Ulduar Nerfs and Bugs

Looks like there were some undocumented changes made to Ulduar.

Check out this post on Main Tankadin. (Thanks Honors).

Here’s a quick summary from various sources (Forums, direct observations, things I heard second hand).

Flame Leviathan

  • Seems to be bugged. Doing FL with 2 towers is fine and dandy. But FL still has the 3rd tower buff on him even though there’s only 2 towers up.
  • Vehicle targeting reticule looks really good.
  • Gnomes have been busy. Enhanced the handling of vehicles. They turn much better.
  • Choppers can pick up Pyrite and drop them wherever they like.

XT Deconstructor

  • Deconstructor seems to spawn a bajillion ads. Look at the main tankadin post above for a screenshot.
  • Now throws Light and Gravity bombs during tantrums.

Thorim

  • Chain Lightning only blows up 2 targets.

Freya

  • Iron roots: You can trinket out of them. You can blink out of them. Hand of freedom. Bring a Shaman with Earthen Power and call it a day. Shapeshifting works. Anything that can get you out of snares will work.
  • Sunbeam visual effect seems to be missing. But the debuff on players is still there.

Mimiron

  • Phase 3: Don’t have to place the mines. The player loots it, uses it, and the head will automatically drop down. Mimiron has upgraded to smarter magnets.

General Vezax

  • Vezax’s health reduced by 10 million.
  • Saronite Animus health reduced by 2.5 million.
  • Animus spawns after 6 clouds instead of 8.

Check the comments for other nerfs. I’ll try to update this post with extra information.

Ulduar Fights Where It’s Just Not the Healer’s Fault

I’ve experienced just about type of death in Ulduar. I’d die to Constrictor tentacles. Early on, I’d get rocked by Hodir’s Flash Freeze. Sometimes I’d get unlucky with a Rocket Strike.

Today’s post is designed to help you identify under what situations a healer is at fault and when it is simply out of their hands. Keep in mind there are several exceptions. In most cases, tanks are the one that will be bearing the brunt of these abilities. If they die, odds are good they weren’t at full health. If it were any other player, well let’s take a look shall we?

This is a really long post. I’d consider using it as a reference when trying to troubleshoot your raid to see if there really was anything that could have been done to keep players alive.

Flame Leviathan

Nothing much here. I don’t send healers onboard the tank. I usually send up hybrid DPS who are able to heal in addition to DPS.

Razorscale

You died because of:

  • Devouring Flame – Your fault. Should not have been standing in them. It’s the blue stuff on the ground.
  • Flame Breath – Your fault. Don’t stand in front of Razor when this happens. Tanks are an exception.
  • Fireball – Our fault. It’s only 11000 damage or so. However, there are times when a player does get gibbed by these. I’ve been hit by this twice in a row in the span of a half second. I happened to have a shield up which saved me with a 15% health left.

Ignis

You died because of:

  • Scorch – Your fault. Why on earth would you stand on a big giant tower of fire?
  • Flame Jets – Our fault. Players should be in the green when Flame Jets connect.
  • Slag pot – Our fault. You can help even more though if you can. I cast Lesser Healing Wave on myself when I play my Elemental Shaman to help the heals out.
  • Construct explosion – Your fault. Run the heck out before it gets detonated.

Deconstructor

You died because of:

  • Gravity Bomb – Neither. It’s the job of the guy who got Gravity Bomb to get clear. If he’s too close, he pulls you in and detonates. Bomb guy’s fault.
  • Light Bomb – Both. It’s the Light bomb’s duty to also get clear. But the raid will take 2 or 3 ticks of Light Bomb damage. Our job is to heal that up. Requires effort on both parts.
  • Tympanic Tantrum – Our fault. We should be able to outheal the damage done by Tympanic Tantrum.
  • Bomb bot – Your fault. Should not be within proximity of these things when they explode.

