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10.2.6
Discipline Priest Mythic+ Guide
来自 AutomaticJak
[Last Updated]:
2019/08/01
变更日志
补丁:8.3.7
目录
评分:4.8/5
(
8
投票)
指南导航
评分:4.8/5
(
8
投票)
Discipline Priest is the damage to healing master in Battle for Azeroth and the talent revamp that it received this expansion has helped considerably in raising the spec’s status in Mythic+ Dungeons. As it stands, even with 8.1 nerfs, the spec is able to deal a significant amount of damage while bringing bonus stamina in Power Word: Fortitude, excellent external defensives and absorption effects to the party.
Their talent tree gives great choice between how defensive or aggressive you want to be depending on the affix, group composition and quality of your party members. Going into a Pick up Group (PuG) may push you towards a more safe build at the expense of some extra damage, while running with a group of experienced players will allow you to play offensively and deal more damage to accelerate the pace of the keystone.
About the Author
Welcome to the Discipline Mythic+ Guide. I'm
AutomaticJak
, Priest Healer for <Future> on Twisting Nether-EU, Wowhead staff writer, author of the Discipline and Holy Priest guides, and was the Mythic Dungeon Invitational All-Stars commentator at BlizzCon 2018. I’ve been writing guides for over five years, and have a passion for sharing my knowledge, experience, and deep love of healing with the community. I push high level keystones on
Priest
on EU and
Mistweaver
on NA servers, and you can frequently find me
streaming
.
Watch live video from automaticjak on www.twitch.tv
Have a question or looking to see see more Discipline Mythic+?
You can also find me on:
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Discord
Discipline Strengths and Weaknesses
Strengths
While we’ve established that the specialization brings more damage than other healers, the way it does so is also important. Disc has the unique ability to provide consistent healing for the party while dealing that damage; depending on the size of the pull, tools like
神圣新星
can be utilized to deal even larger amounts of damage at the expense of healing, but often this is more rare. Being able to consistently add damage throughout a trash pull, while keeping party members at a safe level of health is can help quickly end pulls before they grow too deadly.
As the level of keystones rise, so does the threat of near one-shot level damage from bosses and trash mobs. Bonus stamina from
真言术:韧
and well time absorbs from
真言术:盾
(especially when bolstered further by
全神贯注
) can make all the difference in the world towards your party members surviving large hits. Overseer Korgus in Tol’Dagor is an excellent example of how Discipline’s toolkit can thrive. On Tyrannical keys, the boss’ Explosive Bursts can deal upwards of 150k initial damage. One side of your toolkit can be utilized on this encounter towards avoiding dangerous situations in the first place in
真言术:障
,
痛苦压制
and
全神贯注
. While the other side can be used to rapidly top off players to prepare them for future damage with
暗影魔
and
命运多舛
or
教派分歧
.
Weaknesses
On the other hand, Discipline does have a few key weaknesses that must be highlighted in order to prepare to counter them. One of the most common weak spots of the spec is unexpected heavy damage on the group, especially if they involve debuffs. While a Monk can Revival out of danger, a Druid may have HoTs already rolling, or a Paladin can use a cooldown to rapidly top off their team within a few casts, Priests can struggle a bit more with unexpected hits and take more time to stabilize. Experience is the best way to learn to handle this, but it can be eased by running safer talents when beginning to push keystones and moving into more aggressive talents as you become more familiar with damage patterns.
If you're caught off guard, immediate triage healing must be implemented, prioritizing healing players in order of importance towards completing the pull, i.e. keeping the tank alive, then yourself, followed by dps lacking defensives. This may result in other members of the party sitting at lower health for an extended period of time, so having a strong knowledge of each class’ defensive capabilities can be very helpful. While you should not have to tell a damage dealer like a Demon Hunter to use Blur, you should communicate properly on immunities like Netherwalk in order to stop the player from taking any damage (at the expense of being pacified) while you heal others who lack those defensive capabilities.
Best Races for Mythic+
Alliance
虚空精灵
- Has a decent mobility/escape tool in
空间裂隙
and a solid passive effect in
熵能之拥
for damage and healing.
暗夜精灵
-
艾露恩之触
always Crit inside instances.
影遁
has a wealth of uses in high level keystones, kiting away mobs from the party so they can cross a part of the instance (like Volkaal in Atal’dazar), and using later
影遁
and drop combat.
人类
-
人类精魂
boosts all secondaries and
生存意志
is a useful stun removal, making Humans a solid choice.
Horde
血精灵
- One of the most common races for high Disc Mythic+. Blood elves receive additional Critical Strike rating,
奥术敏锐
, as well as the immensely useful
奥术洪流
ability. Offering mana regen and a
驱散魔法
effect (Purge) to all enemies hit by the ability. While Priest already has
驱散魔法
and
群体驱散
, utilizing
奥术洪流
can save mana and time, allowing the Priest to spend more time healing or dealing damage as needed.
地精
- Less common in Mythic+, but offers strong value through passive bonus haste (
时间就是金钱
) and extra mobility with their
火箭跳
.
巨魔
-
狂暴
is a substantial Haste increase, which can be saved for healing or dealing damage.
Discipline Utility
痛苦压制
- Key external that can be used frequently to reduce incoming damage.
真言术:障
- Often viewed as a party or raid-wide cooldown can also be used solely as a tank external when needed. Both
痛苦压制
and
真言术:障
have 3 minute cooldowns making it easier to use them both aggressively.
全神贯注
- Offers extremely powerful shielding boost on a short cooldown, often requiring preemptive use due to the GCD attached to the ability. Can often act as a strong recovery tool when heavy damage is anticipated whether it is solely on the tank or on the entirety of the group. During the Heartsbane Traid encounter for example, it can be very useful to
全神贯注
during Sister Maladay due to the movement requirements which stack a DoT effect. Similarly on Cragmaw, you can use
全神贯注
in preparation for the Tantrum ability before the boss hits 100 energy and deals heavy party wide damage. This gives you enough breathing room to continue healing through
救赎
and spot heal as necessary.
群体驱散
- Allows you to easily dispel harmful effects on allies and beneficial effects on enemies. Extremely helpful in instances like King's Rest or Underrot that have many helpful buffs for enemy mobs.
驱散魔法
- Offensive dispel that can purge off a single buff from an enemy
纯净术
- Removes Diseases and Magic effects from a friendly target
心灵尖啸
- Fears 5 enemies within 8 yards, can be extremely useful for interrupting spell casts and channeled abilities like Ice Spritzer’s from Refreshment Vendors in The MOTHERLODE!! Root effects like Grasp from the Depths from Aqu'sirr in Shrine and A Knot of Snakes from Merektha in Temple of Sethralliss can both be destroyed by using Fear instead of having to kill them, saving a great deal of time and damage.
束缚亡灵
- Situational crowd control effect that can immobilize undead enemies. Useful for Deathspeaker's in Underrot, Honorguard or Shield of Zul enemies in Atal'dazar, or crowd controlling specific enemies like the Hex Priest or Beastmasters leading up to the Council of Tribes encounter in King's Rest.
渐隐术
- Helps drop threat, often used as you start applying
净化邪恶
to mobs as they are pulled. Can also be helpful if the tank is killed, enemies swarm to the next highest on threat and you want to lower your level on the threat table.
