黃金秘密指南

路加黃金養殖指南

首先,罷工讀者約路加福音布朗黃金養殖指南是巨大的工作給它。 這是擠滿了170多頁的詳細資料,電子書更像答: .. 了解更多信息!
最終哇指南

終極魔獸指南

在這一天的年齡一站式購物,我沒想到我會在有能力一站式我的魔獸指南! 我會被'購物'周圍有一個良好的包容各方的魔獸指南了很長一段時間,僅僅是沒有.... 了解更多信息!

這是一個相當usfull技術粉磨搶劫從老闆多數民眾贊成在遠遠的一個實例。 所有你需要的是一個術士,當然你的RAID黨。
第1步:有一人死亡,讓外面的實例(應該是黨領導人)
第2步:當他的外的所有其他球員拽其ehternet線,或打開他們的互聯網連接。
第3步:有黨的領導人進去,然後回到以外的實例。
第4步:有黨的領導重置實例。
第5步:有大家再次登錄,並傳喚黨與術士。
步驟6 :慢慢的心內容

魔獸磨40-50 (魔獸MODS )

我決定公開我的所作所為讓來自40個級別50級在相對較短的時間內。

40-44級

頭到塔納利斯和殺死Wastewander竊賊。 這是最有效的水平,我做過,因為你可以把5 Wastewander袋下降的竊賊經常在束5至全國人大Gatzegan得到480xp ,最重要的是在XP中,您獲得的竊賊。 我只打死小偷在拉特40-42 (只有土匪和盜賊) 。 下面是一個鏈接到我完全趨於他們,網址: Http : / / i44.thottbot.com/m/b/wow_81522.jpg-白色方塊在左上角大約是我在那裡。 在郵袋,他們幾乎每次下降mageweave遞增2-3 ,堆棧是價值約一克的Ner'zhul服務器! 您還可以找到堅實的胸膛的竊賊。

44-48級

留在塔納利斯和頭部的南洋海盜的碼頭東部塔納利斯,網址: Http : / / thottbot.com / ?米= 7077然而,如果您是混戰,遠離Swashbucklers ,因為他們可以解除您。 我去船塢內蓋茨(而不是由營火)和我殺死約安德烈Firebeard的領域(雖然不是他身邊:住戶開支統計調查艱難= p : )這些也下降mageweave和固體胸前產卵的海盜一些強大的良好醇珍品。

一級48-50

前往中央塔納利斯和找到Dunemaul Ogres這裡,網址: Http : / / thottbot.com / ?米= 39759 。 良好的Ogres下降搶劫向全國人大,銷售超過1克每個。 堅實的箱子也可以發現它們之間的。 在北端,有好多的ogres在網上,您可以殺死從開始到結束,正如第一個滋長了,這樣你就可以殺死他們無限時無需停止,這是我們瘋狂磨床想聽聽=山口

雖然我這樣做,我發現2史詩下降,耀眼的長劍和腸道開膛手,價值超過120克的啊,以及示意圖範圍為一名狙擊手在一個堅實的胸部。 我希望本指南可以幫助你水平從40至50個相對容易,祝你好運!

PVPing您的祭司(魔獸世界血精靈)

考慮到外匯交易同步交收的牧師:

不少球員將規格的DPS的影子/殺死,但我發現有很多更愉快去羅馬,更不用提,一個神聖的specced神父更為寶貴的財富是一種然後暗影牧師。 如果你想功率水平一名牧師通過外匯交易同步交收隊伍,那麼你將被迫去陰影。 然而,這個指南是一個神聖/光盤牧師,更困難的,但更多的獎勵外匯交易同步交收的道路。 當你不癒合,並且法力發揮總是蒙上了心靈震爆或掃描時,您可以負擔得起。 從未參加的一場戰鬥中,充分法力等待癒合。

Overhealing ,這是一個常見的錯誤純醫士,實際上更多的癒合扔在一個球員,那麼他/她真正需要的。 一般來說拇指,我使用(作為醫治規格牧師)是一個簡單的2鍵組合和評估是否需要進一步治療,這就是:一個即時投續訂和演員的Flash治愈。 這2按鈕組合將在每個班級,但勇士。 (給勇士一個額外的Flash治愈,垃圾郵件等如有必要)作為神聖牧師您有更好的癒合,並有更好的機會的臨界癒合,這通常是為什麼牧師“過度治療” 。 不要擔心,在你就會知道到底有多少你需要的時候進行發布。

誰醫治? 我應該與誰癒合首先,我要如何確定優先次序? 另一個Noob錯誤是一位能夠治療癒合1連鑄沒有法力,跆拳道? ( Ohhh棒使用FTW ?我不這麼認為)想想這樣,這將盡最大的DPS ? 另一個醫生有越來越蠟? 下面是一個普遍優先清單:

1 。 治愈與魔法/牧師。 甲應承擔形態德魯伊如果他/她獲得了大量的農業和Pally應泡沫,所以種提防其他神職人員。
2 。 魔法師的魔法
3 。 戰士少於25 % ,惠普離開。
4 。 巫師的魔法在混戰。 如果不是巫師附近混戰peeps ,他本人應該癒合。
5 。 無賴
6 。 亨特
7 。 戰士50 %的惠普離開。
8 。 術士- Warlocks有各種各樣的生存工具癒合惡魔規格,因此這裡將不癒合需要在大多數情況下。
9 。 德魯伊-一種德魯伊沒有法力可以變形,從而給他們醫治,希望他們知道如何發揮自己的階級。
10 。 勇士與75 %的惠普離開。
11 。 Pally - Pally是去年,因為他們總是最後死了, (即使沒有醫治)他們可以泡沫和自我治愈,因此您的服務是真的沒有必要,除非他們的法力。

請記住,這僅僅是一個總清單,當然總是有一些其他事情需要考慮。 如何一類是spec'd使一個巨大的差異。 治愈休息specced德魯伊和您可能會感到難堪自己,但是癒合1德魯伊是specced重平衡(和Moonkin形式) ,您將被崇拜。 除非沒有其他的目標,永遠無法癒合1連鑄是OOM ,這將是更好的為他們死回來充分法力/惠普公司在30至60秒。 另一件事要記住是解除魔法,如果你是癒合有人總是半秒鐘,並期待在Debuffs ,如果有任何強制更新後的德國馬克和Flash治愈。

奧特蘭克山谷:
您將有幾個選擇,使前先PvP'ing這裡。 51-60級可以去視聽,並普遍較低的水平,他們的速度會死去,這意味著他們需要更多的癒合然後60年代。 我不會浪費法力在非60如果我能幫助它,我的意見是,你不應該在比賽結束外匯交易同步交收血糖的,直到你是60 ,因為你什麼都不做,而是“瘸子”你這一邊。 別急,這是您的帳戶,你可以到影音作為一個51如果你想? 確定,但我不想浪費我的魔法治愈你的屁股 : )

下降了炸彈。 如果您看到您的前線陷入了僵局,並讓您有足夠的法力,繼續和恐懼炸彈。 淺了,盾牌,並運行直接進入前線,受教恐懼,更新,並執行備份到您的大後方再次,用手指對馬克按鈕。 只要您的癒合職責將罰款,你可以做到這一點,每30秒。

三菱商事-心靈控制的AV可以是有益的和歡鬧。 如果你要運行到Korrack ,或他們的警衛,總是使用最好的目標,您可以。 MC'ing一連鑄沒有法力是一個廢物, MC'ing武士/ Pally充分惠普到Korrack我們非常有幫助。 只記得他們會殺了你時,三菱商事消退。 另一種方法是,真正幫助三菱商事的敵人並運行它們直通線到你的背部,釋放MC和看他死在2-3秒。 這是一個雙刃劍然而,因為如果你是在很多nubs ,那麼他們將悲痛您“使他們共進晚餐” ,而不是理解為什麼你帶來了單獨目標中5-6法師?

衛冕的旗幟/倉-如果你知道我說,你知道,我沒有“保護” ,但是,如果你發現自己總是在這種情況下,擊中的目標是限制了國旗。 如果是絕望和你有10個敵人的旗幟然後恐懼炸彈自殺上運行。

採取旗/倉-在這方面,貴癒合進入一個“權力發揮” ,我知道的旗幟是正確的在您的面前,但不要第它。 (除非單獨)的人正試圖將第的首要目標的人,讓他們治愈糖尿病任何影響。 如果某人接近上限和你有一個敵人來襲,收取和恐懼他們。 (或MC ,但只有三菱商事如果只有1敵方目標)

如何採取國旗護衛隊和敵人只有你和1個其他人?
三菱商事的敵人,運行他的看守,他去世時,將所有的警衛來為您和您的伴侶帽子的旗幟? 別忘了經常之間的距離你和警衛在任何時候,這不應該太硬的經驗很少。

WSG :
你有一個拼寫稱為“心靈視野” ,這將允許您查看您的旗幟如果您想要。 你只需要精神上注意到的名稱敵人,你的旗幟,鑄壓在他/她(使用目標宏觀如果你想)和個唱你有國旗祿。 記住的名字,遊戲在這裡: “捕獲3旗幟,以雙贏” ,他們做了什麼沒有告訴你的是“戰鬥的中東是遲鈍” 。 因此,始終保護您的旗幟,打擊敵人的旗幟,或執行護送,並作為一名神父,您應該執行護送。
要記住的東西運行時護送是,它不是你的工作,治愈他人,始終保持您注意航空公司。 如果航空公司是完全健康和狀態良好,那麼你可以在醫治別人。 不要忘記德國馬克在這裡,您的航空公司將根據各種Debuffs ! 如果事情變得勢不可擋,運行的航空公司和恐懼炸彈。 如果航空公司正在運行的你前進的道路,目標最接近的敵人(可能安裝在試圖抓捕國旗)和三菱商事他/她。

衛冕旗:是的,您可以做到這一點,但除非你有4 +神職人員貴方(我已經看到了這一點)離開這個討厭別人。 這是幾乎相同攜帶國旗,讓別人這樣做。

MC'ing的航空公司? 我已經看到了這一點有效地進行,但只有在有組織的團體。 基本上只要有一噸的護送國旗承運人,敵人祭司將三菱商事的旗幟承運人和運行它們向相反的方向的基礎。 這將給你方更多的時間來降低承運人或護送醫士。 不要試圖在一個哈巴狗不過,三菱商事和從未獨奏敵人承運人5你的隊友對他/她?

