「Reliquary of Souls」の編集履歴(バックアップ)一覧はこちら

Reliquary of Souls - (2007/11/19 (月) 12:53:12) の1つ前との変更点

追加された行は緑色になります。

削除された行は赤色になります。

*Reliquary of Souls ---- koreha hidoi #contents *Raid Setup  2 Tanks (Phase 2でWarが一人必要になる。後は自由だ)  7 Healers  16 DPS *Buffs, Potions and Gear  Phase3の為に、戦闘毎にCauldron of Major Nature Protectionが必要になる。  Phase1と2はかなり難しく、最初にここを訪れた時は、恐らく不要だろう。  ElixirとFlask、Sta Foodを織り交ぜて使用することで、それぞれのPhaseの助けになるだろう。  Healerは+Healing ElixirをMP5 Flaskの代わりに飲むことを推奨する。  この戦闘に必要なのはHeal Powerであり、Manaはそれほど問題にはならないだろう。 *Boss Abilities  Reliquary of Souls(以降RoS)は3つの異なるPhaseをもち、それぞれがとても難しく、  違った戦い方をしなければならない。各Phaseでは、そのPhase中ずっと、「Aura」の影響を受けながら戦う事になる。  HP:各Phase毎に230万  Melee:1000-1500。Critしない。  Melee DamageはPhase 1を除けばそんなに重要ではない。  下に記した様々な能力に備えるべきだ。 *Essence Of Suffering ("EoS") - Phase One **Aura of Suffering  Heal効果、Regene量、Armorを全て0にし、Defenceを500下げる。  Raid全体に効果があり、Phase2まで続く。 **Fixate  Debuffを受けたプレイヤーがAggroを得る。  5秒毎に最も近くにいるプレイヤーに使用される。 **Enrage  毎分使用する。EoSの通常攻撃が3000-4000ダメージに上がる。  Enrageはタイマー性で、Boss Modで何時使われるかを確認することができる。15秒続く。 **Soul Drain  ランダムターゲットから2500~3400のHP/Manaを3秒毎に吸収する。30秒続き、Dispel/Resist可能。 *Essence Of Desire ("EoD") - Phase Two **Aura of Desire    Phase2から3開始まで続く。  与えたダメージの半分のダメージを食らうようになり、Heal効果が100%上昇する。  また、最大Manaが段々減っていく。160秒でRaidのManaは完全に消滅する。 **Deaden  10秒間、対象の受けるダメージが2倍になる。  30-35秒毎にAggroをとっているプレイヤーに使用する。  Spell ReflectやInterrupt可能。 **Spirit Shock  Aggroをとっているプレイヤーに9200~11000のダメージを与え、Desorient状態にする。  成功する度に詠唱速度が上がり(?)、喰らったプレイヤーは5秒のDesorientを受け、Tankが切り替わるだろう。  毎回Interruptしなければならない。  Cast1秒。Recast5秒。 **Rune Shield  EoDは自分にシールドを張る(光り輝いているのですぐにわかるだろう)。  これはFelhunterが吸い取ったり、Spellstealで消去できる。  即座に取り除かなければ40000のダメージを吸収し、Melee攻撃を無効化してしまう。  効果時間は無い。取り除かれるまで続く。 *Essence Of Anger ("EoA") - Phase Three **Aura of Anger  103のShadowダメージを与える。このダメージはTick毎に103ずつ増えていく。   **Spite  ランダムターゲットに6秒間の無敵を与える。  その後7444-7556のNatureダメージを受ける。  Cauldronから汲んだMajor Nature Protection potionを飲まなければ、  Natureダメージ+Aura of Angerで死んでしまうだろう。 **Soul Scream  前方に2500-3400のShadowダメージを与え、4000-6000のManaもしくはRageを燃やす。  Rageは1燃える毎に100の追加ダメージを与える(Rage100で10000追加)。 **Seethe  10秒間Threat生成量を2倍にする。  これはBossがターゲットを変更した時に使用され、Aggro PullやTauntで引き起こされる。  よって回避する事が可能だ。 *Path To The Boss In order to reach Reliquary of Souls you will have to clean some of the room before the boss. This room works just like the old Blackwing Lair Broodlord gauntlet. For those who don't know, it's basically a room where respawn timers are really short so you need to make your way to the boss very quickly. Reliquary of Souls step 1 The best way to do this is in 3 steps, always sticking to the right side and everyone moving at the same pace. The average pack will normally contain a couple of red wisp shaded souls (Detect Invisibility helps with seeing them), 2 purple souls and a blue soul (the ghost model). Reliquary of Souls step 2 Each of these packs represents a step, for a total of 3 steps. After the last one you should be standing near the wall at the end of this room looking at Reliquary of Souls down the slope at the end of the next room. Reliquary of Souls step 3 Important: As soon as the last pack dies everyone must go down the slope right away or you'll pull some ghosts while you start the RoS event. Important: If for some reason you are slow on killing the last pack, don't try killing mobs as they respawn; tank them until the full pack is respawned, then AoE them down all down together and move the whole raid quickly down the slope as soon as the last one dies. Positioning The key to this fight is to get a perfect phase one and good interrupters in phase two. Phase three is just a DPS race against the Aura dealing shadow damage. Let's split the positioning between the phases: Phase One Reliquary of Souls Phase 1 Positions This phase is all about positioning and repositioning in a tightly coordinated way. On the diagram, the selection ring of EoS is shown. This is the actual red glowing ring that apears beneath the boss when it is your current target. Point A is at the center of that ring, in the middle of the boss. Point B represents any spot on the border of that ring. With perfect execution, the boss will never move throughout the entire stage. Realistically, you will get some small shifts even with a good execution, The positioning of raid