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10.2.5
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10.2.6
Ulduar Trash Guide
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Post by
dashihawk
Does anyone know a good site that walks through ulduar with not necessarily the bosses but more towards the trash?
I have been running ulduar 10 with my guild for 2 weeks now and we have up to hodir on farm. I would just like to look ahead and be able to prepare for the trash and know a little bit about it before we hit it. I know there are plenty of sites out their with the boss strats tankspot, wowhead, EJ but I have not found a good one talking about the trash leading up to each encounter.
Post by
Porcell
I don't know of any sites; trash guides are pretty rare. If you have up to Hodir all set, I can give you a rundown of some of the remaining trash.
Thorim Trash:
2 seperate trash pulls of 2 mobs each, both the same content. One is physical and does an armor debuff and the other is nature damage and has a nature damage debuff. Have tank and OT each grab one. Kill the physical one first. If necessary, have tanks taunt each other's mobs before debuff stacks too high (swap when Physcial one is at 50% health).
Freya Trash:
Depending on if you leave guardians up (and which ones), you may have to clear as little as 5 trash packs (3 wandering flower packs and 2 large static group) or as many as 7 packs (4 wandering flower packs, 2 large static groups, and 1 two-mob patrol).
Wandering Flower Packs:
There is one large flower and like 10 small flowers. As long as the large flower is alive all of the small ones take 90% less damage. Everyone should focus fire the big one until it goes down, then AoE the small ones. I think there is a buff on the large flower that should be dispelled. There are four of these you'll possibly have to kill; one right in front as you enter the room, one to the right near the Tremor guardian, one that patrols the middle where Freya stands, and then one off to the far back left.
Large Static Groups:
I think in the 10 man there are only four mobs. There's a humanoid horse thing that does a frontal AoE (we call it Broccoli Wave), a spikey lasher elemental (doesn't too anything too special), a tree (does Hurricane and Nourish), and a Dragon (frontal AoE Poison). Everything can be CCed by the respective spells (Banish, Sheep, Sleep). CC what you can, or tank them all. Make sure to face things away from the raid. There are two of these packs you have to clear, one right in front as you enter, and one in the far back left near the water by Freya (good idea to clear this so you don't accidentally agro while fighting Freya in the middle). The Large Static Groups that are on the left side (closer to the front) and the far right side (between the two right-side guardians) can be skipped.
Two-mob Patrol:
There's one two-mob patrol in the room in the far back left. You'll only have to clear this pack if you intend to kill the back left guardian. There's a deer-like mob and an elemental mob. Don't think the deer one does anything too special, but the elemental mob does a ground spike thing (spikes up out of the ground kind of like the elemental boss in Nexus), so you need to kite him around a little bit so the ground spike animation isn't under you.
Mimiron Trash:
There are three trash packs in the hall to Mimiron. Each pack has a combination of Trash (just small tankable mobs), Sappers (channels an energy sap spell at raid members), Bombs, and Mechano-spider things.
For the trash packs that have bombs (the first and third), we usually have a mage run in and Iceblock so the bombs blow up and we don't have to deal with them. Sappers should be focus fired and killed first, interrupting the energy sap spell. The "Trash" mobs can be taken down by incidental AoE (whirlwinds, etc) and then finished off easily with directed AoE. The Mechano-spiders, once they get down to a certain health a Mechanic will jump out of it. The Mechanic casts a spell (interruptable) that drops an Ice Turret. Interrupt the cast, or kite away from any ice turrets that are dropped. I think the actual Mechano-Spider thing turns into a vehicle somehow. I'm always too busy tanking, but I see DPSers jump into the Spider and use them for the other trash packs.
Vezax Trash:
There is one trash pack in the hall, and then three more relatively large trash packs in Vezax's room. There are also three big Faceless guys (We call them Squiggly Guys, I suggest you do too. Mention it once in vent and the name will stick).
