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10.2.7
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Temple of Sethraliss Mythic+ Route Guide
来自 Voulk
[Last Updated]:
2019/03/10
变更日志
补丁:8.3.7
目录
评分:4.8/5
(
5
投票)
指南导航
评分:4.8/5
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This Mythic+ Route Guide for the Temple of Sethraliss dungeon will take you through the best route to complete the dungeon and provide tips and tricks for the entire instance. This guide will assume that you are familiar with the basic mechanics from the
Temple of Sethraliss Dungeon Ability Guide
.
Instance Breakdown
Recommended Comp for high keys:
Bring a strong healer. This one can be pretty intense. High mobility classes can be very useful for the minigame before the final boss, and big defensives are key for the third boss.
Instance Timer:
36 minutes
Trash Route
Temple is stuffed with more trash than we need so we're going to pop an early invis pot and skip the first three packs - some of the most dangerous in the instance.
If you popped an invis potion then hurry your way through. The mobs don't see through invis so don't worry about your path.
If you're shrouding on the other hand this is much trickier. In the first pack you need to sap the Marksman on the right and hug the wall as you run past. In the second pack you need to sap the Krolusk Pup on the left and then walk through it. This is very tight because there are stealthed mobs flanking your left and right. If you're not pushing ultra high keys I strongly recommend just using an invisibility potion here because there's no chance of misplaying it and killing your key before it even begins.
Your invis pot should end around the same time you see the Stonefist's ugly mug. Casters should stand as far from him as possible without backing up into the pack behind you. He does a little mini-interrupt on casters within 30 yards. There's a stealthed mob nearby. Pick it up before you fight the boss.
Key Interrupt: Healing Surge (Charged Dust Devil, medium ST heal)
While you cross the bridge you'll be pelted from above (they're the large brown swirls). These come hard and fast and will 1-2 shot you. Pull the mob to the other side of the bridge and use your mobility to cross quickly.
The Krolusk Rider has two frontal cleaves. Noxious Breath is a large cone that poisons anyone hit and the tank themselves can sidestep this once the cast starts.
Pull these back a little so that you don't pull more than you need. The Sand-crusted strikers are your priority target and they'll need to be dragged out of the sand cloud that they drop.
The Marksman will pelt random players for pretty high damage and will pause occasionally to cast Power Shot - a straight line dodgeable attack that'll melt you if you get hit. Keep an eye on them. Lastly, the Venomous Ophidian stack a DoT on their primary target. If you can dispel poisons then you should do so.
Pull as few of these at a time as you can since they heal. The Crazed Incubators also self-destruct when on low health with Pyrrhic Blast. Move away from them and let them die.
Priority Interrupts: Greater Healing Potion (Faithless Tender, big ST heal), Stoneshield Potion (Crazed Incubator, big ST damage reduction)
After killing Merektha head down the tunnel behind her. Purge or interrupt the Accumulate Charge buff to keep incoming AoE damage low.
These packs aren't very scary so long as your healer is paying attention. Make sure you dodge the blue lightning swirls.
More of the same. The Static Charged Dervish will beam random party members for moderate damage. The boss will spawn once the trash is cleared. This is all on your healer and they shouldn't have a problem with it.
Make it past the orb maze. If you're reading this while being shunted back to the beginning for the fourth time I have just one tip for you. You don't have to always be moving forward. If you find yourself staring at a lightning ball brick wall then move backwards through the gap behind you. Space will open up if you're patient. If you have high latency then auto-run through and hope for the best.
Grab the Stormcaller and avoid the blue lightning circles. They'll actually one shot you on higher keys.
This mini-game is a massive time sink and you'll need to make use of your high mobility classes to complete it quickly. There are two pedestals on either side of the room with an orb. You need to pick the orb up and run it to the giant snake skull at the end of the room. The catch? The conscripts will knock it out of your hand and the Orb Guardians will flat out steal it and run away.
Use your AoE CC, excellent tanking skills and cheesy mobility spells to run the orb home. Here are some highlights:
- Shamans in Ghost Wolf form won't be slowed when holding the orb.
- Monks are particularly good since Chi Torpedo / Roll, Transcendence and Flying Serpent Kick (WW) make quick work of the orb.
- Warlocks can drop a portal to give the orb carrier a significant shortcut.
- Druids can Wild Charge to an ally standing near the skull to save 25 yards.
- You can have a druid go Travel form and have someone pick up the orb and ride them in.
- Death Knights can.......... nevermind.
