Explosive orbs spawn while in combat during trash & boss pulls. They need to be killed immediately or they will explode causing damage throughout the party. The cast is about 6 seconds and you are not able to AOE the orbs. It appears the more adds in a trash pull the more explosive orbs will spawn.. It is likely 2-3 of these Explosive orbs going off will be enough to kill a 900 ilvl player. That is because each orb that goes off damages the entire party by 50% of their health.
Ok it's been over a week since this affix has been out and nobody has given one second to add information about this godawful affix:
you cannot use a macro to target these.
You have to manually click on these guys or tab target to them. Be careful when chain pulling with this affix.
This affix needs some serious tuning. The orbs can not be aoed and its very hard to target in large groups(tab spamming) and its hp is not low enough to be oneshot by any ability(pyro seems to do the trick). Also don't see a cap to these orbs in large groups like the ones found in kz, so you can have loads spawn(had 5 at some point) and 2-3 can wipe your grp. Either let us AOE them or put a cap on how many cam spawn... cause right now it turns the lowest level key into a nightmare.
This affix requires a cap and/or cooldown. Moroes spawned 5 spheres and then 5 more in 2-3 seconds. 75 million of damage to spheres in +7 lower kara (overkill excluded). It was ~7% of overall damage.
The only reason target macroes don't work on these it's because they are listed as totems, now, to ensure that any group that can't mass stun every other minute isn't gangbanged by orbs on every trash pull that contains more than 5 enemies there are 4 possible solutions:
1- Change these from totems to another type of enemy, while mantaining the aoe immunity.
2-Put a cap of 1 orb every 5 or so seconds regardless of how many enemies you're engaging while still having them behave as totems.
3-Triple their health and remove aoe immunity altogether.
4-Make them bigger, the one reason this is such an hassle is because it's a tiny orb amongst 4-5 overly buff demons/nagas,undead-night-elves and it's hard to point and click on them, even with tab target spam.
5-(bonus) Remove and bring back Overflowing, we all miss it.
They have about 150-250k hp depending on what dificulity are you attempting.
affix will spawn
at intervals. Each mob in combat has some chance to spawn these, and the more mobs you have in combat, the more spawns you'll notice.
They seem to be affected by the scaling of the dungeon and
affix. It's around 500k health at +18 so it's not that bad to deal with. You have 6 seconds to destroy it before
They are totems and behave the same way as in PvP, meaning you can't /target them except manually clicking them in the world. My only tip is to enable nameplates to show enemy minions/totems in the options, perhaps even adjust so they stack instead of overlap, so it's a bit easier to click the totems specifically, if there are too many mobs on top of them.
This affix should be renamed to BULL*!@#.
After a week of explosive + teeming (pretty insane), this is what I've figured out so far:
1) Explosive orbs have a chance to randomly spawn at the feet of any mob in combat. The more mobs in combat, the more that will spawn. Orbs will spawn during boss fights as well, especially under the adds that spawn during those fights.
2) If not destroyed, they will detonate after 5-6 seconds dealing massive aoe damage to your group. One explosion will remove 40-70% of health from most classes (depends on mitigation). Two simultaneous explosions will begin to kill members of the group. Three will most likely wipe you.
3) AOE damage will not hurt the orb; it must be hit directly. For example, "Revenge" on my warrior did not work even if I had the orb targeted. It needs 1-3 direct hits (depends on spec).
4) No, you cannot use a macro to target them (/target orb), but you CAN tab target. You can also click on them. Tab target is ineffective in larges pulls, so pull small.
You can LoS the orbs
to avoid damage. Excellent strategy.
6) I noticed that orbs did not spawn during a stun mid-fight nor during a hard cc. I might be wrong, so I’ll confirm next time it comes up.
I was in several successful groups that made it look easy and several fail groups that made me want to quit WoW. Here are some things that worked well:
No lazy tanks or healers
: Moonfire from a resto druid plus a melee auto attack from the tank is enough to kill the orb.
: Demon Hunters worked well. More melee typically turned out better. I had terrible luck with DoT classes (aff warlock, s priest).
Small pulls, stun often
: Less mobs = decreased orb spawn chance
: If all of the mobs are scattered, orbs will be scattered. If they are clumped up, the orbs will be in the center of the pack. Groups with rDPS should leave caster adds far away and allow ranged to take care of it. Groups with dependable melee should use LoS to group the adds together.