Iron Council

You died because of:

  • Fusion Punch – Our fault. Unless none of the healers are dispellers. Then it’s the dispeller’s fault. That debuff has to come off quick.
  • High Voltage – Our fault. Steelbreaker’s aura. Everyone gets hit by it no matter what. It just has to be out healed.
  • Rune of Death – Your fault. Shouldn’t be standing in it.
  • Chain Lightning – Both. It depends on how much damage you take. If you die to a chain lightning, check to see if you were properly spaced up. You can stay with 1 or maybe 2 other players nearby. That type of damage is survivable. If your health was too low for a period of time, then its our fault for not getting you back in the green quick enough.
  • Lightning Whirl – Both. It should be interrupted. It’s normal to see 1 or 2 ticks slip through. Most players should be able to survive that. If you didn’t survive it, then chances are you weren’t topped either.
  • Overload – Your fault. When the little guy stops moving and starts doing his Kamehameha move, run out of the blast zone.
  • Lightning Tendrils – Both. It’s difficult to outrun this. Some players are going to get caught in them. At the same time, a concerted effort should be made by those not being focused to run away from it, not run towards it. Focused players are taking 3000 – 5000 damage per second. It’s possible if its one or two players. It’s a nightmare if it’s five or so.
  • Melee hit for 30000 – Not our fault. Ideally a cooldown will be popped. I know when I see Steelbreaker on the tank, I’ll drop a Pain Suppression reflexively on the tank to buy some extra time to get him repositioned. Sometimes Murphy likes to come along and crap on your raid with a Rune of Powered up Fusion Punch. One word: Screwed.

Kologarn

You died because of:

  • Shockwave – Our fault. No player should be that low when Shockwave connects. Otherwise they’re dead.
  • Stone Grip – Our fault. Gripped players just have to be kept alive until the arm takes enough damage.
  • Focused Eyebeam – Your fault. On the one hand, your health should be high enough to eat a tick or two if necessary. On the other hand, if you have several seconds to run and kite the beam before you start registering damage.

Auriaya

You died because of:

  • Seeping Feral Essence – Your fault. It’s basically a void zone. Get out of it.
  • Sonic Screech – Neither. Some players weren’t stacking up when it went off. Obviously if you’re at 5% health when it hits, you’re probably going to die. Should be in the green as much as possible.
  • Sentinel Blast – Our fault. It’s healer duty to heal up the initial parts of the blast. The faster the interrupts, the less we have to worry about it.

Hodir

You died because of:

  • Biting Cold – Your fault. Keep jumping. Keep strafing. Keep dancing and moving.
  • Flash Freeze – Your fault. Weren’t fast enough getting into a snow drift.
  • Icicles – Your fault. You can see the blue runes on the ground. You know where they’re coming from.
  • Frozen Blows – Our fault. There’s nothing you can really do to avoid it. It’s up to us healers to play triage on the whole raid.

Thorim

You died because of:

  • Charge Orb – Your fault. Should be standing near the center of the room to avoid this when in the arena.
  • Smash – Your fault. Should not be standing in front of the Rune Giant in the gauntlet.
  • Shockwave-like ability – Your fault. Dodge them.
  • Rune Detonation – Your fault. You see the fire shield above the target, get clear of them.
  • Chain Lightning – Both. Don’t stand with more than 2 other people. There’s only so much space in the room and you do have to dodge Lightnign Charges.
  • Lightning Charge – Your fault. When you see the streams coming from the wall towards Thorim, break off quickly.

Freya

You died because of:

  • Detonating Lashers – Our fault. Unless your raid manages to precisely kill all of them at the same time.
  • Nature Bomb – Your fault. When you see these big green balls on the ground, that’s your cue to move.

Mimiron

You died because of:

  • Napalm Shell – Our fault. We have to be able to heal this through.
  • Plasma Burst – Our fault. Tanks and healing cooldowns must be used so that they can live.
  • Shock Blast – Your fault. We can’t outheal 100000 damage all at once.
  • Proximity Mine – Your fault. No comment.
  • Heat Wave – Our fault. Shouldn’t be a problem healing this up.
  • Rapid Burst – Out fault. No good reason why we’d die to this either.
  • Rocket Strike – Your fault. Stand out of the red stuff on the ground.
  • Laser Barrage – Your fault. Nothing we can do about this either. Up to you to make a run for it.
  • Bomb bot – Neither. These things do a lot of damage when they explode. By now, your raiders should be able to survive at least one of these with you at full health. Hopefully the rest of your raid can kill these before they become an issue.

