Raid
Raid: AFK is going back to Naxx this week. Lets get a good clean run and get a full clear on Friday. Here is the line up I am expecting. If you can't make it please post here or let myself or Jayel know.
Tank 1: Holynightmar
Tank2: Joshsmom
Heal1: Jayel
Heal2: Saja
DPS1/Heal3: Atar
DPS2: Sarricon
DPS3: Heavenleighh
DPS4: Vepis
DPS5: Eluda
DPS6: Chalaina
We may need another DPS this week so sign up if you are interested.
08 - Hodir Strategy Guide
saedo — Sat, 04/18/2009 - 15:26
Health:
- Heroic: 32M
- Normal: 8.4M
- 8 minute enrage
Abilities:
- Biting Cold: Deals increasing periodic damage to stationary enemies. Movement diminishes this effect. This aura uses the same mechanics as Intense Cold during the fight against Keristrasza in the Nexus, it stacks up and damage increases over time. Moving or staying near a Toasty Fire will lower the amount of stack.
- Flash Freeze: Encases the target in a block of ice. This spell will freeze the entire raid in blocks of ice, you can avoid this spell by standing on Sspawned by Icicle. 9 sec cast, 30 sec cooldown
- Freeze: Inflicts 5550 to 6450 Frost damage to nearby enemies, immobilizing them for up to 10 sec. 10 yd radius. The root effect of this spell is dispellable.
- Icicle: Icicles will randomly drop on the ground during the fight. Move before they hit the ground, they will deal 12,000 damage on impact. After an Icicle crashed on the ground it will create a Snowdrift, standing on it will protect you from the effects of Flash Freeze.
- Frozen Blows- Reduces Hodir's physical damage by 70%, but grants each of his attacks 31,062 (Heroic: 40,000) additional Frost damage, for 20 seconds. Enemies take 4,000 additional Frost damage every 2 seconds for the duration of the spell.
NPCs:
There will be 8 friendly (4 in normal) NPCs that we can release to help with the fight. They start off in ice blocks to attack to release. Not absolutely neccessarly, but they do dps themselves and buffs, and help dispels too. Also don't release them before Hodir is pulled or they despawn for the fight.
Moonkins:
- Starlight: Envelops a location in starlight for 1 min, increasing the attack and casting speed of friendly units within it
Shamans:
- Storm Power: Charges a nearby friendly target with lightning, increasing critical strike damage by 135% for 30 sec.
Priests:
- Dispel: Dispell Priests will randomly dispell Freeze on the members of the raid.
Mages:
- Toasty Fire: Warms nearby friendly creatures, preventing the effects of Freeze and Biting Cold, and increasing Spirit by 4. In addition, your Spells and Ranged attacks have a chance to singe enemies. Toasty fire can be extinguished by falling ice or Flash Freeze.
- Singed: Singes the enemy, inflicting 3000 Fire damage and increasing damage taken from magical spells and effects by 2% for 25 sec. Stacks up to 30 times.
Hard Mode:
Kill him in 3 mins or less.
The Fight:
This is a fairly simple fight actually. First note, only need 1 tank, and a Nuitbear in polar Frost Resist gear with 50K hp would be perfect tank for this. Other tanks are doable too, don't need Frost Resist per se, with enough HP at least. It's only that 40K frost damage blow which can probably be reduced with CDs like Sarth3D breath coordination type of thing.
Most of the raid damage is avoidable. The better we're at avoiding, the less healers we need for the fight.
Jump/run all the time to avoid the dot from stacking, like Nexus. Avoid the Icicles that fall from the sky, watch for the snowflakes, think Gruul rocks. Turn on your projected textures, these icicles are the blue circles on the ground you have to stay away from.
For Flash Freeze, can completely avoid it by being where Icicles already landed, they form Snowdrifts. During it's cast, 3 large icicles (2 in Normal) will start to drop. Get near one of these, just outside of it until the snowdrift forms, then strafe on it. If one should fail to avoid this, they will be encased in an Ice Block. That's when we have to hit the Ice Block to release him, should they be hit with Flash Freeze again while in a block, they die.
As for the NPCs, if we choose to work with them, we gotta release em from the Ice Blocks. They give us buffs, they help dispels, they even dps the boss. They are also vulnerable to Flash Freeze and not as smart as some of us. So we'd likely have to release them each time if we want to keep them around.
That's basically it, 8 minute enrage. Use the lights, use the fires, dps boss, avoid icicles, never stop moving, get on snowdrifts, profit. Loot wise, he has 2 chests. He destroys one at hard mode, one at enrage. So Hard Mode is just killing him very fast for more loots.
Achievements:
Cheese the Freeze: Defeat Hodir without any raid member being hit by Flash Freeze on Normal/Heroic Difficulty
Just a raid wide check to avoid damage.
I Have the Coolest Friends: Defeat Hodir without any friendly NPC dying on Normal/Heroic Difficulty.
This simply means we hit every single damn ice block to break everyone out after each Flash Freeze. They won't die to anything else except the insta kill flash freeze while ice blocked. Remember 8 in Heroic, 4 in Normal.
Getting Cold in Here: Defeat Hodir without any raid member having more than 2 stacks of Biting Cold on Normal/Heroic Difficulty.
Another raid check to keep moving. And quick dispels when people get trapped by frost nova.
Staying Buffed All Winter: Possess the effects of Toasty Fire, Storm Power and Starlight at the same time on Normal/Heroic Difficulty.
This might take a bit of luck. Got mine's purely by accident along with a few others. You'd need a Starlight by a fire, and have the Shaman buff you. Though I dunno how he chooses his targets to buff.
I Could Say this Cache was Rare: Defeat Hodir before he shatters his rare cache on Normal/Heroic Difficulty
Hard Mode. It's simply a defeat him within 3 mins. On 10 man, we did this 2 healers, pretty much blind zerg of the boss. Release the ice blocks of course, and take advantage of buffs whenever you can. DPS!
Trash Info:
Champion of Hodir: Single pulls, simply a big guy, has a targetted aoe breath where it freezes anyone it hits in an ice block. Like that mage deep freeze kinda ice block though. Think of it like those SSC bog lord that pick a member to spit poison at, and hits everyone inbetween. Except it's ice, and it's too late if you're already hit. Just spread out and circle around him, to mitigate the number of people hit each time.