The four big trash packs have a mix of different mobs. All of them are CCable. The Aspirants are healers and should be burned down first. The Guardians are relatively harmless and can be tanked and ignored. The Slayers do a whirlwind attack so it's good to CC them and leave them to later. There is also a rogue mob (Shadow-somethingerother) that can shadowstep and insta-gib someone in the raid. Save your Disarms and Dismantles for the rogue guy, it should be CCed and then focusfired down.
Down in Vezax's room the packs also have caster mobs and fire elementals. Again, all of these can be CCed. I've never really payed too much attention to the casters. There are Pyromancers and Frost Mages (AoE Frostbolt and Frost Novas) I think. CC them, Deathgrip them to the raid and tank them, or heal through the damage. It's not overly difficult.
Now the Squiggly guys. The first one is up top after the trash pack in the hallway. The other two are down next to Vezax. Down in Vezax's room we normally jump down to the left side and clear the Big Pack on the left first. As soon as the Big Pack dies, the Squiggly guy starts patroling forward. He gets really close, so you should either be way way back on the wall where you jumped down, or be ready to pull him. After he's dead, and you kill the second (middle) Big Pack, the other Squiggly guy will start Patrolling.
The Squiggly guys (like the name yet?) do a Shadow Crash (just like Vezax, and just like the faceless mobs in Old Kingdom), so the ranged and healers should be a sufficient distance away from the tank so they have time to move. The other thing they do is go immune at 50% and spawn a Void Walker looking guy. Have the Offtank pick up the Voidwalker and tank him. When the Voidwalker dies he does a knockback and the main mob stops being immune. Be aware of where you are standing when you kill the voidwalker so that you aren't knocked back into Vezax or an uncleared Large Pack.
Yogg-Saron Trash
There isn't any.
So that's my run-down of the trash mobs in 10 man Ulduar's second half. 25 man is basically the same except there are more mobs in the Mimiron's Trash, Freya's Static Packs, and Vezax's Big Packs.
Post by
Robotusch
Porcell pretty much has it right, the only thing worth adding is that in the Vezax trash packs, the Guardians can temporarily stun (ie. concussion blow) the tank and run off and attack whoever is 2nd on threat, which usually means healer. So just be aware of that
Also, don't know if it's just us, but the very first pull, when moving from the area Auriaya patrols towards Vezax, is insanely bugged. We've had mobs evade (and procede to rape the two mages who were unfortunate enough to stand where they evaded to) as well mobs getting stuck on pathing errors.
Post by
Porcell
in the Vezax trash packs, the Guardians can temporarily stun (ie. concussion blow) the tank and run off and attack whoever is 2nd on threat, which usually means healer. So just be aware of that
I've never had the Guardians run off, but they do stun the tank. This can be a problem if the tank has a lot of mobs on him (as he will be unable to dodge/block/parry while stunned). But again, never had a Guardian switch targets after a stun unless it's someone pulling agro off of me.
Also, don't know if it's just us, but the very first pull, when moving from the area Auriaya patrols towards Vezax, is insanely bugged. We've had mobs evade (and procede to rape the two mages who were unfortunate enough to stand where they evaded to) as well mobs getting stuck on pathing errors.
Yeah, I don't know what's up with it. I don't know if we've had them evade before, but there are certainly pathing errors. I've seen the slayers just sit in the doorway and whirlwind with no one nearby, and then run seemly randomly with no target. Expect a few deaths on this particular pack...
Post by
dashihawk
Porcell you have gone above and beyond what I asked Lol. I was expecting flame, maybe a try it yourself and find out or at the very most a <insert link to %^&*ty guide here>. Thank you very much for taking the time to write up that guide.
Edit: also any insight you have regarding Hodirs trash would be helpfull as well. We didnt get a chance to start clearing it last night since we downed auriaya with 10 mins left of our scheduled raid time. Again thank you very much for what you have shared so far.
Post by
Cenan
Hodir trash, the big champion guy is simple, he does an aoe that knocks people into the air, and will do a cone attack on a random raid member that stuns and damages people hit by it. The snow mounds in the area can spawn packs of worms, just aoe them down and tell your raid to be careful by snow mounds. The elemental pulls, you kill the revenant first, and then aoe down the elementals.