Heart Guardians are a verified tank killer, stacking a big damage taken debuff on whoever they hit. Fortunately we're going to skip them here anyway with a Shroud or Invis Potion. The game here is that we're going to summon the boss and get through to the last phase. That'll give us -90% damage taken and a huge haste buff which we'll use to pull this extra pack. Not only does this save time but it also skips the entire last Reaping set.
The boss won't engage until you talk to him in the middle so clear this trash at your own leisure and then let your healer get back to 100% mana. Remember to pull the pack behind you when the boss gets to 100%. You'll lose the buff when you kill all boss adds so make sure you clean up the trash first.
Method Dungeon Tools
The following import string will import the route into the Method Dungeon Tools addon giving you access to it in-game. Method Dungeon Tools allows you to pre-plan routes and share them with party members.
Bosses
Aspix and Adderis
Please get your DPS a Lightning Shield weak aura. It will hurt you. You will die.
Dungeon Journal+
Aspix
颤雷
Magic Damage
Interruptible
导电
Magic Damage
Debuff
(damage on expiry)
静电冲击
Magic Damage
Avoidance
狂风之力
Annoyance
Adderis
弧光斩击
Magic Damage
Shared
飓风打击
Magic Damage
Dodgeable
雷电轰鸣
Magic Damage
Dodgeable
Fatal
电弧冲刺
Magic Damage
Dodgeable
You should know
This fight has a bunch of different ways to kill you and while they're all reasonably easy to avoid you
will
need to do so.
Let's start with the most obvious.
Lightning Shield
. One boss at a time will have it and if you hit them with anything it'll really really hurt you.
A little
of this is fine but
it chunks hard
so if you want to remain on speaking terms with your healer then hit the right mob. There's an in-depth look at the Lightning Shield mechanic below.
Alright, next big thing that'll one shot you is the Arc Dash that Adderis will cast on 100 energy. When he begins the cast he'll mark out big white lines on the floor between himself and each player. This is his path and in a few seconds he's going to rip up anyone standing in that path. You avoid it by all taking a couple of steps backwards outside of the path.
Obvious Dodge:
A Peal of Thunder is a big lightning zone on the floor. Don't stand there. Cyclone Strike also belongs on this list. It's often easier to watch where Adderis is facing when he begins the cast and to simply rotate around the room rather than trying to weave through the cyclones themselves.
Pop your defensives when
you have Conduction or when Static Shock is about to hit. If you pop your defensive late in the Conduction debuff then it should cover both damage events. Your healer will be popping some big healing cooldowns here too but you need to not get one shot.
Interrupt Gust / Jolt as much as you can. They'll only hit the tank but there's nothing else to interrupt and it'll keep the overall damage levels down so the healer can focus on the rest of the party.
Lightning Shield in Detail
Here's an in-depth list of what will and won't proc it.
Direct Damage, including cleaves and AoE attacks? Yep.
Autoattacks? Yep.
DoTs? Yes
if
they have a direct damage portion (Moonfire, Shadow Word: Pain) but it won't proc it if they're purely a DoT (Sunfire cleave, Rip, Corruption).
Lightning Shield also has a two second internal cooldown so if you rapid fire a bunch of abilities into one then you'll still only get hit once. It's tough to take advantage of this in any way.
Merektha
A relaxing experience compared to the other three bosses in the instance
Dungeon Journal+
毒性吐息
Leaves Pools
盲目之沙
Physical Damage
Debuff
(Disorient)
钻地
Physical Damage
Dodgeable
Knock Back
缠绕的蛇群
Physical Damage
Debuff
(Stun)
细胞毒素
(Venomous Ophidian)
Magic Damage
Debuff
(Poison, DoT)
You should know
A Knot of Snakes will stun the target until they're broken out. You can DPS them but most of the time you're better off breaking them out with a stun of your own. The following all work:
Single target and AoE stuns (like Mighty Bash and Leg Sweep).
Incapacitates (like Incapacitating Roar, Blind).
Long single target CC's that hit beasts (Hibernate, Imprison, Frost Trap, Fear).
CC breaks like Ice Block and Blessing of Protection.
You should also know:
The boss will burrows on a timer but she'll only ever do it twice. This is fantastic design because it avoids the Legion Helya problem where you could easily spend half of a high key just waiting on her Submerges.
Healer:
Dispel the Cytotoxin at two stacks.
Face away during Blinding Sand. You'll take the same damage either way but you're going to look really silly if you get hit by it.