members outside of these points is not important. Phases Two And Three Reliquary of Souls Phase 2 Positions These phases are not really a problem positioning-wise. Stay in two camps to keep it easy. Good assignment of healers is needed into three groups: tank healers, melee DPS healers and ranged DPS healers. Shamans prove to be good at chain healing the packed groups so use them wisely. The Fight The fight is initiated when you step onto the slope I wrote about in the "Path To The Boss". As soon as you start moving down the slope when you've killed the ghosts as instructed, the RoS event will begin. Essence of Suffering Essence Of Suffering - Phase 1 As soon as phase 1 begins, heals will be nullified by the aura. At the start, have your hunters run in and stand at point A. EoS will Fixate on one of them. The Fixated hunter should move to point B. This prevents EoS aggroing onto the same hunter twice, because the hunters at point A are "closer" to EoS, but won't cause EoS to shift its own position, because point B is still in range. As soon as the first hunter is Fixated, begin DPS, but without any non-hunters moving inside the selection circle. After 5 seconds, EoS will move onto the next hunter. The first hunter should move well out of the selection circle and start DPS-ing the boss with his ranged attacks. All DPS throughout all of phase 1 can go all out. There is no danger of drawing aggro. Continue this process until each hunter has been Fixated. When the last hunter is fixated, he moves to point B like the ones before him, and the entire rest of the raid moves to stand at point A. This procedure now continues with the entire raid. The Fixated person moves to point B, and those who are able to take the next Fixate stand at point A. Any class is capable of surviving at least one Fixate; they only take 5 hits. The important things are: not to move too far away when Fixated, not to be asleep and miss the fact that you have been Fixated, and generally to be alert. When moving from point A to point B, edge out in small steps. You want to avoid moving outside the circle and then back in, as this will move the boss and cause compilcations. When Enrage is about to be cast, the raid should run outside of the selection circle, with these exceptions: 1) The currently Fixated player, who stays at point B. A very common eror is for this player to run off with everybody else, and thus move the boss. 2) Tanks: protection warriors and feral druids and anybody else who can survive a powerful attack. The procedure for the Enrage is the same as the rest of phase one, except you have now reduced the possible targets to your tougher classes. EoS behaves in exactly the same way, only it hits a lot harder. It lasts for 3 Fixates (15 seconds). Don't overestimate the capacity of your tanks to survive solo tanking without heals. As soon as the Enrage is over, the rest of the raid must move back to point A and resume the procedure outlined above. You may find rogues are a good class to move in first as they can Evasion tank the tail end of the Enrage fairly effectively if necessary. Power Word: Shield can also be used during Enrage to keep the Fizated person alive if necessary. When melee classes do not wish to take a Fixate (because they could not survive it or because they are saving their health for the next Enrage), they can move outside of the selection circle and stay in melee range. Blessing of Potection is a gamble in this phase, and should be strictly a last resort, avoided altogether if possible. Like other Fixate-type mobs in the game, EoS does have an aggro list, only Fixate overrides it. If you BoP the Fixate target, you will probably see EoS fly off at great speed towards a mage or warlock and kill it, then start Fixating the nearest target. This will often lead to a wipe, so only use BoP if you are certain a player is about to die. With good DPS, you will need to live through 2 Enrages. Needing to go through 3 Enrages is very normal. Finally, when you get the boss to 1%, it goes back to its spawn spot and give you a little rest time. Ghost Time Between phase one and phase 2, several ghosts will appear from three spot lights at the edges of the room. Make everyone gather and AoE them down. Each time