The Keepers of Ulduar




Hodir


"The giant Hodir once presided over the Temple of Winter, lending his guidance to the frost giants in the Storm Peaks. Now the Watchers dwells in an ice cave in the Halls of Winter, forced to serve the will of Yogg-Saron."

Located in The Halls of Winter in the SE section of the Observation Ring, Hodir is one of the four Keeper's that must be awoke from their insanity induced trance by Yogg-Saron. In the 25man version Hodir has 32.5mil hp while in the 10man he has 8.4mil hp. Because of his massive amount of health, the raid will need help in burning him down quickly enough, and 8 (4) NPCs can provide that boost when freed from their icy prisons.

Abilities:


Biting Cold - This is an aura ability that covers the entire raid for the duration of the fight. It applies a stacking debuff that seems to proc about every 2secs (the stack proc, not the damage proc). The damage increases exponentially, so 1 stack can do about 400 damage/sec, 2 stacks 800 damage/sec, 3 stacks 1600 damage/sec and so on, doubling each stack. Movement will remove 1 stack at a time. (Melee will need to move constantly and casters should move some after every cast or stay near Toasty Fires)

Freeze - Used roughly every 25-30secs, this is a targeted spell that deals ~6,000 damage and will hit everyone within 10yds of the targeted person, dealing the damage as well as rooting them in place like a mage's Frost Nova for 10secs. (Because of Biting Cold this ability can be a deadly combination and needs to be dispelled quickly)

Flash Freeze - Used once every 50secs, this ability takes 9secs to cast. When Hodir begins his cast the raid will see 3 (2) large icicle ground textures appear on the ground around the room. Everyone should move out of the ground texture and stay close. Once the Icicles fall, everyone will have about 2secs to run onto the snowdrifts that form at the impact site. Anyone that does not get to a snowdrift will be encased in ice (looks just like a Mage's Iceblock ability) and frozen in place until freed. Biting Cold can still stack during this time and will end up killing the person if not freed quickly. The icy tombs have 100,000hp (40,000hp) and are targetable. Anyone (including pets and NPCs) still encased in ice during the next Flash Freeze attack will be killed instantly. (Make sure to get on those snowbanks!)

Frozen Blows - This is a self buff used after Flash Freeze that causes 3 things to happen: Hodir's melee attacks are lowered by 70%, his melee attacks now deal an additional 40k Frost damage, and the entire raid takes 4,000 Frost damage every 2secs. The ability lasts for 20secs, which means the raid will take about 40,000 damage each at the same time that the MT is taking massive damage from Hodir's attacks. (This is incredibly healing intensive and people should do everything possible to help keep one another up; a healer dying here will most likely lead to a wipe)

Icicle - Constantly throughout the encounter, Icicles will fall from the ceiling and cause damage to anyone hit by them. They are targeted on players and NPCs, so be careful when stack up. They can be seen before they fall as they are given away by a snowflake effect in the air below them and a visible blue rune ground effect on the floor that shows their impact point. When the rune appears, people have roughly 5secs to move out of the way, if the Icicle lands while standing under it they deal ~14,000 damage and knock people back ~30yds as well. The same effects happen during Flash Freeze but the ground texture is much larger. (Always keep an eye out for these and move accordingly)

Soft Enrage: None
Hard Enrage: 10min

Adds:

None.

NPCs:

8 NPCs (4 in 10man) can be freed from their icy tombs and will help the raid. There are 4 different classes of NPCs, with 2 of each in the heroic version. The first named NPC is in both versions, while the second named NPC is only in heroic.

Fire Mages: Missy and Sissy Flamecuffs - located to the far right in the room.
Fireball - Primary dps spell against Hodir, does ~4500 damage.
Melt Ice - Cast on frozen ice blocks, does 50k damage over 10secs.
Toasty Fire - This creates a campfire effect in the room with a 10yd radius. Players that stand in the aura are protected from Biting Cold and Freeze (the Nova effect, not the Flash Freeze). This buff is extinguished if an Icicle falls on it. (All casters should stand near these to receive the buff and not have to move around)
Singed - Casters that stand near a Toast Fire will deal an additional 3,000 Fire damage to Hodir with their spells. This buff also causes a stacking debuff on Hodir that causes him to take an additional 2% damage from spells for 25secs and the debuff can stack up to 30x for a total boost of +60% damage taken. (This offsets the fact that casters will be moving around a lot during the fight, but more care needs to be taken to watch threat and stop dps'ing Hodir when spells push threat to the brink)

Elemental Shamans: Elementalist Avuun and Mahfuun - located on the right side of the room.
Lava Burst - Primary dps against Hodir; deals 5-6k damage.
Stormcloud - Used about once a minute, this spell will be used on a player and they can spread the buff to 6 other players.
Storm Power - This buff is placed on players when a person with Stormcloud walks within 5yds of them. The buff increases critical strike damage by 135% for 30secs.

Holy Priests: Field Medic Penny and Jessi - located to the far left.
Smite - Primary dps against Hodir; deals ~4,500 damage.
Dispel - The Priest NPCs can dispel the Freeze effect on effected players.
Greater Heal - Cast on NPCs below 50% health, healing them for 70-100k health.

Moonkins: Ellie Brightfeather and Ellie Nightfeather - located in front of the boss.
Wrath - Primary dps against Hodir; deals 3-4k damage.
Starlight - Throughout the fight the Moonkins will spawn beams of light randomly around the room. Standing in the light (3yd radius) will buff the player with +100% attack and casting speed. Lasts 1min.

Strategy:



The basic mechanics of this fight are fairly simple and follow a predictable 1min pattern. The twist is just how intense the healing and movement can be for this fight, and with over 32mil hp in heroic, the buffs from NPCs are crucial to beating Hodir's enrage timer. Everyone is responsible for keeping themselves alive in this fight, as a lot of the damage is completely avoidable as long as you remain aware of your surroundings and don't make careless mistakes. Each person that dies from carelessness makes this encounter that much more difficult and the likely-hood of a failure grows exponentially with each death.

Hodir Strat 1

When you enter the room you will see 8 (4 in 10man) blocks of ice encasing NPCs within them. Keeping this NPCs freed throughout the fight is highly important since you will not beat the enrage timer without their buffs. Wait for the tank to run in past the NPCs and grab Hodir, then all DPS should work to help free them before engaging the boss. Be sure to let the tank get aggro first however, as attacking the ice blocks will initiate the encounter as well (Hunters be sure not to Sic your pets on the ice early).