信仰飞跃
- Friendly player displacement, can be very useful for separating players from enemy mobs or disadvantageous positions. Useful for bringing a tank out of a dangerous spot, say if they need to start kiting in Freehold and they are gripped back into melee by a Harpooner mob, you can grip them back out of the group so they stand a fighting chance.
Talents
This Disc Priest build is focused primarily on dealing as much damage as possible in the Mythic+ environment while also offering strong burst potential when preparing for party wide damage in difficult pulls or bosses.
This Disc Priest build is focused on total safety in Mythic+ and works very well on difficult healer affixes like Grievous and Bursting.
The ideal Discipline talent build is optimized towards dealing as much damage as possible without putting the security of your allies at risk.
教派分歧
and
命运多舛
are both competitive talents that depend upon how much you will require
usage while in the keystone. Some Tyrannical instances, like Freehold, can be made tremendously easier and safer by taking
命运多舛
to more easily top off players who are struck by Sky Capn’ Kragg’s Azerite Blast or Captain Eudora’s Powder Shots.
天堂之羽
- Is the default pick due to the mobility that is highly valued and needed by Priests.
- Is often the default selection as it offers stronger overall damage and healing.
摧心魔
is listed under the "safe" build due to the high uptime and consistent healing it gives, offering a safety net of sorts, but in overall damage and healing it is sub-optimal.
心灵之声
,
支配心智
and
闪光力场
all hold a competitive place in Mythic+ as well.
心灵之声
is a strong default, allowing for a low cooldown AoE interrupt effect that can be excellent for interrupting any group of mobs that are caster heavy, like the Refreshment Vendors in MOTHERLODE!
支配心智
is a more niche talent but can be excellent for controlling mobs that have previously been Crowd Controlled. Maintaining control of your character while you direct your
精神控制
target to move away from the party can be excellent for stabilizing a pull that would otherwise be a wipe.
闪光力场
is an excellent kiting and displacement tool that can be cast off of allies. Ideal for Necrotic and Sanguine weeks but requires strong coordination between tank and healer for optimal results.
诸罪加身
is often the go to talent in Tier 5 due to the extra damage (and as a result, healing) that it provides, accelerating your run by clearing bosses or mobs faster.
is an excellent tool for safe Mythic+ play, but when pushing higher levels it will be more of a niche pick as it will severely lower your overall damage.
净化邪恶
makes
暗言术:痛
a longer DoT and can be spread or refreshed by using
苦修
on a target that already has the DoT. This talent is lower maintenance than
神圣之星
, allowing greater ease in refreshing DoTs and has no positional requirement like Star does. By taking
净化邪恶
, you save time on refreshing DoTs and are more easily able to rapidly apply and maintain them, increasing your damage.
仁慈
is the default pick for Mythic+ as
微光屏障
causes you to sacrifice a valuable cooldown in
真言术:障
. While
福音
can have some solid uses, it often is too niche in nature to take, especially when the consistent damage reduction of
仁慈
can reduce tremendous damage on the tank if consistently applied.
Azerite Traits
In High level keystones, the damage that you can provide as a healer can make a significant impact on the speed of the run, especially as a Discipline Priest. Ideal traits will optimize your damage, though damage dealing Azerite traits will not proc
救赎
healing.
Outer Rings
Tier 1:
狡诈契约
- Offers strong intellect gain for increasing damage or healing. Good mix of safety and damage increase.
灵光神启
- Strong trait that significantly increases the damage of
神圣新星
. Can hold 2 charges for 30 seconds, allowing you to bank charges to burst high damage on trash packs or reaping.
莱赞之怒
- Strong overall damage increase, many similar generic traits offer similar damage. This damage does not trigger
救赎
.
死亡挣扎
- Offers a solid damage increase to Purge or Pain but is often outpaced by
莱赞之怒
and other pure damage traits. The difference is that this trait can be found on the new 5th ring on Azerite pieces allowing you to take multiple damage based traits for a more aggressive playstyle.
暗影深渊
- Recently buffed, this trait is a solid “safe” pick to increase the healing of your
and to save resources through longer
救赎
durations. While it will not increase your damage, this can be a good trait to have if you find yourself needing to heal your tank more frequently with
.
Inner Ring
听从我的召唤
- Excellent raw damage increase.
压倒能量
- Strong secondary stat increase, especially powerful for upfront damage burst, allowing more casts during your
教派分歧
window
不稳定的烈焰
- Solid trait that offers strong secondary stat uptime.
Middle Ring
回声防护
冷漠面容
宝石皮肤
Recommended Azerite Pieces
The table below shows the ideal Azerite pieces that offer strong benefits for Mythic+. Keep in mind that
暗影深渊
is a safer talent that will result in lower damage than if you picked a more aggressive talent, leaving you some choice in what you are choosing. Damage based traits like
海潮涌动
do not
heal via
救赎
, but will provide substantial bonus damage.
Name
Location
Outer Tier 1 Trait
Inner Tier 1 Trait
Tier 2 Trait
Tier 3 Trait
焰翼兜帽
Battle for Dazar'alor
暗影深渊
狡诈契约
伤口包扎者
宝石皮肤
第一帝国头饰
King's Rest
死亡挣扎
莱赞之怒
大地链接
回声防护
亮眼长羽之帽
Freehold
灵光神启
缜密计谋
艾泽里特液球
吸血鬼之速
Name
Location
Outer Tier 1 Trait
Inner Tier 1 Trait
Tier 2 Trait
Tier 3 Trait
千兆电荷肩章
Battle for Dazar'alor
暗影深渊
狡诈契约
听从我的召唤
远行者
还魂披肩
Waycrest Manor
持久之光
死亡挣扎
不稳定的烈焰
冷漠面容
恶毒腐蚀护肩
Underrot
暗影深渊
血祭之力
不稳定的烈焰
回声防护
Name
Location
Outer Tier 1 Trait
Inner Tier 1 Trait
Tier 2 Trait
Tier 3 Trait
神圣愤怒法衣
Battle for Dazar'alor
持久之光
狡诈契约
正在赶来
庇护
神灵背弃者的法衣
Atal'dazar
暗影深渊
莱赞之怒
听从我的召唤
庇护
囚徒的束袍
Tol'Dagor
灵光神启
影中暗刃
听从我的召唤
冷漠面容
Azerite Essences and When To Use Them
Major
完美愿景
- Offers a strong balance between damage and healing with bonus procs of Shadowfiend. While random, the uptime is high and the damage it deals will tranfer to
救赎
.
烈焰熔炉
- Offers a strong single target damage increase that can be excellent to use on low level keys where you are working to add damage to improve the speed of the run.
永恒之潮
- Is an easy to use essence with a short cooldown offering strong bursts of healing when you need it. It is more easily used early in a trash pull to generate high stacks then utilize those stacks to continue dealing damage via
救赎
and sustaining the tank or the group.
清醒梦境之忆
- Will be a more rare selection in the major slot but can be effectively used when dealing with high level tyrannical keys that require significant mana to sustain the party.
生命缚誓者之祈
- Is also a more situational Major essence that can work well against Bursting or Grievous due to the heavy amount of seeds that can be applied to players to deal with consistent, incoming damage.
Minor
存续之井
- As a minor trait this is an excellent tool to assist with sustaining the tank. Discipline is easily able to generate additional overheal onto the party and this essence allows you to sustain the tank or any other party members that drop low.