Snowdrifts: There'll be these steaming piles of snow. When you approach em, Worms pop out. Lots of them. And one by one. So yea, aggro can be touchy since they don't all appear at once to tank and build threat.
Elemental Packs: There will be one big Revanant and 4 smaller Ice Rock Elementals. The big guy puts a shield on everyone that reduces AoE damage by 90%. What? Is Blizz trying to say we can't aoe these? Anyways, obviously, kill the big guy, then ezmode trash.
Videos:
10 man Hard Mode
25 Man Hard Mode
Sources:
- http://www.mmo-champion.com/index.php?page=848
- http://www.wowwiki.com/Hodir_(tactics)
- http://www.stratfu.com/strats/Hodir
09 - Thorim Strategy Guide
saedo — Sat, 04/18/2009 - 14:17
Health:
- Heroic: 20M (Hard mode)
The Fight and Abilities:
This fight is a bit more, hectic, so I'll list abilities of the adds as they appear as I go along.
Gist of it, a gauntlet arena. Adds come, we kill. Then akin to Gothik, raid must be split up with part dealing with adds, part dealing with Thorim himself.
Phase 1:
Thorim is practically immune to damage so don't bother attack him. He will be attacking us though.
- Stormhammer: Throws a stormhammer, dealing 2451 to 2551 damage to an enemy, knocking down and stunning the target for 2 sec, and causing a deafening thunderclap to all enemies nearby the target. 100 yd range, 0.5 sec cast
- Deafening Thunder: Inflicts 4625 to 5375 Nature damage to enemies standing in close proximity to a Stormhammer strike, increasing spell casting times by 75% for 8 sec. 50000 yd range, Instant
- Charge Orb: Charges a nearby orb with electricity. Causes Lightning Shock - Inflicts 2831 to 3169 Nature damage on a nearby enemy.
- Berserk: Empowers allies with the full might of Thorim. This spell will increase damage done by the adds by 500%, casting speed by 200%, and their health by 300%. This is an enrage ability casted on all the adds if players take more than 5 minutes to reach Thorim at the top of the Arena.
What we will be dealing with first are Jormungar Behemoth and Captured Horde (or Alliance if you're Horde). They shouldn't be too hard to deal with.
Jormungar Behemoth:
- Acid Breath: Spews acidic bile at a target and nearby enemies, inflicting 12000 Nature damage and 1500 additional damage every 2 sec. for 18 sec. 50 yd range, 1 sec cast
Captured Mercenary Captain:
- Devastate: Sunder the target's armor causing the Sunder Armor effect. In addition, causes 50% of weapon damage plus 90 for each application of Sunder Armor on the target. The Sunder Armor effect can stack up to 5 times.
- Heroic Strike: A strong attack that deals 3938 to 5062 additional Physical damage
Captured Mercenary Soldier:
- Barbed Shot: Fires an arrow that pierces an enemy's flesh, inflicting 4513 to 4987 Physical damage and causing 500 damage per 3 sec. for 12 sec. 45 yd range
Kill em all.
Phase 2a: Constructs
The constructs of all types (healer, casters, melee) from the stands all jump into the ring and this is where we have to split the raid to deal with them.
Dark Rune Acolyte:
- Greater Heal: Calls upon Holy magic to heal an ally for 94500 to 115500 Health. 40 yd range, 2 sec cast
- Smite: Smites an enemy, inflicting 7650 to 9350 Holy damage. 50 yd range, 1.5 sec cast
Dark Rune Champion:
- Whirlwind: Attacks nearby enemies in a whirlwind of steel that lasts 2 sec. and inflicts normal damage plus 50.
- Mortal Strike: Inflicts 250% weapon damage and leaves the target wounded, reducing the effectiveness of any healing by 50% for 5 sec
- Charge: Charges an enemy, inflicting normal damage plus 75 and stuns the opponent for 2 sec. 8-25 yd range
Dark Rune Commoner:
- Low Blow: Lands a cheap shot on an enemy, inflicting Physical damage and reducing the target's damage dealt by 3% for 20 sec. 5 yd range, Instant
Dark Rune Evoker:
- Runic Lightning: Strikes an enemy with a blast of runic lightning, inflicting 7875 to 10125 Nature damage. 150 Mana, 45 yd range, 1.5 sec cast
- Runic Mending: Heals an ally for 18500 to 21500, then heals for an additional 6000 every 1 sec. for 15 sec. 280 Mana, 40 yd range, 2 sec cast
- Runic Shield: Surrounds the caster with a runic barrier, absorbing 120000 magical damage and reducing all Physical damage taken by 50%. 330 Mana, 30 yd range, 0.5 sec cast, 6 sec cooldown
Dark Rune Warbringer:
- Aura of Celerity: Increases nearby allies' melee, ranged, and casting speed by 20%. Instant
- Runic Strike: Strikes at an enemy with an electrified weapon, inflicting Nature damage equal to weapon damage plus 1000. 5 yd range, Next melee
Iron Honor Guard:
- Cleave: Inflicts 150% of normal melee damage to an enemy and its nearest ally.
- Shield Smash: Inflicts 7400 to 8600 Physical damage to an enemy, stunning it for 3 sec.
- Hamstring: Inflicts 50% weapon damage to an enemy, reducing its movement speed by 60% for 5 sec
Titanium Stormlord:
- Cyclone: Attacks nearby enemies in a whirlwind that inflicts 100% weapon damage as Nature damage.
Again the raid must split up, remember you only had 5 minutes to reach Thorim. Part of the raid stays behind dealing with the above adds, the other part head to....
Phase 2b: Tunnel
So this part of the raid is the task force assigned to reach Thorim and force him into the arena.
There are adds here too to deal with. And the first mini boss is similar to the pinnacle gauntlet, he'll light up one half of the room with fire you just gotta stay out of. Watch which of his hands are raised.
Dark Rune Thunderer:
- Lightning Brand: Shocks the target for 3500 Nature damage to the target, and increases Nature damage taken by 40% for 20 sec. 8 yd range, Instant
Iron Ring Guard:
- Impale: Deals a vicious attack that causes the target to bleed profusely until healed past 90% of its maximum health. Deals 1750 damage every 2 sec. for 1 min or until removed via healing. 5 yd range, Instant
- Ravage Armor: Reduces the target's armor by 5%. 8 yd range, stacks up to 20.