Once the encounter begins you should have roughly 50secs before the first casting of Flash Freeze. After this the entire fight will revolve around a set 1min pattern that always ends with another Flash Freeze. The fight will follow this general cycle:

1 - Initiate fight
2 - Free all NPCs
3 - Frozen Blows, stay alive and keep dps'ing
4 - Frozen Blows are over, you have 30secs of pure dps time
5 - 50secs in, Hodir will begin casting Flash Freeze. Find large blue runes and wait outside for the snow drift
6 - Flash Freeze is finished casting; free all frozen NPCs
7 - Repeat for another 50secs

Tanking Option 1:

Hodir Strat 2

The first option is too keep moving. The tank will pull Hodir into the central area of the room and keep him on the sigil. Whenever an Icicle targets the tank, they will move Hodir into a new position and they will try to always keep him near a Starlight beam so that the melee can benefit from the buff. The rest of the raid will need to stay spread out around the room, but they need to take care to stay within the central area of the room as opposed to the sides of the room or near a wall. The healers need to be using a lot of AoE heals during Frozen Blows, so being out of range will cause people to not get heals or waste a healer's time as they run after you.

The main advantage to this positioning is that everyone will better be able to utilize all NPC buffs and it will force everyone to keep moving and on their toes. The downside is that melee will constantly need to chase after the boss and lose more dps uptime. Ranged can also tend to get too spread out for the healers to reach them during Frozen Blows.

Tanking Option 2:

Hodir Strat 3

The second option for tanking is to pull Hodir into the corner by the rare cache. The tank should take care to leave themselves some breathing room however, and not pull all the way so that their back is against the wall or seeing/dodging Icicles can become much more difficult. The ranged players should form 2-3 camps behind Hodir as well, this should help with quickly passing off the Storm Power buff and require a little less movement for the ranged.

The advantage to this is that dps have to move much less in order to keep burning Hodir, and the tank can build better threat when they aren't kiting around the room. The downside is that melee will benefit much less often from Starlights and without moving around they will need to dodge Icicles much more often. Snow drifts will also tend to spawn closer to the boss and will require the ranged to haul ass when Flash Freeze begins casting if they are not close to any other drifts.

General Tips:

Hodir Strat 4

1 - Keep moving, keep moving, keep moving! Biting Cold stacks can add up and quickly and they WILL kill people, so you will need to be in almost constant motion for the entire fight. The tank and melee can simply jump almost nonstop to keep this from stacking, but the ranged and healers will need to find what works best for them. Jumping after each spell works, but this can be slower than simply side-stepping. Tapping a movement button to strafe a foot or two between casts works best, but be sure that you're actually moving enough to clear a Biting Cold stack. Dying to Biting Cold is no one's fault but your own.

2 - Keep those NPCs freed! All DPS should immediately begin freeing the NPCs closest to them after Flash Freeze is over. You need these buffs in order to eat through all of Hodir's health, and an NPC left frozen for the next Flash Freeze will instantly be killed off for good. The faster the NPCs are freed, the sooner you will regain the buffs and be able to get back to work on Hodir.

3 - Don't get frozen! Flash Freeze takes almost 10secs to fully cast and you have roughly 6secs to find a large blue rune to stand by and another 2secs to get onto the snow drift. Getting frozen wastes dps time trying to free you and healer mana trying to keep you alive while Biting Cold constantly stacks up on you. When Hodir begins casting Flash Freeze, immediately look for the large runes and head to one.

4 - Watch your head! A blue rune on the ground means an Icicle is about to fall there. If one is under you then move away right away, if you see one near you, then don't walk over it either. An Icicle will cause heavy damage and knock you back; healers shouldn't have to waste mana keeping you up from these. Eating one during Frozen Blows will likely kill you as well.

5 - Stand in the light! The bright, yellow beams that spawn around the room are the Starlight buffs from the Moonkin NPCs. Always try to stand in these when possible as they will increase haste by 100%. These can help the tanks with building threat as well, so tanks don't be afraid to stay in them as well.

6 - Fire is good! The Toasty Fires that the Mage NPCs drop around the room are especially useful to the ranged members. Standing within 10yds of one will give you a Toasty Fire buff that prevent both Biting Cold and Frost Nova, which means you can stand still and cast while near one. Ranged should try to stack up near these, but don't stand on top of them either because that increases the likely-hood of an Icicle landing on it. If an Icicle hits the fire it will be extinguished. Getting the Toasty Fire buff also means that you will be placing the Singed debuff on Hodir which will boost your damage tremendously.

7 - Spread the Storm! If you receive the Stormcloud buff you need to spread it around to people. Simply walking within 5yds of other raid members will cause 6 of them at a time to gain the Storm Power buff, which is a huge boost to critical damage. Melee should slide around for a moment and that will spread the buff to everyone in melee range. If a ranged dps or healer gains the buff they should quickly move into a group of casters to boost their dps as well, especially important if using "ranged camps."

8 - Stay alive! Anything you can do to help stay alive during Frozen Blows should be done. Rogues can use Feint to lower the AoE damage, Druids can pop Barkskin, Herbalists can use Lifeblood, etc. Druids stuck in Frost Nova can shapeshift to escape as well. While this wastes mana, it's better to lose some mana than risk a death, especially during Frozen Blows. If you can heal yourself, do so, and don't save those health pots/stones for a rainy day.

Hard Mode:

Defeat Hodir before he is able to destroy Hodir's Sigil, which is a rare chest located in his room. Hodir will automatically destroy this chest 180secs into the fight, so the raid must defeat him in less than 3min to receive the bonuses.

Achievements:



Cheese the Freeze - Defeat Hodir without any raid member being hit by Flash Freeze.
I Have the Coolest Friends - Defeat Hodir without any friendly NPC dying.
Getting Cold In Here - Defeat Hodir without any raid member having more than 2 stacks of Biting Cold.
Staying Buffed All Winter - Possess the effects of Toasty Fire, Storm Power and Starlight at the same time.
I Could Say That This Cache Was Rare - Defeat Hodir before he shatters his rare cache.


Video:

Tankspot Video
Tankspot's Hodir Hard Mode





Thorim


"For many years Thorim believed that the ice giants had murdered his beloved Sif, not realizing that his brother, Loken, was truly responsible. When Thorim learned the truth, Loken ensnared him and brought him to Ulduar."