完美愿景
- Strong all around minor trait. Cooldown reduction allowing for higher uptime, damage dealt and greater flexibility for Shadowfiend.
冲突与斗争
- Balance between damage and healing. Consistent use of abilities maintains a high amount of versatility
生命缚誓者之祈
- Also offers a good sustainability tool but the healing is often much more widespread to the group. So on weeks where groupwide damage is low (non grievous/bursting), there is a significant chance of high waste to occur.
清醒梦境之忆
- Can be used as minor whenever players need to stretch their mana a bit further, but not so much that they must take the major essence. High tyrannical weeks look favorable for this minor essence.
烈焰熔炉
- Aggressive damage increase with slight healing upside.
Favored combinations
Groupwide Damage -
生命缚誓者之祈
Major,
存续之井
Minor
Standard/Balanced -
永恒之潮
Major,
存续之井
Minor
Aggressive -
烈焰熔炉
] Major,
完美愿景
Minor
Mana Hungry/High Single-Target -
清醒梦境之忆
Major,
存续之井
Minor
Mastering Discipline in Dungeons
The Fundamentals
If you are just starting out, the first steps you need to take are towards mastering the fundamentals of the spec until they become deeply ingrained muscle memory. Your first priority is always the well-being of the party. While veteran keystone groups will do a great deal to assist their healer, allowing them to deal more damage as a result, you may be dealt a different hand and must adjust accordingly. Sticking to your fundamentals first, maintaining
救赎
on the tank, breaking from damage to spot-heal with
when needed, mass applying DoTs when possible, and being aggressive with resources, will then allow you to cut corners or play more aggressively to further accelerate the group's run.
Ramping up in
救赎
s is a fundamental skill that must be mastered in raiding, but in Mythic+ ramping is a bit different. When engaging in trash packs it is imperative to start "ramping up" in
净化邪恶
DoTs to provide a consistent stream of healing into the tank or into many targets. As a result, you may be lacking in damage or healing at the start, but will ramp up (get it?) overtime. This however leaves a vulnerability at the start of pulls, relying on your tank to mitigate early damage as you seek to generate a stable balance between damage and healing. To counter this, aggressive cooldown usage is required.
真言术:障
,
全神贯注
, and
痛苦压制
are all low cooldowns for a Mythic+ environment, giving you tremendous resources to slow the flow of damage into the tank or group and give you breathing room to catch up. When you first begin progressing to higher keystones, look at how often you are using these abilities and train yourself to be more aggressive with them. As the healer, you often have the best knowledge of how a pull will go and experience will guide you towards better seeing how a pull will go in the next 5-10 seconds, granting you insight on how to respond.
More Damage vs Healing
Dealing high damage while still healing is one of Discipline's main benefits to the group, but this must be balanced properly in order to be successful. The tanking meta for BfA Mythic+ can heavily revolve around kiting maneuvers by tanks, but as healers we must do everything possible to allow our tank maximum damage uptime before they recognize the point where externals have been exhausted and they must begin to disengage from the enemy. Large trash pulls may encourage you to spam
神圣新星
for big aoe damage, but because
神圣新星
only heals through
救赎
on the first target it hits, the healing it provides is often negligible.
Multi-DoTing allows a balance between dealing damage and healing, but dungeon level or affix combination can quickly press you to switch to direct
healing onto the tank before you hit a satisfactory level of
净化邪恶
's up on targets. Accepting that there must be a balance and learning the highs and lows of trash pulls especially is essential to mastering the spec as you gain experience. This holds true whether you are PuGing or running with the same group every time, if the tank drops down, an addon like Death Note is incredible for analyzing what went wrong and can be an excellent way to check your own performance.
Death Note can show an entire death log of a player after they go down and save it for later. When players go down while you are in the middle of healing them solely through
救赎
, look through their log at the gaps between
救赎
, direct healing and damage taken. Often you'll find that weaving in
s between
惩击
casts can be excellent for sustaining a target while
救赎
does the majority of healing in the long term. As you guy higher, you may not have this luxury as spike damage accelerates and on a fight like Council of Capn's or Skycapn Kragg, it will be imperative to fully top off players in high keys before the next hit goes out to ensure their survival. The Pressure Points section below will help detail such critical moments in dungeons.
"Hero" Plays
While running high keystones it is inevitable that things will go wrong, players will die, and wipes will be had. In small moments before the wipes occur stands an opportunity for a heroic play if the player has strong awareness and knowledge. How you position yourself, how you set up your UI to be able to clearly see enemies that you are engaged with, have crowd controlled, or are simply patrolling is essential to full mastery of the spec. Knowing the duration of abilities like Paralysis, Blind, Fear etc. and establishing an internal clock, or simply setting those CC'd mobs to a focus frame to watch them goes a long way in avoiding these circumstances.
How you respond is important too. In a Disc's toolkit you can use
精神控制
,
束缚亡灵
,
心灵尖啸
, or
闪光力场
to disengage a mob from the group depending on the circumstances. Each of these have risks associated with them.
What if your
心灵尖啸
or
闪光力场
bring that mob into another enemy pack?
What if you
精神控制
a mob but don't have the
支配心智
talent so you are risk of standing in another mob's void zone because you cannot control your character?
What if you do talent into it but
精神控制
is on cooldown from a previous save?
How do you respond if you
精神控制
the enemy, then break it to move from said void zone, but then the mob is aggro'd to you (this is called
精神控制
taunt, whereby a MC'd enemy often will ignore threat tables and continue chasing the enemy that MC'd them).
Each "hero" play has potential for a negative outcome, so it is imperative to understand when you can be a hero and when someone else in the group can better handle the situation.
Weakauras
Targeted Abilities
- HIGHLY RECOMMENDED. Excellent for being able to see which players are being targeted by specific abilities allows you to pre-cast a heal on the target so that it hits just after the damage.
Quaking Tracker
- Helpful for viewing when Quaking will hit so you can prepare in advance
Interrupt Tracker
- While you will not have an interrupt as a healer, it can be helpful to know which kicks are available to better prepare for incoming damage. If you know that all of the interrupts are on cooldown, you can better prepare the group for incoming damage depending on the source.
Useful Items to Consider
无尽深邃合剂
伯拉勒斯血肠
or
沼泽炸鱼薯条
战痕强化符文
- While these can be expensive to maintain through dungeons, they can be vital for getting a bit of extra damage and healing for a difficult pull.
战吼战争卷轴
- While this scroll and the others listed below may not be your particular responsibility to bring, someone in the group should have them available as they offer substantial benefits to the team.
智力战争卷轴
- A weaker form of the Mage buff.
漩涡战鼓
- The latest Bloodlust fill in if your group is lacking in a Hunter, Mage, or Shaman.
海滨法力药水
- Always helpful to have in case you are locked into a prolonged pull and running low on mana.
滋养药水
- Rarely used in keys but always important to have available in case they are needed. Siege of Boralus can have some prolonged periods of combat while using the Spotter mob to clear trash more easily, with those periods of downtime it can be very helpful to use a Replenishment Potion if you are low on mana.
海滨治疗药水
and
治疗石
are absolutely vital for high level keys, the latter can be acquired through the Proving Grounds if you do not have a lock in your group.
轻足药水
- More rarely used but can be excellent to have available in case heavy movement is required and you are unable to mount up.
