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PTR
10.2.5
PTR
10.2.6
Complete Dragon Soul tactics, 10man
来自 Elfeaterdk
[Last Updated]:
2018/05/12
变更日志
补丁:4.3.3
评分:4.7/5
(
38
投票)
Morchok (& Kohcrom)
Warlord Zon'ozz
Yor'sahj the Unsleeping
Eye of Eternity
Eye of Eternity
Eye of Eternity
Eye of Eternity
Eye of Eternity
Eye of Eternity
Eye of Eternity
Eye of Eternity
Eye of Eternity
Eye of Eternity
Eye of Eternity
Eye of Eternity
Hagara the Stormbinder
DRAGON SOUL
Welcome to the complete raid guide for
Dragon Soul.
So far tactics are included for 8/8 on normal difficulty,
as well as 4/8 on heroic mode.
I hope you will enjoy this.
Feedback is very welcome.
Don't forget to vote.
Credits
BBC-guide
by
asakawa
without which, this would've been a huge wall of text.
Nothing Personal @Blade's Edge
for letting me raid and try some weird things so I could write this guide, as well as
Semper Frateri @Haomarush
, who has landed me some fresh kills.
The users of wowhead for their constructive criticism on my other guides, that have really inspired me on the formatting, particularly
magicsimon
.
The
Raid Cooldown Guide
by
pezz
which is required reading for any raider in my opinion.
Screenshots:
Zon'ozz, Yor'sahj, and Ultraxion screenshots by
Philip34
Morchok, and Madness of Deathwing screenshots by
FerzRRN
Spine of Deathwing screenshot by
Kaptaniderya
Hagara screenshot by
krimd00t
Blackhorn screenshot by
wow.mmosite.com
Changelog:
31/03/2012: Added changelog, updated health for 15% nerf.
13/04/2012: Zon'ozz Heroic added.
Upcoming: Hagara Heroic.
Ultraxion
Warmaster Blackhorn
Spine of Deathwing
Madness of Deathwing
Morchok
Normal + Heroic
Stats
Health normal
30.600k
Health heroic
18.252k
Loot
2 items
0 tokens
Morchok is the 1st boss of 3, that are laying siege to Wyrmrest Temple in Dragonblight. He has amassed his forces on the northern side of the tower, and has himself taken up position just outside the tower, blocking your access. A very simple boss, with very few mechanics, that most guilds should be able to dispatch.
Boss Abilities
A full detailed description of all abilities of
Morchok
can be found right here at the wowhead database.
Raid Setup
Bring 2 tanks, 2-3 healers (depending on gear), and 5-6 dps.
Tactics
Tanks
Tank Morchok where he starts. He does no cleave, so you can both be in front of him. Take 4 stacks of
破甲
, and then have OT take over, and just switch every time your debuff drops off. Note that Earth's Vengeance will cause you to loose your debuff as well.
Healers/Dps
Stack behind Morchok to help split the damage from
践踏
. When
共鸣水晶
comes up, you will receive a big warning from the ingame version of "Deadly Boss mod", as well as have a glowing link from you towards the Crystal. Generally this will affect 1 healer and 2 dps, but always a total of 3. Those affected must run towards the Crystal and stack on it until you get blown up into the air. Then go back to the stack. It is uncertain as to whether it is broken or not at the moment, but for now the lines will switch to the 3 closest players. So for now you can assign 3 people (generally ones with fast-move abilities) to always stack on the Crystal.
Note:
The damage from the Crystal increases the further away from it you are, so always have 3 players stack right on it.
Handling "Earth's Vengeance"
Everyone will be sucked onto the boss, and get drained 25% of your max health while you are gripped for 5 seconds. Use this time to get your camera turned around, and get your bearings towards one of the spikes that have now emerged from the ground. Morchok will start covering the area in black ooze, which you must get away from by breaking Line of Sight with one of the spikes.
NOTE:
There is a certain amount of "spill" around the edges of the spikes, so make sure to keep a little distance from the spike itself, lest you find yourself looking at the rest of the fight from your back.
Achievement
敢不敢离我远点
is done during the 2-3 times you handle "Earth's Vengeance". Although a rather simple achievement (normally a raid achievement calls for either perfect execution or making something harder for yourself), you probably shouldn't attempt this the first couple of times while you're learning unless you don't mind wiping on a simple boss. Assign directions for each of your raiders, so you dont all stack behind the same spike. Two toons can easily hide behind the same; one somewhat close to the spike, the other 8-10 yards behind. Note that there always is one area where 2 spikes are up adjecent to eachother. There is a rather large area behind this where you can easily hide 4-5 toons.
Special tips and tricks
On the above mentioned area with 2 spikes you can have your ranged dps stacking just between them, where they can continue doing damage to the boss while he is channeling
大地黑血
.
Heroic mode
Even on heroic difficulty setting, this remains a simple encounter, which you probably will learn to do faster than the Deathwing normal kill.
When Morchok reaches 90% health (he has less health on heroic), he will split himself into 2.
One will still be him, the other will be
克卓莫
.
The observant reader will note, that this is Morchok spelled backwards.
The now 2 bosses share healthpool.
Kohcrom uses the same abilities as his twin, just cast a bit later.
Earth's Vengeance is done simultaneously though.
Surviving one
践踏
will make you take double damage from any further
践踏
s during the next 10 seconds.
Kohcrom casts
共鸣水晶
much less frequently than Morchok.
You should probably bring 4 healers to this fight, though it can possibly be done with 3.
You need to bring 2 melee dps who has a damage reduction cooldown.
Split your raid into 2 teams of 1 tank, 2 healers, and 2 dps of which 1 should be have the damage reduction cooldown.
Assign each team to a boss:
If you bring only 3 healers, the team for Kohcrom should only have 1.
Assign the dps who suffers most from movement to Kohcrom.
If possible assign a raider with a Combat Resurrection, and one with a
时间扭曲
effect to each team.
First you need to clear some of the extra trash to the sides, as you will need a lot of space for this fight.
Everyone should be in range 25 of boss at the pull to help soak the first
践踏
.
When he splits in 2, each tank drag his assigned boss away from the other, essentially turning the remainder of the fight into 5 raiders vs 1 boss.
All
践踏
s
must
be soaked by all 5 raiders to prevent one-shots.
The
践踏
will do 107k damage to the healers/ranged dps, and 214k to the tank and the melee dps in physical damage, which means that at least the melee dps will need to employ a damage reduction cooldown.
To avoid accidental deaths, the melee dps should always stack on tank as soon as the boss begins to cast
践踏
.
The healer/ranged dps should be the 3 to stack on each
共鸣水晶
.
Note:
Whenever a
共鸣水晶
is put up, the boss will do a
践踏
before it explodes, so make sure to help soak this before you move close to the Crystal.
Warlord Zon'ozz
Normal + Heroic
Stats
Health normal
57.968k
Health heroic
73.518k
Loot
2 items
Gauntlet token
Having succesfully defeated
莫卓克
, thus gaining access to the base of Wyrmrest Tower, you can now travel west to Warlord Zon'ozz via the western flight point found inside the tower. Like the 1st boss, this boss also has relatively few mechanics, and as such is a good 2nd boss to attempt.
Boss Abilities
A full detailed description of all abilities of
Warlord Zon'ozz
can be found right here at the wowhead database.
Raid Setup
This fight calls for 1 tank, 3 healers, and 6 dps.
Tactics
Although not phases per se, there are 3 distinctive phases to this fight. A very short phase 1 with no adds up, phase 2 where your ranged and melee play ping-pong with an add (thus you yourself determine the lenght of this phase, and lastly a phase where Zon'ozz takes offense to you bumping his add onto him, and responds by raining a lot of AoE damage on your raid.