Thorim is another of the four Keepers of Ulduar, the lord of thunder, and is also under the spell of Yogg-Saron. Defeating him is no easy task as he will run the raid through an arena and gauntlet before allowing them to face off against the lord of thunder himself.

In the 25man version Thorim has 14.6mil hp and 2.9mil hp in the 10man version. The fight consists of 3 basic phases: the initial Arena Event, a split group section that consists of the Arena and a Hallway Gauntlet, and then the actual boss fight back in the Arena. During the first 2 phases Thorim cannot be harmed and during the second phase the raid will have to be split into two groups.

Abilities:


Phase 1: Arena
The encounter begins when the captured Jormungar is pulled; the entire raid will be in the area for this part.

Jormangar Behemoth: Tank away from the raid and AoE the rest
Acid Breath - Spews acidic bile at a target and nearby enemies, inflicting 12,000 Nature damage and 1500 additional damage every 2secs for 18secs; 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 ~4,500 additional Physical damage.

Captured Mercenary Soldier:
Barbed Shot - Fires an arrow that pierces an enemy's flesh, inflicting ~4800 Physical damage and causing 500 damage/3secs for 12secs.

Phase 2: Arena
The portion of the raid staying in the arena will face this section of mobs while Thorim remains on his perch.

Thorim:
Sheath of Lightning - Encases Thorim in lightning, reducing damage taken by 99%. (Used at the start of the encounter to keep Thorim invulnerable until final phase)
Stormhammer - Throws a stormhammer, dealing ~2500 damage to an enemy, knocking down and stunning the target for 2 sec, and causing a deafening thunderclap to all enemies nearby the target.
Deafening Thunder - Inflicts ~5,000 Nature damage to enemies standing in close proximity to a Stormhammer strike, increasing spell casting times by 75% for 8secs.
Charge Orb - Charges a nearby orb with electricity. Orbs affected by this ability gain a periodic effect that fires a Lightning Shock every second, dealing ~3,000 Nature damage to a nearby enemy. The orbs around the Arena have a 35yd range on Lightning Shock, so this can be avoided by staying in the center.
Summon Lightning Orb - Summons a supercharged ball of energy, laying waste to all in its path. This is used on the raid to wipe the group if no one stays in the Arena when Thorim runs off down the Hallway.
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 used on the raid if they take more than 5min to reach Thorim and begin the final phase.

Dark Rune Champion:
Whirlwind - Attacks nearby enemies in a whirlwind of steel that lasts 2secs 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 5secs.
Charge - Charges an enemy, inflicting normal damage plus 75 and stuns the opponent for 2secs.

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 20secs; 5yd range, Instant cast.

Dark Rune Evoker:
Runic Lightning - Strikes an enemy with a blast of runic lightning, inflicting ~9,000 Nature damage.
Runic Mending - Heals an ally for ~19,500, then heals for an additional 6,000 every 1sec for 15secs.
Runic Shield - Surrounds the caster with a runic barrier, absorbing 120,000 magical damage and reducing all Physical damage taken by 50%. 6sec cool down.

Dark Rune Warbringer:
Aura of Celerity - Increases nearby allies' melee, ranged, and casting speed by 20%.
Runic Strike - Strikes at an enemy with an electrified weapon, inflicting Nature damage equal to weapon damage plus 1000.

Phase 2: Gauntlet
The group that splits off from the raid will need to chase Thorim down through a gauntlet of mobs and mini-bosses.

Dark Run Acolyte:
Greater Heal - Calls upon Holy magic to heal an ally for ~105,000 health. 40yd range, 2sec cast Holy Smite - Smites an enemy, inflicting ~8500 Holy damage. 50yd range, 1.5sec cast

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.
Ravage Armor - Reduces the target's armor by 5%; stacks up to 20x.
Whirling Trip - Knocks down nearby enemies, stunning them for 2secs and inflicting increased weapon damage.

Runic Colossus: Mini-boss
Charge - Charges an enemy, inflicting ~7,500 Physical damage and knocking the enemy back.
Runic Barrier - A shield of runic power surrounds the caster, reducing all damage taken by 50% and inflicting 2000 Arcane damage to attackers.
Smash - Deals ~40,000 Physical damage to all enemies within a 10 yard cone in front of the caster.

Ancient Rune Giant: Mini-boss
Rune Detonation - Immobilizes a target with a runic ward that detonates after 4secs to inflict ~12,500 Fire damage around the target.
Stomp - Inflicts ~14,000 Physical damage to nearby enemies and knocks them back.

Phase 3: Arena
Once the Hallway group reach Thorim, the boss will jump into the Arena below and the real battle begins.

Thorim
Touch of Dominion - 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. (Basically this just makes the fight easier since you aren't on the hard mode timer)
Chain Lightning - Hits the target for ~4,000 Nature damage and will jump to others within 10yds, increasing damage by 50% with each jump.
Lightning Charge - This ability siphons the electrical energy from one of the orbs in the Arena. When used, this attack inflicts ~15,000 Nature damage in a cone between Thorim and the charged orb. This also buffs Thorim, increasing his melee attack power and speed by 15% and his Nature damage by 10%.
Unbalancing Strike - This attack deals 200% weapon damage and leaves the target unbalanced, reducing their defense skill by 200 for 15secs. (Tanks will need to switch off when hit with this attack)

Soft Enrage: During phase 3, each Lightning Charge attack will slowly boost Thorim's damage until it becomes unmanagable.
Hard Enrage: If you do not reach Thorim within 5min during phase 2, he will Berserk and increase damage done by the adds by 500%, casting speed by 200%, and their health by 300%.

Adds:


See individual phase sections above for each of the adds involved.

Strategy:



This encounter consists of 3 different phases, with the second phase requiring that the raid split off into two teams. The first phase consists of killing off a few mobs in the arena, after that the door will shut behind the raid, a new door will unlock and the enrage timer begins. Phase 2 will require part of the raid to journey down a gauntlet, fighting adds and 2 mini-bosses in order to reach Thorim's perch within 5min. While the gauntlet team works through the hall, the rest of the raid must stay in the arena and deal with wave after wave of multiple adds. Once the gauntlet team reaches Thorim, he will hop into the arena and the real fight begins.

