From what I've read, Freya +3 is very doable, so let's take a look at strategies for her right now:
Raid makeup: 1-2 tanks, 3 healers. The number of healers is key. Try not to stack melee due to the exploding adds. You need at least one paladin with Hand of Freedom close at hand - HoF will essentially blank the roots.
Dealing with the big tree: Stack up under a mushroom. Get ready to GTFO if a sunbeam appears.
Dealing with the triplets: One suggested way is to have melee on Storm Lasher to about 30%. Ranged on Water Spirit to about 30%. Then, burn the crap out of Snaplasher (tank apparently can stun and run on this guy when DPS is on him, and then his damage will be negligible since he can't catch up to the tank).
Dealing with the exploding flowers: AoE to about 30%, as we have before. Then spread out and do single target damage - the explosions do extra damage. This is key - STOP DPS if a ground tremor is coming up, as you will not be receiving heals during that period. Spell lock is bad, mm-kay?
The rest of the fight is as per usual. Don't let trees grow to full size, don't die in a spore, and if two DPS die we won't be able to beat the enrage timer and are just going to wipe it.
Freya hard mode
Moderators: Texaporte, sphie, Pocky
Re: Freya hard mode
So last night's +1 element was the roots? That was barely noticable. If one of the next gimmicks is merely not standing in the sunbeams, that's not much harder either. I think just that earth tremor (flame jets) would be ticky- in which case, we have a good case for doing +3.