公司:
最好的地方你要在公司是維護木材軋機國旗。 任何人都來沿著剛剛獲得MC'ed從懸崖。 作為一種神聖的牧師你絕不應該獨奏這裡,運行與合作夥伴或團體,始終掛在後面。 既然你將主要打擊小團體在這裡我要鼓勵自殺。 當你死了你真的幫助你們,幫助他們進行了大規模的癒合。 如果您是襲警國旗和數量,即使繼續和“治愈了”你的團隊,當你的法力,自殺身亡。 的最佳方式自殺是運行到法師,或吸引敵方戰士。 正如在其他血糖的記得strats的旗幟,醫治卡珀和恐懼炸彈如果被壓倒。


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-您必須收到古代石化葉總監Executus '緩存。 他是倒數第二的老闆在MC 。 該droprate postpatch現在是50 % ,其他正在尋求精簡下降牧師史詩起動。

-您還必須得到成熟的黑腱子從Onyxia 。 該droprate不同,有些報告下降約20 % ,其他報告2 % ...

- *可選*如果您想史詩顫抖( 18插槽,增加了15 %不等的攻擊速度) ,則必須減少Azuregoes ( 100 %下降)或農場藍精英龍在Winterspring (約0.1 % droprate ) 。

-在收到古代石化葉片,然後前往您最高的山為中心的Irontree伍茲位於Felwood 。 三個古人將出現,其中每一個國家擁有尋求獵人史詩的追求。

一般信息
----------
-您必須單獨做到這一點,這意味著沒有寵物,沒有圖騰,沒有什麼
-您可以buffed ,癒合, ressed等,然後再開始在遇到每個惡魔。
-您可以在一個黨,只是沒有一次搜捕行動中(請務必!或其他你習慣能夠掠奪的頭部) 。
-在光環從其他成員方的任何形式的使用,但非常不建議,如果你出去的光環中的範圍,他們可能會放在惡魔的aggro名單和惡魔可能despawn 。
-每個惡魔有大約3-4小時respawn時間,一旦產生,它不僅催生停留約20分鐘。
-任何類別其他然後一個獵人,它範圍內的惡魔的aggro ,將獲得抨擊為5的10K受教。
-您不必分別為打鬥,但有一定的人才會變得容易得多。
-如果您認為自己搞砸或不會贏得鬥爭,假死,但很少對這些惡魔抗拒。
-為了使打架最簡單的,要充分組,包括一個法師(對大赦國際) ,牧師(為堡和resses ) ,德魯伊(為標誌) ,以及戰士(結算) 。
-使用秩1神秘槍殺,讓所有的惡魔標記。 如果你有外匯交易同步交收一套手套,利用這些,他們將減少神秘槍殺了25法力費用,從而使每個級別1桿9法力。
-如果您沒有自來水的惡魔或每12秒的時候,它會“無聊” , deaggro ,並運行回到開始。
-一些有用的愛好者,建議在所有的惡魔,其中包括毅力,秘智,馬克野生和Demonslaying藥水。

還注意到,本指南包含破壞者的遭遇戰。 如果您不希望有你的經驗SPOILERED不會讀取過去這個! 您必須特別小心!

Winterspring - Artorius的Doombringer
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視頻:
http://www.warcraftmovies.com/movieview.php?id=5260

在哪裡? -
-北Winterspring

Winterspring惡魔地圖:

ConsumablesBuffs二手
-側面獵豹(自)

信息
-堆疊級8蛇螫不會大量破壞這個惡魔。
-你必須在30碼之外,他或他會給你一個debuff ,這700 DMG零配件和大約150名憤怒的平靜。
-在3點到鷹眼將使這個遇到容易得多。
- Tranq開槍將勸他冷靜下來-但不應以往任何時候都需要,如果留範圍之外。

策略
-當您準備好了,不要打擾開始了一個旨在桿或陷阱,你需要保護了法力盡可能蛇螫。
-所有的黨員後續盈你對他們的坐騎,以培訓所有的暴徒,你可能會碰到。
-使用1級奧術開槍把他利用每7秒鐘。
-每4-5秒,適用於新的蛇刺痛他的,它將堆棧損壞。
-使用側面獵豹以風箏他。 您將繼續運行非停止使用jumpshot實際上使你獲得超出範圍,如果是的話,停止,轉身和神秘槍殺然後蛇刺他。
-您將不得不放他上方的Winterspring到鎮附近的Everlook 。 因此,在黨員培訓所有暴民盈你將這個非常容易。
-如果您留範圍以外的全部時間,你將永遠不會debuffed或以往任何時候都需要使用tranq開槍。 只要正常運行和應用蛇stingarcane槍殺。

燃燒草原- Klinfran的瘋狂
-----------------

視頻:
http://www.warcraftmovies.com/movieview.php?id=5273

在哪裡? -
-西部大草原燃燒

燃燒草原惡魔地圖:

ConsumablesBuffs二手
-面猴(自)

信息
-在憤怒的模式,這個惡魔也比2000年的損害。
-使用蠍刺將減少惡魔的損失350 % ,因此做1損害。
-每次他忿激派,他會放棄他的所有debuffs 。
-如果你漫無目標,他現在還是被憤怒的憤怒,而迷茫的漫無目標,請勿拍攝蠍蜇,直至他undazed 。 如果你打出一個蠍蜇,而他是scattershotted ,它不會做任何事。

策略
-啟動了奠定了霜凍陷阱,以減緩惡魔下跌,旨在開槍打死,並保持倒退,直到他變成紅色(忿激派) 。
-每次他變成紅色,拍攝蠍蜇他。
-當他平靜下來後,蠍蜇, (很重要)運行和混戰他,不要浪費法力的猛禽罷工或曼戈斯塔叮咬。
-當我的野蠻使用刀片,後3個安打,使用排名1翼剪輯wingclip他,掃射橫向遠離他(如果您正面臨著相反的,他有機會染指你) 。
-如果您遇到的麻煩使用等級1 wingclip並獲得遠遠不夠,您可以使用等級3 wingclip ,但一定要得到一些夜間龍和法力盆,並利用它們的計時器每次最多。
-正常運行和使用1級奧術開槍把他挖掘,直到他忿激派再次,皇太子和重複。 這場鬥爭可以從7月10日分鐘。

Un'Goro -西蒙娜的Seductress
----------------

視頻:
http://www.warcraftmovies.com/movieview.php?id=5281

在哪裡? -
-南方Un'goro

Un'Goro惡魔地圖:

ConsumablesBuffs二手
-縱橫野生(從另一個獵人)
-面猴(自)
-自然防護藥水
-地精火箭頭盔(工程)
-大魔法藥水

信息
-鑄件的能力稱為妖婦'吻降低遠程攻擊力量的1400年為45秒。
-投下了閃電法術它約有800損害,但只有大約200名與Aspect野性。
-毒蛇螫將這個惡魔沉默。
-她訪問輕輕,但她的寵物訪問約200損害。

策略
-這可能是一個半困難鬥爭或一個真正輕鬆的一年,這取決於你如何specced ,如果你有一個哥布林火箭頭盔。
-我建議在另一個組中的獵人與Aspect野生的,而且你可以使用寬的猴年。

飲料性質防護藥水事先的鬥爭。
啟動奠定凍結陷阱,獵人的標誌,旨在桿西蒙娜,然後立即震盪桿
擁有寵物得到被困,打出一個蛇刺痛她,並立即運行,全力以赴混戰。
,一旦寵物是不可能的陷阱,使用您的頭盔上。
,一旦寵物是不可能的不知所措,流行detterence迴避它們。
,漫無目標她當你看到她開始投下閃電。
等繼續混戰她,她將下降非常快。

,如果您沒有哥布林火箭頭盔,被擺放在塊莖,夜間龍的呼吸,和癒合藥劑。
我建議不要嘗試運行和風箏周圍的惡魔和她的寵物,它更容易把它和全力以赴在混戰範圍。

希利蘇斯- Solenar的殺手
-------------

視頻:
http://www.warcraftmovies.com/movieview.php?id=5283

在哪裡? -
,中西部的希利蘇斯

希利蘇斯惡魔地圖:

ConsumablesBuffs二手
-荊棘(德魯伊)
-暗影防護(牧師)
-面鷹(自)
- 2倍大暗影防護藥水
- 2倍Whipper塊莖
- 2夜龍的呼吸
- 〜 5倍重炸藥(無論是工程或斯布擲)

信息
-蒙上了恐懼〜 700傷害每10秒左右。 損害是一如既往,但令人擔心的可以抵制通過陰影抵抗。
-將產生約3錯誤的堆疊頂部對方做150-250損壞嚴重。
-以秩3座剪輯,它將給他一個“癱瘓”的效果,將immobolized約10-15秒。
-新規定將擔心只有當immobolized 。
-他melees約200-300損害,但將錯過了很多東西。
-高級陰影阻力將大大提高您的機會抵抗恐懼。 有一個牧師迷您暗影防護。

策略

宏使用:
Wingclip -
/目標solenar
/鑄翼剪輯(排名3 )

神秘鉛球
/目標Solenor
/鑄造秘鉛球(排名1 )

蛇斯汀-
/目標Solenar
/鑄造蛇斯汀(排名 8 )

多重creepings -
/目標爬行
/演員連拍(排名1 )

-開始時有霜凍陷阱,拍攝他,他應該把從紅色到正常的顏色後,他去的陷阱。 陷阱冷他,不僅有許多工作要做你第一次產卵他。 立即假死重置他。
-喝一大暗影防護藥水,等待冷卻。 這將吸收恐懼的陰影損害。
-放下一個爆炸陷阱,獵人的標記,他喝了魔力。
-目的槍殺他,一旦他是你的爆炸陷阱, wingclip他immobolize他到位。
-在今後15秒左右,你應該uninterupted的錯誤,因為他們將死於與爆炸陷阱翹的效果。 在第一次恐懼,演員速射卸載到Solenar而他毛骨悚然正在焚燒的爆炸陷阱。
-申請蛇螫每次運行時,和排名第一神秘槍殺後,每次你擔心。
-當您accumalate了很多錯誤,使用排名1排球要殺死他們。 如果您的凌空抽射沒有達到,使用炸藥。
-當你有機會,擊中連拍逐漸採取了宏觀調控的一組creepings 。
-當您神秘槍殺Solenar ,保持autoshooting他直到下次恐懼。
-一旦你TuberDragon呼吸定時器的行動,立即使用它們。
-一旦你的大暗影防護迷是,使用第二馬上吸收了恐懼損害的可能。

Midgame指南法師平(天地魔獸)

這是一個指導平整作為一個法師。 我會談談科目,如:平整的方法,規格,和齒輪。


The mage is part of the holy trinity of MMO-classes: warrior, priest, mage. The mage is the king of DPS (especially after 1.11) and crowdcontrol (CC) and has utility as well (water/food/portals/buffs).

