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Uu'nat, Harbinger of the Void Crucible of Storms Raid Strategy Guide
来自 FatbossTV
[Last Updated]:
2019/06/20
变更日志
补丁:8.3.7
目录
评分:4.7/5
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5
投票)
指南导航
评分:4.7/5
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This guide provides tips and strategies for defeating
乌纳特
in Normal Difficulty in Crucible of Storms. 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.
Uu'nat, Harbinger of the Void is a three phase fight in which the raid needs to utilize the relics of power from the previous encounter, except now they will help the raid combat some of the bosses dangerous mechanics!
乌纳特
is the second and final boss in Crucible of Storms.
Mythic Uu'nat World Firsts
Loot
Quick Tips
Relics
Tanks - Use the
Trident of Deep Ocean
relic to place a shield which reduces damage taken by nearby players.
Healers - Use the
Void Stone
relic to make the boss, adds and raid healing immunebreak your personal shield to remove the healing immunity.
DPS - Use the
Tempest Caller
relic to kill off all adds and players below 25% health. Make sure everyone is healthy before using it!
General
Tanks - Keep the boss and adds 10+ yards apart to counter the
不死卫士
s
低语帷幕
passive.
Tanks - swap positions when the boss casts
末日之触
.
Move out of the
湮灭裂隙
s, as standing within one will heal the boss!
Phase One
Move through one
恩佐斯的穿刺凝视
beam -> let your debuff drop -> move through the other beam.
Move to the safe areas when
恩佐斯的癫狂之眼
is cast.
Stand towards the edge of the ring of void as to place
湮灭裂隙
s away from the centre.
Be prepared to move towards the middle of the room each time
恩佐斯之赐:渊黯
is cast and the ring of void gets closer.
Phase Two
At the beginning of the phase, use the
Tempest Caller
relic to kill off all phase one adds.
After that, use the
Void Stone
to make the boss healing immune whilst you soak the
湮灭裂隙
s.
Move away from the
不可知的恐惧
80 yard zone.
Interrupt and kill all three
原始摧心魔
s
Use the
Tempest Caller
to kill off several
不死卫士
s and
群居的空灵爪牙
s at once.
Phase Three
Do not attack your allies when they become "hostile to allies" as
恩佐斯之赐:疯狂
is cast.
Stand near players with
贪食折磨
to allow them to siphon health from you.
Uu'nat, Harbinger of the Void Abilities & Strategy
Relics of Power
Three relics of power can be found floating at the entrance of the encounter space before the fight begins, however they cannot be picked up until the boss is engaged.
Each relic of power will give the player who picked it up an extra action button ability which needs to be used at certain times to counter mechanics.
Once the ability has been used, the player will drop the relic on the ground and will be debuffed with
反馈:虚空
,
反馈:海洋
or
反馈:风暴
which prevents them from picking up the relic for a certain period of time.
The relic will also remain on the ground and gather energy over time. Once at full energy it can be picked up once again.
Players need to be wary of their position as their relic ability finishes, as you want to make sure you drop your relic in a location where others will be able to reach it easily later on in the encounter.
Each relic can only be picked up and used by a character of a certain role and, as this is Crucible of Storms, these powerful relics come with both an upside and a downside.
From Left to Right: Tempest Caller, Trident of Deep Ocean, Void Stone.
Trident of Deep Ocean
The
Trident of Deep Ocean
is only usable by Tanks:
Pro: When used, this will create a large
深渊护持
shield around the tank which redirects 75% of the damage taken by all players within it to the shield.
Con: The shield has a health pool which can be seen on the raid frames. Any health remaining on the shield when it expires will trigger an
深渊崩塌
, dealing damage equal to the shields health to each player.
Best time to use: This should only be used when the raid can guarantee that most, if not all, of the shields health will be depleted by the damage mitigated by it.
This takes 2 minutes to recharge back to full energy after use. Applies
反馈:海洋
upon use, stopping the player from picking it up again for 3 minutes.
Void Stone
The
Void Stone
is only usable by Healers:
Pro: When used, this will give the user the damage absorption shield
虚空之拥
. Whilst the shield holds, the healer generates
虚空之拥
which prevents all enemies from receiving any healing.
Con:
虚空之拥
also reduces all healing received by players by 100% whilst the
虚空之拥
shield holds.
Best time to use: This is best used to counter some of the powerful healing effects the bosses spells have. However, this can only be used during periods that the raid can afford to go without healing and players should be topped before its use.
This takes 1 minute to recharge back to full energy after use. Applies
反馈:虚空
upon use, stopping the player from picking it up again for 2 minutes.
