Ready Check: Freya

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.
Perhaps you've even stepped up to the man, the myth, the legend: Hodir. But now, Ulduar's got a life. You're facing down Freya.
You start the encounter by killing the three Elders. These elders are Elder Brightleaf, Elder Ironbranch, and Elder Stonebark. Fighting the three elders is relatively straightforward, but I bring them up because these three Elders are critical to Hard Mode. We'll deal with Ulduar Hard Modes in more detail later,but generally you would enter Hard Mode by leaving these three Elders alive. Each Elder provides Freya a buff, which significantly increases the difficulty of the Freya encounter. As a result, for Normal Mode, kill them, and proceed on to Freya.
Freya is, essentially, a two phase fight.
In the first phase, you deal with waves of adds. During that phase, there's not much you can do to Freya herself, so you want a single tank keeping her busy. A single tank should be fine, and Freya herself doesn't hit all that hard during the first phase. Other than that, there's not much point to messing with Freya herself during the first phase.
What you are paying attention to are the three different types of adds who come to you in waves. Which "type" of wave you get is somewhat random, so it's best to understand how everything works before you begin. You can not get the same group twice in a row, and you will get each wave twice before fighting Freya herself. That's one wave of adds per minute, for six minutes.
Keep an eye out for Eonar's Gift being spawned throughout the encounter. They provide healing to Freya and her allies, so you'll generally want to burn them down as soon as possible. It's probably best to assigned ranged DPS to that duty, since they'll most quickly be able to switch targets.
Phase One adds
Ancient Water Spirit, Storm Lasher, and Snaplasher
You can't directly just AE these guys down, and you need to try and control them a bit. The Ancient Water Spirit charges around and knocks player characters back. You can stun it, but can't otherwise crowd control it. Since that's bad news, use ranged DPS to burn the Ancient Water Spirit down. The Storm Lasher, by comparison, does moderate spell-casting damage. Park your interrupters on top of the Storm Lasher to interrupt the spells. The Snaplasher is fairly straightforward, but gains the Hardened Bark debuff every time you hit it. You can kite the Snaplasher around, or just stun it for a bit to let the debuff fade. (It only lasts five seconds once you stop hitting it.)
What makes this particular type of add wave difficult is that you have to kill all three within 10 seconds of one another. If you kill them too long apart, the slain add will simply respawn.
Detonating Lashers
The Detonating Lasher phase is pretty straightforward -- just kill them. However, do not simply AE them all at once. Every time a Lasher dies, it Detonates. If too many detonations happen all at once, you'll kill your tank. Moderation is the name of the game here.
I wanted to make a Baysplosions! joke here, but I couldn't think how to work it in.
Ancient Conservator
Ancient Conservators are the last type of add wave. Conservator's Grip means that you will be unable to simply attack it willy-nilly. Keep an eye out for mushrooms to spawn during the encounter. By standing under those mushrooms, the pacification effect will be nullified, and you'll be able to attack the Conservator. Periodically, the Conservator will hit a random raid member with Nature's Fury. The affected raid member should immediately move away from everyone else.
Phase Two: Freya Herself
Freya herself starts the fight with 150 stacks of Attuned to Nature. The stack of buffs is why you couldn't kill her during the first phase. Attuned to Nature buffs Freya's self-healing, but it will disappear as soon as you enter the second phase. At that point, Freya becomes a DPS race.
Freya will throw Nature Bombs around, which do some area effect damage where they land. Your raid should not stand in those bombs. (See "Don't Stand In Void Zones," anywhere in the World of Warcraft.) Keep an eye out for the Eonar's Gifts, and keep burning them down.
Bringing it together
This fight is really about your ability to quickly and smoothly handle the adds. In normal mode, Freya is actually surprisingly easy once you get the hang of it. Freya herself isn't the challenge, it's those adds.
So, in summary, bring down the three Elders to start the process. Then, start the fight with Freya. You have to fight 6 total waves of adds. Once you've handled each one of these waves, you move on to Freya. Don't stand in Nature Bombs. Whenever you see the weird, wraggly trees spawn, kill them immediately.
