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PTR
10.2.7
PTR
10.2.6
Beta
Seat of the Triumvirate Mythic+ Route Guide - Legion 7.3.5
来自 Voulk
[Last Updated]:
2018/04/11
变更日志
补丁:10.2.6
目录
评分:
This Mythic Keystone Seat of the Triumvirate guide will take you through the best route to complete the dungeon, give advice for bosses and provide tips and tricks for the entire instance. This guide will assume that you are familiar with the basic mechanics from the
Seat of the Triumvirate Dungeon Ability Guide
.
Mythic+ Leaderboard Rankings
The following data has been generously provided by
Raider.IO's Seat of the Triumvirate Leaderboards
. We hope it helps you spot popular class compositions for each affix combo. Check them out for Mythic+ Keystone Rankings!
Top Mythic Classes for
Seat of the Triumvirate
with Current Affixes
Top Mythic Runs of
Seat of the Triumvirate
with All Affixes
Top Mythic Runs of
Black Rook Hold
with Current Affixes
Instance Breakdown
Recommended Comp for high keys:
Seat of the Triumvirate is an AoE heavy instance that heavily favors bringing ranged DPS. At least one boomkin or shadow priest will probably be
required
in the current tuning of the third boss.
Highest Tyrannical key done in time:
17
Highest Fortified key done in time:
0
Instance Timer:
35
Average # Mobs per pack:
4.1
(higher in practice due to Fragmented Voidlings)
Trash
The two Famished Broken packs patrol in a circle around the boss.
-> They deal very heavy tank damage through the debuff they apply (Dark Withering) so you'll want to be careful how many you grab at once.
-> They also channel Consume Essence which you'll want to interrupt since a full cast will net them several million extra HP.
-> Stun Dark Withering if your tank already has a few stacks to avoid it one shotting them.
The subjugators aren't too dangerous if handled correctly so let's look at their primary ability: Suppression Field. This is completely harmless if you stand still, however moving will deal heavy damage to you and everyone within 6 yards. Don't move! There is a weak aura down the bottom of the page if you need a reminder. You can also clear the debuff with anything that removes slow effects (Druid shapeshift, Blessing of Freedom).
Ok, you can move to get out of volcanoes, but as little as possible!
After the boss is dead you'll want to pick up this patrol, or another nearby pack and pull them through the hallway in front of you. There's 45 seconds of RP to wait through so this'll give us something to do while we wait.
You'll see targeting areas like this pop up every ~30 seconds. A little void meteor will crash down after a couple of seconds and you'll have to clear some Fragmented Voidlings. They aren't worth any trash percentage but you'll need to take care of them all the same. Just pull them into your next pack, they aren't dangerous enough to stop for.
Before you can engage the second boss you'll need to clear three void rifts as pictured above. They are guarded by five Void Discharges and a Rift Warden but the portal will die as soon as the Warden dies. The Void Discharges all pull individually and can be skipped but they're easy percentage so we'll pull them together with the Warden.
-> Interrupt Stygian Blast.
-> Tip: Make sure to pull the Rift Warden out of the Void on the ground as they deal double damage while standing in it.
You're likely to encounter the War-Adept in this area and you should grab it if it roams close. Spread at least 5 yards and face the mobs away from the party since the Stalker has a pounce (standard Legion cat) and the War-Adept cleaves. It isn't a particularly special pack otherwise.
This area is actually quite tough to design a trash path for since every time you kill a portal a new one will spawn in a random place from the options pictured above. The first will always be the blue portal in front of where you walk in. So, do your portals and keep the following in mind:
- The instance is trash heavy and you don't need any extras to hit 100% - pull as little non-essential trash as possible. In most cases you can get away with pulling just 1 extra pack in addition to each Rift Warden.
- Stay grouped up to minimize accidental trash pulls.
Since you're curious, these giant black holes will slowly pull you to the center but you won't be crushed, nor sent to a different dimension if you reach the middle.
Alright, you've cleared all three portals and made it to the second boss. There are two patrols that roam through his area and you'll want to kill both before engaging him. Face the Champions away to avoid the cleave.
The second patrol is to the north of the boss featuring a Subjugator, Stalker and Riftstalker. It's a pretty easy pack, but remember not to move with the Suppression Field debuff.
You can skip the Subjugator / Champion pack pictured by jumping in the water to the left but it's a little tough to pull off and only necessary if you picked up too many trash mobs while killing portals. We are going to skip the packs on the left and right so after the Void Discharge are dead you need to walk up the middle of the path. It isn't too tight but an accidental pull can be very messy. If you're risk averse or if you've brought somebody that doesn't have a great grasp of moving their character then hang left and clear that pack.