德米特里的欺骗药水
- Recent Mythic+ changes have added more Truesight mobs but invisibility potions will continue to have a use and strong value when running keys.
智力战斗药水
- Expensive to constant use regularly, but worth the cost when pushing a higher level dungeon.
不稳定的时空转移器
- New Engineering item that will consume a Combat Resurrection charge. Excellent if your group is limited in Combat Rezzes and has a fairly high success rate.
Dungeon Affixes and How to Deal With Them
强韧
- Buffs all the trash in the dungeon, increasing their damage by 30% and health by 20%. While this affix does not have a direct impact on your performance, it is important to be prepared for massive tank damage on some trash pulls.
残暴
- Buffs all the bosses in the dungeon, increasing their damage by 15% and health by 40%. This affix can be brutal for certain encounters, such as
加瓦兹特
in
塞塔里斯神庙
and
尤朵拉船长
in the Council o’ Captains of
自由镇
.
崩裂
- Bursting is often a group based challenge, as it is extremely important to properly evaluate how many stacks your group can survive while also pushing to either let at least one mob stay alive for the Disc to damage, or to quickly pull into the next trash pack so that the Priest still has enemies to hit to heal everyone in the party through
救赎
.
教派分歧
is an excellent tool to be able to deal with Bursting but requires a mob to live through the duration of the bursting effect. If you know that you will not have an enemy to damage when all enemies die, utilizing an early
全神贯注
will go a long way towards smoothing out the damage onto targets
血池
-
闪光力场
is an excellent tool to assist with the Sanguine affix, but often it is not optimal to cast off of yourself but instead to coordinate with your tank and have them call for when to cast it off of them. Due to the tank's inherent nature of sitting in melee at all times, this allows them to more easily position themselves and the mobs around them in a suitable way to take advantage of
闪光力场
's powerful knockback. When the tank can reasonably call and predict where the mobs will be moving towards it makes it easier to reduce the healing that Sanguine will provide to enemy trash packs.
易爆
- Dealing with Explosive often requires looking at the group composition to see who is most well suited to deal with them on a consistent basis. Large pulls will require other players to assist if the orb-killer gets overwhelmed. Discipline is decent at killing orbs but far from the best for dealing with them.
is the only instant cast that will consistently one-shot most Explosive orbs, as can
惩击
but has the cast time attributed to it. If you have a more powerful orb killer, you can applying
净化邪恶
or weave in
惩击
if many orbs spawn at once and they need assistance.
重伤
- Dealing with Grievous often is a fight for quickly counteracting and preparing for the damage before it goes out. In large trash pulls which will definitely have party wide damage, the trash pack before Priestess Alun'za or the pack down the stairs after Vol'kaal in Atal'dazar for example, will have many casters and aoe damage which hits the party. Consistently having
救赎
out and onto the rest of the group before the damage hits so it can be rapidly topped off and negate the Grievous debuff will be key. It is often better to potentially lower your overall damage by applying
救赎
's early to quickly reverse any Grievous stacks, rather than playing more greedily with
救赎
s and having to deal with 4 stacks Grievous' later on. Specing into
命运多舛
, while lower damage than
教派分歧
, can often save you more time and allow you to deal more damage than by taking the latter. If you are quickly able to remove Grievous stacks from party members after receiving a
命运多舛
proc, you’ll then have more time at your disposal to deal damage. With the latest changes to Grievous, it is now more important than ever to quickly top off stacks before they get out of control.
死疽
- Necrotic can be a difficult affix for the healer alone manage, as often the tank will have the greatest control over their stacks. You can, however, assist the tank and group through well-coordinated
闪光力场
and
信仰飞跃
usage. Working with the tank to call for
闪光力场
to be cast off of them so they can safely begin kiting will often save the tank resources that they can use later on. When playing an aggressive pull,
闪光力场
will give them instant breathing room and a short slow effect. Even if you have a tank like a Prot Paladin or Monk who already are excellent kiters, this will save them resources like Charger or Chi Torpedos that can be spent later when or if they choose to go back into melee after their stacks fall off, then disengage again with said abilities.
信仰飞跃
can provide immediate and often emergency removal from
The
迷醉
affix in Season 3 requires strong coordination in your group to be able to more easily deal with. Azshara scatters three types of Emissaries throughout each dungeon that rotate each week. Two must be focused down and killed while the first one that we will be discussing must simply be drained of its energy.
The
魔力使者
has a spell reflect bubble around it dealing damage taken by any enemies in the bubble back at the attackers. Any attacks against the emissary itself will knock it back. Pet attacks, like that of
暗影魔
will continuously knock back the emissary for each strike. Each individual hit from
苦修
will knock the emissary back as well, provided you are far enough from the target that the mob is able to land after taking the first hit from the bolt. Very fast, successive strikes of
苦修
will not allow the enchanted mob time to reset and be ready to be knocked back again. It can also be slowed, making it easier to deal with.
The
潮汐使者
causes nearby enemies to be immune to crowd control, making this mob benign or dangerous depending on the surrounding mobs. In general, this is a mob that must be focused down as often as possible. Even if your group has reliable damage, depending on the mobs surrounding it, there may still be a high amount of healing required sustain players as you try to deal with this. Be aggressive with using
全神贯注
to shield players and smooth out incoming damage to avoid falling behind.
The final emissary is the
虚触使者
that constantly casts an aoe nuke in
女王法令:隐藏
. Getting hit by this attack deals significant damage and increases the damage you will take from the next hit for a short period. Using line of sight is very important to reducing damage taken. If your group has the damage, or you lack a good position to line of sight the target, it may just be better to focus this mob down as rapidly as possible. This will elongate some pulls as players focus on single target at the expense of their aoe but may be necessary depending on your group's routing. Contribute whatever extra damage that you can to help burn this enemy down faster.
The
收割
affix will resurrect dead trash mobs with half of their health pool. There are three mob types that spawn depending on the enemy. The adds that spawn as described by the
Reaping Strategy Guide - BFA Season 2 Mythic+ Affix
written by Squishei. "
复生之魂
have the passive
复生之魂
and do nothing but melee. This passive makes every successful melee swing apply the debuff
夺魂
.
This deals 2% of a player's maximum health every 3 seconds and stacks
and can be removed by a Magic Dispel.
被折磨的幽魂
spam cast
灭灵箭
. This is a 5 second long cast that can be interrupted.
If successfully cast, it deals 25% of the player's max health.
失落的灵魂
periodically casts
暗影碎击
which is a frontal cone that can be dodged.
Any player hit has their maximum health reduced by 20% for 1 minute
. When the
失落的灵魂
dies it casts
驱逐灵魂
, summoning lots of swirlies.
Any player who is hit takes damage, is knocked back and has their damage and healing reduced by 10% for 30 seconds.
The damage and healing reduction stacks per projectile hit."
Primary concerns for healers are positioning yourself to keep the tank between you and all incoming reaping mobs as you will often aggro mobs with your healing.
渐隐术
is especially helpful when mobs are coming from many directions all at once. Any damage should be focused on the
失落的灵魂
as they often are the most tedious and have the highest hp. When dealing with the stacking debuff from
夺魂
its important to continue dispelling as rapidly as possible, often using
群体驱散
early on to clear any stacks on dpsers then use singular dispels on cooldown on the tank.