Once you can move through the flow, simply collect your loot.
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, Raiding, Bosses, Guides, Ready Check (Raiding)






Reader Comments (Page 1 of 1)
Meero Jul 15th 2009 10:18AM
FIRST COMMENT
and freya sucks
thermoman Jul 15th 2009 9:31AM
XT-002 sounds like Buu from Dragonball Z.
kabshiel Jul 15th 2009 10:22AM
It sounds more like Martin from the Simpsons.
pyratus Jul 15th 2009 11:08AM
Or Mickey Mouse.
Firestyle Jul 15th 2009 9:34AM
I need a ready check on Thorim 25. We killed him on 10 man - the group I run two shotted him, but can't drop him on 25 man to save our lives....it's no joke - and no strategy on the forums or tankspot, etc. really gives a clear picture of whether the champions, evokers, or warbringers need to go down first. All I read is spellsteal, dodge the hammer, disarm champions and AE.
DarkRedMage Jul 15th 2009 9:55AM
Even in 10, my guild's usual order is Evokers, Champions, Warbringers, the Evokers can heal and bubble themselves (which is why you're spell stealing or dispelling). The rest really can be dealt with in any order, or via AoE, but if you have to single target any of them. Evokers should be the ones to blast nine ways to Sunday.
dangphat Jul 15th 2009 10:06AM
@firestyle
what is killing you on thorim?
Basic strategy:
Part 1
a) arena: Arena should have no caster dps in it. They get a debuff that gimps their dps, so fill it with physical dps. Hunters are useful here for MDing on to tanks. The arena works best with 3 tanks in it spread around the outside of the central circle. From a healing point of view, your best raid healers need to be here. Dps should be ffocused on the palladin adds first as they heal others.
If you are going to mark adds for dps in arena remember they will be marking in the tunnel as well so try to avoid using the skull and X.
b) tunnel: It is possible to 1 tank the tunnel, but 2 tanks can make it easier. It is likely that everyone in the tunnel will be ranged/casters, so tank needs to be aware they might not have the same amount of buffs to their dmg and therefore agro as they might in a melee group.As you progress down the tunnel the end npc will shoot fire on one side, alternating every 15 seconds on the ranged dps will need to call this out on vent.
With each pack of npc you need to kill the palladin add first.
Once you agro the middle boss he will stop casting the aoe fire, he will however jump onto people at range, so piling close to the boss is essential, hunters need to be a minimum range for dps everyone else closer. He will fall over really easily and then the door behind will open.
Mages in the tunnel are now useful, for polymorphing as many as the adds that come through. The ones that are not CCed can be kited by the tank up to the end mini boss at the top of the stairs. You can then quickly kill the adds, and the miniboss, hopefully in time before more adds spawn.
With everything in the tunnel dead, check on the status of the arena, if they are doing fine, then use a bit a of time (assuming you arent going for hard mode) to bandage players regain a bit of mana and generally get ready for phase 2. To activate phase 2 run through the final corridor, making sure to avoid the central circles which have a massive slow buff and agro thorim before dropping down to join your arena team.
Phase 2
Have your main tank pick up thorim and get healing on him, a combination of palladin druid and disco priest works well for tank healing here.
The healers and ranged dps then need to fan out in a large circle making sure that everyone is not within 12(?) yards of each other. It is important that the healers are well spread so no one is out of range.
Approximately every 20 seconds thorim will cause a lightning effect to run allong the ground from the centre of the circle in a straight line. Everyone then needs to run a minimum of 45 degrees around the circle either side of this lightning stream, if you do not move this hit the average rangeddps/healer for the majority of their health. This is the main cause of wipes in my experience.
With the lightning in mind the dps need to get down to business, a steady stream above 4k dps will get him down in good time.
Mindreaver Jul 15th 2009 10:19AM
While I agree that caster DPS has some limitations, having a mage or two makes the arena a LOT easier. Spellsteal is ridiculous on evoker bubbles.
But for the most part the arena is all about tanks and melee AoE. You need to tank elites, AoE will kill the little guys.