- Whirling Tip: Knocks down nearby enemies, stunning them for 2 sec. and inflicting increased weapon damage.
Runic Colossus (Mini-Boss):
- Charge: Charges an enemy, inflicting 6938 to 8062 Physical damage and knocking the enemy back. 8-40 yd range, Instant
- Runic Barrier: A shield of runic power surrounds the caster, reducing all damage taken by 50% and inflicting 2000 Arcane damage to attackers. Instant
- Smash: Deals 37000 to 43000 Physical damage to all enemies within a 10 yard cone in front of the caster. 3 sec cast, 2 sec cooldown
Ancient Rune Giant (Mini-Boss):
- Rune Detonation: Immobilizes a target with a runic ward that detonates after 4 sec to inflict 11250 to 13750 Fire damage around the target. 60 yd range, Instant
- Stomp: Inflicts 12250 to 15750 Physical damage to nearby enemies and knocks them back. 10 yd range, Instant
Reaching the top of the arena at the end of the Hallway he'll jump into the Arena where the first part of the raid is.
Phase 3: Thorim
- Touch of Domination: Subjugates the target to the will of Yogg-Saron, weakening it yet conferring a subtle control. Reduces Thorim's health and damage by 25% if the raid reaches him after the 3 minutes hard mode timer.
- Chain Lightning: Strikes an enemy with a blast of lightning that inflicts 3700 to 4300 Nature damage. The bolt will arc to additional nearby enemies, inflicting 100% more Nature damage to each successive target. 150 Mana, 100 yd range, 0.5 sec cast
- Lightning Charge: Absorbs a torrent of electrical energy, inflicting Nature damage to enemies in a cone between the caster and the power source, and increasing the caster's melee damage and attack speed by 15%, and Nature damage dealt by 10%. 100 yd range, Instant
- Lightning Charge: Absorbs a torrent of electrical energy, inflicting 13875 to 16125 Nature damage to enemies in a cone between the caster and the power source. 150 yd range, Instant
- Unbalancing Strike: Inflicts 200% weapon damage and leaves the target unbalanced, reducing their defense skill by 200 for 15 sec. 8 yd range, Instant
DPS race at this point. Spread out for lightning. A move that kinda sounds like the 2nd Occulus boss where he charges up and lights an entire section. Anyways, kill before his damage gets too high. Maybe switch tanks for Unbalancing Strike.
Fight Summary:
Because that was a lot to take in, I'll reiterate the keys of the fight.
- Kill the giant worm and the soldiers
- Raid splits up, in 10 man we did a 4 in the tunnel, 6 remained. 25 man used 15 and 10.
- Arena Group stays and deals with adds, killing em.
- Hallway Group opens lever, enters a gauntlet, watch the Colossus' arm to know which half of the hall to avoid, he'll light it up
- Kill the Colossus, go up stairs, another miniboss, turns you into bombs, but roots you so raid has to run from you
- Then it's clear sailing to reach Thorim, watch timers if you want to attempt/avoid Hard Mode. It was actually quite easy and we reached him at about 2.5 min so took a bit of a wait.
- Jump into the arena with Thorim, finish off the adds, spread out, kill him.
Hard Mode:
To reach hard mode, we reach Thorim in 3 mins or less. Not only does he have 25% more damage and health, Sif will be around. Can't kill her, but she'll be attacking us, so more damage all around.
- Frostbolt Volley: Inflicts 9000 to 11000 Frost damage to nearby enemies, reducing their movement speed by 50% for 4 sec.
- Frost Nova: Inflicts 9425 to 10575 Frost damage to nearby enemies, immobilizing them for up to 6 sec. 2.5 sec cast
- Blizzard: A rain of ice moves around the room, dealing 3282 to 4218 Frost damage every 1 sec. for 10 sec. and lowering the movement speed by 65%.
Our Positioning:
Achievements:
Don't Stand in the Lightning - Defeat Thorim without any raid member being struck by Lightning Charge on Normal/Heroic Difficulty.
Raid check, watch the orbs around the room, don't be on the side of an active one. It's a little lightning trail the goes from Thorim to an orb. Move.
I'll Take you all On - Defeat Thorim, the Ancient Rune Giant and the Rune Colossus on Normal/Heroic Difficulty
From the words it seems to mean you were part of the Hallway group. Would have to simply rotate people to do it for this one. But atm, it seems it doesn't seems to complete regardless, so just a normal defeat of Thorim.
Who Needs Bloodlust - Defeat Thorim while under the effect of Aura of Celerity on Normal/Heroic Difficulty.
This aura comes from the mob, a Warbringer. What has to be done is a priest must MC one, pretty much at least during Thorim phase itself. Apparently this is party based, so need a priest for each party, or have to rotate each week.
Siffed - Force Thorim to enter the arena while Sif is present on Normal/Heroic Difficulty.
This is just activating Hard Mode, reach him within 3 mins. Quite easy since you don't even have to beat him.
Lose Your Illusion - Defeat Thorim while Sif is present on Normal/Heroic Difficulty.
The real Hard Mode. This is where you actually have to defeat Thorim. Basically more HP, more damage, and Sif is also throwing frost spells at the raid, slowing the raid members. Dispels will be needed for frost novas incase the aoe is on their side as well. As a note, the Lightning Charge is pretty lethal here, probably one shots you. Unlike ezmode where it's survivable damage....
Trash Info:
Vykrul Packs: They come in pairs and there's only 2 of them. The Thunderer just does damage, nature hits mostly, not very threatening. The Ravager sunders armor, a lot, able to reduce Nuitbear to zero armor with enough stacks. 10% per stack? Anyways, this means the tanks might want to trade off once they get too many. Or, just try to zerg the Ravager down fast. Very fast before the tank bites it.
