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*Archimonde ---- #contents *Introduction  ArchimonedはMount Hyjalの最終ボスで、Hyjalの他のボスとは大きな違いがある。  まず、雑魚と戦う必要が一切無い。  従って、Wipeしてももう一度雑魚からということもなく、ボスとの戦闘を楽しむことができるだろう。  次に、本質的に、また、能力的な違いがある。  特に最初の数Tryのうちは、誰か1人が少しでもミスをすれば、Raid全体が15秒程度で壊滅する事になるだろう。  たった一つのミスで全てが終わる。それを覚えておくこと。 *Raid Setup  Tanks: 1  Healers: 8  DPS : 16  Decurseの為に、Rest DruとMageを数人入れておくこと。 *Buffs, Potions and Gear  全て。  また、Healer/DecurserにTremor TotemかFear Wardを入れておくこと。 *Boss Abilities  HP - 4,600,000  Melee Strength - 7,000 on plate. **Doomfire  30秒毎に使用。Archimondeは巨大な炎を召喚する。  炎は2-3yの幅を持ち、消えるまでに約27秒かかる。そして出現した場所から段々と伸びて行く。  炎のアニメーション自体は45秒ほど続くが、消滅する数秒前には触れてもダメージを受けなくなっている。  Archimondeは時折二つのDoomfireを一度に召喚する。  これらは時々プレイヤーを追いかけたり、または完全にランダムな動きをしたり、またプレイヤーを追いかけたりもする。  だから、常にDoomfireの動きに注意を払う必要がある。  もし炎の中に踏み込んだ場合、毎秒2400のダメージを受け、さらにDispel不可能なDebuffを受ける。  これは3秒毎に2250のダメージを受け、Tick毎に150ずつ受けるダメージが減っていく。そして0になると同時に消滅する。  消えるまでには45秒かかり、合計20400のダメージを受けることになる。  このDebuffは無敵系能力で解除する事ができる。 **Soul Charge Whenever a person dies (pet deaths don't trigger it), his "soul" (which looks like the Banshee's Banshee Wail spell) flies to Archimonde. When it reaches Archimonde, he gains a Shadow Orb, which looks like the effect of the priest racial ability Shadowguard, only in different colours. Once he gains a Soul Charge, he will usually use it on the raid after about 5-10 seconds (though it is not fixed, and could be instant or after a long pause), so healers have this time to top off the raid in anticipation of the Soul Charge's effect. There are 3 different charges depending on which class died. They are as follows : Purple(Red) Soul Charge (Priest, Paladin, Warlock) Deals 4500 fire damage to everyone in a 200 yard radius, as well as silencing them for 4 seconds. Orange(Yellow) Soul Charge (Warrior, Rogue, Mage) Increases all damage taken by everyone in the raid by 50% and deals 4500 physical damage (decreased by armour) to everyone in a 200 yard radius. Green Soul Charge (Druid, Shaman, Hunter) Deals 4500 nature damage over 8 seconds (1125 every 2 seconds), in addition to draining 2250 mana from everyone in a 200 yard radius. There is no limit to the number of Soul Charges Archimonde can have, so it is very easy for one death to trigger a Soul Charge which kills a few more players, resulting in a cascade of deaths and Soul Charges, and so a wipe. Grip of the Legion Used randomly, and very often (if not constantly), it places a curse on a random target, dealing 2500 shadow damage every 3 seconds for 5 minutes (250,000 total). Has a range of 60 yards. Must be decursed as fast as possible. Air Burst Tears of the Goddess The Battle for Mount Hyjal Binds when picked up Unique Use: Briefly slows falling speed. Inflicts 1500 nature damage to everyone in 13 yards around the targeted player (including the player themselves), tossing them high up and back into the air (over 100 yards away from Archimonde), after which they will simply fall down. Will not be used on the player at the top of Archimonde's aggro list. In order not to die from this ability, you need to use the Tears of the Goddess, which you can get from Tyrande Whisperwind at the entrance to the night elf camp, by talking to her. The Tears of the Goddess is an item in your inventory that when used (by clicking on it), slows your fall (like Slow Fall or Levitate) for 2 seconds, after which you resume your normal fall speed. It has a 10 second cooldown. In order not to die from the fall damage, you must use it when you're almost at the ground. If you lag, use it even earlier; it's better to use it early and take 2000-3000 falling damage than not be able to use it at all and die. Air Burst has a 6 second cooldown, meaning it CAN be used every 6 seconds, but it can also be used after 20 seconds or even a minute. Thus it's pretty random. It can only be cast on a person in 60 yards of Archimonde so it cannot be cast twice on the same group of Air Burst-ed player while they are in the air or running back, since the Air Burst throws them back far more than 60 yards. An Air-Burst tank does not lose aggro, but your tank should not be hit by Air Burst if everyone positions correctly. Archimonde before the encounter