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Archimonde (Hellfire Citadel) Strategy Guide
来自 Wowhead
[Last Updated]:
2018/05/12
变更日志
补丁:6.2.0
目录
评分:
Archimonde (Hellfire Citadel) Strategy GuideArchimonde
阿克蒙德
is the final boss of the
地狱火堡垒
raid in 6.2 Warlords of Draenor, and the sole boss of the Black Gate wing of Hellfire Citadel LFR. On Normal and higher difficulties, Archimonde can be accessed by a portal from Destructor's Rise after players have defeated
Mannoroth
.
This
地狱火堡垒
raid strategy guide provides an overview of killing
阿克蒙德
for raid leaders as well as specific tips for tanks, healers, and dps. It also includes information on harmful trash, and screenshots of harmful abilities.
This guide provides information on the boss on all difficulties--LFR, Normal, Heroic, and Mythic.
Up until August 30th, defeating Archimonde on Heroic or Mythic difficulty rewards
混沌残片
. This item leads to the
污染者的阴影
/
黑暗之水
questline that rewards the
林地守卫者缰绳
mount. If you are looking for a group, check out
FriendshipMoose
which is organizing raids as detailed on Blizzard Watch.
If you are looking for general advice on how to play your character better, check out our
Class Guides
. Looking to log a fight and improve your performance? Go to
Warcraft Logs
for logs, advanced fight analysis, replays, and more!
We also have a series of Quick Tips guides for
Melee DPS
,
Ranged DPS
,
Healers
and
Tanks
! These guides don't give you an in-depth discussion of every strategy and every ability, they just give you what you need to know to get through the encounter largely unscathed.
Loot and Rewards
This loot overview helps you plan out your
Seal of Inevitable Fate Bonus Rolls
. Check out our
阿克蒙德
database page to filter loot by difficulty as well as by loot specialization.
LFR (685)
Cloth:
邪烟长袍
,
虚空之眼兜帽
Leather:
铁皮上衣
,
暗影肌体护腿
Mail:
反噬血仇链甲
,
上古德莱尼护手
Plate:
屠魔者胸甲
,
末日回响战靴
Neck:
none
Cape:
none
Ring:
none
Trinket:
恶魔主宰谕令
,
污染者之握
,
潜伏灾难
,
压力指环
,
不灭的魔火熏炉
Weapons:
裂纹灵魂石法杖
,
混沌大剑
Normal, Heroic, Mythic (705, 720, 735)
Cloth:
恶魔王子的冠冕
,
阿古斯魔扣腰带
,
艾瑞达领主护肩
Leather:
邪指符文手套
,
放逐腰带
Mail:
艾瑞达魔索手套
Plate:
末日先驱肩甲
,
污染者战靴
Neck:
大叛徒项链
,
灭世者项饰
Cape:
煽怒斗篷
Ring:
玛诺洛斯的钙化之眼
Trinket:
血环毒药瓶
,
始祖元素之核
,
黑暗之星碎片
,
辩护圣契
,
收割者的收获
,
斥战祷言
,
神圣的德拉诺熏炉
,
造物之种
,
追猎大师的护符
,
百变魔典
,
灭世者的决意
Weapons:
艾瑞达战槌
,
灾难之刃
,
阿古斯敕令之杖
Mythic
阿克蒙德
drops the
魔钢歼灭者
mount and rewards the title.
阿克蒙德
drops three pieces of transmog gear that resemble his armor. They are
恶魔王子的冠冕
,
艾瑞达领主护肩
, and
阿古斯魔扣腰带
.
Defeating Archimonde on Normal, Heroic, or Mythic before the next major content patch rewards
轮回永续
and a special "The King in Green" Garrison monument depicting Khadgar fighting Guldan.
In Patch 6.2.3, defeating Archimonde on Heroic or Mythic difficulty will reward
混沌残片
. This item leads to the
污染者的阴影
/
黑暗之水
questline that rewards the
林地守卫者缰绳
mount.
晶化邪能
will drop from Archimonde on Normal, Heroic, or Mythic difficulty after you have completed the legendary ring questline.
This will let you upgrade your ring +3 item levels per week, up to ilvl 795 max. These are the stats of the rings at ilvl 795:
岩石之心索拉苏斯
全见者尼萨姆斯
饮血者玛鲁斯
不动之印萨克图斯
永恒之赐伊瑟拉鲁斯
You can see all the ilvl increments on our legendary ring pages by going to the "item variations" section underneath the tooltips.
Learn about the complete quest series with our
Warlords of Draenor Legendary Ring Guide
.
混沌魔典
for the
legendary questline
can be obtained while on
我们借书不用卡
.
