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Glory of the Cataclysm Hero Guide!
来自 pyrannor2012
[Last Updated]:
2018/07/05
变更日志
补丁:5.4.8
评分:4.8/5
(
69
投票)
This guide from Pyrannor of
The Gank Factory
, is an in-depth breakdown of each achievement required to attain
Glory of the Cataclysm Hero
and in turn receive your
Reins of the Volcanic Stone Drake
. Each description will focus on the appropriate 5-man composition for each, the roles of each individual in the group, and the best strategy to accomplish the achievement on the first attempt.
Cataclysm Dungeon Hero
This is by-far the easiest part of the entire meta. This meta achievement can be most easily and quickly attained by simply running the nine dungeons listed in the Random Cataclysm Heroic list of the Dungeon Finder. They include:
Blackrock Caverns
,
The Stonecore
,
Grim Batol
,
Shadowfang Keep
,
Lost City of the Tol'vir
,
Throne of the Tides
,
The Vortex Pinnacle
,
Halls of Origination
, and
Deadmines
.
We strongly recommend that each of these dungeons be run first in its entirety before any focus is placed on the individual achievements. This will allow you to learn the basic fight mechanics and the layouts of each dungeon. Familiarity will greatly increase your success rate when taking on the achievements listed below. And remember that each of the dungeons must be completed on their Heroic settings. For additional fun, you can complete Guild Achievements by ensuring that at least 3 of the 5 members in the group are in the same guild.
Now on to the individual achievements that are located within each of the dungeons. We will break these down by individual dungeon and in their appropriate completion order, that is from start to finish in each instance. We have also linked each achievement to its Wowhead page to provide a better visual setting for each achievement and so that, if you like, you may utilize other feasible strategies that we don't list here.
Group compositions we list as
Standard
fall into the category that is normally assigned by the dungeon finder (i.e. Tank, Healer, 3xDPS). As always, the alternate group compositions we have listed are merely a
suggestion
. There are many other viable group forms with which to accomplish the achievement. Feel free to try any you think may work. We have also listed the difficulty for each achievement, regarding strategy, awareness, and at-level abilities, with 1 representing the easiest and 5 representing the most difficult.
Blackrock Caverns
Crushing Bones and Cracking Skulls
Boss
:
Rom'ogg Bonecrusher
Group Composition
: Standard
Requirement Breakdown
: Rom'ogg will summon a group of 5 mobs called
Angered Earth
. These adds must be killed by grouping them around Rom'ogg when he uses his
The Skullcracker
ability. This must be done twice.
Difficulty
: 1
Strategy
: During the fight, Rom'ogg will cast
Chain of Woe
which will snare the party. During this snare, he will summon the Angered Earths. These mobs must be tanked at Rom'ogg and held in his melee range until he casts Skullcracker. To ensure that the Angered Earths die correctly, it's important to keep as little damage off them as possible. Skullcracker will kill the group of Elementals and then the group repeats the process after the next Chain of Woe sequence. Remember that Skullcracker will also possibly kill the Tank if he is in range of it so the adds must be rooted in melee range of Rom'ogg while the tank escapes the ability's range.
Tips
: A Mage or Druid that can root the Earths in place is the best means of rooting the mobs to ensure they're hit by the Skullcracker.
Arrested Development
Boss
:
Corla, Herald of Twilight
Group Composition
: Standard
Requirement Breakdown
: The three mobs, named
Twilight Zealot
, standing in front of Corla must be allowed to transform one at a time into their larger versions, the
Evolved Twilight Zealot
. Once all three are dead, killing Corla will reward the achievement.
Difficulty
: 3
Strategy
: The three Twilight Zealots will be hit with a beam from the impaled drake behind the group. This beam will stack up until 100 which will transform the Zealots into Evolved Twilight Zealots. The three dps members will interrupt these beams by standing in between the drake and the zealots and taking the stacks onto themselves. When the stacks get to 80, the dps members back off and allow the beam to hit the zealot and then repeat the process when the stack hits 80 on the dps. One Zealot must be allowed to evolve at a time, dps'd down, and then the second, then third until they're all dead. Afterwards, Corla can be killed via standard means.
Tips
: Awareness is the most important part of this achievement. If any of the DPS members interrupting the beam are transformed, you can ensure that the Zealot will also evolve and wipe the group with relative ease.
Too Hot to Handle
Boss
:
Karsh Steelbender
Group Composition
:
Heals
: Restoration Druid,
Tank
: Blood Death Knight or Feral Druid
Requirement Breakdown
: Dragging Karsh through the center fire will allow him to pick up stacks of
Superheated Quicksilver Armor
. After Karsh has aquired 15 stacks of this buff, he must be killed.
Difficulty
: 2
Strategy
: The tank will kite Karsh through the center fire which will superheat his Quicksilver Armor. This buff will allow him to be damaged but will also increase damage taken by the tank. While Karsh is being dps'd by the group, the heals must ensure that the tank doesn't drop from the increased damage, so it's best to slowly allow Karsh to build the stacks. Building them too quickly will result in a wipe. Once Karsh reaches 15 stacks, DPS as normal and down him.
Tips
: Slow and steady DPS and a smart tank will net you this achievement easily. Ensure the heals is also experienced to prevent any malfunctions in aggro dynamics.
Ascendent Descending
Boss
:
Ascendent Lord Obsidius
Group Composition
:
DPS
: Frost Mage, Balance Druid, or Survival Hunter
Requirement Breakdown
: Obsidius has three mobs,
Shadow of Obsidius
, that assist him in this fight and the three must be kited away from the group consistently through the fight until Obsidius is dead. The three can never enter melee range with any member of the group.
