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10.2.7
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Mythic Stormwall Blockade Strategy Guide
来自 FatbossTV
[Last Updated]:
2019/04/03
变更日志
补丁:8.3.7
目录
评分:
This guide provides tips and strategies for defeating the Stormwall Blockade encounter in Mythic Difficulty in Battle of Dazar'alor. Changes to the fight for the other difficulties are listed below in their respective sections, including tips and strategies for dealing with the new mechanics introduced in these difficulties. For LFR, Normal and Heroic difficulties, please
click here
.
Stormwall Blockade is the eighth boss in Battle of Dazar'alor and the second Horde Story Encounter. Alliance will participate in this encounter through a flashback event by talking to a Scout and changing their race and racials. Find out more about the Flashback Race Changes by
clicking here
. After defeating Stormwall Blockade, players will head to the last Horde Story Encounter and final boss of the raid,
Lady Jaina Proudmoore
.
ALLIANCE
Human
Night Elf
Dwarf
Draenei
Gnome
Worgen
Pandaren
Void Elf
Lightforged Draenei
Dark Iron Dwarf
Druid
-
Troll
-
-
-
Troll
-
-
-
-
Death Knight
Undead
Troll
Orc
Tauren
Goblin
Troll
-
-
-
-
Demonhunter
-
Blood Elf
-
-
-
-
-
-
-
-
Hunter
Undead
Troll
Orc
Tauren
Goblin
Troll
Pandaren
Blood Elf
Tauren
Mag'har Orc
Mage
Undead
Troll
Orc
Orc
Goblin
Troll
Pandaren
Troll
Orc
Mag'har Orc
Monk
Undead
Troll
Orc
Tauren
Blood Elf
-
Pandaren
Troll
-
Mag'har Orc
Paladin
Blood Elf
-
Tauren
Tauren
-
-
-
-
Tauren
Tauren
Priest
Undead
Troll
Undead
Tauren
Goblin
Troll
Pandaren
Blood Elf
Tauren
Mag'har Orc
Shaman
-
-
Orc
Tauren
-
-
Pandaren
-
-
Mag'har Orc
Rogue
Undead
Troll
Orc
-
Goblin
Troll
Pandaren
Troll
-
Mag'har Orc
Warlock
Undead
-
Orc
-
Goblin
Troll
-
Troll
-
Orc
Warrior
Undead
Troll
Orc
Tauren
Goblin
Troll
Pandaren
Blood Elf
Tauren
Mag'har Orc
Mythic Blockade World Firsts
Loot
Normal Loot starts at Item level 385, Heroic Loot at 400 and Mythic Loot at 415.
Armor:
cloth
:
Leather
:
Mail
:
Plate
:
Azerite:
Cloth
:
Leather
:
Mail
:
Plate
:
Weapon:
1H Agi Axe
:
1H INT Wand
:
1H Shield
:
2H STR Axe
:
2H AGI Polearm
:
Mythic Difficulty
Composition Recommendations
The Stormwall Blockade encounter can be made substantially easier by bringing certain roles/classes to help counter boss abilities.
Ranged DPS vs Melee DPS
Melee DPS are not particularly useful for this encounter.
They can do solid burst damage to the mini-bosses during phase one, and good boss damage during phase two as they do nothing but slam into
拉米纳利亚
.
But due to their lack of ranged cleave/multi-dot potential, having a lot of melee will make dealing with the
充能风暴
and
谄媚海妖
adds more difficult.
Ranged DPS can still do good boss damage, whilst having the potential to deal excellent damage to adds without breaking the delicate positioning needed for phase two.
Multi-dot/ranged cleave classes are especially useful for this encounter, due to the high amount of adds that the raid will be dealing with during phase two.
Ideally the raid would limit the amount of melee DPS they bring to around the 4-5 mark. That being said the encounter has been defeated with a larger amount of melee DPS, so this is by no means mandatory.
Slows
充能风暴
adds need to be slowed constantly during phase two.
Any drop off in slows will likely lead to the boss gaining energy, which could lead to a wipe.
Having at least single Frost Mage is considered a "must have" for many raid groups for this encounter.
Blood Death Knights can also slow the adds substantially with their
枯萎凋零
when talented with
亡者之握
, which can be used as a back up for if the Mage is otherwise unable to slow.