Each
地狱火堡垒
boss has a unique achievement that counts towards
地狱火团队的荣耀
. This rewards
地火恐狼
.
阿克蒙德
's special achievement is
魔火的回响
.
Return to Table of Contents
Notable Trash Mobs
Archimonde is guarded by three of his lieutenants from the
海加尔峰
raid from the Burning Crusade expansion:
安纳塞隆
,
卡兹洛加
, and
阿兹加洛
. These mini-bosses retain the abilities they used in the Battle for Mount Hyjal.
Kaz'rogal, Anetheron, and Azgalor
Anetheron will occasionally crowd-control players with
催眠术
, casts
腐臭蜂群
which debuffs all players struck by the effect, and will
召唤巨大的地狱火
. The
巨大的地狱火
stuns nearby players with
冲击
when it lands and will damage nearby players with
献祭
.
Kaz'rogal has a powerful
顺劈
, will stun nearby enemies with
战争践踏
, and will affect casters with
卡兹洛加印记
, draining their mana and causing heavy damage to nearby players when their mana runs out.
Azgalor also has a powerful
顺劈
, will cast small
火焰之雨
patches on targeted players, and will debuff random targets with
末日降临
. After 20 seconds, players marked by
末日降临
will die, summoning a
低级末日守卫
. The Lesser Doomguard debuffs random players with
残废术
.
While these enemies are not particularly challenging, the optimal order to kill them in is Anetheron > Azgalor > Kaz'rogal. This quickly removes the AoE
催眠术
and
腐臭蜂群
abilities as well as both add-summoning enemies.
Return to Table of Contents
Archimonde Encounter Mechanics
Yrel, Khadgar, and Grommash waiting patiently for the pullThe Archimonde encounter is a complex, multi-phase fight with high movement and raid awareness requirements. The fight has heavy target-switching demands, as players must prioritize adds over Archimonde to reduce raid damage.
Players are joined in the battle by Exarch Yrel, Grommash, and Archmage Khadgar, but only Yrel assists in a meaningful manner throughout the fight.
Archimonde enters a new phase each time he loses 30% health, and gains an additional ability halfway between each phase change. The final phase begins when Archimonde reaches 40% health, and his last new ability is gained at 25% health.
Twisting Nether: Defeat the Shadowed Netherwalker to return
Archimonde begins the fight in Phase 1, and will gain the
亵渎
ability at 85% health
Archimonde enters Phase 2 at 70% health, and will gain the ability to summon
邪脉大恶魔
s and
恐惧猎犬
s at 55% health
Archimonde enters Phase 3 at 40% health, and will gain the
混乱之雨
ability at 25% health
During the final phase, Archimonde will occasionally send a small number of players to the Twisting Nether, where they must subdue a powerful demon to return to Draenor.
Note that this boss was only tested once during PTR testing, and some of the dungeon journal descriptions of his abilities have changed since the test. This guide will present an estimate of Archimonde's abilities and the strategy to counter them using the best information available, but the encounter may be significantly different on live servers. The guide will be updated to more accurately reflect Archimonde's mechanics when more information becomes available.
Phase 1: The Defiler
Doomfire SpiritArchimonde begins the encounter with four abilities, but the key mechanic during this phase is the
魔火
and
烈焰滔天
interaction.
Archimonde will summon a
魔火之魂
every 45-50 seconds during this phase.
Doomfire Spirits will target random ranged players with
魔火锁定
魔火
will spread from the Doomfire Spirit toward the targeted player
魔火
will persist for the remainder of the encounter
After 10 seconds, Doomfire Spirit will choose a new target for
魔火锁定
If a player passes through
魔火
, they will gain stacks of the
Doomfire debuff
, taking light to moderate Fire damage every second for 8 seconds
The players targeted by
魔火锁定
should kite the
魔火
away from other members of the raid, to avoid inflicting
魔火
damage.
Allure of Flames moves the DoomfireDoomfire Spirits will continue to cast
魔火锁定
and create more
魔火
until they are destroyed. Because
魔火
persists for the rest of the fight, players should prioritize killing Doomfire Spirits above all other targets.
30 seconds into the fight, and about every minute thereafter, Archimonde will cast
烈焰滔天
.
烈焰滔天
chooses a few players at random and marks their location
At the end of the cast, all of the existing
魔火
will be moved to the indicated areas of the room
Players should loosely stack to bait the
烈焰滔天
into a particularly convenient location like the edge of the encounter area
As soon as the target indicators appear, players should move away quickly to avoid taking
魔火
damage
Shadowfel Burst flings players into the airStand in the purple circles as they landOnce per minute, Archimonde will target a random player with
邪影爆裂
, flinging them and all players with 8 yards into the air when the
邪影爆裂
debuff fades.