Difficulty
: 4
Strategy
: When Obsidius aggro's, the adds will aggro with him. These adds must be pulled off of him by the kiting dps. The tank should take up a position to the far right of Obsidius and allow the DPS Kiter to start the boss. The tank then peels Obsidius out of the group. DPS on Obsidius should be standard, while the kiting dps, most preferably a Frost Mage, kites the 3 Shadows away from the group. Using Blink and their slowing frost abilities, the Mage should easily be able to keep the mobs away from the group to avoid their stacking debuff. The difficult part comes when Obsidius teleports himself and trades places with one of the Shadows. While the Shadow chosen is random, the transport itself is announced. When this happens, the Mage (or other kiting dps) should slow the Shadows and ensure they hit the transported add (now away from the other two) to gain aggro on it. The Tank will pick up Obsidius and pull him back to the tanking area (at the back of the room) and continue normal dps. This teleport will generally occur twice at current level. Once Obsidius is down, the achievement will be unlocked.
Tips
: A Frost Mage is the overall choice for this fight though any DPS with the ability to perform a quick getaway is required. Ensure all pets are either dismissed or on Passive because they can pick up the debuff as well and spoil the achievement.
The Stonecore
Rotten to the Core
Boss
:
High Priestess Azil
Group Composition
:
Tank
: Feral Druid or Blood Death Knight,
Heals
: Holy Paladin,
DPS
: Fire Mage, Demonology Warlock
Requirement Breakdown
: 60 of Azil's
Devout Followers
must be grouped together and killed within 10 seconds to award this achievement. Killing Azil is not required to award this.
Difficulty
: 1
Strategy
: The adds summoned in this fight have notoriously low health and do not do very much damage. The adds should be grouped together on the tank (and many of them can be grabbed from their positions in front of Azil) until there are 60 of them. AOE DPS them down and the achievement will unlock.
Tips
: Try to not let the adds get bunched on the healer. It happens more easily than you might think.
Grim Batol
Umbrage for Umbriss
Boss
:
General Umbriss
Group Composition
:
Tank
: Feral Druid
Requirement Breakdown
: Umbriss will summon adds which will include a
Malignant Trogg
. When the Malignant Trogg dies it places a 20-second buff on Umbriss,
Modgud's Malady
, which increases his damage. This buff must be present on Umbriss when he dies.
Difficulty
: 2
Strategy
: The easiest method to get this achievement is solid crowd control. When the Malignant Trogg spawns (noticeable by the purple aura he has and the fact that he's bigger than the others) it is best to CC him ASAP, polymorph being the best option. The Trogg must be held until Umbriss is down to roughly 15% - 10% (depending upon group DPS), then the Trogg can be killed which will bestow the debuff Modgud's Malady on Umbriss and it lasts 20 seconds. Umbriss must be killed before the debuff wears off (usually by casting Time Warp, Bloodlust, etc.).
Tips
: Don't break the trap/poly/freeze, etc. Good group awareness will ensure this achievement on the first try.
Don't Need to Break Eggs to Make an Omelet
Boss
:
Erudax
Group Composition
: Standard
Requirement Breakdown
: Erudax summons two mobs,
Faceless Corruptor
, that enter the room from the opposite side of his starting position. These adds will each move to their respective side of the room and begin casting
Twilight Corruption
on the eggs in the room. These adds must be killed before they ever get a chance to start casting. There are usually 2-3 waves depending upon group DPS.
Difficulty
: 2
Strategy
: When fighting Erudax, two of the DPS should be aware of the announcement that the Faceless Corruptors are about to enter the room. When the two enter, DPS should focus on killing the two of them. All three DPS in the group should focus on killing the two as during this short time, the Tank should be holding Erudax in position and the Healer and focus heal as needed. Once the two are down, resume the fight as normal. It's important to remember that the DPS should automatically pull from Erudax and focus on the two Corruptors to ensure they don't reach position and begin casting Twilight Corruption.
Tips
: The adds can be slowed. Focus firing will help with any sudden and unexplainable DPS reduction. Try marking them to assist.
Shadowfang Keep
Pardon Denied
Boss
:
Baron Ashbury
Group Composition
:
Tank
: Blood Death Knight,
Heals
: Restoration Druid
Requirement Breakdown
: Baron Ashbury will use the ability
Stay of Execution
that will heal himself. This ability must be interrupted throughout the fight and the Baron must be killed to get this achievement.
Difficulty
: 3
Strategy
: Ashbury is difficult only in that the group is constantly reduced in health throughout the fight to low levels. A smart, experienced, and quick-reflexed healer is absolutely necessary for this achievement. Also, you must have at least one interrupt in the group, your choice as to which as all are effective. Firstly, Ashbury will cast an ability called
Pain and Suffering
which must be interrupted every time to avoid a wipe. Secondly, about every 45 seconds, Ashbury will cast
Asphyxiate
on the members of the group resulting in everyone being dropped down to 1 health. Normally after this, Ashbury will cast Stay of Execution which would normally heal himself. However, you must interrupt this ability to ensure it is never cast. However, this is where the difficulty lies. Normally, Stay of Execution would give the group breathing room to heal somewhat before engaging the boss as he himself is healing. But when interrupted, Ashbury will immediately fall back on the tank. With the Tank at 1 health, he would automatically die, thus wiping the group, unless the Healer can get him and the rest of the group partially healed as quickly as possible to survive the onslaught. From this point on, it's wash, rinse, repeat until Ashbury is dead and the achievement is rewarded.