It may be worth bringing in an "under-geared" Frost Mage to this encounter if that is the raids only choice, as the mages damage isn't of upmost importance, just their slow.
Healing
We recommend four healing this encounter.
Although the healing requirement during the ships is high, it is countered by using cooldowns correctly during the phase.
During phase two, the healing requirement is pretty low for the most part, with the occasional large spike of raid wide damage which is easily covered by a single output cooldown.
嗜血
Usage
嗜血
timing is a hotly contested issue on this fight, with guilds using them at a variety of different times. The two main times in which guilds use
嗜血
, and the benefits of doing so, are as follows:
Beginning of the Fight
By using it here with all DPS cooldowns will allow both ships to avoid "1 round" of boss mechanics by pushing them to 50% before the bosses get a chance to cast them.
Combining this damage increase with the delayed interrupt on the empowerment channel makes the ships far easier to deal with, as each boat will only deal with "1 round" of each bosses abilities.
Some argue that the phase one ships is the hardest part of the encounter, and by
嗜血
ing during it you will help reduce this difficulty substantially.
During Phase 2 with DPS cooldowns
By using it when 3 minute cooldowns align, it allows the raid to kill the boss and skip dealing with one additional wave of adds.
This does make the last phase a lot easier, as the later stages of the encounter can have some difficult overlaps which can quickly lead to a wipe if mismanaged.
Some argue that by using
嗜血
in phase two, you skip the hardest part of the last phase.
All this costs is that players will need to deal with an additional round of mechanics when dealing with the first boss on their boat.
Both
嗜血
timings have their merits and it is down to what part of the fight your raid finds most difficult.
Personally, we have decided to use
嗜血
on the ship, as we found the extra "1 round" of mechanics made dealing with the
海潮汹涌
cleanly much more difficult, and as long as people remain calm during phase two and do their jobs, it shouldn't be needed.
That being said, we have killed the boss using
嗜血
in both of these timings, as have many others.
Phase One
A
拉米纳利亚之子
add will be present off the side of each ship during phase one.
These adds will cast
海潮汹涌
every 20 seconds, which acts identically to
拉米纳利亚
's version.
This timer will not reset, even when the two mini-bosses switch ships at 50% health.
As the encounter space is so small, and there is no way of removing the
冰封潮汐池
s left behind by the
海潮汹涌
during phase one, each ship must ensure that they keep their ship as clean as possible.
This is done by having the entire raid stack on a single point, as to cause all 10
冰封潮汐池
s to spawn on a single location on each ship.
Space can be further increased by having players stack up in an preexisting stack of
冰封潮汐池
s spawned in by a previous
海潮汹涌
.
When doing this, players must be careful not to enter the pools too early, as the pools deal a decent amount of ticking damage.
The
海潮汹涌
will also overlap with other abilities which can disrupt this "stack the new goo in the old goo" strategy.
Stack new
冰封潮汐池
s in old ones!
Whilst fighting
凯瑟琳修女
, the group can have the
流电耀光
ability active whilst the
海潮汹涌
is cast.
Players need to move as a single unit as they dodge the
流电耀光
, ensuring that they always place their pools in the same location.
Whilst fighting Katherine, generally speaking it is difficult to stack the
海潮汹涌
pools on top of previous patches frequently due to the random nature of the
流电耀光
. The group should instead move as a unit and create several small pool locations.
A single player on each ship should be responsible for calling movement as to make sure all players know exactly where they need to be to spawn the
冰封潮汐池
s.
Whilst fighting
约瑟夫修士
, players may be targeted by the
海洋暴风
ability at the same time the
海潮汹涌
is cast.
The players targeted by the ability should quickly move away from the stacked location, and place both the
海潮汹涌
pool and
海洋暴风
pool at the edge of the encounter location.
During
海洋的诱惑
, the player charmed by the add will not spawn a
海潮汹涌
pool during phase one - but they will during phase two.
The charmed player may still walk into bunch of
海潮汹涌
as they land if they position the stack point between themselves and the add, so this should be avoided as much as possible.
An alternative strategy is that players have their own location in which they consistently keep placing the
冰封潮汐池
s spawned by the
海潮汹涌
.
This strategy is best for guilds who are struggling at choreographed group movement, but it can lead to a ship which is covered with several pools with little space remaining.
Regardless of which strategy is chosen, as long as players conserve the limited space on the ship and are constantly aware of when the
海潮汹涌
is due to occur, the mechanic isn't too difficulty.
