TankSpot's Guide to The Conclave of Wind (10 man)
has posted their guide to the 10-man version of the
Conclave of Wind
Remember, you can always watch these videos directly on the NPC pages by clicking the video thumbnail on the right. And naturally, the full transcript is after the break!
Hello and welcome to the TankSpot Throne of the four Winds Raid Guide! My name is Aliena and in this video I'll show you all you have to know about The Conclave of Wind, the first encounter in this new raid instance. We completed this fight with 2 tanks, 3 healers and 5 DPS, but similar raid configurations may work just as well.
The Conclave is a council type encounter where you fight three Djinn at the same time, but this fight comes with a twist: All three enemies are on different platforms, and while you can move between platforms by jumping into the wind streams, you have to split up your raid intelligently to make it work. On top of that, each conclave member has to die within a minute of the first one's death, or the first djinn will regain all his health.
The three Djinn are Anshal, Nezir and Rohash. Rohash does basic wind attacks and can easily be tanked by a healer or ranged raid member. Ideally you want to leave one healer and two ranged raid members with him for most of the fight. Anshal is a nature-based enemies that spawns adds and will require a tank and a healer along with your leftover DPS. Nezir is ice-based and will also require a tank and a healer.
This fight would be simple if it wasn't for the fact that all the Djinn have an energy bar, and when their energy bar is full (in other words, when it reaches 90), they will execute their ultimate abilities. All djinn will reach full energy at the same time, and you can never leave a platform completely abandoned or it will result in a raid wipe. Let's go over the djinn's abilities.
Rohash is fairly straightforward. He has a wind slash with which he'll attack from a range, occasionally a few cyclones will circle around his platform - obviously you don't want to get caught in these or you'll take damage and get knocked back - and on a timer he uses Wind Blast, an ability that makes him slowly spin around his platform, and anyone in front of his face will get knocked back 200 yards. Yes, 200. You have been warned. This works similarly to The Lurker Below's Spout, if you were an active raider in the Burning Crusade you may remember it.
His ultimate ability is Hurricane, which creates a huge vortex of wind and anyone on the platform will get lifted up and take continuous damage for 15 seconds, after which you get dropped to the floor and take more fall damage. It's pretty much the same as Malygos' Vortex ability. This is easily healed through.
Anshal's first ability that you'll see is called Soothing Winds and looks like a green circle he puts on the ground. It heals all of Anshal's allies and silences enemies, so pull him and his adds out of it and stay away from it yourself. His second ability, Nurture, will summon multiple Ravenous Creeper adds that will use Toxic Spores, an AoE aura that deals stacking damage to anyone within 8 yards. These kinda hurt especially since your melee are likely at this platform, so they should be taken out quickly.
His ultimate ability is Zephyr, which heals all of his allies currently on the platform by 25000 per second and gives them 15% increased damage for 15 seconds. Make sure that no adds are up by the time Anshal casts Zephyr and this should not pose a problem.
Lastly, Nezir. Nezir is where it gets complicated. Nezir has both a channeled cone spell that deals frost damage called Permafrost and an ice puddle he puts on the ground that deals frost damage and slows anyone in it. His main ability is Wind Chill, which deals frost damage to everyone on the platform and more importantly increases their Frost damage taken by 10% per stack. Combined with his other abilities this means that anyone remaining on the platform for too long will get killed outright.
His ultimate ability is called Sleet Storm. Sleetstorm deals about 30000 damage per second to anyone on the platform for 15 seconds. However, Sleetstorm's damage is divided by everyone on the platform. So, as you can see, you want to have as many people as possible on Nezir's platform when his energy bar is about to turn full.
However, you also need to switch Nezir's tank and healer team with Anshal's tank and healer team periodically to avoid getting too many stacks of the debuff and at the same time you want to avoid switching too much.
What worked well for us was to switch the teams right before the Djinn cast their first ultimate (the DPS from both other platforms also need to be at Nezir's platform before every ultimate he casts, while a single healer remains at Rohash and the original Nezir tank and healer team fills in at Anshal). After the ultimate finishes, the DPS return to their original platforms. The original Anshal tank and healer team however remains at Nezir's platform until right before his second ultimate takes place, which is when they change places with the tank and healer team that filled in at Anshal again.
This cycle repeats until the Djinn are low, which could be as soon as after the second ultimate. Rohash and Anshal will likely be a lot lower in health than Nezir, but that's okay. When you're at the point that you can finish off both Rohash and Anshal around roughly the same time, do so. Afterwards everyone should move over to Nezir's platform and finish him off. You have about a minute to do this, so the timer is lenient.
It is worth noting that you cannot switch platforms in the 15 seconds that the Djinn cast their ultimates, so any switching of platforms has to occur at about 80 energy to account for travel time.
I've attached the full encounter so you can see how we dealt with the various mechanics in detail. Good luck and have fun!
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