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Thread: Freya help :(

  1. Freya help :(

    Some friends and I started a new guild recently on our server, and within 2 weeks have cleared all of Ulduar 10 except Freya, Mimiron, General, Yogg, and the optional boss. Not bad IMO. Anyway, tonight was our first night attempting Freya... god I hate her and her adds T_T.

    Anyway, I was wondering what strats you guys use for her waves since we wiped on those everytime and never got to the Freya herself. Part of the problem was we were very heavy on melee due to the lack of good ranged dps in our guild. We had a frost nova for the lashers, but couldn't seem to get the timing right, causing them to blow up and wipe many of us as we were stacked on the boss. The mushroom mob we kill just fine. The 3 adds that spawn (snaplasher, stormlasher, and the water one) give us trouble sometimes... That's the set I was wondering how you guys handle it? We were single targeting snap, then would switch to one of the others, then to the last one and try and burn, but it seemed too sloppy everytime. Suggestions?

    Tonight we downed Hodir and Iron Council for the first time... here's a WWS parse of our night if anyone has suggestions / input: http://wowwebstats.com/5ufbwinwnirnk?m

    Thanks!

  2. got a hunter? and a warrior tank or druid?

    if so. have everyone use AoE untill the adds are around 25%. then have the raid run north, warrior/druid does an AoE taunt, hunter traps them in place.raid runs south, AoE them down.


    other then that, have everyone use their V frames (health bars) and single target em down.
    Quote Originally Posted by Turelliax
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  3. Join Date
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    Some suggestion:

    1) you can't tank the lashers. CC isn't going to work very well either (at least for our raid). We basically just aoe them down till about 30% or so then start to single target dps single lashers down. The healers basically keep people topped off and dps'ers need to be smart enough to recognise when they need to run out to bandage or take a healthstone.

    2) for the 3 adds, we always split dps. We try to have ranged on the mob that starts to hit harder (but move slower, snaplasher i think) and melee on the other 2. Again, dps'ers need to be smart and proactive to watch the lives of the 3 mobs so they stop dps'ing when their target is low and switch to help.

  4. Lashers attack everything, so if you have good co-ordination group up when they appear and start aoe then split in all directions and finish singly once they are down a decent chunk of health. Try not to kill more than one at a time. The way you say it killed a lot of ye while stacked on the boss suggests ye may be trying to dps the boss at the same time...not really any point if so, surviving the add waves is the whole fight really the rest is simple, and if ye just stack for positioning on the boss you add damage to the tank when it could wipe the group doing so.
    For the three adds we dps them singly in turn to 20/30% always leaving the snaplasher till last which is then kept stunned by all who can all through that dps. Aoe from there to finish once they all down close.

  5. It's worth noting that the waves *are* the fight, when you get to Freya you have basically won unless you do something remarkably daft.

    Have a plan for each wave. The tricky ones are the "3 stooges" and the lashers. Watch the project marmot addendum video for a neat way to handle the lashers. For stooges, pre-assign who is on what, have the tanks macro "/target stormlasher" or similar so they can grab their assigned target (also a shockwave as they spawn will avoid any nasty messes). How you actually handle them very much depends on your group. We normally have a hunter, they are certainly handy here, both in frost trapping lashers and kiting the snaplasher, but it's by no means the only way.

    Once you've practiced a bit, your group will know how to react to each wave, execute the plan quickly. Do that 6 times in a row, beat up freya, collect loot.

  6. Join Date
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    Check out the tankspot guide to Freya video.

  7. As far as the Detonating Lashers go, of course that's on your DPS to aoe until the stop is called, then do whatever you can to immobilize them for a few seconds. We use frost nova usually, but if a mage isn't available, try Shockwaves/War Stomps/Desecrated Ground effects. This should give your softer raid members time to fan out.

    Sounds like the Conservators are not a major issue for you, good work avoiding the guy with the skull on his head.

    The three stooges are the critical point for tanks. The way we're handling it right now seems to work very well, and I would highly recommend it to anyone having trouble with them. We have a DK tank the Snaplasher, and myself as a warrior on the Water Spirit and the Stormlasher.

    1) Ancient Water Spirit: This guy likes to do a long range rush on the person IN his range that is furthest from him. His cast, Rushing Surge or Surge or something like that, is about a 2.5 second cast. He's stunnable, so that should take care of his random movement. I have no trouble keeping him stationary without outside help, i.e. with my own stuns (including War Stomp sometimes) Concussive Blow and Shockwave. If you're falling behind on stuns, assign 1 or 2 rogues/pallies to help out. He hits like a mage with his melee, so it's not critical, just helps you keep aggro since you might lose it on one of his 40 yard forays into the raid.

    2) Storm Lasher: Seems to be mostly a caster mob, still melees, but very lightly. We have our rogues on him for stuns/interupts since the Ancient Water Spirit is locked down by a Prot Warrior. This helps alleviate some strain on healers due to lightning attacks of various nature.

    3) Snaplasher: This guy... Put your DK on him for Chains of Ice root/snare when his health gets low. He does 1% more damage for every 1% health that he loses, not to mention hits pretty hard right outta the gate. Allegedly he also loses 1% of his movement speed for every 1% health that he loses, but to be honest, the mechanics of this aspect seem flawed or bugged. We aren't taking any chances with him. This means he'll be untankable as he gets below about 30%, he can one shot tanks.

    Warrior tank should thunderclap as they spawn to grab them all, DK should peel off the Snaplasher as soon as he/she can. We burn the Water Spirit and the Storm Lasher to 5-10% as quickly as possible, then switch all DPS to the Snaplasher. This cements the DK tank's aggro on the Snaplasher, which, unlike the other two, is fairly crucial. It also allows the DK to actually tank him until it's time to kill it. We burn the Snaplasher straight to 0%, making sure the Chains of Ice stay on CD after 30-40% health. With all dps focused on Snaplasher, it should go down before it can recover from being rooted. When the Snaplasher dies, make sure to immediately switch all dps back to the other two and finish the last 5-10%.

    Good luck to you, hope this helps.

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