Ready Check: Hodir

Ready Check is a twice-a-week column focusing on successful raiding for the serious raider. Hardcore or casual, Vault of Archavon or Ulduar, everyone can get in on the action and down some bosses. Today, we step back a little and look at endgame in the context of sports.
Let's recap Ulduar so far, shall we?
You've wrecked the Flame Leviathan. With a touch of kindness in your heart, you euthanized Razorscale. In a moment of vengeance, you laid some justice down on Ignis the Furnace Master. Guffawing in humor at his odd voice, you looted Deconstructor.
Then it came time to "bridge your experience" by beating up Kologarn. The Assembly of Iron proved to be no difficulty for your incredible raiding prowess. Even Auriaya and her small legion of adds gave you little pause.
You've been working for his Sons, but now's the time to kill the big man himself. Poor Hodir. I actually feel bad for him (and the rest of the Keepers). Still, he drops gear, and all is fair in love and loot.
This is one of those fights that sound easy, until you realize the massive amount of damage being hurled about. It's not that the technique for fighting him is incredibly complex. The difficulty is created by the requirement to react to the situation, and continue to do so for a long period of time.
This fight also turns the world topsy turvy. There's white circles on the ground that your raid must stand in, breaking the general rule of WoW Raiding that your raid needs to "not stand in stuff." This is also a fight which includes some NPC help, which we'll talk about in a bit. It's still, basically, a DPS check
Let's start with . . .
Hodir's abilities:
- Biting Cold - This ability is similar to Keristrasza, except that simply jumping won't keep the aura from stacking. Your raid needs to move to keep from getting multiple stacks of Biting Cold. What's more, once you do have more than one stack on you, you'll only lose one stack for every second you move. But don't worry, there's hope for the casting-time-required classes. We'll get to it in the NPC section.
- Icicles - Icicles drops from the ceiling, doing significant damage to anyone standing in them and hurling the player backwards. Think of this as "Rocks fall, everyone dies," but with ice instead. You can tell icicles are about to drop on your head because little snowflakes fall as warning. There's also a white circle on the ground. Clearly, don't stand in it . . . yet. After the icicles fall, a Snowdrift will be spawned on the ground.
- Flash Freeze - Flash Freeze is like Frost Nova, but on steroids. It lashes out at the raid, freezing everyone in ice blocks. The only way to avoid this freeze is to be standing in the Snowdrift spawned by falling Icicles.
- Frozen Blows - Hodir will manifest Frozen Blows which reduces his physical damage by about 70%. And then massively buffs his attacks with Frost Damage. He also an AE Frost Damage aura to everyone in the raid. You might want a "Frost Tank" for this portion, who can taunt Hodir off the Main Tank during Frozen Blows. The "Frost Tank" is packing a lot of frost resist gear, but then will yield to the Main Tank when you're back to the physical portion. Also, your healers will want to be on their tippy toes, providing raid healing for folks getting devastated by the aura.
In the room where the Hodir encounter takes place, there will not only be Hodir himself, but also a series of NPCs. You will be able to free the NPCs from their icy tombs by doing damage to the tombs. When the NPCs are free, they will cast a series of helpful buffs on your raid. Generally, you want all your DPS at the start of the fight doing their best to free the NPCs as soon as possible.
The fight starts as soon as you fire the first shot, whether you're shooting Hodir, or an ice block to free an NPC. Free a Mage first, so that you can get some Toasty Fires down on the ground. These Toasty Fires will prevent the effects of Biting Cold, which is key to your casting classes who must use a cast time. You should be careful to make sure you're getting the benefit, though, since only a limited number of people can get the buff at once.
The other location-based ability to keep an eye out for is Starlight. The NPC Boomkin place these shining pillars of light on the ground. The folks standing inside a Starlight gets a bonus to attack and casting speed for the duration of the spell. These move around, however, so you'll constantly be wanting to go to each new location.
So, basically, do your best to stand in Starlight while DPSing. The tank should always be on the move, swapping to the "frost tank" whenever Frozen Blows are up. Healers should be on-target with raid heals. When icicles fall from the sky, get out of the way. Then, as soon as the icicles drop, get ready to get inside the Snowdrift left behind, to protect from Flash Freeze. Rinse and repeat until Hodir falls dead at your feet.
The fight sounds easy, and it should be. It's an endurance fight, not a technical one. He doesn't have any phases or special tricks that change through the fight. What you get at the beginning of the fight is the same thing you get through entirety of the fight.
You may want to consider having some of your raid in Frost Resist gear, especially if your healers aren't overgearing this fight. While most might say healers will be able to raid-heal through the frost aura damage, removing a little pressure from them is probably a good idea. I've heard of folks using a single tank in a mix of Frost Resist gear and regular tank gear, so that's another option for your team to consider.
That's about all there is to Hodir. Go get you some Father of the Sons of Hodir.
Ready Check is here to provide you all the information and discussion you need to bring your raiding to the next level. Ready Check appears twice a week, with writers Jennie Lees and Michael Gray.Filed under: Analysis / Opinion, Ready Check (Raiding)






Reader Comments (Page 1 of 2)
Chukie Jul 7th 2009 9:08PM
It pains me to see dedicated dps of my guild do less dps on this fight then me a prot pally who has collected a meager ret set.
