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评论来自
greengoo
Form 3 groups (lines) facing away from Ouru, with each group being 120 degrees around him. 3 groups are: Ranged DPS and healers, Main tank healers, and main tanks. He agro's like Ragnaros, only requiring someone to be in melee range to hold agro. He'll do an easily resistable knockback every 30 sec or so, hence the reason for 2 - 3 main tanks.
Every 1:30 he has a chance to submerge. When this happens, everyone splits up and avoids the underground rocks. After a few seconds he'll pop back up and you start over again. Also, a few adds will spawn, the dps must burn these down.
At 20% he enrages, hitting harder and faster. Everyone zergs zergs zergs, fears any adds and crosses their fingers. He will not submerge after 20%.
评论来自
Falcore
This is an optional boss in the Temple of Ahn'Qiraj. You must defeat the Twin Emperors and clear through the trash afterwards to reach Ouro. It is not required that you defeat C'thun first.
Information about this fight can be found at
http://www.wowwiki.com/Ouro_the_Sandworm
评论来自
6775
Do use the "peace symbol" or 120 degree strategy as outlined. It is important that the fragile ranged DPS classes step out of Ouro's Sand Blast range as it cycles. It is positively easy to avoid - CTRAID will warn you as will your countdown bar if you use Big Wigs.
Use your two thickest tanks to tank Ouro. They will rotate as Ouro sweeps the engaged tank away. The waiting tank must be on the ball and ready to Intercept when his partner is ejected. We Intercept from the direction of the main tank healer group and then rotate around 120 degrees to change Ouro's facing. This is to stop Ouro from Sand Blasting the engaged tank and reserve tank at the same time. If you get bad timing and a Sand Blast right after a Sweep it will at the very least get the reserve tank killed as he Intercepts in at the very best cause Ouro to submerge because no one is tanking him. Ouro will submerge if not engaged in about 3 seconds - not enough time for another off-tank to engage if needed.
Ouro's "hit box" is a little deceptive. When Intercepting in on Ouro on a tank transition, the Warrior must advance further after the Intercept stops to avoid submerges. Also, to apply Thunder Clap, the Warrior must move into the Ouro model or Thunder Clap will not apply due to range. This will also help the healers who are trying to dance at maximum range to heal the main tank.
Submerges are the trickiest part of the encounter and take a little experience to learn. Immediately when Ouro submerges everyone bugs out for the outer walls. Spread out until there is about 12 to 15 seconds left before Ouro submerges. At that point everyone returns to the middle of the room in a loose formation awaiting his arrival. Nature Protection potions can be used during this time to ward off the damage that the burrowing bugs do and to keep folks topped off in case they get punted into the air when Ouro emerges.
Rinse and repeat. Ouro seems to submerge less if DPS on him is high. We actually had him just submerge once in our last kill.
At 20% health Ouro will enter a hard enrage. He no longer submerges but will generate bugs every 20 seconds or so. He will also randomly target a raid member and hurl a boulder at them that does about 6000 points physical damage to plate wearers. If Ouro is not tanked during this phase he practically sprays boulders at the raid leading to a quick wipe.
At the 20% mark the two tanks should employ their defensive tricks as they engage Ouro. Shield Wall, Last Stand, Lifegiving Gem, etc. should be used in succession. Ouro still sweeps so make sure you pop your ability BEFORE you Intercept in. It is very very hard to keep a tank up without some sort of special aid during this phase. Titan flasks are highly recommended to learn the encounter as well. All DPS should be burning has hard as possible. If the tanks stay up, success is assured.
Off tanks and rogues are on bug duty for the most part. They are more useful to the raid dealing with bugs than applying damage to Ouro until the 20% mark. At that time, Priestly Fears, Frost Novas and the like delay the bugs long enough to kill Ouro.
As an added bonus, the teleport NPC behind Skeram will teleport you directly to C'Thun's outer hall if Ouro is killed - very helpful as you return over and over to C'Thun while learning that encounter. . .
