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Molten Core Garr

2005/06/21 Tue

Molten Core Garr

Garrは単純だけど、少し長目の戦闘になるよ。Garrは簡単なBossMobじゃないけど、戦闘自体は比較的単純だよ

Raid build:
Wlk3-4は要るかな、最低でも2は要るね。全てのGrpは1Grpで1-2匹の60 elite扱えるぐらいのバランスのClass構成で

Group 1 - The Garr tank group;
war/pri/pal/dru/任意のclass(palがお勧め)--*Hordeだとwar/pri/shm/dru/任意かな?
他のGrpがAddsの対処をするまでGarrを遠ざけてMT

Group 2 - 8 - The Adds Groups;
バランスの取れた構成にしてね
8匹のAdds担当で。Adds自体は危険じゃないけど、そのAbilityの一つが危険

Initial Fight setup:
Group 1 は南東の壁にGarr引っ張ってね
Group 2-8 はそれぞれAdds1ずつ担当して他のGrpとの距離を取る

In fight movement:
Group 1 は南西の壁に引っ張っていったら動いちゃダメよ
Group 2 to 8 は自分とこの担当Adds倒したら次のAddsへ。Adds全部処理したらGarrに向かう

In fight Healing:
Group 1 のhealerはMTのHealに専念。他のgrpのhealerには頼れないけど、Garrの攻撃はそんなに痛くないから、頑張ってMTをhealしてね

Group 2 to 8 のhealerは自分のgrpを生かし続けてね。一旦Adds処理したらMTgrpのheal手伝ってあげて

The Pull:
最初のPullは初期dmgを吸収するためにPalのDivine shieldを掛けて行おうね
HunterがAddsを分断して、Tankがそれぞれを受け持ち、ほかのAddsから遠ざけようね
もしHunterが時間稼ぎをしなきゃいけないなら、Addsの通り道にfrost traps(freezingじゃないよ)を敷設してね
wlkはこのときにBanishしちゃってね
MTはGarrにChargeして、出来る限り早く東-南東の隅っこに引っ張っていってね(MTgrpにHunいるなら、Hunが引っ張るのもありだよ)

Killing the Adds:
AddsはAddsが死ぬまでDPSclassによって固定されるべきだね
注意:Addsは死ぬとき(もしくはGarrがそう望んだとき)に爆発するよ。Scholoの毒Ghoulの様に対処した方が良いね。トドメは後ろに引いてからRangedでね。失敗するとdmgとknockback喰らうよ
Addsに問題を発生させるべきじゃないよ。もし、MTがGarrKeepに苦労してて、Addsが残りちょっとならBanish(wlkが生き残ってたら)で放置して、MTのHelpをしてあげてね
注意:Adds2匹はBanishで生かし続けてね。さもないとGarrがスーパーサイヤ人みたいになっちゃうよ

Dealing with Garr:
Garrは最強モードにならない限り危険じゃないよ
MTを生かし続けるのにそんな苦労しないよ
Garr does have a few notable abilities:
・Magma shackles aura:40y内にAOE_Snare(40% movement)と15秒間隔でのAE_Purge(1BuffPurge@15sec)
対応策としてはBuffの空きがあるなら事前にゴミBuffを掛けてMainBuffを剥がされる可能性を減らす
・全てのAddsが死ぬと最強モードになるよ!最強モードのGarrはMiniAddsを有効範囲の全員に投げつけてくるよ。こーなったらMTは壁に背を向けるしか手がないよ。これでMTのみがMiniAddsの投げつけ対象になるよ。Healの負担が増加しちゃうけどね。
対応策は簡単だよ。Adds2匹を殺さずにGarrから遠く離れた場所でBanishKeepすれば良いんだよ。何で2匹なのかって?Banish切れたときGarrが爆発させるかもしれないからだよ(最悪1匹爆発しても最強モードにならないから保険ってことかな?*)。とにかくGarrから離れた場所でBanishKeppしてね