When the affected player(s) land, they will take extremely heavy damage, split amongst all nearby players
This damage will likely be fatal if it is not split, unless the affected player has an immunity
Effects such as
漂浮术
and
缓落术
offer no protection against the
邪影爆裂
damage
The raid should spread out several seconds before
邪影爆裂
will be cast, and then collapse under the targeted player's location to split the damage
Healers may wish to use weak raid cooldowns to heal through or mitigate the impact damage
Note that melee DPS are valid targets for this ability, so even the melee must spread out
Approximately every 40-50 seconds, Archimonde will cast
死亡烙印
on the current tank.
死亡烙印
deals extremely heavy Shadow damage when applied, so the tank should use a strong cooldown as the cast bar for
死亡烙印
appears
This ability also summons a
炎狱召亡者
add that must be tanked
Hellfire Deathcaller will attack the current tank and several other players at random with
暗影冲击
This deals moderate Shadow damage, but leaves a debuff that increases subsequent Shadow damage taken for 30 seconds
While non-tanks are unlikely to take more than one hit of
暗影冲击
, the tank is always targeted and
暗影冲击
will stack, causing very heavy damage
Tanks should swap the Hellfire Deathcaller at 3 stacks of
暗影冲击
The tank with both
死亡烙印
's DoT and several stacks of
暗影冲击
will be taking heavy damage and will require healer attention
Due to the heavy tank damage the Hellfire Deathcallers inflict, they should be the raid's second priority, just behind Doomfire Spirits.
亵渎
When Archimonde reaches 85% health, he gains
亵渎
, and will begin to summon spires of corruption from the ground. Note that this is in addition to the Phase 1 abilities listed above.
These spires will deal heavy
亵渎
damage to nearby players as they emerge
They also inflict moderate Shadow damage to all raid members every 3 seconds
This
亵渎
damage will increase by 25% for each additional
亵渎
spire that exists, so as the phase continues, this damage will ramp up
Yrel destroys a Desecrate spire to create Light of the NaaruTo aid players, Exarch Yrel will occasionally cast
纳鲁之光
.
This will shatter an existing
亵渎
spire and form orbs of light nearby
These orbs of light will buff players within 15 yards with
纳鲁之光
for 25 seconds
Players buffed by
纳鲁之光
are immune to Shadow damage and have increased movement speed
This is an especially strong buff for the tanks, due to the Hellfire Deathcaller's
暗影冲击
Players should move to the orbs of light to gain the
纳鲁之光
buff as often as possible
In order to trigger the
纳鲁之光
buff, a player must run through the circle of light beneath the orb. This will "pop" the orb, buffing all players within 15 yards of the triggering player. The raid should try to trigger these orbs in a controlled fashion.
Players should avoid standing near
亵渎
pillars/
纳鲁之光
spheres when
烈焰滔天
occurs, so that players do not have to run through the
魔火
to obtain the
纳鲁之光
buff.
Return to Table of Contents
Phase 2: Hand of the Legion
Shackled Torment: Run away to break the shackleWhen Archimonde reaches 70% health, he will enter Phase 2, and will lose access to the
魔火
,
邪影爆裂
, and
亵渎
mechanics. Exarch Yrel will cast
净化光芒
, completely destroying the existing
亵渎
spires.
Archimonde retains
烈焰滔天
and
死亡烙印
from Phase 1, and adds one new ability:
枷锁酷刑
will periodically target random raid members, ripping their souls from their bodies and tethering the player to their own
困顿的灵魂
.
Players affected by
枷锁酷刑
will take increasing periodic damage
In order to break free of their Shackled Soul, players must run at least 30 yards away from their soul
When
枷锁酷刑
fades, the player's Shackled Soul will detonate, dealing
脱缰之怒
damage to all players in the raid
Players must not all break their
枷锁酷刑
at the same time, or the raid is likely to wipe
Instead, players should take turns breaking their
枷锁酷刑
gradually, with the players with the weakest personal cooldowns going first
Healers must be ready to use raid CDs to heal through the
脱缰之怒
damage, and should have the raid topped up in advance
During this phase, the raid should remain stacked to bait
烈焰滔天
into convenient locations. Players affected by
枷锁酷刑
can then move out of the stack to break their shackles.
Vanguards of the Legion
Move out of Dreadstalkers' Consume MagicWhen Archimonde reaches 55% health, he will begin to summon Felborne Overfiends and Dreadstalkers. Note that this is in addition to the Phase 2 abilities listed above.