Tips
: A tough healer with good awareness and a smart tank who knows right when to interrupt is all you need.
To the Ground!
Boss
:
Commander Springvale
Group Composition
:
Tank
: Blood Death Knight
Requirement Breakdown
: Adds will enter the room from both sides and they must be crowd controlled and DPS'd down before they cast
Unholy Empowerment
on Springvale.
Difficulty
: 3
Strategy
: A somewhat tricky achievement, this one focuses primarily on the DPS itself and their overall awareness of the actions of the adds that enter the room. When the fight commences, the Tank should hold Springvale towards the back of the room and the DPS should remain towards the opposite side, near the two doors that lead out of the room, one on either side. A Hunter dropping
Freezing Trap
at the entrance to one door is one method of covering a door, while the other DPS watches the opposite side ready to slow and or root any intruders. The adds, a
Wailing Guardsman
and a
Tormented Officer
must then be DPS'd down as quickly as possible, because if they enter range of Springvale, they will cast Unholy Empowerment on him and the achievement will be lost. Fortunately, with focused DPS, the adds drop relatively quickly. Quick reflexes and rotation expertise is highly recommended during this encounter. Freeze Trap or root the Guardsman, then slow and nuke the Officer. Afterwards, nuke down the Guardsman and return to the boss. His call for aid which will summon the two adds is announced, but the door that whichever one spawns from is random so be on your guard with slows and traps.
Tips
: DPS awareness is key. Freezing traps at the doors or slows will certainly help. Setting targets will also help with pesky DPS reduction.
Bullet Time
Boss
:
Lord Godfrey
Group Composition
:
Tank
: Blood Death Knight,
Healer
: Holy Paladin, Restoration Druid
Requirement Breakdown
: Godfrey will summon several mobs, the
Bloodthirsty Ghoul
, throughout the fight and afterwards will cast
Pistol Barrage
, an AOE attack that hits everything (including the Ghouls) in line of sight. 12 Bloodthirsty Ghouls must be slain first in this fashion and then killing Godfrey will award the achievement.
Difficulty
: 2
Strategy
: Having a Blood Death Knight will be most advantageous during this fight as it frees up the Healer somewhat to better assist the ranged DPS. Key starting positions will have the Tank holding Godfrey down on the floor and the ranged DPS on the stairs maintaining line of sight to Godfrey. The fight is typically standard until Godfrey summons the Bloodthirsty Ghouls. When summoned, the adds must be left up. Immediately afterwards, Godfrey will cast Pistol Barrage. During the cast bar for this spell, the ranged should break line of sight from Godfrey allowing them to avoid the damage from Pistol Barrage. The Tank, Heals, and the Ghouls will all be hit by the ability. The fight then resumes as normal. The Pistol Barrage ability must be utilized to kill 12 Ghouls (tracking the achievement will let the group know where they stand in this count) and then Godfrey must be killed. Unfortunately, the 12 Ghouls must be killed in one encounter. Failing to do so will result in having to attempt the achievement again as attempting Godfrey again will reset the counter in the achievement back to zero. The key part of this achievement is paced DPS on Godfrey. Too much DPS and not enough Ghouls will spawn to be destroyed. Too slow and either the adds will build up too quickly, overwhelming the Tank and/or Healer or Godfrey's
Cursed Bullets
will kill too many of the group to successfully survive.
Tips
: Clothies and ranged should be posted up on the stairs during this fight or the Tank will suddenly find himself very alone and very outnumbered.
Lost City of the Tol'vir
Acrocalypse Now
Boss
:
Lockmaw
Group Composition
:
Heals
: Holy Priest, Restoration Druid, or Holy Paladin,
Tank
: Blood Death Knight
Requirement Breakdown
: Lockmaw will summon adds that come in the form of
Frenzied Crocolisks
in groups of four. These adds must be collected until there are twenty of them in the fight and then DPS'd down within 10 seconds. You do not need to kill Lockmaw for this achievement to unlock.
Difficulty
: 3
Strategy
: The best method for attaining this achievement is a little unorthodox. The healer, most preferably, should lay a
Lightwell
down near the entrance steps opposite of Lockmaw. The group should then mount up on whichever mount they choose save the Tank. The Tank will then engage the boss and hold him in the center of the area. The remaining members will mounted run in a circle around the boss. During the fight, Lockmaw will cast
Scent of Blood
on a random member of the group. This debuff will cause a group of four Frenzied Crocolisks to emerge and follow the marked individual. Running on a mount will keep the individual safely ahead of the group allowing them to kite them around the area. Occasionally, members who get hit should make a quick pit stop at the Lightwell to heal. The Lightwell can be used while mounted. The Healer will maintain focus on the Tank. When five groups, equaling twenty Frenzied Crocolisks total, have spawned, the players should immediately collapse on the Tank, bringing all the Crocolisks with them. When all twenty are converged, AOE DPS should be used to annihilate all of them and the achievement will unlock. Lockmaw may then be downed with relative ease and any future summoned Crocolisks can be downed normally as they appear. One important thing to remember is that while riding around the boss,
Augh
will frequently run through the area casting
Whirlwind
, mainly to disrupt DPS. As you can't attack without dismounting, simply avoid the clouds he creates as they are relatively small. And remember, after downing Lockmaw, if you want to save time, Augh does not need to be defeated afterwards to unlock access to Siamat. Down him however if you would like additional Justice Points and another piece of vendor fodder.
