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PTR
10.2.7
PTR
10.2.6
Beta
Tol Dagor Mythic+ Route Guide
来自 Voulk
[Last Updated]:
2019/03/10
变更日志
补丁:8.3.7
目录
评分:4.7/5
(
6
投票)
指南导航
评分:4.7/5
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6
投票)
This Mythic+ Route Guide for the Tol Dagor 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
Tol Dagor Dungeon Ability Guide
.
Instance Breakdown
Recommended Comp for high keys:
Bring a Rogue, scribe or blacksmith to unlock a skip and multiple buffs. You only need level 1 in the profession so have someone pick it up.
Instance Timer:
33 minutes
Trash Route
The Silt Crabs are great percentage and it's safer to clear them anyway so you have space to fight the boss. They cast Squeeze on random targets, rooting them and dealing damage. Safe your AoE stuns to disrupt them. I recommend clearing both packs so we can skip more trash later.
Don't stop for the Parasites. Just AoE them down.
If you have a Rogue, scribe or blacksmith then take the straight path and unlock the gate. If not, take the left path and clear the parasite / crocodile camps until you make it to the next section of the route guide. It isn't a very big detour but you'll be a little over in trash percentage by the end.
If you have a Rogue then you can sap the Vicejaw on the right, you won't need it for trash percentage. Otherwise just pull it with the Thug.
Key Interrupt: Debilitating Shout (Irontide Thug, AoE damage + dmg dealt reduction. Yes, that's right. If you don't interrupt it you'll do less DPS)
The Strikers will chuck rocks at people. Honestly just rude. The Arsonists throw torches instead and you can dispel the DoT it leaves on the target. This pack isn't very dangerous.
Skip the Patrol on the bridge if you have a lockpick or blacksmith key but not a Rogue. It's commonly accidentally pulled anyway so if you're playing safe then grab it. If you have a Rogue then kill it because we'll be Shrouding a pack later.
Unlock the door and go up the stairs to your right.
Key Interrupt: Watery Dome (Bilge Rat Seaspeaker, big AoE DR)
You'll probably pull a few Despondent Scallywags as you go but do try to avoid them. Another Seaspeaker here so get your interrupts ready for the watery dome.
Double Seaspeaker pack. Assign an interrupt to each. You don't want to let a single bubble cast through.
The Ashvane Jailer will put up a riot shield that reflects spells. You can stun interrupt the cast.
Key Interrupt: Handcuff (Ashvane Officer, Silence, Pacify, DoT)
Have a Rogue? Then we're skipping both of these packs. Lockpick the door and then vanish the aggro from the pack on the right while your party stands near the back. Shroud through both packs into the corridor beyond the Spotter.
Don't have a Rogue? Unlock the door with a Blacksmith or Scribe, and then kill the Flamecaster pack to the right. It isn't worth burning your potion cooldown on one mob so kill the Ashvane Spotter as well.
Have the tank pull the two mobs past the cannon into the next pack. Have a DPS jump into the giant cannon and melt the mobs. The cannons deal friendly fire. You should CC the pack and let the cannon deal with them.
Healer: The person in the cannon will pull quite a bit of aggro and some of the mobs have ranged attacks. Keep them alive.
More of the same. Pull mobs. CC mobs. Blow mobs up with cannon. Res anyone that was a little too close to cannon.
You can have a DPS run down to the cannon on the next corner while the mobs are CC'd if you want some advanced double cannon damage.
Come to think of it the rest of the instance is just pulling mobs and then cannoning them down.
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
The Sand Queen
Give me a second to put Soothe back on my bars
Dungeon Journal+
流沙陷阱
Magic Damage
Debuff
(Stun)
Dodgeable
沙尘暴
AoE Magic Damage
颠覆之击
Magic Damage
Knock Up
Dangerous
瘙痒叮咬
(Buzzing Drone)
Physical Damage
Debuff
(Minor DoT)
You should know
Let's start with an essential and then dive into some proper strategy. The Sand Traps are giant brown mounds on the ground. If you stand on them they'll stun you and there's a reasonable chance you'll die or owe your healer a beer. Similarly when the Buzzing Drones spawn give the tank half a second to pick them up before you drop
all the AoE
.
Sand Traps are always created underneath a player and Drones will spawn whenever she creates a set. It's therefore better to have your party all stack on top of each other. When the Sand Traps spawn move to a new spot as a team. When the boss burrows separately slightly so that whoever is targeted by Upheaval is able to run from the party before it hits. By doing the fight this way you give yourself much much more room since Sand Traps all end up on top of each other instead of spread around the room. It also greatly reduces the chance you walk over one when running out upheaval because they'll all be in one place. Yet
another
advantage is that it keeps the Drones in one place as well and makes it easier for the tank to pick them up.
Reminder:
The boss enrages whenever a Drone dies. You can Soothe this off if you like but only bother if she has more than 3-4 stacks. It's a very very short buff.
Defensive:
Upheaval does incredibly high damage and when targeted you should pop a defensive as you run from the group. This will actually one shot you in higher keys. Live.
Jes Howlis
This guy lets his brother out of prison half way through the fight. If we don't arrive does he just leave him in there?
Dungeon Journal+
闪光飞刃
Physical Damage
Dodgeable
(Line of sight)
Dangerous
断筋剃刀
Magic Damage
Debuff
(Poison, Slow, DoT)
咆哮恐惧
Debuff
(Fear, long)
Interruptible
振奋呐喊
Boss Buff
(+10% dmg, stacks)
Interruptible
剑刃扭转
(Bobby Howlis)
Shield
Interrupt Immunity
恶毒槌击
(Bobby Howlis)
Physical Damage
Debuff
(Stun, long)
Interruptible
You should know
Phase one (we'll call it the pre-smoke bomb phase) is super straightforward. Interrupt Howling Fear and hide behind a pillar when he casts Flashing Daggers. That's the entire fight until 70%.