Fear Cast regularly at 40 second intervals. Fears everybody in a 200 yard radius for about 6-8 seconds. Will of the Forsaken, PvP Trinkets, Divine Shield, Ice Block, Cloak of Shadows (while it's cast), Fear Ward, Tremor Totem, all can be used to avoid this ability. It has a 1.5 second cast so the main tank must be fast to switch to Berserker Stance and use Berserker Rage to counter the fear before it's cast. There is a VERY HIGH chance your MT will die in the time you are feared, so you must pick pairs of about 2 healers a time who will trinket/ability out of the Fear and heal the main tank. Also, if you are running towards the Doomfire while feared, you MUST get out of the Fear or the Doomfire has a very high chance of killing you while feared, or simply giving the raid healers too many targets to heal. Finger of Death The description of this ability, straight from the WoW spell descriptions, states, "Strikes an enemy with the finger of death, inflicting 20000 shadow damage upon them, their children, and their children's children." This description fits the ability quite nicely. He uses it when there's nobody in his melee range, but never during the pull. Basically it's a wipe up ability he uses just to kill you off faster after your tank dies and such. It's not used during the encounter itself unless you try to exploit it in some way. The Fight Positioning Positioning, as with Kaz'Rogal, is flexible as long as you follow a few rules : - Never turn Archimonde towards the raid. - Stay spread out. - Make sure to have decursers in range of everyone to remove Grip of the Legion as soon as possible. - Make sure to have healers in range of everyone. Archimonde is pulled simply by having your MT walk towards him. A hunter should Misdirect a few shots to the MT as soon as Archimonde has engaged. Archimonde Raid Positions Archimonde is facing the mountains, with the raid spread out behind him. If you're a DPS class you can run behind him while mounted, but healers should simply run on foot as the tank is very vulnerable during the pull due to receiving fewer heals when moving. This is NOT a DPS fight. Let the tank grab some aggro, then you can start DPS. Remember to spread out nicely, but never stand in front of Archimonde. Soon into the fight, he'll cast his first Doomfire. As mentioned, it might either follow a player or move randomly, or both. If the Doomfire gets close to the melee DPS, they should move out of the way immediately. The tank should generally just stay in the Doomfire if it crosses him, but if he can move about 1-2 yards backwards and out of the fire, he should do that. However, if moving out of the Doomfire for the MT requires Archimonde to be turned or change his facing, the MT should just stay in the Doomfire. It's perfectly healable. Sometime after the first Doomfire should come the first Air Burst. Make sure you're not too clumped up. A possible technique is to have the people in each group stand on top of each other. Thus, at any given time, only 5 people will be Air Burst-ed. However, it's not really needed, as long as you simply spread out. Melee need to move back from Archimonde when you see him casting the Air Burst so that a hit on you doesn't send the Main Tank into the air. Archimonde WILL continue to melee him while he's in the air, but the Air Burst will take him out of range of your healers and he will likely die. Mouse eye view of ArchimondeWhen the Air Burst hits, the few affected people will be thrown very high and very far back into the air. Just a few moments before you hit the ground you must use the Tears of the Goddess to prevent dying from the falling damage. Mages and Priests can use Slow Fall, Blink, Ice Block and Levitate to avoid the falling damage if they are having trouble using the Tears. Paladins can use Blessing Of Protection/Divine Shield, Warriors can Intervene on someone else close to the ground. It is IMPERATIVE that you land safely. Dying from fall damage will give Archimonde a Soul Charge. If it's the silence (purple) Soul Charge, that's pretty much a dead main tank. Whatever the effect of the Soul Charge, it's very prone to killing at least one or more people. Very often, one death will trigger a chain