GarrのHPが5%切ってもRushしないでね

上記のことをちゃんと実行すればGarrは迅速かつ簡単にKillできるよ

以下原文


GarrGarr is a simple but somewhat long fight. He is not an easy boss mob but the fight is relatively simple to execute.Raid build: Having 3 - 4 Warlocks helps a lot on this fight, 2 are a base minimum. Every group should be balanced and auto sufficient so it can deal with 1 or 2 level 60 elite without relying on other groups.Group 1 - The Garr tank group; it should be composed of 1 Warrior, 1 Priest, 1 Paladin, 1 Druid and 1 other class (Paladin is a good choice). This group is there to take Garr away from the rest of the raid and tank him until all the adds have been dealt with. Group 2 - 8 - The Adds Groups; they should be balanced with healers, tanks, dps and a ranged puller. Those groups will take on the 8 adds that Garr has. The adds themselves aren’t very dangerous but they do have 1 ability that makes them dangerous (see Fight below). Initial Fight setup: Group 1 will engage Garr and take him to the South-East wall. Group 2-8 will be assigned 1 add each and will drag them away from other groups. In fight movement: Group 1 will remain on the North West wall and never change position.Group 2 to 8 will kill their adds in a predefined order (group with least amount of healing first) then assist on the next add and so on. Once all adds are dead they will move to group 1 and help with Garr.In fight Healing: Group 1 will provide healing for the main tank, they are alone on the first part of the fight so they need to rely on themselves to keep the MT alive. Garr doesn’t hit very hard so it shouldn’t be a problem.Group 2 to 8 will need to keep their 5 man teams alive at all cost; they can safely dump mana to keep the highest amount of people alive during the fight. Once adds have been dealt with they need to help heals on the MT or rest for mana if they are low. The Pull: The initial pull should be done by a paladin using Divine shield to absorb the initial dmg. Hunters will peel adds to their respective tanks and they will engage the adds and bring them far from one another. If you need to buy yourself some more time to pull properly, have the hunters lay out frost traps (not freezing) in the path they will be peeling the adds to.Warlocks will use this time to Banish the adds they were assigned to.The MT will charge Garr and bring him as fast as possible to the E-SE corner (if the main group has a hunter let the hunter bring Garr to the main tank).Killing the Adds: The adds should be done in a predefined order with dps classes assisting on the same add till it dies.IMPORTANT: The adds will explode when they die (or when Garr decided he wants them to), so they should be treated like Scholomance’s Ghouls in this regard; when the add is about to die you should back away and stun it to kill it at range. Failure to do so will result in damage + knock back on the group.The adds themselves shouldn’t pose many problems. If the MT group is having trouble keeping up when only a few adds remains (read less than the amount of warlocks you have alive) then you may leave the remaining adds to be chain banished and move to the MT group and help it.IMPORTANT Keep 2 adds alive to get chain banished, this prevents Garr from going into UBER mode.Dealing with Garr:Garr is not very dangerous if you don't make him go uber; the main group healers should have no trouble keeping their MT alive.Garr does have a few notable abilities:His Magma shackles aura slows everyone near him (40% movement), everyone within 40 yards will be slowed to a crawl and this makes regaining agro a problem if the MT ever dies.Everyone within Magma Shackles aura will have 1 buff purged from them at regular intervals of 15 sec (needs timer confirmation). This means that Heal over time, Innervate and Buffs can be dispelled by it. So be sure whenever you need to cast a critical buff spell to cast a few trash buffs before to give your target some buffer space.When all adds die Garr will become Super Garr! He will drop mini adds that act like bombs that explode and throws everyone around. At this point ONLY the MT should be on Garr with his back against the wall. If done right only the MT will get thrown around. Healers need to take into account that slight increase in the MT healing needs.Easy way to avoid the above is to keep 2 adds banished far from the raid group. Why 2+? Because when they become unbanished they have a chance of being trigered by Garr to explode. This is also why its important to keep them banished far from the raid group just in case they explode.Garr has a lot of health so don’t rush him if he’s above 5% life unless things are going badly.If all the above is done properly Garr should prove a quick and easy fight.

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