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The Arcway - Mythic Keystone Strategy Guide
来自 Squishei
[Last Updated]:
2017/08/01
补丁:7.2.5
目录
评分:
Welcome to the Arcway M+ Guide. This guide will assume that you have a basic understanding of the mechanics of the trash and bosses that are outlined in
our Arcway Dungeon Guide
. This Guide will go over common routes to achieve trash count, indicate for difficult trash packs at high keystones and provide tips for affixes.
Composition
When doing high keystones in the Arcway we would recommend the following things in your composition:
Druid
- This class can allow the party to skip past difficult trash.
Death Knight
- Death Knight's
死亡之握
is useful with all the casters in this dungeon. It is also the only ability to interrupt the deadly spell
末日预言
.
Offensive Purge
- Arcway trash has many creatures that are deadly if not purged. Bonus if you bring a mage with
法术吸取
.
Interrupts
- The shorter the cooldown, the better. Arcway has lots of things that you want to interrupt.
Route Advice
There is one major skip that can be used in the General Xakal area. It is normally only used when you get the path that takes you to Ivanyr first.
This skip requires a Druid.
When coming from Nal'tira's room, clear the first pack and the Seer.
The Druid can then Stealth from this point all the way to the ledge.
The rest of the group should die nearby to trash and the player up top should resurrect. If you are not using a Resto Druid, you'll have to die in range of the resurrect spell.
This will skip most of the Demon trash and players can make up the Mob Count on easier withered packs.
The location of the Arcway Skip.
After clearing all the bosses, if players need more trash count, clearing Withered packs are the easiest way to safely get more Mob Count.
Mob Count
Arcway requires 392 points worth of mob kills. On Teeming, Arcway requires 466 points worth of mob kills. Below is a table that shows you the value of each creature.
不稳定的软泥怪
,
不稳定的小软泥怪
0
虫语清道夫
,
魔化巢蛛
,
法力浮龙
,
天灾鼠
1
枯法法力怨灵
6
酸蚀胆汁
7
恶魔卫士毁灭者
,
被遗忘的幽灵
8
痛苦女祭司
10
All others
4
Grand Hall
The
不稳定的融合怪
encountered at the start of the instance can be some of the most lethal trash in the dungeon on high keystones due to their
软泥爆炸
spell:
软泥爆炸
cannot be interrupted using kicks, but can and should be interrupted using stuns and displacement abilities such as
死亡之握
.
Unlike other creatures, displacing the
软泥爆炸
will put it on cooldown, rather than make it cast it again.
Alternatively, ranged and healers can simply outrange the spell as it only has a 15 yard range.
A single missed cast will unlikely to be fatal, except on extremely high keys, but multiple in quick succession will be fatal.
This will become very difficult after the first split, since all 4
不稳定的软泥怪
will also be casting the ability.
It's worth noting that only the original
不稳定的融合怪
will provide trash count for the instance.
不稳定的软泥怪
and
不稳定的小软泥怪
spawned from a split will not provide trash count and on high keys one of the following methods may be useful to avoid dealing with the increasing number of
软泥爆炸
casts.
If you've already broken both the
不稳定的融合怪
s in the pack, you may run out of the instance to avoid fighting the
不稳定的软泥怪
and
不稳定的小软泥怪
altogether.
Alternatively, if you're starting to wipe, if all players are dead after the initial split, then any remaining
不稳定的软泥怪
and
不稳定的小软泥怪
will also despawn.
The Withered packs are relatively simple and an easy source of mob count in the dungeon.
Make sure that
虹吸精华
is kicked or dispelled as it deals a massive amount of damage.
Be careful not to move the withered on top of your healer and casters when they die, as they will spell-lock any caster for a couple seconds if they are currently casting.
The
被遗忘的幽灵
can be handled no differently on high keystones, except every missed
折磨
kick will be more deadly.
If you lack kicks, players can line-of-sight the cast to avoid taking the damage and healing reduction debuff.
不稳定的融合怪
and the
不稳定的软泥怪
s will
激励
additional mobs.
不稳定的小软泥怪
will not trigger any
激励
.
In the second pack with
酸蚀胆汁
, the
酸蚀胆汁
should be killed before the other slimes split rapidly and bolster
酸蚀胆汁
to an insane health pool.
There's a mini-RP event where the slimes will kill two Withered. If you engage the slimes before they kill the Withered, the Withered dying will trigger two stacks of
激励
on the remaining pack. Approach to trigger the RP, without engaging in combat, to avoid extra stacks of
激励
.
Every form of slime's melee attacks will trigger
死疽溃烂
and assuming a relatively even split, there will be 8
不稳定的软泥怪
meleeing the tank a time, followed by 32
不稳定的小软泥怪
.
While they die quickly, on high keystones, they will melee for a non-trivial amount and your tank will likely be unhealable at this point.