reaction of multiple deaths due to the global and nasty effects of the Soul Charges. Use everything you can, but do not die from falling damage. A dead person can wipe the raid in a second. Soon after the first Air Burst should come the Fear. This is a very tricky moment, as if everyone uses their PvP trinkets / anti-fear tools on one fear, and you have none ready for the second, the probability of the tank dying is very high. Thus, as mentioned above, pair up healers and have the first healer pair trinket/racial/talent out of the fear and focus their healing on the MT. As the fear is a 1 second cast spell, the main tank should be ready to quickly switch to Berserker Stance and use Berserker Rage to counter the fear. Otherwise, if he gets feared, Archimonde will simply turn to the un-feared healers or to anyone who resisted the fear, or to simply the next target on his aggro list. If you get feared and see yourself running towards a Doomfire, you have to use your trinket/racial/talent to get out of the fear in order not to run into the fire and risk not only your death ( and thus the death of the whole raid due to consequent deaths from the generated Soul Charge), but also make the job of the healers a lot tougher, as there'll only be 2 of them not feared. Once the fear goes down, the next one should come in about 25-30 seconds or more. The key to the fight is surviving Archimonde's abilities and not letting anyone die. While you can survive a Soul Charge's effect, it will often lead to many more deaths in a domino effect, and so a wipe. When Archimonde reaches 10%, he will return to the World Tree Nordrassil and resume draining it (this has no effect on the fight, it's just an animation). He will not use any of his abilities during this phase. Tyrande will then cast a buff on you (displayed as a debuff) which makes you immune to EVERYTHING (even heals) and lasts 1 minute. You must kill Archimonde in that one minute. DPS go full out: Recklessness, Cooldowns, even healers go all out DPS. If you do not manage to kill Archimonde in that 1 minute, you lose the fight. Taking down this last 10% of Archimonde's health isn't hard at all, thus this 10% phase is often considered the "free kill" phase. Once Archimonde dies, you lose the invulnerability debuff, you've saved the World Tree, and thus completed Caverns of Time : Mount Hyjal. Archimonde attacking the World Tree Class Comments Tank "Stance dance" to get out of the fear or prevent it affecting you at all. People tend to be trigger-happy at this encounter so don't lose aggro. If you get in the Doomfire try to move out of it as fast as you can since the damage is quite considerable and can often kill you off during a fear or an unlucky Air Burst. When Archimonde reaches 10%, Execute him. Melee DPS Stand behind Archimonde and, whatever you do, don't die, or over-aggro (which will be an instant death). If you see the Doomfire going close to the main tank, run back until the fire disappears or your position around Archimonde's feet is clear. When you see the Air Burst coming, move a bit back in order not to risk the main tank being struck by Air Burst. When Archimonde goes to 10%, go nuts. Rogues can use Cloak of Shadows if they somehow get into the Doomfire. Archimonde sprinting forward Ranged DPS Stand behind Archimonde and again, whatever happens, don't die. Run away from the Doomfire if you see it closing on you and stay spread out. If you're a mage or a priest, you can Slow Fall/Blink/Levitate to negate falling damage, in addition to using the Tears of the Goddess. Don't over-aggro. Healers The main tank will be taking quite significant burst damage, so while he'll be parrying/dodging a lot of attacks, keep precasting so that he doesn't die in an unlucky burst. Move out of the Doomfire. Pair up in pairs of 2, and have each pair of healers trinket/talent/racial/ability out of the fear to heal the main tank. If you're Alliance and have Fear Ward, just use it on 2-3 healers and maybe a decurser. If you're a priest you can use Levitate to negate the falling damage from the Air Burst. When Archimonde reaches 10%, go nuts and do DPS on Archimonde; everyone is immune to your healing in this stage. Decursers Stay spread out evenly around the raid so that everyone is in range at all times, and there's always a few decursers on the ground unaffected by Air Burst. If someone has the Grip of the Legion during a fear, by all means one decurser can trinket/ability out of it and decurse them. Miscellaneous Info It has been observed that, sometimes, if you login during the fight, even if just from a disconnect, it can trigger a Soul Charge, which Archimonde will gain and possibly kill you with.