Tempest Caller
The
Tempest Caller
is only usable by DPS:
Pro: When used, the user will generate a
风暴湮灭
for 15 seconds, dealing damage to all adds and reducing the damage they deal by 50% for 3 seconds each tick. If this deals damage to a target below 25% health, it will instantly kill them via
生灵俱灭
. Creatures destroyed in this way do not trigger their death effects.
Con: The
风暴湮灭
also hits all players, dealing ticking damage, reducing damage done and triggering
生灵俱灭
on players below 25% health.
Best time to use: This is only used to remove adds in the encounter space, as this does not interact with the boss. The raid must be healthy whilst the relic is used and healers must be ready to keep all players above 25% health.
This takes 30 seconds to recharge back to full energy after use. Applies
反馈:风暴
upon use, stopping the player from picking it up again for 4 minutes.
Further details on when each relic is used to counter mechanics will be detailed as the abilities are covered throughout the guide.
Phase One: 100% - 70%
恩佐斯之赐:渊黯
The ring of void will shrink throughout the phase!
Uu'nat has an energy bar which passively fills over time. Upon reaching 100 energy, he will cast
恩佐斯之赐:渊黯
.
This deals a moderate burst of shadow damage to the entire raid and create a ring of void around the edges of the encounter space.
Standing within the ring of void will deal heavy shadow damage to you every 0.5 seconds until you leave it.
Subsequent casts of
恩佐斯之赐:渊黯
will cause the ring of void to encroach further into the encounter space, leaving the raid with less room to move safely within.
Players need to be prepared to move away from the ring of void before each
恩佐斯之赐:渊黯
is cast, as to ensure they are not caught in the ring of void as it gets ever closer.
The ring of void will not encroach upon the encounter space any further once it has been cast 4 times, however the remaining safe space the raid has at this point is very small.
湮灭裂隙
Uu'nat will frequently spawn a shadow circle at the location of a random player. A
湮灭裂隙
will spawn at this location moments later.
Do not stand within an
湮灭裂隙
!
The
湮灭裂隙
will remain at this location permanently, unless a player runs into it. Doing so will deal a small amount of damage to them and
heal the boss for 1% of his maximum health.
Players must avoid touching these
湮灭裂隙
s at all costs, as healing the boss will prolong the phase substantially, which can lead to the raid running low on space due to the
恩佐斯之赐:渊黯
casts.
The raid should always stick close to the edge of the ring of void as to spawn the
湮灭裂隙
s in favourable locations, as you do not want to fill up the middle of the room which will be needed as the ring of void gets ever closer.
If the
Void Stone
is used, the healing that
湮灭裂隙
s provide will be completely negated, as long as the
虚空之拥
holds on the player.
We do not recommend that you do this during phase one, as the period just as the group enters phase two is relatively event free and a much safer time to soak the
湮灭裂隙
s.
恩佐斯的癫狂之眼
The majority of the play space will be marked with a strange translucent membrane looking texture. Several seconds later these areas will be hit with the
恩佐斯的癫狂之眼
.
Players must find safe areas before this ability is cast, as anyone hit will take a moderate burst of damage and become "hostile to allies" for 8 seconds.
Anyone who is accidentally hit should move away from the boss and wait out their debuff, as to ensure they are not accidentally hit by any incidental cleave abilities.
Move to the safe zones when
恩佐斯的癫狂之眼
is cast!
恩佐斯的穿刺凝视
Two beams will sweep across the platform, dealing small amount of initial damage and applying a nasty 4 second dot to all players who are hit. This dot can stack in both damage and duration.
Players need to avoid getting hit by both beams within 4 seconds of each other, instead opting to go through one beam, wait for the debuff to drop, and then go through the other.
The beams always sweep across the platform and intersect one another at a right angle, however they do not always enter the encounter space from the same direction.
Players should move through the first beam as soon as possible, as this ensures that their debuff will drop before the second beam passes over them.
Pass through one beam at a time, leaving enough time for your debuff to drop!
末日之触
Uu'nat will cast this frontal cone at the tank, dealing a large amount of shadow damage and applying a 24 second dot to the tank.
The tank should face Uu'nat away from all nearby players at all times, as to ensure that only the tank is hit by the
末日之触
.
Once the tank has been hit by the
末日之触
, the other tank should taunt.
不死卫士
Throughout the phase, Uu'nat will spawn an
不死卫士
. These Guardians will always fixate the tank who is afflicted with the
末日之触
dot.
