Skeram先知

Skeram能力:

地球的衝擊:2500-3000自然傷害。 他只這樣做,如果沒有人在近戰範圍。
魔爆術:900-1400傷害。
分割:Disapears,重現與另外兩個副本自己。 這些克隆基本上沒有生命值比原來的。
真專遞:Skeram mindcontrols次要目標最接近他。 持續 20秒。 傷害增加300%的施法instantly.All抗性增加50。 移動速度增加40%。
傳送:Skeram有能力傳送到兩個平台任一驅逐艦與黑曜石雕像。

Skeram的魔爆術只是一個普通攻擊他的話就5個球員在混戰 combar此外,他將地球的衝擊時,他是聯合國崩潰了,所以要確保你的坦克熬夜或讓他不斷重挫任何類能夠做。

真履行似乎發生在一個隨機的第二目標在近距離他,對付這種影響綿羊 /眩暈的球員受到影響,以確保他們不殺任何人在這次襲擊。

他時不時地瞬間移動到左或右的平台,說明了情況。 要么你可以選擇保留他在那裡對坦克或拖他回到中間,只要確定有兩個人總是能夠坦克上他的左,右的平台。

最後但並非最不重要的 - 在75%/ 50%/ 25%,他會分裂成兩個額外的無性系本人,其中一個是真正的Skeram和其他兩個生命值會減少,但仍然都對他的能力。 坦克應該立即嘲諷這些產卵並獲得仇恨或震動,否則他們將地球的突襲中死亡。

我們檢查的方式,如果他們是真的還是假的則只要保持你的眼睛,因為真正的人會產卵 1秒後兩個假的。

當分裂發生時,坦克應該立即將他們複製 Skeram一點上樓梯,因為當他的分裂,他仍然傳送點周圍,確保總有一個戰士 /聖騎士 /薩滿 /德魯伊隨時準備坦克如果暴徒傳送點。 一旦你知道哪個是哪個,堅持一個獵人印記不論是從剩餘的假的,還是真實的,哪個適合你閱讀本集團最佳從邏輯的觀點。 這個標誌是有用的,仍然可以作為 Skaerams港口時,有一個以上的,可與 2月底他在同一地點。

在這場戰鬥中它不是那麼重要,你那個地方的人們,找到一個舒服的地方只要保證坦克在正確的地方產卵,你應該沒問題。

三重奏的Bug

讓我們開始時指出這幾件事情的相遇。 首先你需要知道的是,他們有一個搶劫桌前,所以這取決於你殺了這些人為了你會得到不同的戰利品。

這還不是全部,這取決於命令你殺了他們的遭遇將不是變得更容易真的很辛苦,最簡單的方式做,這是殺死遇到主Kri第一和整理與粘彈性材料。 這些錯誤有各種不同的能力和這些也取決於什麼順序的錯誤被殺害。

這是一個非常良好的思想和娛樂性的鬥爭,它的3遇到1例,所以我們會盡力給你的所有三個版本的了。

主Kri

有毒排球:點擊數為 500點傷害並提出一個 DoT的節拍 125傷害。 這一次可以堆疊相當高,所以一定要清洗它。

毒雲:當他離開 Kri死毒雲,2000年蜱每秒傷害。 這雲是一個定時器,計時器就會消失一旦熄滅。

公主Yauj

AoE的恐懼:45碼的恐懼,這也降低了仇恨。

治療:她的兩個癒合能力,自我與其他兩名家庭成員,如果她會範圍內。

召喚的錯誤:在死後,她會召喚幾個小錯誤。

粘彈性材料

負責人:2000-3000損害的影響。

額外的:當 VEM是被殺,如果他不是最後一個,你便殺了,Kri或Yauj會激怒和將達到加倍努力,用自己的能力在較高的速度(即訪問者優雅所說的那樣,這就像殺死他人的兒童有權在他們面前!)。

戰術:

其基本思想是讓這 3個遠離對方的可能,現在顯然是說起來容易做起來難。 基本的坦克位置如圖所示,這些人將在這些地點喝醉無論在哪個命令你殺了他們。 圖為中箭頭的房間門口。

主Kri,公主Yauj,粘彈性材料(簡易模式):