a ghost dies, everyone gets full health and mana. Shortly after the ghosts are dead, phase 2 will begin. The three essences show the inactive faces of their companions on their sides Essence Of Desire - Phase 2 As soon as phase 2 begins, the tank will run to the spawn spot and start building threat. This tank must be a warrior, since the main tank will be the one Spellreflect-ing the Deaden. Also a new aura will be applied. This aura reduces mana, increases healing done and every single point of damage you do to EoD will be returned to you as 50% of what you did. Example: You Frostbolt EoD for 4,600 You take 2,300 damage. This ability, combined with "Deaden", can two-shot any caster, so be sure to keep them warned about their crits. There are several things to do here so let's try to keep it as simple as we can: First of all, the Rune Shield EoD casts must be removed as soon as possible or you will not be able to interrupt its spells (which will quickly wipe you). There are several ways of doing it: mages Spellstealing and felhunters helping with Devour are good enough. At the same time, we have the Deaden and Spirit Shocks. You want to Spellreflect Deaden onto the boss to boost your DPS and interrupt the Spirit Shock to avoid a wipe because of the disorient effect and the consequent MT switch (thereby killing your melee, most likely). For interrupts, you will need rogues, mages and warriors setting a good rotation on Kick/Pummel/Counterspell, otherwise your raid will be done for. You can't keep a tank second on the threat list as the raid DPS needs to be very high. As the Kick cooldown is comparatively short, a good system is to use 3 rogues in rotation, with another player standing by for backup. It's important not to interrupt the Deadens, as they need to be reflected back on the boss to boost raid DPS (and there's always "Essence of Desire's Deaden is resisted by Essence of Desire"). The Deadens are precious, the Spirit Shocks are deadly, and the cast times are short, so a lot of work and focus must go into the interrupting. From a healer's point of view, you will be either constantly healing the main tank to keep him up with the damage he is receiving or constantly healing DPSers because of the half damage taken from their own damage dealt. Shamans prove to be really good at healing the packs of people because of their Chain Heal. Finally, and as you can imagine, this is yet another DPS race where you fight against your mana, since the aura will be decreasing your mana pool over time. Clever use of Deaden and correct assignment of healers for the tank and melee (between 2 and 3 healers in total) and the casters (the rest of the healers), is the way to get this correctly done. There are some further survival tricks that can get you down the last 5% even if you are out of mana. Each priest can save their Inner Focus to dispel EoD's Rune Shield to remove it. Paladins can use Lay on Hands to keep the tank alive. The other critical abilities; Kick and Spellreflect; are of course unaffected by the mana shortage. Once again when EoD reaches 1%, it will go to the spawn spot and another ghost phase begins. Essence of Anger Essence Of Anger - Phase 3 A short time after the ghosts are dead, this last phase begins. Your tank has to run again to the spawn point and start building aggro. The MT must turn Essence of Anger's back to the raid immediately to keep Soul Scream off the raid. Of course the MT will still be getting hit by Soul Scream, which will burn his rage and deal extra damage. The Aura of Anger will be boosting the aggro from DPS faster than that from the tank, as his extra aggro abilities like Sunder Armor, Shield Slam, etc will not be affected. Spite can be dealt with by taking Major Nature Protection Potions, as explained in the ability above. Seethe will only affect your raid if Seethe should not be cast if EoA is not aggroed from the MT or Taunted back. If Seethe hits anyone but the MT, they need to cut right down on all high aggro or damage abilities until it wears off. This will be a major DPS test for your raid. Blood Lust/Heroism, Haste Potions, Destruction Potions, cooldown abilities, trinkets: EVERYTHING has to be used in order to deal maximum damage to the boss, including using