*Archimonde ---- #contents *Introduction  ArchimonedはMount Hyjalの最終ボスで、Hyjalの他のボスとは大きな違いがある。  まず、雑魚と戦う必要が一切無い。  従って、Wipeしてももう一度雑魚からということもなく、ボスとの戦闘を楽しむことができるだろう。  次に、本質的に、また、能力的な違いがある。  特に最初の数Tryのうちは、誰か1人が少しでもミスをすれば、Raid全体が15秒程度で壊滅する事になるだろう。  たった一つのミスで全てが終わる。それを覚えておくこと。 *Raid Setup  Tanks: 1  Healers: 8  DPS : 16  Decurseの為に、Rest DruとMageを数人入れておくこと。 *Buffs, Potions and Gear  全て。  また、Healer/DecurserにTremor TotemかFear Wardを入れておくこと。 *Boss Abilities  HP - 4,600,000  Melee Strength - 7,000 on plate. **Doomfire  30秒毎に使用。Archimondeは巨大な炎を召喚する。  炎は2-3yの幅を持ち、消えるまでに約27秒かかる。そして出現した場所から段々と伸びて行く。  炎のアニメーション自体は45秒ほど続くが、消滅する数秒前には触れてもダメージを受けなくなっている。  Archimondeは時折二つのDoomfireを一度に召喚する。  これらは時々プレイヤーを追いかけたり、または完全にランダムな動きをしたり、またプレイヤーを追いかけたりもする。  だから、常にDoomfireの動きに注意を払う必要がある。  もし炎の中に踏み込んだ場合、毎秒2400のダメージを受け、さらにDispel不可能なDebuffを受ける。  これは3秒毎に2250のダメージを受け、Tick毎に150ずつ受けるダメージが減っていく。そして0になると同時に消滅する。  消えるまでには45秒かかり、合計20400のダメージを受けることになる。  このDebuffは無敵系能力で解除する事ができる。 **Soul Charge  誰かが死んだ場合(ペットの死はトリガーにならない)、彼の魂がArchimondeの所に飛んでいく。  そして、ArchimondeはShadow Orbを1つ得る。彼はこの魂を5-10秒後に使用する。  Healerはそれまでに全員のHPを全快させなければならない。  Soul Chargeの効果は死んだプレイヤーのクラスによって変わる。  Purple Soul : (Priest Pal Wlk)  200y以内の全てのプレイヤーに4500のダメージと、4秒のSilence。  Orange Soul Charge : (War Rog Mage)  Raid全員が食らうダメージが50%上昇し、更に4500の物理ダメージ(Armorで軽減可能)を受ける。  Green Soul Charge : (Dru Shm Hun)  4500のNature Damageを8秒間で与え(1125ダメージ/2秒)、そして2250のManaを吸収する。  Archimondeが持てる魂の数に制限は無く、1人の死がSoul ChargeのChainに繋がり、容易にRaidを壊滅させる事になる。   **Grip of the Legion  ランダムで、頻繁に使用。  ランダムターゲットにCurseをかけ、3秒毎に2500ダメージを5分に渡って与える(250000ダメージ)。  これは60yの射程を持ち、即座にCureする必要がある。 **Air Burst Tears of the Goddess The Battle for Mount Hyjal Binds when picked up Unique Use: Briefly slows falling speed. Inflicts 1500 nature damage to everyone in 13 yards around the targeted player (including the player themselves), tossing them high up and back into the air (over 100 yards away from Archimonde), after which they will simply fall down. Will not be used on the player at the top of Archimonde's aggro list. In order not to die from this ability, you need to use the Tears of the Goddess, which you can get from Tyrande Whisperwind at the entrance to the night elf camp, by talking to her. The Tears of the Goddess is an item in your inventory that when used (by clicking on it), slows your fall (like Slow Fall or Levitate) for 2 seconds, after which you resume your normal fall speed. It has a 10 second cooldown. In order not to die from the fall damage, you must use it when you're almost at the ground. If you lag, use it even earlier; it's better to use it early and take 2000-3000 falling damage than not be able to use it at all and die. Air Burst has a 6 second cooldown, meaning it CAN be used every 6 seconds, but it can also be used after 20 seconds or even a minute. Thus it's pretty random. It can only be cast on a person in 60 yards of Archimonde so it cannot be cast twice on the same group of Air Burst-ed player while they are in the air or running back, since the Air Burst throws them back far more than 60 yards. An Air-Burst tank does not lose aggro, but your tank should not be hit by Air Burst if everyone positions correctly. Archimonde before the encounter Fear Cast regularly at 40 second intervals. Fears everybody in a 200 yard radius for about 6-8 seconds. Will of the Forsaken, PvP Trinkets, Divine Shield, Ice Block, Cloak of Shadows (while it's cast), Fear Ward, Tremor Totem, all can be used to avoid this ability. It has a 1.5 second cast so the main tank must be fast to switch to Berserker Stance and use Berserker Rage to counter the fear before it's cast. There is a VERY HIGH chance your MT will die in the time you are feared, so you must pick pairs of about 2 healers a time who will