Shifting Perspectives: An Ulduar class preview, part 4

Chase Christian from Encrypted Text recently started a series of guides on doing Ulduar as a Rogue, and I must admit that the relative ease and simplicity of describing the role of a pure DPS while raiding is enough to make me sob quietly into a hanky. Meanwhile, I'm driving myself to the nuthouse trying to describe four entirely different roles for a single class. Pardon my saying so, but this column was the hell of a lot easier to write back when we sucked at everything that wasn't healing. Damn you, multi-spec viability! Damn you to HELL!
Before we get started, I'm going to continue what I did with the last Ulduar preview column, link to general strategy guides, and assume you have a basic familiarity with the encounter before delving into more Druid-specific advice. Today we're going to confine ourselves to Freya, as it's one of the few Ulduar fights I have now seen outside of the PTR. With luck, my computer is going to cooperate for a full clear this week plus a few hard modes, so I will be revising (and, as necessary, expanding) our current Ulduar Druid guides to reflect changes that Blizzard has made to the fights and a few notes concerning hard mode issues. Any changes made will be noted in next week's column.
FREYA
If you're not familiar with basic Freya strategy, try here, here, and here. Multiple commenters have noted that the fight bears a passing resemblance to Sartharion, but I always felt like Solarian was an equally good, if not better, comparison. If you can survive her annoying adds, the fight turns into a tank and spank. If you can't survive her adds...well, the view from the Ulduar graveyard is really quite lovely.
As an aside, the fight also looks and feels more frenetic than it actually is. Watch any Freya videos closely, and you'll notice that a clean kill is basically controlled chaos.

BEARS: To be frank, this isn't really a difficult tanking fight. If you're tanking Freya, all you'll be doing is keeping her occupied until the raid finishes the six waves of adds, so just make sure you're not outranging your healers and that you keep an eye on healthy mushroom spawns once an Ancient Conservator is up. Threat is not a concern on Freya; feel free to use your a high mitigation set to reduce healing load.
If you're off-tanking the adds (I should say, tanking the tankable adds), drag them to the edge of the raid and make sure the water elementals in the first and fourth waves are always facing away from other players; ideally you should be the only person who ever gets hit by Surge. The trickiest portion of the 3-add waves will be judging how long you can stay in to tank the Snaplashers (if you are tanking them, and many guilds choose to have them kited) until they're rendered completely immobile. With luck, Barkskin will be up for each of these waves and should be used to preempt the worst of the damage as their buffs start to stack. If not, Survival Instincts your way out until you get clear (this becomes more important on a hard-mode Freya with buffed physical damage).
Two of the add waves will spawn untankable Detonating Lashers. You can go Cat to help DPS these down, but whatever you do, do not get caught in the middle of them as they near low health.
Make sure you find (or are already under) a healthy mushroom quickly when the Ancient Conservators spawn; aside from the obvious threat generation issues, you'll take additional damage from your inability to generate Savage Defense procs if you don't avoid or get rid of Pacify quickly.
CATS and MOONKIN: Most of the difficulty on this encounter is in the hands of the DPS. 90% of your job is going to be nothing other than controlling and destroying adds in the right place and at the right time. In that vein, there really aren't a lot of substantial differences between ranged and melee DPS on Freya, although Cats will need to watch their aggro on Snaplashers if your guild elects to have them kited by ranged DPS instead of tanked. Most guilds use a Hunter for this role, but Moonkin are also effective kiters, and Entangling Roots is helpful (though likely to break quickly) until their damage/slowing buff stacks to the point where they're immobile. Cats with Infected Wounds can also attempt to keep the Snaplashers slowed, although many guilds don't bother putting melee DPS on them at all. Maim can be used to stun Storm Lashers if your guild's melee rotates interrupts on them (and in general you should plan on this, as this becomes important for a hard-mode Freya where Elder Brightleaf has been left alive). For Moonkin, Hurricane is your buddy once the time comes to DPS down the adds at the same time: the same is true for Swipe with Cats. Enable floating health bars (the default option for this being the V key) to ensure they die within a few moments of each other.

For Detonating Lashers, Hurricane and Swipe are only useful if the adds aren't yet close to death or are a safe distance from the raid; multiple Lashers exploding at once tends to have an unfortunate effect on general life expectancy.
Ancient Conservators are largely a tank-and-spank affair, although DPS on them may be periodically interrupted by their Pacify ability. Again, mushroom mushroom.
The Lifebinder's Gift tree spawns every 45 seconds for the duration of the encounter and should be priority kills. Cats have an advantage over most melee DPS in being able to reach them quickly between Feral Charge and Feral Swiftness. These trees can be a real nuisance while an Ancient Conservator spawn is up; always be aware of the closest healthy mushroom spawn.
RESTO: There's a fairish amount of raid damage on this fight but nothing unmanageable as long as your raid is sensible about not sitting in a pack of people if they're targeted for Nature's Fury. Wild Growth is useful for anyone affected by Sunbeam or its splash damage (which can be considerable if people are grouped up under a mushroom). Otherwise, make sure you're close to healthy mushroom spawns once a Conservator is up, but again, most of the responsibility for this fight belongs to the DPS. Unless you're doing hard mode, Freya's not a very tough encounter to heal.
Patch 3.2 will bring about a new 5, 10, and 25 man instance to WoW, and usher in a new 40-man battleground called the Isle of Conquest. WoW.com will have you covered every step of the way, from extensive PTR coverage through the official live release. Check out WoW.com's Guide to Patch 3.2 for all the latest!Filed under: Druid, Analysis / Opinion, Tips, Raiding, Bosses, Guides, (Druid) Shifting Perspectives