Galvazzt
Name pronunciation guide not included
Dungeon Journal+
充电
Magic Damage
Debuff
(+Galvanize dmg taken)
放电
Magic Damage
Avoidance
Dangerous
电磁感应
Magic Damage
Avoidance
You should know
Coordination is the name of the game
. If you're an organized group on voice then have a leader call out the name of who they want to soak the next pillar. That lets the healer start prepping to heal them, keeps stacks spread out and improves your control over the fight.
If you're in a pug then take on as much responsibility as you can yourself. Soak a pillar to 10-12 stacks, let them reset and then seek out another pillar. The more mechanics you handle yourself, the less your party has to do and you trust yourself more than the people you just met.
Ultimately this fight is a hard DPS / HPS check and even with perfect mechanics you may not kill him. Make sure you saved your 3 minute cooldowns and Bloodlust. You'll need them.
The boss getting a Consume Charge cast off is doom. That's what you're racing against. He doesn't gain any energy naturally so you can still him indefinitely with good pillar control (until your healer runs out of mana).
Healing Galvazzt
DPS will seldom realize how tough this fight is for you and even with perfect play you're going to be pushing more throughput than anywhere else in BFA Mythic+. In general:
Stay mana efficient. You've been told mana doesn't matter much in Mythic+. Tyrannical Galvazzt is a whopping exception. If you think you'll need a strong mana trinket before the run starts then use one. Make heavy use of your efficient spells like Efflorescence and Essence Font.
Prepot with an int pot. The first 30 seconds of the fight isn't too intense but there isn't a downside and it'll also boost any DPS you can contribute early on. Use either a second int pot or a dirty mana pot later in the fight.
Add DPS - especially at the start. The fight is a DPS check. Yes you've got an incredibly amount of healing to do but the quicker the boss dies the sooner you can stop healing and take a deep sigh of relief. As the fight ramps up you can stop and focus on your healing but that 2k DPS you add over the fight can be the difference between a wipe and a kill.
Avatar of Sethraliss
A good healer really does carry this entire instance
Dungeon Journal+
脉冲
AoE Magic Damage
Avoidance
心脏震击
Magic Damage
Dodgeable
(Swirl)
瘟疫
(Plague Toad)
Magic Damage
Debuff
(Disease, Stacks, -Healing Done)
心脏打击
(Heart Guardian)
Magic Damage
Debuff
(+20% damage taken, Stacks)
闪电链
(Plague Doctor)
Magic Damage
Interruptible
毒蛇诱惑
(Plague Doctor)
Debuff
(Magic, Incapacitate)
You should know
DPS priority: Heart Guardian > Plague Toad > Hexer / Plague Doctor. You can multi-DoT pretty much everything but the Heart Guardian is going to kill your tank through Heart Attack stacks if you don't take it out quickly. Plague Toads just can't be allowed to reach your healer since they have a nasty -50% healing debuff. You can even run into them and "soak" them if you have to.
Tank: Try and keep the Heart Guardian on top of a Plague Doctor and Hexer for better cleave / AoE damage.
Obvious Dodge: Cardiac Shock (blue swirl). Your healer is suffering enough in this instance. Don't make it harder on them.
Hybrids: You're going to spam heal the Avatar in between phases.
When the Heart Guardian dies it drops a green sphere that increases the healing the boss takes from all heals. Don't stand on this until the boss is healable or you can waste the entire thing.
Healing the Avatar
After the 8.1 changes you only have to heal the Avatar up twice. She starts on 25% health and you'll heal her from 25 to 70 and then 70 to 100%. This makes it much easier to plan out your healing cooldowns.
The Avatar
can
be hit by floor effects like Efflorescence and Healing Rain. She won't proc anything that requires damage like Cenarion Ward so save those.
You're basically going to use your maximum single target rotation here and hope that the group basically looks after themselves for the 20-30 second window. For a Druid that might look something like prehotting with Rejuv, Lifebloom, Efflorescence and Wild Growth and then spamming Swiftmend into Regrowth. You'll use Innervate for the first and hopefully have enough mana to spam without it for the second.
For Monk it'll look something like Essence Font before she becomes healable (For the mastery boosting HoT) into Soothing Mist -> Enveloping Mist -> Vivify spam. Refresh Enveloping Mist whenever it falls off.
You'll also want to sync any on-use trinkets with the phase.
Top Mythic+ Statistics
The following data has been generously provided by
Raider.IO's Temple of Sethraliss Leaderboards
. We hope it helps you spot popular class compositions for each affix combo. Check them out for Mythic+ Keystone Rankings!