This phase last as little as 10 seconds and is basically time given to you, to get your raid stacked correctly. You want the boss facing towards your ranged group. Melee stack behind the boss. Depending on how many ranged vs melee you bring, you stack your healers, so you have 4 people on melee and 5 on range.
Phase 1 ends with Zon'ozz launching his add, the "Void of the Unmaking"
Tank immediatly turns the boss around, so he won't throw the cone in the area containing the Void. The melee group follow, staying behind the boss.
Assign 1 of your most mobile ranged dps to be in front of the ranged group. It will explode and do shadow damage AoE, where damage is split between the number of raiders you have stacked there. The area affected is quite large, but everyone else in the ranged group should follow the assigned dps, so that person won't end up solo-soaking an explosion. Once the add reaches the melee group, it will again explode and bounce back towards the ranged. Each time the add gets bounced its AoE explosion will get 20% bigger, and the boss will also gain a stack of
集中怒火
. If you want to play it safe you should take 3 bounces, otherwise you can take 5. This phase ends when the melee move to the flank of the boss and allow it to hit Zon'ozz. This will cause him to take 5% more damage per bounce, and reset his stacks of
集中怒火
.
Note 1:
After the ball has been bounced, it will be somewhat transparant for about 5 seconds, during which you cannot bounce it again. If you bounce it the first time too close to the boss, you risk it running straight through your melee group and into the boss - or worse through the boss in which case it will most likely kill your tank.
Note 2:
The angle with which the ball hit the players seem to affect it's return trajectory quite a bit, which is why you want to assign 1 person to always be the one to be in the front end of the ranged group. This person need to let the ball hit him as straight as possible.
Healers get to work a bit extra in this phase as well, as the boss from time to time casts
干扰之影
. This debuff should be dispelled as soon as possible, since it can be fatal if unchecked. Note that the affected player will get a knockback once you dispel it. If you keep your bouncing tight, meaning that your ranged stand almost exactly where the Void solidifies again, this really shouldn't be a problem: a melee will be thrown almost back to the ranged, but will not trigger it, and he even has time to run in again (or help soak). If it happens to a ranged, he will just not be there to help soak.
Phase 2 ends with the ball hitting
督军佐诺兹
.
Getting mad at you for dropping the ball, the boss will now summon a lot of tentacles (which are just for show in normal mode) around the room and deal heavy shadow damage to the raid. Everyone stacks on the boss to make it easier to heal through.
This phase lasts 30 seconds after which you go to phase 1 again.
Note:
The increased damage debuff on the boss lasts 2 minutes and will carry over to the next phase 3 unless you take that one to an insanely high amount of stacks. Save Bloodlust until the 3rd-4th phase 3, where his stacks are very high, so you can really enjoy those big numbers fly.
Achievement
Very aptly this achievement is named
乒乓球冠军
. As the tooltip say, you need to bounce the add 10 times. You should do this on the very first spawned add, as doing it later will cause the boss to loose his previous stacks of the damage taken debuff. Have healers stay on the flank, while
ALL
dps run back and forth soaking the damage. Towards the end your healers will need to rotate raid cooldowns, while the tank will need to chain his defensive cooldowns. It might make sense to take 1-2 healers extra, and perhaps even an extra tank, for doing the achievement; as you will get 50% extra damage done on the boss from the start of the fight, the remaining dps should easily be able to handle the enrage-timer.
Note:
Unless you want to go to 11 stacks, your tank will need to use the time to kite the boss to the outer wall, a bit farther out than where the ranged group would normally stand.
Special tips and tricks
Make sure to stand directly in the path of the add, as it will otherwise take a bad direction and perhaps hit your tank instead of melee group. It may be necessary for the tank to move the boss a bit to either side when it's time to let him get hit.
Special damage-reducing cooldowns can be used to solo-soak the add. This includes a Mage using
寒冰屏障
, a Fire Mage utilising
灸灼
-talent, a Paladin using
保护祝福
, a Shadow Priest casting
消散
, Rogues using
暗影斗篷
, or a Hunter using
威慑
.
Heroic mode
This fights becomes a good deal more intense on the Heroic setting. It is most likely the 4th boss you should do on Heroic, after Morchok, Yor'sahj, and Ultraxion. The bottle neck for this fight is most definately the healers, while there are periods where high burst damage is very helpful. While the first attempts might look extremely complicated for you, it is in reality only two new things you have to contend with:
When you dispel the
干扰之影
you will cause an AoE explosion with knockback.
When you hit phase 3, the adds have become targetable and needs to be killed fast to lessen the insame amount of raid damage.
Phase 1
This phase remains a grace period.
Kill of any adds remaining from previous phase 3.
Assume starting positions (west of boss).
Phase 2
You bounce the adds while contending with the DoT-debuff.
You bounce the Void 7 times in the first phase 2, while all remaining phase 2 are taken to 5 stacks.
When targeted by
干扰之影
you run away to the side where you'd normally run for phase 3 (to avoid multiple toons running the same direction).
Phase 3
This is the hard part. Everyone need to do their job, and do it right.
Tanks
Tank the Claw.
Position Zon'ozz so melee can cleave from Claw to him.
Healers
Rotate your cooldowns in predetermined order.
Make sure to position yourself, so you have range to all.
Dps
Melee nuke down the Claw, with incidental cleaves to the boss.
Split ranged into 2 teams.
Each ranged team move left and right as soon as phase 3 is about to start.
Nuke the Eye furthest away, then take Flail. Work your way towards middle.
When you see an Eye bending a bit towards the ground you use your interrupt. This will (hopefully) interrupt the
暗影凝视
.
Finish off by returning to start-position
Yor'sahj the Unsleeping
Normal + Heroic
Stats
Health normal
40.154k
Health heroic
76.074k
Loot
2 items
Leggings token
Having gained access to the base of the Wyrmrest Temple, you can take the eastern flight point to be carried into the maw of Yor'sahj. It is a moderately complicated fight, that will require some raid awareness to do, and is a very fitting 3rd boss to attempt.
Boss Abilities
A full detailed description of all abilities of
Yor'sahj the Unsleeping
can be found right here at the wowhead database.
Raid Setup
This fight is best handled with 1 tank, 2 healers, and 7 dps. If you are having survivability issues, you could bring an extra healer.
Tactics
While not actual phases, this boss does have 3 distinctive phases. The first phase is a very short phase giving you a little time to get into your positions. Phase 2 will have you selecting and nuking an add, while the much longer phase 3 will require you to handle the boss' new abilities.
Tank the boss facing away from the raid, solely to increase the dps of your melee.
The boss will stack a DoT on you (one that also carries over from the last phase 3).
This will not validate using a second tank, as the boss will not attack during phase 2, allowing the DoT to fall off.
The rest of the raid stacks behind the boss.
This phase will end with the boss summoning 3 random adds from the 6 colored areas of the arena.
The boss has now summoned 3 random color adds. You can only kill 1, after which the remaining 2 becomes immune to all abilities. The adds will spawn on the circle of the corresponding color near the edge of the arena. The six colors are: Yellow, Blue, Purple, Red, Green, and Black. Each add will give the boss a different ability for phase 3, should it reach him. The goal is of course to make certain that the boss will only gain 2 abilities by killing off the 3rd. The adds have a sizable health pool and you need to determine the balance. If you have 4 ranged dps, you can start out by only having those kill the add, while remaining stay on the boss. The adds cannot be slowed, snared, or stunned. Before the pull everyone should be aware of the priority of the adds:
Add combination
Kill add
Surviving adds
Green
,
Red
,
Yellow
Yellow
Green
,
Red
Yellow
, Black,
Blue
Yellow
Black,
Blue
Purple
,
Yellow
,
Blue
Yellow
Purple
,
Blue
Purple
,
Green
,
Blue
Green
Purple
,
Blue
Red
,
Green
, Black
Green
Red
, Black
Purple
,
Red
, Black
Purple
Red
, Black
Phase 2 will end by the 2 surviving adds merging into the boss, granting him their abilities.