平方法
As a mage you have 50% more options to level, than other classes have. 無論您選擇,我非常建議什麼都不做,但情況從58-60來裝備自己,讓您的所有關鍵任務完成。 不這樣做,意味著失去了大量的Windows XP 。

傳統方式是:

磨削:
沒有太多要說這件事。 你殺暴民,他們給XP中,您拉特。 如果您還沒有一個全面的知識,在追求你,並命令是最好的,磨是非常快的水準。
它可以很枯燥,但聽音樂或正在對排氣/指標有很大幫助。 獲得rhytm去,留在這。 當您需要休息,法力最多不能完全失明 : )

以下是很好的名單在磨的暴徒。 不過,從部落的角度和你需要向下滾動,有點去指導 : ) If you read the whole bit, there are some suggestions for alternatives, which work just as well…if not better.
http://www.mpsgames.com/ms/index.cfm?page=topic&topicID=31653&categoryid=20&forumid=63

下面列出了一些好的聯盟點磨削。 也有一些建議探索。
http://www.wow-pro.com/Knowledge_Base/op=show/kid=515.html

探索:
如果您知道您的方式在世界各地,這是最快的方式一級。 這也稱為gresting一些。 體面部落導遊,卻並不多見(有一些關於這個站點) ,聯盟有好多了。

部落-如果你是部落,利用Joana指南。 這將帶您從1-60在五天/發揮。 它的書面從獵人的角度,所以我的建議是驚人的進展,指導了拉特或兩個。 除此之外,還有一些(誠然他們與洞)導遊在這裡開始部分。 一個想法是嘗試和修改以下聯盟指南。
http://forums.blizzhackers.com/viewtopic.php?t=309717 is the text guide (thanks Bay_Cassius
http://video.google.com/videosearch?q=wow+world+of+ warcraft +levels are links to all the videos (thanks sQren)

聯盟-如果你是聯盟,你有它! 下面的指南將快速,輕鬆地將您從30-60 。 原因是30日,是因為前任務是和周圍的首發地區,所以30日的水平迅速和您的設定。
http://www.wow-pro.com/Knowledge_Base/cat=135.html

AOE'ing :
這就是法師可以級別不同。 利用其地區的影響法術,他們可以毀滅分數較低水平的敵人,從而取得經驗迅速。
最全面的指南,受教景點是來自官方魔獸論壇
http://forums.worldofwarcraft.com/thread.aspx?fn=wow-mage&t=48467&p=1&tmp=1 # post48467

做這種方式,需要一些學習和不言而喻了很多流暢如果您duo'ing ,無論是與其他受教級或醫治。 但你會水平很快。

人才規格
我建議為平消防,然後神秘或霜凍。 最佳水準,你應該分別在58-60 ,當你開始行動。 當您啟動結束遊戲突襲,你應該分別再次。 我也將為此作出法師遊戲指南,我將談談這些問題。

有些人建議的平整冰,特別是在1月11號,但我還是喜歡火:霜凍損害取決於crits和火災沒有這麼多。 該基地火球具有較高的DPS比霜凍和防火你有射程更遠。
這裡是一個小型的討論火災與霜凍。
http://www.mpsgames.com/ms/index.cfm?page=topic&topicID=36492

這是我建議的規格水準。 這一工程時,磨削非常好,因為你可以DPS的相對較好的混戰與燒焦或棒。 當然,它也適用於gresting : )
http://www.wowhead.com/talent/?k0gV0oZEgGzf0ut
三十八分之一十三弧/消防

重點放在改善您的火球高達40拉特(減少鑄造時間,然後眩暈。接下來就看您的) ,然後把7分的神秘行動權杖,然後其餘的消防和最後的最後點神秘。

法拉力:最大範圍,然後Pyroblast ,火球,火球,然後fireblast /燂/棒,直至死亡(如果你是懶惰)或霜凍新星,獲得範圍,火球,直至死亡。

這是我建議的規格AOE'ing 。 這是基於霜和它的卓越學科領域的能力。
http://www.wowhead.com/talent/?ocxVcoZZVVMIsbtho
34分之17弧/冰
轉到通過改善通過冰暴雪,然後填寫神秘,然後再冰,直到60歲。

方法AOE'ing :如果暴徒歸類,獲得最大範圍內,流行冰障和暴雪他們。 您應該能夠獲得2趕走。 然後霜凍新星和錐體冷和神秘爆炸,直到他們死亡。 如果事情變得太熱,冰塊,弗羅斯特管理單元,霜凍新星,冰障,得到範圍和重複。

齒輪
如果你是打磨或gresting ,你應該去+大壩齒輪。 火球是在3.5秒投時間,因此得到充分發揮作用的破壞漁具。 法力是不是一個真正的關注,因為你有免費的飲料。 SIP協議在每次拉或任何其他拉,然後您就罰款。
如果您是AOE'ing ,您需要一個混合int和斯塔姆如果您沒有癒合好友。 您將主要是鑄造instants或長期引導法術,所以你不會得到如此多的使用的損害。

當您啟動進入50 + ,這是一個清單,損害齒輪你應該:
http://www.mpsgames.com/ms/index.cfm?page=topic&topicID=36269&categoryid=20&forumid=62

並進一步補充上述名單,這是來自官方論壇:
http://forums.worldofwarcraft.com/thread.aspx?fn=wow-mage&t=739041&p=1&tmp=1 # post739041

災難侵襲的常見問題(金魔獸世界)

問:在哪裡網站包含所有暴雪發布的信息嗎?

答: http://www.worldofwarcraft.com/info/events/scourgeinvasion/

問:多長時間嗎?

答:目前未知。 謠言從一個月,直到Kel'thuzad被殺到,直到您打敗所有Necropolises 。 這將持續很多很多不再那麼十六小時戰爭雖然與Ahn'qiraj 。

但是,據說現在,它可能是一個年度。

喜歡聖誕節。 只有更可怕。

和災禍不唱歌,但它... 。

問:如何開始?

答:至今下落不明。 戰爭努力的卡迪爾無法啟動,直至死亡的使者。 這可能觸發首次男爵被殺Rivendare是一個新的服務器。 這是最好的猜測反正。 或許是第一次有人完成了'超越'追求的是殺死Rivendare和他的頭向銀色黎明的獎勵。

問:會發生什麼事?

答:在入侵期間,多個事件發生。
首先,境外的每一個主要城市,有發光點低水平亡靈產卵( 9月11日) 。 這些輟學點心壞死魯內斯可以變成追求贈與的派系一次。
其次,在阿茲莎拉, Winterspring ,塔納利斯,東瘟疫土地,爆破土地,草原燃燒大規模入侵有59-60級亡靈。 這些入侵發生在特定的網站聚集在'壞死晶體。 死靈產卵不斷從這些點和輾轉,造成當地野生動物的一桿。 此外,飛行克羅波利斯發送螺栓的能源和從每個石頭,所以我們很容易找到他們如果您發現該墓地的上空盤旋,並按照螺栓的能量發射,每30秒左右。

殺害這些亡靈的晶體導致螺栓破壞能源被送回晶體。 你必須殺死大約100名,如果不是更多的話,對亡靈充分摧毀...但有數十人在工作,這沒有考慮到長期。 也許20分鐘。

當壞死晶體是'摧毀' ,取而代之的是一個已損壞壞死水晶' ,四名邪教工程師周圍出現,並開始修復。 如果您離開正在修復損壞的水晶的邪教僅在一段時間內,將恢復到正常壞死晶體和活動啟動所有了。

您可以破壞邪教利用壞死魯內斯的下降入侵亡靈。 採取8魯內斯和交談其中之一,並使用命令考慮把它變成一個影子末日。 這場鬥爭是類似於在希利蘇斯杜克鬥爭。 您至少需要一個很好的組合具有良好醫治戰勝這些。 他們產卵和直行的人誰破壞他們,標記,以該人的集團。 它就像一個公爵,武士,或王子在這方面。

重要警告:只有變換一次。 他們是怪物戰鬥時,兩個或兩個以上的一次。 而且,像士杜克,他們unsoloable除非你是不是非常好或非常好的狀態。 然而,大多數模板字符,無法單獨他們。 選手有可能與一個正在醫治其他混戰/的DPS /坦克或帕拉丁或薩滿healtanking 。

危險的部分是在增加。 您快保證至少有兩個一級59-60增加。 因此它希望有更多然後一個人與你,除非你是未來的產卵率。

這些陰影下降的其餘部分亡靈殺害集。 殺死所有四個結果充分銷毀壞死的晶體和一個中斷事件的時間。

有多種入侵點分散在上述每個命名區。 銷毀所有這些,大概,摧毀一個Necropolises向該地區派遣。 另一個將顯示,直到有0 Necropolises離開(請銀色黎明招聘欲了解更多信息)

問:我在哪裡可以得到壞死魯內斯?

答:他們輟學從59-60亡靈暴徒的產卵不斷的入侵點,阿茲莎拉, Winterspring ,塔納利斯,東瘟疫土地,爆破土地,草原和焚燒。 他們是相當普遍的。

此外,有機會為稀有/ '銀龍'亡靈產卵代替正常的。 這些有機會下降一個不死族殺害件和4日至6壞死魯內斯。

問:是否有任務,涉及入侵?

答:是的。 在每一個主要城市包括收集暗壞死魯內斯從9月11日以外的亡靈。 其中3人獲得銀牌和派系的黎明。 這是在每一次重複的主要城市,但除此之外沒有可行多次。

一個是在銀色黎明營地的每一個主要城市,將你說話的銀色招聘在複合體。 由於級別60 XP的參與,這一獎勵一些銀牌。 這樣做的銀牌和派別。

在過去兩年取得了輕的願禮拜堂。 它們涉及打死一名毀滅的陰影,並收集10壞死魯內斯。

完成的陰影末日追求讓您選擇的幾個神聖銳化石塊或少數有福嚮導油。 約4 ,在60了。 它和其他將好XP的那些尚未60 。

完成追求收集10壞死魯內斯讓你把壞死魯內斯的其他獎勵優惠。 這一次還獎勵了4 ,在60了。

問:我在哪裡可以得到充分的亡靈殺害集?