Phase 1: Arena

thorim strat1

When the raid first enters the Arena, they will have to face off against a group of captured mercenaries that are fighting a Jormungar Behemoth. This is the easiest part of the entire encounter and simply requires the raid burn down the mobs. One tank should grab the Behemoth and face it away from the raid while another tank holds the mercenary adds. Burn down the Behemoth and the raid can simply AoE down the Dark Rune Acolyte and Captured Mercenary Soldiers. The Captured Mercenary Captain has a lot more hp and will most likely survive the AoE; simply burn him down after everything else is dead.

Phase 2: Gauntlet

Once the last mob is dead, the door the raid entered from will shut behind them and a lever on the left wall will become active. Using the lever will activate a small door next to it and part of the raid should head down this hallway. In 25man you should send 1 tank, 2 healers and ~1/3 of the DPS down the Gauntlet. In 10man you can send 1 tank, 1 healer and 2 DPS. The rest of the strat will cover 25man, but for 10man remember it is roughly the same, only easier.

When the Gauntlet team rounds the first corner you will see 2 sets of 3 adds and a Runic Colossus at the far end of the hall. The adds here consist of 3 mobs: a Dark Rune Acolyte in the middle and an Iron Ring Guard to either side of them. Use CC on the two Guards and burn down the Acolyte, then finish off the other two adds one at a time. Repeat this on the rest of the adds as you work your way to Thorim. While fighting your way down the hall, always keep an eye on the Runic Colossus. He will raise one of his arms and you will see sparks coming from it, this is your signal to slide to the opposite side of the hallway in order to avoid massive damage as a wave of explosions ripples down the hall.

After defeating the first mini-boss, the door to the stairs will open and more adds will attack. While you fight these adds, the next mini-boss will spawn more, so you should keep fighting and working your way up to the next mini-boss without stopping. Once you engage the Ancient Rune Giant, no more adds will be spawned. At this point you have a few choices: finish off remaining adds (the Rune Giant will buff them while fighting him), finish the adds off after the mini-boss, or leave them CC'd until after you engage Thorim and wait for them to run back around to the Arena group while you are fighting the boss. While fighting the Ancient Rune Giant you should keep spread out to avoid losing people to Rune Detonation. This ability will immobilize it's target and cause them to explode after 4secs, heavily damaging anyone close.

Once the second mini-boss is defeated, the group can head down to Thorim's perch. When running down the hallway be sure to avoid the circles and stay to the side of the hall. Walking across a circle will spring a trap that holds you in a stasis field for a few seconds, slowing you down. As soon as the first person from the Gauntlet team reaches him, Thorim will jump into the Arena and Phase 3 begins. A few seconds after the Thorim jumps down, a gate will appear and block access from the perch to the Arena, so everyone in the Gauntlet team must stick together and quickly jump down after Thorim does.

*Note: As soon as Phase 2 begins, the Gauntlet team has 5min to reach Thorim or he will enrage, massively boosting all adds to the point a small handful will overwhelm the raid. If the group reaches Thorim in less than 3min, hard mode will be activated instead. If no one stays in the Arena or the Arena group wipes, Thorim will send a Lightning Orb through the Gauntlet and wipe the team instantly.

Phase 2: Arena

thorim strat2

Everyone not sent down the Gauntlet will remain in the Arena for the remainder of the encounter. Being in the Arena requires an almost delicate dance of stacking up and spreading out almost constantly. While in the Arena, Lightning Orbs are charged up around the outer ring and standing within 35yds of one will cause it to arc out and deal damage every second until you move away, so you need to stay near the center area. Four different types of adds will spawn constantly until the Gauntlet team reaches Thorim. Dark Rune Commoners will swarm the Arena but have very low health, while the Evokers, Warbringers and Champions are larger and have much more health.

When the adds spawn, everyone should stack around the Arena tanks and allow them to gain threat. Another tank should pull the Champions out of the group and keep them from Whirlwinding the raid; these are the highest kill priority. Rogues and Warriors can also use disarming abilities to leave these adds without their major attacks. Once the tanks have hate, the raid can start using AoE to bring down all of the adds. Priests can also Mind Control the Dark Rune Warbringers in order to use their Aura of Celerity against the adds (think of it as a Heroism Aura). The Dark Rune Evokers will be using HoTs and Shields on the other adds, but Priests can also remove this with randomly cast Mass Dispels. Throughout this phase Thorim will also be tossing his hammer at the raid. Stormhammer causes damage to whoever it hits and knocks them down, but it will also cause Deafening Thunder to anyone close to them, which increases casting time by 75% for 8secs.

The only goal that the Arena team has at this point is staying alive until the Gauntlet team can reach Thorim. Watch hate, play smart and keep one another alive long enough for Thorim to come out and play.

Phase 3: Thorim

thorim strat3

Once Thorim jumps down to join the fray, the real battle begins. Now that the two teams are back together, quickly disperse around the Arena and try to stay 10yds apart as Thorim will be using Chain Lightning throughout the fight. Remember to watch your distance to the walls as well. The MT should immediately pick Thorim up when he lands and be ready to call out Unbalancing Strikes. Whenever he uses this ability, the tanks should call for a taunt, as it will give them a debuff which lowers their defense skill by 200 for 15secs, causing them to take massive damage from melee attacks. The tanks need to communicate and keep up on taunts every time this is used.

The other ability you need to watch for is his Lightning Charge. You will see him charging this up when he emits a small lightning animation between himself and one of the orbs on the wall. Everyone in that vicinity needs to quickly move out of the way. When the charging is complete, he will fire off a lightning attack in a 60 degree cone back towards the wall, dealing heavy damage to anyone in its path. Everytime this is used, Thorim also gains a 15% boost to his attack speed and power and a 10% boost to Nature damage. Because of this, the raid needs to keep steady dps up on him as this is a soft enrage for the fight.

Hard Mode:

If you reach Thorim in the hallway in less than 3min, you activate hard mode.

In this phase Thorim will not be affected by Touch of Dominion, which means he will have 25% more health and damage. He is also joined in the Arena by his wife Sif, who cannot be killed and will simply help Thorim in his battle against the raid.