Evokers are the most dangerous, because the bubble can shield other units. With 2 mages, you'll never have an issue.
From a healing perspective, it can be tempting to toss druids into the arena, because of the instant casts. But aggro is much more of a killer then the cast speed thing, and druids don't have an aggro drop. Toss as many healing priests and pallies as you can in there. Because eventually you are going to land a heal just as an elite spawns. I've seen shaman and druids both get hammered before a taunt can land.
satyr69 Jul 15th 2009 10:02AM
Thorim 25 - make sure you have 2 x rogues with improved fan of knives, spamming it in the pit and it becomes MUCH easier.
Agerath Jul 15th 2009 9:42AM
How 'bout Vezax?
More or less facerolled the previous bosses, but we're having real trouble with him.
I think it's our kiting strategy...
ghola Jul 15th 2009 9:52AM
For 10-man Vezax we don't even kite him. We run with 3 pallies so we all Sacred Shield the tank and keep it up for the whole fight, and we rotate Hand of Sacrifice for his Surge of Darkness spell every minute. Our 2 DKs interrupt Searing Flames and it seems to go well everytime for us unless the interrupts get messed up. I have no idea if the SS & HoS moves would protect the tank well enough on 25 though.
Squeek Jul 15th 2009 10:00AM
Step 1) All ranged DPS is at max range, all melee dps is on his ass. Assign certain healers to certain zones. Must have >3 people outside of melee range at all times (in 10 man). Druid healers, Disc Priests, and Restoration Shaman benefit from the Shadow Crashes at least a little bit, so consider leaving them out if you need more bodies outside of his melee range.
Step 2) Get a range checker and set it to 15 yards. This is for Mark of the Faceless.
Step 3) Make sure people know the three rules of this fight. Rule 1) If you are Marked, MOVE. If you're near someone who is Marked, MOVE. Rule 2) Stop everything you're doing if you're anywhere near a person who is getting Shadow Crashed. Rule 3) Assign one or two interrupters for Searing Flames. Make sure their interrupt won't miss. Don't make it a ranged person unless you have to.
Step 4) Win. All caster DPS should wait for Shadow Crashes to DPS, as DPSing without them is the fastest way to go OOM ever and you're essentially doing thing in doing so. Shadow Crashes are 200% damage and haste at 25% mana cost. It's amazing.
Resto druids can cast Lifebloom from the pools to 3 stacks and then step out. The mana return on Lifebloom does work at full effect even though the heal does not when you cast it in a pool.
Disc Priests can cast PW:S from the pools with no reduced effect because it is not a heal.
Resto Shaman can cast Earth Shield from the pools with no reduced effect because the initial effect is not a heal. When charges are consumed, it will heal for less if you are in a pool. Healing Stream Totem follows this same rule--it's at 100% effectiveness only when the shaman is NOT in a Crash pool.
Step 5) If you're not winning, break the Vapors. It's the only way to regen mana. Remember to break one even if your healers are doing fine as forgetting will activate hard mode (Learned the hard way!). You heal 100 mana at the cost of 200 HP. Then 200 mana at the cost of 400. 400/800, 800/1600, etc. At 5-6 stacks, get out. You will die if you stay in too long. The damage is Shadow and semi-Resistable.
The fight is all about placement. Mark of the Faceless and Saronite Vapors should be the only sources of damage for anyone other than the tank (unless you're doing hard mode). Mark isn't too bad if you move quickly. You should mutually move away from one another whenever possible. Try to pick a direction to run as well (we use the wall at the back). If people are getting hit by Shadow Crash, it's a DPS loss, a loss of mana on the healers, and time lost healing the tank (who is taking huge hits non-stop by the way).
Oh, and as for the kiting? You don't have to... necessarily. If you pop a cooldown for it each time you should be OK. Our main tank is a DK so he just pops Icebound Fortitude each time he does it. The 50% damage reduction counteracts the 100% damage increase, so it's as if nothing happened. Not gonna work in 3.2, but it's still not too bad.