Sources:
10 - Freya Strategy Guide
saedo — Sat, 04/18/2009 - 13:05
Health:
- Heroic: 4.2M
- Normal: 1.4M
Abilities:
- Touch of Eonar: The pressence of the Lifebinder heals Freya for 24000 health every 1 sec. Instant
- Attuned to Nature: Increases healing received by 4%. She starts the fight with 150 stacks of this buff (for a total of 600% extra healing). Killing the adds spawned throughout the fight will lower the stack count.
- Killing the Ancient Conservator removes 25 Stacks
- Killing an Ancient Water Spirit, a Storm Lasher, or a Snaplasher removes 10 Stacks
- Killing a Detonating Lasher removes 2 Stacks
- Sunbeam: Inflicts 7400 to 8600 Nature damage to enemies within 8 yards of the target. This effect will affect players. AND The rays of the sun heals the plant life for 10000 damage every 1 sec. This effect will affect monsters.
- Summon Lifebinder's Gift: Somewhere within 60 yards of Freya, a Lifebinder's Gift is summoned, which is a non-mobile, non-attacking mob with ?k HP (37k on Normal). This mob emotes 'Lifebinder's Gift begins to grow!' as it is summoned. It continues growing for about 15 seconds. If it is not killed in that time, it performs a powerful heal
- Seedling Ability: After Freya summons six packs of adds and her stack of Attuned to Nature buffs dissipates, she will stop spawning them and instead use this ability. Seedlings are thrown on the ground which explode a few seconds later, dealing damage and knocking nearby characters up into the air.
Detonating Lashers:
- Flame Lash: The Lasher inflicts Fire damage equal to 150% of their melee damage. 4% of base mana, 5 yd range, Instant cast
- Detonate: The Detonate inflicts 6825 to 7175 Fire damage to enemies within 15 yards. Instant
Ancient Water Spirit, Storm Lasher, Snaplasher:
Ancient Water Spirit:
- Tidal Wave: Surge through enemies in a line. Deals inflicts 5700 to 6300 Nature damage knocking them back.
Storm Lasher:
- Hardened Bark: Attacks made against the Lasher trigger the protective bark to grow, increasing damage by 10% and slowing move speed by 5%. Lasts 4 sec, stacks up to 99.
Snaplasher:
- Stormbolt: Inflicts 8788 to 10212 damage to an enemy. 40 yd range, 1.5 sec cast
- Lightning Lash: Deals about 7500 (5500 on Normal) damage to a target and chains, increasing its damage, to 4 successive targets (2 on Normal). 2 second cast.
Ancient Conservator:
- Nature's Fury: Infects an enemy for 10 sec, causing it to inflict 5550 to 6450 Nature damage to its nearby allies every 2 sec.
- Conservator's Grip: The grip of the Protector prevents attacking and casting spells. This can be cancelled by staying under the mushrooms while the Conservator is here, this will also buff your damage by 25%
The Elders:
This fight has a similar mechanic to Sarth3D with 3 Elders now to kill before Freya if we want easy mode. 4.46M hp each in Heroic.
Elder Brightleaf:
- Unstable Sun Beam: Increases damage and healing done by 5% until the energy of the beam collapses. Stacks up to 10 times.
- Unstable Energy: Inflicts 16650 to 19350 Nature damage and cancels the effects of Unstable Sun Beam.
- Photosynthesis: The rays of the sun heals the plant life for 10000 damage every 1 sec.
- Solar Flare: Inflicts 12950 to 15050 Fire damage to a number of targets based on Brightleaf Flux.
- Brightleaf Flux - Positive: Damage and healing from spells and effects is increased by 10%.
- Brightleaf Flux - Negative: Damage and healing from spells and effects is reduced by 10%.
Elder Ironbranch:
- Impale: Stuns and inflicts 32375 to 37625 Physical damage every 1 sec for 5 sec. 5 yd range
- Iron Roots: The grip of the Iron Roots inflicts 7863 to 9137 Nature damage every 2 sec and roots the target until freed. If the Iron Roots surrounding the targets are killed, the target will be released. 50000 yd range, Instant
- Thorn Swarm: Inflicts 12488 to 14512 Nature damage to enemies within 6 yards of the target
Elder Stonebark:
- Ground Tremor: Deals 11400 to 12600 Physical damage to enemies within 100 yards, interrupting any spells being cast for 8 sec
- Fists of Stone: The stone fists slow the caster's move speed by 20% and increase damage dealt by 250%. In addition the devastating attacks have a chance to break the bones of the target, reducing chance to block, dodge, or parry by 100% for 20 sec.
- Petrified Bark: Melee attacks and abilities will be reflected for 30 sec. 220 charges. (80 in 10-Man)
Hard Mode:
Leaving all Elders up is hard mode, granting Freya and all adds buffs.
- Brightleaf's Essence: The essence of Elder Brightleaf increases Magic damage dealt by Freya and her Allies of Nature by 50%. 50000 yd range, Instant; Grants Freya Unstable Sunbeam
- Stonebark's Essence: The essence of Elder Stonebark increases physical damage dealt by Freya by 50%. 50000 yd range, Instant; Grants Freya Ground Tremor
- Ironbark's Essence: The essence of Elder Ironbranch increases Physical damage dealt by Allies of Nature by 50%. 50000 yd range, Instant; Grants Freya Iron Roots
The Fight:
This fight is pretty much all about adds. First off, if we do easy mode, we clear all the Elders (and trash) around the Conservatory. Similar to Sarth3D, each have their own little abilities, but should pose no problems on their own.
Brightleaf: Lasers pew pew
Stonebark: Heal the impaled, break people out of roots
Ironbark: Don't cast during Ground Tremor or you get silenced. Might need to switch tanks for Fists of Stone. Kite taunt if neccessary. Don't kill yourself during petrified bark, that reflects physical damage.
For Freya herself, adds. First thing of note she has a self healing her for 24K per sec, which is outdps'able. But she also has a stacked buff that increases her healing by 4% per stack, and she starts at 150 stacks, so 600% healing at the start. Now that we can't dps through.
The trick is, she summons adds, and each add we kill, it reduces the stack by certain amounts. So basically until we pass the first few waves of adds, we won't be able to do much damage to her.
First add of note is the Lifebinder's Gift, those must be killed within 15 seconds or it'll pull off a big heal on everything. Stop em.