General Vezax

You died because of:

  • Shadow Crash – Your fault. Outrun these. We’ll do what we can to heal up the player or two that gets hit by it.
  • Searing Flames – Neither. Someone missed an interrupt. This should not be going off at all.
  • Surge of Darkness – Neither. Depends on the strategy. With defensive cooldowns, it shouldn’t be a problem.
  • Mark of the Faceless – Neither. Again, this requires the efforts of both. The target has to run out fast. Those nearby need to be healed up quickly.
  • Saronite Vapors – Your fault. Be very careful about staying in too late. As a Priest, I Prayer of Mending on stack 6, and Shield myself on 7 and escape with about half my health. Others may not be as lucky.

Yogg-Saron

You died because of:

  • Shadow Nova – Our fault. Unless your raid killed like 5 guardians at the same time.
  • Death Ray – Your fault. These green beams start off harmless at first and don’t move. When you see them, get clear. It amazes me how many players still stand there after it’s been there for several seconds. Drop what you’re doing and move.
  • Crusher Tentacles – Your fault. Shouldn’t be in melee range of these. They will kill with one blow.
  • Brain Link – Technically our fault. But run towards each other quick!
  • Squeeze – Our fault. We have to keep you alive long enough for the DPS to break you out.
  • Sanity – Your fault. There is nothing we can do if your sanity reaches zero.

And there you have it! Use this list only as a rough guideline. There are always exceptions to everything. Look into the context of what happened before making a judgment. You don’t always have to assign fault. But it is important to find out what happened so you can make sure it doesn’t happen again. You’ll notice that a lof of these deaths are easily preventable by healers. But there are some rare cases where there’s just nothing we can do short of a psychic Guardian Spirit on a player.

Yes, you’ll notice I didn’t add any comments on Algalon. I haven’t engaged him and it won’t be for a while.

Healing Ulduar: Freya

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For other bosses in Ulduar, check the Ulduar Healing Strategy Page

Freya offers everything a healing druid could ever want: pretty flowers, sparkly green trees, gnarled ents, angry seed bombs, and even friendly mushrooms of safety. This boss fight is a colorful, chaotic miscellany that asks healers to use all of their skills without overtaxing them in any one area. When you take on Freya, be prepared to react to whatever her tree-friends throw at you next. Keep reading for a healing-oriented rundown of her abilities.

The Pull

Conquest wiped this weekend in our 10 man because Yogi Ragadast, our bear tank, decided to eat a pickinick right in the middle of Freya’s patrol path. Beware that this guardian of the forest ranges far. Ideally, you want your tank to charge in and keep Freya occupied by the creek while the raid stands toward the center of the room awaiting adds. Note that attacking Freya before taking care of her trash waves does exactly nothing.

Phase 1:The Trash Roulette

In Phase 1, you cannot damage the boss and must instead deal with waves of adds. Freya will summon three separate trash events to keep raiders’ nasty paws out of her vegetable garden. Waves will spawn once per minute, and it’s possible to have more than one wave active at a time if your DPS is slow. They can appear in any order, and some will repeat during your encounter. I will explain in brief how to deal with each.

Type 1: Snaplashers, Ancient Water Spirits, and Storm Lashers
This wave is the most dangerous. Each mob type has a different amount of health, and all three must die at the same time or they will be rezzed. The Snaplashers have a stacking buff that makes them hit harder when they receive damage, so your dps will have to periodically switch away from them. In 25-man raids, two tanks may be used to deal with this phase. If that is the case, healers must keep an eye (or two) on the Snaplasher tank. In 10-man raids, one tank will take care of all these adds.