Note 1:
The easy way to remember the kill order is:
Yellow
>
Green
>
Purple
.
Note 2:
Notice that the kill order leaves only 4 possible combinations for Phase 3.
This phase will be handled depending on which 2 abilities the boss gained.
Green + Red
This is the hardest combination, as it combines 2 sources of raid-damage.
Stack as close to the boss as possible.
You must maintain a 4 yard range to everyone else
This combination is the best for
时间扭曲
:
The damage is considerable so your healers benefit nicely from this.
Your dps only have the boss to kill.
You have all your mana.
Black + Blue
There will be some raid-damage from the adds, which can present a problem, if you do not take down the
法力虚空
fast enough.
Stack up.
Kill the
法力虚空
.
Use Aoe to kill of the
被遗忘的无面者
s.
Purple + Blue
This is by far the easiest combination. There is no raid damage, but you need to kill a
法力虚空
.
Stack up (so any residual healing effects can take you to full health).
Healers must use their largest heals only; if anyone reaches 5 stacks of the debuff they will blow up, most likely wiping the raid.
Make good use of heals on non-tanks; many spells and/or class abilities present opportunities to heal the tank via another person.
Red + Black
This combination present a deal of raid damage, which is somewhat easily healed.
Stack up.
AoE the
被遗忘的无面者
s.
Use AoE heals to keep the raid up.
Purple
This will cause every raider to get a stack of
深度腐蚀
upon receiving a heal. At 5 stacks you explode, dealing damage everyone else in the raid. This should be handled by having healers only using their large heals so no detonations are triggered.
Yellow
This is the most dangerous ability, and should not be experienced unless you are going for the achievement or are doing heroic mode. This will increase the damage on the tank vastly by increasing the attack speed and damage of the boss, and will as well add an AoE component to his
虚空箭
ability.
Green
Green is only semi-dangerous. At fixed intervals the boss will target 3 raiders with acid, which will cause AoE damage in a 3 yard radius. Can be mildly dangerous since it will be experienced in combination with Red, which makes you take more damage the further away you are from the boss.
Note:
At present it is unclear whether or not the tank and melee dps can be targeted for this.
IF
they are not being targeted, it is possible for melee to stack right on the boss, making it possible for ranged/healers to move closer to the boss (making it easier to survive Red).
Blue
Blue is downright the most annoying ability. The boss will summon an add called
法力虚空
, which drains the mana of every caster in a matter of 2 seconds. The add will stay high in the air at first and then drop down close to the boss and move slowly around. This add
must
be nuked down fast so the casters, particularly the healers, can get their mana back. It is important for all casters to be within range 30 of the add when it dies, or you will not have any mana restored.
Note:
A small tip for this, is to use all raid- and personal-mana-regen cooldowns once you have been drained of mana the first time. Then take the
法力虚空
to 20-25% health. When you next get a Blue, you wait until your mana have been drained by the new add, after which you kill the first
法力虚空
to have all your mana restored.
Black
The boss will summon 6 adds that fixate on random raiders and don't have a threat table. Just stack up and AoE them down. This can be a little tricky if experienced along with Green, but the damage of the adds are not high, so don't worry if you are unable to take them all down simultaneously. If you experience this with Yellow (for heroic or achievement), it is worth to note that a 2nd set of 6 adds will spawn about midway through phase 3.
Red
At intervals the boss will target 3 random players with a fire beam, that will do more damage the further you are from the boss. This really isn't an issue, and is only mildly annoying. It can be a bit interesting when experienced along with Green, where the spreading can take you some distance from the boss, thus making this hurt somewhat.
Achievement
The
尝尝彩虹的味道!
can be completed over several kills, though it is possible to do them all in one attempt with a bit of luck on the combinations.
The Black+
Blue
and
Red
+
Green
you will most likely get over time, as these combinations can/will happen with the earlier listed kill priority.
Black+
Yellow
is a moderately dangerous combination, as the
虚空箭
gets an AoE-component on top of you having 2 x 6
被遗忘的无面者
s to damage the raid. Raid cooldowns are strongly adviced for this.
The only tricky one to get is
Purple
+
Yellow
. The tank and the raid will take massive damage, and every 5 healing spell on any given person will cause the entire raid (including the tank) to take damage. There is basically 2 ways of accomplishing this:
Chain every cooldown you have (and perhaps have a 2nd tank to switch with for extra defensive cooldowns).
Take the boss to very low health and then stop all damage on him, while you wait for the
Purple
+
Yellow
combination, taking care to handle any extra phase 3 by stacking away from the tank, so any AoE doesn't kill the boss by mistake. When the
Purple
+
Yellow
combination comes (remember they have to merge), you pop Bloodlust and nuke.
Special tips and tricks
Depending on the specs and offspecs of your raidteam, it might be prudent to get as many melee (or hunter) dps as possible for this fight, to make Blue a bit less annoying. Should you be in the position that every dps on your team are casters, you may need to change the kill order to prevent the mana-drain entirely.
The
法力虚空
will be thrown high into the air by the boss and then slowly drift down towards the raid. Either zoom far out, or use targeting macro (/tar Mana Void), so your ranged dps can start killing it fast.
You can have a
死亡骑士
using
死亡之握
to get the
法力虚空
into the raid.
A
死亡骑士
is great at tanking this boss during
Purple
, due to their many selfheals, which do not give stacks. On Heroic difficulty this becomes almost a necessity!
Heroic Mode
This becomes somewhat of a gearcheck. The boss has his health almost doubled, globules come more often (and have more health), and most of the times you will have to contend with extra adds in phase 3 as well.
Everything hurts more.
An extra globule will be summoned.
Phase 3 becomes about 10 seconds shorter.
Add combination
Kill add
Surviving adds
Tactics
Purple
Red
Black
Yellow
Yellow
Purple
Red
Black
Stack up.
AoE dps the adds.
Big single-target heals.
Yellow
Black
Blue
Purple
Yellow
Purple
Blue
Black
Stack up.
Kill the
法力虚空
.
AoE dps the adds.
Big single-target heals.
Purple
Yellow
Blue
Green
Yellow
Purple
Blue
Green
Spread out.
Kill the
法力虚空
.
Lack of adds makes this a good time to use
时间扭曲
.
Big single-target heals.
Green
Red
Yellow
Black
Green
Red
Yellow
Black
Stack up.
AoE dps the adds.
Chain personal and raid-wide defensive cooldowns. This is the toughest combination to survive.
If you are having tank-deaths on this one, you might want to try killing
Yellow
.
Purple
Green
Blue
Black
Green
Purple
Blue
Black
Stack up.
Kill the
法力虚空
.
AoE dps the adds.
Big single-target heals.
Red
Green
Black
Blue
Green
Red
Black
Blue
Stack up.
Kill the
法力虚空
.
AoE dps the adds.
Hagara the Stormbinder
Normal
Stats
Health normal
29.203k
Health heroic
41.615k
Loot
2 items
Shoulder token
Hagara is the 4th boss in Dragon Soul. You get to her by defeating the first 3 bosses, after which you can get transported from the base of Wyrmrest Tower to the top, where you find Thrall, and the 4 Dragon Aspects. After a little talk you will get ported to the
永恒之眼
, where you will fight her, after clearing some very easy trash. She has a moderate amount of mechanics, but seeing that you passed
不眠的约萨希
, this fight should give you little trouble, once you get the hang of it.