评论来自
kreghx
Level: Boss
Location: Temple of Ahn'Qiraj in Silithus
Type: Not specified
Ouro the Great SandwormThe ancient Silithid Sand Worm, Ouro, is a being of legendary power. He is rumored to have been created by the Old God C'Thun himself as a mockery of life. He resides in the Temple of Ahn'Qiraj.
His skin is unnaturally thick, nearly impregnable. It's flexible and allows him to move with the speed and grace of a much smaller creature.
Phase One
Abilities
Sweep: 1k-2.5k physical damage (with AOE knockback, often result in temporary switch aggro to ranged group and sandblast ranged group). Keep in mind, usually after a sweep, a tank will lose aggro and a new tank will be on Ouro's aggro list. It is crucial that the tank who was swept not go in melee range, as Ouro will return to that warrior, and chances are that warrior will not be full health.
Sand Blast: 3.5k - 4.5k nature damage. Frontal breath affecting 180 degrees. You can fully resist it or not, damage is not reduced/blocked because it has an incapacitating effect that makes it a binary spell. Ouro sandblasts in the direction of the person in the raid with the highest threat and being hit by the sandblast clears all threat for that person. Sand Blast is every 20-25 seconds. It has 45 yards range and can be easily outranged.
Submerge - Burrows under the ground. Ouro becomes untargettable and undamagable. Ouro has a chance to submerge every 1.5minutes. He will not submerge if he is busy casting a Sand Blast or Sweep, else he will submerge (ie. the chance of submerging is totally random). It will also submerge if no player is in melee range of it.
Ground Rupture - 2k physical damage to anyone on top of Ouro when it reappears from a submerge.
Dirt Mound's Quake: With 200 NR, expect 1000 nature damage, with around 500 resisted. This is done when Ouro is submerged.
Scarabs: They hit for 300 on cloth, 40-150 on tanks. They will pick an initial target and will never change targets. They will despawn on their own after 45 seconds.
Ouro seems to give you about 10 seconds to get a MT in there when he pops up, otherwise he goes right back down. In order to determine where he will surface, it is advised that everyone in the raid stay near the center area (or predetermined area) near the end of the submerging phase. Once he appears, have multiple tanks on Ouro, to ensure he does not submerge again. Regardless of any deaths, Ouro will resurface with scarabs, they will despawn after 45 seconds so fears, frost nova, frost traps, and any forms of CC is adequate.
Usually he starts with a frontal cone of Sand Blast after popping up. It does not happen immediately so there is time for positioning shorting after resurfacing. Try to avoid that if you are not the MT. Don't stay over the Dirt Mound, as it hits multiple times (in fact, usually it hits til you die).
The raid should be positioned using 3 groups spread with 120
评论来自
kreghx
Pretty hard boss.
评论来自
9296
Summary
Although Ouro is optional he drops the pieces necessary for the Tier 2.5 legs for each of the classes. Once Cthun has been killed we will focus on Ouro.
1. Mob Composition
1. Ouro the Sandworm
2. Ouro Scarabs
2. Mob Characteristics
1.
Sweep
- An AoE knockback similar to a Wing Buffet. The sweep affects all targets in a 360 degree radius.
* 1000-2,500k Physical damage
* 30 Yard Range
* Knock back of 30 yards.
* 20 seconds between each cast.
2.
Sand Blast
- The RSTS (Random Targeting system) is used for this ability. Ouro will randomly turn and sandblast a player. All players in a frontal cone will be affected by the blast.
* 3,500 - 4600 Nature damage
* 100 Yard Range
* Can either be fully resisted or not resisted (binary)
* Used every 30-40 seconds.
3.
Dirt Mound's Quake
- A mound of dirt is disturbed by Ouro while he is submerged or randomly when he is below 20% health.
* 1350-1650 Nature damage
* 8 Yard Range
* Can either be resisted
4. Ouro Scarabs
- while Ouro is burrowed or below 20% health he will summon the scarabs.
- 300 physical damage to cloth (40-150 on plate).