Squeek Jul 15th 2009 9:50AM
Continuing in my series of commenting on Ready Checks for Ulduar is Freya!
Freya's room is literally filled with adds. If you don't know how to pull them and nobody tells you, you might think it's a walk in the park. You'd be wrong. This is why it's so funny that they were ignored!
The first set of adds are flowers. There's one big flower and lots of little flowers. The big flower protects the little flower and heals itself. If you have someone spellsteal / purge / cleanse this buff off of him repeatedly while the rest of the DPS burns him down, you'll do just fine. Hell, you can burn him right through it. Just don't AOE until it dies.
The second set of adds are a pack of four / eight (10/25). This is all about prioritizing, CC, interrupts, and focus fire. The Ent dies first, and you probably want to interrupt Hurricane. You can choose an order for the rest, but we do Blade (cone aoe) Guardian (poison aoe), then Lasher (random single-target damage). Almost all CCs work on the respective types (humanoid, elemental, dragonkin).
There's only one group of the third set. It's a nymph and an elemental. The nymph will cast Bind Life on the elemental, making them both immune to damage. Purge/spellsteal/cleanse this, noting that whoever does the cleansing will explode for 7k aoe damage around them (so stay away from this person). Sometimes it just explodes on the melee. Either way, it's negligible. The elemental roots the tank in place and spikes one random person into the air. All in all, they're cake.
Then the three minibosses.
Stonebark is the biggest pain. He will use three main abilities. Ground Tremor interrupts all spellcasting and locks you out of that school for a few seconds (devastating if all your healers are locked). Petrified Bark reflects melee attacks, but it is negligible. The real trouble here is Fists of Stone. Your tank must kite him while this buff is on him or he will be one-shot. 10s duration. Just turn and run / strafe, since he has a movement debuff while this is active. Try to keep his path clear as sometimes he will hit other people.
Brightleaf is cake. We never really understood his buffs, but realized that the only important thing is to keep him out of his sunbeams. These sunbeams give you increased damage and healing if you stand in them (and the buff lasts after you leave too), but if the beam explodes while you're generating stacks, you take damage AND lose all your stacks. It's best to just ignore them really.
Ironbranch is quite annoying. He will Impale the tank, making him take a crap ton of bleed damage in addition to stunning the tank for 5 seconds. He will put Iron Roots on someone, and they will take damage over time until broken out (I believe it's 3 people rooted in 25 man... I don't really do 25 man =x). They're not stunned or anything, and they can break themselves out, but do help them. The third ability is negligible single-target random damage.
Each Elder drops an Emblem of Valor (10) / Conquest (25), and lots of money. It's just like Sarth in that regard.
As for Freya...
3 adds: ASSIGN PEOPLE! It's way too hectic during the fight to try to worry about it. The three adds have a huge health discrepancy (water spirit, storm, snap from lowest to highest health) and a much different strategy for how to kill them, so it's essential that you know what you're doing in advance.
In 10-man, Snaplasher will become immobilized after getting 20 stacks. In 25-man, you must stop DPS in order to make the stacks fall as he does not get a movement speed debuff. If you are confident in kiting around an add that can one-shot anyone in his sight, feel free. Everything else is good advice.
We do 1-2-3 for our DPS. One person on the water spirit, 2 on storm, and 3 on snap. The third person on snap drops off once the stack hits 20 and works on whatever add has the most health remaining. This is the swing person responsible for monitoring the healths and adjusting his/her DPS / target to solve any timing issues.
As for the detonators... it would've helped to list an actual strategy. The best thing we've found to do is to all stack and aoe them LOW (do NOT kill them). Stop at 20% or so. The easiest way we've found to ensure people stop is to have an elemental shaman (me!) use Thunderstorm to throw all the adds outside of the AOEs. That, in addition to Vent, ensures all DPS is off the adds. Then we just find the add with the least amount of health (enemy health bars is super-useful here) and finish it off, pausing for a half a second between each kill.
Conservator is a joke.
The key to Freya's encounter is to anticipate waves and know what to do within two seconds of finding out which one it is. If you link waves, odds are good you will fail. You really cannot hope to win with the 3 packs in addition to the detonators, or the Conservator with ANYTHING.
