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10.2.7
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10.2.6
Beta
Eye of Azshara Mythic+ Route Guide
来自 Voulk
[Last Updated]:
2018/04/11
变更日志
补丁:7.3.0
目录
评分:
This Mythic Keystone Eye of Azshara guide will take you through the best route to complete the dungeon, give advice for bosses and provide tips and tricks for the entire instance. This guide will assume that you are familiar with the basic mechanics from the
Eye of Azshara Dungeon Ability Guide
.
Mythic+ Leaderboard Rankings
The following data has been generously provided by
Raider.IO's Eye of Azshara Leaderboards
. We hope it helps you spot popular class compositions for each affix combo. Check them out for Mythic+ Keystone Rankings!
Top Mythic Classes for
Eye of Azshara
with Current Affixes
Top Mythic Runs of
Eye of Azshara
with All Affixes
Top Mythic Runs of
Eye of Azshara
with Current Affixes
Instance Breakdown
Recommended Comp for high keys:
It's useful to have a few interrupts for the Hatecoil Arcanists but it's not essential. AoE DPS is particularly strong in Eye of Azshara, as are executes (for the final boss).
Highest Tyrannical key done in time:
22
Highest Fortified key done in time:
22
Instance Timer:
35:00
Average # Mobs per pack:
3.5
Trash
Click the tabs to navigate through the trash path!
Open with the Stormweaver / Warrior pack. The turtle is an optional pull, you'll need it to hit 100% using this path however it can be substituted for a snail later in the instance if you think your party is likely to pull one. Interrupt the Stormweavers
风暴
and
电弧
casts (especially on Fortified). The warriors cleave so face them away from the party.
The second pack is exactly the same and can be pulled with the first if you have some decent AoE stuns (and there's no Bolster in play).
Finally, pick up the Hatecoil Crusher. These guys are much less scary than they look and aside from interrupting
巨力猛击
can pretty much be ignored. Poor little guy.
The Stormweaver is joined by an Oracle this time who will occasionally try and heal. You should interrupt it. It'll also throw out
奥术箭
which aren't too dangerous.
The second pull features two warriors and an Oracle. Face the warriors away from the party to avoid the cleave and don't let a heal off.
The Arcanist will patrol up and down the path. She can be taken alone or with the pack of Droplets since we want to kill both.
奥术弹射
gets interrupt priority, and you'll want to either interrupt or dispel
变形术:鱼
.
The two Droplet packs can be pulled together and aren't at all dangerous. Dispel the slow when finished so that you can move on to the second Arcanist. Killing it will unlock the second boss and we're going to kill Lady Hatecoil next.
Pick up the five crabs and six droplets and let your AoE DPS go wild. The crabs stack up a nasty DoT (
锯齿利爪
) so your tank might want to start kiting (but not into the lightning strikes!)
You have a lot of choices in which packs you pull here and the strength of your AoE DPS vs Single Target will come into the equation. You need to clear anything that patrols near the boss to avoid an accidental pull and then a few of the mobs around the fringe for percentage.
The Hydras can be pretty dangerous and
翻滚风暴
will outright one shot you on high keys. They also have a mean
尾鞭
so don't stand behind them.
-> Tip:
尾鞭
is only cast when a player is actually behind the Hydra.
Our little red crab friend at the front of the picture here has an array of nasty sand-based attacks.
->
喷洒沙砾
is the most vicious of the set and anyone caught in its cone will be quickly extinguished.
-> Tip:
喷洒沙砾
is always cast in the direction of the tank and can be interrupted using displacement abilities and stuns.
-> Your healer will want to also be on the lookout for
沙尘暴
which should be dispelled.
The pictured murloc pack patrol up and down the cave and it's up to you whether you want to pull them safely out here or with another pack in the cave. They don't do anything special, however the big murloc in the pack has quite a bit more health than the little ones and you'll want to give him some special attention on Bolster weeks. You can pull the Mak'rana with the crab pack so long as you're vigilant with moving out of the
喷洒沙砾
.