These adds should be tanked 15-20 yards away from Uu'nat as they have a
隐性联结
aura, which will make both Uu'nat take 99% less damage whilst they are within 10 yards of one another.
When Uu'nat casts
末日之触
, the tanks should either quickly switch positions with one another as to ensure that the
不死卫士
s and the boss never get close.
Keep the
不死卫士
s and boss over 10 yards apart!
These adds have the
低语帷幕
passive, which increases their damage done the higher the health is.
Players should long range cleave/multi-dot these adds as to bring down their outgoing damage onto the tank.
This passive also prevents the adds from dying, instead they will channel
非自然再生
upon reaching 1 hp, which will heal them for an ever increasing amount every second.
The only way to remove the adds permanently from the encounter is to use the
Tempest Caller
relic, as the
生灵俱灭
trigger will immediately kill them if they are below 25% health.
We recommend that the
不死卫士
s are largely ignored during phase one. Once the transition between phase one and two begins, the raid can then stack them up, bring them below 25% health and use the
风暴湮灭
to finish them off.
Once Uu'nat is brought to 70% health, he will enter phase two.
Phase Two: 70% - 45%
Upon reaching 70%, Uu'nat will move towards N'Zoths eye and channel for 20 seconds. During this time the boss takes 99% less damage.
The raid should use this time to kill off any of
不死卫士
s with the
风暴湮灭
.
The raid should also stack up during this time as to allow healers to heal with area of effect spells more efficiently.
A single healing cooldown might want to be used at this point as to ensure no player is killed via
生灵俱灭
.
The encroaching ring of void will now be reset to the size it was when the
恩佐斯之赐:渊黯
was first cast. It will remain at this location for the rest of the encounter.
After the
风暴湮灭
has ended, the raid might want to use the
Void Stone
to clear the encounter space of
湮灭裂隙
s, as there are not many mechanics during the very early stages of the phase two.
The group will want to continue to clear patches during times of low incoming raid damage, as long as the
Void Stone
can be safely used during this time.
Uu'nat will continue to spawn
湮灭裂隙
s and
不死卫士
s, whilst forcing tank swaps with
末日之触
.
The
恩佐斯的癫狂之眼
,
恩佐斯的穿刺凝视
and
恩佐斯之赐:渊黯
are no longer present in phase two.
恩佐斯之赐:癔乱
Uu'nat will cast
恩佐斯之赐:癔乱
when he reaches 100 energy, dealing a burst of damage to the raid, whilst healing the adds for 50% of their maximum health and giving them a permanent 50% haste and movement speed buff.
As this ability is cast infrequently, the raid can still defeat any adds within the time between two of the casts.
The raid must keep an eye on when the ability is due to come in and ensure that it doesn't occur whilst adds are being killed, as this would result in a large amount of wasted damage.
Due to the permanent haste buff,
不死卫士
s need to be defeated before the tanks can no longer handle the incoming damage.
This should be done after each set of
原始摧心魔
s have spawned in and have been defeated (approximately every 60-70 seconds).
It is risky to use the
Void Stone
to counter the healing aspect of this spell, as the healers will not be able to top the raid after the hit until the damage absorption shield is broken.
不可知的恐惧
A large section of the encounter space will be marked with a dark blue zone. After 8 seconds, all players within this area will take a burst of shadow damage and be feared for 6 seconds.
Players need to quickly identify where this area is and move away from it.
Any players caught out by the spell can have their fear dispelled, as it is a magic effect.
Move away from the dark purple zone when the
不可知的恐惧
is cast!
原始摧心魔
Uu'nat will summon two
原始摧心魔
s that will spawn randomly across the encounter space.
These adds do not need to be tanked, and will simply just cast
吞噬精华
, an 8 second interruptible cast.
If the cast is successful, the add will deal a low burst of shadow damage to the raid and be instantly healed to 100% health.
The raid should interrupt these adds to ensure that the cast is never successful.
Crowd control spells, including stuns and displacements, can be used to interrupt the effect and help stack up the adds closer.
The adds should be focused down by DPS as a high priority.
Kill and interrupt the two
原始摧心魔
s!
When a
原始摧心魔
dies, it will spawn multiple
群居的空灵爪牙
s.
These adds need to be tanked, but do nothing aside from melee hit.
When they die, they will deal a burst of damage to all players within 100 yards via
虚空爆发
.
The
Tempest Caller
can be used to stop the
虚空爆发
from occurring, as adds that die via
生灵俱灭
do not trigger their death effects.
It could also be used to finish off the
原始摧心魔
s themselves, as this would prevent the
群居的空灵爪牙
s from spawning in the first place.