3. General Strategy
1. Positioning
* Ouro Up Positioning
The raid will consist of 3 sub-groups arranged in a triangle with Ouro at the center.
- MT Group
The MT group will consist of 2 maintanks and be positioned at Ouro's head. MT's will be healed by the Main Heal group stationed with the Melee DPS group
- Ranged DPS Group
The Ranged DPS group will consist of all ranged DPS and their healers. They will be positioned just off of Ouro's right flank at max dps range with the healers behind them at max heal range.
- Melee DPS/Healer Group
The Melee DPS group will consist of all Melee DPS and all the remaining healers. They will be positioned just off of Ouro's left flank. Healers should be at max heal range of the MT's. Melee DPS will run in and run out of Melee range based on the Ouro SWEEP timer Mod.
* Phase 1
Initial Contact
The MT will run in an proximity aggro Ouro. Do not get too close to Ouro on the pull or you will suffer the ground damage from his emergence. After Ouro is emerged the MT will quickly close and engage Ouro.
While Ouro is UP
All the groups above should move to their positions in the Triangle. Transition healers should be assigned to the MT while the Raid is getting into position. The ranged group needs to move to max range with healers behind them at max heal range. The healers need to ensure that all members are healed to full health before a sandblast.
Once the MT has engaged Ouro, DPS should go all out as Ouro has a strong proximity aggro to the MT. Melee DPS should move out 5 seconds before the Sweep to avoid the damage. MT's should set up an Intercept Rotation so that everytime the Sweep occurs a MT intercepts Ouro to prevent a Burrow.
While Ouro is Burrowed
Every 90 seconds Ouro will Burrow. Once the burrow occurs the raid needs to move to the edges of the lair (similar to Onyxia and moving to the walls). while moving outward tremors will follow players to the Lair Walls. The tremors are teh scarabs which will appear. After the 15 second delay of moving to the walls all players need to run back to the middle and bring the scarabs with them where they will be AoE'd. MT's should remain spread out to pick up Ouro when he emerges. If a MT has a scarab on him he must call
评论来自
Wong
Windwaker...
评论来自
100661
The name "Ouro" comes from "Ouroboros", the serpent eating its own tail, symbolizing eternal renewal.
评论来自
160250
A little surprised noone's said anything, but this fella is just LOADED with references to Frank Herbert's Dune series. Jom Gabbar as a drop? Really? Or skin of the great sandworm? Heck, the thing even looks a lot like it's depiction in the old '84 movie adaptation.
评论来自
194539
gad damn the wormscale blocker is amazing spell dmg or healing shield but... there is BUT ..... Ouro drops it so rarely (about 1 from 10 times) so it is owning if you have it .... also the Temple of ahn´quiraj resets every 7 days 7 !@#$ING DAYS so if you want that shield prepare for a big big big farming time
评论来自
82808
It is yet unconfirmed if Ouro will be tameable under
this pet family
.
Hunters all around the world are still awaiting an official statement from the Blizzard entertainment.
评论来自
206320
just a FYI: ouro means "gold" in portuguese.
评论来自
424264
Don't be like these guys...
http://www.youtube.com/watch?v=RFRHa0pD-J4
评论来自
nyctric
First defeated by Retribution of Mal'ganis on the 26th of April, 2006.
评论来自
Skorpion9x
Soloed on my feral druid. A few guildies and I did AQ in a 4 man group. After killing C'thun, everyone else went to bed, so I tried this guy myself. It took two attempts. I didn't know all the details of the fight when I charged in the first time (specifically the enrage at 20%). At first it was a yawn fest because he has so much HP, and my bear dps isn't so great in tank gear. Once I got him to 20% and he enraged, I wasn't prepared. My health wasn't full and some cooldowns weren't up. I made the mistake of trying to run away and heal myself, but he threw boulders at me which hit for like 4-5k and knocked me back even farther.