We are going to take the left path through the cave and clear both Bitterbrine Slave packs. Dispel the various toxins if possible and make sure the tank has a reasonable stream of healing but otherwise these aren't dangerous.
-> Clear the murloc pack to the left if you still need more than 17.5% trash.
-> The twin giants are very dangerous. The Tidestomper drops blue circles which must be avoided, whereas the Wavecrasher casts
冲天怒火
which stuns everything within 60 yards and deals heavy damage.
You'll end the dungeon with four named sorceresses. They'll each chain cast while alive and you should interrupt as much as you can.
-> Make sure to dispel
奥术炸弹
-> Interrupt
风暴
.
-> Dispel and heal
魔法禁锢
.
If you're somehow missing some trash percentage then there should be a Mak'rana Hardshell patrolling near the boss and he can be picked up for an extra 1.94%.
ERT Note
|cffffff00Eye of Azshara Trash Path|r
Pull Stormweaver / Warrior pack x2
Pull Turtle
Pull Crusher
Pull Stormweaver / oracle pack
Pull three pack in front of Parjesh
{skull}|cff8788eeWarlord Parjesh|r{skull}
Mount up and run back up the path to the left
Pull the patrolling Arcanist
Pull the droplet pack nearby
Mount up and dash across water toward Hatecoil
Pull Droplet pack on the beach x2
Pull nearby Arcanist
{skull}|cff8788eeLady Hatecoil|r{skull}
Pull droplet / crab packs
Pull patrolling Hydra
Pull patrolling pack of small crabs
Pull sand crab
Pull Hydra
Pull small crab pack toward cave entrance
{skull}|cff8788eeSerpentrix|r{skull}
Pull sand crab near cave
Pull small pack of crabs near cave
Wait for and pull Murloc patrol
Take the left cave passage
Pull Bitterbrine Slave pack x2
Mount up out of cave and run toward Deepbeard.
Pull murloc pack to the left of the twin Giants.
Pull twin giants.
{skull}|cff8788eeKing Deepbeard|r{skull}
Pull the four Sea Witches. Remember to interrupt.
{skull}|cff8788eeWrath of Azshara|r{skull}
Affixes
Let's take a look at notable affix interactions in Eye of Azshara.
When taking on the Murloc packs, CC or focus fire the Skulker first since he has significantly more HP than the others.
When pulling Droplets, either grab one pack at a time or hold
all
DPS until the tank has both.
There are many large AoE packs throughout the instance and you need to make sure you heavily stagger your kills.
Don't blame your healer if you rack up 8+ stacks of bursting and wipe. Instead, try and stop DPS earlier into the mobs health bar since mobs will slowly die to DoTs without any intervention.
Grievous makes Wrath of Azshara incredibly challenging to heal. Pull out all of your defensive cooldowns including health potions to buy your healer time and consider sacrificing any Crushing Depths after the boss hits 10%.
Parjesh also becomes pretty nasty on Grievous and you'll need to be using defensive cooldowns when afflicted by Throw Spear.
The Stormwake Hydra become certified tank-hunters sub 30% on Raging and kiting them as best you can is recommended. Meanwhile, the rest of the party will need to avoid
Bosses
Warlord Parjesh
Absolute Murder... in fish form
Dungeon Journal+
穿刺之矛
Single Target
Physical
Dodgeable
Debuff
(DoT)
投掷长矛
Single Target
Physical
Debuff
碎裂波动
AoE
Frost
Dodgeable
Avoidance
流沙
Ground
Nature
Dodgeable
召唤援军
Summon
低吼
(Hatecoil Shellbreaker
)
AoE
Physical
Interrupable
Avoidance
闪电打击
(Hatecoil Crestrider)
Single Target
Nature
恢复
(Hatecoil Crestrider)
AoE
Heal
Interruptable
You should know
You need to stand behind an enemy hatecoil minion when Impaling Spear is being cast so that they get hit instead of you. Beware that on high keys the spear alone might not be enough to kill the add and you might need to add a little damage of your own to make sure it doesn't rejoin the fight.