Dreadstalkers will cast
吞噬魔法
every 10 seconds, teleporting to a random player's position at the end of the cast. Players should be sure to move out of the targeted location before the Dreadstalker arrives to prevent
吞噬魔法
from dealing heavy damage and interrupting players' spellcasting for 3 seconds.
Ranged DPS should primarily target the Dreadstalkers, and damage Archimonde in the downtime between Dreadstalker spawns.
Felborne Overfiends must be tanked, and buff themselves with
阿古斯之心
.
Each time a Felborne Overfiend loses 25% of its health, it will begin to cast
阿古斯之焰
If successful, this cast will deal heavy Fire damage to all players in the raid
This will be particularly dangerous while players are triggering
脱缰之怒
阿古斯之焰
can be interrupted, so tanks and melee DPS should be sure to interrupt these casts
Melee DPS and tanks should primarily target the Felborne Overfiends, but cleave onto Archimonde.
Return to Table of Contents
Phase 3: The Twisting Nether
Nether Banish: Stand in graphic tobe sent to Twisting NetherThe remaining Nether Tear dealsmoderate damage to nearby playersWhen Archimonde reaches 40% health, he will enter Phase 3, and will lose access to the
烈焰滔天
and
死亡烙印
mechanics, and will no longer summon Hellfire Deathcallers, Felborne Overfiends, or Dreadstalkers. Players should quickly kill any remaining adds before switching their DPS on to Archimonde.
During this phase, Archimonde retains
枷锁酷刑
, and gains
虚空放逐
.
Archimonde will cast
虚空放逐
on his current tank target approximately every 65 seconds
After 7 seconds, the tank and all players within the 8-yard
虚空放逐
radius will be transported to the Twisting Nether
The other tank should taunt Archimonde when
虚空放逐
is applied, and the
虚空放逐
tank should move away to avoid unintentionally sending players into the Twisting Nether
This leaves behind a
虚空撕裂
on Draenor for 5 minutes
Standing in the boundaries of the
虚空撕裂
deals light to moderate Shadow damage every second
The raid should assign a group of players to enter the Twisting Nether
If
虚空放逐
fails to transport 3 or more players, Archimonde will heal for 5% of his maximum health
For more information on the Twisting Nether realm, see the
Twisting Nether Responsibilities
section of this guide
Additionally, Archimonde gains
恶魔反蚀
, which deals heavy Shadow damage to all players in the raid every 15-20 seconds. If any players are within 6 yards of one another, they will deal their
恶魔反蚀
damage to one another.
During this phase, the raid should be spread out more than 6 yards apart, and should move primarily to get away from
虚空撕裂
portals as they spawn.
混乱之雨
When Archimonde reaches 25% health, he gains
混乱之雨
, bombarding the encounter area with meteors. Note that this is in addition to the Phase 3 abilities listed above.
混乱之雨
will summon a meteor every second for 10 seconds
Players must move out of the green swirls to avoid taking very heavy Fire damage
Outside of the area of effect, players take
混乱之雨
damage based on their distance from the impact zones
Even Banished Infernals will cast HellfireShortly into this final stage of the fight,
混乱之雨
will summon a set of 3
地狱火末日使者
s.
The Infernals spawn where
混乱之雨
meteors land
The Infernal Doombringers are tankable and will chase players
Infernal Doombringers have an
永恒之火
buff that will heal nearby Infernal Doombringers for 8% of their maximum health each second they remain in range
Infernal Doombringers can be stunned, snared, knocked back, and rooted
When Infernal Doombringers reach full Energy, about 30 seconds after spawning, they will cast
地狱烈焰
until dead
地狱烈焰
deals extremely heavy Fire damage to the entire raid, and is particularly dangerous in conjunction with
脱缰之怒
and
吞噬生命
混乱之雨
occurs every 62 seconds, but the Infernal Doombringer spawn times will be slightly staggered since it is random which of the meteors will trigger the Infernal spawns
Players should burst each Infernal Doombringer down quickly, and should use crowd-control abilities to keep the Infernal Doombringers apart to negate the
永恒之火
healing.
Note that, while Infernal Doombringers are susceptible to
放逐术
, they will still gain Energy while Banished, and if they reach full health, they will still cast
地狱烈焰
. It is not recommended to CC the Infernal Doombringers in this way.
This is the most difficult part of the encounter, so players should save major cooldowns and
嗜血
/
英勇
/
时间扭曲
to help burst down the Infernals and kill Archimonde.