: Orb explosion will not impact you if you are out of LoS. In Cathedral of Eternal Night, we used pillars and enclaves to hide, rotating back and forth every five seconds or so. Once we killed enough mobs, the orbs were more manageable.
: Tank will charge, get agro, then slowly pull the mobs backwards. Ranged DPS can stand need to be on the far side, past the tank. As tank pulls the mobs towards the entrance, the orbs will be left behind. These can be easily targeted by range for a quick snipe. Watch out for pats when using this strat. Melee should continue to help kill orbs.
Hope this helps!
Enemies cannot spawn explosive while stunned, additionally the health pool of the Fel Detonations orbs does scale somewhat with key level.
If you're having trouble seeing the nameplates, or targeting the orbs, open your interface options to Names. Turn on Larger Nameplates, Always Show Nameplates, and change the Nameplate Motion type to Stacking Nameplates. In large add packs it may cover most of your screen, and you may have to look towards the top, but they won't overlay, which makes it difficult to click on. I know it used to be an option but I don't see it in there currently, but I have spell casts shown on the nameplate, so you just look for the one casting Explosion. Hope this helps you.
As a Holy Priest I can one-shot these with either Holy Fire or Holy Word:Chastise - at least up to +7, which is the highest I've done so far. Contrary to what was said above, my Resto Druid could
one-shot them with Moonfire - at least not with the up-front damage part.
The proper name for the orbs is
Explosives. (Fel was dropped with BfA)
If you have a nameplate addon, (I'm using Threat Plates) you can make a custom name plate for these to make them stand out (oddball color, 140% size, etc.) Makes noticing and targeting them much easier.
Worst affix ever with a bad pug who don't kill these orbs. Usually wipe at first trash pack and group disbands lol.
Battle for Azeroth! (BFA) Guide update for Explosives
(Previously Fel Explosives). Couldn't find any
info on this.
Spell id: 240446
Icon dir: Interface\Icons\spell_fire_felflamering_red
Explosives: 6 sec cast(not interruptible by spells), Deals Fire damage equal to 40% targets' health
to enemies(you) within (Line of sight) a 60 yard range.
This is classified as a
still. Targeting Macros will
, good for ranged abilities similar to Moonfire/Icelance.
/cast Moonfire; Moonfire
Replace Moonfire(both) with whatever skill you want to use.
You can Line of Sight
, however not very well.
How to make them easier to target in Battle for Azeroth,
is the addon used. Do
time, you will get 2 nameplates! (unless you're into that)
Now open ThreatPlates by typing /tptp
First thing you see is
you want to make sure enemy totems box is checked. (or all)
Next go to
tab. I chose to write over #33 as in picture to make a new custom nameplate.
'Explosives' is the name of the totem, make sure 'Nameplate Style/enable' is selected. Then scroll down to
and I chose to set scale at 150%. You can also choose to show an Icon, as seen in picture as well. And pick a color for what you want the nameplate to show as. 'Threat Glow' and 'Enable Threat System' should be
How do they look now?
will show and not fade during combat. Do not have to be targeting them, as shown, for them to appear.
Last tip is to also change your nameplates to
by 'esc > interface > names > nameplate motion type'.
Thanks for reading! Goodluck!
EDIT: How does this look with the
that makes them 'shiny'?
! There are instructions on that page to enable this, and other glows/colors. Even rainbow.
I've found this weak aura (not mine, so credits to the author) invaluable for explosive orbs:
It highlights the orb nameplates so they stand out glaringly in the sea of mob nameplates
It pops up a notification telling you how many orbs are up so you know it's up even if it's not visible on your screen
To clear a common misconception, resto druids cannot snipe these explosive orbs with a moonfire or sunfire.
In Tol Dagor M12+ explosives have a health of around 14k.
Name Casts Damage
Moonfire 3 3.5k
Sunfire 1 3.6k
Explosives detonate after 6 seconds doing 40% health damage to the raid. There is no way, even with crits and what not, that Moonfire will kill the explosive in time.
Any auto attack from most classes, will do more more initial damage then a resto druids full duration. You could of course stack moonfire/sunfire on gear, but it is simply not worth it. In my current gear (461) wrath hits for around 10k which is still not enough yet crits for 20k which is enough... But with a crit rating of 21% and a 1.2 second cast, it is still not a viable option. In other words, make sure dps prioritizes Explosions, as resto druids for one, simply can't kill them in time, especially if there are several (large packs = many orbs == not enough cooldowns to kill all orbs)
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