Dwarves, Earthen, and you.
Overall the 10 man (or "Normal") version of these encounters are actually stupifyingly easy. They have gone through several rounds of nerfs - the latest of which was totally un-called for. Regardless each of the encounters is very simple considering the loot you can get.
#1 - Flame Leviathan
Makeup: 2 Siege Engines, 2 Demolishers, 2 Choppers
You will split your raid into the 6 vehicles. The Siege Engines and the Demolishers both have a pilot and a gunner, while the Choppers just have a pilot.
You will now proceed down a giant hall of trash and towers. You need to knock out the little towers so the trash stops spawning. Also, there will be 4 large towers you need to destroy - as these will weaken FL. If you leave any of them up - you will unlock a "hard mode" and FL will be tougher to kill. As of yet we haven't attempted an FL hard mode yet - so I can't give any tips on that.
Once the trash is all dead FL will automatically enter the zone and the encounter will begin. Make sure your vehicles are all as healthy as they can be because once the encounter starts you will not be able to repair them.
FL will pick a random Siege Engine or Demolisher and start chasing after them. If you are being followed you have to run away from FL for 30 seconds - after which he picks a new target.
Choppers should be dumping oil in FL's path to slow him down, and Siege Engine gunners should be lighting this on fire as it does an incredible amount of damage.
FL begins the encounter with 2 turrets. When these turrets are killed he becomes stunned and takes an additional 50% damage for a short period of time. To kill these turrets the Demolisher gunners will have to be launched ontop of him - so make sure you either pick 2 melee or 2 casters. Hunters don't work very well unless you use 2 of them as they can only attack the turret across from them. Once the turrets are dead the people ontop of FL will drop off and have to be picked up by a Chopper or face certain death.
You will want your vehicles to stay out of melee range of FL at all times - as he has a very devastating "Ram" ability that hits for north of 100k on a vehicle and has a short CD. The only other ability you need to worry about on the normal mode is "Flame Jets". This needs to be interrupted ASAP by the Siege Engines or the turret-killers will die almost instantly when they fall off the side.
Despite appearances this encounter is very very easy and you should have no trouble beating it at all.