Tips
: Lightwell is your only friend as you can use it while mounted.
Kill It With Fire!
Boss
:
High Prophet Barim
Group Composition
: Standard
Requirement Breakdown
: During the twilight phase of Barim's fight, adds, called a
Soul Fragment
will spawn off the players. These adds must be dragged through the flames on the ground to give them a debuff called
Burning Soul
which lasts for 5 seconds. The add must then be killed while it has this debuff for the kill to count. This must be done three times and the kills will count for the entire group.
Difficulty
: 2
Strategy
: The first part of this fight is very easy. Simply DPS Barim and the
Blaze of the Heavens
down as normal. The Blaze of the Heavens, a phoenix-type add, will leave trails of fire as he moves through the area. These will be important come Phase 2. At 50%, Barim will stun everyone with
Repentance
and begin Phase 2. In the spirit realm, a Harbinger of Darkness will spawn, a purple phoenix, that debuffs group members with
Soul Sever
causing the player to spawn a
Soul Fragment
. This Soul Fragment will head back towards the Harbinger and buff it increasing its overall damage. The adds can be slowed, stunned, and kited away from the Harbinger. The Tank will be taking the brunt of the damage here in getting the achievement. As the Soul Fragments spawn, the tank will take damage from the Harbinger but he will also kite the adds into the trails of fire left by the Blaze of the Heavens in the first phase. When the adds enter the flames, they receive the Burning Soul debuff. At this point, the ranged DPS must target the add and destroy it before the buff wears off and before it merges with the Harbinger. Once this has been completed on three different Soul Fragments the group will be rewarded with the achievement. From this point on, simply DPS down the Harbinger and any remaining adds to activate Phase 3 and destroy Barim by standard tank and spank means.
Tips
: Group and Role awareness are all you really need. Communication is the key. We recommend being in Vent for this one as things can get a little hairy once the twilight bird's buff stacks get up beyond 10.
Headed South
Boss:
Siamat
Group Composition
:
DPS
: Ranged (Hunter, Warlock, Mage),
Tank
: Blood Death Knight or Feral Druid
Requirement Breakdown
: Siamat will summon 3
Servant of Siamat
throughout the fight. When these adds die, they give a debuff called
Lightning Charge
to anyone in melee range of them. This buff stacks up to 3. Siamat must be killed while you have 3 stacks of this debuff on you. This achievement is for each individual and does not count for the entire group.
Difficulty
: 5
Strategy
: Easily the most difficult achievement, there is a foolproof way to achieve victory for the entire group. Timing, strong extended DPS, very good heals, and communication are vital. Firstly, the DPS and Heals should remain stacked while they attack Siamat. His
Deflecting Winds
shield will reduce the damage by 90% but attacks should continue. When Siamat summons his adds, there will be two types:
Minion of Siamat
and
Servant of Siamat
. The Minion of Siamat are small while the Servants are quite large. The Minions should be DPS'd down quickly and DPS should be continued on Siamat. When the Servants spawn, they should be marked in an order that the group will recognize as the official kill order. The tank should immediately grab the Servant and tank them in a designated spot away from the group. Continue this process until all 3 Servants are marked and are held by the tank. As the fight progresses, Siamat will spawn
Gathered Storms
which are recognized by the green swirls on the ground. They do Nature damage and should be avoided. A Hunters'
Aspect of the Wild
can be most effective in reducing this damage but is not necessary. With all three Servants up, damage focus should be on getting Siamat down as far as possible. For at level damage, we recommend 30% minimum. This will take patience but can be done with good focus. Once Siamat has reached the correct amount of health, the group should stack on the Tank and down the Servants in the exact order in which they spawned. As each one dies, they will leave the Lightning Charge buff on the group members within melee range. This buff stacks up to three times. As the third Servant dies, Siamat's shield will drop. At this point, things will get rather nuts.
Wailing Winds
will toss players all about the area making it difficult to maintain solid DPS on Siamat but this will end after a moment. When things have settled a bit, all DPS cooldowns must be blown and Siamat must be destroyed before the 3 stacks of Lighting Charge fall off. Once downed, the achievement will be unlocked.
Tips
: Communication is the only way to ensure this goes off without a hitch, but you may encounter some issues nonetheless as this is the hardest of all the achievements in this meta. Patience and perseverance will pay off. Also, marking the 3 Targets is very useful so that there is no mistake on the kill order when things get crazy, like when the green clouds begin to really pile up making it very hard to move.
Throne of the Tides
Old Faithful
Boss
:
Lady Naz'jar
Group Composition
: Standard
Requirement Breakdown
: One of the adds that Lady Naz'jar summons must be kited into her
Summon Geyser
ability resulting in its death. Killing Lady Naz'jar is not required.
Difficulty
: 3
Strategy
: When Lady Naz'jar summons her three adds, general practice is to down the three Naga she summons. Two caster Naga will spawn to her sides and a melee Naga will spawn at her back. To accomplish the achievement, the caster Naga should be CC'd immediately and the melee Naga should be downed immediately. Then the DPS should down one of the caster Naga. The third and last Naga should be DPS'd down to roughly 20% and then kited into the very obvious ground texture that signifies Naz'jar's Geyser ability. The individual kiting the Naga will get his but the heals at level should be strong enough to avoid their death. The damage however will kill the Naga and unlock the achievement. Naz'jar need to be downed to get this achievement.