You can expect 26.7% trash from the rest of the instance after you've cleared these Void Discharges. If you still need more than that then pick up the pack on the left here.
All of this trash will pull with the boss if not cleared so we'll need to grab every pack.
The Voidbenders will throw Corrupting Void onto a random player. This will drag all nearby players toward the person with the debuff and then explode after 8 seconds. The damage is not that high, so I'd advise just stacking up on the debuffed player and ignoring it.
The Grand Shadow-weaver will summon an Unstable Dark Matter. This needs to be killed within 4 seconds or your party will take heavy AoE damage. It has barely any HP so you're better off killing it than ignoring it.
After killing Viceroy and IF you still need more than 5.8% trash then pull these Void Discharge packs while you wait for the 40 seconds of RP to finish.
Assign one interrupter to each Rift Warden to keep the Stygian Blasts under control and just AoE down the Lashing Voidlings as they spawn.
ERT Note
|cffffff00Seat of the Triumvirate Trash Path|r
Pull all packs surrounding the boss
Take care to pull one patrol at a time
{skull}|cff8788eeZuraal the Ascended|r{skull}
Pull the subjugated pack through the hallway.
Kill it while waiting for RP.
Head to each portal and kill the RIft Guardian.
Clear only essential trash on the way to each portal.
After three portals are cleared head to Saprish.
Kill two patrols near Saprish:
– One contains a Champion, Stalker, Shadowstalker.
– The other a Subjugator, Stalker, Shadowstalker.
{skull}|cff8788eeSaprish|r{skull}
Head north toward Viceroy.
Kill the three pack on the stairs.
Kill the five Void Discharge mobs.
Skip the packs to either side by walking up the middle.
Kill all packs near Viceroy – They pull with boss.
{skull}|cff8788eeViceroy Nezhar|r{skull}
Pull the five discharges to the left while you wait for RP.
Clear through to L’ura.
{skull}|cff8788eeL’ura|r{skull}
|cffffff00Questionablyepic.com/mythic-plus|r
Affixes
Let's take a look at some of the notable affix interactions in Seat of the Triumvirate.
Most mob packs have roughly equal health and the pet mobs summoned during combat don't Bolster so there aren't too many places you can go wrong.
You can pull the Rift Guardians separately from the oozes around them.
The Fragmented Voidlings that fall from the sky throughout the instance do not bolster.
You shouldn't still be tanking the any Famished Broken below 30% HP unless you've got a stun up. You will die, your priest will die, bad things will happen.
On L'ura, don't move out of a Fragment of Despair soak to dodge a Volcano. You should have more than enough room to dodge without leaving the circle but if push comes to shove you take that volcano.
Bosses
Zuraal the Ascended
Where your tank and healer will argue about whose fault it is that the tank got one shot.
Dungeon Journal+
虚空之掌
AoE
Shadow
Dodgeable
残杀
Single Target
Shadow
暗影挪移
Single Target
黑暗驱逐
AoE
Shadow
Avoidance
You should know
The boss deals 100% more damage when standing in any void zone. This makes Decimate incredibly dangerous.
Decimate is on a timer, the boss cannot be standing in the void during the cast.
The Void Sludges will explode if they reach the boss, dealing heavy AoE damage. They also drop void all over the area so it's in your best interest to kill them as quickly as possible. They can be stunned, slowed and rooted and you should do so where possible.
Every so often a random non-healer player will be targeted by Umbral Shift, moving them to the Void Realm (spooky). While in the void you'll need to kill the Dark Aberrations and each will give you 10 void energy on death. When you reach 100 you'll get an extra action button that'll stun the boss and triple his damage taken for 20 seconds.
Anyone Fixated by the boss needs to run away and avoid getting hit even once. You can run through the void if necessary but keep it to a minimum.
Saprish
Saprish enjoyed rhyme so much he adopted both a Cat
and
a Bat.
Dungeon Journal+
虚空陷阱
Ground
Shadow
Dodgeable
Debuff
(Stun)
幽影侧击
Multi Target
Physical
黑暗鞭笞
Single Target
Shadow
黑暗肆虐
AoE
Shadow
Dodgeable
恐惧尖啸
AoE
Interruptable
Debuff
You should know
Void Traps tend to cluster near the boss. Avoid them, and avoid the Ravaging Darkness which is a cone AoE from Darkfang. He'll cast it after teleporting to you and you should be able to avoid it without taking even a single tick of damage.