It may be worth just running out of the instance after the first split, as stated above, to avoid having issues with
死疽溃烂
.
Any successful
软泥爆炸
while under the effects of Raging will likely be fatal or very close to it. As the slime gets lower it's important to save any stuns and displacement abilities to ensure this doesn't happen.
Similarly, you will want to make sure that you have as many kicks as possible once the
被遗忘的幽灵
becomes Raging to avoid immense damage from its casts.
不稳定的小软泥怪
will not trigger Sanguine.
Due to the cramped area of the initial area, try to kill the slimes net to a wall to have as much room as possible.
The Teeming modifier will spawn an additional
不稳定的融合怪
in the first pack.
This is another slime where you will have to interrupt the
软泥爆炸
casts or risk wiping.
重伤
will be triggered by every cast of
软泥爆炸
or
折磨
making any casts of the spell even more deadly.
This makes catching up after a missed displacement or interrupt even harder than before.
不稳定的融合怪
and
不稳定的软泥怪
s will all afflict players with
爆裂
.
不稳定的小软泥怪
will not trigger
爆裂
.
If all the slimes are AoE'd evenly, this will cause a problem as it will afflict players with up to 8 stacks of
爆裂
.
It's important to stagger the split of the slimes to avoid stacking
爆裂
too high.
General Xakal
The General Xakal fight is very straightforward, except his abilities will do a massive amount of damage on high keystones:
Getting hit by
暗影鞭笞
or standing in a
邪能裂痕
is likely to be a one-shot, so make sure to look at his purple swipes to determine the direction of the spell.
邪恶重击
will do a massive amount of damage to the entire raid and defensive cooldowns should be used for this ability.
If knocked back into other mechanics by
邪恶重击
it is likely to be fatal.
For some reason,
邪恶重击
can be dodged preventing the damage entirely. A well timed
闪避
or
刃舞
can reduce the damage completely.
Unfortunately, there is no good time to reset
死疽溃烂
stacks on this fight.
The best you can hope for are using dodge/parry related abilities such as
恶魔尖刺
or
符文刃舞
and hope to avoid enough melee swings for the debuff to fall off.
Each melee swing of a Fel Bat will also apply
死疽溃烂
. It's important that these are stunned and killed as quickly as possible since Necrotic is already tough on this fight.
Otherwise, the best way to deal with Necrotic is simply to kill the boss!
There may be some leftover Sanguine puddles from the trash before General Xakal.
Be careful not to kite the boss into them, and avoid standing in themselves to avoid taking extra damage.
Every
邪恶重击
will trigger
重伤
and make your healer have an even harder time catching up before the next cast of
邪恶重击
.
Use defensive cooldowns and self heals to help your healer remove
邪恶重击
faster.
Trash to General Xakal
The
愤怒卫士邪刃者
are not deadly, except for their
灼热伤口
ability.
Players under the affects of
灼热伤口
should considering using defensive cooldowns.
If targeted by multiple
灼热伤口
, it may be worth using an immunity to remove the damage completely.
艾瑞达混沌使者
can be very deadly depending on how many interrupts your group has. You want to kick almost every cast on the
艾瑞达混沌使者
but won't have enough, so your group will have to prioritize.
A mage can cast
法术吸取
on
军团烙印
, leaving them with a damage boost. If you have no mage, you should use an offensive dispel to remove it.
Lastly,
恶魔飞升
is the highest priority interrupt. If missed, players must use an offensive dispel or waste massive time and healer mana healing through the ascended mob.
Most of the time, you'll want to use stuns to stop
混乱之箭
, while using single interrupts on
传送门:阿古斯
and
恶魔飞升
and offensive dispels on
军团烙印
.
Note: Warlocks can
征服恶魔
the
艾瑞达混沌使者
and cast
军团烙印
on the target of their choice granting them the Haste and Damage buff.
The
痛苦女祭司
only has two abilities,
剑刃风暴
and
邪能风暴
, that both can only be interrupted by stuns.
剑刃风暴
should be interrupted the second the channel begins but this will still let one tick will still go off on nearby players.
Players should just dodge the
邪能风暴
to not trigger excess Diminishing Returns on the Shivarra
Lastly, the
恐裔先知
can be very deadly depending on the RNG of their casts.
野兽之眼
will summon an eye that will constantly fire their beam into them. This is the preferred cast.
末日预言
is the deadly cast that is not interruptable through any means except
死亡之握
.
However, if your group does not have a Death Knight, you are able to line-of-sight the damage.
On high keystones, a single
末日预言
will generally take over 75% of your health and getting hit by any other ability will likely kill the player.
The trash pack directly in front of General Xakal is the hardest pack in the dungeon.
Players should focus the
恐裔先知
so that as few
末日预言
casts will strain your healer.