Tips
: Awareness and good crowd control are all you need. Make sure to put a little hurt on the add before you kite it into the geyser. Don't waste it.
Prince of Tides
Boss
:
Ozumat
Group Composition
: Standard
Requirement Breakdown
: During the fight, adds called
Unyielding Behemoths
will spawn. One of these must be kept up until Neptulon casts
Tidal Surge
on the group. Then it must be killed, awarding the achievement.
Difficulty
: 1
Strategy
: Easily achieved by crowd controlling the Behemoth and maintaining heals throughout. The Tank should be the only one to hit the Behemoth to gain threat and from there they should kite the Behemoth around the room. Mark the Behemoth so that the DPS know to avoid attacking it. The Tank will get hit as the Behemoth runs faster than the
Blight Beasts
. The Behemoth will levitate to cast an AOE damage spell,
Blight Spray
, and this is when the Tank should get some distance. When Phase 3 begins, after the death of the last Blight Beast, Neptulon will cast his Tidal Surge buff on the group and then the Behemoth should be dropped. Ozumat does not need to be downed to acquire this achievement.
Tips
: No real tips here. Once Tidal Surge is cast, I'm surprised the Behemoth doesn't just run away.
The Vortex Pinnacle
Extra Credit Bonus Stage
Boss
: None
Group Composition
: Standard
Requirement Breakdown
: Any individual can grab a
Golden Orb
, of which there are 9, scattered throu
ghout the instance. Collecting 5 of these will count for the entire group.
Difficulty
: 1
Strategy
: It is best to select one individual to attain the orbs, but any member can grab them. The easiest orbs to grab are the ones located around
Altairus
while his tornadoes toss people into the air. Along the route, simply jumping towards the ones off the ledges will allow you to attain them. Avoid the
Howling Gales
as their ability to knockback can spoil an attempt to grab an orb.
Tips
: Setting one individual to attain this will make it easier and be sure to attempt only after the current mobs/boss are dealt with.
No Static At All
Boss
:
Asaad
Group Composition
: Standard
Requirement Breakdown
: Asaad will cast an ability called
Static Cling
which will stick opponents temporarily to the ground. To avoid this, you have to jump into the air before the spell goes off. It has a casting bar for timing purposes.
Difficulty
: 1
Strategy
: During the fight, Asaad will cast
Chain Lightning
. A moment or two afterwards he will cast Static Cling. To avoid the grounding effect, you must jump into the air when the spell goes off. Always remember that Chain Lightning precedes Static Cling every time, however, on the rare occasion, Asaad will open the fight with a Static Cling, almost as if to test to see if you're paying attention. Don't get caught off guard and this achievement is a no-brainer.
Tips
: Watch that cast bar. And it's better to jump too soon, than too late.
Halls of Origination
I Hate That Song
Boss
:
Temple Guardian Anhuur
Group Composition
:
DPS
: Any Druid,
Tank
: Protection Warrior
Requirement Breakdown
: Anhuur will cast a spell called
Reverberating Hymn
. This spell must be interrupted before its cast time reaches 15 seconds. Two of these will be cast per fight, at 66% and 33%, and both must be interrupted.
Difficulty
: 4
Strategy
: This is one of the more difficult achievements due to its heavy reliance on communication and role knowledge. If any one person fails in their task, the whole achievement attempt will be wasted. Roles are as follows: Tank keeps Anhuur stationed where he begins the fight. The heals will remain on the Tank. 1 DPS will grab the
Pit Vipers
down below but will
not
kill them. Killing the snakes causes them to respawn and will ruin the attempt. At about 70% - 72%, just before Anhuur casts his
Shield of Light
at 66%, the DPS should drop down into the pit and pick up the snakes, kiting them towards the stairs. When the tank has confirmed that they have the snakes, the 2 remaining DPS should immediately drop down, one on each side of the platform and activate the levers. When done correctly, there should be about three to five seconds left when the Reverberating Hymn is interrupted. The 2 DPS then assist with the remaining Pit Vipers and repeat the process when Anhuur reaches 33%. The timing here is the only difficult part and this is one achievement that may take a couple of wipes to get right. Thankfully, you only need to accomplish it correctly once.
Tips
: This one will test your patience. Communication once again is key. Ensure everyone knows their roles exactly before you begin. And remember that the snakes don't respawn if you don't kill them.
Straw That Broke the Camel's Back
Boss
:
Earthrager Ptah
Group Composition
: Standard
Requirement Breakdown
: You must be on the camel mount provided to you at the beginning of the fight at the time of Ptah's death to unlock this achievement.
Difficulty
: 1
Strategy
: Be sure before beginning this achievement to down all the trash mobs at the bottom and top of the stairs before continuing. Now put quite simply, this fight is completely standard in every way. The only difference is that you must be on your provided camel mount when Ptah dies. This is accomplished by staying away from the Tank during the fight's first phase and avoiding the
Raging Smash
and avoiding the
Earth Spike
, an effect that will dismount you but is easily avoidable due to its obvious texture on the ground. At 50%, Ptah will disintegrate and a large group of mobs will spawn. The 2
Dustbone Horrors
and 8
Jeweled Scarabs
can be DPS'd down as normal. The Tank must grab these up, AOE DPS them down and when the last one dies, Ptah will reemerge and the process is repeated. The
Quicksand
has an obvious texture that can be avoided and the
Sand Vortex
, a tornado that traps and then tosses players, can also be avoided easily. The achievement is an individual one so you don't need to rely on the group in order to attain it.