trinket/ability out of the Fear and heal the main tank. Also, if you are running towards the Doomfire while feared, you MUST get out of the Fear or the Doomfire has a very high chance of killing you while feared, or simply giving the raid healers too many targets to heal. Finger of Death The description of this ability, straight from the WoW spell descriptions, states, "Strikes an enemy with the finger of death, inflicting 20000 shadow damage upon them, their children, and their children's children." This description fits the ability quite nicely. He uses it when there's nobody in his melee range, but never during the pull. Basically it's a wipe up ability he uses just to kill you off faster after your tank dies and such. It's not used during the encounter itself unless you try to exploit it in some way. The Fight Positioning Positioning, as with Kaz'Rogal, is flexible as long as you follow a few rules : - Never turn Archimonde towards the raid. - Stay spread out. - Make sure to have decursers in range of everyone to remove Grip of the Legion as soon as possible. - Make sure to have healers in range of everyone. Archimonde is pulled simply by having your MT walk towards him. A hunter should Misdirect a few shots to the MT as soon as Archimonde has engaged. Archimonde Raid Positions Archimonde is facing the mountains, with the raid spread out behind him. If you're a DPS class you can run behind him while mounted, but healers should simply run on foot as the tank is very vulnerable during the pull due to receiving fewer heals when moving. This is NOT a DPS fight. Let the tank grab some aggro, then you can start DPS. Remember to spread out nicely, but never stand in front of Archimonde. Soon into the fight, he'll cast his first Doomfire. As mentioned, it might either follow a player or move randomly, or both. If the Doomfire gets close to the melee DPS, they should move out of the way immediately. The tank should generally just stay in the Doomfire if it crosses him, but if he can move about 1-2 yards backwards and out of the fire, he should do that. However, if moving out of the Doomfire for the MT requires Archimonde to be turned or change his facing, the MT should just stay in the Doomfire. It's perfectly healable. Sometime after the first Doomfire should come the first Air Burst. Make sure you're not too clumped up. A possible technique is to have the people in each group stand on top of each other. Thus, at any given time, only 5 people will be Air Burst-ed. However, it's not really needed, as long as you simply spread out. Melee need to move back from Archimonde when you see him casting the Air Burst so that a hit on you doesn't send the Main Tank into the air. Archimonde WILL continue to melee him while he's in the air, but the Air Burst will take him out of range of your healers and he will likely die. Mouse eye view of ArchimondeWhen the Air Burst hits, the few affected people will be thrown very high and very far back into the air. Just a few moments before you hit the ground you must use the Tears of the Goddess to prevent dying from the falling damage. Mages and Priests can use Slow Fall, Blink, Ice Block and Levitate to avoid the falling damage if they are having trouble using the Tears. Paladins can use Blessing Of Protection/Divine Shield, Warriors can Intervene on someone else close to the ground. It is IMPERATIVE that you land safely. Dying from fall damage will give Archimonde a Soul Charge. If it's the silence (purple) Soul Charge, that's pretty much a dead main tank. Whatever the effect of the Soul Charge, it's very prone to killing at least one or more people. Very often, one death will trigger a chain reaction of multiple deaths due to the global and nasty effects of the Soul Charges. Use everything you can, but do not die from falling damage. A dead person can wipe the raid in a second. Soon after the first Air Burst should come the Fear. This is a very tricky moment, as if everyone uses their PvP trinkets / anti-fear tools on one fear, and you have none ready for the second, the probability of the tank dying is very high. Thus, as mentioned above, pair up healers and have the first healer pair trinket/racial/talent out of the fear