Sif:
Frostbolt - Inflicts ~10,000 Frost damage to a single target, reducing their movement speed by 50% for 4secs.
Frostbolt Volley - Inflicts ~10,000 Frost damage to nearby enemies, reducing their movement speed by 50% for 4secs.
Frost Nova - Inflicts ~10,000 Frost damage to nearby enemies, immobilizing them for up to 6 secs; 2.5sec cast time.
Blizzard - A rain of ice moves around the room, dealing ~3800 Frost damage every 1 sec. for 10secs and lowering movement speed by 65%. (This will be cast in the outer ring of the arena area and moves around the room like the Shade of Aran encounter from Karazhan)


Achievements:



Don't Stand In the Lightning - Defeat Thorim without any raid member being struck by Lightning Charge.
I'll Take You All On - Defeat Thorim, the Ancient Rune Giant and the Rune Colossus.
Who Needs Bloodlust? - Defeat Thorim while under the effect of Aura of Celerity.
Siffed - Force Thorim to enter the arena while Sif is present.
Lose Your Illusion - Defeat Thorim while Sif is present.


Video:

Tankspot Video





Freya


"The Watcher Freya was formerly a protector of all living things, aided by three stoic elders. Though her conservatory remains lush and verdant, she has also succumbed to the Old God's maddening presence."

Freya is another of the four Keepers of Ulduar, the lord of nature, and is also under the spell of Yogg-Saron. She is located in The Conservatory of Life and guarded by many allies of nature, including 3 Elders that roam the area and can be dealt with before engaging Freya or left alive to increase the difficulty of the encounter much like Sartharion.

In the 25man version Freya begins with only 4.2mil hp and 1.4mil hp in the 10man version. While she has very little health compared to the other Keepers, she start off being able to heal herself for 600%/sec until her adds are killed off.

Abilities:


Touch of Eonar - This is a permanent HoT Freya has on throughout the encounter. This heals Freya for 24,000 (6,000) health every second.

Attuned to Nature - Each stack of this buff increases healing done to Freya by 4%. The encounter starts with her having 150 stacks, which effectively makes her invincible as healing is increased by 600% until the stacks are slowly removed. (Don't bother attacking her until after the stacks are removed)

Sunbeam - Freya randomly casts these beams of light around her. They have two effects: players standing within 8yds take ~8,000 (~5,500) Nature damage, and plant life in the sunbeams are healed for 10,000 health/sec.

Nature Bomb - Used after the 6 waves of adds are finished, Freya will begin dropping these seeds onto the ground that look like the Bloodspores from Un'Goro. After a few seconds they will explode and deal ~6,000 Nature damage to anyone within 10yds and knock them into the air. (Freya needs to be kited at this point and the raid must stay away from the seeds)

Soft Enrage: None
Hard Enrage: 10min into the encounter Freya will beserk.

Adds:


Elders:
These can be killed before engaging Freya and are each a mini-boss in their own right. Leaving them up will add extra issues to the encounter and are described under Hard Mode.

Elder Brightleaf:
Unstable Sun Beam - Sun beams are randomly spawned that can increase damage and healing done by 5% until they collapse. Players can take advantage of these but they can also hurt when they collapse and spawn unstable energy.
Unstable Energy - Deals ~18,000 Nature damage and cancels the Sun Beam.
Photosynthesis - The sun rays heal plant life in them for 10,000hp/sec.

Elder Ironbranch:
Impale - Stuns and does ~35,000 damage every second for 5secs in a 5yd range in front of him.
Iron Roots - Grips a random person and deals ~8,000 damage/2secs until freed. Target the roots and destroy them to break loose. (Rooted person can attack their own roots as well)
Thorn Swarm - Cast on a random person and deals ~13,000 Nature damage to allies within 6yds.

Elder Stonebark:
Ground Tremor - Does about 12,000 damage to the entire raid and interrupts spells for 8secs.
Fists of Stone - Slows Stonebark's movement speed by 20% but increases melee attack damage by 250%. Can also reduce the tank's chance to block, dodge or parry by 100% for 20secs.
Petrified Bark - Melee attacks and abilities will be reflected back for 30secs. 120 charges in 25man and 60 charges in 10man.

Adds:
The beginning of the encounter is an add phase to remove the healing stacks from Freya, who starts with 150 stacks. Each mob killed removes a certain amount of stacks, with the final wave removing the remaining stacks. She will summon adds in 3 types of waves for a total of 6 waves, the add waves will be seen twice each, but the order is random. She also summons Lifebinder's Gift adds throughout the entire encounter.

Eonar's Gift: These are immobile trees that grow within 60yds for Freya. They have low hp and take 15secs to fully grow. Once fully grown they will heal allies, which makes these are priority to kill during the fight.
Lifebinder's Gift - Heals Freya and her minions for 60% of their health.

Detonating Lashers: Spawn 10 at a time, are untankable; removes 2 stacks of attuned to nature each.
Flame Lash - Deals Fire damage equal to 150% of their melee damage. (Nothing too serious)
Detonate - When killed they explode for ~8,000 damage to anyone in 15yds. (Do not AoE kill them all at once)

Ancient Water Spirit, Storm Lasher, Snaplasher: All 3 will spawn together and must be killed at the same time or they will revive one another. Remove 10 stacks each.
Ancient Water Spirit: Needs to be tanked while facing away from the raid.
Tidal Wave - Surges through enemies in a straight line, dealing ~10,500 Nature damage and knocking players back.

Storm Lasher: Should be interrupted and stunned as much as possible.
Stormbolt - Deals ~9,000 Nature damage to its target.
Chain Lightning - Deals lightning damage that can chain to 5 (3) other players.

Snaplasher: The stacking buff needs to be monitored. DoTs and channeled spells work best; avoid fast attacks.
Hardened Bark - Each attack made against the Snaplasher causes it to gain a stacking buff that increases damage dealt by 10% and slows its movement speed by 5% (this effect is only in the 10man version); stacks up to 99x and wears off after 4secs. (As it stacks the debuff to 50, the tank should move away and let ranged finish the mob off, or all dps should stop for 4secs and let the stack reset)

Ancient Conservator: Needs to be OT'd and killed. Mushrooms will spawn while he is out; stand under them to avoid silence attack. Removes 25 stacks.
Nature's Fury - This is cast randomly on someone in the raid. It is a debuff like Light Bomb that will cause ~6,000 Nature damage every 2secs to all allies within 8yds; lasts 10secs. (If you get this on you, move away from others)
Conservator's Grip - Used on the entire raid, this ability will silence all spells and attacks. Standing under a mushroom will remove the effect and buff the raid's dps by 25%.

