Drest'agath - Ny'alotha Raid Strategy Guide
This guide provides tips and strategies for defeating the Drest'agath encounter on Normal Difficulty in Ny'alotha, the Waking City. Changes to the fight for the other difficulties are listed below in their respective sections, including tips and strategies for dealing with the new mechanics introduced in these difficulties.
Drest'agath is a single phase encounter in which the raid has to fight multiple tentacles that spawn in waves throughout the fight. Players need to kill adds to gain the
debuff, which allows them to bypass Drest'agath's
healing. Co-ordination and a good understanding of boss mechanics are key to countering and defeating this difficult encounter.
Mythic Drest'agath Guide
Drest'agath is a boss that is unlocked after defeating
. After defeating both
and Drest'agath, the
encounter is unlocked.
Mythic Drest'agath World Firsts
Below are the armor and weapons from Drest'agath:
- The weapon always comes with the
corruption effect, which increases your character's corruption by 20.
Learn more in the
Drest'agath Loot Guide
Drest'agath Quick Tips
orbs from dead adds to deal damage that bypasses the bosses
Tanks should taunt after each
cast and let the debuff expire on adds.
Move away from tanks when they are afflicted with
Make sure that one tank is always within melee range of the boss to prevent
Move away from enemies casting Entropic Crush.
Quickly identify the direction of the
beam and move out of it.
Quickly move away from your allies when afflicted with
Kill adds before looking to do damage to the boss.
Move out of the
zone when fighting the
. Melee should prioritize killing this add.
zone that travels out from the tentacle during
Be spread 4 yards to avoid the splash damage from the
cast when fighting
rings around the maw during
and dodge the
when fighting the
Drest'agath General Abilities
Drest'agath will constantly heal for 9.7 million health every 5 seconds, making all damage done to the boss pointless.
Players who are afflicted with
will deal damage to the boss that she cannot heal
orbs drop from each of the appendage adds that spawn throughout the fight in waves.
The raid should kill all appendage adds in a wave before standing in a
. This will grant them a 30 second debuff which allows them to deal unhealable damage to Drest'agath.
If an appendage add dies far before others, the
it drops may despawn, so players may want to use these to hit the boss for 30 seconds and then help finish off any remaining adds in a wave.
orbs upon death. Soak them to be able to damage the boss.
Each time an appendage add is killed,
is triggered which grants the boss 20 agony over 4 seconds.
Upon reaching 100 agony, the boss will cast
, dealing moderate nature damage to the entire raid every 2 seconds over 10 seconds.
Healers she keep a close eye on how much agony the boss has, as to be ready to heal the raid when the
This also triggers any alive tentacles to cast a special Agony Ability. These abilities are discussed in each adds respective sections.
Every ~18 seconds that boss will apply
to the tank.
This 10 second debuff deals high damage every 2 seconds and explodes in a
This explosion deals a large burst of shadow damage to all players and appendage adds within 13 yards.
All targets hit have all damage taken increased by 60% for 15 seconds.
Once a tank gains the
debuff, the other tank should taunt. The debuffed tank should then stand near a group of appendage adds or a single high priority add.
Players should give this tank space, as they do not want to also be hit by the
Once the detonation has occured, the tank should return to the boss and be ready to taunt when the
is applied to the other tank.
During taunt swaps, the boss must always have a tank in melee range, as the boss is immobile and will hit any nearby player if a tank isn't within range.
If no players are within range, the boss will
the tank to her location, stunning that tank for 5 seconds.
Tanks: Stand on adds when you have
to increase the damage they take!
Drest'agath Duplicated Abilities
The boss has three abilities that cause a certain appendage add to duplicate the spell.
After a 4 second cast, the boss deals a large burst of shadow damage to the entire raid. This damage falls off with distance.
appendage adds duplicate this spell.
All players want to generate distance between themselves and any of the damage sources, ideally at least 20 yards.
Tanks should also move away from the boss. They will not trigger
as long as they return to her within a few seconds.
Move away from the boss and any Tentacles when
The boss will face the direction of a random ranged player and charge up a beam over 3 seconds.
Once the cast completes, the boss channels a beam at that location which deals high shadow damage every 0.5 seconds over 4 seconds.
appendage adds duplicate this spell, each choosing their own target.