Spread out around the room to minimize the amount of movement you have to do and to prevent Umbral Flanking from hitting more than one person.
Dread Screech is a priority interrupt. Missing even one can easily be a wipe.
Tip: Dread Screech is almost always cast after it leaps. Be ready to use ranged interrupts.
Take care that you don't wander into a nearby trash pack.
Void Traps can be cleared with Anti-Magic shield or an immunity if you're in a tough spot.
Viceroy Nezhar
This fight has a few too many tentacles for my puritan sensibilities.
Dungeon Journal+
黑暗冲击
Single Target
Shadow
Interruptable
混沌原力
AoE
黑暗咆哮
AoE
Interruptable
Debuff
永恒暮光
AoE
Shadow
Interruptable
不稳定的入口
AoE
Shadow
虚空鞭笞
Single Target
Shadow
Interruptable
黑暗壁垒
Shadow
You should know
You must interrupt Howling Dark and Eternal Twilight after breaking the shield.
Tank the boss toward one side of the arena to minimize the danger of the Entropic Force push back. You'll need to interrupt a Dark Blast cast in order to move him since he doesn't use any melee attacks otherwise.
It takes several minutes for the collapsing void encircling the area to reach the boss. You're toast much earlier than that though since you'll need some room to move around to kill off Void Lashings. The fight combines that sustained DPS check with a burst DPS check in the add spawns that must die as soon as possible.
Two Shadowguard Voidtenders are summoned when the boss hits 100 energy and they'll put an impenetrable bubble on the boss while they live. You have 10 seconds to kill both and interrupt the Eternal Twilight cast.
L'ura
Anyone else getting Mu'ru flashbacks?
Dungeon Journal+
Phase 1
纳鲁的挽歌
AoE
Shadow
Avoidance
暗影和弦
Ground
Shadow
Dodgeable
虚空冲击
Single Target
Debuff
(DoT)
绝望碎片
Ground
Shadow
Phase 2
群体突袭
Ground
Shadow
Dodgeable
暗影和弦
AoE
Shadow
Avoidance
You should know
The Rift Wardens will each cast one Fragment of Despair which forms a purple circle on the ground that you must stand in to soak. The soaker will take moderate damage but if the Fragment is not soaked the entire party will take heavy damage and likely be one shot.
You'll get two waves of Rift Wardens. The first has one, and the second two. After you clear a wave L'ura will be stunned for 12 seconds and take 3x the damage.
Phase 2 is a moderate DPS check though not usually problematic if you got some good damage in during the two Backlashes.
Affix Details
For more information on any particular affix, click on the corresponding tab below.
Enemies who die will buff other nearby enemies with
激励
, causing them to gain 20% health and deal 20% additional damage. This can stack multiple times, resulting in an extremely dangerous enemy that will take a long time to defeat. The range on the buffing ability is 30 yards in 7.2. In addition, mobs affected by the
激励
buff will become immune to many types of CC (though they are still vulnerable to stuns).
This affix causes the end of a trash fight to be more dangerous than the start. Players should follow these general guidelines:
Do not pull multiple trash packs at once, so that the maximum stack size of
激励
stays low
Attempt to DPS the enemies down evenly
However, if there is a priority target, such as the Wrathguard Bladelord in Black Rook Hold, it may still be beneficial to focus fire and kill these targets first
The healer will need to use cooldowns on the tank if possible when an enemy has high stacks of
激励
The
激励
affix does not apply to adds in a boss encounter. For example, killing the Risen Warriors in the Mythic+ Ymiron fight in Maw of Souls should not apply
激励
to Ymiron or any of the other Risen Warriors. However, if players drag trash packs into a boss fight, those trash mobs will apply
激励
to the boss when they die. This is undesirable. If players wish to save time by dragging trash into a boss fight, be sure to pull the trash more than 30 yards away from the boss before killing it.
Successful melee attacks will apply the
死疽溃烂
debuff to the struck player, reducing the potency of healing and absorption shields by 3% per stack, and dealing stacking damage. The
死疽溃烂
debuff lasts for 9 seconds in 7.2, but the duration of the debuff is refreshed each time a new stack is applied, so it will be very difficult for tanks to drop their stacks while actively in combat.
死疽溃烂
is removed upon dropping combat.
This can stack very rapidly on large trash packs, and can be a nuisance on boss fights. Players should follow these general guidelines:
Do not pull multiple trash packs at once
Use AoE CCs, such as stuns, knockbacks, and slows, to allow the tank to kite effectively at high stacks of
死疽溃烂
During boss fights, a non-tank player with a taunt ability can taunt the boss away from the tank to allow
死疽溃烂
to fall off
At very high Keystone levels, groups may wish to bring two tanks to help manage the
死疽溃烂
debuff.