Reader Comments (Page 1 of 1)
Quidamtyra Jun 16th 2009 7:06PM
Also for Restos (and healers in general) don't be sad if your tank is a moron and doesn't kite Snaplasher after dps starts on him and he falls like a sack of bricks off the Sears Tower.
And dps: when your dps lead says stop and switch, for the love of god... Stop. and. Switch.
jam Jun 16th 2009 7:37PM
Why bother tanking Snaplasher at all?
Winterhoof Jun 16th 2009 7:27PM
Freya's nowhere near Sarth in difficulty, just did Knock, Knock on wood last week (2 trees) and it was a joke.
Allison Robert Jun 16th 2009 9:16PM
I think Freya's typically been compared to Sarth not over the ease of the encounter with adds up, but over the basic mechanics implied by leaving drakes or keepers up (e.g. leave Shadron up and get 100% fire damage, leave Brightleaf up and you'll get 75% additional magic damage).
Jason Jun 16th 2009 7:37PM
Ms. Robert....there is nothing simple or relitively easy about describing what a rogue should or should not doing during a raid. Rogues are the most technicaly challanging class to raid with. Chase does an exceptional job with writing his raid guides for Ulduar! One way or another you always attempt to get a dig in on the rogue class...stop hating!
Jason Jun 16th 2009 7:43PM
Ms. Robert....there is nothing simple or relatively easy about
describing what a rogue should or should not doing during a raid.
Rogues are the most technically challenging class to raid with. Chase
does an exceptional job with writing his raid guides for Ulduar! One
way or another you always attempt to get a dig in on the rogue
class...stop hating!
jam Jun 16th 2009 7:45PM
Kitties and a certain warlock spec easily beat rogues for the "most technically challenging" class title. Possibly some others too.
jam Jun 16th 2009 7:52PM
"Rogues are the most technically challenging class to raid with."
Not really, at least kitties and warlocks beat them by a mile.
jam Jun 16th 2009 7:53PM
Wow these threads are acting funny again, posts disappearing and then coming back again.
Brian Jun 16th 2009 8:24PM
Whatever the complexity of describing rogue DPS in raids, once you've done that, your job is done. Rogues do melee DPS, end of story. If you're describing a particular encounter to a rogue, he doesn't have to care about what healers, tanks or ranged DPS have to do. Druids, on the other hand, need to know ALL of those roles, because a druid player could potentially be filling any of those spots.
No matter how complex a task it is getting the most out of a rogue in a particular fight, I think we can all agree that it's probably easier than figuring out how to get the most out of a druid in 4 completely different roles in that same fight. That was, I think, the author's point.
Janaa Jun 16th 2009 8:26PM
Lol @ "rogues" and "technically challenging" in the same sentence. Knowing which finishing blow to use in a particular situation isn't any more of a challenge than knowing which sting to put a chimera shot on, or knowing which heal to apply, or knowing which totem to drop, or, or knowing which DoTs to apply, etc blah blah.
eblume Jun 16th 2009 7:57PM
Trees: The detonating lashers can be a real pain to heal through if your group isn't smart enough to scatter before single-targeting them down. Be prepared to drop a WG and then begin nourish-spamming (or even Tranquility if your healers are set up for it) to keep health bars green and happy. If people die during this phase, it is NOT your fault: it is each raider's responsibility to not be near a mess of exploding lashers.
jam Jun 17th 2009 3:50AM
We've killed the lashers by piling up on the top of the tank, aoeing them down and before they start exploding the tank stuns them and we finish them with ranged AoE. Pretty riskless as long as everyone remembers to run away from the pile.
Therhiannon Jun 16th 2009 9:07PM
If a Moonkin is specced for Treants, they're effective for quickly stacking the debuff on Snaplasher.
Allison Robert Jun 16th 2009 9:22PM
That's an excellent point. Mind if I bogart it for a note in the column (credited, of course)? I have to admit, I never even thought about the possibility of using treants to stack the +damage/-speed effect so quickly.
Therhiannon Jun 18th 2009 5:34PM
Go right ahead, however, Credit to Yabbs rather than this name, did a server swap so this isn't my druid's name anymore.