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.
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.
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.