Encrypted Text: Rogue tips for raiding Ulduar, part 2
Every Wednesday, Chase Christian of Encrypted Text invites you to enter the world of shadows, as we explore the secrets and mechanics of the Rogue class. This week, we continue our discussion of tips and tricks for Ulduar.Last week, we covered the first few tiers of Ulduar bosses, and what Rogues can do to maximize their performance on these fights. I was happy to see some great tips in the comments as well, such as using Cloak of Shadows when you are afflicted by XT-002's Light Bomb. If you have any advice to add to the conversation, please use the comments to give us your thoughts.
This week, we'll be talking about the Keepers, the real meat and potatoes of Ulduar. These bosses drop our coveted Tier 8 (complete with its fantastic 4-piece bonus!) and other loot that you'll want to get your hands on. These fights are also more technically complex, and so you'll want to be prepared before attempting to down these bosses for the first time.
Hodir
Role: DPS
The Hodir fight is characterized by massive raid damage, both incoming and outgoing. The adds on the fight provide two buffs of great interest to Rogues: Starlight and Storm Power. With these two abilities, Rogues can gain a massive amount of haste and critical strike damage. While active, Rogues are amongst the top DPS classes in this encounter. Mages have the additional benefit of Singed, but can have a lower uptime due to movement to avoid being afflicted by Biting Cold. Be sure not to use Cloak of Shadows to try to avoid moving out from under Icicles, as they will still knock you back even if resisted.
I have two suggestions that will make Hodir significantly easier for you. The first is to Feint every time Frozen Blows becomes active, as it will mitigate much of the damage you take. This is key to giving your healers some breathing room while dealing with the hardest part of this encounter, very similar to the XT-002 fight. Secondly, keep moving throughout the entire fight. Even slight sidesteps will keep the Biting Cold debuff from building up on you. You also want to be keen to move into Starlight beams or near Toasty Fires when available, as this will let you make the most use out of the buffs available. You have 180° behind the boss to work with, maneuver yourself to the best possible location.
Freya
Role: DPS, CC, Interrupts
Freya has decided to take the adds-before-boss element from Gothik and Kel'Thuzad and taken it a step further: you must kill all of the adds while the boss is engaged, and then attack the boss. Our ability to provide the Wound Poison debuff easily is key, as it will greatly increase the speed at which Freya dies once her adds are defeated. Feel free to use Instant for the add packs and switch to Wound when moving to Phase 2. But don't let me get ahead of myself, there are still waves of adds to talk about!
Her three types of add packs are fairly simple, but a well-played Rogue can make them all but trivial. The first type of adds are known as the "Lasher Pack", they're a group of small plants that explode once killed. Feint and Cloak of Shadows can prevent you from taking much damage while killing them, and Fan of Knives provides a great method for AoE'ing them down. The second type of add is a large Conservator. He's not too much trouble if your tank is talented; the gist of the fight is that all players must stand under a red mushroom at all times. The mushrooms spawn randomly around the room, and so the tank will have to move the Conservator under a mushroom while also making room for the melee DPS (you) to attack as well. Simply keep yourself under a mushroom at all times.
The third type of pack is a bit more complicated. There's 3 elementals spawned, one of which you will want to avoid at all costs. The Snaplasher will destroy you if you run anywhere near it, so stay away at all times. You'll be focusing on the Storm Lasher and the Water Spirit. They're both interruptable and stunnable, which you should use to your advantage. By CC'ing these mobs, you will make it far easier on your raid to control their DPS and focus on each target.
Once Freya is engaged, it's as tank-and-spank as any Rogue could hope for. Be sure to use Wound Poison on your Main Hand weapon to lower her passive healing during this phase as well. There's also another aspect of the fight, spawning glowing green trees, that I tend to ignore as a Rogue. Our ranged DPS are trained to take responsibility for the trees, however your guild may call in for your assistance in killing them. Be sure to know what's expected of you ahead of time!
Thorim
Role: DPS, CC
This fight will see you either sent down the tunnel to engage Thorim, or left in the arena to wage combat against the captured dwarves. Either way, your main responsibility is to kill the enemy adds while also using your CC to minimize incoming damage or to save a healer or caster from grabbing agro (by locking the mob in place). I treat it very similar to a heroic dungeon, where it's my job to make sure that the tank's target dies quickly and to assist any clothies in need. Both Blind and Dismantle are valuable on this fight.
The actual fight with Thorim is far easier, especially if you're familiar with Kel'Thuzad. The melee will split up into a triangle (or square) formation, and simply DPS the boss. You may have to rotate to avoid a sort of lightning wedge, but this is also Cloakable if you're not in a good position to move. Your only real threat on this phase is the Chain Lightning attack, but if your raid is well balanced between melee and ranged DPS, you shouldn't have any issues.