共生
(Season 1) - Specific utility like
精神控制
,
束缚亡灵
, and
闪光力场
can all be extremely useful tools for removing an Infested enemy from a large group or preventing that mob from healing others around it. King's Rest, Atal'dazar and Underrot all have significant undead enemies that allow you to make frequent use of
束缚亡灵
to lock down the affected enemy so that the rest of the mob pack can be pulled without it and taken down.
精神控制
usage can be rarer but offers a solid tool to move an enemy out of a trash pack and often into another crowd control effect like Hunter's trap or Polymorph to make sure it stays away from the rest of the group. If you team frequently loses control of Infested mobs, it may be worthwhile utilize
Dungeon Strategy and Walkthroughs
Pressure Points
are frequent areas where the group will be at increased risk depending on the combination of affixes. These notes will detail where they are and what to look for when working to stabilize from these. These will mark general
regions
, but
not
route advice, where difficult pulls are often organized. Keep in mind routes can change from week to week.
Atal'dazar
束缚亡灵
is an excellent tool in this Dungeon. It can be used to interrupt the
祖尔的持盾卫士
's
魂能壁垒
ability if stuns are not available.
束缚亡灵
can also be used to CC
复活的荣誉卫士
allowing the group to prioritize other targets before taking on the honor guard which deals substantial tank and party wide damage.
The
镀金之爪
from the
女祭司阿伦扎
boss fight should be quickly purged using
驱散魔法
.
Watch out for the
达萨莱占卜师
leading up to the Priestess. They spam cast
野火
onto the party. This can be countered by using
群体驱散
to clear all the debuffs on the party then making sure the Augur is focused down and interrupted before it can cast more.
Pressure Points
The Undead wing, especially on Fortified can be quite difficult to deal with. Space out
痛苦压制
,
全神贯注
and
真言术:障
during the pull following Volkaal as it will often last a long time and there is little room for the tank to kite.
Honor Guards deal substantial damage when their totem is destroyed and tanks will need to kite if pulls take too long. Work to focus damage onto the Witch Doctors so that other mobs can be more easily kited and damage is more focused onto the tank alone, making it easier to heal.
Priestess Alunza is guarded by a small army, this is often a Bloodlust point in most fortified weeks. Work to
纯净术
Wildfire's immediately and use
群体驱散
liberally to reduce damage intake on the party.
Pet classes can leave their minion out at range while the entire party stacks into melee. This will cause the Juggernauts to charge the pet, dealing no damage to it, while not effecting the party.
If there is no pet class to bait the charges, the healer can do the job and work to stay mobile as the Juggernauts lock in the target position and can be dodged if you give yourself enough distance.
心灵尖啸
can also interrupt their charge.
Freehold
From the start of this instance, beware of the
铁潮海盗
as they apply a
毒性打击
that Priests cannot
纯净术
. Look to Monks/Paladins/Druids to assist with dispelling when the tank is at high stacks.
天空上尉库拉格
casts a
艾泽里特填装弹
when he dismounts. This can be outranged by the healers/ranged dps by standing near max range, substantially reducing damage taken in the phase. Instruct the melee not to stand between the ranged and the boss as the boss will still fire at the ranged or healers, but will deal no damage if you are far enough out.
水鼠帮健步者
after the first boss will cast
瘟疫步
on the tank which should be
纯净术
'd immediately as it applies a healing taken reduction to its target. It is a Disease so Paladins/Monks/Priests can all help dispel it if multiple go out.
During the
托萨克
in the Ring of Booty
信仰飞跃
is extremely useful for helping create space between the sharks and a slow ranged player that is targeted by the
鲨鱼投掷
.
While approaching the final boss, Sweete, the
铁潮军官
will cast
浸油之刃
on the tank which must be
纯净术
'd immediately as it applies a 75% healing taken reduction to the target. This pull is frequently during high damage so preemptively using an external cooldown will also be extremely helpful.
Pressure Points
Once past the first boss and across the first bride you are quickly jammed into a tight corner in a mob dense instance. Moving around the first groups, into the Council of Cap'ns room is extremely helpful. If your group chooses not to, prepare to quickly kite back on the bridge, using
信仰飞跃
when necessary to help your tank create space.
Captain Eudora makes the Council of Cap'ns fight incredibly difficult on Tyrannical. Her Powder Shot can deal upwards of 80% of a players HP on high keys. Work to watch her target of target, or use the targeting weakaura linked above, to see who she is targeting with Powder Shot and precast
on them to more easily top them off.
Captain Eudora's Grape Shot will be fired in a series of rotating cones after she leaps into a corner of the room. NOTE: She will ALWAYS fire to her Left, position yourself in a more central location so that you can easily run towards her and away from the direction she is firing to dodge her cones.
Harpoon mobs can be very difficult to deal with and make life very difficult to heal. Quickly DoTing them with
净化邪恶
is essential to having consistent healing flowing through
救赎
sources. If the tank needs to kite, especially during a fortified week, work to stay at range (you will be gripped repeatedly) so that you can provide a secondary escape if the tank is gripped back in when they begin to try to kite.
Ravager mobs are easily killed through Painful Motivation. If you have a large mob pull you can remove the Painful Motivation debuff from the Ravager by casting
精神控制
on it and quickly canceling it.
You may want to do this if you have a larger pull and want to ensure that the Ravager casts a second time in case some enemies were not hit by it the first time.
Kings' Rest
At the start of the instance, and near the end when fighting
祖尔之影
, you will encounter multiple
祖尔的爪牙
These can be quickly killed with
群体驱散
or
驱散魔法
.
During the
黄金风蛇
, the boss will spawn
活性黄金
from the gold pools placed down. Priests can knockback these adds away from the boss with
闪光力场
.
After the first boss you will fight four seperate members of Zandalari royalty and their minions in a mini-gauntlet.
沃希女王
casts on a player which can be immediately removed by casting
驱散魔法
on them.
拉胡艾大王
will cast a
引导闪电
which can be interrupted via displacement tools like
闪光力场
. NOTE:
闪光力场
must be cast AFTER the channel starts, if it is used before, he will simply restart the cast.
This pack will also have
守卫队长阿图
who will attempt to cast a
飞斧弹幕
onto the entire party. You can use stuns or
束缚亡灵
to interrupt the cast from getting off.
阿库尔大王
will cast
隐秘刀刃
on a random player that a Priest is unable to dispel. This poison can only be dispelled by Monks/Paladins/Druids, so if there are any in the group, be sure to call for their dispel to help the party out.
During the
殓尸者姆沁巴
boss fight, he will cast
排干体液
on a player and can occasionally follow it up with a
燃烧腐蚀
cast on that same player. If the player is not topped off at the end of the
排干体液
, they will receive the
干枯
debuff. This is where
信仰飞跃
can assist in moving that player out of danger if you are not able to top them quickly enough.
The hallway leading to the Council of Tribes encounter is filled with undead mobs that can be
束缚亡灵
, take your time through this wing and CC dangerous mobs like
幽魂狂战士
to make the run through more smooth.
During the
智者扎纳扎尔
fight in the Council of Tribes encounter, you can
驱散魔法
the buff he receives from his
地墙图腾
as the buff will persist after the totem is killed, until the shield is depleted or purged.
Pressure Points
The initial golems are often skipped and groups frequently pull these two packs together in the first room to use their cooldowns early. Space is limited early on so being aggressive with external cooldowns is imperative.