開始殺害主Kri。 很明顯,你將需要你的DPS都在他身上,只需要一個坦克 - 仇恨非常穩定。 讓你的德魯伊 /騎士 /薩滿保持電信部,每個人,而祭司繼續癒合,直到他死了。

確保移動突襲了這一立場,公正,以確保沒有人會 feared到毒雲,與每個人都擔心和/或不在範圍內,它會導致在一定的死亡的那個人。

如圖所示,您需要坦克公主Yauj另一邊的房間。 她將需要兩個坦克,可別讓她其餘的襲擊。 主坦克應該有恐懼結界對他在任何時候都可能的,部落方保持戰栗圖騰起來,使用將被遺忘者在任何時候都可能。 有過坦克站在中間走出房間準備的恐懼範圍收費和嘲諷,以防萬一主坦克應該被擊中的恐懼,她泉水出地橫衝直撞。

既然你是在消滅這些蟲子,“簡易模式”Yauj不會治愈多達她會做一次Kri已經死了。 她應該是一個更容易殺死,所以讓你的流氓踢她和法師反制她,她一開始鑄造。 她不能保持沉默,但中斷的影響反制仍然有效。

雖然這樣做是有你的整個備用箱隊包括坦克是在Kri保持粘彈性材料的控制之下,因為他的仇恨會有點不穩定,他將左,右充電隨機次要目標。

一旦Yauj是確保每個人都死在某個地方團塊在中間的房間,為了更容易的法師和術士到他們卓越學科領域。 一旦做到這一點,繼續前進到VEM並殺死他,他應該是不容易的媽媽和爸爸撿左右。

主Kri,粘彈性材料,公主Yauj(中模式):

好吧,不管別人怎麼想,這種方式殺害他們仍然是他媽的難了。 Start of the same way as you did in the previous explanation and kill Lord Kri. 你將永遠不會在任何情況下殺死粘彈性材料,將第一次作為激怒都Kri和Yauj,並肯定殺了RAID(儘管我們打算嘗試的樂趣很快)。 因此,死了後 Kri前進到VEM並殺死他,一定要保持粘彈性材料和Yauj遠離對方; Yauj將在醫治狂熱,將盡快醫治他,因為他是在範圍內,所以請確保您有最低的2盜賊或法師準備打斷她一次,她褪下,它幾乎不可能使他們遠離對方。

一旦你已經死了粘彈性材料,Yauj將是一個非常生氣的公主,每個人都需要在他們的遊戲與踢,反制和法術鎖讓她從癒合。 這是非常重要的,因為在這一點上大部分的RAID將排出的法力 - 爭取時間越長,風險越大,失敗的。 不要忘了要殺死的蟲子一旦她死了。

公主Yauj,粘彈性材料,主Kri(困難模式):

這就是所謂的硬的,因為治療者在戰鬥中使用魔法,你需要保持潔淨人都在空襲從抽射Kri一樣。

除此之外,這種策略幾乎是一樣的。 從保持Yauj癒合,殺死她,殺死她的錯誤,移動到VEM殺死他,然後玩完Kri。
這是一個友善的提醒主人的戰利品,等到毒雲去產卵;)。

Battleguard Sartura

這是其中一個最令人困擾的戰鬥在這種情況下許多類。 這裡的關鍵是保持一個過於分散均勻襲擊,該地區你打她的是巨大的和RAID應該能夠避免多個目標被擊中的任何攻擊,她讓旋風。 同時保持警覺的眼睛在那裡的坦克,我們將解釋更多一點進一步指導。

Sartura能力:

旋風:在2000-3500傷害她周圍 10碼範圍在360角度。

激怒:在20%,她將成為被激怒,+63物理傷害,30%的攻擊速度。

狂暴:10分鐘進入戰鬥後,她將成為憤怒。 10,000 - 15K的損害球員在該地區。

Sartura的皇家衛隊

旋風:在10 500-1500損害堆場面積約她在一個 360度。 類似 Sartura的旋風攻擊,但效果較差。

擊退:他們有一個擊退攻擊,將派出多個飛行目標碼的球員。

正如圖中所示,一要分裂拉製成,具有Sartura喝醉在中間,和皇家衛隊沿邊緣的房間,到了一個又一個皇家衛隊在穩步增長。 這使我們回到了老管委會指導,分配到每個坦克獵人將做一分心拍攝的每王宮衛隊,一旦他們足夠接近各自的油箱接管,也有沒有多的坦克把坦克Sartura。