Boss Abilities
A full detailed description of all abilities of
Hagara the Stormbinder
can be found right here at the wowhead database.
Raid Setup
This fight calls for 1 Tank, 2-3 Healers (depending on gear), and 5-6 dps.
Tactics
Hagara has 3 phases that she will continously cycle through, which is basically a "Normal" phase, interrupted by either a Frost phase or a Storm phase.
Tank faces her away from the raid as standard. Rest of the raid spreads loosely around the inner platform. In this phase you get 4 seperate abilities which need to be handled.
专注打击
- handled by the Tank. Employ a defensive cooldown and kite. This will spare you 1-2 hits.
碎冰之击
- healer need to get the target of this up asap, as you can be targeted twice in a row
寒冰坟墓
- 2 people gets targeted for this, and it is
the key
to handling phase 1. Stack on the boss. Healers must top the 2 targets up, as you will take continual frost damage while trapped, and be out of Line of Sight for healing. Dps must focus nuke these down 1 at a time, employing any multitarget damage they can. Raidleader should mark 1 of the Tombs with a Skull.
Throughout the phase, 3 random people will be targeted by a blue beam. Usually the tank is one of them. Along the blue beam from outside the platform,
冰枪
s will now be thrown. If a healer or a ranged dps gets targeted you don't need to do anything, except stay spread with range 3. The lines to the tank and melee however needs to be blocked by a ranged/healer, as the Lance also slows attack speed.
This is the hardest phase by far. You get a short warning that Hagara is about to do her
寒冰暴雨
. All must immediatly run to the outer circle. Note the 4 columns outside the platform to the North, East, South, and West. You must go a bit counter-clockwise of this column. The boss will spawn 4
寒冰之潮
which are very deadly. Once they have extended all the way from the boss to the outer edges of the platform, they will start moving clockwise. To survive you must run along behind one of the waves, moving along the inner edge or you will find yourself getting gained on by the Line from behind. While doing this you must also dodge
冰锥
s which will fall quite frequently. As a final twist, the boss also spawns 4 "Binding Crystals" in the North-East, North-West, South-West, and South-East of the outer circle. These need to be destroyed while you are running, and the Frost phase will continue until you have killed all 4. Luckily there is no damage in this phase, as long as you take care not to be hit by the Icicles.
Long story short:
Run to outer circle.
Run clockwise around inner edge.
Avoid damage
Kill 4 adds
Once you've killed the last Crystal, you will again go to Normal phase, and the next phase you will get after that will always be Lightning.
Note:
Although it isn't listed in the wowhead-ability database, the boss will take double damage for 15 seconds after you kill the last Crystal. This is a good time for offensive cooldowns.
The boss will again become immune to all damage, and start to cast
闪电风暴
. Ignore the broken tooltip on this. No range from boss is needed. Again 4 Crystals will spawn, this time between the outer and inner circle, and 1 Lightning Elemental as well. The phase will end by activating all 4 Crystals:
Tank and kill the Elemental on top of 1 of the Crystals. This will activate that Crystal.
The Crystal will start to chain lightning to people who are close to it. Activate the next Crystal by having 2 people form a line from the first Crystal to the next, which will activate it. Assign 2 people to each side, so you active 2 more at the same time.
Assign 2 people to chain the lightning from one of the newly activated Crystals to the last one.
Once the last Crystal has been activated, the boss will again be attackable and take double damage for 15 seconds. This is a great place for blowing your offensive cooldowns. She will again go to Normal phase, and next phase will always be Frost.
This phase is the hardest healing-wise, as people forming the line will take stacking Nature damage. To play it safe, you might want to start out with 3 healers.
Achievement
You will definately need 3 healers for trying out
手牵手
, as you first need to activate 3 Crystals during Lightning Phase, and then cram your entire raidteam in for the final link. This will cause a good deal of damage to your raid.
As soon as the Lightning phase starts let all your healers move to the far Crystal. Stack very tightly in a line towards the boss.
Activate the 2nd+3rd crystal as normal.
1 melee and the tank run to the healers taking the last spots, so you now have a line of 5 people from the inactive Crystal to the boss.
Remaining 5 people form a line from the boss to the first activatived crystal. Start the line at the boss and then position outwards towards the active Crystal.
Blow Bloodlust as well as any defensive cooldowns (and offensive as well, as the boss will soon take double damage). Healers must really heal like crazy for this.
It is very important that the line goes straight through the boss. Attempting to do it any other way may cause the lightning to skip over someone, thus blowing the achievement.
Special tips and tricks
For Lightning phase, you can have ranged/healers pre-position themselves, so that you will automatically activate Crystals 2+3 as soon as the Elemental dies.
Play it safe on Frost phase. Better to survive and letting a Crystal live, than to die. You will get it next time around.
Ultraxion
Normal + Heroic
Stats
Health normal
48.186k
Health heroic
68.664k
Loot
2 items
Chest token
Returning to the top of Wyrmrest Temple, you need to deal with some bothersome dragon trash, after which Ultraxion, 5th boss of Dragon Soul, will appear. He is a very big dragon, and even before the pull, he will drag the entire raid into the Shadow Realm, and provide you with a new button. This fight is relatively simple, but due to the nature of the mechanics, this boss is the gear check of Dragon Soul.
Boss Abilities
A full detailed description of all abilities of
Ultraxion
can be found right here at the wowhead database.
Raid Setup
As previously stated, this fight is the gear check. The interesting thing is, that you yourself decide where you want the gearcheck to be with your setup.
The fight requires 2 tanks. If your healers are best geared, you should opt to go with 2 healers + 6 dps. The other alternative is going with 3 healers + 5 dps, but this requires somewhat good gear on your dps.
Tactics
Ultraxion will hover over the north end of the top of Wyrmrest Temple. He is rendered unable to parry to compensate melee for the inability to get behind the boss. A few abilities such as
锁喉
will be useless on this fight though. The entire raid should hug up on the northern-most point of the symbol surrounding the Dragon Aspects. Melee can easily reach from there, and
猎人
s don't suffer from minimum range issues. Most importantly, healers will be right where their Buff-orbs drop.
Start out by having the tank with best threat pull, as everyone needs to nuke from the word go. You will both get the buff
艾泽拉斯最后的守护者
, which you should make the best possible use of. As tank you have 2 abilities to be aware of:
暮光审判
Current tank pops his strongest defensive cooldown, as he must stay inside the Shadow Realm.
Non-current tank uses
英勇意志
, the extra actionbutton, to escape.
Note:
Coming back from Hour prevents you from getting aggro for 5 seconds, but after that you must taunt as soon as you can, or you will get into problems due to the timing of the next Hour with the next mechanic.
This will always target the current tank (and 1 dps).
Non-current tank taunts, and the affected tank uses
英勇意志
.
Note:
This debuff has a random timer from 5-10 seconds, so make sure to time your escape.
There is "only" 2 things for healers to deal with:
You must avoid
暮光审判
, just as the tanks do.
Make sure that the tank that stays in the Shadow Realm is topped off as he will take a huge hit.
Escalating raid damage from
不稳定的畸变体
.
It will deal 300k damage spread between everyone every 6 seconds, but for each minute that passes, he will cast it 1 second more often. Thus 4 minutes from pull, you will need to heal 300k every 2 seconds!
Fortunately the Aspects will help out. During the fight they will drop a Red, a Green, and a Blue glowing orb (which you pick up by clicking on it) close to where you stand:
First up is Red,
生命赐福
, which your raid-healer picks up.