a Healing Potion to keep yourself up for one last tick from the Aura. You realistically need to take down the boss in about 100 seconds, by which time half the raid will be dead. In addition to the above, the Aura will also be increasing its damage done to the raid quite fast. In the end, it will reach peaks of 3-4k per tick, making it impossible to heal. By this time, EoA should be dead or almost dead since you won't be able to take much from the Aura at that stage. As a healer your main priority will be keeping up the main tank (Soul Scream plus the Aura will be tough) and also everyone will be taking damage from the Aura, which you need to heal through. Healers will most likely need a few tries on this phase before they get used to what's going on and adapt to the most effective healing strategies. Make sure everybody is in a role where they can get the most healing per second out of their class and spec. People should use Healthstones and potions when the Aura ticks start becoming high (2,000-3,000) in order to ease the healers' work. Important: The Aura resets on an individual basis when you die, meaning that if it was ticking for 3,000, you die, and you ankh or soulstone, it will start over on you individually from the intial damage level (103). It will still be ticking for 3,000 on the rest of the raid, of course. A proper use of soulstones on low HP people can boost your DPS a fair bit, but you shouldn't rely on this to win the fight. Class Assignments Tanks Phase 1: Follow the plan in the phase description, remembering to save your health for the enraged stages. DPS all the time. Phase 2: If you are MT, you will be Spellreflect-ing his Deaden and building as much threat as you can. Phase 3: Tank Essence of Anger, pointing it away from the raid, and use up your rage as fast as you can. Rogues Phase 1: Follow the plan in the phase description. You may have to save your health for the enraged stages so you can Evasion tank. DPS all the time. Phase 2: Interrupt Spirit Shock, taking great care not to interrupt Deaden, and DPS. Phase 3: DPS as much as possible. Warlocks Phase 1: Follow the plan in the phase description. You may have to save your health for the enraged stages if you have high stamina. DPS all the time. Phase 2: DPS as much as possible and use felhunter if your raid decides to remove the Rune Shield that way. Phase 3: DPS as much as possible. Mages Phase 1: Follow the plan in the phase description. DPS all the time. Phase 2: DPS as much as possible and use Spellsteal if your raid decides to remove the Rune Shield that way. Phase 3: DPS as much as possible. Hunters Phase 1: Follow the plan in the phase description. DPS all the time. Phase 2/3: DPS as much as possible. Using Misdirection is advised on phases 2 and 3 so that tanks can get extra threat (thus allowing more DPS). Healers Phase 1: Follow the plan in the phase description. DPS all the time. Dispel Soul Drain. Phase 2: Assigned in two different groups: first one being the Main Tank and melee DPS and the second being the ranged group. Shamans prove to be good at this with Chain Heal. Phase 3: Again an intensive healing fight where you need to assign healers to both melee and tank as well as the ranged DPS players.
*Reliquary of Souls ---- koreha hidoi #contents *Raid Setup  2 Tanks (Phase 2でWarが一人必要になる。後は自由だ)  7 Healers  16 DPS *Buffs, Potions and Gear  Phase3の為に、戦闘毎にCauldron of Major Nature Protectionが必要になる。  Phase1と2はかなり難しく、最初にここを訪れた時は、恐らく不要だろう。  ElixirとFlask、Sta Foodを織り交ぜて使用することで、それぞれのPhaseの助けになるだろう。  Healerは+Healing ElixirをMP5 Flaskの代わりに飲むことを推奨する。  この戦闘に必要なのはHeal Powerであり、Manaはそれほど問題にはならないだろう。 *Boss Abilities  Reliquary of Souls(以降RoS)は3つの異なるPhaseをもち、それぞれがとても難しく、  違った戦い方をしなければならない。各Phaseでは、そのPhase中ずっと、「Aura」の影響を受けながら戦う事になる。  HP:各Phase毎に230万  Melee:1000-1500。Critしない。  Melee DamageはPhase 1を除けばそんなに重要ではない。  下に記した様々な能力に備えるべきだ。 *Essence Of Suffering ("EoS") - Phase One **Aura of Suffering  Heal効果、Regene量、Armorを全て0にし、Defenceを500下げる。  Raid全体に効果があり、Phase2まで続く。 **Fixate  Debuffを受けたプレイヤーがAggroを得る。  5秒毎に最も近くにいるプレイヤーに使用される。 **Enrage  毎分使用する。EoSの通常攻撃が3000-4000ダメージに上がる。  Enrageはタイマー性で、Boss Modで何時使われるかを確認することができる。15秒続く。 **Soul Drain  ランダムターゲットから2500~3400のHP/Manaを3秒毎に吸収する。30秒続き、Dispel/Resist可能。 *Essence Of Desire ("EoD") - Phase Two **Aura of Desire    Phase2から3開始まで続く。  与えたダメージの半分のダメージを食らうようになり、Heal効果が100%上昇する。  また、最大Manaが段々減っていく。160秒でRaidのManaは完全に消滅する。 **Deaden  10秒間、対象の受けるダメージが2倍になる。  30-35秒毎にAggroをとっているプレイヤーに使用する。  Spell ReflectやInterrupt可能。 **Spirit Shock  Aggroをとっているプレイヤーに9200~11000のダメージを与え、Desorient状態にする。  成功する度に詠唱速度が上がり(?)、喰らったプレイヤーは5秒のDesorientを受け、Tankが切り替わるだろう。  毎回Interruptしなければならない。  Cast1秒。Recast5秒。 **Rune Shield  EoDは自分にシールドを張る(光り輝いているのですぐにわかるだろう)。  これはFelhunterが吸い取ったり、Spellstealで消去できる。  即座に取り除かなければ40000のダメージを吸収し、Melee攻撃を無効化してしまう。  効果時間は無い。取り除かれるまで続く。 *Essence Of Anger ("EoA") - Phase Three **Aura of Anger  103のShadowダメージを与える。このダメージはTick毎に103ずつ増えていく。   **Spite  ランダムターゲットに6秒間の無敵を与える。  その後7444-7556のNatureダメージを受ける。  Cauldronから汲んだMajor Nature Protection potionを飲まなければ、  Natureダメージ+Aura of Angerで死んでしまうだろう。 **Soul Scream  前方に2500-3400のShadowダメージを与え、4000-6000のManaもしくはRageを燃やす。  Rageは1燃える毎に100の追加ダメージを与える(Rage100で10000追加)。 **Seethe  10秒間Threat生成量を2倍にする。  これはBossがターゲットを変更した時に使用され、Aggro PullやTauntで引き起こされる。  よって回避する事が可能だ。 *Path To The Boss  RoSに辿り着く為には、部屋の中を掃除していかなければならない。  この部屋はBWLのBloodlord Gauntletと同様の仕様だ。  どれ位かはわからないが、通常この部屋のRepop Timerは極めて短い。  だから素早く侵攻しなければならない。 Reliquary of Souls step 1  最良の方法として、次の3手順を踏むやり方がある。  メンバー全員が右側を、同じペースで進む。  基本的なMob Packの構成は、Red Wispが二匹、Purple Soulが2匹とBlue Soulが1匹だ。  (Detect Invisiを用いることで、Red Wispの視認が容易になるだろう) Reliquary of Souls step 2   Each of these packs represents a step, for a total of 3 steps. After the last one you should be standing near the wall at the end of this room looking at Reliquary of Souls down the slope at the end of the next room. Reliquary of Souls step 3  重要:最後のPackを倒したら、即座に全員が坂を降りなければならない。     さもなくばRoS Event開始時にGhostがきてしまうだろう。  重要:もし何らかの理由で最後のPackを倒すのが遅れてしまったら、     そのPackのRepop Mobを倒そうとしてはならない。     完全にRepopするまでTank Keepし、その後AEにて同時に倒すこと。 *Positioning  この戦闘における鍵は、P1を完璧にこなすこと、P2で上手くInterruptすることだ。  P3は敵のShadowダメージと競争する、単純なDPSレースである。 Let's split the positioning between the phases: **Phase One Reliquary of Souls Phase 1 Positions   This phase is all about positioning and repositioning in a tightly coordinated way. On the diagram, the selection ring of EoS is shown. This is the actual red glowing ring that apears beneath the boss when it is your current target. Point A is at the center of that ring, in the middle of the boss. Point B represents any spot on the border of that ring. With perfect execution, the boss will never move throughout the entire stage. Realistically, you will get some small shifts even with a good execution, The positioning of raid members outside of these points is not important. Phases Two And Three Reliquary of Souls Phase 2 Positions These phases are not really a problem positioning-wise. Stay in two camps to keep it easy. Good assignment of healers is needed into three groups: tank healers, melee DPS healers and ranged DPS healers. Shamans prove to be good at chain healing the packed groups so use them wisely. The Fight The fight is initiated when you step onto the slope I wrote about in the "Path To The Boss". As soon as you start moving down the slope when you've killed the ghosts as instructed, the RoS event will begin. Essence of Suffering Essence Of Suffering - Phase 1 As soon as phase 1 begins, heals will be nullified by the aura. At the start, have your hunters run in and stand at point A. EoS will Fixate on one of them. The Fixated hunter should move to point B. This prevents EoS aggroing onto the same hunter twice, because the hunters at point A are "closer" to EoS, but won't cause EoS to shift its own position, because point B is still in range. As soon as the first hunter is Fixated, begin DPS, but without any non-hunters moving inside the selection circle. After 5 seconds, EoS will move onto the next hunter. The first hunter should move well out of the selection circle and start DPS-ing the boss with his ranged attacks. All DPS throughout all of phase 1 can go all out. There is no danger of drawing aggro. Continue this process until each hunter has been Fixated. When the last hunter is fixated, he moves to point B like the ones before him, and the entire rest of the raid moves to stand at point A. This procedure now continues with the entire raid. The Fixated person moves to point B, and those who are able to take the next Fixate