The group should use the
Tempest Caller
during this phase each time a set of
原始摧心魔
s are about to die, as long as the Undying Guardians can also die within the 15 second window.
If the Undying Guardians are too high health as the
原始摧心魔
s are dying, then the
Tempest Caller
should instead be used to kill off the
群居的空灵爪牙
s and
不死卫士
s.
Upon reaching 45% health, Uu'nat will transition into phase three by moving to the edge of the encounter space for 20 seconds whilst reducing incoming damage by 99% whilst he RP's.
Players should use this time to clear any remaining adds in the encounter space, as to ensure that the whole group can focus all damage purely into the boss.
At the beginning of the next phase, the raid may once again want to clear any Oblivion Tear zones as to give more players space to move around safely in throughout the next phase.
Phase Three: 45% - 0%
Uu'nat will continue to spawn
湮灭裂隙
s and
不死卫士
s, whilst forcing tank swaps with
末日之触
.
The
不死卫士
s should be dealt with in the same way as they have been during phases 1 and 2, with the tanks swapping positions when
末日之触
is cast.
The
不可知的恐惧
and
原始摧心魔
are also no longer present in phase three.
As the
恩佐斯之赐:癔乱
is no longer present in phase three, the tanks may be able to have more
不死卫士
s active without dying.
Groups with strong single target damage can nuke the boss throughout the phase and kill him before too many
不死卫士
s spawn and overwhelm the tank.
Groups with tanks who cannot handle this incoming damage will want to find windows of low incoming raid damage to kill the
不死卫士
s with the
Tempest Caller
.
Regardless of the groups damage potential, the
不死卫士
s should be multi-dotted and cleaved throughout the phase as to keep their health low, thus lowering the damage increase from their Shroud of Whispers passive.
恩佐斯之赐:疯狂
When Uu'nat reaches 100 energy, he will deal a burst of shadow damage to the entire raid and cause all players to become "hostile to allies" for 5 seconds.
The flat damage from the ability isn't likely to cause issues, instead the fact that all players can attack one another and not receive healing from others is the scary part.
All players need to be exceptionally careful during this 5 second window, as to ensure they do not splash damage onto anyone accidentally, especially tanks who will still be tanking the adds/boss during this time.
Players should look to use personal defensive cooldowns when this ability is cast, and may want to heal themselves if possible.
贪食折磨
Throughout the phase on a timer, Uu'nat will mark a player with
贪食折磨
, causing them to take a small amount of damage every second and reducing the healing they take by 100%.
The marked player will trigger
能者为尊
every 2 seconds, siphoning 10k health from players within 5 yards. This is the only healing the marked player can receive.
A player with
贪食折磨
requires one other player to heal up the damage they take from the ability.
If they require extra healing, as they may take damage from other sources during this time, they will need to find other players to siphon health from.
This debuff is permanent and acts as a pseudo enrage for the encounter, as more and more players will become healing immune and will have to rely on their non-debuffed teammates for sustenance.
Stack up with players marked with
贪食折磨
!
As the ability does relatively low damage, the raid should stack up throughout the phase and just simply outheal the damage dealt by the
贪食折磨
marked players.
This ensures that all marked players will remain healthy and will not die to other sources of damage.
This does require healers to heal and ever increasing amount of raid damage, however it is easily done as long as mana and cooldowns are managed correctly.
In the event that this damage cannot be counteracted by the healers, or if the last phase lasts too long, the raid should remain stacked and marked players should stand alone nearby.
The marked players can then move into the raid at any point they require healing.
Once they are topped up, they can simply move away from the group and stand alone until they need to siphon health once again.
Bloodlust and DPS Cooldowns should be used in this phase as to ensure that the amount of
贪食折磨
marks are kept to a minimum.
Healers should look to rotate large healing cooldowns towards the end of the phase where most
贪食折磨
are present - especially when the
恩佐斯之赐:疯狂
is cast during these later points of the fight.
The
Trident of Deep Ocean
can also be used at these points as to help counter the high incoming damage.
Heroic Difficulty
虚空撞击
Throughout the phase one, Uu'nat will mark two areas of the encounter space with
虚空撞击
. This ability functions identically to the version seen on the Restless Cabal encounter.
After a few moments this area will explode, dealing damage to all players within 10 yards.
If no players are hit, a new smaller area will be marked and the ability will repeat. This size reduction also reduces the damage the
虚空撞击
deals.
The
虚空撞击
will "bounce" like this and reduce in size twice, at which point it will bounce around until the ability eventually hits somebody.