Mini-Bosses
Both mini-bosses have the same mechanics as heroic difficulty and they are countered the same way.
The major change they have received is that their abilities deal substantial damage to the group.
Healers should not be holding cooldowns for phase two, instead they need to make sure that both healers per ship utilise all of their healing cooldowns to keep people alive throughout phase one.
By the time healing cooldowns will be useful in phase two, they should be ready once again.
Although healing cooldown assignments will vary depending on healing composition, generally the raid needs healing around the time they stand within a
冰封潮汐池
s to bait a
海潮汹涌
whilst another mechanic is also going on, such as a volley cast from one of the mini-bosses.
Prevent boss abilities by lettingthe Empowerment channel!
The main strategic change on mythic is that the raid opts to leave the
风暴强化
/
潮汐强化
casts uninterrupted.
When the mini-bosses are channeling, they will not cast any other abilities. This allows the ship phase to become much easier, as players only need to deal with the occasional
海潮汹涌
.
The cost of this strategy is that you will enter phase two with
拉米纳利亚
having gained energy. The amount of energy will vary depending on the groups DPS, what time you decide to interrupt, and if
嗜血
is used.
Generally speaking,
拉米纳利亚
will have anywhere between 55-90 energy entering the last phase, which is fine as long as the
充能风暴
adds are kept under control.
Once either mini-boss reaches 50%, they will interrupt their own empowerment cast and
空间传送
to the opposite ship.
This forces the raid to ensure that both bosses reach this threshold at the same time, as you do not want to have one ship dealing with two bosses.
This usually results in the side fighting
约瑟夫修士
having to stop DPS for a while, as he has a lower health pool in comparison to
凯瑟琳修女
.
Once
空间传送
d, the mini-bosses timers will be "reset" and they will do one round of mechanics (two
海洋暴风
's and one
海洋的诱惑
for
约瑟夫修士
- two
裂变闪电
and one
流电耀光
for
凯瑟琳修女
).
After this round of mechanics, they will once again cast their empowerment casts. This cast should go uninterrupted until the mini-bosses reach around 5-8% health.
After interrupting a mini-boss, there is a small grace period of around 5-10 seconds in which they will not cast any of their usual abilities.
Players can interrupt the bosses slightly before they reach 50% health, or just before they die, as to reduce the amount of energy gained by
拉米纳利亚
without having to deal with excess mechanics.
Phase Two
Phase two largely revolves around raid movement and positioning.
拉米纳利亚
itself has not gained any additional mechanics.
海潮汹涌
Similarly to heroic, the raid should form two groups - one for melee and one for ranged players.
These groups need to ensure they remain stacked up when
海潮汹涌
is due to be cast as to spawn all
冰封潮汐池
s on a single location which is next to a previous patch of tidepools.
The melee group should start on the left edge of the dock and slowly "snake" their way across the front.
Although the movement can be done in any fashion, as long as all melee players remain stacked, this group should still make sure they are not just running along the very front.
拉米纳利亚
's melee hitbox is large, allowing melee players to stand at a pretty substantial range from her.
This allows the group to move away from her up to four
冰封潮汐池
s zones away whilst still maintaining melee range.
By moving in this way, the melee group are more likely to maintain range of the healers which are stacked up on the left side of the dock.
Map showing an example of raid positioning during phase two!
The ranged group should start at the far back left side of the dock, just in front of the pillar with the brazier on it.
Each time the
海潮汹涌
is cast, they simply move towards the boss - slowly filling this side of the dock with
冰封潮汐池
s.
This positioning is done as to give the ranged group the highest chance of dodging the
深渊之忿
spawn, which rarely spawns right of the edge of the dock.
By the time either group would run out of space, the
冰封潮汐池
s would be cleared by a
风暴哀嚎
debuff.
When this is done, the groups should reset back to their starting position, as long as they are able to get their before the next
海潮汹涌
is cast.
If the raid is unable to reposition before the next
海潮汹涌
is cast, they should maintain their position for that single
海潮汹涌
cast before then resetting their position.
This is to prevent players being spread out when the
海潮汹涌
lands, as you do not want multiple patches of
冰封潮汐池
s spawning all over the space in which the raid moves.
充能风暴
/
风暴哀嚎
Keeping the
冰封潮汐池
s out of the middle of the encounter space also helps deal with the
充能风暴
adds.