答:三個來源:毀滅的陰影,在'稀土'不死的入侵點,把壞死魯內斯在30日的銀色黎明Outfitter的複合體。 頭兩個或者可以減少部分的設置,而去年只有這樣,才能得到手套。

Mcclark's Findings:
Bracers: 100% drop chance off of the rare "Bone Witch" Which type of bracers he drops is random (plate, mail, etc)
Gloves: Finish the 10 Necrotic Shards quest from the commander, then talk to the quartermaster and give him 30. You are able to choose which type you want.
Chest: Semi-rare drop off the Shades of Doom
All pieces are BoP and the set bonus for each is a 2% damage bonus against undead(3-piece, no bonus for 1 or 2)

Q: Where do I get the Tabard of the Argent Dawn?

A: Turn in 10 Necrotic Runes to the Argent Dawn Quartermaster in Light's Hope Chapel after completing the two new quests offered at LHC regarding the killing of a Shadow of Doom and the gathering of 10 Necrotic Runes.

Q: Where do I get the Tabard of the Scarlet Crusade?

A: At present, it is CONFIRMED it was re-added to the random loot table of SM. Further, it is CONFIRMED that it drops from the Goon Squad that comes in to help Herod after he dies. Get ready to get your Scarlet Tabards, folks!

Q: Where are the new Bosses?

A: The new bosses are found in Stratholme, the Scholomance, Dire Maul, the Scarlet Monastery, Shadowfang Keep and the Razorfen Downs.

If there are multiple new bosses in DM and SM for each of the wings, that is unknown. The only known new boss at this time is Scorn in the SM Graveyard. He is a Lich who enters the Graveyard after you kill the Undead Blood Mage in the Crypt.

Leave the crypt after you kill the Blood Mage and you will see Scorn floating towards you down the road. He hits normally for his level(32 Elite), and he has some nasty Frost AE Spells for even level groups trying to tackle him.

The new one in Shadowfang Keep is a Scourge Abomination. His name is Sever, and he is found in the area formerly patrolled only by Ghosts near where the Butcher and the Baron are. There are no prereqs to his appearance. He is level 25.

The new boss for RFD, Lady Falther'ess is found and unbugged! She is a Banshee that spawns from the middle cell in RFD between the Human and the Ogre. You need to kill Amnenar before she can be fought. She is hiding in the possessed body of a human woman that she shucks during the fight.

She drops a nice +10 shadow dmg wand.

She might spawn in if you open the middle Holding Pen between the human who teaches you Goldthorn Tea and the small Ogre.

The new boss in DM West is named Revachion! Credit to Nerfed for finding him!

From Nerfed:

Q uote :
Revanchion is found in DM West patrolling the hallway after Tendris Warpwood (you don't have to kill him).

He's just a big ghost, nothing really special. I thought he was one of the patrols in there until I spotted his name.

他做了霜凍新星,並已霜凍護甲(你的攻擊速度和移動) 。 奇怪的是,他迴避/卡卡/阻斷約80 %的我所有的攻擊。 不知道這是一個錯誤或沒有。 他打我的平均損失為300名議員的28.3 % ,使他不正是一個沉重的打擊。

他下降: http://wow.blupp.net/item.php?id=265406

他代表了公元25時死亡。

在斯特拉索姆老闆,發現異色,是巫妖的巡邏噴泉周圍的主要領域旁邊的小禮拜堂和側面門斯特拉索姆。

他的名字是Balzaphon ,他踢主要對接。 Serious frostbolt spammer that does a ton of damage. Drops any of three +damage and healing blues, including an amazing staff and a +22 dam necklace called 'Chains of the Lich' and TWO! TWO! Corrupter's Scourgestones.

The Scholo Boss has been found as well.

It is Lord Blackwood, a giant glowing Skeleton with Sword, Shield, and Bow. He has a lot of HP, and does a Smoke Bomb effect to regain range to shoot you.

He appears in the room with the spectral tutors in it, just beyond the room with the Dark Summoners, but only after you summon Kirtonos. If you fail at killing Kirtonos, he still appears.

He's nifty. Drops a giant glowing 1h sword, his shield, and likely his bow.

The sword has 60 AC, is One Hand, and has +14 stamina on it. Speed: 1.50(!!) Great tanking sword pre-ZG.

Q: Are there new Loading Screens shown for the above named instances?

A: SM, RFD, RFK, and SFK have brand new loading screens! Checking the rest soon. So do other dungeons, it seems, like Blackrock Spire!

Q: Did they improve loot in some of the lower instances like SM?

A: Yes, they did. In addition to the new bosses, some items, like the Hypnotic Blade from Doan… got an upgrade.

The Hypnotic Blade now has +9 Spell Damage and Healing on it.

Any more are as yet unknown.

Q: Are the new Bosses in those instances permanent?

A: Unknown at the present time.

Q: Where do I get the Letters from the Undead?

A: The Letters from the Undead are found on the 59-60 Undead Invasion monsters. Kill them until they drop. There are at least 6 of them, and each leads you to a quest that involves you returning to Light's Hope Chapel then obtaining the next step of the quest in the mail shortly after.

The rest is up to you.

Further information might be found in this link, however:

http://forums.worldofwarcraft.com/thread.aspx?FN=wow-general&T=8466071&P=1

Q: Why are the Scourge invading these regions?

A: As it is, these six places they are targeting are key points of Magical Power. Further, they are attacking the two 'Human' cities; Stormwind and Undercity.

The reason for these things is obvious.

Undercity and Stormwind are being attacked because in both places the Lich King will gather a great many new 'recruits' for his army, either by reanimation… or renewed domination…

Azshara is a center of magical power, and not even we have discovered all its secrets yet. Controlling it would give their Liches something to do and more magical abilities to command.

In the Tanaris Desert, two things are located; The Caverns of Time and Uldum. One is the nesting ground and passage into the Timestream used by the Bronze Dragons, the other is the location where the Titans used their power to manipulate the very face of Azeroth to their whim. If the Scourge took control of either location, the effects would be dramatic and horrifying. Further, cutting off Goblin access destroys trade, which is something we need… and the Scourge does not.

In the Burning Steppes, there is the already troubled war between the Blackrock and the Dark Iron. Plenty of bodies to reap from the fallen. Further, there is access to the Dragon Eggs and Dragon Whelps that the Scourge is making use of and transforming into a new generation of different Undead Dragons.

In Winterspring, they have another Goblin city to shut down. But, moreover, they have access to the ghosts of the Highborn they can bring under their control. Also, secrets lie underneath Winterspring, including the former Prison of Illidan. Further… it is a perfect front for them to assault the last true bastion of the Burning Legion on this world; Mount Hyjal.

In the Blasted Lands… there is the Dark Portal. 需要我說嗎?

In the Eastern Plaguelands, the two factions who truly oppose them beyond we Adventurers of the Alliance and Horde currently fight against them. The Scarlet Crusade and the Argent Dawn. This is the 'front', and should it fall, the rest will have no buffer point and Undercity itself will be next as the Crusade and the Dawn are crushed should the Scourge win.

The 3 things u need for this place are a Mage(ice-specced), Priest, and the Key to the City.
2 Drops that most will want but there is a +22 dmg/healing by spells neck piece, but main 2 are:
http://www.thotbott.com/?i=53595 -Waistband of Balzaphon
http://www.thottbot.com/?i=53574 -Staff of Balzaphon

This guide is for killing Balzaphon the new boss in Strat. This can be easily done by 2 ppl.
First is where the hard parts come it, aoe. Have the priest shackle pull one of the elites, and then go around corner and use Line of sight pull, once there, mage frost nova's starts the aoe process, now there will be 2 elites roughly 1/2 healht down, and have priest dps em till dead, reshackleing the first one at that time for safety.

Then go to the left side near fountain, and attempt 2nd pull, watch out for ghouls and such, so that the pull is seemless, w/o problems(note: if pull goes bad, just run out and come back in, and attempt again). Then pull the 2 ghouls and the larger one, which patrol the area(this is where frost mage is best as they can kite the large elite, u dont want to just have the elite hit u as from lag or something, he did 1800 dmg in few secs on me, so kite em till dead), then shakle pull again the 3rd aoe. If you have pulled the 3 patrols first, u can shakle pull, if not, have mage pull, and shackle in the tunnel. Then the boss should be alone and ready for killing.

Killing the boss is easy, as a frost mage with lots of frost armor protection+coldsnap, its really easy to kill em as he uses frostbolts for dmg. Just go near the right side near a crate past Hearthsinger Forresten rare spawn(yes if he spawns u can easily kill em as well, little harder then balzaphone, but just as easy to do). The boss also drops 2 corrupter stones, nice bonus for the Ad grind now.

我發現了這一點,在內地,一個部落突襲(這是形成Seradane突襲Emeriss )攻擊我,所以我回來後發現了一種毀滅的行動。

First, Mount up and run to firing range of Emeriss. 消防一桿和運行拼命向敵人突襲,試圖讓權利在中東的。 當您有,讓他殺死你。 (請確認他殺死你,而不是球員。蘑菇將增加您的屍體和處理損害你周圍的所有球員。當我這樣做造成的連鎖反應,造成約1 / 4的行動。不用也就是說,你會得到紮營這樣做,所以有一條退路。

This is something I've been doing myself for awhile and I'll just say: It's not for everyone and YMMV (I realize there have been a couple of other posts with this concept however I am going to attempt to explain exactly what has worked for me leaving as little guesswork as possible)

的概念和一般說明...
對於所有這一切的工作你必須有一個基礎基金,越大越好。 除此之外我想最sugguest只是一段時間當您玩了幾個星期剛剛看的AH價格和一些貿易聊天,讓您能夠感受哪些項目,特別是尋求在什麼價格。 此基礎上開始是基本daytrade一些較高度尋求項目。 我開始有點小了已經“畢業” ,一些高票價的項目,因為我很滿意我的能力,認識到哪些項目,我將能夠有一個良好的銷售利潤和我知道,我有耐心堅持做因此。 我個人更喜歡的武器和裝甲,但可以適用於其他高商品以及。

如果您想了顯著的金額,您必須集中於稀土和史詩,並確保有足夠的價格差距,但您的付出多少,您可以出售的帳戶採取intto的可能性多天'上市費用。 我現在只處理項目,出售至少50克和我將至少10一十五克但是請記住,這僅僅是一個基準,我常常使每筆交易50克以上(最我所收到的一個單一的項目是125克減去上市費和AH費) 。

如果您有耐心這樣做,您也可以增加您的利潤,銷售的貿易通道,通過在這裡您將無法處理的AH考慮其減少或拍賣到期但是記住,你要保留項目移動盡快同時還讓您的利潤為流動資金必須保持資金進來