流沙
covers any location that Parjesh charges through during
碎裂波动
. The tank should position the charge so that it takes up as little room as possible and melee should give the boss some space since it can hit you even if you are standing behind him. This both minimizes the chance of somebody getting hit by the wave and maximises the amount of space you have to work with. If you drop Quicksand everywhere your DPS will also have trouble kiting the Impaling Spear through one of the Hatecoil minions.
You must interrupt every
恢复
cast before it starts healing. Similarly the tank should be interrupting every
低吼
cast since it can be lethal when combined with the ticking damage from
穿刺之矛
.
闪电打击
is a much lower priority.
It is usually best to cleave down the Shellbreakers and Impale the Crestriders.
Tip: With the addition of a stun to Impaling Spear in Patch 7.2, if a player is immune to a stun, they will not take any damage from the Spear, nor the resulting DoT.
Lady Hatecoil
The punishment for kicking your friend into the water during Static Nova is a lifetime of Lower Kara keys
Dungeon Journal+
静电新星
AoE
Nature
Dodgeable
Avoidance
凝聚闪电
AoE
Nature
Avoidance
女巫的诅咒
Single Target
Dispellable
召唤风暴
Summon
You should know
Focused Lightning also destroys any sand dunes you're standing on.
I'd recommend a weak aura for a countdown on the Curse of the Witch. It often expires during the Static Nova cast and can be dangerous if you're facing the wrong way. The blast does kill any Saltsea Globules that have popped up and you should do this when it's convenient but it's not a huge priority.
The boss will wreck you if you try to leave her little arena. Attempting this is not recommended.
Try and stay away from the Globules when they die. The damage is not dangerous, but the slow can cost you some DPS time if you're a melee who has to run to a sand dune early.
Serpentrix
Aww, look at that
face
Dungeon Journal+
毒液喷吐
AoE
Nature
Dodgeable
Avoidance
剧毒创伤
Ground
Nature
Dodgeable
下潜
Summon
狂暴
炽焰新星
AoE
Fire
Interruptable
Avoidance
奥术冲击
Single Target
Arcane
Interruptable
You should know
Poison Spit and Toxic Wound are both 100% dodgeable with smart movement though when you're just fighting Serpentrix you might choose to stand in the Poison Spit to maximise DPS time (consult your healer).
Any damage the Hydra Spawns take is copied to Serpentrix so they're always worth killing.
During the submerge transitions I'd recommend sending two DPS to the Arcane hydra and one to the Blazing hydra. The Arcane hydra deals +50% damage for every successful cast and this gets uncomfortable quickly. The tank should head to Serpentrix and interrupt the Rampage. While rampaging the boss casts Poison Spit every 0.5 seconds and while it's avoidable it's expensive to dodge from a DPS perspective.
King Deepbeard
I actually wrote this guide during a King Deepbeard fight. It's that damn long.
Dungeon Journal+
地震
AoE
Physical
Avoidance
气体泡泡
Single Target
Debuff
呼潮引浪
AoE
Frost
Dodgeable
大地猛击
AoE
Physical
Dodgeable
Avoidance
狂乱
You should know
Quake deals additional damage to anyone within 5 yards of you. Make sure you are at
least
that far apart. Four seconds after the quake
all
pre-existing quakes will erupt again dealing significant damage.
Gaseous Bubbles is a buff placed on you that will absorb a significant amount of damage over up to 20 seconds. If you don't deplete the shield within 20 seconds it'll deal damage to your entire party equal to how much shield was left. So if you're a bit slack and still have a 1 million absorb left then you've caused 5 million across your party. The best way to remove the bubble is to follow around the blue ground effects caused by Call the Seas. Quake will also give you a helping hand but I'd recommend you don't try to remove it with Ground Slam or Aftershock since they'll likely kill you on a high key.
This is a very long fight with a lot of easy to avoid but lethal mechanics. Stay spread out, remove your shields, stay out of aftershock, avoid pulling any seagulls and he shouldn't cause you too many issues.