Strategy:



Freya Strat 1

Freya is basically a two phase fight, where the first phase consists of 6 waves of 3 types of adds that will spawn 2 each. The best place to fight her is in the clearing straight across from the entrance where one side is lined with trees and the other two sides lined with water. At the beginning of the encounter Freya will have 150 stacks of the Attuned to Nature buff on her, making her unkillable. Each successive wave of adds killed will remove a set amount of these stacks until she is vulnerable. Throughout the fight another add will spawn about every 45secs called Eonar's Gift, which is a tree that does no damage and does not move. No matter what else is going on, killing these takes top priority since once they are fully grown (10secs after spawning) they heal Freya and all her allies for 60% of their health (30% in 10man). If this happens at the wrong time it will lead to the raid being overrun with adds and will lead to a wipe. These can spawn almost anywhere within the pictured area above.

Phase 1: Add Waves

The adds will spawn in 6 total waves and the waves are always random, however, they will never spawn the same back to back. Think of it as two total waves of 3 types of adds in each, repeating after the first 3 spawns. If you have say, tree/triple/lashers, the next wave will be tree/triple/lashers as well, and you will never see something like tree/tree/lashers/triple/triple/lashers.

Detonating Lashers:

Freya Strat 2

When the Detonating Lashers spawn, everyone should immediately group up on an OT who will stand near the MT. Wait for all of the lashers to descend upon the raid and then everyone should open up with AoE. However, like the name suggests, these lashers will explode on death, so you cannot AoE them down without killing the entire raid. Keep an eye on their average health and once they get to 10-15% everyone should immediately stop AoE and scatter. Pick one near you and single-target dps it down, this way only a few people will take damage and it won't be from all of the lashers at once.

The lashers can be taunted, but they hold no aggro table. While the OT will do their best to keep their attention, don't be worried about them attacking you since they do very little melee damage. Once the raid scatters they will chase after people at random. Just finish them off and get ready for the next wave/Freya.

Ancient Conservator:

Freya Strat 3

Once the Conservator spawns, you will see mushrooms begin spawning all around the area. The Conservator will frequently use an ability called Conservator's Grip, which will lock out all abilities from the entire raid. Because of this attack you should stay under the mushrooms as much as possible since they will remove the debuff. The mushrooms will also randomly despawn and new ones will appear at random around the area, so keep moving when you need to do so. The Conservator should be OT'd until the raid can bring him down.

While fighting the Conservator he will also cast Nature's Fury on a random raid member. This debuff will appear as a white, swirling cloud of electricity around you and will damage yourself and anyone else close by. People effected by this will need heals and the person should quickly move away from any other raid member near them.

Storm Lasher, Snaplasher and Ancient Water Spirit:

Freya Strat 4

Probably the single most difficult part of the entire encounter, this group of 3 adds are what almost always cause wipes. They will try to run through the raid causing havoc and lots of damage, and to make things more difficult they are impossible to group together to AoE down but will still need to all die within a few seconds of each other or they will resurrect.

One OT can try to hold both the Storm Lasher and Ancient Water Spirit, and melee should try to interrupt their spells, especially the Spirit's Tidal Wave attack. Most of the melee should be on the Storm Lasher, while ranged should work on the Ancient Water Spirit since it can charge out of the raid and melee chasing after this add is a waste of time.

The Snaplasher is exceptionally dangerous as it has a stacking buff that increases its damage with each hit taken. Because of this the OT will need to begin kiting it when the stacks cause its melee damage to escalate. The safest method for killing this add is to keep ranged dps on it as well as classes like Warlocks that can use DoTs, as only direct damage attacks will add to its buff stacks. This add also has the highest health pool of the three, so assigning 2-3 more DPS to it than the others is advisable in order to keep all of their health roughly equal.

Phase 2: Freya

After all 6 sets of adds have been killed, Freya will become vulnerable and no more adds will spawn (Eonar's Gifts however, will keep spawning). Freya has very low health compared to the other Keepers, and the fight from here out is fairly quick and easy.

Freya Strat 5

Once the last trash pack is dead, Freya will begin tossing Nature Bombs onto the ground under the raid. These will appear as glowing, green seeds and after 10secs they will explode for decent damage and knock people back. They are fairly easy to see and avoid with their generous timer, but the MT will need to keep moving whenever these are tossed out. The fight is tank and spank at this point, and as long as you have enough DPS alive to beat the enrage timer, making it to this point should be a win.

Hard Mode:

Leaving the Elders alive when engaging Freya will activate hard mode, just like Sartharion encounter. You can try this with 1, 2 or all 3 Elders alive, but only leaving up all 3 is the true "hard mode" that will reward extra loot and the Algolan key. The Elders will not actually engage the raid, but instead will banish themselves and add a portion of their powers to Freya.

Brightleaf's Essence - The essence of Elder Brightleaf increases Magic damage dealt by Freya and her Allies of Nature by 60%. Freya also gains the Solar Flare attack, which will damage multiple people at once.
Stonebark's Essence - The essence of Elder Stonebark increases physical damage dealt by Freya by 75%. Freya gains the 2sec cast Ground Tremor attack. This will moderately damage the entire raid as well as interrupting spells and locking out spell schools for 8secs.
Ironbranch's Essence - The essence of Elder Ironbranch increases Physical damage dealt by Allies of Nature by 50%. Freya gains the Iron Roots attack which will root a random raid member in place and cause damage over time. The roots are easily targetable and killable.

Achievements:



Lumberjacked - Defeat Elder Brightleaf, Elder Ironbranch and Elder Stonebark within 15 seconds of each other.
Con-speed-atory - Defeat Freya within 20 minutes of the first creature you kill in the Conservatory of Life.
Deforestation - Defeat 2 Ancient Water Spirits, 2 Storm Lashers and 2 Snaplashers within 10 seconds.
Getting Back to Nature - Defeat Freya while she is affected by 25 stacks of Attuned to Nature.
Knock On Wood - Defeat Freya while leaving at least 1 Elder alive.
Knock, Knock On Wood - Defeat Freya while leaving at least 2 Elders alive.
Knock, Knock, Knock On Wood - Defeat Freya while leaving all 3 Elders alive.


Video:

Tankspot Video





Mimiron


"A brilliant inventor, Mimiron has been responsible for several of the most advanced mechanisms on Azeroth. But ever since he was subjected to Loken's disturbed influence, this Watcher of Ulduar has only constructed war machines."