戰術:

對於每一個補充,死亡的,坦克是坦克它的動作,以幫助主坦克上Sartura。
所有四種怪物消滅他們的仇恨一旦進入旋風狀態,使他們非常努力保持在一個傢伙。

讓你的法師對他們施放偵測魔法,它可以更容易,看看他們是stunnable或tauntable。 一旦他們在自己的旋風,他們不能停止以任何方式。 眩暈他們在任何時候都可能減少損失金額正在採取突襲。

例如:

盜賊等待坦克得到一對夫婦在當時的破甲保持它愣在盡可能長的收益遞減過高,他們應該在這一點上後退了幾秒鐘,以便減少復位。 重複暈眩的旋轉,直到所有的增加都死了。
盜賊的時候去混戰 Sartura仇恨應該是相當穩定的坦克。

在第一次時 Sartura是stunnable / tauntable或2戰士 2騎士擊暈她應該讓盜賊得到足夠接近腎擊,而不需要過多的癒合。

2盜賊應該在去先搬出範圍的切割時,他們有3個或4個連擊點數。 下一階段後,她不stunnable,2盜賊與連擊點數需要鎖定了下來,而她可以控制的。 現在獲得 2個不同的盜賊連擊點在她的下一次她可以驚呆了。 重複這一過程,希望她不會吃襲擊,應該很容易死亡。

這是非常重要的:誰得到任何仇恨的警衛和/或飽和由於仇恨抹去旋風必須奔向他們的坦克,如果他們沒有辦法放下仇恨(如假死/淡出/冰座/消失),允許控制被重新建立。

因此,你要記住,這一切應在不到10分鐘,之後時間已到,她會發狂,殺死每個人都在空襲。

這是一個相當不錯的戰鬥,但需要很多時間才能掌握。 一旦每個人都有點信心,這一鬥爭將會以最小的傷亡執行。 確保任何人取得aggro從任何他們跑向坦克,而不是遠離他們,那將會使坦克的工作更輕鬆,很多人的生存問題將會更高,離家出走,也許將必死無疑甚至死亡的其他團隊成員。

Fankriss不屈

歡迎來到 Fankriss指導,這是一個比較有趣的遊戲中的虫族戰鬥,因為你確實可以控制的鬥爭。 但首先有一點關於 Fankriss的能力。

致命傷:減少對目標治療效果10%,煙囪 10倍。

沒有過於花哨的列表的能力,因為你可能會形成。 但問題是不是真的是他,這是他kazillion朋友,與他一起的標籤。

至於坦克去,這不是一個大問題 - 主坦克和非坦克需要發揮位乒乓與他為了不疊的debuff過高,這應該不會太難,因為他是tauntable。

有3個入口點錯誤,以大量虫族的襲擊;地方一輛坦克在每個出口,他們的主要工作是使每一個錯誤,出來的那兩個洞直來直去的他們,演示留言,如果你不沒有足夠的坦克為此,您可以使用一個聖騎士或德魯伊。
聖騎士可以輕鬆地在它們的產卵的幫助下奉獻和德魯伊可以做同樣的轟鳴聲與演示。

有兩種類型的錯誤出現的通過這些入口點,其中之一是異種機器人的是那些應該是喝醉了的坦克在這些入口點。 二是滋生的Fankriss,這些不應該成為喝醉的坦克在入境口岸,這些應該被殺死盡可能快的球隊的DPS。 所有的dps應該停止攻擊 Fankriss在這一點上,集中每一絲它在產卵,這些沉重打擊真的很難,可以降低穿著者的布在一,兩支安打,以確保它們被固定在任何時候都可能通過暈眩和frostnova或任何其他的東西你可能想到的。 我們應該增加他們激怒,如果他們沒有被殺害速度不夠快,這意味著它們將達到 12000人損害的每次攻擊而這又是一個瞬間殺死任何人的襲擊。