Players need to actively avoid getting hit by the
虚空撞击
until it has reached its smallest size, at which point it can be soaked as long as the raid isn't taking other sources of incoming damage.
Soaking this ability should be done as often as possible, as this will increase raid damage as casters are able to stand still for longer periods of time.
Players must not confuse the
湮灭裂隙
animation with the
虚空撞击
animation, as accidentally soaking an
湮灭裂隙
will heal the boss and be a major setback for the raid.
Do not soak the
虚空撞击
during periods of high incoming raid damage!
恩佐斯之赐:癔乱
恩佐斯之赐:癔乱
heals adds for 75% health, up from 50% health.
This change acts to punish the raid further for not killing the adds between two
恩佐斯之赐:癔乱
casts, as the additional health they receive will setback the raid substantially if they're in the middle of killing off the adds.
Uu'nat will summon three
原始摧心魔
s in phase two, up from two.
This does not change the strategy for these enemies, instead the raid will simply need to interrupt and kill one additional add.
恩佐斯的穿刺凝视
The two
恩佐斯的穿刺凝视
beams will be activated during phase three.
These beams will cause more difficulty during phase three in comparison to phase one, as more players are unable to be healed due to the
贪食折磨
and the
恩佐斯之赐:疯狂
.
The raid needs to quickly identify where the beams are coming from and move to ensure they only receive one stack of the
恩佐斯的穿刺凝视
at a time.
Players marked with
贪食折磨
will want to quickly find a group of players to siphon from once the beams have passed, as to make sure that they can survive the ticking damage of the dot.
Mythic Difficulty
动荡共鸣
The main new ability added to mythic difficulty is
动荡共鸣
.
Throughout all three phases, Uu'nat will mark 12 non-tank players with either
动荡共鸣:风暴
,
动荡共鸣:海洋
or
动荡共鸣:虚空
for 15 seconds.
These players need to stand on the matching Relic of Power to remove the debuff safely.
If the
动荡共鸣
times out, the player will explode, dealing near lethal damage to all players within 10 yards.
After a small grace period, if a
动荡共鸣
comes into contact with a different
动荡共鸣
or incorrect relic, this will also cause the 10 yard lethal damage explosion.
The raid will need to be spread before the
动荡共鸣
is cast, as to ensure that no players immediately explode when the ability comes in.
Once the marks have been placed out, the raid will quickly need to move to the correct Relic of Power as to remove the debuff before it explodes.
The player carrying the Relic of Power will not be assigned a mark.
Tanks are unable to get the debuffs under any circumstances, and as a priority, all ranged players will be marked before any melee players are chosen.
Make sure to spread before the
动荡共鸣
is cast!
动荡共鸣
Movement Procedure
As the raid has a limited time in which to remove these marks, most guilds opt to use a movement procedure.
This procedure dictates who has movement priority depending on the marks they have.
For most guilds this procedure has players marked with
动荡共鸣:海洋
move as the highest priority. They should attempt to clear their marks as soon as possible.
Next is the
动荡共鸣:虚空
marked players. These should let the Ocean players move pass them first before they all move towards the Void Stone.
Lastly is the
动荡共鸣:风暴
marked players. These should allow both Ocean and Void players to move before they attempt to clear their marks.
Regardless of what mark you have, you should always attempt to stack up on top of other matching marks, assuming it is safe to do so.
By stacking up, you allow others to move around much easier, as they will only have to worry about one chunk of players, rather than several players scattered around the place.
If there is no nearby players of your mark, and you are a low priority mark such as Storm or Void, you should always just remain still, as attempted movement to stack will likely cause the a collision.
There will be situations in which this procedure cannot be followed, such as a Ocean marked player surrounded by Void players.
In this example, the Ocean mark will have no viable path to their assigned relic until the Void players have moved first.
As the marks assigned to players are random, the raid needs to be flexible for each cast of
动荡共鸣
. The procedure is there to help guide movement, not to enforce a strict rule which could end in a traffic jam.
Additionally, this procedure needs to be modified somewhat depending on what phase the group is in. These changes will be specified in each phase section of the guide.
Add Changes
All adds have a passive called
终结渴望
.
This is a buff which stacks up passively over time, giving the add a 10% damage and movement speed increase.
At 15 stacks, the add becomes immune to crowd control and interrupt effects.
This buff forces the raid to kill off adds more often than they may have done on heroic difficulty, as their damage increase will lead to the add dealing too much damage to the tanks.
不死卫士
s have gained the
进食
ability.