The last of the four Keepers, Mimiron is the master of invention and can be found at the Spark of Imagination where he is dying to test out his latest invention, the V0-L7R-0N combat system. He is also being corrupted by Yogg-Saron and must be freed from the control of the insanity placed on his mind.

The Mimiron encounter consists of 4 separate phases, with a fight against the Leviathan MKII which has 6.9mil (1.74mil) hp, the VX-001 Anti-personnel Assault Cannon which has 6.9mil (1.74mil) hp, the Aerial Command Unit which has 4.6mil (1.2mil) hp, and the combined might of the V0-L7R-0N which combines all of the pieces from the first 3 phases and starts off with 50% of each unit's hp restored. This encounter is rated as one of the most difficult in Ulduar next to Yogg-Saron and Algalon.

Abilities:


Leviathan MKII: A miniature version of the Flame Leviathan, a tank that Mimiron jumps into when you begin the encounter.
Proximity Mines - Every 40secs Mimiron will toss out about 10-12 mines that land in a circle around him roughly 20yds out. Anyone that steps on a mine will blow it up and they deal 15,000 damage to anyone within 3yds of the explosion. (Melee and tanks must keep an eye on these constantly and look for the gaps where it is safe to run out during Shock Blast)
Napalm Shell - About every 5-10secs, Mimiron will launch a shell at a ranged player which deals 10,000 Fire damage on impact and applies a debuff that does another 4,000 damage/sec for 8secs. The impact has a 5yd range and will effect anyone within that range at the impact point, so stay spread out. (Instant cast so almost impossible to dodge, must be healed through constantly)
Plasma Blast - Every 45secs Mimiron will use this attack on the MT. 3sec cast time and deals 30,000 (20,000) damage to the MT every 3secs for 6secs. (Large spike damage that has to be healed through and cooldowns should be used for this)
Shock Blast - Every 30secs Mimiron begins this 4sec cast ability. This attack does 100,000 Nature damage to anyone within 15yds, so everyone, including the MT needs to move away when this starts casting. (Be sure to watch for the prox mines and know a safe path beforehand)

VX-001 Anti-personnel Assault Cannon: After the destruction of Leviathan MKII, Mimiron jumps in his VX-001 which is a stationary cannon in the center of the room which swings around to aim and attack people.
Rapid Burst - This is Mimiron's standard attack for this phase. It's basically 6 short "bursts" of damage for ~3500 (~2700) damage that comes out to ~12,000 damage over 3secs to the targeted player and anyone standing "near" the person. The attack is centered on a person from the cannon's central location in the room and has a 30degree arc to it.
Spin Up - This ability charges up the cannons for 4secs before using the Laser Barrage attack.
P3Wx2 Laser Barrage - Once charged, Mimiron begins rotating clockwise and firing his laser straight ahead. The beams have a 30degree arc and he will rotated 120degrees before stopping (basically covering 1/3 of the room). This attack does 20,000 damage/0.25sec (yes, 80,000 damage/sec) and will quickly decimate anyone in its path. (Get out of the way during Spin Up)
Rocket Strike - About every 25secs Mimiron will launch a rocket attack into the raid. It will randomly target someone in the raid and a glowing, red reticular will appear under the player. The targeted player and anyone within 3yds must IMMEDIATELY move out of the area. Once the ground effect shows up, players have ~4secs to move before the rocket strikes the location and deals 1.5mil damage to anyone within 3yds. (Yes.. 1.5mil damage.. MOVE)
Heat Wave - Every 30secs Mimiron will blast the entire raid with this ability. The attack deals 2,000 damage to everyone and an additional 2,000 damage/sec for 5secs.

Aerial Command Unit: For the final phase of the fight, Mimiron will board the flying Aerial Command Unit and summon robotic adds to assist him.
Plasma Ball - Used on the target with highest threat, this attack deals ~15,000 (~10,000) damage and is his only real attack this phase; 2sec cast time.
Summon Adds - See "Adds" for specific info

V0-L7R-0N: The final phase combines the previous 3 phases and will still need to be tanked and dealt with in almost the same way. Some abilities remain and some are removed, but each of the 3 pieces must be killed at about the same time or it will self-repair.

MKII - Keeps Shock Blast and Proximity Mines but no longer uses Napalm Shell or Plasma Blast.
VX-001 - Keeps Rapid Burst (now called Hand Burst), P3Wx2 Laser Barrage, and Rocket Strike, which now casts 2 rockets at once. No longer uses Heat Wave.
ACU - Still uses Plasma Ball but no longer summons adds. Cannot be attacked by melee.

Adds:


During phase 3 (the Aerial Command Unit), 3 types of adds are called upon to defend Mimiron.

Junk Bot: Every 10secs one of these will appear at a teleporter pad in a green beam of light. They don't hit very hard and the MT can gather them up and eventually AoE them down in a group.

Bomb Bot: About every 15-20secs one of these bots will be dropped from the ACU and randomly target and follow someone in the raid. They should brought down quickly or kited away if busy with an Assault Bot.
Explode - On melee contact with their target or after 15 seconds of life, the Bomb Bot will explode, dealing ~25,000 damage to all players within 5 yards of it.

Assault Bot: Every 25secs one of these will appear on a teleporter pad in an orange beam of light. They can hit a Naxx geared tank for over 40k, so they should be kited and kept stunned, slowed, rooted as much as possible.
Magnetic Field - Will randomly target and channel this ability for 4secs. The targeted player is immobilized and takes 50% extra damage while affected. This can be dispelled and the Assault Bot can be stunned while casting it.
Magnetic Core - When killed, this add drops a Magnetic Core which can be looted and used on the ACU. Standing below it and using this item from your INV will pull the ACU from the air and keep it grounded for 15secs where it will also take +50% damage.

Strategy:



The Mimiron encounter is a 4 phase fight against his mechanical creations, culminating in a fight against all 3 at once after each one has been defeated individually. Each phase is distinctly different from the last, and the final phase combines features of the first 3 into a difficult phase where each of 3 pieces need to be destroyed within a few second of each other or they will all be repaired.

Phase 1: Leviathan MKII

mimi strat1

The first phase is against the Leviathan MKII which is a tank unit that looks similar to the Flame Leviathan. The MT will need to hold it in the center of the room and all melee need to stay close by. All ranged dps and healers should space out around the room and not stand too close together. Roughly every 30secs Mimiron will toss out proximity mines in a 15yd radius around the MKII. The tanks and melee should take careful note of gaps in the minefield. About once every 45secs Mimiron will use Plasma Blast, which deals considerable damage/sec to the MT. Whenever this occurs the MT and healers should cycle cooldowns in order to keep the MT alive. Shortly after each Plasma Blast Mimiron will use Shock Blast. The tanks and melee will have 5secs to run away from the MKII, navigating the mines and getting at least 15yds away or they will instantly die to the 100,000 damage Shock Blast.