Hitting his enrage timer on heroic 3 weeks in a row now. God do my DPS need to lern2play or get some more gear :S
jam Jul 7th 2009 9:13PM
Sounds more like a l2p issue.
Oh and you don't actually "kill" Hodir (or any other Keeper), you just beat them until they're free of Yogg-Saron's grasp.
Charlie Jul 8th 2009 4:57AM
Make sure your DPS are spreading around their buffs (The +Crit and getting in the Haste lights)
Hitting enrage on Hodir sounds much more like a problem of not doing the fight correctly, rather than not having enough gear.
atomicstrawberry Jul 22nd 2009 11:42PM
Sounds like your tank is soaking up all the Storm Cloud buff, or you're not releasing a shaman NPC from the Ice at all. Generally your tank only needs to be brought a cloud every 30s or so (otherwise he'll struggle to keep threat) and your melee DPS should soak up cloud buff the rest of the time.
Amasaan Jul 7th 2009 9:14PM
"Even Auriaya and her small legion of adds gave you little pause."
Pause... geddit?
I approve :D
Maus Jul 7th 2009 9:16PM
oh gawd >_
Waco Jul 8th 2009 1:13AM
ಠ_ಠ
Grubthar Jul 7th 2009 9:23PM
This boss looks like that big guy from mutant ninja turtles that walked around with a talking brain in his torso...
SaintStryfe Jul 7th 2009 9:52PM
Krang.
hybrid Jul 7th 2009 9:30PM
Instead of using two tanks for this fight, I tank for my guild with my Feral Druid with 3 pieces of Frost Resist Gemmed for Stam. When I have either a Shaman's totem or Frost Resist Aura, I have 417 FrR and 51k HP raid buffed. Makes this fight Easymode.
As a tank, what I do for tanking him is camp the fires so I can maximize my threat.
One thing for ranged to remember for this fight is that you will not pull Hodir unless you are at 115% of the tanks threat, unless you come into melee range. So, if you are riding high on threat, stay at least 15 yards away from Hodir.
jam Jul 7th 2009 9:44PM
If you're suffering from threat problems, you can also run the storm power buff to the tank. One stack less for dps isn't the end of the world, hard modes aren't that difficult with the 3-minute timer.
Also, as long as the dps can play (avoid icicles + biting cold stacks), you can cut healers. The 10man is perfectly doable with one, and in 25-man we use just 2 healers.
Noraa Jul 7th 2009 9:55PM
Um. Storm power?
jam Jul 7th 2009 10:04PM
Yeah, that wasn't even mentioned. And with the other highly questionable things said in this strategy guide... it was a pretty sad article.
Heilig Jul 8th 2009 2:56AM
"Free a Mage first, so that you can get some Toasty Fires down on the ground."
"So, basically, do your best to stand in Starlight while DPSing."
Sounds like somebody's never done hard mode. Storm Power is FAR AND AWAY the most important factor in this fight.
Tsær Jul 8th 2009 4:33AM
Only the screenshot is 100% accurate. Also completely irrelevant as better strategys, with videos, screenshots and accurate information have been out for quite some time.
Sure, its nicely written, but its filled with fail. Please just write about stuff that you actually know from experience. It saddens me to see articles like this, but also class-guides, that are completely off or outdated.
Wyred Jul 8th 2009 4:58AM
Hodir is a fairly technical fight when it comes to the dps (for once it's not about the tanking or th healing so much). Another big omission from this guide is the singed debuff. If you're standing next to a toasty fire and dps'ing the boss you have a 30% chance of doing 3k fire dmg and adding a stack of singed, casuing hodir to take 2% extra magic damage. This stacks up to 25, meaning maintaining a full stack gives your casters double damage on Hodir.
Because of the frequent flash freezes, it can be quite easy to lose this stack, and it takes time to reapply. What my guild found to work was to have the dps follow the main assist in breaking out one mage and our hunters (who don't need much haste) reapply the singed debuff as soon as possible. Storm power is also really important, but for any guild learning the fight (not the hard-mode) singed will make a huge difference between hitting the enrage or getting your first kill.
B. Rad Jul 7th 2009 10:27PM
I was wondering about that, don't we loot the Cache of Winter, or the Rare cache on hard?
Amak Jul 7th 2009 11:05PM
There are two different icicles. Only the large icicles that drop when he starts casting Flash Freeze give snow drifts.
pietrex Jul 8th 2009 4:21AM
Yeah. This is very important and should be corrected. If you stand in the small circles, you're dead. What is more, you need to know when to jump on the drift (if you do it too early, you die; if you do it too late, you're frozen). And don't forget to free every person in the ice block before dps-ing the boss again. The NPC really help and their damage done is nice.
As someone mentioned above, there was also no word about the storm buff, which has a huge impact on the fight. When you get it, move to your melee group so more people can benefit from it. It looks like Mage's Arcane Power.
Apart from these issues, it's a good article, although I hoped for more bosses each time.
Tryx Jul 8th 2009 5:18AM
^ This
You do NOT stand in the small circles, EVER. You stand ONLY in the BIG circles after the snowdrifts form to escape flash freeze. The small icicle circles DO NOT cause snowdrifts.