Type 2: Detonating Lasher
These little flowers may look sweet, but don’t be fooled. They’re rotten little skunkflowers at the core. These guys can attach themselves a healer very easily, and they’ll blow up when killed. If I attract too many four-petaled friends, I use Shadowmeld or Barkskin until they make like a tree and leaf. The Detonating Lashers are not particularly dangerous, though raid healers may have to clean up the mess that results if someone’s too close when one of these little suckers blows up.

Type 3: Ancient Conservator
This is essentially a tank and spank add. However, he spawns fun happy mushrooms that you absolutely must stand under in order to avoid his silence. Remember, mushrooms are a good thing.

Miscellaneous Phase 1 abilities:
During phase 1, Freya will also summon a glowing green tree, the Lifebinder. When it appears, the raid must kill it immediately in order to avoid its healing effect.

Healers must also be aware of the debuff Sunbeam. Freya will target a player and cast this ability, which does a weak AoE. It’s not disastrous in regular mode, but I expect that with hard mode it’s a different story.

Phase 2: Goddess on the Move

Phase 1 serves to wear down Freya’s HoTs and allow her to take damage. In Phase 2, your tank will need to kite her in a circle around the room. Why? You’ve heard of the druid spell Living Seed. Freya, the druid goddess, casts seeds of evil. These are small glowing seed pods that appear on the ground and then detonate after a few seconds. The raid will need to stay ahead of the chlorophyllic explosions. Aside from the Bad Seeds, the spawns of the Lifebinder tree, and the Sunbeam effect, Phase 2 is a tank and spank.

Healing Assignments

Much of the healing in this boss encounter is reactive, and it can either feel like catch-as-catch can chaos or like a perfectly orchestrated minuet. It all depends on the skill of your individual raid members at their jobs. A knowledge of movement and the basic raid mechanics like target-switching on demand will lead to a win. Everything might be messy, but it’s not difficult. Healing assignments can be fairly loose here, but we assign one specific healer to the main tank and one to each of two offtanks. Beyond that, healers work their magic on the move and cover players in their area. I’d say this is one of the least demanding fights healing-wise in Ulduar. Even though the adds phase can be hectic, it’s nothing like Thorim’s arena. I’d also say this boss is slightly more difficult on 10-man because there’s less redundancy in raid roles. In 25-man, you can still eke out a kill if, say, your players execute the different movements with something less than precision.
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Ulduar Unveiled

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Update 1:32 PM

“Actually, the effectiveness of the vehicles in the Flame Leviathan fight changes depending on the quality of the gear. So someone in full Naxxramas epics (or Ulduar epics!) will have an easier time than someone in greens. “

Source

More information about Ulduar from this blue thread.

  • We know of four additional bosses: Thorim, Freya, Iron Council, and Hodir.
  • PTR will be on a testing schedule. Certain fights will be turned on at certain times so the encounter team can watch it.
  • Both 10s and 25s will be available

Some quick hits here for your Tuesday morning. WoW Europe’s released a lot of details for Ulduar.

Here’s all the stuff that may interest, you in a nutshell:

  • We’ll be engaging one of the Old Gods. Could be the final boss.
  • Contains two separate raid areas. Not sure if it means wings or two instances (a la AQ 40 and 20).
  • Seems one of the main areas will be where we fight the Iron Army. Humanoids (thinking ahead to CC types). I’m thinking a mix of elementals and mechanical mobs as well.
  • 14 bosses, 11 of which have hard modes.
  • Vehicles will be important. Motorcycles, demolishers, and siege engines will be used to breach the first set of Ulduar’s defenses.
  • Sick of vehicles in Malygos Phase 3? We get to use them against the Flame Leviathan (weapons platform), type boss. The Leviathan is a part of the V0-L7R-0N weapons platform (Reference to Voltron, eh Stop?). A boss that’s only touchable via vehicles. Once it reaches a certain percentage, players can then assault the tank’s back and destroy it.
  • Flame Leviathan encounter has four defensive towers that can be destroyed. The more towers left up, the more challenging the encounter. Ergo, better and more loot.

More details to come. Yours truly will be leading a task force in there on the PTR. As you may suspect, I will be writing up healing strategies for Ulduar as soon as I devise them. Expect the usual Photoshop diagrams to accompany them.