Tips
: Mount. Kill. Achievement. Next.
Faster than the Speed of Light
Boss(es)
: Vault of Lights Elemental Bosses
Group Composition
: Standard
Requirement Breakdown
: Within entering the instance, every elemental boss, four of them, must be killed and the door to
Anraphet
opened in less than five minutes.
Difficulty
: 3
Strategy
: Pull timing is critical to pulling off this achievement. Groups of mobs must be pulled at the appropriate time to ensure maximum continuous DPS but also not overtax the healer. The most important key is that the groups of Troggs that path in the areas in between the elemental bosses can be pulled all together and downed with pure AOE DPS. Also, it is safe to have some of them still alive when beginning the boss encounters. As ranged DPS can easily kill the smaller Troggs, the larger ones are not so numerous that they can wipe a group as long as group members coordinate DPS and remain aware of where the Troggs are and who they are attacking. It is important that the group only stop moving when engaging the bosses themselves, otherwise they should constantly be moving through the zone. There is no particular kill order required, but we recommend that the group begin with Air first, move to Water, then to Earth and then to Fire last. This is so that the two less damaging and taxing of the bosses are first and can be down the most quickly to ensure to time is wasted. Once the last boss is down, after a brief bit of speaking, Anraphet will activate, the door will open and the achievement will unlock.
Tips
: Communication once again. Marking targets also helps with kill orders and to ensure no DPS hiccups along the way.
Sun of A...
Boss
:
Rajh
Group Composition
: Standard
Requirement Breakdown
: Rajh must be killed before he completes a full recharging phase.
Difficulty
: 3
Strategy
: While some groups have found this difficult as a great amount of responsibility is placed on the tank and healer, this is primarily a DPS race. Blowing all DPS cooldowns at the beginning will ensure an appropriate amount of damage to down Rajh before he completes a full recharge phase. This phase begins when Rajh's energy hits 0. The recharge phase lasts 20 seconds. An at level healer should easily be able to heal through
Sun Strike
and the DPS or tank should always be interrupting
Inferno Leap
and
Orb of the Sun
, all of which can be easily anticipated. Dodging the
Solar Winds
that Rajh casts is also important so as not to interrupt the DPS stream. Simply put, the entire group must be aware of what is going on at all times to ensure victory.
Tips
: Know your rotations to ensure maximum DPS output at all times. Stay out of the fire!
The Deadmines
Ready for Raiding
Boss
:
Glubtok
Group Composition: Standard
Requirement Breakdown: Glubtok will summon up a
Fire Wall
that divides the room in half and turns slowly clockwise like clock-hands. Do not let the wall hit you during the encounter.
Difficulty
: 1
Strategy
: An individual achievement, the entire group can get this in a single attempt by simple strafing around the room to avoid the spinning Fire Wall. Note that the tank may have a difficult time with this, but it is not impossible. The important part is to keep Glubtok as stationary as possible. Allowing him to run about the room makes this all the more difficult as the Fire Wall cannot be jumped over. Strafe around while DPSing and the chore is done.
Tips
: As a fellow guildie stated,
"If someone can't land this achievement on the first attempt, they should probably invest in SW:TOR...or Runescape."
Rat Pack
Boss
:
Helix Gearbreaker
Group Composition
: Standard
Requirement Breakdown
: During the Helix fight,
Mine Rats
will spawn towards the back of the room. You must kill 20 of them before Helix dies. This achievement is accumulative and can be accomplished in multiple runs.
Difficulty
: 1
Strategy
: This individual-based achievement is easy in that all you must do is target the Mine Rats that spawn towards the back of the room during the Helix encounter and kill them. As this number of killed Rats is accumulative, this can be completed in a PUG or at your leisure if your group would like to focus on other tasks at hand. We recommend the macro (/tar Mine) to assist in seeing the little buggers as they move quickly and are relatively small, not to mention that the AOE smoke effects from the constant bombs can obscure them at times.
Tips
: More of a vanity achievement due to its relative ease and individual focus. 2 or 3 attempts will get your entire group this achievement. Trying for more than 2 in a single run risks a wipe.
Prototype Prodigy
Boss
:
Foe Reaper 5000
Group Composition
: Standard
Requirement Breakdown
: The
Prototype Reaper
cannot be allowed to drop below 90% health before Foe Reaper 5000 dies. This must be done on the first attempt.
Difficulty
: 3
Strategy
: Placement is key in this fight and we recommend that the Prototype (controlled by someone familiar with its use) be place near the bottom of the ramp and Foe Reaper be tanked near the top. The healer will be placed in between to maintain heals on the Tank, DPS, and on the Prototype. The Prototype driver and at least 1 DPS will handle the
Molten Slags
that spawn from the bottom. With the placement between the two kept at a relative maximum, the achievement should be yours in no time.
Tips
: Proper healer placement between Foe Reaper and the Prototype will ensure victory.
It's Frost Damage
Boss
:
Admiral Ripsnarl
Group Composition
:
Tank
: Protection Paladin or Blood Death Knight,
Heals
: Holy Paladin
Requirement Breakdown
: During the stealth phase of the Ripsnarl fight,
Vapors
will be summoned and if allowed to live they will get larger and larger, turning into
Condensed Vapors
, until they cast
Coalesce
which will result in a large amount of AOE Frost DPS to the group and cause knockback. This cast must occur three times during the fight. Ripsnarl does not need to be killed for this achievement.
