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Zul'Gurub備忘録

2005/09/28 Wed

RaidTimer 2.5Day

Boss追記@9/28

雑魚--------
蛇:AE毒が痛いのでCurePoison頑張る
Troll軍団:4匹セットな感じなのでPolyとか絡めつつ処理。
BatRider:死ぬ瞬間の自爆が3-5000DmgぐらいのAE。MobのHP50%切ったらTank以外は離れる。10%切ったらTankにShieldかける。このDmgはFireResistで多少軽減できる。
でかいの:ふっとばしとFearに注意

Named-------
Gahz'ranka(要Summon)
Frost Nova
AE-KnockBack+FallDmg
ZFのGahz'rillaみたいな感じでやればOK
Dropの15%でForor's Eyepatch(EpicLeatherHead)がでるからRogは頑張れ

Gri'lek, of the Iron Blood
巨大化:5000+ dmg
AE stun + root

Hazza'rah, the Dreamweaver
上に同じ

Renataki, of the Thousand Blades
vanish
ambush

Wushoolay, the Storm Witch

Boss--------
1st Boss - High Priestress Jeklik /Bat Aspect
SonicBurst 1000-1500Dmg+Silence(25yくらい?)
Charge1000ぐらい+Dazed(30yぐらいでランダムかな?)
Melee100-200Dmg
前半50%の間はBat召還4匹以上
後半50%の間は爆撃Bat(Magmadarの唾みたいなやつ。目視で避ける)+SelfHeal+たまにFear

Case1
Jeklikの初期位置そばでTank、AEが痛いので注意
このAEはSilence付きなのでHealerは絶対食らわないように
Batの召還条件はDPS低下ぽいので出来るだけNukeする
Batが来た場合はMageがAggro取ってAEで処理
後半50%爆撃に注意し、Wlk/HunはManaDrainしつつ、Shm/MageはHeal中断に命を掛ける

Case2
Jeklikを広場入り口近くまでMTがPull(これで最初のBat召還がされない)
AEはSilence付きなのでHealerは絶対食らわないように
後半50%はBat爆撃を目視で避けつつ、Wlk/HunはManaDrainしつつ、Shm/MageはHeal中断に命を掛ける


2nd Boss - High Priest Venoxis /Snake Aspect
HP50-100%Caster形態
arcane explosion
HP0-50%蛇形態
AE-Poison 450dmg DOT
venom bolt 1600dmg
SelfRenew

Case1
Adds4匹はPoly/Mez等で沈黙させる
Venoxisに集中で終わりぽ
Wlk/HunはManaDrain(対AE-HolyNova)しつつ、ShmはPurge(対Renew)に命を掛ける
CurePoisonも頑張れ

Case2
Adds4匹はPoly/Mez等で一旦沈黙させる
Addsを順次Killして、VenoxisをKill
Wlk/HunはManaDrain(対AE-HolyNova)しつつ、ShmはPurge(対Renew)に命を掛ける
CurePoisonも頑張れ


3rd Boss - Bloodlord Mandokir /Panther Aspect?
Whirlwind2000-4000(通称グルグルアタック)
MortalStrike4000-6000
ThreateningGaze(Fear)
Charge200
*幽霊Rezは20回まで
手前の雑魚Kill直後にOhganからMandokirが降りるのでTankがOhganKeepでMTとその他はMandokir集中
立ち位置はMandokirのMTと他Meleeが小径の辺り
Caster及びRaptorTankは柵の内側
周りの見物幽霊が死んだら20回までRezしてくれる('A`)
2-3人死ぬ毎にDingして強くなるので出来るだけ死なないように
Bloodlord Mandokir yell:xxx Im watching you!
のEffectは8秒、この間、あらゆる行動(DPS/heal/buff/cure debuff)を止めること
移動する以外の全てのActionがAggroの引き金なります

4th Boss - High Priestress Mar'li /Spider Aspect
最初はAE-PoisonとLife Tapしてくる
Life TapはDispell可能
蜘蛛形態時(HP75%ぐらいから)はAE-PoisonとAE-NetしてくるのでMT以外は距離をとる
MTがRootされたらSubTankがTauntしてAggroを取ること
MTをローテーションで廻す感じで
雑魚は延々と湧くのでTankがTauntしてAEで処理
CurePoisonも頑張れ

5th Boss High Priestress Arlokk/panther Aspect
戦闘開始時はArlokkにDPS集中、Pantherは無視で
ArlokkのHP80%になると、一旦消えるので、ここでPanther処理
Arlokkが復帰したらDPS集中、Pantherは無視
ArlokkのHP30%になると、また消えるので、とにかくCasterからPantherを剥がすこと
Arlokkが復帰したらDPS集中、Pantherは無視でOK

6th Boss Jin'do the Hexxer/Hoodoo
とりあえずTotemがうざいので、Jin'doのManaを削る方向で
The Skeleton Pit:戦闘中、雑魚骨Pitにランダムで飛ばされる。雑魚なのでHPは低い

