June 18, 2009

Freya

My own notes for explaining the Freya fight in Ulduar. Tank 1 on Ancient Water Spirit and Storm Lasher, Tank 2 tank/kite the Snaplasher.


Freya will summon trees called 'Lifebinder's Gift'. Ranged dps must kill them before they are fully grown, or they heal enemies.


There will be 6 waves of adds. There are 3 different waves, that will come twice each. The order is random.

One of the waves is a large group of Detonating Lashers - can't be tanked, blow up when they die. Group up to aoe them to 10% health, then single target kill them.

One of the waves is a single Ancient Conservator - while he is alive, stand under mushrooms or you are silenced. Can make someone a bomb.

One of the waves is an Ancient Water Spirit, Storm Lasher, and Snap Lasher - need to die at the same time. Chain lightning, so spread out.

Melee burn the Ancient Water Spirit to 10% health first. Ranged burn the Storm Lasher to 10% health first. Syleste will kite the Ancient Water Spirit. Ranged and melee burn it to 10% health. Then, gather up and aoe down.


After six of these waves, all dps on the boss. Move away from the seeds she throws. Keep killing the trees before they heal her.

Thorim

My own notes for explaining the Thorim fight in Ulduar. Group 1: melee and aoe, stays in the arena. Group 2: ranged, takes the hallway.


Phase 1: Acolyte > everything else in the arena.


Phase 2: the Arena group (group 1) will stay in the arena and fight waves of enemies. The Hallway group (group 2) will move through the hallway on the left, killing trash and 2 bosses before reaching Thorim.

Phase 2: Arena group. Kill order is: Evokers (they heal) > Champions (Vrykul, they whirlwind) > Warbringers (they buff) > Commoners. Single target dps and aoe please. Interrupt heals, dispel hots.

Pylons around the room can be charged, and will then aoe people. Spread out, we can also aoe each other.

Phase 2: Hallway group - gauntlet with 2 bosses.

Trash: Acolytes (they heal) > Guards (they whirlwind and apply a bleed that can only be removed by healing the player to full).

Boss 1: he charges up one of his hands, move away from that side of the room. Has a damage reflect shield, can randomly charge players.

Boss 2: adds spawn until he is pulled, so be quick. He does a short range aoe, and can stun someone and make them a bomb - move away from them.

The hallway group then needs to RUN AROUND THE CIRCLES ON THE FLOOR to hit Thorim, then jump down into the arena.


Phase 3: Thorim. Arena group, finish adds. Hallway group, pick up boss.

Thorim will charge pylons - don't stand between him and a charged pylon.

Chain lightning - spread out. Tank debuff - tank swap.