PS - When you get her to phase 2, it doesn't become a DPS race. It becomes a joke. The epitome of tank and spank. There is absolutely no challenge left in the fight when phase 2 begins. Watch your feet and win.
pps - the room is FILLED with herbs and enemies to herbalize. If you have an herbalist, they will think it's christmas. The entire room is yellow dots indicating nodes. If you don't have an herbalist in the raid but have an 80 alt who doesn't mind getting saved, it might be worthwhile to bring that person in after you kill Freya. There's at least 100g worth of herbs in her room.
ppps - don't hate me wowinsider =(
Wyred Jul 15th 2009 10:07AM
These readychecks do seem to lack depth, perhaps consider extending them? I could get an overview like that from the wowwiki entry with more specific info. Thanks Sqeek, Freya is next on my guild's list, and you gave some great explanations above. Really useful, and trash strats as well! Props to you.
pietrex Jul 15th 2009 10:48AM
As soon as I've read the article, I wanted to write a few sentences because it lacked information about the trash and the adds. However, it looks like there's no need to since you've explained everything wonderfully. Three cheers for you!
Firestyle Jul 15th 2009 10:13AM
I think you hit it on the head with putting melee in the arena. We run a very caster heavy raid (4-5 melee total) and have been sending 2 hunters in the hallway. Basically, the arena team has elemental shamans and mages purging/spellstealing the evokers, and rogues focusing on champions but the dps isn't there to get them down.
Although a caster heavy raid is very effective in most fights, we'll have to try using more melee.
Thanks!
LJ Jul 15th 2009 10:20AM
my guild is having issue with 10 man hard (knock knock knock) mode on freya...all the phases are fine for us except the three adds...just can't seem to get them down in time, its not a dps issue, XT hard is the new easy and 4 minute ignis is a joke...just can't figure it out >.> done a lot of research on it and its just not happening...we're going to try 2 healing it this week, i'm dual speccing as holy, normally disc, so it will be a holy priest / resto shammy combo for raid heals...but anyway yeah...if anyone has suggestions on the three adds, it would be greatly appreciated ^_^
flournoyfilter Jul 15th 2009 3:13PM
Ancient Water Spirit charging knockdowns introduce a large RNG component to successfully killing the tri-spawn. In addition to being stunable, all of the adds are now interruptable and silenceable.
As a warrior tank, I have a lot of success using a combination of two macros to interrupt AWS whether it's my target or my focus.
First macro:
/tar snaplasher
/tar ancient
/focus
/targetlasttarget
/startattack
This macro sets my target and focus and in a single keystroke and lets me focus on building threat asap without worrying about sorting out targets.
Second macro:
#showtooltip shield bash
/cast [modifier:shift, target=focus] shield bash
/cast [nomodifier] shield bash
Macro button replaces my former keybinding for shield bash. This makes it easy to keep two targets locked out as a prot warrior.
For other classes, replace "shield bash" with your interrupt effect and you're good to go. The second macro is very versatile! Impress your guild by not letting a single Yogg-Saron add AE shadowbolt while you lock down two targets!
Sean Jul 18th 2009 7:30PM
"Ready Check is a twice-a-week column focusing on successful raiding for the serious raider. "
The comments to these posts are routinely more comprehensive and detailed then the posts themselves. What is to recommend these posts over wowhead.com comments, boss "guide" articles on other sites, or Tankspot.com's video guides? This post amounts to a gloss on the boss/add ability descriptions, leaving out a lot of the subtlety that would help a group struggling with the encounter.
For instance, what is the reader to understand by "moderation" on the detonating lashers? AoEing them slower? You make no mention of the fact that they do not follow an aggro table and thus randomly target the raid. One way to tackle them is to have the raid group up around the main tank and AoE them down to around 20% health before having everyone spread out and dps down the add(s) that randomly target onto them.
I hope these articles might provide something more in the way of raid strategy in the future, as well as discussion of ideal raid composition and 10/25 differences.