Dispelling the minions of Zul can become complicated if you are in a Bolstering or Bursting week. Those mobs will interact with both and can very easily cause a wipe if not dealt with properly. Coordinate with your group when dispelling these.
Witch Doctors, Beserkers, and Beastmasters can be very difficult to deal with and King's Rest's tight timer can force your group to make more aggressive pulls.
Externals will be required whenever the tank receives a second stack from the Beserker and kiting will certainly be a necessity.
束缚亡灵
is amazing for this bridge region for shutting down Casters or Beserkers alike.
During the Council of Tribes encounter, work to save externals whenever possible to prepare for Kula the Butcher's phase. Her Severing Axe lasts an extremely long period of time and requires constant attention.
命运多舛
is excellent in this instance to assist with healing on this boss. Work to space out
真言术:障
,
全神贯注
and
痛苦压制
to maximize their effects and coordinate with your group to decide when the affected player should use their own personal cooldowns.
Instruct all players in your party NOT to use personals when entering Kula's phase until you, the healer, call for them. Learn the defensives each class has and what you can expect their effects to be. Tracking their cooldowns and durations will allow you to better prepare and even call for help if need be.
Shrine of the Storm
This instance is filled with enemies that require interrupts or purges if their self buff casts go off.
神殿骑士
's
海潮涌动
,
海贤灵魂师
's
治疗湍流
,
淤泥水手
's
复生的白骨
,
深渊祭师
's
吞噬虚空
and
探测思维
, and the
溺水的深渊使者
's
溺毙者之触
cast all make
驱散魔法
and
群体驱散
invaluable tools for the instance.
On the
阿库希尔
encounter you can use
心灵尖啸
to release the player trapped in the
深海之握
. Fear can also be very useful for helping interrupt the
铁舟学徒
's
碎甲重击
casts that greatly reduce the uptime that melee would otherwise be able to have on them.
On the
低语者沃尔兹斯
encounter at the end, the
力量的低语
can be an extremely beneficial debuff to maintain to kill the boss more rapidly. As a result, it often will be ideal to use externals like
痛苦压制
or additional shielding with
全神贯注
to ensure that you can survive an add cast going off.
Pressure Points
Early pulls are unavoidably caster-heavy and require frequent interrupts and targeted focus.
心灵尖啸
and
闪光力场
make for excellent tools for "back up" interrupts if critical casts are going through.
Moving towards the Tidesage Council, the first pulls when across the bridge are very constricting. With little room to kite, externals must be used early and liberally as the tank will be limited in movement for fear of pulling more enemies.
During the boss, having an interrupt tracker is incredibly useful for preparing for incoming damage. If you know your group has missed some kicks utilize
全神贯注
early to smooth out the incoming damage before it gets out of control. Externals are best used early in the encounter while Galecaller is alive as Ironhull is easily kited and his defensive field can be easily used by the tank once Galecaller is dead.
Siege of Boralus
During the
拜恩比吉中士
,
信仰飞跃
can be extremely useful for helping players position better to kite the boss into azerite bombs or to help a player out of the
钢铁风暴
that comes after the
刽子手的套索
cast drags the player into melee range.
艾什凡指挥官
that you face throughout this instance will cast
强化怒吼
onto nearby enemies that should be
群体驱散
ed immediately.
On the
恐怖船长洛克伍德
encounter, the boss will cast
闪避
on herself which can be removed through slows or snares. Priest can assist with this by using
闪光力场
on the boss if no other slows are available. The slow effect of the knockback should remove the debuff and allow for greater melee uptime on the boss.
While moving to the third boss, the
水鼠帮杀手
will cast
腐烂伤口
Disease that a Priest can
纯净术
to quickly take off the reduced healing effect that is applied to the tank.
Ahead of that are also
艾什凡入侵者
that quickly stack
钉刺之毒覆膜
onto their tank. Again, another poison that a Priest cannot dispel and will look to Paladins/Monks/Druids to assist with dispelling when at high stacks.
Before you get to the third boss room, you move past the roadblock established by the enemies. If a member of your party is running back after a death you can
信仰飞跃
them over the roadblock to catch up with the group more rapidly.
The final boss
维克戈斯
has many line of sight issues on the encounter and casts a nasty
腐败之水
that deals a substantial amount of damage over the duration. Look to dispel early and often on this fight, weave in
群体驱散
if the need arises to quickly catch up on debuffs.
Pressure Points
Managing the latter half of Boralus often falls under staying near melee range to take advantage of the Spotter's Sighted Artillery while playing safely enough to avoid the many AoE effects or stuns that the enemies will cast.
Frequent use of
心灵尖啸
to interrupt the hard-casts (uninterruptible through normal kicks) of many enemies in this latter wing will help avoid a great deal of damage and allow melee to stay in longer. Necrotic week adds an additional difficulty but proper positioning will allow you to more easily take advantage of
信仰飞跃
to remove the tank from the pile and give them a running start.
Viq'goth is a true pain of a final boss, often lasting +5 minutes on high tyrannical dungeons. All damage is immensely helpful, as is rapidly
纯净术
ing his debuff (as mentioned above). Your target focus should shift depending on the group's dps quality. Often the higher you go, the more Destructor Tentacles must be killed, so simply DoTing the Gripping Tentacles will sufficient while you assist the dps in focusing down the Destructors before the next one spawns.
Positioning yourself near or behind the cannons on the initial two islands is ideal for keeping Line of Sight on all allies and easy access to switching targets. When on the final platform, the ship, running up the stairs will keep you out of range of the slams from the tentacles as well as any swirlies the boss might fire at the group. Levitate is excellent if you end up in the water and need to get out more easily.
Temple of Sethraliss
The first boss combo can be especially deadly due to the burst damage they both can deal.
阿斯匹克斯
in particular will cast
导电
on an ally which is rapidly followed up by a
静电冲击
onto the entire party, threatening one-shot potential on high keys. Defensives, externals and raid cooldowns should be utilized for this to ensure survival.
卷沙神射手
apply a particular annoying poison that you should call for assistance from Pally/Druid/Monk in dispelling as the
神经毒素
will sleep the target if they move after it is applied.
无信护卵员
start out with a
胚胎精华
buff when you engage them that should be
群体驱散
ed off immediately to reduce the damage the tank takes.
During the
米利克萨
boss fight, the Priest can use
心灵尖啸
to remove the player stunned by
缠绕的蛇群
.
Before the third boss you will encounter multiple
暴怒云气
that have
积攒电荷
buffs that need to be removed via
驱散魔法
Upon entering the room for the final boss you will have to fight four
灾厄妖术师
that will apply plenty of
烈焰震击
debuffs. Use
群体驱散
if you start to fall behind on dispels.
During the
塞塔里斯的化身
encounter you should always seek to assist in damaging the Hexers to push to the healing phase more rapidly. The spot where most groups run into trouble is the
蟾蜍雨
. Here multiple
瘟疫蟾蜍
s drop down from the sky and rush multiple players applying the
瘟疫
disease that stacks. As a Priest, you can
纯净术
these diseases so the easiest way to reduce the damage on your group is to get your most mobile member of your group to run around the room stepping on these toads and you quickly
纯净术
ing multiple stacks off of them at once. If you have multiple ranged dps players you can also kite, slow, stun and kill the toads before the hit a player, but generally as a priest you will be immobile so it is very helpful if that mobile player, preferably the tank, can soak all the toads can get
纯净术
'd. If many party members are being afflicted by the toads it causes you to take focus away from healing
塞塔里斯的化身
and making the fight that much more difficult.