Difficulty
: 4
Strategy
: As this achievement can be accomplished without killing Ripsnarl, it's best to first focus on the achievement, wipe the group, then go for a straight kill on Ripsnarl (Hey, no one said it wouldn't be annoying. That's why they're called Achievements). We strongly recommend a Holy Paladin or Restoration Druid for heals as they have the greatest chance of surviving the three Coalesces. A good stack point for the group (to aid in mass healing) is inside the cabin house to the right of the encounter. This allows for minimum loss of aggro control when the knockback occurs, but your ability to focus on targets will be diminished. If you can, try and control 1 Vapor at a time, but if you're beefy enough, you can try and allow the 3 Coalesces in the same phase if you want to get it over with. Many will say that the 3 stealth phases Ripsnarl posesses offer ample opportunity to get the achievement and kill in the same run. But this can get hairy when you stress the mana reserves of the healer for this extended length of time. Either way however is viable, feel free to try them both.
Tips
: Don't release! If the healer can stay alive through the 3 Coalesces you're golden. Allow for a full wipe before you kill Ripsnarl.
I'm on a Diet
Boss:
"Captain" Cookie
Group Composition
: Standard
Requirement Breakdown
: During the fight, Cookie will toss out rotten food that gives a
Nauseated
debuff to those in range of them. Eating the food also causes this debuff. Do not allow the debuff to stack to 2 to land this achievement.
Difficulty
: 1
Strategy
: As this is an individual-based achievement, the only strategy is to avoid the rotten food that Cookie tosses out of his pot while DPSing him down. If anyone in the group already has the achievement, they can eat some of the bad food to make movement easier. This achievement is best completed in several runs to avoid unnecessary wipes. Don't allow the Nauseated debuff to stack more than once and you're home free.
Tips
: Green swirls are bad. If anyone already has this achievement, they can eat the bad food (but not too much) to enable better movement.
Vigorous VanCleef Vindicator
Boss
:
Vanessa VanCleef
Group Composition
: Standard
Requirement Breakdown
: After reading the note, Vanessa will jump down and cast
Nightmare Elixir
on the group. After casting Nightmare Elixir, the group has five minutes to fight through the events and make their way back to VanCleef and engage her (attack her with anything) to get the achievement. This achievement must be done on the very first attempt and does not require VanCleef to be killed.
Difficulty
: 4
Strategy
: Speed is of the essence in this DPS race. At the start, many feel it's best to jump down from the top of the silo to the bottom to face Glubtok as quickly as possible, but we highly recommend that if your healer is not capable of making the jump themselves, jump down about halfway down the ramp. The time you save avoiding a wipe is far worth it in the end. Once all have avoided the fire and engaged Glubtok, DPS him down as quickly as possible. Next up is Helix. Remember, Helix can be targeted before the encounter begins so be sure to have him selected from the getgo. If not, it may be difficult to grab him amidst all the spider mobs that spawn up around him. Once Helix is down, the door will open into the next segment. When rushing down the hall, which we lovingly call the "Super Mario Room" (indicated by the spinning rods of electric death that you must avoid (two or three hits will wipe even the toughest of tanks), be exceedingly careful as this is the area that sees the most deaths in any group. If your tank or healer croaks, you've basically failed the achievement. If a DPS drops, allow them to run back as quickly as possible. Do not waste mana or time in rezzing as they will most likely raise up just to be hit by the bar again and die again. At the end you will face Foe Reaper and he is easily destroyed with fast DPS. For a good estimate, you should have around 1:45 to 2:00 minutes left on the timer. From this point, it's all about running. Allow the tank to pick up the adds and drag them to the first mini-boss encounter. Down everything and keep moving. From there the tank will repeat the process, pick up the adds and drag them to Ripsnarl. Down him with max DPS and then simply target and hit Vanessa with any kind of ranged or speed attack. The achievement will be yours. Communication throughout is very important and remember: it must be done on the very first attempt. If you wipe during the Elixir run, you can't do it again because the event is triggered off reading the note. Once Vanessa has jumped down from her perch atop the ship, you can't activate in this fashion again.
Tips
: Communication is once again the key to victory. Avoiding deaths in the silo and the Super Mario Room also helps. Don't waste time rezzing the dead, they can run back in plenty of time.
With the completion of these achievements, you may now enjoy your new Volcanic Drake mount! Thank you for reading and we hope you enjoyed the guide. Look for more specially designed guides from the members of
The Ashes of Exile
on Black Dragonflight soon!
Please feel free to leave feedback below in the comment section and vote for our work! We'd love to hear how we can improve our guide writing techniques for our many future projects.
Thanks again for reading and happy achievement hunting!
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评论
评论来自
SquireKel
Great guide - I'm grateful to see all the tactics and dungeons pulled together into one spot! The difficulty rating is helpful too, it's a great idea.
Just a quick suggestion to break down the wall of text that's somewhat daunting to get through - the use of togglers or tabs could help so that each dungeon and/or instance can be viewed separately.
评论来自
788158
Just a note about
Ascendent Descending
- any warrior with
Piercing Howl
, can kite the adds very effectively, as well. Between being able to snare all the adds and having movement enhancing abilities like
Heroic Leap
and
Intervene
, warriors can fit this role very well.
Wanted to toss that out as an option if (like me), you find yourself in a group without a frost mage, balance druid, or survival hunter.