Mimiron
Role: DPS, interrupts, running around a LOT
While this fight has just been nerfed (see the patch 3.1.3 notes from last night), it is still one of the harder encounters from a Rogue point of view. There are more than 10 ways for a melee class to die, and all of them will be very embarrassing in front of your raid mates. This fight truly exemplifies the oldest of Rogue axioms: "A dead Rogue does no DPS."
In phase 1, there are two significant threats to the Rogue, each of which complicate the other. The boss has a very standard "run out when I cast this" type AoE which must be avoided, this is called Shock Blast. You can Cloak this ability, which can save you at least once during the right. His second ability is a pack of mines he will drop every so often, which blow up for (currently) the majority of your life. So, while attempting to run out from the boss, you must also not get hit with mines; the same rule applies when running back in to DPS. The trick is to strafe around the boss after a Shock Blast, and finding yourself a good opening in the mines BEFORE needing to leave. This will give you a clean escape path and greatly reduce your mortality rate.
Phase 2 presents a far simpler fight, from the Rogue point of view. We simply make a ring-around-the-rosie circle, enclosing the boss in our clenched hands. There's no threat here, so you simply unload all of your DPS into the boss. You'll take some random AoE raid damage, but just let your healers take care of it. Every so often, the boss will start channeling a powerful laser, indicated by his ability Spinning Up. All that a Rogue has to do is ensure he is behind the boss, and by running through his center, you can be there in just a few steps. Make sure to stay at max melee range on this fight, as being too close to the center will cause you to accidentally be struck by the laser. There is also a Rocket Strike used, but in 3.1.3 this attack will be targeting ranged players. Just run out of the red stuff!
Phase 3 will have the Rogue simply attacking Assault and Junk Bots, while avoiding Bomb Bots like the Undead Plague. Let the ranged classes do all the heavy lifting! Be sure to kick the Assault Bots if they are channeling their debuff onto your tank, as it stuns the tank and causes them to take more damage. Once the Assault Bots die, you can bring the flying boss to the ground, allowing us to take advantage of the damage debuff on the boss. This phase is fairly simple, as long as your ranged classes know what's going on. Save all of your cooldowns for the next phase.
Phase 4 combines aspects from all 3 prior phases. While you won't have to worry about any of the Phase 3 goodness, you will have to watch out for the normal mines + Shock Blast combo, in addition to the laser beam and the random shotgun blasts from Phase 2. This is where the fight is really tough to manage, as avoiding the laser while avoiding the mines while avoiding the Shock Blast can really be trick to do. This isn't even including the random Rocket Strike that will target you! In addition, Rogues are only able to attack the base and chest of the 3-level boss, and so you have to rely on ranged DPS to cover the head. While your group is coordinating the simultaneous kill of all 3 pieces, remember you can help with killing both the chest and base pieces. Attack whichever you are assigned to, or whichever has the most health.
Conclusion:
The Watchers are definitely more complicated than some of the earlier fights in the instance, but General Vezax and Yogg-Saron present problems of their own. Next week, I'll cover the last two fights of the instance in detail, as well as provide some general tips for any raid encounter.
Filed under: Rogue, Tips, Raiding, (Rogue) Encrypted Text






Reader Comments (Page 1 of 1)
Warlock May 27th 2009 11:29AM
Ok, first off, unless you are Combat and using it anyways, why exactly do you need Wound Poison for Freya? If people are killing the trees, she barely heals at all. No reason to gimp your damage for sure.
Secondly, never, ever, ever try to cloak through Shock Blast. Cloak of Shadows only has a 90% success rate. You fall into that 10% one time and you die instantly. It's not worth it when the thing is easy as hell to run out of. If need be, save cloak to run through mines when no paths are open, but usually there are free paths if you look ahead of time.
Third, the Rocket Blast will only *prefer* ranged targets in 3.1.3. That doesn't mean it can't target Rogues. Don't get sloppy because you assume you are off the hook.
Pakunoda May 27th 2009 1:16PM
I'm curious about this Freya comment. Let's say you're doing 10 man Ulduar, and all of the adds are down. Freya's Touch of Eonar continues to do 6k healing a second, correct? (http://www.wowhead.com/?spell=62892)
If you are using wound poison and her healing is reduced by half, isn't that the equivalent of 3k dps? I'd think that would be enough to warrant replacing instant poison with wound poison as an assassination rogue.
Definitely a good point about the Cloak of Shadows only being 90%. I came to this realization when attempting to be lazy and not run away from Emalon. =)
Chase Christian May 27th 2009 1:26PM
That's correct, moving to WP provides a significant amount of "RDPS" in a way, even more key on 25m where the healing is higher. Also, when doing an achievement attempt, Freya's healing makes the enrage timer non-trivial.
I have to agree on the CoS issue though, there's a difference between using it to resist "some" damage and using it to save your life: remember that it's only 90%!!
Naix May 27th 2009 2:11PM
I like the way you ninja'ed in a first. Much skill.
jmjm May 27th 2009 11:51AM
Cloaking out of a light/gravity bomb is a good idea, but I save it for if I get a bomb just before a Tympanic Tantrum. I've died a few times to this, so I'll take the trouble to run out and save the CoS for insurance if I get bad luck.