Next thing are the add waves. They come in 3 flavors, Lashers, Elementals, and Conservators. They spawn in a random order, but always appearing in one of the 3, but never 2 in a row if you get this meaning. Think of it like the Mage boss in Occulus, 3 types of waves, and he will always summon 1 of each, random order. But with Freya, after the 3rd one, it randomizes for the next set, but still never 2 of the same type in a row.
The first one comes about 15 seconds into the fight, then 60 seconds afterwards. Adds are the priority.
Lashers: 12 of them spawn around Freya, they have random aggro, they'll be all over the raid, they also blow up on death. So mass aoe is likely to get people killed. Suggested courses of action are to do some aoe, then switch over to single target to handle the explosions one by one.
Elementals: A set of 3 elementals spawn, and they must be killed simultaenously (within 10 sec). 2 of them can be tanked. Water Spirit charges and knocks ppl back. Storm Lasher can be kicked and all, do so cause his chain lightning has the usual pattern of doing more damage the more it chains through. Stonelasher though is likely not tankable, well he is, but each hit done to him will buff him to do more damage. But it also slows him down til he stops altogether. Ranged kite him til that occurs, it is safe for melee to attack so long as threat is below the ranged tank.
Conservators: Only 1 of these will spawn at a time. Basically 2 things to be aware of, stay under the good mushrooms or you won't be able to do anything. Run the fuck away if you have the bomb (Nature's Fury).
And that's pretty much the fight. Adds come in, kill em all. Kill Freya inbetween adds. Oh and avoid lasers.
After about 6 waves, her stacks should be all taken care of, so no more of those adds at least. She'll still summon the Lifebinder so kill that before it can heal her. Also she gains new ability to sprinkle seed bombs, stay away from those.
Achievements:
Lumberjacked - Defeat Elder Brightleaf, Elder Ironbranch and Elder Stonebark within 15 seconds of each other on Normal/Heroic Difficulty.
So this sounds like we gotta pull all 3 at once and kill em together, somewhat. But they're on opposite ends of the Conservatory. If we tank em all together, we'd have to watch for Healing Beams, break people out of roots, Impales, Ground Tremor silence, etc. Or would it be a split the raid up thing and each deal with the bosses simultaneously. This sounds harder to pull off in a 10 man.
Con-speed-atory - Defeat Freya within 20 minutes of the first creature you kill in the Conservatory of Life on Normal/Heroic Difficulty.
Just a speed run. With enough gear, knowledge, and probably easy mode, this should be easy.
Deforestation - Defeat 2 Ancient Water Spirits, 2 Storm Lashers and 2 Snaplashers within 10 seconds on Normal/Heroic Difficulty.
This seems tricky, would have to offtank the 1st elemental pack until the 2nd one appears then kill em all together I believe. Probably the snaplashers should be merely hit til rooted and left alone til the 2nd one.
Getting Back to Nature - Defeat Freya while she is affected by 25 stacks of Attuned to Nature on Normal/Heroic Difficulty
This could take luck. It means leaving the last pack, possibly the last 2 packs up and kill Freya. It might be 2 cause the Lasher packs only take down 20, so if they're last and we killed the rest, Freya would only have 20 left. Then you'd be dealing with 45-50 stacks. That'd be much harder.
Knock on Wood - Defeat Freya while leaving at least 1 Elder alive on Normal/Heroic Difficulty.
Elder Ironbranch is probably easiest to leave up. He grants 50% more physical damage to the adds, which is mostly nothing. Snaplasher will hurt earlier but does that anyways. Otherwise it's just conservators, the other adds are mostly magic or whimpy physical ones.
Anyways, Freya is also granted the Strengthened Iron Roots ability. So call out who got it, everyone kill it. In normal it seems to have 16K hp to take out. You can also Cloak / Bubble / Block, and Blessing of Freedom, PvP Trinket, etc (moving impairing breakers) out of it now.
Leaving one Elder in 10 man grants you an [Emblem of Conquest] in replace of the Valor you would've gotten from the Elder himself.
Knock, Knock on Wood - Defeat Freya while leaving at least 2 Elders alive on Normal/Heroic Difficulty
We left up Stonebark for our 2nd Elder. It gives Freya the Ground Tremor, if you have boss mods, you can perfectly prepare for it. Most of the fight is relatively the same. Killing 2 on 10 man grants you a [Runed Orb].
Knock, Knock, Knock on Wood - Defeat Freya while leaving all 3 Elders alive on Normal/Heroic Difficulty
Lastly we believe Brightleaf to be the hardest for us to leave up. The lights were a bit lethal, and because we had to cautiously kill the exploding lashers, we started to fall behind whenever they came up.
On our 10 man kill, we found the fight to be very tightly tuned. It's a lot of damage, and dps has to be on the ball, so can't have many mistakes before it cascades into a wipe. A bit of an adjustment was that if we did fall behind during Lashers, it was ok to leave them running around. They aren't lethal til they explode, so we dealt with other wave if necessary first.
Trash Info:
4 Packs: They consist of a green dragon, a dryad, a tree, and a lasher. They are all probably CC'able. We slept the dragon, hex/trapped the dryad. Killed the tree, he heals, also does a Hurricane to not stand under. Lasher has Thorns so watch for the damage. Dragon can do a poison spit breath.
Flower Packs: There's a big flower and a bunch of small ones. You want to tank the small ones away from the big one, and dps it fast. The small flowers that surround it will heal him. And the big one is on a timer or something spawning more and more of them. Kill him before he does. If he does, OT the small ones and drag the big one away or vice versa and try again.
Big Guy + Dryads: Here these dryads do a bubble that heals them and is dispellable or spellstealable. But when that happens, it turns into a bomb blowing shit up. So just out dps the heals. The big one stomps or something I forget it's not much of a threat.
Sources:
- http://www.mmo-champion.com/index.php?page=846
- http://www.wowwiki.com/Freya_(tactics)
- http://www.stratfu.com/strats/Freya
Stepping Into Ulduar
garreth — Sat, 04/18/2009 - 00:13
Just a quick update for the front page:
Downfall had it's first real, stable nights of raiding in Ulduar Thursday and Friday. We've downed Flame Leviathan, Ignis, Razorscale and XT-002 already. Lots of loot and well designed bosses (even before hard modes).
