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7-15-2009 @ 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 =(
7-15-2009 @ 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.
7-15-2009 @ 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!
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