Wrath of Azshara
If you look closely, the boss has a night elf inside
Dungeon Journal+
起伏之沙
Single Target
Physical
Avoidance
<a href="
秘法旋风
" target="_blank" rel="noopener">Mystic Tornado</a>
Ground <span style="color: #333399;">Arcane</span> <a class="emoji" title="U+2714" href="
https://apps.timwhitlock.info/emoji/tables/unicode#emoji-modal"><span
class="emoji">✔</span></a><span style="color: #339966;">Dodgeable</span>
强力激流
Ground
Frost
Dodgeable
压抑深渊
AoE
Physical
Avoidance
奥术炸弹
AoE
Arcane
Dispellable
Debuff
闪电打击
AoE
Nature
Dodgeable
潮汐奔涌
Ground
Frost
Dodgeable
You should know
Using heroism in phase 1 is better for the timer since there is less movement, but phase 2 (sub 10%) is more dangerous so popping it then gives you a better chance of killing the boss. Decide based on how much time you have left.
In late phase 2 you might want to consider sacrificing the Crushing Depths target to preserve overall party health. It can also be removed with Blessing of Protection if you're running with a paladin.
You don't need to spread out very far. Your healer has a 40 yard range but most AoE heals start to lose effectiveness past 30 yards. You should aim to stay in a 30 yard radius.
Despite what Crushing Depths says on the tooltip it actually deals damage to each player based on their own maximum HP (not the maximum HP of the Crushing Depths target). This doesn't change the strategy (stack people in, or sacrifice them) but does eliminate Weapon swap macros and the like.
Affix Details
For more information on any particular affix, click on the corresponding tab below.
Enemies who die will buff other nearby enemies with
激励
, causing them to gain 20% health and deal 20% additional damage. This can stack multiple times, resulting in an extremely dangerous enemy that will take a long time to defeat. The range on the buffing ability is 30 yards in 7.2. In addition, mobs affected by the
激励
buff will become immune to many types of CC (though they are still vulnerable to stuns).
This affix causes the end of a trash fight to be more dangerous than the start. Players should follow these general guidelines:
Do not pull multiple trash packs at once, so that the maximum stack size of
激励
stays low
Attempt to DPS the enemies down evenly
However, if there is a priority target, such as the Wrathguard Bladelord in Black Rook Hold, it may still be beneficial to focus fire and kill these targets first
The healer will need to use cooldowns on the tank if possible when an enemy has high stacks of
激励
The
激励
affix does not apply to adds in a boss encounter. For example, killing the Risen Warriors in the Mythic+ Ymiron fight in Maw of Souls should not apply
激励
to Ymiron or any of the other Risen Warriors. However, if players drag trash packs into a boss fight, those trash mobs will apply
激励
to the boss when they die. This is undesirable. If players wish to save time by dragging trash into a boss fight, be sure to pull the trash more than 30 yards away from the boss before killing it.
Successful melee attacks will apply the
死疽溃烂
debuff to the struck player, reducing the potency of healing and absorption shields by 3% per stack, and dealing stacking damage. The
死疽溃烂
debuff lasts for 9 seconds in 7.2, but the duration of the debuff is refreshed each time a new stack is applied, so it will be very difficult for tanks to drop their stacks while actively in combat.
死疽溃烂
is removed upon dropping combat.
This can stack very rapidly on large trash packs, and can be a nuisance on boss fights. Players should follow these general guidelines:
Do not pull multiple trash packs at once
Use AoE CCs, such as stuns, knockbacks, and slows, to allow the tank to kite effectively at high stacks of
死疽溃烂
During boss fights, a non-tank player with a taunt ability can taunt the boss away from the tank to allow
死疽溃烂
to fall off
At very high Keystone levels, groups may wish to bring two tanks to help manage the
死疽溃烂
debuff.
When the
震荡
affix is active, at random times throughout the dungeon (regardless of combat) all players will receive the
践踏
debuff and upon expiry inflict damage and interrupting active spell casts to themselves and nearby allies.