雖然我,當然,在這個賺錢我也給人們的最好配套我可以(再次,流動資金更有益-利潤和利潤是要記住,舉行了第五代更當您'再有一個良好的銷售二十五克已經可能只是造成您的項目有一個額外的幾個小時在此期間,您可能會錯過另一個交易,因為你沒有資金購買... 。同樣,這成為大家無論您了解您必須對您,使業務持續向前。

對於這些高貴重物品,除非特別項目動作非常迅速地在您的服務器上,您將削弱競爭,在大多數情況下...最好就不會有競爭(但是這是你的知識價值的項目開始發揮非常顯著) 。 如果沒有競爭的關鍵點牢記是人民的需要有正確的距離,而且還認識到,人也不笨... 。 如果您登錄物品出價為100分,並有9次130克薄, 10你不會得到boughtout除非有高需求高的項目。 人不是愚蠢和額外的30 %他們“可能”得到了很多...所以,作為一個經驗法則可以使您的手機和博相同或使他們更加合理地接近...即使有人不支付一百三十零克與100分鐘名單在120克的一百三十零克薄...這10g的跳轉小於10 %的差異(這也意味著,如果1人出價反正它的下一個“最低出價”正式將一百三十二克所以你將得到boughtout如果有興趣在多個項目) 。

你是病人...您的買家,但是,往往不能... 。 24hour listing keep you visible for maximum exposure and also result in more buyouts… that "Very Long" tag means 8-24hours remaining and if someone wants your item then more often then not they'll pay that extra little bit of gold to have it then and there

週二補丁的一天! 嘗試將您的拍賣時間,並請記住,你失去了你的一些錢上市週一晚... 。 這架AH定時器繼續運行,而服務器的下跌,使你失去了一個很好的大塊的時間,您所支付的拍賣上市...不要誤解我的意思不過,如果您將無法獲得週二服務器備份到重新然後通過各種手段先名單星期一晚... 。 我覺得星期二是一個很好的時間,尤其是在拍賣行的補丁,人們將其下載並登錄到退房的變化(和不可避免地簽出什麼好為他們列出的歷

再說一遍,我不認為這是每個人都因為它涉及的時間投資在您的部分,以及從資金,但是對於那些誰認為他們可能會喜歡他們一方面試圖在市場我祝你好運和我希望這個信息是一些使用給您。 我知道一些你這似乎是“顯而易見”的信息,但請相信我,我發現自己幫助我更多的拍賣行會比平地,因為他們只是一個大謎...

Skeram the Prophet

Skeram abilities:

Earth shock: 2500-3000 nature damage. He will only do this if no one is in melee range.
Arcane Explosion: 900-1400 damage.
Split: Disapears, reappearing with two additional copies of himself. These clones have considerably less hitpoints than the original.
True Fulfilment: Skeram mindcontrols the closest secondary target to him. lasts 20 seconds. Damage increased by 300% Spells cast instantly.All resistances increased by 50. Movement speed increased by 40%.
Teleport: Skeram has the ability to teleport to either of the two platforms with the obsidian destroyer statues.

Skeram's Arcane Explosion is just a normal attack he does when 5 players are in melee combar in addition he will Earth Shock when he is un-tanked, so make sure that your tanks stay up or keep him constantly tanked by any class capable of doing it.

The True Fulfilment seems to occur on a random secondary target in close range of him, to counter this effect sheep/stun the players affected to make sure they don't kill anyone in the raid.

Every now and then he teleports to either the left or right platform as illustrated in the picture. Either you can choose to keep on tanking him there or drag him back into the middle, just make sure there is always two people capable of tanking him up on the left and right platform.

Last but not least - at 75%/50%/25% he will split into two additional clones of himself, of which one is the real Skeram and the other two will have less hit points but still have all of his abilities. The tanks should instantly taunt these spawns and get aggro or otherwise they will earth shock your raid to death.

The way we check if they are real or fake is simply by keeping your eyes open, because the real one will spawn 1 second after the two fake ones.

When the split occurs the tanks should instantly move their copy of Skeram a bit up on the stairs, cause when he splits he still teleports around, make sure there is always a warrior/paladin/shaman/druid standing ready to tank the mob if it teleports. Once you know which is which, stick a Hunters Mark on either the remaining fake one, or the real one, whichever suits your read group the best from a logic point of view. This Mark is useful, as the Skaerams can still port when there is more than one, and can end up with 2 of him in the same spot.

In this fight its not that important where you place the people, find a comfortable spot just make sure the tanks are in the right place for the spawning and you should be ok.

The Bug Trio

Let's start off by noting a few things about this encounter. The first thing you need to know is that they have a loot table each, so depending on what order you kill these guys you'll get different loot.

This isn't all, depending on what order you kill them the encounter will either become easier to really hard, the easiest way to do this encounter is to kill Lord Kri first and finishing with Vem. These bugs have a variety of abilities and these also differ depending on what order the bugs are killed.

This is a very well-thought and entertaining fight, its 3 encounters in 1, so we'll try to give you the all three versions of it.

Lord Kri

Toxic Volley: Hits for 500 damage and puts a DoT that ticks for 125 damage. This once can stack pretty high so be sure to cleanse it.

Toxic Cloud: When Kri dies he leaves a poison Cloud that ticks for 2000 damage per second. This cloud is on a timer and will dissapear once the timer goes out.

Princess Yauj

AoE Fear: 45 yard fear, that also reduces aggro.

Heal: Ability to heal both her-self and the other two family members if she gets in range.

Summon Bugs: On death, she will summon several small bugs.

Vem

Charge: 2000-3000 damage on impact.

Extra: When Vem is killed, if he isn't the last one you are going to kill, Kri or Yauj will enrage and will hit twice as hard and use their abilities at elevated speed (as someone elegantly put it, it's like killing someone's child right in front of them!).

Tactics:

The basic idea is to keep these 3 as far away from each others as possible, now that is obviously easier said than done. The basic tanking positions are shown in the picture, these guys will be tanked at those locations no matter in which order you kill them. The arrow in picture shows the entrance to the room.

Lord Kri, Princess Yauj, Vem (Easy mode):

Start off by killing Lord Kri. Obviously you are going to need all your DPS on him, only one tank is needed - aggro is very stable. Have your druids / paladins / shamans keep the DoT off everyone while the priests keep up the healing until he is dead.

Make sure to move the raid away from that position, just to make sure no one gets feared into the Toxic cloud, with everyone feared and/or not in range, it will result in a certain death for that person.

As the picture shows, you need to tank Princess Yauj on the other side of the room. She will need two tanks to keep her off the rest of the raid. The main tank should have Fear Ward on him at all times possible, for horde side keep Tremor Totem up, and use Will of the Forsaken at all times possible. Have the off tank stand in the middle of the room out of the fears range ready to charge and taunt, just in case the main tank should be hit by the fear and she springs out on a rampage.

Since you are killing these bugs on “easy mode” Yauj won't heal as much as she would have done once Kri is dead. She should be a lot easier to kill, so let your rogues kick her and mages Counterspell her as soon as she starts casting. She cannot be silenced, but the interrupt effect of Counterspell still works.

While this is being done have your entire spare tank squad including the tank that was on Kri keep Vem under control, because his aggro will be a bit unstable and he will be charging left and right on random secondary targets.

Once Yauj is dead make sure everyone clumps up somewhere in the middle of the room, in order to make it easier for the mages and the warlocks to AoE them. Once that is done move on to Vem and kill him, he should be easy pickings without mom and dad around.

Lord Kri, Vem, Princess Yauj (Medium mode):

All right no matter what people think, this way of killing them is still damn hard. Start of the same way as you did in the previous explanation and kill Lord Kri. You will never under any circumstances kill Vem first as that will enrage both Kri and Yauj, and will most certainly kill the raid (although we intend to try for fun soon). So after Kri is dead move on to Vem and kill him, make sure to keep Vem and Yauj away from each other; Yauj will go on a heal frenzy and will be healing him as soon as he is in range, so make sure you have a minimum of 2 rogues or mages ready to interrupt her once she casts, it's almost impossible to keep them away from each other.

Once you have Vem dead, Yauj will be a very pissed off princess, everyone needs to be on their game with the kicks, counterspell and spell locks to keep her from healing. It is very important to do so because at this point most of the raid will be drained for mana - the longer the fight takes the larger the risk of failure. Don't forget to kill the bugs once she's dead.

Princess Yauj, Vem, Lord Kri (Hard mode):

This is called the hard way because of the healer mana usage during the fight, you'll need to keep cleansing everyone in the raid from the volley Kri does.

Other than that the tactic is pretty much the same. Keep Yauj from healing, kill her, kill her bugs, move to Vem kill him, and then finish off Kri.
A friendly reminder for the loot master, wait until the poison cloud de-spawns ;).

Battleguard Sartura

This is one of the nastiest fights in this instance for many classes. The key here is too keep an evenly spread out raid; the area you fight her in is huge and the raid should be able to avoid multiple targets being hit of any whirlwind attacks that she makes. Also keep a watchful eye on the where the tanks are, we'll explain more a bit further in the guide.

Sartura Abilities:

Whirlwind: 2000-3500 damage in a 10 yard area around her in a 360 angle.

Enrage: At 20% she will become enraged, +63 physical damage, +30% attack speed.

Berserk: 10 minutes into the fight, she will become enraged. 10k-15k damage to players in the area.

Sartura's Royal Guard

Whirlwind: 500-1500 damage in a 10 yard area around her in a 360 angle. Similar to Sartura's whirlwind attack but less effective.

Knockback: They have a knockback attack that will send the targeted player flying several yards.

The Pull

As shown in the picture, a split pull has to be made, having Sartura tanked in the middle, and the royal guards along the edges of the room, taking down one royal guard after another at a steady pace. This brings us back to the old MC guides, assign a hunter to each tank that will do a distracting shot on each of the royal guards, once they are close enough the respective tank takes over, also have any spare tanks off-tanking Sartura.

Tactics:

For each add that dies, the tank that was tanking it moves to help the main tank on Sartura.
All four of these mobs wipe their aggro once they go into the whirlwind state, making them extremely hard to keep on one guy.

Have your mages cast Detect magic on them; it makes it easier to see if they are stunnable or tauntable. Once they are in their whirlwind they cannot be stopped in any way. Stun them at all times possible to reduce the amount of damage the raid is taking.

