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RnR. If anyone remembers Treyloth D'Kulvith from Freethinker's Hideout then you will probably remember how annoying that fight was. Well, RnR is like that fight doubled with Adds (bit of a stretch..lol)

RnR is triggered as you near the entrance for the Second Wing of Underfoot. It will randomly port two groups to the water and two groups to center platform above the big sinkhole. Now this is a true random port and there is no gaurantee that a group with a tank will be ported unless you have three tanks in your raid. It is probably best to keep two tank groups and just reset the encounter if you happen to get two tanks on one side. You will need the DPS for this fight so just start over if that happens.

The main cause for concern with this fight is that there is a distance check roughly 15-20 seconds after the port happens. You need to have your groups (minus the tanks of course) to be within 10-12 meters of the mob. If you are too close you are gonna take massive damage if you are not a plate class. If you are too far away you are gonna take massive damage if you are not a plate class. Also, periodically throughout the fight there are more distance checks for people who are too far away. If you are more than 12-15 meters from the mob you will be cursed and if this is not cured the curse will spread and will ultimately kill your groups. Break out those Brock's Thermoshockers ladies and gentlemen because you will need them!!!

The second part of this fight are the three adds that will spawn every 30 seconds. You will need to blow these adds up quickly because you will NOT have enough time on the named if you get backed up on adds. Your guild needs to have very decent dps throughout this fight.

Now, the Water mob does have a knockback as well as a stun. This will be the hardest one to handle. If you get knocked back you will get two hits against you one from the 10 meter check and then the curse. There is really no other place to tank this mob other than the water. So, the second your raid force gets teleported the two groups chosen to fight the water mob need to haul their butts to the water and immediately get their distance. Once they get into the water they will have less than 10 seconds to get their distance. This is the hardest part in dealing with the water mob. You will likely practice this more than anything.

If anyone in your group is out of range you will trigger larger damage on the entire group. Everyone needs to be in the exact perfect spot at all times.

The rest of the AOE's in this fight are trivial to the distance check AOE's so its not even worth mentioning.

Practice your positioning well and you will drop this encounter.

Good Luck.

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В связи с полученной информацией (мне всеже хочется иметь скрины с цифрами, но все же и так есть достаточно точные указания) -

всем иметь возможность отмерять от моба дистанцию в районе 11м.

Термальный шокер брелла (у кого есть) или иной метод.

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Следующее имя после близнецов.

Haephaus is like a version of The Clockwork Menace. There are three forge areas near him. One behind him, one to the side of him and one in front of him. Here you will see three items. The items are Shield, Armor and Weapon.

When you start the fight a timer will start. You will have 60 seconds to kill these weapons before he equips them. A wild card in this is that there will also be a heroic add that has a pretty decent amount of life that will continually heal the item you are attacking. If you miss an item Haephaus will gain an ability. These are not abilities you can fight through however.

If you do not kill the weapon then the mob will do a massive spinning melee aoe that will most likely kill your raid.

If you do not kill the shield then the mob will start using a massive shield bash attack that stuns your whole raid.

If you do not kill Armor...well nothing bad happens except the mobs gains a little more resistance to melee dps.

Thats the trick to this fight. You do not have to kill the Armor item. You will need to split your raid dps and put some of them on the weapon and some of them on shield. Now, you will still need to pull the heroic add for the armor to one of the groups because these adds will auto aggro your raid if they are still up when the next go around happens. All three Heroic adds need to die each time they spawn.

If you kill weapon and shield in time you will see Haephaus say "Armor Donned". Roughly 10 seconds after this he will mem blur off the tank. Use any snaps you have to assist your MT to get the mob back in place.

The items will respawn and its time to do this all over again. Your groups can stand inside the furnaces where each item is sitting. It is probably best to pull Haephaus to a point where the item groups do not have to move to range the named down.

Remember though, all three Heroic adds needs to die each time the items spawn. So have someone ready to pull that heroic add for the armor to one of the dps groups.

The fight is 5 minutes plus even with insane dps.