Return to Table of Contents
Archimonde Strategy Summary
The Archimonde encounter is primarily about prioritizing DPS on the appropriate targets and avoiding as many sources of avoidable damage as possible. The adds kill order should be:
Doomfire Spirit
Hellfire Deathcaller
Felborne Overfiend (particularly for melee DPS)
Dreadstalker (particularly for ranged DPS)
Infernal Doombringer
Archimonde
Not all of these adds will be active at the same time, so players will find plenty of time to focus their DPS on Archimonde.
The general strategy for the encounter should be:
Tank Archimonde near an edge of the encounter area and move him slowly around the room as
魔火
fills the nearby area
Kite
魔火
toward the center of the room, and have melee DPS stand on the outside of the boss, so
魔火
doesn't pass through the melee
Ranged DPS should stack under the
邪影爆裂
target after the player is launched into the air
Each time Archimonde casts
烈焰滔天
, the raid should move out of the newly-positioned
魔火
When Phase 3 begins, move Archimonde to a clear area of the room, so players can spread out for
恶魔反蚀
The tank affected by
虚空放逐
should move away from the boss, and players assigned to Twisting Nether duties should quickly stack on this tank
In the Twisting Nether realm, kill the Shadowed Netherwalker quickly to return to Draenor
Mark the Infernal Doombringers in the final phase and use single-target spells to burst each one down before it reaches full energy
If possible, slow, stun, or root the other Infernal Doombringers to prevent
永恒之火
healing
Return to Table of Contents
Tank Responsibilities
Death Brand summons a Hellfire Deathcaller
When Archimonde begins to cast
死亡烙印
in Phases 1 & 2, the current tank should use a strong cooldown to mitigate its up-front damage
The tank with
死亡烙印
should taunt the Hellfire Deathcaller when it spawns
Tanks should swap duties when the Hellfire Deathcaller tank reaches 3 stacks of
暗影冲击
Be sure to take advantage of the
纳鲁之光
buff to manage
死亡烙印
/
暗影冲击
damage
In Phase 2, tanks must also pick up the Felborne Overfiends, and interrupt the
阿古斯之焰
casts if possible
In Phase 3, tanks should swap duties when the Archimonde tank is affected by
虚空放逐
The tank with
虚空放逐
should move to a clear area to drop the Nether Portal, but not so far away that the Twisting Nether team cannot stack in time to be transported to the Nether Realm
The Archimonde tank should move Archimonde away from Nether Portals
Return to Table of Contents
Damage-Dealer Responsibilities
Kite Doomfire away from the raid
During Phase 1, prioritize Doomfire Spirits > Hellfire Deathcallers > Archimonde
When targeted by
魔火锁定
, kite the
魔火
away from players
Spread out before
邪影爆裂
so that only the targeted players are launched into the air, then stack up beneath them to split damage
Stand near the
纳鲁之光
to become immune to
亵渎
damage
During Phase 2, prioritize Hellfire Deathcallers > Felborne Overfiends > Dreadstalkers > Archimonde
When targeted by
枷锁酷刑
, move away from your Shackled Soul
Move away from the Deathstalkers' destination to avoid having spells interrupted
During Phase 3, prioritize Infernal Doombringers over Archimonde
Spread out more than 6 yards to avoid taking Feedback damage
Move out of the
混乱之雨
effect
If assigned to the Twisting Nether phase, stack on the tank with
虚空放逐
Return to Table of Contents
Healer Responsibilities
Unleashed Torment deals heavy raid-wide damage
Tanks will take heavy damage while affected by
死亡烙印
, especially with stacks of
暗影冲击
, and will need additional healing and external cooldowns
Players affected by
魔火
and
枷锁酷刑
will need additional single-target healing
Use raid cooldowns for
邪影爆裂
,
脱缰之怒
, and
混乱之雨
or
地狱烈焰
When targeted by
魔火锁定
, kite the
魔火
away from players
Stack up to force
烈焰滔天
to move
魔火
to an out-of-the-way locale like the edge of the encounter area
Spread out before
邪影爆裂
so that only the targeted players are launched into the air, then stack up beneath them to split damage
Stand near the
纳鲁之光
to become immune to
亵渎
damage
When targeted by
枷锁酷刑
, move away from your Shackled Soul
Move away from the Deathstalkers' destination to avoid having spells interrupted
If assigned to the Twisting Nether phase, stack on the tank with
虚空放逐
Return to Table of Contents
Twisting Nether Responsibilities
Kite and quickly kill the Void StarAvoid Nether Storm
At least one healer and several DPS should be sent to the Twisting Nether each time the tank is affected with
虚空放逐
The exact number of players sent will depend on raid size and striking a balance between completing the Nether Realm phase quickly and depleting Archimonde's health at a steady rate
Choose a mix of melee DPS with strong single-target damage and interrupts and ranged DPS with DoTs and strong burst for short-lived adds
The tank in the Twisting Nether should taunt the
暗影虚无行者
and interrupt its
暗影之触
cast when possible
虚空之星
s will cast
虚空之星锁定
on a random target, and will knock all players within 8 yards away if it reaches its target
The Void Star is buffed by
黑暗追击
, so players must react quickly to
虚空之星锁定
and begin kiting
Ranged DPS in the Twisting Nether should kill the Void Stars before they reach their targets, then return to DPSing the Shadowed Netherwalker
Melee DPS should interrupt the Shadowed Netherwalker's
暗影之触
cast, and should not target-swap to Void Stars
Healers should use AoE healing and minor cooldowns to keep the Twisting Nether team alive through
虚空腐化
, especially when players have multiple stacks
All players should move out of
虚空风暴
and away from approaching Void Stars
When the Shadowed Netherwalker dies, players must interact with the Collapsing Void to return to Draenor
虚空腐化
lasts for one minute, so raids must choose two Twisting Nether teams to avoid the debuff stacking too highly on players and dealing unsustainable damage.