and focus their healing on the MT. As the fear is a 1 second cast spell, the main tank should be ready to quickly switch to Berserker Stance and use Berserker Rage to counter the fear. Otherwise, if he gets feared, Archimonde will simply turn to the un-feared healers or to anyone who resisted the fear, or to simply the next target on his aggro list. If you get feared and see yourself running towards a Doomfire, you have to use your trinket/racial/talent to get out of the fear in order not to run into the fire and risk not only your death ( and thus the death of the whole raid due to consequent deaths from the generated Soul Charge), but also make the job of the healers a lot tougher, as there'll only be 2 of them not feared. Once the fear goes down, the next one should come in about 25-30 seconds or more. The key to the fight is surviving Archimonde's abilities and not letting anyone die. While you can survive a Soul Charge's effect, it will often lead to many more deaths in a domino effect, and so a wipe. When Archimonde reaches 10%, he will return to the World Tree Nordrassil and resume draining it (this has no effect on the fight, it's just an animation). He will not use any of his abilities during this phase. Tyrande will then cast a buff on you (displayed as a debuff) which makes you immune to EVERYTHING (even heals) and lasts 1 minute. You must kill Archimonde in that one minute. DPS go full out: Recklessness, Cooldowns, even healers go all out DPS. If you do not manage to kill Archimonde in that 1 minute, you lose the fight. Taking down this last 10% of Archimonde's health isn't hard at all, thus this 10% phase is often considered the "free kill" phase. Once Archimonde dies, you lose the invulnerability debuff, you've saved the World Tree, and thus completed Caverns of Time : Mount Hyjal. Archimonde attacking the World Tree Class Comments Tank "Stance dance" to get out of the fear or prevent it affecting you at all. People tend to be trigger-happy at this encounter so don't lose aggro. If you get in the Doomfire try to move out of it as fast as you can since the damage is quite considerable and can often kill you off during a fear or an unlucky Air Burst. When Archimonde reaches 10%, Execute him. Melee DPS Stand behind Archimonde and, whatever you do, don't die, or over-aggro (which will be an instant death). If you see the Doomfire going close to the main tank, run back until the fire disappears or your position around Archimonde's feet is clear. When you see the Air Burst coming, move a bit back in order not to risk the main tank being struck by Air Burst. When Archimonde goes to 10%, go nuts. Rogues can use Cloak of Shadows if they somehow get into the Doomfire. Archimonde sprinting forward Ranged DPS Stand behind Archimonde and again, whatever happens, don't die. Run away from the Doomfire if you see it closing on you and stay spread out. If you're a mage or a priest, you can Slow Fall/Blink/Levitate to negate falling damage, in addition to using the Tears of the Goddess. Don't over-aggro. Healers The main tank will be taking quite significant burst damage, so while he'll be parrying/dodging a lot of attacks, keep precasting so that he doesn't die in an unlucky burst. Move out of the Doomfire. Pair up in pairs of 2, and have each pair of healers trinket/talent/racial/ability out of the fear to heal the main tank. If you're Alliance and have Fear Ward, just use it on 2-3 healers and maybe a decurser. If you're a priest you can use Levitate to negate the falling damage from the Air Burst. When Archimonde reaches 10%, go nuts and do DPS on Archimonde; everyone is immune to your healing in this stage. Decursers Stay spread out evenly around the raid so that everyone is in range at all times, and there's always a few decursers on the ground unaffected by Air Burst. If someone has the Grip of the Legion during a fear, by all means one decurser can trinket/ability out of it and decurse them. Miscellaneous Info It has been observed that, sometimes, if you login during the fight, even if just from a disconnect, it can trigger a Soul Charge, which Archimonde will gain and possibly kill you with.

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