Next is Green,
梦境精华
, which makes your tank-healer heal everyone!
Lastly you get Blue,
魔力之源
, which your 2nd raid-healer takes if you have 3 healers. Otherwise the Raidhealer with Red buff, switches to Blue.
Dps also have just 2 abilities to contend with. Both are mentioned for Tanks, and are handled very simply by dps. Press
英勇意志
when the
暮光审判
is about to hit, and a second before your debuff from
runs out if you are affected.
时间扭曲
is best used when the boss is below 35% (for those dps classes that benefit from extra damage from that) and just
after
the boss has cast
暮光审判
to maximise uptime, but it is mostly used to give healers a chance to keep up with the insane AoE damage towards the end of the fight.
Achievement
Doing
末日警钟
requires a 3-4 people with abilities that makes them immune to damage, such as
寒冰屏障
(see Special Tips & Tricks below for full details). It is very simply executed. The tanks each soak a
暮光审判
. The remaining casts will be soaked in pre-determined order by another raid-member.
If you run with 5 dps, you will certainly have a total of 6
暮光审判
. If you have 6 dps you may be able to get only 5.
If your damage on the boss is good, you can of course opt to sacrifice a dps during his final cast.
Special tips and tricks
For first training on this fight, you can benefit from bringing 3 healers, to better allow for personal mistakes, and to get a hang of how things are without stressing too much. When you have the fight under control, you can better see, whether 2/6 or 3/5 are the best setup for you.
It should be noted that a holy
圣骑士
can pull insane numbers by spamming
under effect of
魔力之源
.
There is a certain latency for mouse-clicking the new Action Button for
英勇意志
. If you choose to mouse-click it, you should always press it
at least
2 seconds before needed. If you wish for it to be on your hotbar, you can macro it with:
/click ExtraActionButton1
This will automatically stop any casting you are doing, and is as such instant, and you can use it up to ½ a second before needed to optimise your dps.
Either to help your healers out, for the achievement, or for heroic mode, you can opt to have players "eat" an
暮光审判
, meaning that everyone else leaves the shadow realm, and you use an ability to counter it.
A
法师
can survive with
寒冰屏障
. If specced Fire you also have access to
灸灼
.
Note:
Using both of these abilities will fail the achievement.
A
圣骑士
can survive (or help another survive) with
保护祝福
.
Shadow
牧师
s can easily survive through
消散
.
A
死亡骑士
can survive through
反魔法护罩
or
反魔法领域
if so specced.
A
猎人
can survive by using
威慑
.
A
潜行者
can survive by using
暗影斗篷
.
You can have someone eating it without any protection (thus dying) and then Battle Resurrect him if you have someone with this ability in your raid
Heroic Mode
Naturally everything hurts more.
Very important: The cast of
暮光审判
is a lot faster now, and it is now cast every 45 seconds. Be ready!
Each
暮光审判
now need to be soaked by 2 players each time.
Soaking now gets you a 2 minute debuff, preventing you from soak another
now affect an extra dps for a total of 3 players
Note:
Each player will have a seperate timer of 2, 5, or 7 seconds. Be ready!
You need to make an advance plan for eating the
暮光审判
. Each player can only take one every 2 minutes. Since it is cast every 45 seconds, it means you will need 3 teams. Due to enrage timer, Team 3 will only be active twice, while the others can get 3 turns.
Team 1 = Tank A + someone with a 2 minute defensive cooldown.
Team 2 = Tank B + someone with a 2 minute defensive cooldown.
Team 3 = If you have 2 extra players with 2 minute defensive cooldowns it is easy. Otherwise you can rotate who is on this team.
For instance you could have Player X + Y the first time around, and Player X + Z the 2nd time.
Warmaster Blackhorn
Normal
Stats
Health normal
17.522k
Health heroic
30.170k
Loot
2 items
Head token
The 6th boss of Dragon Soul will engage you while you are flying the
联盟
gunship. At first he will shower you with adds, but after a certain while, you will face him directly. The fight is relatively complicated, and is a check of your raid awareness.
Boss Abilities
A full detailed description of all abilities of
Warmaster Blackhorn
can be found right here at the wowhead database.
Raid Setup
This fight calls for 2 tanks, 2 healers, and 6 dps (at least 4 of which should be ranged). You will want at least 1 melee dps with a stun, and bringing a
猎人
and/or a
死亡骑士
makes this fight a lot easier.
Tactics
This fight has 2 phases. First phase is handling the swarm of adds, while second phase is killing the boss along with his Dragon. Use the markings in the floor to assign 4 areas: Forward Left, Forward Right, Back Left, and Back Right.
The purpose here is to survive the waves of adds, while also preventing your ship from being destroyed.
Assign 1 tank and 1 melee to each of the Forward areas.
Assign 2 ranged and 1 healer to each of the Back areas. Within your own areas you to be loosely spread to avoid damage from
.
There will drop 2 adds, a
暮光邪刃者精英
and a
暮光斩杀者精英
from time to time. Each tank picks one up, and on following waves you switch what kind of add you tank, as their respective debuffs otherwise stack to lethal levels.
The
暮光突击幼龙
s that drop of the adds will do 2 things:
They will fly off and cast
.
If it lands in your section, your assigned team must all stack on the area to help split the damage. Do not attempt to solo-soak these unless you got a cooldown to prevent you from being one-shotted.
You need to soak many of these to avoid getting your gunship destroyed but not all.
From time to time they will be hit by a harpoon and dragged into range of the ship. Ranged dps switch to these, unless you still need to kill off the Twilight adds before a 2nd set is flown in, or unless a Sapper is up. Feel free to use short cooldowns on these, as killing them will reduce the amount of areas you need to soak.
There will frequently be dropped a
暮光工兵
, which is basically a suicide bomber. He stealths immediately after landing, and doesn't reappear until he is halfway to the bridge.
Nuke
him asap or your ship will loose 20% of its health, most likely leading to a wipe.
Often coinciding with a Sapper, the boss' Dragon
格里昂纳
puts a larger AoE area on the ship called
. Everyone
must
stack for this, excluding your stunner if a Sapper is up. Raidwide cooldowns are well used on these.
Note:
Phase 2 starts when you have killed the 3rd pair of
暮光突击幼龙
, regardless of how many other adds are alive.
The boss will jump down on the ship, where a tank picks him up, and take him roughly to the middle of the ship, though a bit to the forward right. The dragon
格里昂纳
will position himself on the forward right, out of reach of melee.
All ranged dps move to the Forward Right section and nuke the dragon.
You will need to avoid
暮光烈焰
areas that are put down on a random raider by
格里昂纳
.
Most lethal is the boss' ability
震荡波
. This will cover a huge cone-shaped area of the ship. The cast is really fast so everyone needs to
MOVE
very fast or you will more or less be one-shotted.
This is the reason you want the boss as close to the ranged group as possible, so they have shorter distance to run. Do take care not to place him within range 10 as he then silences casters with his
.
Note:
The area affected is currently
much
bigger than the animation seem to indicate. You need to be well clear.
Tank switch first at 2 stacks of
毁灭打击
, and then every time the debuff falls off.
All melee should be taking it very easy on the boss while the dragon is still up, as the boss' damage increase by 1% for each 1% health he has lost.
After the dragon has died, you move the boss to the center, and spread everyone all the way around to ease the number of people affected by the shockwave. Bloodlust near the end, so healers can keep up with the damage.
Achievement
While doing
甲板防御者
sounds simple, it really isn't. None of the
s can go un-soaked, which means everyone really need to be on their toes. It will also represent a much bigger drain on healer mana. Do not bring an extra healer for this. The best way to minimize the damage is by preventing them being cast by focusing the dragons down.