Players can identify the direction of the beam during the initial the cast by looking at the direction the boss or any Eyes of Drest'agath are facing.
Everybody needs to pay close attention to this, as getting hit by one or two beams for even a short period of time can be fatal.
Move out of the
beams as they deal a huge amount of damage!
A 5 second long debuff applied to a single player which progressively slows the target until they are immobile.
triggers when the debuff expires, dealing moderate shadow damage and stunning all players within 12 yards for 8 seconds.
This stun is a magic debuff and can be dispelled via any magic dispel, including mass dispel.
Any active Maw of Drest'gath appendage adds duplicate this spell.
Do note: This ability is currently marked as a Heroic mechanic in the in-game Dungeon Journal, however it was present during normal difficulty testing.
Move quickly away from your raid when afflicted with
Players with this debuff should move away from their allies as soon as possible, before the slow limits their ability to do so.
The player should be topped up by the healers and then dispelled as soon as the
Certain low-mobility classes may not be able to move away from their allies before the debuff expires. Players need to be ready to move away from
afflicted players in these situations.
Appendages of Drest'agath
This encounter has three different appendage adds that the raid needs to fight in waves.
These adds spawn in at set times and in non-random positions and configurations.
Each add has an Agony Ability which is always cast whenever Drest'agath gains 100 agony and casts
Instead of melee hitting, the tentacle will frequently spawn a zone under a player with threat nearby.
This after 2 seconds this zone explodes, dealing moderate shadow damage to anyone inside.
Players should keep a close eye on where this zone is as to avoid this incoming damage.
If players are struggling to see where the zone is, they can have a look at the tentacle itself, as it will face the direction it is going to slam towards.
The underbelly of the tentacle has a different texture and colour to the rest of its model, making it stand out as long as you pay close attention to it.
This add should be focused down by Melee DPS as a priority, as they have the easiest time dodging this mechanic as movement doesn't reduce their outgoing DPS.
Dodge the purple swirly marked by the
When Drest'agath casts
, this add will cast
A zone travels out from the Tentacle in a straight line, dealing damage to anyone nearby every 3 seconds.
9 seconds after appearing, the
Players should try to quickly identify where this zones is so that they can side-step out of its path.
always travels in a straight line which makes it easy to dodge.
This add will constantly channel
onto a random player.
This interruptible channel deals moderate ticking shadow damage to the target and slows their movement speed.
This spell should be interrupted as often as possible, as to allow targets to dodge mechanics as well as reducing the overall damage they take.
When Drest'agath casts
, this add will cast
This 9 second long channel spawns a piece of
every 3 seconds.
marks a random location with a red swirly before landing on it, dealing a large burst of damage to anyone within its 8 yard landing location.
will spawn far away from the raid and will require no attention from the raid. Players just need to be quick to dodge any red swirly circles that are nearby.
Avoid the red zones marked by
This add will frequently cast
on a random nearby player.
This uninterruptible cast deals moderate nature damage to them and anyone within 4 yards.
The targeted player cannot avoid this damage, instead they should just make sure that they are at least 4 yards away from other players.
Any player near a
should keep spread as to minimise the amount of movement needed to counter this ability.
Melee DPS should prioritise other adds over the
adds as to help minimise splash damage taken.
When Drest'agath casts
, this add will cast
This is a 9 second channel which summons a randomly sized ring of spines every 3 seconds.
Players can see where the spines are by looking at the ground nearby, as the tips of the spines poke out of the ground.
Every 3 seconds a ring of spines will erupt from the ground and deal high physical damage to anyone in the area.
The spines then despawn and a new ring spawns. After the third ring has erupted, the ability will end.
Melee players should avoid being near this add during
, as the movement required to dodge the ability will severely reduce output.
Ranged players should stand at least 30+ yards away from any
, as the ring of spines will not exceed a 30 yard radius.
Players that find themselves near the maw during
should try to find a nearby safe spot to avoid the incoming damage.
Dodge the zones or be 30+ yards away from the maw adds whilst they are casting
Upon gaining the
debuff, you gain
which prevents you from gaining it again for 1 minute.
Whenever a player gets
they need to make the most of it by slamming into the boss for its duration.