At 70% the first Worgen boss since Shadow Fang Keep will stun the party and take off down the hallway. AoE down the adds as you chase him and interrupt the Motivating Cry channel as soon as you reach him.
Phase Two is a little like phase one with the notable addition of his baby brother Bobby Howlis. Bobby is going to smash a Power Word: Shield on himself and then try and mug a random person in your party. You'll need to damage through his shield and interrupt the channeled cast. It isn't particularly difficult but you'll need to do it quickly because it stuns the player and makes them susceptible to Flashing Daggers.
Knight Captain Valyri
Where are these barrels even
coming
from??
Dungeon Journal+
燃烧的军火库
Magic Damage
Dodgeable
Dangerous
点火
Magic Damage
Dodgeable
Fatal
炉渣之焰
Magic Damage
Dodgeable
Dangerous
点火器
Magic Damage
Debuff
(Magic, Minor DoT)
You should know
We're going to do this fight a little different than you might be used to. Instead of moving all of the barrels out of her fire we're going to throw them all in one corner and let her blow them up. This is much more efficient from a DPS perspective because we're not spending so much time moving barrels and it keeps the fight under control from beginning until end. When she goes to blow them up, simply move to the corner on the opposite side. The healer should move as many of the barrels as possible since there is very little else for them to do.
Obvious Dodge:
Cinderflame. This can be fatal and you should be in your 'safe corner' anyway so no excuses.
Healer:
Dispel the Fuselighter debuff. There honestly isn't much else for you to do on this fight anyway so spend the rest of it contributing damage.
Overseer Korgus
IhateyouIhateyouIhateyouIhateyou
Dungeon Journal+
交叉点火
Magic Damage
Dodgeable
Fatal
爆炸
Magic Damage
Debuff
(Delayed Damage)
致命狙击
Physical Damage
Debuff
(Deadeye deals +500% dmg)
Interceptable
艾泽里特子弹:爆炎弹
Magic Damage
Debuff
(Moderate DoT)
巨力冲击
(Cannons)
Magic Damage
Dodgeable
Fatal
The Basics
Cross Ignition is marked with big black lines on the floor. You need to rotate around the boss until you're in a clear space. You have a couple of seconds to do so. It'll kill you on any reasonably high key.
The Massive Cannons will also one shot you but by using the Corner Strat below they'll be unable to hit you at any point in the fight.
The first Deadeye shot anyone takes is near-harmless. The second is a one shot. The debuff actually lasts for a very long time so you'll need most of the party to be aware of the ability and actively soaking for each other.
A more advanced tactic is to use a Demon Hunter to soak every Dead Eye with Blade Dance since the shot is 100% dodgeable (like most physical damage abilities).
The Corner Strat
By using the corner strat you become immune to the annoying boss knockbacks and are permanently out of reach of the Massive Cannons. Tuck in tightly with your backs against the wall and you shouldn't move. When the Cross Ignition black lines go out rotate around to a safe space. The vision isn't great in the corner but the advantages are worth it.
Healing Korgus
This boss is tough and I don't have a secret strategy that's going to make him easy to heal. Instead we'll look at where most of the damage is coming from so we can prepare for it accordingly. We're going to assume your party dodges Cross Ignition, Massive Blast and multiple Deadeyes since if they don't they're going to die regardless of what you do.
Track Explosive Burst on your frames. This is 80% of the fights damage and will go out on three randomly chosen targets at a time. It'll never target the tank. You can expect them to go out
about
every twenty seconds.
If the boss has the Incendiary Rounds buff then they'll take moderate ticking damage after the blast.
The tank isn't going to need you much. They'll already benefit from any AoE heals you throw out and should otherwise be able to look after themselves.
Druid Specific:
You have four seconds from when the Explosive Burst debuffs go out to pre-HoT. Keep rejuvs on everyone at basically all times and Wild Growth as the debuffs expire. Make sure you're hidden tight in a corner so that the knockback doesn't interrupt your casts. Keep Efflorescence down and Lifebloom on yourself at all times. Use Regrowth on anyone below 50% after your Wild Growth cast. Swiftmend is your emergency cast. You're going to use it if anyone dips below 20% with the DoT still ticking.
Monk Specific:
Renewing Mist on cooldown. Cast Essence Font two seconds before the Explosive Bursts expire and cancel the cast as the damage hits. This will give you double mastery value on all allies as you start spamming Vivify.
Don't cast Soothing Mist before you Vivify.
Here we want a Vivify on everyone hit as soon as possible and Soothing Mist is going to slow you down. Remember to use your powerful arsenal of defensive abilities to keep yourself healthy. The fewer heals you require yourself the more you can give your party. This can be a very long fight so if it's a high tyrannical key consider using Thunder Focus Tea charges on Vivify. The Mastery boost it'll give you from any Secret Infusion traits is already incredibly strong.
Top Mythic+ Statistics
The following data has been generously provided by
Raider.IO's Tol Dagor 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
Tol Dagor
with Current Affixes
Top Mythic Runs of
Tol Dagor
with All Affixes
Top Mythic Runs of
Tol Dagor
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
You can also use JC keys from legion in there.
评论来自
lovelywaz
A very important correction at # 18.
The cannons deal friendly fire.
This is not right. Cannons actually do AOE damage on the ground and if you are in the blasting area, you WILL take the damage and on higher keys it WILL one shot you to death.
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