Upon reaching 100 energy, the add will bite the tank, dealing a large amount of physical damage and healing for 40% of its maximum health.
The raid will need to pay close attention to the adds energy, as having a
进食
cast go through whilst the raid is nuking the guardians down will slow down the task considerably.
群居的空灵爪牙
s have the
虚空瞬步
ability.
This causes them to teleport to a players location within 60 yards.
The most popular strategy for this encounter has no
群居的空灵爪牙
spawn, as instead the Primordial Mindbenders are killed by the Tempest Caller relic which prevents on death effects from triggering.
If the
群居的空灵爪牙
s do accidentally spawn, the raid must be aware that they may not remain stacked on top of one another for very long due to this mythic addition.
恩佐斯之赐:癔乱
heals for 100% health, up from 75%.
Similarly to the heroic change, this punishes the raid heavily if they do not kill the adds between two
恩佐斯之赐:癔乱
casts.
Phase One
Oblivion Tear
Space is at a premium in this fight as the more space you have, the easier players can move to remove UR stacks.
All ranged players need to be stood towards the edge of the play space each time Oblivion Tear is cast as to make sure spawns away from the middle of the room.
Players need to be aware of the time in which Oblivion Tear is cast, as they frequently overlap with other abilities such as the Piercing Gaze of N'zoth and Void Crash.
Void Crash
Void Crashes should simply be avoided until they have bounced twice, at which point they should be soaked by any healthy player.
Players with large DR or immunities may want to soak larger Void Crashes as to remove them from the fight sooner, reducing the movement everyone else may need to do.
Piercing Gaze of N'zoth
Players need to ensure they do not get 2 stacks of the dot applied by the ability.
Ranged players do this by standing towards the western side of the room. This will allow the player to stand still as the beams cross them in a staggered enough way for the dot to expire.
Melee do this by moving through one early, allowing their dot to expire and then move through the second beam.
Players with teleport/blink abilities can use them to pass over both beams without getting hit, however they should be cautious not to spawn an Oblivion Tear in a bad location.
The Piercing Gaze of N'zoth ability should only happen twice during this phase.
Ideal positioning for the second beams during phase one!
Maddening Eyes of N'zoth
Players should still attempt to move out of the marked areas, but if they are unable too, it isn't the end of the world as they will not die from the damage of the spell.
The only players who should avoid the zones at all costs are tanks, as they will be unable to be healed whilst they are Hostile To Allies.
This ability should only be cast once during this phase.
动荡共鸣
Movement Procedure for phase one
All three relics should be on players throughout the phase.
The players who pick up the relics should be the same every pull, and they should attempt to stand in similar positions each pull.
This will allow the raid to get used to where each relic is so that they can quickly remove their marks.
The Tempest Caller should be on a mobile ranged DPS, such as a Mage or a Beast Mastery Hunter.
This player needs to be responsible for clearing the clumps of Storm marked players that have formed throughout the room.
This player needs to clear after the majority of Void/Ocean marked players have removed their stacks, as to avoid a collision.
Undying Guardians
Undying Guardians should not be attacked as a high priority, as you do not want any of them to reach 1 hp before the first intermission.
Instead the adds should be used to gain single target boss damage by DPS who can do so, such as Elemental Shamans and Warlocks.
The adds should be brought low enough that when the intermission begins, they can be killed within the Tempest Caller relics 15 second activation window.
Your raid will need to find a balance of who can dot the adds and when. This will rely heavily on your composition and may take a few pulls to get sorted.
Transitioning
Ideally the phase will end around thee 2:30 mark, before the boss casts Gift of N'zoth for a fourth time.
Upon the transition beginning, both the Tempest Caller and Trident of Deep Ocean should be activated as soon as possible.
You want to kill off all three Undying Guardians and have the Tempest Caller effect end just as the boss ends the transition and phase two begins.
Players should stack up in the Ocean Rune created by the trident as to reduce the damage they are taking.
Both the Tempest Caller and Trident of Deep Ocean relic using players should stand in a set position around 15 yards apart from one another before their relic spells end.
This will place the relics on the ground in these locations, ready for players to run to throughout phase two.
If the relics are too close together, players may struggle to safely clear their assigned UR mark in phase two, as they might run into the incorrect relic.
Phase Two
Once the raid has been healed up, the Void Stone healer should activate it.
At this point the raid should clear all of the Oblivion Tears in the encounter space.
The Void Stone player should remove their Umbral Shell by either
standing in the void at the edge of the room and then soaking a single oblivion tear to take the last part of the shield off.
soaking 2 oblivion tears and then standing in the Unknowable Terror slam which occurs 18 seconds into the phase.