Special tips and tricks
A
猎人
is awesome for uncloaking the Sappers fast via
照明弹
. They are of course also great for slowing the Sapper with traps.
If you have a Sapper close to the bridge, and
is put down in your Forward Area, then have someone with an immunity ability like
寒冰屏障
solo-soak it, while the rest of the raid finishes off the Sapper.
But better yet you can have a
死亡骑士
死亡之握
the Sapper into the Onslaught area.
Spine of Deathwing
Normal
Stats
Health normal
Not applicable
Health heroic
Not applicable
Loot
2 items
0 tokens
You jump of the gunship down to
死亡之翼
's back, where you need to pry off 3 Elementium Plates, enabling
萨尔
to finally blast him out of the sky. This is a somewhat complicated fight taking place in very tight quarters, and you need good awareness as well as amazing burst dps to get safely through it.
Boss Abilities
A full detailed description of all abilities of the
Spine of Deathwing
-encounter can be found right here at the wowhead database.
Raid Setup
For this encounter you need to bring 1 tank, 3 healers, and 6 dps. Having a plate-wearing dps helps out.
Tactics
You parachute down to the center of Deathwings spine. All ranged and healers must stay on the spine itself or else Deathwing will turn to throw you off. You will use this ability against him throughout the fight. You start the fight with 4
腐蚀之触
up, which looks like fiery tendons protruding from Deathwing's back. Each are able to channel a stun called
灼热之握
. Throughout the fight healers need to put heavy heals on individual raiders targeted by
灼热血浆
in order to dispel the effect.
Start by killing off 3
腐蚀之触
s to reduce the number of stuns
This will cause 3
丑恶的融合怪
to spawn in their place which the tank must pick up.
Everyone then stacks in the hole left behind where you killed the
腐蚀之触
. You will be secured by
from standing in the hole, and Deathwing will roll to the side, tossing off all the
丑恶的融合怪
.
Everyone moves back onto the Spine leveling the boss out.
Kill of the remaining
腐蚀之触
. Another will spawn from one of the other holes, but you need the
丑恶的融合怪
to help blast of the Elementium plating. Tank the new add as far down Deathwing's back as you can.
Have your plate dps pick up any
堕落熔岩
and tank them somewhat close to the
丑恶的融合怪
.
Take the
丑恶的融合怪
to low health, while killing off the smaller adds close to it.
When it falls below 10% health then the tank kites it over the corpses of the small adds, stacking a buff on it that causes it to do more damage via
吸收之血
.
At 9 stacks it will hit very hard as well as do an AoE-pulse. You must allow it to get 9 stacks before you kill it. Having the
丑恶的融合怪
getting a
超热之核
and then killed near the plate, will cause the plating to tear loose
Periodically the
腐蚀之触
will channel its
灼热之握
, which your dps must break by damaging it about 100k.
As soon as the
丑恶的融合怪
explodes you will see a new add called
装甲板连接束
.
It will attempt to
装甲板自我修复
which you must interrupt by nuking it down. It has 2.700k health, and you have very short time to kill it. All dps cooldowns should be used for this. Should you fail to do so, the plate will fasten again, and you need to start over.
So far I have personally seen this fail twice. One time the
装甲板连接束
had full health again; the other time its health was at the level it was when it managed to seal the breach. Which of those 2 attempts were bugged I cannot say. Info from
darkdoug19
indicate, that there may be a
装甲板连接束
on either side, and which will be exposed depend on what side you have your
丑恶的融合怪
explode. So if for some reason you fail to kill the Tendons, try to make sure that the next add explodes in the same side.
After getting a Plate off, you will have 2 new
腐蚀之触
growing up in the new area (your arena just got a bit bigger), as well as the surviving one from last phase. Start again from the first step. You have to blow off a total of 3 Plates. It is appropiate to pop
时间扭曲
just before the last
装甲板连接束
spawns.
Achievement
Getting
也许我们能晃晕他……
is somewhat simple. Make sure you stack on Deathwing's left side, the first time you want to shake of the adds. Then immediately stack on the opposite side to make him roll right. After blowing off the first Plate, you again stack on the left. After blowing the second plate you of course stack on the right.
Special tips and tricks
To optimize the dps on the
装甲板连接束
, it is advantageous to use the cast time of the
丑恶的融合怪
s
核能冲击
to kill off the remaining
腐蚀之触
, so it won't stun one of your dps.
You can further optimize dps by having a target macro:
/tar Burning Tendons
/cast (name of your primary damage ability)
Make sure to pop your dps cooldowns prior to the
装甲板连接束
spawning, so you don't waste a valuable Global Cooldown on that. You
will
need every second!
Madness of Deathwing
Normal
Stats
Health normal
108.052k
Health heroic
123.318k
Loot
2 weapons
0 tokens
As it very surprisingly turns out, Deathwing survives getting blasted out of the air, and landing in the Maelstrom. The time has now come to finish him off once and for all (or until the next raid lockout at least). This fight is divided into 5 parts; first you have to clear the 4 platforms after which you close the show by killing off Deathwing himself. Mechanics-wise this is very fittingly the most complex fight in the Dragon Soul raid, and it also represents somewhat of a gear-check, with huge spikes in incoming single target damage, periods of increasing raid damage, and periods where burst dps is greatly needed.
The fight starts out by Deathwing making his appearence causing
萨尔
to
星界传送
out of there. Deathwing's head will hover above the Maelstrom, while 4 of his Limb Tentacle will come crashing down on the 4 platforms. Each platform is guarded by one of the Dragon Aspects, who grant your raid 2 buffs each. Standing on the platform will cause Deathwing to attack it, and you must clear said platform of all enemies, which will take 20% of Deathwing's hp. At 20% remaining health (when all 4 platforms are cleared), Deathwings head will slump down next to the platform where you initially arrived, and you will face new mechanics in order to make the kill.
Boss Abilities
A complete discription of all the aspects of the
Madness of Deathwing
encounter can be found right here at the wowhead database.
Raid Setup
While there may be many setups for this fight, we found that the easiest approach is by using the standard setup: 2 tanks, 3 healers, 5 dps.
Tactics
First phase is clearing the 4 platforms, and as such it repeats itself 4 times, with the little twist, that when you have cleared a platform you will loose the buffs provided from the Aspect of that platform. Decide before the pull in which order you do your platforms. We found the easiest approach to be:
Green
,
伊瑟拉
->
Red
,
阿莱克丝塔萨
->
Yellow
,
诺兹多姆
->
Blue
,
卡雷苟斯
.
Everyone starts by damaging the "Limb Tentacle".
Starting tank positions himself on the opposite end of the platform.
Mutated Corruption spawns
Tank picks it up.
All dps switch to this target and use short cooldowns to burn it.
Tanks use a defensive cooldown (+
进入梦境
on first platform) when it casts
穿刺
.
Switch tanks at this point.
Everyone makes sure that no one else stand between them and the
变异的腐蚀
, as it frequently casts
重碾
.
With training it is possible that only person is damaged by each
重碾
.
Deathwing casts Elementium Bolt
All dps switch to kill the
源质箭
.
The Yellow sphere on the platform will slow it considerably, so you should have time to kill it.
If you have already cleared Yellow platform:
Everyone but the tank need to move to the far end of the impact point (swirly thing on the ground).
Tank need an extra cooldown to survive.
Use every raid and personal defense cooldown available.
Nuke it down within 5 seconds or it will pulse again, wiping the raid
Finish off the
变异的腐蚀
.
Switch dps (and tanks) back to the Limb Tentacle.
Everyone make sure to stack up, inside the Yellow sphere if that platform has not yet been cleared.