只要產卵維持不變,入境點之間切換所涵蓋的仇恨的坦克都照計劃進行,這應該是一個在公園裡散步。

圖中的箭頭顯示在這裡您將來自

維希度斯

這是一個非常有趣的,並在同一時間一個非常令人沮喪的戰鬥,因為聯盟至少。

區界

維希度斯不能離開他的房間,因此,如果所有目標對他的仇恨列表離開他的房間,他將復位,防止全面擦拭,讓許多團隊成員逃脫。 這使得這是一個痛苦少遇到學習。

維希度斯的能力

毒素:吐雲上的隨機衝擊次要的目標,將創建一個雲堆場面積在5左右的目標。 雲仍然在相當長的時間地點,做每秒1500點自然傷害和移動速度減慢 60%,只要堅持自己的立場的人在雲中。 這是可能的初始目標,抵禦攻擊(這是一個二進制是/否抵制最初的攻擊)如果是這樣,雲不會出現的。

毒螺栓排球:100碼範圍,劇毒新星擊中附近的目標是為 1500-2500傷害,此外上的點放一個目標而這 300-800每秒傷害(毒)。

毒藥衝擊:1050年至1350年近戰攻擊的不損壞。

關鍵:

制勝的關鍵在於這場鬥爭的法師。 維希度斯很容易受到霜凍和死機,如果法師施放一定量的Frostbolts他。 開始的時候讓所有的法師在RAID垃圾等級 11霜螺栓,一定要脫下他的HP 5%,之後開始鑄造等級 1霜凍螺栓直到他凍結。 有一次,他被凍結,他需要一定量的近戰命中粉碎了他,確保每個人在襲擊中被擊中他,如果可能,甚至醫士。 在近戰 DPS應該能取1%的過他的HP降低到94%之前,他粉碎了,更多的關於我們為什麼這樣做在後面的指南。

戰術:

我們所有的近戰傷害外維希度斯房間準備通話。

他經過 3個階段,每個凍結將公佈清楚。

維希度斯開始放緩:在這個階段,他會打你的主坦克在15%的速度放慢。

維希度斯是凍結了:在這一點上,他是接近凍結狀態,並會以非常緩慢的命中率降低30%,你需要有正確的時機,因為很快你會打電話給你的混戰。

維希度斯被凍成冰:在這一點上,他被凍結,並在短期內固定的時間。 在這種狀態下,近戰(意思是盜賊,戰士,和所有其他類也不能倖免)運行在和melees他。 我們配備有白色的流氓非常快的廠商那裡買來的匕首在學習的鬥爭,因為它是不是會打破他的損害,它的金額近戰命中,同樣的邏輯,冰箭等級 1。 在他的凍結狀態,他將再次經歷三個階段的開裂。

維希度斯開始破解:經過幾次打你,你會收到此消息。

維希度斯看來準備粉碎:在這一點上你很接近讓他爆炸。

維希度斯爆炸:在這一點上,他將爆炸成20水珠的維希度斯。

注:如果他沒有得到的X金額命中他在他的凍結狀態,他將不會動搖,而最好的方式節省您的時間和法力是調用擦除和任何活的團隊成員應該運行出室,以重置他。

水珠階段

每個水珠,將有大約 10000Hp均勻散佈了一圈房間。 這些水珠沒有做任何事情除了開始移動到中心的房間,重新組合自己變成維希度斯。 這些水珠不能擊暈,減速,擔心以任何方式或CC'd。

這裡是手腕在這場鬥爭中。 你必須分配6平分秋色損害,處理組,各組一人將成為 targetter,其餘的小組是協助他上的glob;的水珠慢慢地移動到中間的房間,但在開始回升的步伐,因為他們更貼近彼此,所以保存任何嚴重破壞提升像飾品和喜歡這個階段。 您成功地殺死每個水珠將拿出5%的他的健康。
如果執行正確,您將有水珠造成6人死亡。 它簡化了定位,如果你的房間劃分為 6個同等規模的行業,每個 targetter將被分配一個部門 - 目標之一水珠的產卵和殺死它。 這也將是容易,因為你刪除雙靶向的機會在同一水珠,如果你是均勻分散,並已分配點殺。
如果你要錯過 1水珠創建的緩衝區,然後脫下他的6%,惠普thebeginning的鬥爭已成為使用。

現在您已經成功地粉碎了他一次,打死6水珠,你必須重複在這裡說了些什麼。 有一次,他重新裝配有混戰用完了治療師 /清潔劑以消除任何點可能對他們和它們完全治愈。 之後,這種治療師和/或清潔劑跑回來並再次加入凍結階段。

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.