So far raid attendance has been stellar for both 25-man raids. We are, however, always looking for potential healers to step up and commit to raid nights. For more information contact me or Shihli on this site and we can fill you in with more details.
In the meantime, read up on Ulduar in Saedo's conglomerated Ulduar strat guide: /Ulduar. It's a great guide that we've put together from multiple strat and info sites. Downfall specific strats and videos will be posted when we get them.
For those of you looking for a 25-man Naxx still, please check out Torvo's run here: /node/5979
Downfall Guild Raid Addon Pack
garreth — Fri, 04/17/2009 - 01:41
Click here to download the Downfall Guild Raid Addon pack!
All these addons and more can be managed easily via the Curse Updater (www.curse.com/client). Check it out! Below is a list of the included addons and a quick summary of what they do:
11 - Mimiron Strategy Guide
saedo — Thu, 04/16/2009 - 14:22
Health:
- Heroic: About 27.75M total
- Normal: About 7.62M total
Abilities:
Leviathan MKII:
- 6.9M Heroic, 1.74M Normal
- Weak melee damage
- Proximity Mines: Drops about 10 mines next to the Leviathan, walking over them will make them explode for 20,000 fire damage. This can be disarmed by Rogues.
- Napalm Shell: Fires a shell filled with napalm at a random enemy target. The shell explodes upon impact, dealing 7540 to 8460 Fire damage instantly and an additional 32000 over 8 sec. This effect attempts to target enemies over 15 yards away if possible.
- Rocket Strike: Launches a rocket towards a random enemy. Once the rocket reaches the destination, it deals 5000000 Fire damage to all enemies within 3 yards
- Plasma Blast: A stream of plasma errupts from the cannon, dealing 30000 Spellfire damage per second for 6 sec. This effect cannot be resisted. 100 yd range, 3 sec cast / Channeled, 7 sec cooldown. Cast about once every 30 seconds
- Shock Blast: Deals 100000 Nature damage to all enemies within 15 yards. 4 sec cast. Cast about once every 30 seconds
- Plasma Blast and Shock Blast alternate
VX-001:
- 6.9M Heroic, 1.74M Normal
- No aggro
- Rapid Burst: Unleashes a series of short plasma bursts towards a random enemy, dealing 1885 to 2115 Spellfire damage per burst for a total of 6 bursts over 3 sec.
- Spinning Up: The VX-001 starts spinning and P3Wx2 Laser Barrage is cast, don't be in front of him
- P3Wx2 Laser Barrage: Spins up the dual cannons for 4 sec before unleashing a spray of lasers in a random direction, dealing 20000 Spellfire damage every 0.25 sec to all enemies caught inside. Lasts 10 sec. (This is a rotating beam using the same mechanics as C'thun Eye Beam or Lurker Below Spout) He always turns clockwise, and it's less than a 180 degree turn.
- Rocket Strike: Launches a rocket towards a random enemy. Once the rocket reaches the destination, it deals 5000000 Fire damage to all enemies within 3 yards.
- Heat Wave: Fires out a blast of heat, dealing 1885 to 2115 Fire damage instantly and an additional 10000 Fire damage over 5 sec to all enemies.
Aerial Command Unit:
- 4.7M Heroic, 1.6M Normal
- Ranged tanked, adds incoming
- Plasma Ball: Builds up a ball of plasma and fires it at a target, dealing 14138 to 15862 Spellfire damage. 30 yd range, 2 sec cast, spammed every 3-4s.
Assault Bot:
- 1M Heroic, 500K Normal
- 30K hits
- Possibly kited in Heroic vs Tanked.
- Magnetic Field: Projects a magnetic field towards the target, locking them in place. In addition, the target will take an extra 30% damage from all sources. Lasts 6 sec. 30 yd range. Can be dispelled
- Drops a Magnetic Core on death
- Summon Magnetic Core: Deploying this magnet under the Aerial Command Unit will temporarily bring it to the ground and disable it. While it remains disabled, it will take an additional 50% damage from all sources, for 1 min.
Bomb Bot:
- These bots will walk through the raid for a moment and eventually explode for 9425 to 10575 fire damage in a 5 yards radius, run away from them!
Junk Bot:
- 110k hp Heroic, 65k hp Normal
- Weak adds to dps down
V0-L7R-0N:
- 3 phases merge, 3 targettable sections, but each start at 50% hp
- All 3 sections have to killed within 5-10 sec of each other.
- Each have seperate aggro and must be "tanked" like before
- Bottom is Leviathan, Middle is VX-001, Head is Aerial Command unit
- Leviathan: Proximity Bombs and Shock Blast
- VX-001: Rocket Strike, P3Wx2 Laser Barrage, and Hand Pulse - Fires a pulse of energy towards a random enemy, causing 6598 to 7402 Spellfire damage to all enemies in a cone facing the target enemy. 50000 yd range, 0.85 sec cast
- Aerial Command Unit: Plasma Ball
The Fight:
So this is one crazy shit face of a fight with essentially 4 phases, lots of stuff going on, damage and adds and things to avoid.
Phase 1: Flame Leviathan MKII
On engage, Mimiron will jump into his personal Flame Leviathan. Tank and spank it for the most part. Melee have to watch for land mines. Melee have to watch for Shock Blast and run the fuck out, 4 sec cast. Ranged have to watch Napalm (fire), think Void Reaver orb shots. Supposedly he hits very weak, most of the damage will be from the shit he spews out.
Phase 2: VX-001:
After that's destroyed, he gets into his anti-personal cannon. We would likely just form a circle around him, think Lurker Below.
No real aggro here I believe. So go nuts.
Stay out of fire. Watch for rockets. There's a small red circle which is the target (you).
Then there's the lasers. That's similar to the Lurker Spout or C'Thun eye beam. He'll be spinning up, we gotta stay the fuck away from the front when he does that. Then supposedly run around in a clockwise fashion to avoid it, and he appears to only do it 180 degrees. So half circle, not full like the others.
Phase 3: Aerial Command Unit
This parts needs a ranged tank. He'll be spamming 9K ish hits to highest on aggro and the melee can't touch him for the most part.
After that tank has aggro, dps away.
Meanwhile, the ground has adds for the others and possibly some of the ranged to help with. It's a way to drop aggro if anything.