Pressure Points
Common pressure points in Sethraliss are Merektha's trash room and the Galvazzt boss fight. Entering Merektha's room there is a ton of enemies patrolling or positioned around and all must be killed in order to spawn the boss. Primary wipes in this room in Season 1 were often from Infested mobs getting loose, players dying to avoidable Pyrrhic Blasts and frontal cleaves, or allowing mobs to heal, prolonging the pull until the group is overwhelmed. Proper positioning is imperative to not only avoid the mob's mechanics, but also to disrupt them when possible. Fear primarily is an excellent tool to provide an aoe interrupt effect to stop casts and allow the group to more easily clear through.
Galvazzt is one of the most nasty bosses in the game on Tyrannical and it is incredibly unforgiving to an uncoordinated group. Assuming the group coordination is strong, the fight becomes a dps race with a short clock before the healer is overwhelmed and runs out of mana. As Discipline, taking
命运多舛
is often incredibly helpful to helping players bounce back from the increasing stacks from the boss' spires.
Spacing cooldowns is essential to staying alive.
暗影魔
,
真言术:障
,
痛苦压制
and
全神贯注
all must be stretched to their limits to provide enough healing to sustain the group. The first,
暗影魔
, will basically only get one use on the encounter, and is an incredible HPS boost. Utilizing it just before a situation gets too dire will offer a significant amount of breathing room as you stabilize the team.
全神贯注
can be used early in the first and near the end while
痛苦压制
and
真言术:障
are weaved in proactively before things get out of hand.
Knowing your limits is key towards keeping the party with enough HP to survive, forget about topping players off (if you're fighting him on Tyrannical/Grievous, Light Help You). When you are a couple seconds away from multiple players dropping low and being unable to sustain them, that is where you start going into your reserves and using your cooldowns. Preemptive use is essential.
The MOTHERLODE!!
The MOTHERLODE is filled with mobs that apply nasty debuffs to players and helpful buffs to allies, making
驱散魔法
and
群体驱散
exceedingly important
心灵尖啸
also serves as an excellent aoe interrupt if needed AND as long as the mobs are all able to quickly be broken out of their fears so as to not pull into other mobs on accident.
Mobs that will need purges in this instance include;
风险投资公司塑地者
's
大地之盾
,
巨石之怒
's
地壳屏障
, and
风险投资公司策划
's
注射艾泽里特
. Many times these mobs will coincide with harmful debuffs on the party so
群体驱散
can handle both jobs extremely easily.
心灵尖啸
is especially helpful early on in the instance for many enemies. These include;
机甲驾驶员
's
激活机甲
,
雇来的刺客
's
飞镖弹幕
,
零食商贩
's
冰镇汽水
and
冰爽卡亚可乐
,
地怒者
's
地震回荡
. Of this short list, only the
零食商贩
can be interrupted through a conventional kick. The rest's casts are immune to kicks but can be "interrupted" by using
心灵尖啸
just AFTER their channels begin.
This instance is particularly trash heavy so positioning, planning and frequent external usage is encouraged. Plan your routes!
Pressure Points
One of the most common pulls in MOTHERLODE is the initial box at the bottom of the image above. Lusting and dragging a mess of mobs behind a wall to group them is dangerous but very effective. Early
痛苦压制
and
全神贯注
usage will stabilize the team long enough for you to multi-DoT the largest mobs and begin full
救赎
healing.
From that point forward, clearing through future mobs will often revolve around that initial "prep work" of pre-
真言术:盾
via
全神贯注
, using
心灵尖啸
as frequently as possible, and being aggressive with
痛苦压制
, even if it is not on the tank.
One common trend in many dungeons is when it can be better to spam the tank so that they may stay in melee rather than having them kite while you heal them more passively through
救赎
healing. With the dungeon being so interrupt heavy, coordinate with your tank on how they can kite out mobs (especially during Necrotic or Raging) while maximizing their uptime to use their interrupts or stuns to full effect.
Boss encounters are rich in avoidable damage and pose less of a threat in this dungeon as the massive pulls that are required to chest this keystone in time.
The Underrot
虔诚鲜血祭司
are a priority for using
驱散魔法
on the target of their
戈霍恩之赐
.
After the first boss,
狂野的群居血虱
are the most disruptive enemies that you will face and should be focused down immediately as their
嗜血成性
deals heavy damage to their target and is difficult to shut down.
As a Priest in this instance,
染病鞭笞者
are among the lower priorities as you can easily
纯净术
the
衰落意志
debuff that goes out onto allies. The more Paladins/Priests/Monks that you have in your group, the more aggressive you can be with pulling these lashers as you will have a wealth of dispels at the ready to break out friendlies.
复活的护卫
after Cragmaw cast a
白骨之盾
onto themselves which should be
群体驱散
off immediately to allow the DPS to continue killing them.
They are frequently accompanied by a
堕落的亡语者
which can be shut down through
束缚亡灵
use. Any time there is a
亡者复生
or
邪恶狂暴
cast, you can use
束缚亡灵
to stop the cast, though often the enemy will try to cast again when the
束缚亡灵
breaks so this is an excellent stall tactic, but often is not a long term solution to this enemy unless you isolate it on the pull and do not damage it until it is the only focus for the dps.
孢子召唤师赞查
is an easy fight for the healer Priest as you are consistently able to clear out extra
腐烂孢子
before
溃烂收割
and
纯净术
yourself before the stacks get too high if the dps do a poor job of clearing pods. Keep in mind that
群体驱散
will not dispel Diseases, so if multiple debuffs go out onto the group at a time your only recourse is to use your
纯净术
or just heal them through it.
The
不羁畸变怪
frequently stacks a
腐败之血
debuff onto the party which is often removed via the
净化之光
from
泰坦守护者赫兹雷尔
. If the Titan is killing
血面兽
s then he will not assist in clearing the debuffs, so utilizing a
群体驱散
periodically is very helpful.
Pressure Points
With the most recent changes to Underrot, groups are currently figuring out whether it is more worth to death skip the first section of the dungeon, since Rogue stealth or invisibility potions no longer work, or to fight these mobs outright. If you choose to fight them, priority targeting is key and utilizing your tools to mitigate and smooth out damage is a must. If you can create space for the tank to move away from Warmothers or Headhunters rapidly if need be, you stand a much greater chance of dealing with these enemy packs.
Cragmaw's room is an unholy amalgam of annoying or disruptive mobs. Beyond focus targetting, Bloodswarmers can be "close kited" to avoid taking melee hits. Maintaining a ~10 yard distance between the player and Bloodswarmer will be close enough to prevent the mob from charging you, but also far enough to where they cannot melee you. If you are unable to stabilize your group while a Bloodswarmer is fixated on you, close-kiting in a circle around the group to keep the mob in melee for cleave damage will greatly increase your team's odds for survival.
In no uncertain terms, make sure your team understands that if a Screech cast from the Bloodswarmer gets off, then the group will die. Being interrupted and school-locked is a massive pressure point, frequently resulting in spot-deaths if not outright wipes.