例如:

Rogues wait for the tank to get a couple of sunders in then keep it stunned for as long as possible before diminishing returns gets too high at that point they should back off for a few seconds to allow the diminish to reset. Repeat the stun rotation until all the adds are dead.
By the time rogues get to melee Sartura aggro should be quite stable on the tanks.

On the first occasion when Sartura is stunnable/tauntable 2 paladins or 2 warriors should stun her to allow the rogues to get close enough to kidney shot without requiring excessive healing.

2 rogues should go in at first and move out of range of the cleave when they have 3 or 4 combo points. After the next phase where she isn't stunnable, the 2 rogues with combo points need to lock her down while she can be controlled. 2 different rogues now get combo points on her for the next time she can be stunned. Repeat this process and hopefully she will not eat the raid and should die quite easily.

This is very important: Anyone who gets aggro from the guards and / or Satura due to the aggro wipe from Whirlwind MUST run towards their tank if they have no way to drop the aggro (eg Feign Death / Fade / Ice Block / Vanish), to allow control to be re-established.

Hence, you have to remember that all of this should be done in less than 10 min, after that time is reached she will go berserk and kill everyone in the raid.

This is a fairly decent fight but takes a lot of time to master. Once everyone gets a bit of confidence the fight will be executed with minimal casualties. Make sure that anyone that gets aggro from any of them to ran towards the tanks and not away from them, it will make the tanks job a lot easier and the survival of the person in question will be higher, running away will certain death and maybe even the death of other raid members.

Fankriss the Unyielding

Welcome to the Fankriss guide, this is one of the more interesting zerg fights in the game because you actually can control the fight. But first a bit about Fankriss's abilities.

Mortal wounds: reducing the heal effect on the target by 10%, stacks 10 times.

Not too fancy a list of abilities, as you might gather. But the problem isn't really him, it's his kazillion friends that tag along with him.

As far as the tanking goes, it's not a big deal - the main tank and the off-tank need to play a bit of ping-pong with him in order not to stack the debuff too high, this shouldn't be too hard since he is tauntable.

There are 3 entry points for bugs to massively zerg the raid; place one tank at each exit, their main job is to keep every single bug that comes out of those holes to go straight on them, with a demo shout, if you don't have enough tanks for this you can use a paladin or a druid.
The paladins can easily keep the spawn at them with the help of consecration and the druid can do the same with demo roar.

There are two types of bugs emerging through those entry points, one of which is the Silithid Drones which are the ones that are supposed to be tanked by tanks at those entry points. The second is Spawns of Fankriss, these should not be tanked by the tanks at the entry points, these should be killed as fast as possible by the dps squad. All the dps should stop attacking Fankriss at that point and concentrate every shred of it on the Spawns, these hit hard really hard and can bring down a cloth wearer in one or two hits; make sure they are immobilized at all times possible via stuns and frostnova or any other things you may think of. We should add they enrage if they aren't killed fast enough, which means they will hit people for 12000 damage each attack which in turn is an instant kill for anyone in the raid.

As long as the Spawns are maintained, the entry points covered the aggro switching between the tanks goes as planned, this should be a walk in the park.

The arrow in the picture shows where you will be coming from

Viscidus

This is a highly entertaining and at the same time a very frustrating fight, for Alliance at least.

Zone bound

Viscidus cannot leave his room, consequently, if all targets on his aggro list leave his room, he will reset, preventing a full wipe, and allowing many raid members to escape. This makes this a less painful encounter to learn.

菇能力

Toxin: Spits a cloud on a random secondary target which on impact will create a cloud over a 5 yard area around the target. The cloud remains in place for a long duration, doing 1500 nature damage per second and slowing move speed to 60% for as long as the person maintains his position within the cloud. It is possible for the initial target to resist the attack (This is a binary Yes/No resist of the initial attack) If so, the cloud will not appear at all.

Poison Bolt Volley: 100 yard radius, poison nova which hits nearby targets for 1500-2500 damage and in addition puts a DoT on the targets which does 300-800 damage per second (poison).

Poison shock: Melee based attack does 1050-1350 damage.

The key:

The key to winning this fight lies with the mages. Viscidus is vulnerable to frost and freezes up if the mages casts certain amount of Frostbolts at him. Start off by having all the mages in the raid spam rank 11 frost bolts, make sure to take off 5% of his HP, after that start casting rank 1 frost bolt until he freezes. Once he is frozen he needs a certain amount of melee hits to shatter him, make sure everyone in the raid is hitting him if possible, even healers. The melee dps should be able to take 1% more off his HP lowering it to 94% before he shatters, more about why we do this later in the guide.

Tactics:

We have all our melee damage outside of Viscidus room ready for the call.

He goes through 3 stages of freezing and each will be announced clearly.

Viscidus begins to slow: At this stage he will hit your main tank at a 15% slower rate.

VIscidus is freezing up: At this point he is close to a frozen state and will hit at a very slow rate 30% reduction; you need to have timing right because soon you will have to call in your melee.

Viscidus is frozen solid: At this point he is frozen and is immobilized for a short period of time. At this state the melee (meaning the rogues, warriors, and every other class that can be spared) runs in and melees him. We equipped our rogues with white very fast vendor bought daggers when learning the fight, as it isn't the damage that will shatter him, it's the amount of melee hits, the same logic as Frostbolt rank 1. During his frozen state he will yet again go through three phases of cracking.

Viscidus begins to crack: After a few hits you will receive this message.

Viscidus looks ready to shatter: at this point you are very close to making him explode.

Viscidus explodes: at which point he will explode into 20 Globs of Viscidus.

Note: If he doesn't get the X amount of melee hit on him during his frozen state he will not shatter, and the best way to save your time and mana is to call a wipe and any living raid member should run out of the room in order to reset him.

Glob stage

Each glob has approximately 10000Hp and will be spread evenly in a circle around the room. These globs don't do anything other than start to move in to the center of the room and reassemble themselves into Viscidus. These Globs can't be stunned, slowed, feared or CC'd in any way.

Here is the finesse in this fight. You have to assign 6 evenly divided damage-dealing groups, one guy in each group will be the targetter and the rest of the group is to assist him on the Glob; the Globs move slowly to the middle of the room in the beginning but pick up the pace as they get closer to each other, so save any heavy damage boosts like trinkets and the like for this phase. Each glob you successfully kill will take out 5% of his health.
If executed correctly you will have killed 6 globs. It eases the targeting if you divide the room into 6 equally large sectors; each targetter will be assigned a sector - target one of the globs that spawns and kill it. This will also be easier since you remove the chances of double targeting on the same glob if you are evenly spread out and have assigned points to kill.
If you should miss out on 1 glob then the buffer you created by taking off 6% of his HP in thebeginning of the fight has become of use.

Now that you have successfully shattered him once and killed 6 of the globs you will have to repeat what has been said here. Once he re-assembles have the melee run out with a Healer/cleanser to remove any DoT that may be on them and heal them up fully. After that that healer and/or cleanser runs back in and joins the freezing stage again.

This is a very mana intensive fight, we have 5 paladins on cleansing duty along with 2 or 3 druids. We have 2 priests that heal the main tank and any other priests in the raid are evenly spread out to spam prayer of healing. Usually they are in the mage groups.

At this rate you will need to shatter him 3 times before he is dead, if you successfully kill 6 globs each shattering round. Once he is reduced to very low hitpoints (<10%) he will require shattering one more time. This final shatter kills Viscidus, there are no globs produced. If you only get 5 Globs, press ahead; any less than 5 Globs killed on the first split and we choose to reset. While it is of course do-able in more stages, 5 globs per split is a good target for a fight you can reset before you lose people. In adittion once you are in the 15% health area make sure that you dps him how under 10% and then freeze him to avoid an additional shattering phase.

Tips: There will be a lot of toxin clouds in the areas where people stand, so make sure no one is standing in the doorway where the melee are supposed to run in. That will save you both mana and time.

Horde Variations

Totems are a great boon in this fight, as Poison cleansing totems can efficiently keep the DoT from the Poison Bolt Volley under control.

Horde raids can also effectively use an AoE tactic since Shamans have Fire Nova totem that they can place out at the reform point to ensure any globs on low HP die.

Princess Huhuran

Frenzy: As in all Frenzy attacks in the game they can be tranquilized by the hunters, this is no exception.

Poison Bolt Volley: 1500-2500 damage on impact to the 15 closest targets. Only occurs when Huhuran is in frenzy mode.

Noxious Poison: 2900 damage over 8 seconds. Random area of effect spell that will silence the targets.

Wyvern Sting: 15-yard area of effect sleep. If cleansed deals 3000 damage.

Acid Spit: 219 damage to 281 damage per second; stacks 99 times affects only the main tank

Berserk: At 30% health, Huhuran's attack speed doubles, and she releases poison bolt volleys every 3 seconds to the 15 closest targets.

準備工作:

In this fight you will need 15 players with exquisite nature resistance gear. The goal is to have those players have 240+ NR and ready with greater nature protection potions.

Once she nears the 30% health level those 15 people should be standing as the picture shows in a “V” formation around her protecting the players without the nature resistance behind them.

In addition you need to have a priest in each one of the teams that will take the hit from the Volley once she Berserks, their primary job is to spare as much mana as possible during the fight and dispose of it through Prayer of Healing for the last 30%.

Aggro management:

We use three tanks to keep her in check, a tank with 300+ nature resistance can't handle more than 13-15 stacks of the Acid Spit, and it seldom gets resisted or reset.

Tank Switching:
The tank switching in this fight should be fairly easy, once the stack is at 9, the main tank should stop any special attacks while the next tank in starts to do everything in his power to gain aggro, at some point the switch will be made and you can ping-pong back and forth between those two tanks, don't forget to keep up the previous tank he will most certainly have a stack of 10 on him.
The third tank is just a precaution in case one of the tanks should die, he can step in and the circle is closed again.

A very important side note is that you need to have cleansers near the tanks to remove the Wyvern sting on the OFF-TANKS ONLY, you should never remove it of the main tank nor any other close combat class that may be in the area, the damage they will take will drain the healers for mana and might even kill them as well (that was OFF-TANKS, in case you missed it, NOT the MT or rogues!!).

The Fight:

As far as the fight goes the first 70% of it is really a cake-walk, the damage output on the raid is minimal. The only ones you need to keep up at all times are the 3 tanks which will take up most of the healing. All classesneed to save any high cooldown abilities until that phase, be sure to have the druids ready to innervate the priests that are healing the nature resistance people (at around 35% if needed, otherwise when the Poison Volleys start to fly), if they die it's most certainly a wipe. Make sure that everyone drinks a greater nature protection potion if it's available shortly into the 30% stage; dont drink it right before, wait until a PoH has been cast by your group's Priest but you are not at full HP. Drink the pot at this point, absorbing the next 1-2 hits and giving your healer a break.

