12 Eylül 2010 Pazar

Ulduar - Freya



Phase 1
Every minute waves spawn in a random order:

Wave Type 1:
Storm Lasher, Ancient Water Spirit and Snaplasher. They have varying HP from 500k to 1M and yet they all need to be killed at about the same time, otherwise 12 seconds after death they resurrect (reminiscent of the High Priest Thekal raid boss adds). All three adds can be stunned and interrupted. Reduces Attuned to Nature stacks by 10 each.

Snaplasher: Has a debuff that every time an attack is made against the Snaplasher its damage is increased by 10%. Can stack up to 99 times. In 10-man each stack will also reduce its movement speed by 5% so once the stack reaches 20 the Snaplasher will be immobilized at which time tank and melees should move away and let ranged classes dps it down safely. In 25-man they need to be picked up by an off tank and start getting DPSed. The off tank has to monitor the stacking buff and once it reaches ~50 all attacks must stop. If no attacks are made against the lasher for 4 seconds the debuff will reset. Stacks will increase only once per executed attack or spell, not on periodic, reflective or procced damage, thus DoTs and channeled spells are the safest way to deal damage against the Snaplasher as well as spells with a long cast time or two-handed melee weapon strikes.
Unlike many mobs, Snaplashers (on 10-man) will not melee a target next to them if the person highest on their threat list is out of melee range. In a melee-heavy raid, the DPS can work on the other adds first while the tank builds up threat and periodically lets the debuff fall off. When ready, the tank can simply walk away and the other DPS can hit the snaplasher with impunity.
Another option is to kite the Snaplasher with a high-threat class like a hunter, helped by any slowing ability (Slow from Arcane Mages, Hamstring, Crippling Poison, etc..). This way you can go all out on DPS on it, as it has the highest amount of the three, and completely cancels the effect of its debuff; this method also frees up a tank so in a typical 3-tanks raid allows better control of the other two adds.

Storm Lasher: Casts damaging nature spells and a chain lightning that hits up to 5 (10-man: 3) other players. Should be stunned and interrupted as often as possible.

Ancient Water Spirit: Periodically surges forward in a straight line and knocks back any player in its way. Should be tanked facing away from the rest of the raid.

Wave Type 2:
Detonating Lasher: They come in a waves of 10, spawning in a circle around Freya.
They have 234k HP, are untankable, and randomly run from player to player. When one dies it does a short ranged AoE for 8k~ (around 15 yards) which makes AoEing them all at once on one spot a bad idea.
Reduces Attuned to Nature by 2 stacks per mob.


Wave Type 3:
She will also spawn a bigger add at some point, an Ancient Conservator with 2.2M HP. This is wave type 3. Just off-tank him and kill him to remove 25 stacks from Freya. He periodically uses Conservator's Grip to silence and pacify all members of the raid. Staying under the Healthy Mushrooms that spawn during this time in the zone will remove and protect against this debuff. A paladin using Aura Mastery with Concentration Aura can offer temporary protection from this debuff if no mushrooms are near. He can also cast Nature's Fury on a random player who will damage all nearby players for 10 seconds, so he should quickly move away from the rest of the raid.
Reduces Attuned to Nature by 25.


Phase 2
The waves will stop spawning, Freya has the same abilities as phase one with the exception of the healing augmentation buff. It is a tank and spank phase. Freya will begin throwing out Nature Bombs in this phase and raid members must be careful to move away or they can prove lethal. If too many raid members are lost it may become impossible to DPS through Freya's Touch of Eonar.

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