The Shades: Jin’doのランダムcurseを受けると同時にelite ShadeがPop。Curseを受けた人にしか視認できないし攻撃も出来ない。戦闘開始前にShadow Protectionを上げておくと楽。ShadeのHPは1500でAOE系は全て無効化する。Curse自体は15秒なのでDPSClassがCurseを受けたら速攻でShadeを処理すること。もしHunterが居るなら、PetをAggressiveにしとくと楽だよ

Totems: Jin’doはhealing totemとMind Control Totemを使用してくるTotemのHPは2000なのでTotem処理専門Grpで速攻壊す。壊したら、Jin’doにDPSを戻す。


7th Boss High Priestress Thekal/Tiger Aspect
2Adds(Tiger)
The most enjoyable fight in Zul’Gurub I’d say, like many others it’s split into two distinct stages. The first is a slow tactical DPS rotation and the second an insane flurry of action. The pull contains five mobs, namely the High Priest, his two Zealots and two elite Tigers. Thekal is tanked where he is, Zealot Zath is tanked down and to the right, Lor’khan down and to the left. This is done to put them both out of Line of Sight on Thekal so he can’t heal them. The Tigers are killed first, the DPS then sets off bringing each boss down to 10-20% health starting with the Priest, then Zath and lastly Lor’khan. Once they’re all at about 15% they are pulled together and killed simultaneously. If they don’t die at the same time they’ll resurrect each other rather like the Core Packs in the MC.

Notes on Zath: He has a gouge effect that will stun the tank and let him run wild. To keep this under control one of the people healing his tank will be a Paladin, whenever a gouge happens the Paladin will stun him or try to pick up aggro until the tank has recovered.

Notes on Lor’Khan: She has a lighting shield effect that should be dispelled by the priest healing her tank. It gives a clear visual queue when it’s up, you’ll see a little floating ball of lighting spinning around her.

Once all three are dead everyone but the MT should run away a little. After a few seconds Thekal will return to life as a giant tiger thingie. He has a nasty AoE knock back that breaks spell casting and does a fair amount of damage, don’t bother trying to get away from it the range is huge, just have bandages and tubers ready to heal up as needed. DPS shouldn’t count on much attention from the healers as the leftover mana they have will be directed at keeping the MT alive. In addition to this non-elite tigers will spawn during the stage, two right at the start and two more about every minute or so. DPS should focus on these when they spawn and down them fast to keep them off the healers before returning to attacking Thekal.


Last Boss Hakkar the Soulflayer
This is a delicate fight, it requires extreme healing endurance and two very skilled pullers (Hunters for preference) the positioning is pretty simple, Hakkar is tanked about where he is facing away from the raid. Most of the Raid will stay on the wooden platform; two Paladins should stand forward about half way between Hakkar and the raid. Only the MT should ever be in Melee range with Hakkar. The fight contains several elements you should be aware of.

Siphon: Hakkar has a life Siphon he uses approximately every 60 seconds which will heal him for about 15% of his life. The counter to this is the Sons of Hakkar that spawn on either side of the walkway below Hakkar’s Alter. When killed these Sons will release a cloud of poison that gives anyone standing in it a mild 60 second DoT and any time Hakkar uses his drain on someone with this effect he will take damage rather than gaining health. These Siphon waves will provide the vast majority of the DPS and having it on you is crucial. This is where the hunters come in; one should be standing on either side of the upper platform to the NW and NE of Hakkar. This will put them just over where the Son spawns, the second it pops he needs to pull it and bring it to the raid for killing. Making sure the sons die quickly is key, since you only have 60 seconds between each drain and the Sons only spawn about once a minute as well. It is also important that everyone reach the poison, the only people who should ever miss a poison wave are the MT and the Hunter currently waiting for his son to spawn, everyone else must get the poison DoT. If more than three or four people miss it Hakkar will be healing as much damage as he is taking and progress will stagnate. Getting the timing for these pulls is by far the hardest part of the fight, and even then plan on missing several waves as the sons simple don’t spawn fast enough.

Corrupted blood: This is the reason only the MT should ever be in Melee range. Hakkar will apply a nasty spreading DoT to anything melee’ing him. The damage it does is not great, but it will jump endlessly between people in close proximity.

Mind Control: Hakkar will periodically MC someone. The target seems to always be the second closest person to him, so the MT is never at risk (Another reason only he should melee). This is the reason for having two Paladins between Hakkar and the main raid. Have them remove their weapons and just hang out. They should soak all the MCs without doing any real harm to the raid while.

Slow: There is an AoE Magic slow effect Hakkar will use which slows Movement Speed, Casting Time and Attack Speed by 50%. Priests should keep this effect off the Pullers, Healers and MT everyone else can cope with it. Paladins should not try to cleanse this effect since they risk removing the Son poison.

Note that this is a long, long fight. Hakkar has in the area of 600k HP and even if you only miss a few drains you’re looking at about 15-25 minutes to complete the fight, break out those mana potions!参考動画http://zh.wowguru.com/movies/参考Forumhttp://forums.worldofwarcraft.com/thread.aspx?fn=wow-dungeons&t=159296&p=1&tmp=1#post159296
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