After dying, I came back and changed my gear a little bit. I threw on about half of my dps gear. Specifically, all of my leather armor and weapon were dps gear and everything else tank gear. The increase in my dps made the fight go a little bit quicker, but it also made the adds that spawn during the enrage more manageable. I also made sure I had all my cooldowns available for this phase. What made it hard was the adds. Not because they hit hard, but because more often than not, they consumed the Savage Defense shields, so I would take full damage from Ouro's hits. I ended up winning with about 6k hp left after using all bear cooldowns including berserk, trinket, and potion.
The gear I used in the kill is mostly heroic ToC10 and Ulduar gear. The strategy for soloing him is pretty simple. Just dps in bear form, and keep demoralizing roar up. Use barkskin during the sand blast stun if available, and use berserk on cooldown for some extra damage. The best time to berserk is right after a sand blast, but not if he may submerge soon. When he submerges, use this time to shift out and heal up. You don't need to run from the dirt mounds as most of the quakes will miss. When he comes back up a bunch of adds spawn (from the dirt mounds). Just spam swipe and maul until the bugs are all dead, then continue on him as usual. As he approaches 20%, make sure all of your cooldowns are available. If they're not, you may want to wait until they are before making him enrage. When he enrages, he hits faster and harder. After a few seconds, dirt mounds begin to spawn and deal their damage to you (or mostly miss, rather) as they did during submerge phases, and three adds will spawn from them periodically. Once adds start spawning, use berserk to mow them down. Once berserk is done, you'll probably spend the rest of the fight spamming swipe again to keep them under control. As your hp gets low, use cooldowns to get it back up and keep burning until he dies. After he dies, a few dirt mounds will still exist and will spawn a few extra adds to kill.
评论来自
437050
RE5 Uroboros anyone?
评论来自
575688
soloed as warrior 0/31/40 spec
not hard at all..
not even a bit
esyest boss to solo in AQ 40 by far..
Soloed all of AQ40 now exept Cthun phase 2, Twins and the silly Ooze Viscidus ( none R soloable in any way by warrior)
GL to you soloing heroes.. ;)
评论来自
172622
After waiting 86 days before the first guild killed him, Ouro was the longest running unkilled boss in WoW history.
评论来自
318094
4.0.1 has made soloing this boss possible for a respectably ICC-geared discipline priest. Here's how:
At the start of the pull, rush into melee range and shield yourself. Get in as many smites as possible before he inevitably sweeps and submerges. Use the time where he is chasing you underground to line him up so that you are knocked into a wall (but not out of smite range) when he reemerges. As you're knocked back, pop SW:D or one of your two dots and shield yourself on the wall. Once you land, cast holy fire then spam smite (you should be able to get 3-4 smites in). The scarabs that rush you will get to you right before he submerges once more. Pop archangel, then proceed to holy nova them down. As their numbers thin, it might be good to start smiting so you have a 5-stack of evangelism once Ouro reemerges. Rinse and repeat.
Your heavy burst phases pre-enrage tend to be whenever Shadowfiend is up. Ouro likes to stay above ground longer when your Shadowfiend is beating on him. Fade during this time, shield and renew your fiend, then run into melee range and resume the holy fire/smite spam.
Strategically using Power Word: Barrrier and standing in it during periods where you are killing scarabs will allow you to quickly build up evangelism when you are in need of it for Archangel. You should have no mana issues pre-enrage. However...
Once Ouro hits 20%, you will have to guard your mana and your gear's durability quite a bit. You will almost solely be dpsing Ouro by dots, as his boulder will constantly knock you away. Ouro, however, will not pursue you, opting instead to routinely go through his sweep and sand blast cooldowns wherever he was when he enraged. Use this time to gain distance and dispose of any scarabs that emerge. You MUST dispose of them, as they will lag you into oblivion if you allow them to get too numerous. Positioning of Ouro is also important. It is ideal to place him on the edge of the room in an area that allows you to los him long enough to get into dot range before he can boulder you.