Return to Table of Contents
When to use Bloodlust/Heroism/Time Warp
嗜血
/
英勇
/
时间扭曲
should be used in the final phase, after Archimonde reaches 25% health, and when a group of players has just returned from the Twisting Nether.
When to use Legendary Ring Effects
During the first two phases, the DPS legendary ring effect should be used to help kill the Doomfire Spirits and Hellfire Deathcallers, as they are high-priority targets. During Phase 3, depending on how rings work when phased, players in the Nether Realm could use the legendary ring to quickly kill the Shadowed Netherwalker and escape, while the rest of the raid could use their ring to deal additional damage to Archimonde and the Infernal Doombringers.
The healing legendary ring effect should be used to heal up after heavy raid damage, such as the
邪影爆裂
during Phase 1,
脱缰之怒
in Phases 2 and 3, and
混乱之雨
or
地狱烈焰
in Phase 3.
The tanking legendary ring effect should be used to mitigate the heavy damage of
死亡烙印
in Phases 1 and 2. It is unclear how these rings will work when one tank is phased into the Twisting Nether.
Return to Table of Contents
Looking For Raid Difficulty
On Looking For Raid difficulty, the Archimonde encounter has largely the same mechanics as described above. However, the following changes ensure that the fight is killable in a less organised group:
邪影爆裂
will only affect its primary target, and will not launch nearby players into the air
If fewer than 7 players enter the Twisted Nether via the
虚空放逐
ability, the game will automatically select additional players to be teleported to the Twisted Nether
Infernal Doombringers will not cast
永恒之火
on LFR difficulty
Infernal Doombringers now take 45 seconds to gain full energy, rather than 30
Return to Table of Contents
Heroic Difficulty
On Heroic difficulty, Archimonde gains a new mechanic,
精炼混乱
, which he will begin to use in Phase 2 upon reaching 70% health.
Wrought Chaos will fire in the direction of the arrow
精炼混乱
will debuff one player in the raid with 4 stacks of
精炼混乱
, and will mark another player with
聚焦混乱
.
After five seconds, the player with
精炼混乱
will emit a beam of light toward the
聚焦混乱
target
The
聚焦混乱
target and any players in the path of this beam will take heavy Fire damage
When this occurs,
精炼混乱
loses a stack and leaps to the
聚焦混乱
target; a new
聚焦混乱
target is chosen
This repeats until all 4 stacks of
精炼混乱
are expended
A green arrow will appear at the base of the
精炼混乱
target's feet to indicate the direction the light beam will travel
Players not currently aflicted with
聚焦混乱
should move out of the path of the beam
The two debuffed players can also move to ensure that the beam of light will not cross over any other players
The best way to handle this is to loosely stack the raid behind Archimonde, and designate a general area (like "behind the raid" or "toward the Black Gate") for players affected by
精炼混乱
and
聚焦混乱
to move to. However, it's important for all raid members to be aware of the mechanic and to move out of the path of
精炼混乱
to avoid taking unnecessary damage. Healers should watch for the
精炼混乱
debuff duration and prepare single-target heals for the
聚焦混乱
target as
精炼混乱
wears off.
Living Shadows fixate on random playersAdditionally, in Phase 3, the Nether Tear portals will spawn Living Shadows, which will choose random raid members and chase them. The Living Shadow will cast
吞噬生命
if the Shadow reaches its target.