When the
震荡
affix is active, at random times throughout the dungeon (regardless of combat) all players will receive the
践踏
debuff and upon expiry inflict damage and interrupting active spell casts to themselves and nearby allies.
践踏
can apply when running between bosses and will continue to occur after the dungeon is completed. If your party's composition is melee heavy, make sure to spread out the circles whenever
践踏
is applied.
The
暴怒
affix causes enemies to
激怒
at 30% health, dealing 100% additional damage until they are defeated.
When this affix is active, AoE and cleave damage can be dangerous. Be sure to mark a priority target in each pull, and when that target
激怒
s, focus fire to bring it down quickly. Stuns and other forms of CC can be used to reduce the damage the party will take from
激怒
d mobs.
A pool of Sanguine IchorWhenever a non-boss enemy dies, a pool of
鲜血脓液
forms at its location. This spell has two effects:
鲜血脓液
heals enemies standing within it for 5% of their health each second
鲜血脓液
deals damage to players standing within it for 15% of their health each second
Tanks must pull the remaining mobs away from the location of the
鲜血脓液
pool, and melee DPS must be cautious. It does take several seconds for the
鲜血脓液
to form, so there is plenty of time to react and avoid damage.
This affix is particularly difficult when fighting large groups of trivial adds, and may require tanks to clear additional space or pull enemies back into previously cleared areas so there is room to kite. This is also a difficult mechanic in any area where the predominant floor color is red - particularly in the Oakheart-to-Dresaron stretch of Darkheart Thicket.
In 7.2, Sanguine pools have been changed to apply their first damage tick immediately. This means that it's more important to place the pools of sanguine in safe locations so that the group may traverse the dungeon without taking a large amount of damage from crossing the sanguine pools after combat has ended.
The
无常
affix causes tank threat to be less potent, meaning that DPS players are likely to pull threat off of the tank if not careful. Tanks should mark a priority target on which they will be focusing the brunt of their attacks, and DPS should try to avoid dealing too much damage to the non-priority targets.
Hunters and Rogues should help the tank by using
误导
and
嫁祸诀窍
respectively.
In a
繁盛
dungeon, the number of trash mobs that players must kill in order to meet the "Enemy Forces" requirement is increased to accommodate the additional trash.
The
繁盛
affix causes extra mobs to spawn in particular trash packs. Not every pack is affected, but many of the most dangerous trash packs are.
The
易爆
affix causes enemies that you are currently in combat with to spawn Fel Explosives within 3 yards of its current location. These Fel Explosives will begin to cast
爆炸
and if successful, will detonate dealing a significant amount of damage. Fel Explosives have a very small amount of HP but are completely immune to AoE spells such as
暴风雪
and
星辰坠落
.
Since every monster has a chance to spawn Fel Explosives, be careful about pulling too many monsters at a time. If you pull too many, you might spend all your time killing Fel Explosives and not actually hitting the monsters themselves!
These orbs are the top priority for all players!
The
重伤
affix is particularly dangerous against monsters that deal consistant AoE damage. When a player falls below 90% health, the
重伤
DoT is applied and begins to stack every couple of seconds until the player reaches full health. These stacks will cap at 5 but it's important for the healer to remove these as soon as possible to avoid falling behind. DPS should avoid taking as much damage as possible this week, since taking damage is extra punishing due to the
重伤
debuff.
崩裂
, is essentially one of the main mechanics from Mythic: Il'gynoth in the Emerald Nightmare. Whenever a monster is killed, all players will get a stack of
爆裂
which will stack. One or two stacks will not be deadly, but killing an entire pack of 8 packs simultaneously will probably end up killing the party.
During
崩裂
, it's important to stagger the deaths of the enemy forces so that the debuff doesn't stack up too high. Be careful not to use too many AoE abilities and kill the monsters too soon.
Immunity abilities such as
暗影斗篷
and
寒冰屏障
will remove all current stacks and prevent future stacks from applying.
A Volcanic Plume
Move before it erupts
Enemies in a
火山
dungeon will cause
岩浆柱
s to spawn beneath the feet of distant players. Two seconds later, the
岩浆柱
will erupt, dealing damage equal to 50% of the player's health to any player standing within 2 yards of the Plume. Both boss and trash mobs will cause Volcanic Plumes to form.
When fighting a single enemy, a
岩浆柱
will form approximately every 10 seconds.