The more damage the Limb Tentacle has taken, the more AoE damage the raid takes from
燃烧之血
.
At some point (on a timer) Deathwing casts
出血
which causes several
再生之血
to spawn.
Handling Regenerative Bloods
The
再生之血
s need to die before they get 100 energy, or they will heal to full health.
As their attack stacks a debuff on their target, it is important they die fast.
When the Limb Tentacle reaches 66% and 33% health, it will grow many small tentacles called
灼疮触须
.
Note:
The Journal and wowhead erroneously list this as happening at 75%/50%/25%.
Handling the Blistering Tentacles:
As long as Red platform is not cleared
阿莱克丝塔萨
will kill them for you.
If Red platform has been cleared, you must single target kill them all.
They stack increasing fire damage and need to go down fast.
At at certain point Deathwing will start to cast
大灾变
, after which you have 60 seconds to clear the platform or the world ends(!).
Finish off the Limb Tentacle.
Go to clear the next platform.
Phase 2 starts a few seconds after the 4th platform has been cleared, and will take place on the Green platform. Deathwing will be down on the ground between Green and Yellow platforms. This phase is relatively simple, and once you're able to reach this phase stabily, you will have yourself a kill shortly after. You will have to deal with 2 sets of adds, and then have a grace period where you nuke Deathwing. This will keep rotating on a timer until you make the kill.
First up you get 3
源质碎片
.
They are small tentacles errupting from the ground, and do not need to be tanked.
They need be killed fast as they start casting
碎屑
.
Affected players get a debuff that shows how long until they are hit.
The players must use the ExtraActionButton
进入梦境
to survive.
Next you get 2
源质恐魔
.
Tank these inside the Yellow sphere to slow their attack speed.
Switch tank when the adds have about half health remaining.
They stack
破伤风
, so you will need to use defensive cooldowns for this.
Kill them off one at a time.
Finally you can switch to kill Deathwing.
He will do an increasing AoE damage on the entire raid as his health gets lower.
After the 2nd set of adds, you blow
时间扭曲
and nuke Deathwing down.
If a 3rd set of
源质碎片
spawn, you just ignore them, except for affected players using
进入梦境
of course.
It is important that everyone understands exacly how the loss of the buffs will affect the raid.
Healers will loose their +20% healing done buff.
Everyone loose their ExtraActionButton
进入梦境
, which will make the tank healing more challenging.
Everyone loose their 20% bonus to max health, which makes tank death more likely.
You have to single target kill a lot of small adds, which means a lot more healing is required as well.
as well as having lost Green buffs:
Healers will loose their +20% healing done buff.
Everyone loose their ExtraActionButton
进入梦境
, which will make the tank healing more challenging.
Everyone loose their 20% haste bonus.
You will take an extra huge AoE hit, which you need healer and personal cooldowns to counter.
as well as having lost Green and Red buffs:
Everyone loose their 20% bonus to max health, which makes tank death more likely.
You have to single target kill a lot of small adds, which means a lot more healing is required as well.
Healers will loose their +20% healing done buff.
Everyone loose their ExtraActionButton
进入梦境
, which will make the tank healing more challenging.
Note:
As you should do this platform last, you will never actually loose these buffs. This info is included only for completion (if you should choose another order, or are attempting the achievement).
Everyone will be doing 20% less damage.
Everyone will do significantly less AoE damage.
Achievement
Doing
多彩勇士
requires at least 4 kills of Deathwing, since it each time requires you to start out on different platform.
Note:
This is pure theory, as I have yet to try the other combinations.
This is the "normal" kill, and as such is described above.
The 2nd easiest kill will probably be starting out on Red platform. This will put a bit extra strain on your dps, as they now need to kill more
灼疮触须
, and on your healers as well as they need to heal the
炽热
.
Starting on Red
This will be the same as normal, as all your buffs will always be up on the first platform.
Going to Green
You will need to kill the
灼疮触须
.
Make sure to take full advantage off having
进入梦境
available, especially on the last set of adds, to save your healers some mana
Going to Yellow
Since both Red and Green are down, you revert to your normal tactics.
Finish on Blue
Since Red, Green, and Yellow are down, you revert to your normal tactics.
Starting out on this platform will put a huge strain on your healers and tanks, as the
源质箭
will be allowed to hit on 3 platforms. In order to survive this, it will most likely be necessary to finish up on Green. Alternately you can take Green as 2nd to last, and finish of on Blue as per normal. Not finishing up on Blue also requires your dps to deliver far greater numbers.
Starting on Yellow
This will be the same as normal, as all your buffs will always be up on the first platform.
Going to Red
Use the
进入梦境
to survive the impact from the
源质箭
.
Keep taking advantage of
进入梦境
, as you handle the rest of the platform as per normal.
Going to Blue
Use the
进入梦境
to survive the impact from the
源质箭
.
Keep taking advantage of
进入梦境
, as you finish the platform as you would normally handle the Blue platform.
Finish on Green
Use the
进入梦境
to survive the impact from the
源质箭
.
You will most likely need to use single target dps to kill the
再生之血
before they regenerate their health to full.
Most likely it will be a good idea to divide your dps into 2 teams, where each teamleader get to mark an add for their team.
You will most likely need to use
时间扭曲
on this platform in order to beat the timer on
大灾变
.
This will most likely be the hardest way to go. Loosing 20% dps as well as the extra AoE from
织法
will require your dps to deliver extreme numbers on 3 platforms. They way to compensate a bit for this will be finishing on Red, as this will mean you never have to waste dps on the
灼疮触须
s.
Starting on Blue
This will be the same as normal, as all your buffs will always be up on the first platform.
Going to Green
Divide your dps into 2 teams.
Assign each team a leader and give them Assist.
When the
再生之血
spawn, each teamleader marks an add.
Each team single target take down their add.
Rinse and repeat until all adds are down.
Going to Yellow
This is handled as you just handled the Green platform.
Finish on Red
Employ the same defensives as you normally would on a Blue platform against the
源质箭
.
Handle the
再生之血
as on the previous 2 platforms.
Special tips and tricks
The main 2 things to succesfully defeating this encounter are your ability to survive 2
穿刺
on each platform as well as being able to survive the impact on the last platform.
Most importantly: Tanks and healers need to train in coordinating the defensive and healer cooldowns on the
穿刺
.
An extra tank/healer cooldown should be available for the Blue platform to survive the
源质箭
.
Alternately you can have a
死亡骑士
put up a
反魔法领域
on the tank for the
源质箭
.
You should as much as possible bring a
术士
,
德鲁伊
, and/or
死亡骑士
to have a combat resurrection available for the
源质箭
.
Assign a predetermined order in which to kill the
源质碎片
in phase 2. We use left-to-right (Blue platform = rear, Deathwing = forward)
As
织法
causes you to AoE on range 6, all ranged dps should stay within range of the Limb Tentacle while killing the
变异的腐蚀
.
I will recommend reading the
Raid Cooldown Guide
to make a solid plan to survive the Blue platform.
{/tr]
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评论
评论来自
Elfeaterdk
This is my biggest guide yet.
I will admit that most of the text is directly copy-pasted from my earlier raid-guides, but some is new as well - updated with more current info.
A work of this magnitude is sure to have some serious flaws, despite my best efforts to weed them out, so please help me by commenting on mistakes.
Hope you enjoy :-)
评论来自
asakawa
Good job!
Epic Guide
(##RESPBREAK##)8##DELIM##asakawa##DELIM##
评论来自
929742
1 word : awesome :D
评论来自
539323
Well formatted, correct info, wonderful screen shots. As the man said, Awesome. This is what the Wowhead "Encounter" sections for each boss fight should have been, rather than a hard to read list of abilities. Bravo.