Junk bots are shitty little things to kill off quickly, they spawn from Green Beams.
Bomb bots are shitty little things to get the fuck away from. They blow up if you didn't get it yet. Ranged can help clean em up before they reach raid. They spawn from Mimiron.
Next is the real trick, the Assault Bots. They hit hard, really hard. So if we can't tank him, need a ranged to kite em. Someone that can snare preferably. They can snare their target too, and it's dispellable. They spawn from the Red/Orange beams.
After killing one of those, it drops an item we can use. The Magnetic Core, using this would bring the Aerial Command Unit down for 1 min and it takes extra 50% damage during this time. So burst dps CDs for this part.
Phase 4: V0-L7R-0N
Mimiron combines all 3 of his creations into one. Each piece is targettable. Each piece has it's own aggro (if applicable) table. And they all must die within 5-10 sec of each other. But they each start at 50% of their hp.
Split the dps, with possibly target switching on the fly to even things out.
They have most of the important tricks to them.
Flame Leviathan has his mines and shock blast, so melee must run and avoid those.
VX-001 has the Rocket Strike to avoid. Along with the big laser for the raid to run the fuck away from (clockwise).
Aerial Command Unit still must be ranged tanked.
This is pretty much a dps burn down now while avoiding things that could kill you.
Collect loots.
Hard Mode:
There's a big red button behind him. T he raid should walk around the room to under the button. Hard mode is activated by push it to initiate the fight. Everything does 25% more damage. Also turns it into an 8 minute enrage. Also has new abilitiles.
Doomfires that follow you around in every phase. Frost Bombs in P2 to avoid. Water bots in P3 that do put out fires, but does frost damage to you too if you get in the way.
Phase 1: Before running in, wait til the first Doomfire spawns, that way, it's not right on your ass when you do start. We tanked Leviathan himself along the walls of the room, just kiting him around when needed. The doomfires can be semi-kited by ranged as they seem to proximity aggro. Otherwise, fight is same with more damage, just avoid fires.
Phase 2: During transition, group up at an edge of the room, gather all the fires together and slowly inch away. This is to keep the fires away from the middle in the beginning. Your goal is to keep close to fire without actually getting hit by fire. Anyways, after the doomfire respawns, rush in to attack VX. Same fight basically with more damage, and doomfires approaching you. He does do a flame suppression for the melee but only if he's not Lasering. Another trick to watch for is the Frost Bomb, puts out fires, but also damages you and knocks you back. Look for a bluish orb, stay away from that side of the room until it goes off. Heroism this phase to get it over with, only phase you can really spend full time dps on (mostly).
Phase 3: Same as previous transition, gather up and don't let the fire spread all over the place. Frost bots will show up now, and I believe they don't silence in 10 man anymore, but still do in 25 man. Their water sprays also knock you back, kill em if they're a nuisance to you otherwise let em do their thing. Tanking wise, it'll be similar to Phase 1, you'd have to kite all around the outer edge of the room. However, make use of LoS, when you want to drop the head, forces it into a corner away from Doomfires (for a bit) and go all out dps. You need to pass this phase in about 2 drops, else you might not make the enrage timer.
Phase 4: Like phase 1, just combine all the damage, yadda yadda yadaa. Kite outer edge, watch for doomfires, kill kill.
Achievements:
Set us up the Bomb - Defeat Mimiron without anyone in the raid being hit by the following on Normal/Heroic Difficulty.
Another raid check. Don't get hit by rockets, mines, or bomb bots. This is a progressive achievement so can do it once per week.
Not-So-Friendly-Fire - Force Mimiron to kill a Assault Bot with a Rocket Strike on Normal/Heroic Difficulty
Sounds like we have to OT an Assault Bot into phase 4. Then find a Rocket Strike to drag him in.
Firefighter - Defeat Mimiron after activating his Self-Destruct mechanism on Normal/Heroic Difficulty.
Hard Mode, 25% more damage all around and an 8 min enrage now and new abilities.
Trash Info:
So the trash is hard. Hard enough that people recommend trying to have someone bubble run through them to the otherside and rez the raid, summon the rest. We kind of found a more managable less cowardly solution. ;p
Mechano Packs:
There's a I believe 4 packs of these. The 1st one is the easy one, there are no Sappers, yet. Get to those later.
There's a Arachnopod that if you defeat, you can get on and ride it for about 5 mins.
There's bomb bots.
There's Trash, which seems to be just little do nothing shits. lol
There's these mechognomes that build frost turrets that do 4K a tick all around them. But are killable too.
I recommend the first thing to kill is the Arachnopod, then you can get inside it and use it like a vehicle to help kill the others. It is also immune to the Frost Turret's effects. Here are it's abiltiies:
- Machine Gun - standard dps
- Flamethrower - it believe it's a 10 sec CD for massive frontal aoe fire damage to them
- Leap Stun Thingy - It's a targetted jump, and aoe stuns where it lands, 20 sec CD i think
Anyways, it's probably advisable to treat this a bit like a gauntlet, thought not as hectic Cause you have limited time with the Arachnopods, and they're gonna help with the next pack which have:
Sappers: These fuckers target people and drain 5K mana per second while doing like 7.5K per sec ticks and transfering damage you do to them to someone else. They are stunnable and fearable.
So here's where those Arachnopods come in handy. Use them to help with the stuns and zerg the fuckers down. Afterwards, standard kill the rest.
There's more Arachnopods in each pack, so you can have a few in the raid helping with this.
Videos:
10 Man Firefighter (with fail Shadow Priest)
Sources:
07 - Auriaya Strategy Guide
saedo — Thu, 04/16/2009 - 13:08
Health:
- Normal: 3.2M
- Heroic: 16.73M
Abilities:
- Sonic Screech: A Sonic Shockwave that deals 231250 to 268750 Physical damage to all enemies in its path. The Shockwave damge is split between all targets in its path. 50000 yd range, 2.5 sec cast, 4 sec cooldown
- Sentinel Blast: Inflicts 6000 Shadow damage and increases Shadow damage taken by 100% for 5 sec. Stacks. Instant
- Terrifying Screech: The screech strikes fear into the hearts of all nearby enemies, causing them to flee in horror for 5 sec. 2 sec cast, 8 sec cooldown
- Summon Swarming Guardian: Auriaya occasionally spawns a wave of panther adds (~20 mobs) with a low amount of health points. You can easily AoE them.