Preparations:

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.

有一次,她接近30%的健康水平,這 15人應該站在如圖所示的一個“V”在她周圍形成保護性的球員沒有在他們身後的性質。

另外,你需要有一個牧師在每一個的團隊,將採取從凌空打一次她Berserks,他們的首要工作是盡可能多法力備用盡可能戰鬥中和處置它通過治療禱言的過去的30%。

仇恨管理:

我們使用三種坦克,使她的支票,坦克300 +自然抗性不能處理超過 13-15棧的酸吐了,它很少與抵抗或復位。

坦克切換:
該坦克在這場戰鬥中切換應該很容易,一旦堆棧 9,主坦克應該停止任何特殊攻擊,而下一個坦克開始做一切在他的權力來取得aggro,在某個時候會作出開關你可以乒乓來回之間的兩輛坦克,不要忘記保持了以前的坦克,他必定有一摞10他。
第三坦克只是一項預防措施,以防其中一個坦克死了,他可以介入和圓再次關閉。

一個非常重要方面值得注意的是,你需要有清潔劑清除附近的坦克上的翼龍釘刺場外蓄水池只,你不應該刪除它的主坦克,也沒有任何其他近戰類,可能在該地區,會損害他們將採取的治療者的法力流失,甚至可能殺死它們,以及(被脫下,蓄水池,萬一你錯過了它,而不是MT或流氓!)。

撲滅:

至於爭取進入前70%的IT確實是一個蛋糕行走,傷害輸出的RAID是最小的。 只有那些你需要保持在所有時間都在3輛坦克,將承擔大部分的癒合。 所有classesneed保存任何高冷卻能力,直到這個階段,一定有德魯伊準備鼓起勇氣癒合的祭司是人的自然抗性(大約 35%,如果需要,否則當毒藥截擊開始飛),如果他們而死,最肯定是擦。 確保每個人喝了強效自然防護藥水,如果它可以在短期內把30%的階段,不要喝它的權利之前,等到鑄就了一個治療禱言貴集團的牧師,但你不是在完整的HP。 喝壺在這一點上,吸收了未來 1-2安打,讓您的醫治者休息。

記住要鎮靜她當她瘋狂,你不希望任何不必要的損害該前70%,治療師法力就是一個寶貴的東西,在這場鬥爭中後期,所有的醫治應保持在主坦克。

雙子皇帝

這是一個最精心設計的這個遊戲中遇到我們認為,一個公會最喜歡的,每個人都需要在他們的遊戲和清醒退出作為冠軍得主,稍有不慎就會導致 RAID來擦拭,所以這裡是獲勝的公式。

皇帝Vek'nilash:免疫一切魔法傷害。

勾拳:隨機第二目標擊退,並約 2500-3500傷害。

失衡打擊:大量近戰攻擊,涉及4000-8000傷害。

變異錯誤:一個錯誤發生變異,每10 - 15秒造成它去侵略,並處理 1800%的傷害,每擊中。 大小增加400%。

皇帝Vek'lor:免疫一切物理傷害。

暗影箭:3000-4000傷害。

暴雪:隨機第二目標 AoE的咒語。 減緩該地區的選手以及他們的一種破壞性的傷害,第二次在1500-2500年期間該球員下的效果。 還患有延誤事件從服務器到達您的遊戲客戶端相當頻繁,造成的損害將要發生的暴雪好後,你離開它的半徑。

奧術爆裂:大量魔法攻擊卓越學科領域。 接近的基礎上,處理 3000傷害,磕邊後衛的目標範圍內。

爆炸錯誤:引爆一個錯誤,每7 - 10秒造成2500-3500傷害在10堆場面積。 大小增加200%。

附加能力:

拯救哥哥:每當他們得到60碼之內彼此,他們將開始癒合對方約 20K的傷害,瞬發法術。

瞬移雙:每30-40秒,這兩個雙胞胎會切換的地方。

狂亂:15分鐘後,皇帝將進入瘋狂模式處理大規模破壞的RAID,如果是發起瘋狂襲擊就會死亡。

Qiraji聖甲蟲 / Qiraji蝎子:

毒毒:毒攻擊可以被驅散。

定位:

你將有分裂的RAID在幾個部隊。 一個近戰小隊組成的所有盜賊和戰士進攻你有一個施法者組成的團隊所有的法師和術士,兩個癒合隊(每個罐)組成的牧師,德魯伊和聖騎士 / shamans.You還需要兩個額外坦克與坦克在中間兩個獵人協助他們。 獵人們的工作是拉任何突變的錯誤,房間裡就其相應的坦克那裡的腳輪將完成其趕走。
所示的照片,腳輪站在頂端的平台,混戰球隊將不得不來回跑皇帝之間的追逐Vek'nilash。

一般Positons: -

拉:

一開始,打皇帝Vek'nilash將會在合適的平台和皇帝Vek'lor會在左邊。 該小組將開始與皇帝Vek'lor將有兩輛坦克。 一個戰士,一個術士的靈魂鏈接,成為第二。 我們估計與靈魂鏈接的術士和8K惠普應該有165暗影抗性能夠坦克它,它有可能這樣做沒有靈魂鏈接,但最好是術士應該有240 +暗影抗性。

拉雙方必須定時完美;匆忙開始將擦拭襲擊。 該小組將開始在帝Vek'lor派遣術士開始拉。 由於 Vek'lor是有點固執,不肯改變,因此術士的主要目的是把他至少一半的方式向坦克的位置在第一個開關進來,一旦該方得到Vek'nilash與勇士接管但他會更容易進入的位置。

術士的應開始前遇到的第二個戰士的另一邊用deathcoil,灼熱疼痛和腐敗獲得多一點的仇恨。

戰士坦克Vek'nilash應該一點問題都沒有把他拖到了他的坦克的位置在第一個開關就在眼前。

仇恨管理:

最困難的部分是關於這次戰鬥,你需要進入的節奏坦克的切換。 我們會盡量向你解釋如何做到這一點,但它會需要一些做法得到這個工作正常。
這兩個皇帝反作用於接近,這意味著任何場外球員最接近他們將獲得數額巨大的威脅。 這將在你的優勢之間切換時,戰士和術士。

我們將首先解釋了第一罐開關,在最初的拉力:

過渡術士戰士:
這是很容易的開關,你的坦克基本上是站在前面的術士屈居最接近Vek'lor,當開關來 Vek'nilash近距離間接仇恨將盡自己的職責,如果沒有人接近他以外的坦克他會收到初始仇恨和過渡作出。

從戰士到術士的轉變:
當開關來有術士的立場之間 Vek'nilash的腿。 當開關發生 Vek'lor將呆了2秒鐘都讓戰士和術士必要的時間來擺脫他,使他們沒有得到神秘的破裂。 術士的推理背後的定位是確保術士更接近Vek'nilash比坦克,所以當交換機發生的術士將獲得接近仇恨。

坦克志願服務崗位: -

我們之所以有一個術士坦克在這場鬥爭是因為仇恨是足夠穩定的腳輪殺青損害了一下。 但是,我們這個只有一方,因為在平台上的腳輪需要清除出突變的錯誤,盡快為他們產卵,當術士是沒有坦克的腳輪的職責是清除任何額外的錯誤,可能產卵。

當然有兩個術士坦克每側將增加對他們造成的傷害極大。

然而,戰士的起步與 Vek'nilash將需要保持自己的仇恨在兩個皇帝,他的工作更容易。 有一次,他收到Vek'lor,兩個昏迷秒會給他足夠的時間範圍內用完了神秘的爆發,但在這裡你也必須確保沒有人站距離小於該艙。 讓你的坦克站在幾碼距離 Vek'lor和垃圾郵件的血性狂暴,盾牌格擋和戰鬥怒吼,這將產生足夠的仇恨使Vek'lor的注意。 在這種狀態下沒有施法者應鑄造一個等級的法術對他,因為他會很不穩定,難以處理。 一旦切換已經發生一對夫婦的時候,腳輪可以拿出1-2霜/陰影 /火施放最大。