践踏
can apply when running between bosses and will continue to occur after the dungeon is completed. If your party's composition is melee heavy, make sure to spread out the circles whenever
践踏
is applied.
The
暴怒
affix causes enemies to
激怒
at 30% health, dealing 100% additional damage until they are defeated.
When this affix is active, AoE and cleave damage can be dangerous. Be sure to mark a priority target in each pull, and when that target
激怒
s, focus fire to bring it down quickly. Stuns and other forms of CC can be used to reduce the damage the party will take from
激怒
d mobs.
A pool of Sanguine IchorWhenever a non-boss enemy dies, a pool of
鲜血脓液
forms at its location. This spell has two effects:
鲜血脓液
heals enemies standing within it for 5% of their health each second
鲜血脓液
deals damage to players standing within it for 15% of their health each second
Tanks must pull the remaining mobs away from the location of the
鲜血脓液
pool, and melee DPS must be cautious. It does take several seconds for the
鲜血脓液
to form, so there is plenty of time to react and avoid damage.
This affix is particularly difficult when fighting large groups of trivial adds, and may require tanks to clear additional space or pull enemies back into previously cleared areas so there is room to kite. This is also a difficult mechanic in any area where the predominant floor color is red - particularly in the Oakheart-to-Dresaron stretch of Darkheart Thicket.
In 7.2, Sanguine pools have been changed to apply their first damage tick immediately. This means that it's more important to place the pools of sanguine in safe locations so that the group may traverse the dungeon without taking a large amount of damage from crossing the sanguine pools after combat has ended.
The
无常
affix causes tank threat to be less potent, meaning that DPS players are likely to pull threat off of the tank if not careful. Tanks should mark a priority target on which they will be focusing the brunt of their attacks, and DPS should try to avoid dealing too much damage to the non-priority targets.
Hunters and Rogues should help the tank by using
误导
and
嫁祸诀窍
respectively.
In a
繁盛
dungeon, the number of trash mobs that players must kill in order to meet the "Enemy Forces" requirement is increased to accommodate the additional trash.
The
繁盛
affix causes extra mobs to spawn in particular trash packs. Not every pack is affected, but many of the most dangerous trash packs are.
The
易爆
affix causes enemies that you are currently in combat with to spawn Fel Explosives within 3 yards of its current location. These Fel Explosives will begin to cast
爆炸
and if successful, will detonate dealing a significant amount of damage. Fel Explosives have a very small amount of HP but are completely immune to AoE spells such as
暴风雪
and
星辰坠落
.
Since every monster has a chance to spawn Fel Explosives, be careful about pulling too many monsters at a time. If you pull too many, you might spend all your time killing Fel Explosives and not actually hitting the monsters themselves!
These orbs are the top priority for all players!
The
重伤
affix is particularly dangerous against monsters that deal consistant AoE damage. When a player falls below 90% health, the
重伤
DoT is applied and begins to stack every couple of seconds until the player reaches full health. These stacks will cap at 5 but it's important for the healer to remove these as soon as possible to avoid falling behind. DPS should avoid taking as much damage as possible this week, since taking damage is extra punishing due to the
重伤
debuff.
崩裂
, is essentially one of the main mechanics from Mythic: Il'gynoth in the Emerald Nightmare. Whenever a monster is killed, all players will get a stack of
爆裂
which will stack. One or two stacks will not be deadly, but killing an entire pack of 8 packs simultaneously will probably end up killing the party.
During
崩裂
, it's important to stagger the deaths of the enemy forces so that the debuff doesn't stack up too high. Be careful not to use too many AoE abilities and kill the monsters too soon.
Immunity abilities such as
暗影斗篷
and
寒冰屏障
will remove all current stacks and prevent future stacks from applying.
A Volcanic Plume
Move before it erupts
Enemies in a
火山
dungeon will cause
岩浆柱
s to spawn beneath the feet of distant players. Two seconds later, the
岩浆柱
will erupt, dealing damage equal to 50% of the player's health to any player standing within 2 yards of the Plume. Both boss and trash mobs will cause Volcanic Plumes to form.