Sanctum Sentry:
- Starts with 4 adds in Heroic, 2 in Normal
- 558K HP in Heroic, 335K HP in Normal
- Savage Pounce: A savage pounce that inflicts 13875 to 16125 Physical damage and an additional 7400 to 8600 Physical damage every second for 5 seconds.
- Strength of the Pack: The presence of other members of the pack increases damage done by 50% to all members of the pack within 20 yards.
Feral Spirit:
- Spawns 1 min into the fight
- 835K HP in Heroic, 200K HP in Normal
- Starts off with 9 Feral Essences (his 9 lives)
- Feral Essence: Each essence increases the damage dealt by the Feral Defender by 50%. The Feral Defender can revive itself at the cost of one of its Feral Essences.
- Feral Rush: Charges an enemy, dealing Shadow damage and interrupting spell cast for 6 sec. 80 yd range
- Feral Pounce: The Feral Defender pounces the target stunning them for 5 sec and inflicting Shadow damage every 1 sec. 5-45 yd range
- Seeping Feral Essence: The Seeping Essence of the Feral Defender Inflicts 9000 Shadow damage every 1 sec. This is a void zone-like effect triggered where the Feral Defender spawns and dies.
The Fight:
First thing of note, the raid must ALWAYS be in the same LINE. Not neccessarily stacked on top of each other, but along to the same line to take the Sonic Screech, damage is split among all hit, and you're fucked if it's not split several times over. I estimate probably at least 15 people in Heroic have to split it to not fatally hit the raid.
This means, the melee have to either spend a the entire time attacking from the front, or be very good at rotating from back to front the whole fight. The thing is a 2.5 sec cast, so there is time to move. I found it quite easy to simply rotate back to front. This is probably more for raid helping to mitigate damage, perhaps we don't need everyone to be hit, just enough.
Second thing of note is fears. Tremor totems should handle it for us. Just get back in position ASAP if you got moved in case of Sonic Screech.
The adds, have a stacking buff where they gain 50% more damage if they're within 20 yards of each other. So for the pull, the OT stands 20 yards away from the MT. The OT takes one add. The MT takes the boss and the other add. The raid itself must be between the 2, so you're all in that same line for Sonic Screech.
In 10 man, we did a zerg the adds thing, everyone just dogpiled in a corner above the stairs where she pats. Used Deatth and Decay to pull them. Zerg'd down both adds. Then her. This may or may not be doable in 25 man. For 1, there's 4 adds, so they're gonna get super buffed and hit hard.
Tank and spank. The whole deal is mostly keep the raid together along the same line with occasion fears and damage here and there. Also small shitty panther adds spawn to be quickly aoe'd down.
About 1 min into the fight, a Feral Defender will spawn. Killable, but takes 9 tries, and each death drops a void zone. OT is to just take it behind raid. He will jump and run all over the place, so have fun with that.
Then the rest of the fight is burn down Auriaya again. If we do kill Feral Spirit, move well away from the void zone, and the raid has to move too keeping the line dance.
For 25 man the pull was done via snake traps. We dogpiled behind the same pillar, and the tanks MUST pop their CDs initially so the cats don't rape them. Kill the cats, kill Auriaya. One added "problem" in 25 man that with the additional aoe, the Feral Spirit was eventually taken down leaving a Void Zone.
Achievements:
Crazy Cat Lady: Defeat Auriaya without destroying her Sanctum Sentries on Normal/Heroic Difficulty.
They have to be tanked away from all the aoe splash damage. Also due to the stacking bleeds, the tanks must trade off in 10 mans. Don't do it during aoe phases. Otherwise, zerg her down.
Might be tricker to do in 25 man due to 4 adds. Might need 1-2 extra tanks (on top of the 3 we bring) to rotate in to take the bleed. Old School 4 Horsemen style?
Nine Lives: Defeat the Feral Defender while defeating Auriaya on Normal/Heroic Difficulty
This involves killing the thing 9 times, each time of course drops a void zone, so better do it well away from the raid. And making sure to not dps Auriaya too fast so the Defender can pop up again.
Trash Info:
Titan Packs: They come in 2s, you only need to take the pair on either side of the walkway. And must be tanked seperately, but not too far apart. After I believe it was 40 yards, they gain "Seperation Anxiety" and fuck us up. Anyways, the trick to this is that randomly, one of them will spawn a big ball of spark. This spark will slowly travel towards the other one, and if it reaches, they get a power boost and starts aoe'ing. The goal is, have the ranged and stuff inbetween, and fuck up those sparks before that happens. Also, it is advisable for both adds to die relatively close to each other, not neccessary though. You see, when one dies, the other gains a buff, hitting harder and faster. You can heal through it if you choose so, or try to get em to die together to mitigate that berserk time.
Sources:
Hey all,
Due to the start of all the new raids it will be important to sign up this week so we can confirm participants. We probably will not be going into Ulduar this week as we need to work on our Co-ordination a little more, but we willbe going in soon.
This is how we are setup as of now.
Tank1: Holynightmar
Tank2: Joshsmom
Heal1: Leighann
Heal2:
DPS1: Jayel
DPS2: Sarricon
DPS3: Eluda
DPS4: Chalaina
DPS5: Ghli
Lets have a good run at Naxx and get it done on Friday night so we can spend monday on Sarth and Maly.
So we are still looking for a Healer for Tonight. If you are interested post here and or talk to myself or Jayel in game. Do be aware that all things being equal posts on the site will take priority over in game conversations. So use the site.
How To Use FuriousRaid as a Raid Leader
garreth — Tue, 04/14/2009 - 23:38
Attached please find the latest user guide on how to use FuriousRaid. Downfall specific interjections will follow.




Recent comments
7 hours 17 min ago
4 weeks 1 day ago
7 weeks 1 day ago
7 weeks 2 days ago
9 weeks 1 day ago
9 weeks 1 day ago
9 weeks 1 day ago
10 weeks 2 days ago
11 weeks 3 days ago
13 weeks 17 hours ago