近戰陣容:

混戰隊需要在他們的遊戲,因為他們可以很容易造成擦拭。 他們需要確保過渡完成;的仇恨足夠穩定之前,他們甚至接近到足以做任何損害。

癒合的團隊:

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.

歐魯

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.

克蘇恩
而對於我們的最終指南中,我們給您帶來的克蘇恩指導,戰鬥已造成許多爭論和糾紛。 這裡是你的閱讀樂趣。

克蘇恩第一階段能力:

眼中的梁木:2625 - 3375根據性質的法術,功能類似於閃電鏈,在跳躍,它從目標到目標,如果他們在它的範圍。 對於每一個跳這樣做,雙打的損害,導致死亡的人一定是被擊中後,最初的目標被擊中。 他施放這個法術,每3秒。

黑暗強光:43750-56250點暗影傷害任何球員獲得此技能擊中了110%的把握與死亡。

眼球觸鬚:45秒計時器產卵,產卵在邊緣周圍的黑暗霧氣克蘇恩,敲上的任何目標的重生點;蒙上mindfly(引導法術),每秒750點暗影傷害,除了減緩目標的球員。

爪腕:隨機生成過程中對整個地區的第一階段。 他們除了擁有約 2000Hp擊中任何目標的近戰範圍為 200-300的傷害。

地面斷裂:如果出現在球員;將案件一敲回影響和破壞的目標為 1350年至一六五零年損害

入世後的空間:

由於克蘇恩的能力為目標的球員房外,甚至打擊他們穿過牆壁,我們選擇了有一個均勻分散襲擊沿兩側的入口,以最少的距離,彼此間流入一旦遇到已經開始。

有些人喜歡送1個玩家領先其他人由於克蘇恩針對他作為初始仇恨,這給空襲大約 3秒鐘,運行和傳播出去。 這工作得很好,但也更危險,適合玩家用來戰鬥。 你很可能不會,如果你正在讀這個!

另一方面是有缺陷與我們的“安全”的方式,以及這樣做,如果RAID中不流動的房間不夠快,可能會開始鑄造克蘇恩眩光入口處暗殺最後的人是試圖進入房間,但死亡率遠低於這樣的,作為球員得到正確的入口速度將不再是一個問題。

有兩個聖騎士(或者如果沒有可用)/二機,具高自然抵抗帶頭每一方的路線,讓他們喝了強效自然防護藥水,牧師保護他們,讓他們運行英寸我們選擇了騎士,由於其生存能力,如果他們得到低的狀況,他們可以只把他們的盾牌,進入的位置。

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. 立即。

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.

一旦黑暗眩光已經開始克蘇恩會旋轉 180度左右的房間,還是鑄造,然後他就會停下來鑄造的法術,回到鑄造眼中的梁木。 此時每個人都在空襲應在的位置,直到他們的第二屆時的第二暗眩光,在這你應該搬回到您的首要位置。

除了所有這一切,利爪觸角將產生隨機整個房間,佔用寶貴的空間;有任何類和Dot能力放了幾個在他們身上,應該給他們帶來了相當快的,由於他們缺乏惠普。 從即時轉換法師和近戰打他們,因為他們跑過去的一切幫助。

另外,請記住,當你向你的中學或小學的位置,你應該保持一個良好的眩光距離從黑暗 - 它似乎無害的當你在後面跟著跑,但只需要一爪下你觸手產卵敲你進入黑暗眩光,你已經死了。 法師可以通過光束閃現,這可以用來殺死剩餘的眼球觸鬚以極大的成效,如果球員是小心。

一旦你的團隊是鑽了這個階段,它不應該是很難完成它以最小的傷亡。 這是非常重要的每個人在襲擊中生存的第一階段,因為每個人的罪名在第二階段。

第二階段:

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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