Players should avoid accidentally gathering a
if they do not intend to nuke the boss during the next 30 seconds.
This addition stops specific players from constantly gathering
debuffs to slam into the boss throughout the fight.
appendage add has a constant
cloud in a 12 yard radius around it.
This cloud deals moderate damage to any player within it every 3 seconds.
The cloud also acts as line of sight, as players outside can not directly hit any targets inside, and vice versa.
All melee DPS should enter the
and kill the add as soon as possible.
One or two high mobility healers should enter the
as to maintain line of sight on the players within, allowing them to heal the ticking damage from the
Players must stand within the
cloud to be within line of sight of the
appendage add has a permanent aura called
Any player within 10 yards of the add will gain 1 stack of a debuff which absorbs 71,422 healing.
This debuff is applied approximately every 4 seconds, and upon reaching 4 stacks the player will gain the
causes the player to become "hostile to allies" for the rest of the encounter, which eventually will lead to their death.
All players should avoid being within 10 yards of these adds at any given time.
Due to this aura, melee DPS cannot damage these adds reliably. As a result, ranged DPS should prioritise killing these adds as soon as possible.
If a player does accidentally gain the
debuff, healers should look to quickly heal them to remove the debuff.
Our Mythic Guide has been moved to a different page. We've worked with Hyperion to have a written
Mythic Drest'agath Strategy Guide
The only significant Mythic change is that whenever an Appendage of Drest’agath dies, all other Appendages of the same type will trigger their Throes ability. The only difficulty this change adds to the encounter is more mechanics to dodge.
Drest'agath Advice for All Classes
Our class writers have written raid information on all specs, covering ideal talent builds and strengths and weaknesses for each spec in a raid environment:
Blood Death Knight Raid Tips
Arcane Mage Raid Tips
Assassination Rogue Raid Tips
Frost Death Knight Raid Tips
Fire Mage Raid Tips
Outlaw Rogue Raid Tips
Unholy Death Knight Raid Tips
Frost Mage Raid Tips
Subtlety Rogue Raid Tips
Havoc Demon Hunter Raid Tips
Brewmaster Monk Raid Tips
Elemental Shaman Raid Tips
Vengeance Demon Hunter Raid Tips
Mistweaver Monk Raid Tips
Enhancement Shaman Raid Tips
Balance Druid Raid Tips
Windwalker Monk Raid Tips
Restoration Shaman Raid Tips
Feral Druid Raid Tips
Holy Paladin Raid Tips
Affliction Warlock Raid Tips
Guardian Druid Raid Tips
Protection Paladin Raid Tips
Demonology Warlock Raid Tips
Restoration Druid Raid Tips
Retribution Paladin Raid Tips
Destruction Warlock Raid Tips
Beast Mastery Hunter Raid Tips
Discipline Priest Raid Tips
Arms Warrior Raid Tips
Marksmanship Hunter Raid Tips
Holy Priest Raid Tips
Fury Warrior Raid Tips
Survival Hunter Raid Tips
Shadow Priest Raid Tips
Protection Warrior Raid Tips
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It's hard to tell just from a video, but it looks as though Void Glare from Drest'agath can damage an appendage. If not, then the rest of this post is moot. If so, does Void Glare from an appendage damage the boss? And if so, is said damage permanent? Taking this inquiry yet further, might there be any other abilities that damage the boss in a similar way? It would be an interesting mechanic to allow more flexibility with different group compositions and sizes, something lacking in the otherwise awesome Eternal Palace raid.
My group found it helpful to set up all of the markers in a circle around the boss, so when the tanks got the Seed, they could call out colors to indicate which tentacles they were going to drop the 60% debuff on and the DPS could take advantage of it.
Edit: I also noticed that the tentacles seem to spawn in the same place with in each wave, at least on Normal and Heroic, and there are always two tentacles close enough that they can both be hit by the debuff at the same time. Tanks in particular may find this helpful so they can be in place if their Seed is about to go off right as the tentacles spawn. If you picture the room as a clock face
with the door at the 6 o'clock position and the opposite side at the 12 o'clock position
, the two tentacles that always spawn close together spawn first at 9, then at 6, then 3, then 5. Beyond the first four waves, I don't know.
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