stand at point A. Any class is capable of surviving at least one Fixate; they only take 5 hits. The important things are: not to move too far away when Fixated, not to be asleep and miss the fact that you have been Fixated, and generally to be alert. When moving from point A to point B, edge out in small steps. You want to avoid moving outside the circle and then back in, as this will move the boss and cause compilcations. When Enrage is about to be cast, the raid should run outside of the selection circle, with these exceptions: 1) The currently Fixated player, who stays at point B. A very common eror is for this player to run off with everybody else, and thus move the boss. 2) Tanks: protection warriors and feral druids and anybody else who can survive a powerful attack. The procedure for the Enrage is the same as the rest of phase one, except you have now reduced the possible targets to your tougher classes. EoS behaves in exactly the same way, only it hits a lot harder. It lasts for 3 Fixates (15 seconds). Don't overestimate the capacity of your tanks to survive solo tanking without heals. As soon as the Enrage is over, the rest of the raid must move back to point A and resume the procedure outlined above. You may find rogues are a good class to move in first as they can Evasion tank the tail end of the Enrage fairly effectively if necessary. Power Word: Shield can also be used during Enrage to keep the Fizated person alive if necessary. When melee classes do not wish to take a Fixate (because they could not survive it or because they are saving their health for the next Enrage), they can move outside of the selection circle and stay in melee range. Blessing of Potection is a gamble in this phase, and should be strictly a last resort, avoided altogether if possible. Like other Fixate-type mobs in the game, EoS does have an aggro list, only Fixate overrides it. If you BoP the Fixate target, you will probably see EoS fly off at great speed towards a mage or warlock and kill it, then start Fixating the nearest target. This will often lead to a wipe, so only use BoP if you are certain a player is about to die. With good DPS, you will need to live through 2 Enrages. Needing to go through 3 Enrages is very normal. Finally, when you get the boss to 1%, it goes back to its spawn spot and give you a little rest time. Ghost Time Between phase one and phase 2, several ghosts will appear from three spot lights at the edges of the room. Make everyone gather and AoE them down. Each time a ghost dies, everyone gets full health and mana. Shortly after the ghosts are dead, phase 2 will begin. The three essences show the inactive faces of their companions on their sides Essence Of Desire - Phase 2 As soon as phase 2 begins, the tank will run to the spawn spot and start building threat. This tank must be a warrior, since the main tank will be the one Spellreflect-ing the Deaden. Also a new aura will be applied. This aura reduces mana, increases healing done and every single point of damage you do to EoD will be returned to you as 50% of what you did. Example: You Frostbolt EoD for 4,600 You take 2,300 damage. This ability, combined with "Deaden", can two-shot any caster, so be sure to keep them warned about their crits. There are several things to do here so let's try to keep it as simple as we can: First of all, the Rune Shield EoD casts must be removed as soon as possible or you will not be able to interrupt its spells (which will quickly wipe you). There are several ways of doing it: mages Spellstealing and felhunters helping with Devour are good enough. At the same time, we have the Deaden and Spirit Shocks. You want to Spellreflect Deaden onto the boss to boost your DPS and interrupt the Spirit Shock to avoid a wipe because of the disorient effect and the consequent MT switch (thereby killing your melee, most likely). For interrupts, you will need rogues, mages and warriors setting a good rotation on Kick/Pummel/Counterspell, otherwise your raid will be done for. You can't keep a tank second on the threat list as the raid DPS needs to be very high. As the Kick cooldown is comparatively short, a good system is to use 3 rogues in rotation, with another player standing by for backup. It's important not to