Remember to Tranquilize her as soon as she frenzies you don't want any unnecessary damage during the first 70%, healer mana is a precious thing in the latter stages of this fight and all heals should be kept on the main tanks.

Twin Emperors

This is one of the most well-designed encounters in this game in our opinion, and a guild favourite; everyone needs to be on their game and awake to exit as the winner, the slightest mistake will cause the raid to wipe, so here is the winning formulae.

Emperor Vek'nilash: Immune to all magical damage.

Uppercut: Random secondary target knockback,does approximately 2500-3500 damage.

Unbalancing strike: Massive melee attack, deals 4000-8000 damage.

Mutate Bug: Mutates a bug every 10-15sec causing it to go aggressive, and deal 1800% more damage per hit. Size increase by 400%.

Emperor Vek'lor: Immune to all physical damage.

Shadow bolt: 3000-4000 damage.

Blizzard: Random secondary target AoE spell. Slows the players in the area as well a damaging them for 1500-2500 damage every second during the period which the player is under the effect. Also suffers from delay to the event from the server reaching your game client quite frequently, causing the damage from Blizzard to be incurred well after you have left its radius.

Arcane Burst: Massive magical attack AoE. Proximity based, deals 3000 damage and knock-backs the targets in range.

Explode bug: Explodes a bug every 7-10sec causing 2500-3500 damage in a 10 yard area. Size increase by 200%.

Additional abilities:

Heal Brother: Whenever they get within 60 yards of one another, they will start healing each other for approximately 20k damage, instant cast.

Teleport twin: Every 30-40 seconds, the two twins will switch places.

Frenzy: After 15 minutes, the Emperors will go into frenzy mode dealing massive damage to the raid, if the frenzy is initiated the raid will die.

Qiraji Scarabs/Qiraji Scorpions:

Virulent Poison: Poison attack can be dispelled.

Positioning:

You are going to have to split up the raid in several forces. A melee squad consisting of all the rogues and offensive warriors you have, a caster team consisting of all your mages and warlocks, two heal squads (one for each tank) consisting of priests, druids and paladins / shamans.You will also need two additional tanks tanking in the middle with two hunters assisting them. The hunters' job is to pull any mutated bugs in the room to their corresponding tanks where the casters will finish them off.
As shown in the pictures, the casters stand on the top of platform, the melee squad will have to run back and forth between the emperors chasing Vek'nilash.

General Positons :-

The Pull:

At the start of the fight Emperor Vek'nilash will be on the right platform and Emperor Vek'lor will be on the left. The team that will start with Emperor Vek'lor will have two tanks. A warrior, and a warlock with Soul Link as the second. We estimate a warlock with Soul link and 8k HP should have 165 shadow resistance to be able to tank it, it is possible to do it without Soul Link but it is advisable that warlock should have 240+ shadow resistance.

The pull on both sides needs to be timed perfectly; a rushed start will wipe the raid. The team starting on Emperor Vek'lor will send in the warlock to initiate the pull. Since Vek'lor is a bit stubborn and refuses to move, hence the warlock's primary objective is to pull him at least half-way to the tanking position before the first switch comes in; once that side gets Vek'nilash and the warrior takes over it he will be far easier to move into position.

The warlock should initiate the encounter a second before the warrior on the other side by using deathcoil, searing pain and corruption to gain a bit more aggro.

The Warrior tanking Vek'nilash should have no problem at all dragging him down to his tanking position before the first switch is at hand.

Aggro management:

The hard part about this fight is that you need to get into the rhythm of the tank switching. We will try to explain to you how to do this, but it will require some practice to get this to work properly.
Both emperors react on proximity, meaning that the player closest to any off them will receive a huge amount of threat. This will work in your advantage when switching between warrior and warlock.

We will start by explaining the first tank switch after the initial pull:

Transition from Warlock to Warrior:
This is the easy switch, basically have your tank standing in front of the warlock placing him closest to Vek'lor, when the switch comes to Vek'nilash the proximity aggro will do its duty, if no one is closer to him other than the tank he will receive initial aggro and the transition is made.

Transition from Warrior to Warlock:
When the switch comes have the warlock stand between Vek'nilash's legs. When the switch happens Vek'lor will be stunned for 2 seconds giving both the warrior and the warlock the necessary time to get away from him so that they don't get the arcane burst. The reasoning behind the warlocks positioning is to make sure that the warlock is closer to Vek'nilash than the tank, so when the switch occurs the warlock will receive the proximity aggro.

Tanking Postions :-

The reason why we have a warlock tanking in this fight is because the aggro is stable enough for the casters to crank up the damage a bit. But we have this on only one side because the casters on the platform need to clear out the mutated bugs as soon as they spawn, and when the warlock is not tanking the casters duty is to clear out any additional bugs that may spawn.

Of course having two warlocks tanking on each side will increase the damage dealt to them significantly.

However, the warrior that started off with Vek'nilash will need to keep aggro on his own on both the Emperors, his job is easier. Once he receives Vek'lor, the two second stun will give him enough time to run out of range of the arcane burst, but here too you have to make sure NO-ONE stands closer than that tank. Make your tank stand a few yards away from Vek'lor and spam Bloodrage, Shield Block and Battle Shout, this will generate enough aggro to keep Vek'lor's attention. At this state no caster should be casting a single rank of spell on him since he will be very unstable and hard to handle. Once the switch has happened a couple of times, casters can put out 1-2 frost / shadow / fire casts maximum.

The melee squad:

The melee squad need to be on their game because they can cause a wipe easily. They need to make sure that the transition is complete; the aggro is stable enough before they even get close enough to do any damage.

Healing teams:

As far as healing goes we usually have two team consisting of two priests, two druids and a paladin / shaman in each team for the tanks, an additional two paladins / shamans to heal the warlock's voidwalker; in addition those players should be healing the tanks that are tanking the mutated bugs, they do mild damage that can easily be out-healed.

Because of the space created when tanking Vek'lor, the healing team should take a few steps back placing them almost in the middle of the room, that way they will be able to heal the tank/warlock and outrange the Blizzard.

As far as the Blizzard goes if it should hit you, try to get out of it as soon as possible, Frost protection potions are handy here, absorbing more damage than a heal pot and allowing you to bandage. Once Vek'nilash is back, retune to your original positions so that you may be in range of the warrior.

Final words:

Keep in mind you need to do this within 15 minutes - after that the twins will make a short story of your raid, to be precise 2 seconds until total annihilation. Stick to this guide, repeat the procedure and you should be able to kill them before that time.

Ouro

Ouro abilities:

Sand Blast: 100 yards range, 2sec cast, area-based 65 yards; this spell will envelop the targets in a whirlwind state, during that time the player is immobilized. Simultaneously the targets will be hit for 3400-4600 Nature damage.

Sweep: 360 degree (physical) knockback, short proximity, does 2625-3375 damage.

Quake: Ouro will submerge, and split into several tracks underground, anyone hit by them will continuously take 500-2000 damage depending on nature resist.

Summon bugs: Once Ouro re-emerges he will summon 15-20 scarabs.

Positioning:

We divide the raid in 3 squads around Ouro, one for ranged dps, one for melee dps and one healer squad. The ranged dps stands to the right side of Ouro at maximum distance, their main job other than to do as much damage as they can on him, is to grab the attention of his secondary targeting, namely the sandblast. In addition, have one or two healers standing in the dps squad because the other tanks will be standing as close to Ouro as possible, directly in front of the ranged dps squad. We have a few healers there as the knockbacks may hit a few tanks out of range of the healers. In addition to all this, have 3 healers stay way behind the ranged dps squad - again at maximum distance. These three healers' objective is to heal the ranged dps up to full hp once they get hit by the sandblast (which they will 90% of the time) - if these three healers stand correctly they will be well out of range of the sandblast and will never get hit by it. Place the remainder of healerson the left side of him and in front of the rogues; this healing squad's main objective is to keep the tanks up along with the rogues.
The main tanks objective is to always have Ouro facing away from the raid, the picture shows in more detail how the positioning should be executed.

If this placement is correct the only ones hit by the sandblast will be the ranged DPS with the exception of 1-2 healers and the odd one or two off-tanks.

Tanking:

Ouro needs to have someone in close combat at all times or else he will submerge and can't be damaged. He will submerge eventually but we want to keep him up as long as possible. Start of with the main tank tanking Ouro, and try to face the boss away from the raid. The placement of the tanks and their primary objective is to take over tanking in case the main tank is swept away, and also serve as a buffer for the rogues so that they don't grab Ouros attention. Each time a sweep is about to occur, have the Rogues run out of range; any off-tank hit by the sweep should make sure to intercept back as fast as possible to Ouro so that he doesn't submerge, however some of the tanks will resist the sweep, making them the MT. That tank needs to be quick to position Ouro facing away from the raid yet again until the main tank can make his way back to his position.

If executed correctly Ouro will stay up from 1:30 min to 3:00min.

Submerge/re-emerge:

At some point during the fight Ouro will submerge - at that point raid will have to out-run or out-heal the damage caused by the quakes. We don't advise to spread out as much as possible because Ouro will re-emerge on one of the raid members causing a ground rupture on the target. If you are unlucky and your main tank is too far away it could result in an unnecessary submerge phase yet again. So stay semi-clumped up (as a guideline, imagine a circle which has a radius exactly half the distance from the middle of the room to the outer walls) - this will help you to exterminate the scarab spawn as well. Once he re-emerges a spawn of 15-20 scarabs will appear at this point you need to clump the raid up tightly (ie close the circle) so that the mages and the warlocks gets the chance to AoE them. Once they are down the raid splits back to the positions explained above and repeat the procedure until the next submerge phase.
But this is not all, once you take him down to 20% he will go into frenzy mode. He won't submerge in this stage, but will use both emerged and submerged abilities, so in addition to dealing with his Sand Blast, there will also be constant Dirt Mound Quakes and summoned bugs. This is an extrememly chaotic phase, and success requires careful overall control and individual reactions. As the bugs spawn constantly, they're best dealt with by fear kiting, or frost novas. We suggest any class that has any high cooldown abilities make sure they're active in that phase and give it all you got until he's down.

C'Thun
And for our final guide we bring you the C'Thun guide, the fight that has caused many arguments and disputes. Here it is for your reading pleasure.