吞噬生命
will deal heavy damage to the targeted player and reduce their healing received by 40% for 45 seconds
If a Living Shadow casts
吞噬生命
, it is instantly destroyed
Although allowing this to happen reduces the raid's DPS requirement, the healing penalty is dangerous, and
吞噬生命
should be avoided
Living Shadow adds have very low health, and ranged DPS should be able to rapidly kill them
As the phase continues, and additional Nether Tear portals are formed, more and more Living Shadows will spawn. Classes with strong target-switching capabilities, such as Hunters, should be assigned to manage the Living Shadows while the rest of the raid maintains focus on Archimonde and the Infernal Doombringers. The raid should move away from Nether Tear portals so that Living Shadows have a longer path to reach their targets, giving the assigned players sufficient time to kill these adds.
Return to Table of Contents
Mythic Difficulty
Mythic Archimonde was not tested on PTR. Some information has been datamined, and other spell changes appear in the encounter journal (and can be seen on the
Archimonde entry here
). This section will be updated as more information becomes available.
Return to Table of Contents
About the Author:
Dayani mains a
Restoration Shaman
with <Something Wicked> of Whisperwind-US. Outside of WoW, you can find her here:
Twitter:
@healiocentric
Blog:
healiocentric ... a blog that revolves around healing
Feel free to ask questions or provide alternate strategies here or via Twitter.
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评论
评论来自
1485003
All these boss fights look so cool and i'm over here like "must level more toons to 100." O.O
评论来自
nazaret
Archimooooonde!
评论来自
LordFordring
Why is Grommosh on our side?
He should be the last boss of the expac the leader of the lron horde
评论来自
Sunbull
Cool guide! Only thing I might add is that the guide states that tanks should pick up Yrel's light orbs, however its not stated under 'Tank Responsibilities'. Apart from that, quite useful, quite early ;)
Keep up the good work!
评论来自
Dayani
6/30 - Added more information about Rain of Chaos/Infernal Doombringers/Nether Banish mechanics.
Rain of Chaos is cast every 62 seconds during phase 3
Infernal Doombringers can be CCed by almost everything, but when Banished they still gain energy and will still damage players with Hellfire if their energy bar fills up
A hotfix currently in testing (probably implemented after maintenance) will penalize raids for sending less than 3 players into the Twisting Nether via Nether Banish. Archimonde will heal himself if players try to 'skip' a Twisting Nether phase by sending only a tank & sacrificing them.
评论来自
hersfold
Updated 9/4/2015 with information from yzq85
I finished this fight with a group in LFR on the day it released. While it was extremely difficult then, a number of nerfs were implemented as hotfixes on September 1st which make this more of an LFR-style fight, requiring far less coordination and planning.
The main difference is that all abilities will only deal half the usual damage. This makes dealing with their damage easier, but in some cases still doesn't allow for the complete face-roll typically seen in LFR.
Easier in LFR
-
魔火
spits out fire at a lower rate than on Normal and higher difficulties. The big balls of fire also have 30% lower health than when first released.
Easier in LFR
-
死亡烙印
's initial damage isn't usually high enough to present a huge threat to tanks that are being reasonably healed. If you already have a
暗影冲击
debuff, a minor CD may be a good idea, but in general you'll be fine soaking it, especially at higher stacks of determination. Continue to taunt when the current tank exceeds 3 stacks; note that at high levels of Determination this may not happen.
Easier in LFR
-
邪影爆裂
can probably be soaked by only two people, and will only reduce them to around 50% health. Additionally, only one person gets blasted in the air.
Easier in LFR
-
脱缰之怒
deals half as much damage, so there's no longer any risk of the raid wiping if all players break their chains at once (although in that case it will still hurt a bit).
精炼混乱
also deals half the damage, but can still be a threat if people don't move it out of the group. DBM is a huge help here, as it draws a line between the affected players, allowing for easy positioning.
Phase 2 adds (
邪脉大恶魔
and
恐惧猎犬
) also deal half damage with their abilities, but can still overwhelm the raid and interrupt healing, so must continue to be focused down.
Easier in LFR
-
虚空放逐
will pull in a minimum of seven players when it expires, even if fewer than seven players are in the ring. The extra players are selected by role, so this no longer requires any coordination, and the targeted tank can simply run for the hills when the ring appears.
吞噬生命
deals half the damage, but the healing reduction remains the same, meaning
活体暗影
adds remain a high priority.
Easier in LFR
-
暗影虚无行者
has 20% less health than when first released.
The
虚空之星
appears to work the same way as in Normal difficulty, but as the guide doesn't make this clear,
if the fixated player is hit by the
虚空之星
, they will be blasted into space, die, and cannot be resurrected.
This was the primary point of difficulty for our group; if not enough DPS came through to kill the star in time, the star would blast away our healer or tank and lead to a wipe.