Post by
Zandranas
Nice guide Porcell, link a couple of the mobs and you totally have my vote for Sticky. :D
Post by
316250
This post was from a user who has deleted their account.
Post by
DaCyclops
Your right about a complete lack of trash guides. The closest I think I stumbled upon was for Ignis' pre-trash, and even then it wasnt too detailed.
I do know the fun my group had when we first entered the main Ulduar complex and went against trash without knowing what was happening.
For those reading this guide hoping to get information on the earlyer trash, I will jot down what I know of 10man. (lack of correct names ATM). Someone might want to actually jot known knowledge into full-on Ulduar Trash Guide.
Siege of Ulduar
-Iron Dwaves: Fodder. I think there are multiple types, but im too busy charging large packs to see their corpses fly to notice. Only real dangerous thing I see them do is drop Sunder Armor on your vehicle, and even that is lameish.
-Golems: Get in close, cast Runed Flame Jets, casts damaging runes under vehicles (nice to get out of them). Fun to juggle with well-timed attacks :D
-Colossus: These are the bigger threats. Moves like a brick, and Hits like one too. Oil (burning is better) and focus fire. Ground Slam is a massive frontal cone AoE. It is interruptible by the Siege Engine driver's button 2, and should be.
-Flying Machines: Fairly Weak, travels in a pack. When a pack starts firing on you, your HP will start dropping. Gunners should be watching for these guys. If they are down low (happens when you go up a ramp and find some, for example) the ground attacks can hit (even the primary attacks for drivers).
-Spider Tanks: There are 2, one near the Freya (green) tower and the Mimiron (red) tower near start. Amazing Agro range, and MAY be agro-linked to each other. They jump sometimes, cast beams of fire, a rapid-fire cannon.... focus fire these guys with all urgency if you agro them.
-Iron Vrykrul: Seem to only appear on Thorim's tower, once its been destroyed (along with two Colossus just for fun). These guys seem to be stuck doing lightning-infused bladestorm half the time. Not all that tougher then a Golem, making them fly is just as fun :D
Ignis
-Fire Colossus: Stacking debuff to armor. Does AoE stun/silence (one of those) on top of self, blockable by LoS. Need to be tanked apart since damage output of two would kill with armor debuff.
-Fire Revanant: Cast a fire whirlwind that travels off after a party member, throwing people it touches into the air. Multiple touches not only hurt like hell, but throw the person HIGH into the air. Death by Fall Damage possible.
-Golems: Flamethrower attack, mid-combat random charge (no agro drop).
Deconstructor
Easy to miss on first time (we did) but there is trash to either side of room. Must be pulled and destroyed, as will agro first add phase of boss.
-Repair Mechanognome: 2 on each side, often 1 is invisible behind stuff (just to annoy).
Special Target
. Drops static protection dome over self (and anything else in range), also has small kickback. You will want to pull these guys away, and tank them untill end (focus firing them down is also an option, but its easyer to knock out the other trash first)
Rest are mostly tank&spank, but one does do an annoying random jump, from what I have seen.
Inside Ulduar
Pack type 1 - Stuff is CCable
-Iron Dwarf Warrior: Whirlwind. Sorta like the HoL guys, but not as annoying. Knock him down when ready.
-Iron Dwarf Caster: Real pain to deal with. Will start healing when low health. Smash these guys down with ALL HASTE.
-Golem: They whack you for a bit, and then cast Hardened Fists. This will immobilise them, but make them hit hard. EVERYONE should move out of meele range untill buff wears off (including tanks).
Pack type 2
-Runed Golems: Same guys you saw out the front. Cast Runed Flame Jets, casts damaging runes under players (very nice to get out of them).
Type 3
Archiver (or somethign like that name. Looks like the giant titan weapons/interfaces): Does a mid-combat jump, stun wear he lands. Also spawns orb which zaps those under it.
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