Randy May 27th 2009 11:47AM
"A dead Rogue does no DPS."
I would add to that my brother's favorite line when people are crappin on rogues in trade looking for CC and then and only then specify they want a mage after he asks for an invite: "Man rogues got the best CC in the whole game, dead !@#$ don't move"
Deathcritter May 27th 2009 11:59AM
You can also cloak when Emalon is doin his whole nova if you didn't know.
Riley May 27th 2009 6:38PM
yes, but you should still run out, it's not hard and again, 90%
Lucidique May 27th 2009 1:09PM
Also, Assassination benefit greatly from the Singed debuff on Hodir, since, you know, the majority of a Mutirape rogues damage is nature.
Monkstah May 27th 2009 4:26PM
Wow. I'm in awe. First off, Assassination Would definitely want to use Wound/Deadly for Freya. Combat will easily use both also. Also for the adds, I actually fight the Snaplasher, the stun helps out with resetting the debuff it puts out.
Also COS'ing a Light/Gravity Bomb is actually really bad on XT Hard Mode.
Saithir May 27th 2009 7:28PM
Yeah, the Snaplasher is definitely tankable (and attackable) if you remember to wait for the debuff to fall off every 50 or so stacks (beyond that it can one-shot your tank even if he uses all his cooldowns) - with good dps it needs to happen only once and it requires 4 seconds of no dpsing on the mob. Dots don't count, I specifically applied my Rupture to see if it falls off and it did.
I would also never Cloak a Light Bomb anyway on XT (normal mode ofc), it's better to save it for either a Bomb/Tantrum combo or a Gravity Bomb. The boss is big enough for melees and the tank to spread out 10 yards apart, so the Light Bomb does damage only to you - whereas the Gravity one could either pull your tank to you or make you lose DPS while running away.
For something a bit different, I like the fixes to Mimiron from the latest patch notes - that fight is amazingly annoying as a melee, and these things aren't changing the difficulty much, they rather make it only less annoying. Getting killed by a mine dropped on your head because the tank was just a bit too late with charging and pulling the boss back to the center - not fun. Boss moving in phase 4 and making the tank in front of the Laser Barrage - even more not fun.
Lasher May 29th 2009 12:32PM
I'm a rogue, and I don't find the Mimiron fight annoying, it's actually one of my favorites :) Never had a bomb drop on my head, although I did see someone die because of this ( but it was his own fault, not the tanks ). SCT spam is a bit annoying because you can't really see what's under you, but that's my own fault for using the addon :P
fredtelles May 27th 2009 8:51PM
I wanted to add a comment to this fight description I read.
"The third type of pack is a bit more complicated. There's 3 elementals spawned, one of which you will want to avoid at all costs. The Snaplasher will destroy you if you run anywhere near it, so stay away at all times. You'll be focusing on the Storm Lasher and the Water Spirit. They're both interruptable and stunnable, which you should use to your advantage. By CC'ing these mobs, you will make it far easier on your raid to control their DPS and focus on each target."
A note is that these 3 mobshave to be killed within 15 sec of each other or else they will respawn. Aldo the snaplashers can be tanked, but they do gat a 250% AP buff that will one shot anyone in melee range, I Kite tank him w/ chains of ice though, since I play a DK,
Javan May 29th 2009 12:34PM
My guild had some issues downing freya, mainly due to kiters getting killed during the 3 lashers phase, or due to several of the exploding lashers getting killed simultaneously, killing a fair few raid members, or due to having to slow dps on these exploding lashers to the point where we took too long killing them that the next wave spawned on us and caused things to become much more hectic.
Granted the exploding lashers is a bit of a retard-check for your AoE'ers but Tankspot.com has a great addendum to their regular freya guide which is worth having a look at if you're struggling with them at all. Once we sorted ourselves out according to this tactic it took us three tries to down her on 25man.
Here's the link: http://www.tankspot.com/forums/f206/48989-ulduar-freya.html
Feel free to go on tankspot.com and search for it if you distrust links posted on forums like these.
Cat Jun 10th 2009 8:27PM
re Hodir:
While there are some useful pro tips in this article, if it's your first time definitely read up on wow(wiki|head) as well. The article makes no mention of what to do during Flash Freeze, and afterwards if any key players get frozen to break them out of iceblocks. Similarly you should consider saving your escapes (EMFH, CoS, Vanish) for when you're rooted by Freeze *and* are going to be hit by Icicles or Flash Freeze. Don't waste them on a Freeze otherwise, especially if you're still in melee range (and he has a big hitbox).
Re the starlight beams, note that you have to remain inside the effect to continue to get the buff. I made the mistake of thinking that it would stick around for a bit the first time I did Hodir.
Also note that your raid might be using a frost resist tank during Frozen Blows, and you should be careful with who's getting your Tricks as you don't want to pull the boss back to the normal tank accidentally.