Good luck.

elemental armorsmith

elemental shieldsmith

elemental weaponsmith -are the names of the adds

mystical axe of the elements

mystical elemental armor

mystical shield of the elements -are the names of the items

have somewhere in the neighborhood of 3-4 tanks (2 side alcoves, 1 - armorsmith/second on snaps/dps)

side alcove groups are always maintain dps on something - keep in mind this is a rinse and repeat fight every 60 seconds. position with back to alcove and you won't get knocked out only around inside - yes there is a knockback even in the alcoves be ready for it

one tank is always pulling the armorsmith to one of the groups, kill it before it before the next wave otherwise you keep having adds join the party you don't want (this tank can also provide the snap if needed when he mem blurs)

we positioned him near his initial position but closer to where the armorsmith spawns - keeping a tank to constantly pull the armorsmith to one of the groups on spawn

MT group uses the structure in the middle to keep MT healed and avoid the KB - have a melee dps in this group as well to maintain constant dps on the boss

side 2 groups are ranged dps on boss in between waves of adds/weapon,etc

Haephaus hits with Flames of the Forge, slash/burn, Elemental Armageddon, Touch of Flames

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  • 2 недели спустя...

Аэрон

Aereon is a rather straight forward fight. Your raid will typically be setup on an angle from your tank somewhere in this room where your tank will be in one spot and your raid will be running back and forth from point A to point B.

The second you pull Aereon she will spawn a tornado on your raid. This tornado does not move and constantly AOE's the raid with range with a massive Magic AOE and power drain. Get OUT of its range. This is where having two points to run to is key.

One of the things with this fight is your tank should also have a secondary spot to run to in this room incase the tornado spawns on him. Your raid will always want to move in a parallel direction to keep things easier. So make sure to setup secondary spots for your tank to move to depending on which spot your raid is at. Many guilds will use the table as the center point and move your tank from the table to the wall or the wall to the table depending on which move needs to be taken. The AOE range on the Tornado is roughly 20 meters.

Now, if moving to avoid the Tornado wasnt bad enough Aereon will also summon a Proximity mine of sorts in the form of a giant purple bubble on someone in your raid. This bubble is huge and comes after the second tornado is summoned. Depending who it spawns on will dictate which people can not move anywhere. If you leave the bubble or someone outside the bubble gets too close the bomb will go off and your raid will wipe. Best to not touch your movement keys at all when this is up. Now, when the bubble is up anyone on the inside will be immune to the Tornado if it is summoned on someone in the bubble. If the tornado pops outside of the bubble those people need to move their secondary spots still within range of group inside the bubble.

If the tornado is on someone inside the bubble just have everyone stay put until the bubble disappears and then move to the secondary dps spot and await the next bomb to be placed on your raid.

Now, if things couldnt get any more hairy Aereon will also summon two heroic adds that will come from the Hallway. This is the mobs DPS check like all the others in this zone. These adds need to be DPS'd and interrupted like crazy. These mobs have a knockback ability that if allowed to go off will knock people out of the bubble and will explode your raid. Destroy these adds quickly. Stun, Stifle, Mez, Interrupt...whatever you have to do to keep them from the casting that knockback. The quick you target them and kill them the better chance you have at beating this encounter. The adds are called 'an airy warrior'.

So, recap. Tank needs three possible tanking spots depending on where the tornado pops. DPS spots need two possible spots depending on where the tornado pops, but need to be able to stay within range of healers no matter which spot the tank is at. Be mindful of the bubble and where you are and kill adds the second the spawn and run from the hallway.

Keep up on the movement and your time with this mob will be short. The lower your dps is raid wide the harder this fight is. Aim to have this mob done and killed in 4 minutes or less. A great way to see where your raid currently stands dps-wise is to try to burn Aereon to atleast 70% after the first tornado is summoned.

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Жду скрины с гораастаса. Наверно, пора ввести дкп-премию за полный комплект скринов с моба.

Сам успел заскринить только 1 аое:

009c58e18abe.png

На первый взгляд она довольно "безобидна" - во фронтальном ближнем секторе при капе резиста убьет, если здоровья меньше 21.5 к... Но если приглядеться пониже, можно увидеть, что она ухудшает реюз на 100%.

Это означает, что если под этим дотом вы используете абилку с привычным откатом в несколько минут, она уйдет в залип минут так на 40 (даже если на 20 - легче будет не на много, правда :) ?)

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Также обратите внимание на аое "турбулентные ветра" аэреона, который запостил Вертуу - не только ады у него пинаются.