评论来自
saras393
Awesome job! I have put a link to this guide on my guilds website. Very well done...I refer to it all the time.
评论来自
magicsimon
Looking great dude!
You have improved loads since the first one!
Nice little feature with the boss pic in the corner along with the stats.
About repeating stuff, then I can only say that it was the reason I created the
Guide Templates
. Speeded things up for me atleast (thats one person it helped then haha). Actually I wouldn't even have noticed, if you hadn't mentioned it!
Suggestions:
I think you can put each of the boss fights into another tab. I find the tabs great for reducing the guides to 1 page, so no scrolling is needed and the user can quickly open what he/her needs. They also seem to replace the ToC in that way. But only the stuff about the fight i think, like having the boss stats picture centered and a bit larger, then below the tab there could be achievements etc.
Using colors is great for highlighting and looks, but when getting to the size that the guides have now, there has to be some kind of structure. This will also make it look a bit more systematic and the colors will then have full effect. Atleast thats the purpose hehe. Just started to do this myself, so can't say much that is certain
Considerations:
Now that you merged normal and heroic into one, then maybe you could put the heroic parts as togglers in the normal guide? Hmmm... might be to messy in the long run though.
A thing I am currently trying out is implementing GIF pictures (or videos that do the same) to show movement during the fight. Hagara HC - Ice phase and Lightning phase to name one fight. Ofcourse there should also be a video link if the GIF aren't visually enough.
I am on my internship at the moment, so don't have that much time for fiddling with guides.
Hope you can use any of it or got some new ideas!
评论来自
MasterGaming101
Dude thank you so much for this guide...My guild is attempting this raid again saturday and Zon'ozz and a few other bosses kept giving us a hard time!
Very professional and great guide! Bet it was a while to make
评论来自
Whoisthiscook
Great work with this great guide! This guide will help many guilds (including mine).
评论来自
magicsimon
Hey Elf (btw. I'm danish too:D)!
I can tell you to stick the toggler idea where the sun don't shine :D
I know i came up with it and I gave it a shot myself as well. At some point I "compiled" the code to do a preview, but I didn't notice that I had made a minor error in two lines. After that, no toggler worked in any way and there was just a tab constantly getting repeated all the way down the guide. After 30 mins of deleting small parts all the time, I was pretty much back at the beginning...Guess the error resultet in some other errors which I didn't have control over or a chance to fix it.
You got the color thing implemented fine. Keeping it simple and not sparkling as a christmas tree:D
I have used a GIF image in one of my last guides. Think it was Hagara HC.
IceWave GIF
from the Hagara 10 man HC fight.
What I meant about putting everything in tabs was a bit like I have done it on
Hagara 10 man HC
. I have put a bit too much into them though, but I was trying some stuff out. Either do pictures smaller or place them outside:D
The idea behind doing it this way, is having each of the little tabs have a Header as a name i.e. Raid Setup, Phase 49, Achievements etc. This way you shorten the space needed for each guide so there aren't any need for scrolling down. You also keep the structure simple, by having a kind of ToC going horisontal. Now if you then want to add a HC guide to the normal guide, then its just to add another tab (maybe copy paste a bit from the normal guide for re-use purpose hehe)
About the creation of GIF images, then I just used my image browser which is called FastStone Image Viewer (think its version 4.2). It's quite simple how you do it. It's just creating each image yourself, then use the tool for creating multiple pages. You just need to set the time interval on how long each image should be shown, hight and then create (make sure the images have the same hight, else it might not look that great) .
Don't if that answered any of your questions/suggestions. I have done the first five bosses on HC in DS 10. Ultraxion's tactics are quite simple, but hard to have 10 man follow them with out any mistakes hehe... So hard to push that button:D
评论来自
Edeadda
very nice guide was looking for something like this awhile back, the one thing that always stopped my 10m pug grps was
http://www.wowhead.com/npc=55308#encounter
for some reason no matter what grp or combo i tried with we always were stuck on him guess thats the price i pay for being on a under pop'd non raiding server lol still have yet to take him down outside of lfr lol maybe sometime soon lol
评论来自
magicsimon
There have been many raid grps which did the bosses in the normal order. This is not needed actually. We found Hagara and Ultraxion easier than yor and zon. Yor and zon just needs really great understanding of the fights and unless you have an awesome grp with great gear, there will be needed some sort of timing on when different ppl uses their CDs!
We lowered the amount of hits by the orb to 5 or 7, then stacked and the middle when light goes out :) wait a couple of seconds and then attack outwards in 3 teams. Killing all the frails first and then eyes.
评论来自
Elfeaterdk
Hi guys.
Sad news (from my perspective):
After realm xferring (after my old guild died), I went to my new guild (who were 6/8) and advanced with them to 8/8. Was a very great experience. Sadly now, the summer attrition + people getting fed up after clearing content + Diablo3 all means that this guild has died as well.
I may spend some time finding a new guild again, but all in all this has meant that I don't really feel like updating this guide.
So for future reference:
a) the stats for bosses are on 15% nerf
b) there are no current plans from advancing the guide to 8/8.
Thank you all for the comments. Cya in Mists..
评论来自
magicsimon
I will add some quick pointers for the two next fights then:
Ultraxion 10 man HC:
Have three groups consisting of two DPS in each of the groups. Healers and tanks should not be used. Make sure that the ones soaking, have an ability that can make them take less damage from the 300k shadow damage they each get (it cannot be resisted). A dps feral druid can respec to have the damage reduction in bear form, but there are many ways to sort it.
The amount of time you have to push "the button" is also reduced. Normal Twillight is 4 seconds, which means that you should hit the button when the warning comes. The DPS will have to be very aware of the Fading Light, since the time is between 5-10 seconds (feels like 3 seconds sometimes ). I usually press the button with 3-4 seconds left.
Bloodlust after first Hour of Twillight seems to be the best (all are alive and reaching the seconds phase faster means less overall dmg done to the raid).
Using an addon that counts down the different stuff, makes it alot easier. I used DBM and BiggWigs.
Good luck:D
评论来自
magicsimon
Blackhorn 10 man HC:
This is really a DPS coordination fight.
If having 2 melees or more, then split it like this:
Melees kill the Dread Elite, last dragon and last elite.
Ranged: Kill the first dragon, last dragon and last elite.
Coordinate the DPS uses of CDs so, that one ranged and one melee are using one each time.
Thats it for now:D
Good Luck!
评论来自
jenci996
I just met the requirements for LFR today, and now gearing for Normal then HC. Thanks for this Epic Guide. :)
评论来自
936791
Today at 10 a.m. I will be tanking DS for the second time in my entire life, and doing so with the help f your guide. Thank You and Long LIve WoW, and Hail Odin, Hail Cyndyr Kryll.
评论来自
792241
Thank you so much for this!
Keep the good work going:)
评论来自
927232
Wish after killing deathwing we could get a deathwing mount.
评论来自
RealUnimportant
Every guide I've read omits one key piece of information -
WHICH plate(s) you need to blast off on Deathwing's Spine
. It's the ones towards his head. Each time you get the blast to go off & reveal Burning Tendons, once the tendons are destroyed the plate falls off and 2 more Corruption tendrils appear. You need to repeat this 3 times.
I just tried to duo this, and we both kept getting stunlocked from the tendrils; my partner suicided and from then on there were no more stuns, making the job much simpler. I just stayed relatively near the middle of the spine, and danced from one side to the other when the alerts came up. When the nuke was about to go off, I gave myself a quick break by standing in a tendril pit and nuking the tendons from a distance. But the key was realising which end we needed to attack, hence the post - I wasted 2 good nukes on the wrong plates!
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