C'Thun phase one abilities:

Eye Beam: 2625 - 3375 nature based spell, functionally similar to chain lightning, in that it jumps from target to target if they are in range of it. For each jump it does, it doubles the damage, resulting in certain death to the people that get hit after the initial target got hit. He casts this spell every 3 seconds.

Dark Glare: 43750-56250 Shadow damage any players that get struck by this spell will with a 110% certainty die.

Eye Tentacles: 45 second spawn timer, spawns at the edge of the dark mist around C'Thun, knocking any targets on their spawn point; casts mindfly (channelling spell), 750 shadow damage per second, in addition slowing the targetted player.

Claw Tentacles: Random spawn over the entire area during phase one. They have approximately 2000Hp in addition hitting any targets in melee range for 200-300 damage.

Ground Rupture: If emerged under players; will case a knock back effect and damaging the targets for 1350 - 1650 damage

Entry to the room:

Because C'Thun's ability to target players outside the room and even hit them through walls we've chosen to have an evenly spread out raid along sides of the entrance, with minimal distance to each other flowing into the room once the encounter has started.

Some people like to send in 1 player ahead of everyone else due to C'Thun targeting him as initial aggro, which gives the raid approximately 3 seconds to run in and spread out. This works fine, but is also more risky and suits players used to the fight. Which you're probably not, if you're reading this!

On the other hand there is a flaw with our "safe" way of doing it aswell, if the raid doesn't flow in to the room fast enough, C'Thun might start casting dark glare at the entrance killing the last people that are trying to get into the room, but the death rate is far less this way and as players get the entry speed correct it will no longer be a problem.

Have two paladins (or if none available) / two player with high nature resist take the lead of each side of the line, let them drink a greater nature protection potion, priests shield them and have them run in. We chose paladins due to their survivability, if they get low on health, they can just put on their shield and get into position.

After the initial hits on the people that run into the room, C'Thun will start targeting people outside the room; if everyone has a greater nature protection potion on them that they drank before the start of the encounter, everyone should be able to get into the room, get into position without taking a single point of damage. If people are positioned correctly, the Eye Beam will not do significant amounts of damage and players can whipper / bandage; but when learning the fight drink the pots.

Positioning:

Due to the layout of the room and the amount of eye tentacles spawning during this phase, we decided to split up the raid into 8 sections, meaning 5 players in each section of the room. Each group's duty when they are not damaging C'Thun or trying to avoid the dark glare is to interrupt and kill the eye tentacles that spawn in their sector as fast as possible, they don't have a lot of HP so they go down really fast.

Each group normally consists of two healers, one melee, one ranged, and the fifth member either a healer, melee or ranged. This setup is made so that the use of the space in the room is optimal making sure that the players aren't close to each other so that they don't chain the Eye Beam.

In the picture one section of the room has the general positions to which each group/section should try to stick to, to make sure they are spread out enough :

The Fight:

As stated in C'Thun's abilities the Eye Tentacles will spawn each 45 seconds, at which time all the DPS should stop hitting C'Thun and do anything within their power to bring down those eye tentacles as fast as possible. If they are not killed they will most certainly wipe the raid, and if not killed within 45 seconds an additional round of them will spawn and you will have two of them in the same location. These eyes are priority number one for the entire raid, kill them ASAP. We cannot stress this enough, even if 1.5 sec into a 2.5 sec damage spell cast, interrupt it and kill the Eye Tentacles. Immediately.

While this is happening approximately every 90 seconds C'Thun will start to cast Dark Glare, aimed at one of the eight sectors shown in the positioning picture. Everyone needs to keep their eyes on C'Thun - this cast is initiated by him swirling a dark cloud in front of his pupil, at which the group affected needs to start running away from that sector.

Each group has a primary sector and a secondary one, the primary one is the location where the players should run to once they enter the room; the secondary sector is located 180 degrees around the room, placing it in the opposite side of the room. So, for example, sector 4's alternate position is sector 5, sector 8 alternates with sector 1, and so on.

Once the Dark Glare has been initiated C'Thun will rotate 180 degrees around the room, still casting, and then he will stop casting the spell and go back to casting Eye Beam. At this point everyone in the raid should be at their secondary positions until the time comes for the second Dark Glare, at which you should move back to your primary position.

In addition to all of this the Claw Tentacles will spawn randomly throughout the entire room, taking up precious space; have any class with DoT capabilities put a few on them, it should bring them down quite fast due to their lack of HP. Instant casts from mages and melee hitting them as they run past all help.

Also, keep in mind when you are running to your secondary or primary position, you should keep a good distance from the Dark Glare - it might seem harmless when you are running behind it, but all it takes is one claw tentacle to spawn under you knock you into the Dark Glare and you are dead. Mages can Blink through the beam, this can be used to kill leftover Eye Tentacles with great effectiveness if the player is careful.

Once your raid is drilled into this phase it shouldn't be that hard to complete it with minimal casualties. It is very important for everyone in the raid to survive phase one because every single person counts in phase two.

Phase two:

Once you have reduced Eye of C'Thun's Hp to 0 his eye will implode and the God himself will appear. C'Thun doesn't have any abilities except the fact that he is immune more or less to any type of damage, any type of damage caused to him will do 1-20 points of damage, so it's pointless hammering him - besides, at this point you will have your hands full with other things.

Giant Claw Tentacle: Identical to the Claw Tentacle that spawns during phase one, the only difference is that they do double the damage, and they have increased in size by 400%. This means that you will get a ground rupture for 3000-4000 damage, and their melee hits are for 2500-4500 damage. In addition it uses Ground Tremor, which will cause the targets in a 5 yard area to fall to the ground and get stunned for two seconds.

Giant Eye Tentacle: This Giant Eye will start spawning during phase two; it has the Eye Beam capabilities same as the Eye of C'Thun. In addition it only has 40000Hp and may be stunned and silenced.

Eating Tentacle: This Tentacle can't be targeted nor harmed in any way, it will spawn under a random target in the raid eating him and sending him into the belly of C'Thun.

The fight:

Before going any further into the description we need to set a few priorities in order to get this working. These priorities are:

1 。 Eye Tentacles
2 。 Giant Eye Tentacle
3 。 Giant Claw Tentacle

Everyone should keep this at the forefront of their mind during phase 2 attempts, and re-assess it constantly. Since C'thun himself isn't doing any direct damage to the raid, the Tentacles takes priority (set based on how dangerous they are to the raid). Everyone in the raid should keep the position they are in when the Eye of C'Thun is dead, depending on where you are it should be either your primary or your secondary position.

Due to the Giant Claws and Giant Eye Tentacles not having fixed positions, heres a picture of a random placement of a Giant Claw and Giant Eye Tentacle and because of the priority list the dps is on the Giant Eye Tentacle :-

The first thing that will happen is a Giant Claw Tentacle spawn; at this point have the closest tank charge it and all disposable DPS should go at it and bring it down as fast as possible. While this is being done, one or two people in the raid will be swallowed into the belly of C'Thun, where they will find two Flesh Tentacles - these are harmless for ranged DPS since they are immobile and only have a basic melee attack that does 1000-2000 damage. The people that get swallowed into the belly (depending on what class they are) should stay in there as long as possible and do as much damage as they can to those two, they are the key to weakening C'Thun.

We try to have as much ranged DPS as we can in there along with one healer if possible - tanks should instantly run out again. As in all end-game fights communication is of the essence; once you are inside the stomach you will receive a DoT called Digestive Acid that will be automatically removed upon exiting the room. This Dot does around 150 damage every 5 seconds, and will stack on you 99 times. A normal well geared player can handle about 10 stacks of it before running out, which brings us to a key factor in the fight - cycling through and prioritising who should be in or out of the stomach.

For example, if a Priest is already in the belly and another healer (Druid maybe) zones in it is that Priests' duty to tell the Druid before him to get out and take over the position of healing the people inside. Everyone (including the ranged DPS) should start heading out when the digestive acid hits around 8-10 stacks, it is essential not to die in there, loss of people in this phase could cause the loss of the fight. Rogues should (if they have the Evasion ability up) activate Evasion and do as much damage as they can before running out. The way out of the belly is on the island inbetween the two Flesh Tentacles; you only need to step on it and you will be shot out taking 1000 damage on your way, once out you'll find yourself somewhere along the edges of the room.

Having covered the stomach part we go back to where we were outside. You should have enough time to bring down the first spawn of the Giant Claw Tentacle before anything else spawns; if the Eye Tentacles should spawn before you killed it everyone should switch priority to the Eyes, leaving the tank (and his off-tank) with two healers on the Giant Claw Tentacle. It is imperative to have an off-tank on the giant claw if available, in case the tank should get eaten - an un-tanked Claw Tentacle will despawn and respawn somewhere else in the room causing Ground Ruptures and possibly killing people it hits. The healers should make sure they keep their distance to the Giant Claw Tentacle in order not to get interrupted.

This fight is all about controlling the spawns of the Tentacles and having a co-ordinated raid that knows the priorities. To explain this a bit better we will explain an extreme scenario:

C'Thun is weakened; a weakened state lasts 45 seconds, at which point the Flesh Tentacles in his stomach will re-spawn and you'll need to kill them again in order to weaken him again.

You have 8 Eye Tentacles up, along with one Giant Eye Tentacle and one Giant Claw Tentacle.

Everyone needs to keep calm once C'Thun is weakened, because in that state no Tentacles will respawn; everyone should have the three priorities in mind - kill the Eye Tentacles while having a few rogues and mages stunning or counterspelling the Giant Eye Tentacle. Once the Eye Tentacles are dead move on to the Giant Eye Tentacle and kill it, and now you may damage C'Thun for what time is left in the weakened state while the tank, off-tank and the two healers are keeping the Giant Claw Tentacle occupied.

An even more extreme situation that may occur if things get out of hand is the same scenario as above, only you have an additional Giant Claw Tentacle, in which case you should bring down one of them before damaging C'Thun.

While things like this are happening, you need to keep in mind to be spread out as with phase 1 once a Giant Eye Tentacle spawns; also remember your positioning in relation to people running around to get the optimal DPS on the tentacle that spawns - this doesn't happen in phase 1, and your raid needs to adjust. Healers should make good space available for DPS to move around when they have the option to do so. You also need to keep in mind that the Eye Tentacles will spawn soon, which means that you need to have either a class that can keep it occupied in each sector or a DPS class that can make a short story out of it.

Summary: Everything in the room in phase two should be killed as fast as possible, in the priority order above, with the exception of one Giant Claw Tentacle which should be killed if the opportunity presents itself.

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