Note that "distant" refers to the distance from the enemy mob. In most cases, melee DPS and tanks do not have to worry about this mechanic, and if ranged DPS and healers stand close to the enemies,
岩浆柱
s may not spawn. However, if there is an enemy that leaps away, or an add that spawns far from its summoner,
岩浆柱
s may begin to appear in melee range. This can occur during the following notable fights:
During the Inquisitor Tormentorum encounter in the Vault of the Wardens, due to the Tormenting Orbs
Fighting Valarjar Marksman in the Halls of Valor
Fighting Rockbound Trappers in Neltharion's Lair, or during the Naraxas encounter
岩浆柱
s can be difficult to see during bright or busy ground effects. Players should move out of the
岩浆柱
immediately upon noticing it, and may wish to preemptively move during mechanics such as Eye of the Storm in the Hyrja encounter, where constant unavoidable damage combined with the
岩浆柱
hit could cause a fatality.
强韧
is multiplicative with the Mythic+damage and health modifiersThis affix will only affect Keystones of level 10 or higher. In a
强韧
dungeon, all of the trash mobs have 20% more health and deal 30% additional damage.
Avoid pulling excessive trash packs
Use AoE CC and stuns liberally to reduce damage
Focus on priority targets
Tanks may need to kite enemies more frequently
Multiple tanks may be preferred for certain dungeons with particularly dangerous trash pulls
强韧
's damage and health bonuses are multiplicative with the Mythic+ damage and health bonuses shown in the table above. This means that on Mythic +10, the trash will all have 140% additional health and deal 180% additional damage. Certain trash packs may be able to one-shot party members with their mechanics under this affix; for example, the
瓦拉加尔刻符者
in
英灵殿
may instantly kill players with
破碎符文
if it is allowed to cast. Interrupts and performing trash mechanics properly are very important!
强韧
is particularly dangerous in combination with
激励
,
暴怒
, or
繁盛
affixes.
残暴
greatly increases thedanger of boss fightsThis affix will only affect Keystones of level 10 or higher. In a
残暴
dungeon, all of the bosses have 40% more health and deal 15% additional damage.
This can cause many extremely dangerous abilities to one-shot the party if health levels are not high enough
Serves as an additional gear check to these dungeons
Tanks may need to kite bosses more frequently
Multiple tanks may be preferred for certain dungeons with particularly threatening boss mechanics
残暴
's damage and health bonuses are multiplicative with the Mythic+ damage and health bonuses shown in the table above. This means that on Mythic +10, bosses will have 180% additional health and deal 140% additional damage. Certain bosses that gain percent-based damage modifiers during the course of their encounter pose particular problems in
残暴
dungeons:
黑鸦堡垒
: Smashspite's
Brutal Haymaker debuff
increases the damage the tank takes by 75%, and may cause
大地践踏
or melee attacks to be fatal
群星庭院
: Advisor Melandrus's
切割漩涡
will become unsurvivable with just a few
顾问麦兰杜斯的影像
spawns
黑心林地
: Shade of Xavius's
梦魇箭
may one-shot players without active defensive cooldowns, especially if he gains any stacks of
天启强化
英灵殿
: Hyrja's
弧光箭
and
驱逐之光
abilities may one-shot while she has 4+ stacks of
秘法师加护:雷
or
秘法师加护:光
冥口峭壁
: Ymiron's
黑暗鞭笞
is extremely powerful under
残暴
and may require external cooldowns for the tank to survive
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评论
评论来自
nirvanachris
Woah the detail! Legitimately this is what I needed right now. I regularly run +10's and above but haven't touched Seat yet. I didn't feel confident enough and didn't want to mess anything up for my group. This is a great guide. I'm gearing up my healer and will use the guides when she's ready to go. Great work.
评论来自
Apollomantis
You know what I am over this dungoen on a keystone, pretty much zero dps can do saprish cause they dont ever disrupt the bird no matter how many times you ask them to. Be warned if you get this dungoen on a high keystone your doomed becuase I havent found a group yet that was able to pull it off with saprish at all due to failure to do mechs. Then when they figure out their incapable of doing it, go into denial that it isnt their fault for not doing mechs, and then rage quit and mess up your key that you worked hard on. Your best bet it to do a guild group seeing as they tend to listen more but pugging it is a nightmare at best. I've had so many keys runined becuase of this dungeon.
评论来自
livie
WeakAura mentioned on Trash Tab 1 didn't seem to get copied from the original guide so here it is:
Suppression Field Warning:
https://wago.io/SJnsdOkjZ
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