This is part of a series of posts about the role of rogues in Ulduar. The focus is on 10-man raids, but on occasion mention will be made about 25-man strategies as well. This is not meant to be a general strategy guide. It is completely targeted at rogues, their abilities, and their strengths in specific combats. Much of what is written could apply to other melee dps as well.
Freya is one of the Keepers – essentially she is a good guy that has fallen under the control of the Old God Yogg-Saron. As such, you won’t actually kill her. When you get her down to 1% health she becomes friendly and gives you a chest as a reward called Freya’s Gift.
All four of the Keepers are challenging fights. This one takes good raid coordination and dps control. The Freya fight is challenging in the execution.
First you have to go around her zone killing the trash. There are three minibosses in the zone. Leave one or more of them up for harder modes. They are not that tough individually.
Once you engage Freya, you start out by… ignoring her. She has a buff that increases her self-healing by 4% per stack and it has 150 stacks. That’s +600% healing to the HoT she casts on herself. So unless you are running with a fully-hard-mode-geared raid (and if you are you wouldn’t need to read this), you can’t dent her health at all. Let the tank pick her up and hold her.
The goal is to get those stacks off of her. She loses stacks of the buff every time an add dies. There will be six waves of adds that spawn. If you kill all six waves, then her buff will be completely gone and you can focus dps on her. Each wave of adds comes on a 60 second timer so the goal is to get a wave down before the next one spawns.
There are three types of add waves and you will see each one twice in random order.
- Ancient Conservator – a large treant type mob. He needs to be tanked and single target focused down. The catch is that he will cast Conservator’s Grip which silences everyone in the raid. All of your abilities are unusable unless you stand under one of the mushrooms that spawn during the fight. As melee dps, rogues are dependent on the tank to drag the Conservator over to a mushroom so that you can attack. He also puts a Nature’s Fury debuff on random players that does AoE damage to nearby raid members, like Deconstructor’s Light Bombs. If you get hit with this, Cloak out of it.
- Detonating Lashers – these are small plant mobs that are not too hard to kill. When one dies it explodes and does AoE damage. The trick is to make sure you don’t kill too many at once or their explosions will wipe you. When they come out, group up around the off tank and FoK several times. Once they are low in health, you single-target dps them the rest of the way so that they die one at a time. If your health is already low, don’t kill another one until you get some heals.
- Elementals – the toughest of the three add waves. Three elementals will come out (Stormlasher, Ancient Water Spirit, and Snaplasher). They each have their own abilities, but the big deal is that they must die within 12 seconds of each other. So you need to watch their health bars. If one is much lower in health than the others, switch targets. For a rogue, the Ancient Water Spirit is most annoying since he charges and keeps moving out of range. Better to let ranged get that one. The Stormlasher casts hurricanes and other damaging spells, but he is stunnable and interruptable so Kick and KS his casts. The Snaplasher builds up a buff that increases its damage output but also decreases its movement speed, so it can be kited and damaged by ranged classes.
For the most part the elemental wave is the toughest because of the coordination involved. If you can’t get them all down within 12 seconds then they respawn and you’re going to wipe. We have our best results when we assign melee to the Stormlasher and ranged to the other two. Depending on your raid makeup this may or may not work for you.
Remember that you will see each type of add wave twice for a total of six waves.
While all of these add waves are going on, glowing trees called Eonar’s Gift will spawn. They slowly grow at a random location somewhere in the vicinity of the fight. If a tree reaches full growth (10 seconds) then it heals Freya and any adds that are up for 60% of their maximum health. This will probably cause a wipe since you won’t get the add wave down before the next one comes.
Usually ranged dps kills the trees since they don’t have to waste time running back and forth. They are tough to find in the chaos though, so if you see one growing near you don’t hesitate to attack it with some quick bust abilities.
If you make it through all six waves, then Freya has lost her stack of healing buffs, so you focus attacks on her. She still has the HoT ticking on her (heals 6000 per second) but without the buff you can out-damage the healing if most of your dps is still alive. The Eonar’s Gift trees will still grow, and she throws some raid damage around.
She will toss nature bombs around in the raid. They look like little green glowy things on the ground. After ten seconds they explode. Your tank should kite Freya so that the raid can move away from the bombs. Other than that, this phase is mostly tank-and-spank. Rogues should be able to get a good attack rotation going, only interrupted if they have to help kill an Eonar’s Gift tree.
There is a lot of target-switching in the adds phase of this fight, so its a rough one for rogues since you keep losing your combo points. You’ll make up for it in phase two which is a single-target sustained damage phase.
If you can do this on 10-man hard mode you might get the Seed of Budding Carnage – a top tier neck slot item, or the nicely named Serilas, Blood Blade of Invar One-Arm. Heroic hard mode has the chance for Bladetwister – a best in slot off-hand dagger.