Interrupts should be used on the important casts of the
艾瑞达混沌使者
.
Every imp summoned from
传送门:阿古斯
will trigger Bolstering. It's important to kick this cast on Bolstering!
If a
艾瑞达混沌使者
is triggered with
恶魔飞升
, it will retain any Bolstering stacks on it, while healing to full. It's even more important to make sure no
恶魔飞升
is active when it dies.
A
末日预言
cast during Raging will likely one shot all players. Be ready to line-of-sight (or use
死亡之握
) any
末日预言
casts while the mob is Raging.
灼热伤口
during Raging will deal massive damage.
The pack in front of General Xakal will have a second
恐裔先知
.
It may be worth using
嗜血
/
英勇
on this pack as the boss is likely easier.
Focus both
恐裔先知
, one at a time, and hope that both
恐裔先知
don't cast
剑刃风暴
at the same time.
Nal'tira
Nal'tira is a relatively simple boss that is made easier with stuns, root breaks and high movement abilities.
闪击
will likely kill a player within 2 to 3 ticks on high keystones. It's important to move out quickly.
Ranged should stand somewhat close to melee range, so when Nal'tira teleports the melee are still somewhat close to the boss.
缠绕之网
will target two DPS players and it's important that these players quickly spread out to stop the massive damage coming from the ability.
The
吞噬
can be interrupted using stuns, using a root break on the afflicted player or killing the spider.
It's important to do so as quickly as possible, as being rooted in a
闪击
cast is Death.
The best time to reset Necrotic on this fight is during a
闪击
cast.
Stun any active spider adds, and run the opposite direction from the last
闪击
. This should be enough time to reset.
Because of the nature of the trash, there is likely to be Sanguine puddles covering a large area of the room.
Avoid standing near any Sanguine puddles as if Nal'tira teleports into them, she will recover a large amount of health.
Trash to Nal'tira
The Trash to Nal'tira is relatively straightforward.
Except on specific affixes, players are generally able to pull all the small spiders together and AoE them down.
However, it is inadvisable to pull all the large spider packs together except with large damage and healing cooldowns and AoE stuns.
Players are able to stun and root break any
吞噬
if afflicted with multiple casts to stop the incoming damage.
Players should stack up, as spiders can jump to any player. This will keep all the large spiders clumped up for AoE.
While the small spiders have no health, there are a lot of them. It's safer much safer to pull one pack at a time on Bolstering week.
One spider can be buffed over 20 times to +400% health and damage. Even 1 million health will turn into 40 million instantly.
If pulling the entire group, the tank will quickly become unhealable so it's important to quickly stun and finish them off before they do too much damage to your tank.
Every spider in this room will drop Sanguine.
This is mostly problematic when the large spiders start casting
吞噬
, as they can root players in Sanguine, while healing from the Sanguine themselves!
Every spider in this room has a chance to summon an Explosive Orb.
Unless you have great Explosive Orb classes, you should probably only pull one pack at time to avoid getting overwhelmed with Explosive.
Every pack consists of 7 spiders that will trigger Bursting.
Due to the low health of the spiders, it's going to be very difficult and you will lose massive time trying to single target spiders down one at a time.
If not stacked in melee range, Volcanic has a chance to spawn on players while they are rooted by
吞噬
.
It's important to stack in melee range so that no spiders will leave melee range, and therefore no Volcanic will spawn while rooted either.
Corstilax
Corstilax is a relatively easy fight even on high keystones:
DPS players should play close to melee when the
隔离区
timer is expiring since it will deal massive damage to any player still locked in the prison.
净化之力
will deal massive damage or straight up kill any player hit. The strength of the pull is stronger to players who have more
暗夜井能量
.
净化之力
will only remove 7 stacks of
暗夜井能量
. For players with more stacks, they will maintain those stacks until the next
净化之力
.
If hit by
净化之力
while still afflicted by
暗夜井能量
, you will be stunned by
破灭
which can be dispelled by a healer.
The second
净化之力
is delayed so players will be able to get two waves of
暗夜井能量
drops between the first and second
净化之力
.
Corstilax doesn't change much on any Affix.
Trash to Corstilax
Players should prioritize kicking the
漩涡之眼
casts, as a single missed cast is likely a lot of wasted time.
However, players should try to avoid stunning the
夜之子复国者
until they drop a
迅捷领域
The tank will take a massive amount of damage from any mobs in
迅捷领域
and from
虚空伤口
applications.
Party members should use the 50% haste to kill the creatures quickly.
Kill the trash quickly enough and interrupt all
漩涡之眼
and you can start the Corstilax fight with a
迅捷领域
active!
The center pack will consist of two more
夜之子复国者
on Teeming
It's important that all casts of
漩涡之眼
are interrupted.
Mark and assign kicks to ensure to multiple stacks of
漩涡之眼
are not applied to the party.
