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Ulduar | Auriaya

Ulduar | Auriaya

Overall
Positioning

You should have your raid and healers out of line of sight, to avoid being pounced on the pull. Your sentry tanks should be spread out and be ready to quickly taunt to weaken the sentries. After the pull is made, the kill target sentry can be dragged back to where the dps are to ensure that it does not get significant damage buffs.

The Pull

You can place a Snake Trap down to where Auriaya will pat, along with various totems, and the tanks can pick off the snakes and totems. The snakes will keep auriaya busy for a small bit of time, and also the totems have a small chance of being pounced. It is advisable to have tanks and healers pop cooldowns on the pull, because two pounces can take down a tank in an instant. For example, you could have a prot paladin pop his bubble wall, along with a Divine Guardian, then throw a frisbee to pull before quickly moving out of line of sight. A priest could also aid with the pull by using Pain Suppression and Guardian Spirit on the tank. A good pull should result in minimal pounce damage or potentially none at all. However the pull can often be disastrous, because the tanks may drop quickly from bad RNG.

If you have 3 tanks, (1 on Auriaya, 2 on the sentries), each sentry tank must tank 2 adds. While the adds are up, those tanks will require lots of healing. With 4 tanks, while you have less dps, you may find the fight more forgiving.

The Fight

You must quickly burn the sentries, especially if you have 2 tanks tanking the sentries, because the pounces are deadly. If you are having trouble with the initial adds, utilize Heroism and other defensive cooldowns and trinkets.

After the sentries are down, you'll have a little bit of time to dps Auriaya before she summons her Feral Defender. When the defender spawns, the tanks previously used for sentries must pick him up. However, the defender will jump around, occasionally Feral Rushing for large amounts of damage. If the Defender does not rush, it will pounce for ~4-5k and lockout your casting for ~6 seconds (similar to Pummel only longer). If the entire raid stacks up on the tank, the Feral Defender will not jump around, allowing both ranged and melee dps to down it fast. It is advisable to kill the defender a few times to reduce its damage because of the strength of Feral Rush. However, unless you are going for the achievement, killing the Defender 3 to 4 times should be sufficient. It is likely that you will hit the enrage timer (10 minutes) if you attempt to kill the Feral Defender all 10 times.

The Defender also spawns a void zone doing 9k damage a second when it dies. The placement of these can be particularly brutal since raid members can be feared into them. The Defender also jumps around; if you kill it while it's jumping, chances are it will drop the void zone in the raid (or worse, on the main tank). When the Defender gets low on health (around 10% hp), your tank should pull it out of the raid, then stun it, and kill it. You should not stun it before it gets low because the stuns have a diminishing return on the defender. If the Defender becomes immune to stuns while you kill it, it may drop a void zone in your raid party from all the jumping around. After killing it 2-3 times on one of the circles, you should move the entire raid to the opposite circle to reduce the chances of being feared into a void zone.

While dealing with the Defender, you also have to watch out for the fears and the Sonic Screeches. Immediately after a fear, Auriaya will typically cast Sentinel Blast, which will require interruption or else it will do massive damage to the raid. Because of this, Tremor Totem, Fear Ward, and Mass Dispel are critical. Warriors are a good choice for main tank for this encounter since they can Berserker Rage to prevent the fear and Shield Bash to interrupt Sentinel Blast. Other fear removing effects work such as Every Man for Himself or PvP trinkets. After a fear has worn off, be sure to group up quickly before the next Sonic Blast. Even with a few people down, grouping should prevent a wipe. Typically Sonic Blast will deal anywhere from 8k-14k damage if you are grouping well and enough people are still alive.

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The Pull

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