It is entirely up to you which one you decide to use. We prefer using the Unknowable Terror method as it allows the Void Stone relic to always fall off of the player around the middle of the room.
Just like the Tempest Caller and Trident before it, the Void Stone should be dropped around 15 yards away from the other relics as to allow for easier player movement with marks.
Oblivion Tear
Although the Oblivion Tears should be baited towards the edge of the encounter space, as long as they are not in the direct center of the room and are not placed on top of relics, the overall positions of the zones do not need to be as perfect as they were in phase one or three as the room is much larger.
动荡共鸣
Movement Procedure for phase two
All three relics are likely to be on the ground throughout most of the phase.
Players should attempt to spread around the edges of the room, surrounding the three relics on the ground.
Everyone should still follow the Ocean>Void>Storm priority, however certain situations are likely to arise where players should just let clumps of players move to a nearby matching relic.
As long as players are cautious of one another and communicate their movements if needed, collisions in this phase are rare as they do not overlap with many other abilities.
In the situation that the Tempest Caller is held by a player when the marks are applied, that player should stand still in a location spread around 15 yards away from the other 2 relics.
Undying Guardians and Primordial Mindbenders
The raid will have to deal with 3 sets of Undying Guardians and Mindbenders.
Each set is always damage down below 25% health by the raid and killed off with the Tempest Caller, preventing any of the Mindspawn adds from appearing.
The mindbenders need to be interrupted, as to prevent them from healing and dealing a large amount of damage to the raid with their Consume Essence cast.
Each mindbender should have 4 ranged interrupters assigned to them. You should avoid assigning melee range interrupts as the player might be out of range when the spell needs kicking.
Melee range interrupts are best used as a back up, just in case somebody is unable to kick at that time.
No more than 4 interrupts should be needed per add, as they should die around the time they begin their forth cast.
Using the Tempest Caller in phase two
The Tempest Caller needs to be used twice during phase two and once during the second intermission to destroy the adds.
Although this could simply be done by having the player use the relic for its full duration to kill the adds, this will inflict a large amount of unnecessary raid damage.
Most guilds opt to kill the player using the relic once the adds have died. Below you can find the circumstances for both times a player will die.
The best class for this job is a shaman, as they are unable to use their reincarnation to resurrect themselves without having to take a battle resurrection away from the raid.
If Reincarnations are unavailable (due to it being on cooldown or you just don't have a shaman), a battle resurrection should be used to bring the player back instead.
Tempest Caller Use 1:
All adds should be brought to around 25% as the 2nd Unknowable Terror is cast. The relic holder should use the relic to kill the adds and then die to the unknowable terror slam.
Ideally, the player should attempt to die 15 yards away from the other two relics as to place the Tempest Caller in a suitable spot.
Tempest Caller Use 2:
The relic should be picked up before Unknowable Terror 3. After this has occurred, the player should get themselves to around 30% health by standing in the void around the edges of the room.
Before the third UR marks are applied, the adds should be brought below 25% health and the player should use the relic, killing themselves in an ideal relic dropping position.
The Tempest Caller user should die once the adds have been defeated to reduce raid damage.
In both situations, healers need to be careful not to heal the target before they use the Tempest Caller, as they need to be low enough to die at the correct time.
Players responsible for using the relic may want to use a macro which removes all healing buffs applied by the healing classes in their raid to remove any accidental healing.
Transitioning in Phase Three
The raid wants to push into the last phase ideally before the fourth Gift of N'zoth in phase two.
Do note that unless you push VERY early, you are highly likely to have the third set of Mindbenders spawn, even if they would normally not spawn for at least another 10-15 seconds.
Similarly to the first intermission, you want to use the Tempest Caller and Trident of Deep Ocean as soon as the intermission begins, as to minimise the time the raid has with 50% lower damage output in p3.
To ensure that all of the adds die in the intermission, the raid may want to wait for the Mindbenders to spawn naturally for a few seconds before pushing the boss to 45%.
Players need to keep interrupting this new set of mindbenders, whilst also trying to stand within the Ocean Rune.
The Tempest Caller and Trident should be dropped around 15 yards apart as to allow players to easily access them during phase three when afflicted with the Unstable Resonance marks.
Phase Three
Upon entering Phase Three, the raid should be healed up and the Void Stone should be used.
The raid should then clear the room and the first Oblivion Tear that spawns. After that point the Umbral Shell should be broken so that the raid can be healed once again.