充能风暴
adds on mythic will lose a stack of
海藻之牢
every second that they remain within a
冰封潮汐池
.
Although the
海藻之牢
debuff isn't used a whole lot on mythic difficulty, keeping the middle clear increases the chances that the adds keep the debuff whenever they do gain it.
Whenever
风暴哀嚎
is applied to a player, they should clean any nearby
冰封潮汐池
patches before making their way to the back of the dock, as far from the boss as possible.
This will spawn the
充能风暴
add far away, increasing the time the raid has to kill it and repeat the cycle of spawning it once again.
The raid should aim to keep the
充能风暴
add alive for one minute before killing it once again.
Once killed, a player with excellent movement speed abilities (such as a druid with
猛虎冲刺
) should clear the
冰封潮汐池
s in the locations used by the raid, allowing them to reset their positions.
That player then needs to spawn the add at the back of the room and the cycle will repeat.
An additional
风暴哀嚎
will be applied to a random non-tank player every 2 minutes into the encounter.
This player needs to ensure that the add spawns at the back of the room, like usual.
However, if an
充能风暴
has spawned recently, the new
充能风暴
add can be spawned close to it, as to keep them moving along the same path and to allow slows to be easily applied to both.
By killing the first
充能风暴
add every minute, it allows the new
风暴哀嚎
add to be spawned within a very short time period, keeping them close together.
Maintaining the slows needed to keep the add away from the boss for 1 minute is only done with the use of constant slows from a Frost Mage or a complicated rotation of other classes strong slowing spells.
The frost mage responsible for slowing the add should not attempt to position with the rest of the group, instead opting to focus all of their efforts into keeping the adds slowed.
Healers need to ensure they keep this mage healthy throughout the fight, as they will not be benefiting from most passive AoE healing effects.
At any point the Frost Mage is unable to maintain the slows (such as due to a
诱惑之歌
cast), the mage should call for back up slows until they are able to slow the add once again.
When any
充能风暴
adds are getting close to the boss, they should be killed off before getting the chance to channel Energizing Wake into the boss.
The tank afflicted with Kelp-Wrapped should stand at max melee range as they can help burst these adds down by being dispelled with the adds are nearby, giving them multiple stacks of
海藻之牢
.
深渊之忿
This ability should be covered by a single tank throughout the phase, whilst the other tank always tanks the boss.
This tank needs to ensure they enter each
深渊之忿
as they spawn and soak it alone.
This will deal substantial damage to the tank, but as long as they are at full health and use their personal cooldowns correctly, this job can be done by that tank alone.
The tank should be aware that each time
深渊之忿
is cast, one additional zone will spawn after the first one detonates.
As an example: on the first cast - one zone spawns, on the second cast - two zones spawn, on the third cast, three zones spawn.
This caps out at four zones, where all
深渊之忿
casts from the fourth spell cast onwards will always spawn four zones.
Classes with low mobility options may struggle to get to the zone before it detonates. They either need to call for mobility increasing spells to assist them, or call for a back up.
This back up can be any class with an immunity, or at least 3 nearby players can help soak.
To make this job even more difficult, the
深渊之忿
now knocks back all players within its zone. The strength of this knockback is split between all players hit.
This is enough to easily send you flying off the edge of the dock, but if you position yourself in a way that you will be knocked into a nearby pillar, or back towards the centre of the dock, you will not splash into the water.
The knockback from the
深渊之忿
always knocks the player away from the centre of it, allowing you to "aim" yourself into a safe location.
Souls of the Deep
The souls of
约瑟夫修士
and
凯瑟琳修女
continue to aid
拉米纳利亚
throughout phase two.
凯瑟琳修女
will cast
颤雷齐射
every 45 seconds.
This deals moderate ticking damage to the raid over 10 seconds and is easily outhealed via AoE/cleave healing spells.
Healers need to ensure that both tanks and the Frost Mage slowing the adds are kept healthy during this time, as they are either taking damage from other sources or are not going to be hit by the AoE spells from the healers.
Half way between each set of
颤雷齐射
casts,
约瑟夫修士
will cast Tidal Volley which acts identically to
凯瑟琳修女
颤雷齐射
cast and needs to be countered in the same way.
Ranged DPS must kill the
谄媚海妖
sas soon as possible!