Top Mythic Classes for
Temple of Sethraliss
with Current Affixes
Top Mythic Runs of
Temple of Sethraliss
with All Affixes
Top Mythic Runs of
Temple of Sethraliss
with Current Affixes
Reaping Affix
At Mythic Keystone level 10, the special 4th affix is added to every single Keystone Level 10 or higher. For Season 2 that affix is
收割
.
At the beginning of the dungeon and after every boss that you defeat, Bwonsamdi will teleport in.
After the dungeon's timer has expired (excluding deaths), Bwonsamdi offers you a bargain to "Serve Bwonsamdi in life and death" and accepting will earn you the
邦桑迪的交易
buff for the
remainder of the dungeon
.
At 20%, 40%, 60%, 80% and 100% of the Enemy Forces bar, the environment will change and you'll hear Bwonsamdi yell "Rise!"
Bwonsamdi resurrects all mobs that you've defeated since the last resurrection. All the zombies will then attack you at the same time with different sets of abilities and a smaller health pool.
All Bwonzombies have the following properties.
Each Bwonzombie will look like the mob that it spawned from.
However, it only has access to new abilities based on which type of Bwonzombie it is.
A Bwonzombie's health pool will be 50% of the health that the zombie spawned from.
Bwonzombies are not affected by any Affixes, except for the health interaction mentioned above.
Bwonzombies will not proximity aggro other alive mobs.
Leaving combat with Bwonzombies, will cause them to return to the location where they spawned.
Bwonzombies do not have True Sight, have a massive aggro radius and will automatically aggro the group on every Reaping wave.
There are only 3 types of Bwonzombies:
复生之魂
,
被折磨的幽魂
and
失落的灵魂
. Each type of Bwonzombie has a specific set of spells that it can cast.
For the full details on how
收割
works,
check out our guide
!
Mythic+ Spec Guides
Need Mythic+ tips for your spec? Our class writers wrote guides to the best talents, azerite, and strengths in Mythic+ for all specs:
Blood DKFrost DKUnholy DK
Havoc DHVengeance DH
Guardian DruidFeral DruidBalance DruidRestoration Druid
Augmentation EvokerDevastation EvokerPreservation Evoker
BM HunterMM HunterSurvival Hunter
Arcane MageFire MageFrost Mage
Brewmaster MonkMistweaver MonkWindwalker Monk
Holy PaladinProtection PaladinRetribution Paladin
Discipline PriestHoly PriestShadow Priest
Assassination RogueOutlaw RogueSubtlety Rogue
Elemental ShamanEnhancement ShamanRestoration Shaman
Affliction WarlockDemonology WarlockDestruction Warlock
Arms WarriorFury WarriorProtection Warrior
We've also recently started up an advanced round of Mythic+ guides, perfect if you want to take your gameplay to the next level, written by top Mythic+ competitors:
Blood Death Knight Mythic+
Outlaw Rogue Mythic+
Restoration Druid Mythic+
Prot Warrior Mythic+
Frost Mage Mythic+
Brewmaster Monk Mythic+
Mistweaver Monk Mythic+
Windwalker Monk Mythic+
Elemental Shaman Mythic+
Affliction Warlock Mythic+
Arms Warrior Mythic+
Beast Mastery Hunter Mythic+
Balance Druid Mythic+
Discipline Priest Mythic+
Dispel/Purge Guide
The Battle for Azeroth dungeons also include many more abilities that can only be dispelled by a certain dispel type or offensively purged off a mob. This expansion also marks the return of Enrage effects and abilities that remove Enrage effects and we've made a
Dispels and Purge Guide for BFA's Dungeons
to help you decide what to dispel.
This guide details which specs can handle magic purges, Enrage removal, magic debuffs, poison debuffs, curse debuffs, and disease debuffs. Then, the guide lists all the abilities that can be dispelled and offensively purged in the 10 current Battle for Azeroth dungeons, classified and color-coded into low, medium, and high priority. If you're upset that
奥术洪流
got nerfed, it's arguably even more useful now!
Click here for the Battle for Azeroth Dungeon Dispels and Purges Guide
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评论
评论来自
zizoex
For the orb room you can have a druid go into stag/travel form and then the orb guy just mounts the druid.
评论来自
TT275X
You can skip the path to the final boss with an invis potion. Then, when you're almost done with the boss and have the buff, leave one Hexer alive and use the buff to kill the skipped mobs.
评论来自
Dymystify
Death Knights are great for this as they can death grip the orb guardian that is trying to return the orb. Just run towards the skull at the end, then death grip. Followed by gorefiend's grasp at a mob juts at the end. Kill all, orb in place. Or 2 DKs just chain death grip, in please, kill done.
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