评论来自
pyrannor2012
Update: A typo that was keeping some of the dungeons listed from showing in the tabs has been corrected. Now all information is available.
评论来自
pyrannor2012
Update: Currently attempting to add Zone Maps to the guide to make it a bit more inclusive but having some difficulty with the link HTML. Should have it fixed in no time. Thanks for reading!
评论来自
pyrannor2012
Update: Added identifying pictures to every boss to improve overall guide inclusiveness. Thanks for reading!
评论来自
1002445
its good
评论来自
capnbiff
This is an amazingly useful guide. Many, many thanks to you and your guildies for putting it together and posting it. One suggestion for "I Hate that Song":
Group: Warrior tank, Pally heals, DK + hunter + lock DPS
DK offtank jumps down before the start of the fight and rounds up all the snakes, doing as little damage as possible. Lock sets teleport circle on top of platform. Tank pulls, both ranged move to opposite sides of the platform and DPS. When boss gets to 75%, DPS throws last DoTs on him, jumps down and clicks on the lever as soon as boss starts casting. Pulling the lever takes 10-12 seconds, so there's no time to waste. Lock ports, hunter uses Cheetah and runs up to platform. Rinse, repeat. After second lever phase DK kills the snakes and runs back up to help finish off boss.
The mechanics in this method seemed easier to us than what you sugggested, and after one wipe where we figured out positioning, the second try got it easily. We lost the DPS from the DK while he tanked the snakes, but we saved time (and healer mana) overall by not having to slow DPS on boss while the third DPS gathered the snakes. It probably helped (a LOT) that we did this right before MoP in 390+ gear... ;)
评论来自
HaiZ
Great guide, thank you!
评论来自
Fartalot
hey really great guide but when i went to do the achievement "Crushing Bones and Cracking Skulls" i tried to do it solo and have the mobs spawn but then i eventually gave up and looked it up, but you cant do it solo i found out. i suggest you make a check box or something that marks it if it can be soloed, or if that's the only one say you need at least 2 people.
评论来自
Azunyan
Me and my friend followed this guide! Thank you for this wonderful collection! We are now happily flying the skies of Azeroth with our new drakes!
评论来自
Declaron
Just to quickly add this achievement is currently IMPOSSIBLE due to
摧骨与碎颅
being currently broken (
摧骨者罗姆欧格
doesn't spawn any adds, therefore the achievement criteria cannot be completed, as such the meta achievement cannot be obtained.)
EDIT: Thanks to Kitsunne8728's comment, apparently this has been fixed, I'll test this tomorrow and update/edit as necessary. Thanks, Declaron.
评论来自
kernn
why have't blizzard fixed this yet
评论来自
fabnabski
It seems Crushing Bones and Cracking Skulls hasn't been fixed yet, or does it have to do with the fact that I'm trying to solo this achievement, does anybody else have problems with this achievement or does it work for anybody else?
评论来自
byyzeroh
Great guide :D Will definatley be using this to get the final few for the mount :p
评论来自
QuartrDollarKing
Despite the fact that most of these achievements have become laughably easy I still want to thank you for the guide because some of them I still needed clarification on and it's good to see them organized by dungeon because they are pretty jumbled in the achievement log.
评论来自
ACuriousTanuki
摧骨与碎颅
is soloable, but the timing is tight. The
Angered Earths
only last long enough for 5 to be active at once - by the time a 6th is summoned, the 1st despawns.
Quake
also appears to need to hit the player to spawn the add (no add if blocked/parried/missed/etc). As
Chains of Woe
is only
cast twice
(at 66% and 33% health),
5 adds must be killed each time
.
My strategy went as follows:
Tag
the boss
for light damage (do
NOT
reach 66%; DoTs/Pets = bad idea)
Turn your back to the boss, hit ESC to disengage
Mark each of the first 4 adds with Skull/Cross/etc for easy tracking
As soon as 5th spawn confirmed, damage boss to 66%, kite adds in close, and let the boss kill them with
The Skullcracker
Rinse + repeat for 33%
Achieve greatness
I found turning my back to the boss
ensured
improved chances an add would spawn, whereas when facing the boss, they occasionally didn't, and I would have to start from scratch again. I assume the damage from
Quake
spawns an add for each player it
hits
, thus a mitigated attack results in no add, and soloing results in less adds then a group attempt. I also found it important to bring the boss down to 66% / 33%
as soon as the 5th add was confirmed
, as the time it takes for him to cast
The Skullcracker
can cut
really close
to the despawn timer (thus taking time to mark the 5th add is not advised).
Edit: Grammar + sp
Edit2: Ran through on another character, came up with a few more points:
Sometimes, despite your best efforts:
all 3 ticks of
Quake
miss and no add spawns. If this happens, clear all
Angered Earths
and start building them up again
the boss
doesn't cast
Chains of Woe
on cooldown. If you notice it taking much longer than usual, clear all
Angered Earths
and start building them up again
an
Angered Earth
despawns before getting killed by
The Skullcracker
after
Chains of Woe
has been cast. Here is where having each add marked helps, as the one marked with Skull should be the one to watch out for. If this happens, it's a wipe. The bridge full of
Evolved Twilight Zealots
is helpful to this effect.
Running someone with non-combat or passive self-heals like
Ysera's Gift
is helpful for long unlucky streaks.
Good luck to everyone hunting
Glory of the Cataclysm Hero
, and enjoy your new
drake
!
评论来自
vojevudce
Wow, great guide dude. Really awesome job.
评论来自
Phishting
Poogie
贡献
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