40 seconds into phase two, and every ~45 seconds after that point, two
谄媚海妖
adds will spawn, one on either side of the dock.
These add spawn in a staggered fashion, with one arriving at the dock a few seconds before the other. Which add spawns in and arrives first is random.
Where the adds spawn along the side of the dock is also randomly chosen.
Once the add arrives it will cast
诱惑之歌
on a random DPS.
This acts identically to the
谄媚海妖
s encountered during phase one, with the player being charmed as they walk towards the edge, jumping to their death if they reach the side.
DPS need to focus down these adds as the highest priority, as to free their charmed allies so that they can continue to do their assigned job.
Melee DPS may also want to move over and damage nearby sirens, however they must ensure that they return to their
海潮汹涌
stack point before the
海潮汹涌
is cast again.
Players targeted by the
诱惑之歌
should move away from the add which is casting on them, as well as away from nearby players.
This is because the add could cause the player to move towards a group of players who are just about to bait a
海潮汹涌
. If they move into this location, they will simply be one shot.
Players who are thrown off the edge can be gripped back onto the platform by priests using
信仰飞跃
.
Around 17 seconds into phase two, and approximately every 45 seconds after that point,
流电耀光
will be cast.
This ability functions similarly to
凯瑟琳修女
's version in phase one, however the patterns are slightly different.
The patterns can consist of:
Single Beams slowly moving across the entire dock, from front to back.
An entire half of the dock being covered, leaving the other side free.
A section consisting of five beams that detonate before new section is spawned. These travel from the front of the dock to the back.
The raid stands in the
流电耀光
esand takes the hit.
Regardless of what the pattern is, nearly the entire raid should ignore these
流电耀光
es and simply take the damage, as being hit by a single beam will only chunk a player to roughly 40% health.
This is also a perfect time for a healing cooldown, as this will allow players to maintain the
海潮汹涌
positioning without worrying about dying.
If the
流电耀光
pattern can be very easily dodged without causing
海潮汹涌
s to be misplaced, then players can dodge them if they would like.
Dodging the
流电耀光
is the lowest priority for the raid -
海潮汹涌
positioning must be maintained.
The only player who should be worried about the
流电耀光
is the tank soaking the
深渊之忿
zones.
They may be forced to take both a
流电耀光
beam and an
深渊之忿
zone within a very short time frame.
Healers must be aware of this overlap and be ready to use external cooldowns on the tank at that time as to ensure that they survive.
About the Author
This guide was written by FatbossTV. If you have any questions or want to provide alternate strategies/feedback, please contact them here:
Twitter:
@FatbossTV
Discord:
Discord.gg/fatbosstv
Stormwall Blockade Advice for All Classes
Our class writers have written raid information on all specs, covering ideal talent builds and strengths and weaknesses for each spec in a raid environment:
Blood Death Knight Raid Tips
Arcane Mage Raid Tips
Assassination Rogue Raid Tips
Frost Death Knight Raid Tips
Fire Mage Raid Tips
Outlaw Rogue Raid Tips
Unholy Death Knight Raid Tips
Frost Mage Raid Tips
Subtlety Rogue Raid Tips
Havoc Demon Hunter Raid Tips
Brewmaster Monk Raid Tips
Elemental Shaman Raid Tips
Vengeance Demon Hunter Raid Tips
Mistweaver Monk Raid Tips
Enhancement Shaman Raid Tips
Balance Druid Raid Tips
Windwalker Monk Raid Tips
Restoration Shaman Raid Tips
Feral Druid Raid Tips
Holy Paladin Raid Tips
Affliction Warlock Raid Tips
Guardian Druid Raid Tips
Protection Paladin Raid Tips
Demonology Warlock Raid Tips
Restoration Druid Raid Tips
Retribution Paladin Raid Tips
Destruction Warlock Raid Tips
Beast Mastery Hunter Raid Tips
Discipline Priest Raid Tips
Arms Warrior Raid Tips
Marksmanship Hunter Raid Tips
Holy Priest Raid Tips
Fury Warrior Raid Tips
Survival Hunter Raid Tips
Shadow Priest Raid Tips
Protection Warrior Raid Tips
Are you a raid leader deciding on what specs to bring to raid? Drag and drop specs into the Raid Composition tool to see what buffs, debuffs, and utility options are available to your group!
Click here to access the Raid Composition Tool!
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