When fighting a single enemy, a
岩浆柱
will form approximately every 10 seconds.
Note that "distant" refers to the distance from the enemy mob. In most cases, melee DPS and tanks do not have to worry about this mechanic, and if ranged DPS and healers stand close to the enemies,
岩浆柱
s may not spawn. However, if there is an enemy that leaps away, or an add that spawns far from its summoner,
岩浆柱
s may begin to appear in melee range. This can occur during the following notable fights:
During the Inquisitor Tormentorum encounter in the Vault of the Wardens, due to the Tormenting Orbs
Fighting Valarjar Marksman in the Halls of Valor
Fighting Rockbound Trappers in Neltharion's Lair, or during the Naraxas encounter
岩浆柱
s can be difficult to see during bright or busy ground effects. Players should move out of the
岩浆柱
immediately upon noticing it, and may wish to preemptively move during mechanics such as Eye of the Storm in the Hyrja encounter, where constant unavoidable damage combined with the
岩浆柱
hit could cause a fatality.
强韧
is multiplicative with the Mythic+damage and health modifiersThis affix will only affect Keystones of level 10 or higher. In a
强韧
dungeon, all of the trash mobs have 20% more health and deal 30% additional damage.
Avoid pulling excessive trash packs
Use AoE CC and stuns liberally to reduce damage
Focus on priority targets
Tanks may need to kite enemies more frequently
Multiple tanks may be preferred for certain dungeons with particularly dangerous trash pulls
强韧
's damage and health bonuses are multiplicative with the Mythic+ damage and health bonuses shown in the table above. This means that on Mythic +10, the trash will all have 140% additional health and deal 180% additional damage. Certain trash packs may be able to one-shot party members with their mechanics under this affix; for example, the
瓦拉加尔刻符者
in
英灵殿
may instantly kill players with
破碎符文
if it is allowed to cast. Interrupts and performing trash mechanics properly are very important!
强韧
is particularly dangerous in combination with
激励
,
暴怒
, or
繁盛
affixes.
残暴
greatly increases thedanger of boss fightsThis affix will only affect Keystones of level 10 or higher. In a
残暴
dungeon, all of the bosses have 40% more health and deal 15% additional damage.
This can cause many extremely dangerous abilities to one-shot the party if health levels are not high enough
Serves as an additional gear check to these dungeons
Tanks may need to kite bosses more frequently
Multiple tanks may be preferred for certain dungeons with particularly threatening boss mechanics
残暴
's damage and health bonuses are multiplicative with the Mythic+ damage and health bonuses shown in the table above. This means that on Mythic +10, bosses will have 180% additional health and deal 140% additional damage. Certain bosses that gain percent-based damage modifiers during the course of their encounter pose particular problems in
残暴
dungeons:
黑鸦堡垒
: Smashspite's
Brutal Haymaker debuff
increases the damage the tank takes by 75%, and may cause
大地践踏
or melee attacks to be fatal
群星庭院
: Advisor Melandrus's
切割漩涡
will become unsurvivable with just a few
顾问麦兰杜斯的影像
spawns
黑心林地
: Shade of Xavius's
梦魇箭
may one-shot players without active defensive cooldowns, especially if he gains any stacks of
天启强化
英灵殿
: Hyrja's
弧光箭
and
驱逐之光
abilities may one-shot while she has 4+ stacks of
秘法师加护:雷
or
秘法师加护:光
冥口峭壁
: Ymiron's
黑暗鞭笞
is extremely powerful under
残暴
and may require external cooldowns for the tank to survive
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评论
评论来自
thebdc
There's one thing that should be added to this guide. On
teeming
the very first pack contains a
积怨牧鱼者
. His
闪电之刺
deals lots of group wide damage, that can easily one-shot people on higher keys and/or the fortified affix. It cannot be interruped, so the mob has to be stunned. This is especially nasty because you usually don't run into those guys, so people have litte experience with them.
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您可以用它追踪完成的任务、配方、坐骑、伙伴宠物以及头衔!
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