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не успел заскринить неснимаемый гибельный дот, который вешался на меня после карающей аое, но он бьет по 120% от хп, каждые 2 сек, висит секунды 4-6.

п.с. хотя нет, успелsmiley.gif

post-6054-1290829156,65_thumb.jpg

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Хорастус

Horraastaas is a pretty straight forward mob when you learn its secret. The main thing about Horraastaas is that when he takes damage you will steadily spawn little adds. These adds need to be pulled to the "nests" around the area to get rid of them. You can click each nest three times to get rid of three adds.

Now, one of the tricks to the fight is that there is a glowing beam of light in this room that when touched gives you a effect that ticks a small amount of damage on you but allows you to dps the named without spawning too many adds at a given time. If you hit the mob WITHOUT this ability on you you will spawn three times the normal amount of adds. This ability does not last long and afterwards you have a small immunity before you can get it again. You always want a tank on this mob and to always be doing damage. Therefore, you will want to fight this mob two groups at a time. When your first two groups to go have 10 seconds or so left on their effects you will want the third and fourth groups to get theirs and start in on the mob while the first and second groups back off and wait.

Keep swapping like this for the remainder of the fight.

The second part of this encounter relies in the normal mobs that spawn. They need to be dragged to the nests around Horraastaas. Well, you will need a third plate tank on your raid to gather up these adds because there will be a constant steady stream and he will have anywhere from 6-8 adds running around at any given time.

Note: If you see adds spawn that are broken from the encounter. (No Loot Treasure Chest Icon) Then that means someone is attacking the mob without the effect on them.

The trick for this encounter is that all the adds that spawn will automatically aggro the person who is the #1 spot in the raid window. make sure this is a fighter and assign a healer and possibly a dirge in his group to run around with him while he takes care of adds. So, you will have every other time only 1.5 groups on Horraastaas.

Do not DPS Horraastaas too quickly or you might spawn too many normal adds for your tank to keep up.

The last part of this encounter involves the jousting. Like many other named in this expansion they have a AOE that needs to be jousted by anyone near the mob or they will take massive damage. This mob is no different. When the mob glows blue everyone needs to get away until his AOE goes off and then you can get back in and resume dps'ing. If you are too close you will take a Uncurable Noxious with massive damage. Jousting it is very simple because there is no noticeable aggro change and your tank can just take it right back into position after the AOE goes off. The AOE is Poison Blast

The flames effect that comes from the fire lasts for 60 seconds, and is followed by a 25 second immunity. If you die with the flames effect on you, it is removed. Keep this in mind! If you die, *don't* DPS the mob until you are able to get the Flames again!

There is no curse. Poison Blast is a massive, uncureable Noxious AE with about a 20m range. If your healers rock, your tank can take it. If not, time your tank switches appropriately. Recast is 60s, Swipe does not affect it.

Death removes the Flames immunity timer, so upon being rezzed, you can immediately get the Flames buff and DPS the mob again.

Adds work like this:

Occasionally, even if you have the Flames buff, someone in your raid will spawn a single add. If someone is DPSing without the Flames buff, they will pop THREE linked adds.

In any event, these adds will, as mentioned, go after the player in the very first slot in the raid. Make it a plate tank. (We run 3 plate tanks for this encounter)

Have this tank, plus 2 healers who will stick with him, start near one of the Ysidriax Mounds. There are four of them in the room. The adds will usually run directly to that tank in slot 1. When the tank sees an add approaching, you can right click and choose "Disturb this mound". Double click works as well.

This will spawn "a ravaneous ysidriax" (looks like a centipede) at the mound who is capable of eating four adds. Once he has eaten his four adds, he will disappear and your add crew will need to move around the edge of the room to the next mound, spawning the centipedes as necessary.

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Посмотрел видео. На мобе ДВА танка -одного АОЕ сливает в кашу -хватает другой. Все вешают бафф. Пилят они его ОЧЕНЬ медленно.

Превент на танка не работает, на хила - работает. В принципе, можно пытаться удерживать танка на АОЕ, используя лимиты.. -но лучше тогда трех хилов к МТ. У нас получалось удерживать 1 раз, а на второй АОЕ скалдывало.. -но там ады заедали.

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