Easier in LFR
-
地狱烈焰
also deals half damage but will still wipe the raid. The infernals won't start casting until they've been alive for 45 seconds, however. Additionally,
永恒之火
has been removed.
TL;DR version
: With the changes to LFR implemented on September 1, this fight is now much more LFR-ish than before. Raids no longer need to coordinate how to handle the
虚空放逐
mechanic, which also helps the raid handle
活体暗影
adds, because the tank can now simply run away rather than stay in the area so people can stack on him... or deliberately run into the group as I previously suggested. Nonetheless, this fight will still require a high amount of add management, particularly once Archimonde falls below 55%.
Old version of the TL;DR section:
The nerfs to damage mean that phases 1 and 2 can be more-or-less face-rolled; the raid won't be too severely punished by inattentive players until Archimonde reaches 55% and more adds begin to appear. Once phase 3 rolls around, you still need to follow the same strategy to ensure that
虚空放逐
is handled appropriately.
To minimize the amount of coordination needed (since we all know coordination and LFR don't go together), my group appointed one healer to pair with each tank. These healers, and the tanks, were marked, and knew to look for their matching marker and stack together when phase 3 started. This way when Nether Banish hit, the banished group would always have a healer and had a greater chance of survival. When the banish circle appeared, the tank would run to a clump of DPS to pressgang into the group; impressing upon ranged DPS that they should help with the banish group helped as well.
Also, there appear to be a couple errors in the guide, according to the in-game raid journal; the
纳鲁之光
buff lasts 30 seconds (not 25; although Wowhead's data does insist upon 25, it lasted 30 seconds in-game), and
虚空放逐
gives players 8 seconds to react (not 7). This is true for Normal as well as LFR.
评论来自
Xuldarinar
In LFR, I have seen too much death at the hand of those void stars, and it is only the first week.
评论来自
ToriaURU
Just got it done on LFR difficulty (Wed 27/8) with 10 stacks + 1 repeated 10th stack. We got it done finally. Was an incredibly patient, good-natured group that had tons of determination (pun intended) and stick-to-it-ness. Wonderful to see everyone stay in the group after the cinematic and give each other high fives. It's a difficult fight, with a large learning curve, but satisfying as hell when you are done.
评论来自
0Aloreth
This section will be updated as more information becomes available.
A few months later, after confirmed Mythic kills; still no info.
评论来自
Thylian
Reins of the Grove Warden want it so bad
评论来自
kornfreak78
I want Reins of the Grove Warden so badly... but, I am only at 686 item level, and I even busted my ass to get it that high. I also am not in a raiding guild and generally no one takes anyone under 720 item level... so it looks like the Grove Warden will just remain a want I will never have. Like most everything in my life. Really disappointed that Blizzard made this a raid reward. I was looking forward to buying this mount from the online shop. Ahh well, such is life!
评论来自
Luna777
I haven't been able to raid in HFC due to health reasons,
Reins of the Grove Warden
has given me such an incentive for recovery. My spirit is very willing, lets hope the body gets on board lol!
评论来自
Sacredlegend
Will have to re-sub and take a shot at this
评论来自
Whitecell
Loads of comments but no one here mention the trend on twitter #
FriendshipMoose
.... Come on by sign up and lets help everyone enjoy this mount!
Gotswood, 710 Guardian Druid for Argent Legion on Sargeras-A
评论来自
no0ob
Just finished it on Heroic, was a fun fight, got the mount too ! Moose looks okay.
评论来自
1553182
For those people that are new, you have to get the Remnant of Chaos from heroic or mythic versions of Archmonde. You will NOT get this quest again, so don't worry about getting another Remnant of Chaos and have to get an extra Reins of the Grove Warden. So enjoy your fairly rare mount ☺
评论来自
0tisFreemason
Now that every one knows this raid since it has been out for a while, when I do it in LFR, people know how to handle all the mechanics except the Void Stars.
I must have run Archimonde at least 15 to 20 times in LFR.
I have only made it once to the kill, every other time I get killed in the Void Star phase.
I play a rogue so I can sprint away from them pretty fast, but the other players seem to have no clue what to do in this phase.
I have had tanks who rage that everyone except them should be killng the stars.
I have had numerous other raiders, when the star gets close to them, train it next to you so you die with them.
The ranged DPS often seem to totally ignore the stars.
Plus, I really dislike the way that instance level is built with a low ceiling and as a result very limited zoom out ability. That combined with how dim and dark the level is, makes it really hard to spot the Void Stars. It's my least favorite instance.
评论来自
Hordearmy
Thanks for great guide. I hope this time i can kill last boss nightmare raid in mythic.
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