Ivanyr
Ivanyr only has 3 mechanics, but each are deadly in their own way.
动荡魔法
will deal a massive amount of damage that will likely become fatal when combined with another mechanic.
With fight lengths increasing on high keystones,
虚空链接
will have to be placed out of the way.
Players should aim to make a small line on the side of the area or in the back away from the boss.
Standing in the area will deal a massive amount of damage, and players should go around rather than go over it for any reason.
法力超载
should be kicked as soon as possible and since he teleports to his destination, players will have to be ready to react and interrupt as soon as possible.
Players are able to interrupt
奥术冲击
, but it will not lock out his abilities.
In order to move Ivanyr, the tank will need to outrange his
奥术冲击
.
At least one player, ideally one with a ranged interrupt, should save their interrupt for
法力超载
.
Ivanyr doesn't change much on any Affix.
Trash to Ivanyr
The
奥术畸体
can be very deadly to both ranged and melee.
奥术切割者
will attempt to target a ranged player and any target in front will rapidly be disintegrated.
The Astral Spark summoned by
奥术畸体
has a threat table and should be held by the tank at max range from the melee.
Melee DPS should try to stand as far away from the Spark while damaging the Anomaly.
The Spark will likely pulse for over 50% of a DPS' health pool per hit.
At 50%,
奥术复原
will be cast and missing an interrupt extends the life span of the
奥术畸体
.
The
迁跃之影
require many interrupts to stop the massive party-wide damage.
Players should aim to interrupt every cast of
相位裂隙
, as it will be near fatal on high keystones.
相位裂隙
can also be line-of-sighted for pulls and times when an interrupt is not possible.
Similarly, at 50%,
奥术复原
will be cast and missing it will extend the life span.
Unlike
奥术畸体
, the
迁跃之影
are stunnable and stuns can be used to fill in for missing interrupts
The
法力浮龙
have no threat table, remain stationary and will target any player within line-of-sight.
Since all the Wyrms are spread out, players should line-of-sight them as a group to force them to move and clump up.
The
法力浮龙
s have much lower health than the other mobs.
For the packs with Wyrms and a
迁跃之影
, players should start by line-of-sighting to clump the Wyrms, then move the
迁跃之影
off of the clump to avoid accidental AoE.
Any cast of
奥术复原
will heal the mob to full and due to Bolstering, the mob will likely have more health than before.
Astral Sparks are also affected by Raging. When a Spark is below 30% health, they will likely one-shot any DPS that gets hit and ranged should try to finish them as soon as possible.
A missed
相位裂隙
during Raging will be a one-shot. Make sure that a cast does not occur while it is Raging.
If
法力浮龙
are not AoE'd evenly, then it is likely that at least one Wyrm will be stuck in a couple Sanguine pools.
Use knockback or grip mechanics to force the Wyrm to move out of the Sanguine or all players should all hide out of line-of-sight.
It's possible to kill a Wyrm through a single Sanguine pool with focus fire since the Wyrms have such low health .
The first pack contains a lot of low health Wyrms
Healers should be ready with cooldowns for the immense number of Bursting stacks that will occur.
While out of line-of-sight, Volcanic will still spawn under the feet of players.
There will be many Volcanic pools due to the large number of creatures in the Wyrm pulls.
Advisor Vandros
The Advisor Vandros fight can take a long time and on high keystones his
时空迷失
spell becomes very deadly.
The Chrono Shards summoned by the boss will deal a large amount of damage to any player hit.
It's recommended to kite the boss around the circle to avoid dealing with them altogether.
A three-person kick rotation will be needed to interrupt all
加速冲击
. Any buffs from missed kicks should be dispelled from the boss.
If the
力场炸弹
spawn apart from each other, stand in between the two. The force from both
力场新星
will equalize in the center pushing you through both waves quickly and reducing damage.
During
时空迷失
, players should take the phase slowly and allow the healer to top off players between pulls.
破碎时空
deals a large amount of damage and can quickly overwhelm your healer.
Ranged DPS and healers can outrange
破碎时空
to reduce damage taken.
Banish in Time Pathways with
永恒怨灵
Locations.
Many
永恒怨灵
are skippable during
时空迷失
and druids can use
纠缠根须
to root them without entering combat with them.
The map above shows the location of all
永恒怨灵
marked with a black circle.
If the
永恒怨灵
is generally not skippable, the circle is filled in.
The black lines will show which
永恒怨灵
are on long patrol paths.
The one exception is when spawning at Ivanyr, the
永恒怨灵
in the hallway is skippable since it paths to the right and players may simply avoid it.
Each of the
永恒怨灵
will cause Grievous and extra time should be given to the healer to remove the stacks before moving on to the next mob.
Each
破碎时空
will cause Grievous and healer cooldowns may have to be used to remove the stacks.
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