This umbral shell can be broken by either having the relic hold take damage in the void and then soak the last Oblivion Tear, or standing in the void follow up by getting hit by the Touch of the End cleave pointed towards them.
We personally think having the Umbral Shell removed by the Touch of the End cleave is cleaner, as you can ensure that the Void Stone will always drop in an ideal spot, roughly 15 yards away from the other two relics.
Bloodlust/Heroism/Time Warp should be used at the beginning of the phase as it is the point in which most players are alive and there are relatively few mechanics.
Piercing Gaze of N'zoth
Players must avoid gaining 2 stacks of the debuff, just like phase one.
Players who are unable to teleport should stand towards the western side of the play space, as this will allow the player to remain still as the beams pass over in a staggered fashion.
Players with teleportation capabilities may want to stand towards the eastern side of the play space and teleport over the beams to avoid taking damage.
Ideal positions to avoid gaining two stacks of the beam debuff during phase three!
Oblivion Tear
Just before and during the Piercing Gaze of N'zoth, Oblivion Tears will be cast.
Players need to be stood close to the edge or previous oblivion Tear location as to maximise the space the raid has to work with.
The Oblivion Tears are not usually cleared again during phase three, so each oblivion tear should be placed as well as possible.
Insatiable Torment
Insatiable Torment will be applied to DPS players as the highest priority, only going on healers once all DPS are either dead or debuffed with the spell.
Having more than three Insatible Torments active at any given time will likely lead to a wipe, as the debuffed players inflict too much damage to the raid to survive.
To counteract this, a player with Insatiable Torment is given the task of using the Tempest Caller in the phase to remove sets of undying guardians.
Generally speaking, if you are in a situation where more than 3 Insatiable Torment debuffs are active and the Tempest Caller doesn't need to be used, a debuffed player should simply move away from the raid and die.
It is usually unwise to resurrect somebody who has the Insatiable Torment debuff, as they will keep the debuff through their death and come back with it.
As long as there isn't more than 3 Insatiable Torment players alive, the raid should actively look to keep the debuffed players alive throughout the phase
This is simply done at most points, as dealing damage and siphoning off of 2 other players is enough to counteract the incoming damage.
However, when the raid needs to spread for the Unstable Resonance marks, the Insatiable Torment players will be alone.
Players matching the Unstable Resonance mark given to the Insatiable Torment player should stack with them and move as a team, as to help keep them alive whilst they move to their mark.
Undying Guardians and the Tempest Caller
There are several different strategies relating to how often you kill off the Undying Guardians in phase three.
Common strategies involve either: killing 3 sets of 2 guardians, Killing 1 set of 2 followed by 1 set of 3, or killing 2 sets of 3 guardians.
We personally recommend killing 3 sets of 2 guardians, as this keeps incoming tank damage low whilst also removing Insatiable Torment players at a steady and manageable rate.
Insatiable Torment players should use the Tempest Caller relic to kill the adds and themselves!
Insatiable Torment players using the Tempest Caller relic should aim to kill themselves shortly after the adds have died as to keep outgoing damage high and incoming damage low. This is usually done in one of two ways, either;
the player gets themselves low by using the very edge of the void or by standing alone with the debuff. They are then killed by the annihilate aspect of the relic.
the player is relatively healthy, but runs into a set of beams crossing the room just after the adds die. They are then killed by either the ticking damage of the beams or the annihilate aspect of the relic.
It is important that the adds are brought low by having a good amount of multi-dot/cleave attacks done to them throughout the phase.
At points, the raid may need to hard swap to a set of healthy adds as to ensure they die before an additional add is summoned.
UR Movement Procedure - phase three
As all three relics are usually on the floor throughout the phase, players should aim to copy what they did in phase two when the Unstable Resonance marks are applied.
The only difference is that the Insatiable Torment players will need to be escorted as to ensure they remain healthy throughout.
It is important that healers get players healthy around the same time the marks are applied, as the Gift of N'zoth: Lunacy will be cast shortly after the marks are applied.
Players that can apply absorbs may wish to throw them on the tanks and any Insatiable Torment players before the Gift of N'zoth: Lunacy is cast as to help them survive the hostile to allies period.
Players afflicted with the Storm mark need to be aware that the Tempest Caller is likely to move around during the phase with each use as the player who used is may not always be able to drop it in the same place.
About the Author
This guide was written by FatbossTV. If you have any questions or want to provide alternate strategies/feedback, please contact them here:
Twitter:
@FatbossTV
Discord:
Discord.gg/fatbosstv
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And even all this time later running mythic in crazy gear is still a challenge.
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