Its been a while since I’ve commented on our 10 man hard mode progression. Mainly due to some conflicts within our group where a few guys decided they stopped caring and didn’t feel it was important enough to tell us (while still coming to raids). This resulted in us squandering two weeks of raids due to lack of attendance/commitment etc. This week we decided to start fresh and rejig the group and get it back into focus. We made a beeline straight for Freya and the move paid off as we completed Knock, Knock, Knock on Wood in 2 tries! I believe it might have been nerfed (-25% dmg I think?) but I can’t find the confirmation blue post, I’ll add it when I find it.
Freya Hard Mode – Knock, Knock, Knock on Wood
- Elder Brightleaf – The essence of Elder Brightleaf increases Magic damage dealt by Freya and her Allies of Nature by 50%. Freya also gains the ability to cast Solar Flare, a nuke that may hit multiple targets.
- Elder Stonebark – The essence of Elder Stonebark increases physical damage dealt by Freya by 50%. Freya also gains the ability to cast Ground Tremor, a 2 second cast, 100 yard AoE that deals a large amount of physical damage and interrupts spellcasts, locking out interrupted spell schools for 8 seconds.
- Elder Ironbranch – The essence of Elder Ironbranch increases Physical damage dealt by Allies of Nature by 50%. Freya also gains the ability to cast Iron Roots, a single target root with a large DoT component.
Again as usual, lets try and break this down and provide some general and kitty tips.
- Ground Tremor is more than likely the #1 cause of wipes. Make sure your healers have Freya on focus or use a mode like Deadly Boss Mods to notify you of when this is incoming. It has a 2s cast timer so there’s no reason why your healers should get locked out. Failbot is also great for identifying who is the culprit if it happens.
- Detonating Lashers – Everyone should group up on Freya and aoe to bring them down as fast as possible. The key though is to spread out at a certain % and kill them independently so that you don’t wipe yourselves in the process. Depending on what sources of AOE you have, you may want to stop at a higher %.
- Elemental Adds – Casters should attack the Snaplasher, while melee deal with the Storm Lasher and Ancient Water Spirit. Rather than splitting dps, melee all focus the Storm Lasher first down to 20% then switch to the Water Spirit. Once they are all down to below 20% we group up and aoe them down. I’ve read some people try and lockdown the Storm Lasher & Ancient Water Spirit but I don’t think it’s necessary.
- Ancient Conservator – Nothing special here, he is business as usual.
- Eonar’s Gift – We have ranged deal with the trees as it’s really inefficient for melee to run around trying to find them (Especially if the Conseravtor is up).
- Iron Roots – Most dps classes can deal with this themselves but again we have ranged dps assist to free ppl
- When engaging Freya, get 4-5 combo points up quickly to put Savage Roar up before the first set of adds spawn. If you have time inbetween packs, you can reapply SR in the same fashion.
- When the Ancient Conservator spawns, he takes a few seconds to cast Conservator’s Grip, in this period of time you can get a few combo points up. Just be careful not to pull aggro ^^
- When Detonating Lahsers spawn, swipe to your hearts delight, just be ready to slow down if you see they are getting too low too fast
- When to pop Berserk? There really is no oppourtune time to do this. You can do this early and late in the fight. I would probably suggest you pop berserk on Detonating Lahsers then again when Freya hits P2.
A lot of people like to say this is like Sarth3D but it really isn’t. Each keeper that you leave up provides additional buffs (as seen above) but you don’t have to deal with the keepers directly which makes it completely different from Sarth. The fight is not so much different from easy mode as really it only differs by 3 new abilities. If your healers can learn to manage the Ground Tremor the remaining 2 are very manageable.
Next up? Mimiron 🙂