You must not neglect your archangel, PW:B, Pain Suppression, Power Infusion, Hymn of Hope or Shadowfiend cooldowns during this phase. You will likely also find that Shadowfiend is probably better used on the adds and not the boss, as the adds are the major nuisance and if Ouro chucks a boulder at you while your fiend is attacking him, there is a high chance you will be knocked out of your pet's range and it will auto-dismiss (not to mention Ouro hits quite hard when enraged--not hard enough to challenge you if say, he was the only thing attacking you, but hard enough that your pet that cannot heal itself will feel it-- so he may very well kill your pet before it can do anything). If managed properly, your mana should deplete very slowly between archangels, and sometimes you will make back more than you lost (usually when you find the time to Hymn of Hope, which is best used during PW:B).
It is also worth noting that Ouro's boulders can knock you away from the scarabs beating on you, giving you ample time to set up for evangelism, PW:S, PW:B or whatever else you need. This is extremely vital if you happen to get Sand Blasted while applying dots as the adds will have to work their way over to you.
Finally, the biggest opponent in this fight is durability, not time. Every missed opportunity will make it harder to beat the boss before your gear breaks. And even when you are fully repaired, it
will
quickly wear down, due to the adds constantly beating on you. Aside from that, Ouro does not seem to have a berserk timer for a raid-wiping enrage.
My very first attempt at soloing this guy, I took him from 2 million down to 30k. Every successful application of both dots shaved off 12k. I ultimately died because I got too desperate and ignored add management to the point of me getting lagged so badly I could do nothing but watch my character die. Do not make that mistake. Manage the adds, manage your mana, manage your cooldowns, manage your los, and this long but fun fight will be yours to win.
评论来自
Nobbel
Ouro can be done solo.
Check the link for a video guide explaining how you can solo Temple of Ahn'Qiraj (aq40). Around 250gold in loot, bug mounts and reputation with Brood of Nozdormu in 1 or 2 hours time.In the video you will find a guide forThe Prophet Skeram, Battleguard Sartura,Fankriss the Unyielding and Princess Huhuran. For other information on the bosses see the description.
http://www.youtube.com/watch?v=NaLB1XF3ACE
Nobbel 85 Paladin
评论来自
sephiroth692
On the link to get here it says 9999 Elite...
It is more powerful than we first thought...
评论来自
Nobbel
How to: Solo Temple of Ahn'Qiraj (AQ40) 4.3 version:
http://www.youtube.com/watch?v=1_5EpBdJHA4&hd=1
I show you how to solo all of them, but I don't kill Viscidus & C'thun myself.
It also explains the tactics for when you want to do it with a couple of friends.
Also includes information about mounts & reputation.
It took me around 31 min and I earned around 613g.
I hope it will help :)
Nobbel
评论来自
Bobrik
A little advice for everyone trying to solo him:
Tank him near a flat wall so he knocks you into it after he surfaces and don't move at all when he's burrowed. This ensures that he doesn't knock you all the way across the room with boulders.
评论来自
pepeu
A great tip for soloing casters! Melee hit him with your staff/dagger/mace/sword/blabla.
I have done him on my priest for some weeks now, and have dreaded the oh so boring merge/submerge phases, which you luckily don't see if you are a melee. Today I tried something different. I engaged the fight, pew pew some on him and then he submerged as usual, then I got myself close to a wall waiting for him to pop up again: And when he did, I was close enough to do some melee on him with my staff. That did the trick. After a melee hit he just doesn't do that merge/submerge crap again, and you can cast your real awesome pew pew spells on him until he's dead and ready to loot.
评论来自
ahkenatan
Pro tip for casters:
If you have
克苏恩的触须
, use it when you engage Ouro so that he stays up from the melee -- with the tentacle beating on him, he won't bury himself underground and you can pew pew him all you want.
评论来自
desiday
As a level 120 simply tank and spank.
To start the encounter you must stand directly on the rumbling patch of ground in the back of the room.
3D查看
链接
奥罗
这个 NPC 能在这些地区找到:
安其拉
.
收获
杀死此 NPC 后您可获得:
200
点
塞纳里奥议会
声望
100
点
诺兹多姆的子嗣
声望
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