Phase 1 is basically that, rinse and repeat until defeated. Throughout the fight Mimiron will also use Napalm Shell on random ranged raid members. It deals a decent amount of fire damage to anyone within 5yds of the impact as well as applying a DoT that deals more fire damage/sec for 8secs. As long as the ranged are decently spread out the damage isn't too bad. Despite the 2sec cast time however, the attack cannot be dodged. The fire animation is only a graphic however, and you do not need to move out of the residue as it causes no additional damage.

Phase 2: VX-001 (Anti-personnel Assault Cannon)

mimi strat2

The raid will have a short lapse between each phase, and the second phase begins with Mimiron jumping into an assault cannon that rises from the floor of the center of the room. This phase requires no tank as there is no melee damage or threat table. Ranged should stay spread out for this phase as well, and the melee will need to constantly reposition in order to stay behind the cannon and avoid damage as much as possible. Raid damage during this phase can be fairly high and healers will need to stay on their toes.

Throughout this phase Mimiron will use Rapid Burst as the main attack, picking a direction and firing into the raid, damaging anyone in front of the cannon. Another attack used a lot in phase two is Heat Wave, which blasts outward and hits the entire raid for moderate fire damage as well as applying a DoT that deals more fire damage/sec for 5secs.

The two most dangerous parts of this phase are the Rocket Strikes and Laser Barrage. During the fight you will see one of the two rockets on the cannon's back randomly launch. When this happens you will see a red rune appear somewhere in the raid and if you are standing in it you have 3secs to move or eat a couple million in damage. The attack is easily avoidable if you are paying attention. The other danger is when Mimiron begins using Spinning Up, as this signifies he is about to use the P3Wx2 Laser Barrage attack. The cannon will slowly start turning for 4secs and then begin firing its laser. Everyone should immediately move out from in front of the cannon as this attack is certain death for anyone caught in its path. The attack fires out in a 30 degree arc and will cover 120 degrees of the room in a slow turn.

Phase 3: Aerial Command Unit

mimi strat3

This phase mixes things up by requiring a ranged dps to "tank" the boss and adds will spawn that need to be tanked and killed. One of the best tanks for this phase is a Warlock since they can pop off Searing Pain a few times to boost their threat fairly high and then use abilities like Drain Life or the Void Walker's Sacrifice to help keep themselves alive.

Once the phase begins, the entire raid should move and stack up on the left 1/3 of the room, somewhat close to the entrance. The Warlock can stand a few yards out from the raid and "tank" the ACU while the rest of the raid stay away from the boss. There are 3 types of adds that will spawn during this phase, and each one has its own entrance and way to be handled. One tank should be assigned to grab all of the Assault Bots that spawn from the reddish-orange transport beams, while another tank grabs all of the Trash Bots that spawn from the green transport beams. All of the melee and some of the ranged dps should burn down the Assault Bots and you should try to keep it so there are never more than 1-2 alive at once time. Be sure to interrupt these adds whenever they cast Magnetic Field as well, since this will slow and root players to the ground. The Trash Bots pose very little threat and the other tank should simply hold all of these until the ACU is brought to the ground and then go stand near it. The last add is a Bomb Bot which Mimiron actually drops randomly from the ACU itself. These can be quite dangerous as they will choose a target at random upon landing and race towards them, exploding on contact for over 20k damage. They have low health and can be killed off fairly quickly, but an easier way to deal with them is by simply having a tank stand under the ACU and soak the damage as soon as they spawn.

Everytime an Assault Bot is destroyed they become lootable. One of the melee should loot these and pick up the Magnetic Core they drop. Being careful to avoid Bomb Bots, that person should run directly beneath the ACU and "use" the core from their inventory (announce to the raid that you are about to use it). This will pull Mimiron's ACU to the ground where melee can finally dps it as well as causing it take an additional 50% damage. As soon as the person with the core announces they are about to use it, the melee should move into position and the OT with all of the Trash Bots should pull them to the same area. When the ACU drops to the ground everyone should go all out on it for the few seconds it is grounded, with the ranged dps also using AoEs at this point to help burn both the boss and the Trash Bot adds.

After a few "ground phases" the ACU should be done. Be sure to quickly finish off any remaining adds during the final transition.

Phase 4: V-07-TR-0N

mimi strat4

The final phase sees Mimiron attach all 3 units into a robot called V-07-TR-0N (Voltron anyone?) and attacks the raid with all parts simultaneously. The phase starts with all 3 units at 50% of their formal health but most of the same abilities. This phase still has many dangerous components that the raid will need to constantly be on their toes for, but the raid healing is much less than before. The MKII no longer uses Plasma Blast or Napalm Blast, the VX-001 no longer uses Heat Wave (but now launches two rockets at once), and the ACU no longer spawns adds.

The MT from Phase 1 will need to pick up the MKII portion of the boss while the ranged tank from Phase 3 will need to hold aggro on the ACU portion again; no tank is needed for the VX-001 body portion however. The tanks and melee will once again need to watch out for proximity mines and have an escape route ready for Shock Blast, while the entire raid will need to keep an eye out for the Laser Barrage once again (keep an eye on the "hands" to see which way the cannon will be pointing for that attack). Melee dps cannot reach the ACU at all in this phase, so you should assign them to only the tank or body portions in this phase. All 3 units have their own health pool and all 3 need to be destroyed within a few seconds of one another or Mimiron will repair them.

Hard Mode:

Running in and pressing the Self-Destruct button at the beginning of the fight will activate Hard Mode. It's a big, red button in the central area that says "DO NOT PUSH THIS BUTTON". Doing so increases health and damage output by 30%.

Achievements:



Set Up Us the Bomb - Defeat Mimiron without anyone in the raid being hit by the following: -A Proximity Mine -A Bomb Bot -A Rocket Strike
Not-So-Friendly Fire - Force Mimiron to kill a Assault Bot with a Rocket Strike.
Firefighter - Defeat Mimiron after activating his Self-Destruct mechanism.


Video:

Tankspot Video





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