Hunter’s Scope: The Keepers of Ulduar
Hesston | May 12, 2009 11:24 amNo doubt you’ve already read a ton of strategy guides for each of the Keepers of Ulduar so I will try to keep this both brief and hunter specific. The Keepers (of your tier) can be a tough lot your first few tries at them. My guild has yet to face Mimiron on heroic, something that gives me a headache just thinking about. As with all boss fights, once you learn the tricks and everyone gets on the same page, the loot shall be yours.
HODIR
Hodir is a high-movement fight, you will rarely find yourself standing still for more than a few seconds. Survival hunters will be hard-pressed to get their Sniper Training buff for the full duration, if at all. Basically, get out of blue circles, stand in the lights and next to toasty fires when possible, shake of the biting cold debuff, free the NPCs whenever they are frozen and pew pew pew. When freeing the NPCs, priority should go to the mage and priest, since they help free others and heal. When Hodir is about to cast Flash Freeze scoot over near a large blue circle and then run up onto the snow mound as soon as it forms.
As a ranged DPS, the hunter’s most important job here is to help free the adds and bring Hodir’s HP (which he has an ample amount of) down to zero. The best way to do this is to stand in the beams of light as much as possible. It gives you the Starlight buff, which considerably increases your damage output. Standing in these while freeing the NPCs will get them out very fast. Don’t be fooled, Hodir is a jerk and will drop icicles on you nearly every time you get in starlight causing you to curse and scream. If you get rooted, Master’s Call is a lifesaver.
THORIM
Since ranged have a bit of an advantage in the gauntlet, that’s where I’ve always been. Help CC the guards as necessary since they do a nasty whirlwind attack and down the Acolyte’s first, since they heal. On the first mini-boss, get as close possible to avoid charges. Right after he goes down, our strategy was to CC the first Acolyte past the door (sheep or hex preferred) and have the gauntlet tank pick up the guard. I would run up the stairs, drop a frost trap to stop one of the adds there and then continue up the stairs to misdirect the second mini-boss to the tank. Reason being, the adds here respawn until you’ve engaged the boss so if you grab him with all four up that should be all that you have to manage. The tank should pull the adds he is facing and the boss down into the larger room along with the rest of the gauntlet team. To have one less person to get exploded by his ability, stay in the small room at the bottom of the stairs (behind boss if he is in the room) but in LoS of your healer. Crowd control as much as possible until the mini-boss is down, then clean up the adds if you have time. If have less than 30 seconds on the enrage timer, Aspect of the Cheetah and haul ass up to Thorim to engage. Hopefully the rest of the gauntlet team will come with you. Drop a freezing trap to slow the NPCs to help you get away.
Once Thorim is engaged things are pretty easy for hunters. Unleash the fury and just look out for the little streams of lightning coming from the wall toward Thorim. I found standing near the gauntlet door spawned very few lightning streams near me, allowing me to just stand and shoot. He does a chain lightning attack so try and stand at least 10-15 yards away from other raid members, though this is difficult since people will be running around everywhere.
FREYA
The hardest part of the Freya encounter is the add phase. Freya will spawn three different waves of adds, one minute apart, that you have to kill in order to remove her buff stacks and move on to phase two. If all goes right, you should have to fight each type of add twice. All throughout the encounter Freya will summon little green trees that heal her and the adds. Hunters are an excellent candidate to be on tree duty, they should be killed as soon as you see them. They have 100K HP on heroic, so at least two people should be assigned to them.
For the detonating lashers, everyone should group up and AoE until they are low, then spread out and focus fire. If you pull one when you are focusing fire, try and kite it around as you kill it. They detonate (hence the name) for about 7K damage when they die.
When you get the Ancient Conservator, the big guy, stand under his mushrooms or you will silenced. It’s easy to forget about it and suddenly none of your buttons will work. He also casts Nature’s Fury on a raid member, get away from people with this or if it is you, get away from others.
The group of three, the Snaplasher, Storm Lasher and Ancient Water Spirit, are by far the biggest pain in the ass. They all have to die together, which is always fun. Your raid leader will most likely assign teams for each add, but I found it best to act as a floater as well. Use DBM to keep track of each add’s HP and jump between targets to help regulate them. There may be times however when you need to stop DPSing an add altogether, so be ready.
Once you get through the add phase, Freya’s second phase is a pretty basic tank and spank. Watch out for the green seed bombs and continue to kill the trees when they appear.
MIMIRON
Mimiron is the most difficult of the Keepers, requiring a fair amount of coordination, skill and a bit of luck. While we’ve only manage to down Mimiron on 10-man so far, we aim to take him down this week. Mimiron has four phases, each of which require a slightly different tactic.
NOTE: Most of this description is from the 10-man version. I’ll update with 25-man notes shortly.
Phase 1 – During the tank phase, you basically just DPS. Make sure you begin to reel your pet in a few seconds after a plasma blast, as he will do the shock blast shortly after and kill it. If you get hit with Napalm Shell, move out of the area so a healer can top you off before you die.
Phase 2 – During the VX-001 phase, you should be stacked up with a healer (or two) and some ranged DPS on one of the strips on the ground leading out of the middle. He has no aggro, so unload all you’ve got. He casts a raid-wide AoE ability called heat wave, so you want to get through this phase as fast as possible. Use Rapid Fire, trinkets, other CDs; just burn him. When he fires Rapid Burst at someone in the group, just take it and your healers should get you through it. Red circles equal death, move out of them as a rocket is about to hit and do 5,000,000 damage. Laser barrage fires clockwise from where it starts, strafe away from it and then get back to your original spot with the rest of your group.
Phase 3 – The air phase can be a pain if assignments aren’t handed out beforehand. The Air Command Unit needs to be range tanked, by either a hunter or another high-HP ranged class. I am usually assigned to bomb duty. The Command Unit will periodically drop bomb bots that will run toward the raid and explode for a large amount of damage. On 10-man, me and a druid handle these with roots and a quick burn. I also send my pet to attack the Command Unit so they sit right under it, often taking the bomb blast as soon as it lands. They can usually take it, just have mend pet up so they don’t die. Through the chaos it may be difficult to target the bomb, so I made a macro (/tar bomb bot) in order to quickly target it and kill. In 25-man it might be a good idea to have two DPS do this, and the Assault Bots need to be kited.
Phase 4 – The “OMFG there’s shit everywhere” phase. Basically all the other phases combined, plus three targets that all need to die within a few seconds of each other. JOY! You should jump between DPS’ing the head and body to keep them at the same level. Melee will be doing the same with the tank and body. He also shoots two rockets at a time, so be on the lookout for red circles again…oh and shock blast…oh and laser barrage…and he’ll be shooting plasma balls and hand pulses at you…and SHIT!! Yeah, total chaos. With the exception of Yogg, most likely the most satisfying kill.
Next time: The Descent into Madness (you know, when we actually get there)
Categories: hunters, hunters scope, raids, strategy
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