Tol Dagor
Like in MOTHERLODE!!, Tol Dagor has many mobs that are extremely susceptible to
心灵尖啸
's effective "interrupt" capabilities. These include:
淤泥螃蟹
's
挤压
,
艾什凡狱卒
's
防暴盾
,
艾什凡军官
's
手铐
, and the
艾什凡卫士
's
全面禁闭
. All of these mobs are unable to be kicked, but their abilities will be canceled and not repeated after the fear falls off if cast during their channels.
Other mobs in the instance are also very easily countered by using
群体驱散
or
驱散魔法
to remove their helpful buffs or dispel your allies easily. In Tol Dagor specifically, these would be;
铁潮暴徒
's
衰弱怒吼
,
黑齿纵火犯
's
火把攻击
,
水鼠帮掠夺者
's
黑影步
,
水鼠帮海语者
's
流水护甲
,
杰斯·豪里斯
's
振奋呐喊
,
艾什凡水兵
's
火力压制
Constant dispels are a large theme in this dungeon and will be key towards a smooth run. Coordinating with the group for kicks, interrupts or rotating purges will be key to completing in time.
科古斯狱长
is still a very challenging encounter that is only made more difficult by poor positioning. Moving the group into the small dugouts at the four points of the rectangular room greatly assists in players positioning themselves against walls to mitigate the knockback effects.
Pressure Points
Successful early pulls in Tol'Dagor as a healer are all about balancing between damage and healing. When attacking a large pull you must be aggressive in using cooldowns like
痛苦压制
or
真言术:障
on the tank to allow them to generate sufficient threat for when they need to kite. During this period, you can deal substantial damage from
神圣新星
spam while keeping in mind that incoming damage will ramp very quickly. Knowing when you can disengage from the melee pile and switch to spot-healing melee from a distance or multi-doting is imperative to maximizing speed in your run.
The Sand Queen can be a grind of a fight and her sand traps can make things much more difficult to keep players topped off, especially before an Upheaval. A simple way of playing safe is to utilize
全神贯注
on the first Upheaval and instruct all party members to NOT use an large defensives. Early
全神贯注
use will guarantee more uses in the future while saving the defensives of your group members for more dire circumstances on the boss fight.
Having your Mage use Ice Block on the first Upheaval when they are at near-full HP and can have a large
全神贯注
'd
真言术:盾
is a waste when they could use that resource when they are at 60% and you are struggling to top off players in time. In an emergency, and if you are very quick, you can
信仰飞跃
the targeted player away from the Upheaval location to dodge the attack. Lightstep Potions can also be utilized for the same effect. These can be dangerous and should be practiced in lower level keystones before attempted on a high level one.
Overseer Korgus still stands as one of the most frustrating bosses for a dungeon, due to his semi-lack of predictability. Knowing when he will fire Explosive Bursts at players is simple, but when he will cast two in a row is often guess work and a bit of gambling.
As the most lethal part of the fight, you must partition your cooldowns to maximize their usage and control your party's personal defensives as well to max effect. Just like on the Sand Queen, it is useless for the Mage to Block a double Explosive Burst that you have already used
暗影魔
preemptively to full top players before the 2nd blast hits.
The ideal scenario often goes as follows, prioritize
全神贯注
usage, then
暗影魔
, then
真言术:障
a first blast if you suspect a 2nd might follow it, and
痛苦压制
and ignore a target while healing another injured ally if you are in a dire situation. Rotating through player's immunities as last resorts is also key to mastering the fight. If you are concerned that you and the mage are both at risk, being able to
痛苦压制
yourself, while the Mage blocks, allows you to greatly reduce the damage taken and for you to stabilize before the next hits.
Waycrest Manor
Waycrest Manor possesses not only the common farmfolk, but also a high amount of enemies that buff themselves or apply rapid debuffs onto players that require frequent
驱散魔法
and
群体驱散
. The priority enemies to watch out for include;
着魔的队长
's
灵魂防御
, and
显眼的女巫
's
灵魂雕像
for self buffs. While
毒心藤蔓扭曲者
's
缠绕荆棘
and
女巫会塑棘者
's
被感染的荆棘
are two priority mobs that require individual dispels.
On the
魂缚巨像
encounter healers will frequently generate threat from healing and that can draw the aggro of the
燃烧的灵魂
s that spawn from the boss'
燃火外衣
mechanic. If you need to plant your feet and heal an ally, it can be very beneficial to
渐隐术
off the aggro, alert your party members that the ghosts will switch targets (encouraging them to help kite) and using that window to top off the injured ally. Failing to notify the group can cause an unsuspecting player to take heavy damage from
燃烧之拳
, so be cautious with its use.
贪食的拉尔
is one of the easier encounters in the instance but Priests can be helpful in long tyrannical boss fights in helping avoid the
吸收仆从
mechanic by knocking any
大手大脚的仆从
away with
闪光力场
before he can eat them for the damage buff.
On the final boss
高莱克·图尔
, Priests can again use
闪光力场
to displace the
亡触奴隶主
who stun other players with their
死亡棱镜
casts. This cast can be interrupted by displacing the enemy WHILE they are channeling Lens, ideally at the start of the cast so the affected dps does not lose uptime.
Pressure Points
The Heartsbane Triad is another difficult encounter that requires full usage of your toolkit to safely down. Sister Solena's Aura of Apathy makes it very difficult to top players, so contributing heavy damage, especially on the pull is essential for getting out of there immediately. When you come back around to Solena's phase, it might last longer, so stacking and using
真言术:障
to mitigate incoming damage is a massive boon.
Sister Malady requires more consistent movement to reduce damage taken. As a result
暗影魔
and
全神贯注
are your ideal resources to keep players healthy while you are moving periodically to keep your stacks low.
Which brings us to Sister Briar who's Jagged Nettles attack threatens one-shot at high level keystones. The other cooldown we have not used yet in
痛苦压制
is well suited for this attack and requires quick reflexes. Watch her target of target to see who you must cooldown and work towards topping them rapidly. If the party is at or near 100% HP, you can also choose to call for that party member's defensive cooldown instead of using your own. Since damage will ramp up over her phase AND you will be entering Solena's phase immediately after Briar's it may be more worthwhile to spend additional time topping the first Nettles target, while rapidly topping the second.
The Triad's wing of the Manor often has lower trash density with higher singular target damage, focused into your tank. While Raal's wing is much more high density and split-cleave damage onto the group. This requires two different approaches from the group and the healer.
When in Traid's wing, kiting is easy to do and highly encouraged. Creating distance from the Marked Sister's is difficult because they are immune to slows/stuns, but convenient grips are very effective for assisting the tank.
On Raal's side, kiting mobs is often more difficult and does not take all the pressure off. The constant spits and infests from Maggots make it imperative to have the party stacked frequently for
真言术:障
usage and for proactive Shielding through
全神贯注
. Doing so correctly will allow you to
救赎
heal through the majority of the damage when engaged in combat because the
真言术:盾
will soak up the initial heavy hits, then
救赎
can handle the rest.
How this often goes is when the tank will round up a heavy pile of mobs in Raal's room, and bring them all into the courtyard or into a corner of Raal's hallway. While they are doing that, using
全神贯注
in advance and blanketing the party, then using any extra duration on spamming the tank with
真言术:盾
s will allow the buffer zone required to set up to deal more damage.
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