interrupt the Deadens, as they need to be reflected back on the boss to boost raid DPS (and there's always "Essence of Desire's Deaden is resisted by Essence of Desire"). The Deadens are precious, the Spirit Shocks are deadly, and the cast times are short, so a lot of work and focus must go into the interrupting. From a healer's point of view, you will be either constantly healing the main tank to keep him up with the damage he is receiving or constantly healing DPSers because of the half damage taken from their own damage dealt. Shamans prove to be really good at healing the packs of people because of their Chain Heal. Finally, and as you can imagine, this is yet another DPS race where you fight against your mana, since the aura will be decreasing your mana pool over time. Clever use of Deaden and correct assignment of healers for the tank and melee (between 2 and 3 healers in total) and the casters (the rest of the healers), is the way to get this correctly done. There are some further survival tricks that can get you down the last 5% even if you are out of mana. Each priest can save their Inner Focus to dispel EoD's Rune Shield to remove it. Paladins can use Lay on Hands to keep the tank alive. The other critical abilities; Kick and Spellreflect; are of course unaffected by the mana shortage. Once again when EoD reaches 1%, it will go to the spawn spot and another ghost phase begins. Essence of Anger Essence Of Anger - Phase 3 A short time after the ghosts are dead, this last phase begins. Your tank has to run again to the spawn point and start building aggro. The MT must turn Essence of Anger's back to the raid immediately to keep Soul Scream off the raid. Of course the MT will still be getting hit by Soul Scream, which will burn his rage and deal extra damage. The Aura of Anger will be boosting the aggro from DPS faster than that from the tank, as his extra aggro abilities like Sunder Armor, Shield Slam, etc will not be affected. Spite can be dealt with by taking Major Nature Protection Potions, as explained in the ability above. Seethe will only affect your raid if Seethe should not be cast if EoA is not aggroed from the MT or Taunted back. If Seethe hits anyone but the MT, they need to cut right down on all high aggro or damage abilities until it wears off. This will be a major DPS test for your raid. Blood Lust/Heroism, Haste Potions, Destruction Potions, cooldown abilities, trinkets: EVERYTHING has to be used in order to deal maximum damage to the boss, including using a Healing Potion to keep yourself up for one last tick from the Aura. You realistically need to take down the boss in about 100 seconds, by which time half the raid will be dead. In addition to the above, the Aura will also be increasing its damage done to the raid quite fast. In the end, it will reach peaks of 3-4k per tick, making it impossible to heal. By this time, EoA should be dead or almost dead since you won't be able to take much from the Aura at that stage. As a healer your main priority will be keeping up the main tank (Soul Scream plus the Aura will be tough) and also everyone will be taking damage from the Aura, which you need to heal through. Healers will most likely need a few tries on this phase before they get used to what's going on and adapt to the most effective healing strategies. Make sure everybody is in a role where they can get the most healing per second out of their class and spec. People should use Healthstones and potions when the Aura ticks start becoming high (2,000-3,000) in order to ease the healers' work. Important: The Aura resets on an individual basis when you die, meaning that if it was ticking for 3,000, you die, and you ankh or soulstone, it will start over on you individually from the intial damage level (103). It will still be ticking for 3,000 on the rest of the raid, of course. A proper use of soulstones on low HP people can boost your DPS a fair bit, but you shouldn't rely on this to win the fight. Class Assignments Tanks Phase 1: Follow the plan in the phase description, remembering to save your health for the enraged stages. DPS all the time. Phase 2: If you are MT, you will be Spellreflect-ing his Deaden and building as much threat as you can. Phase 3: Tank Essence of Anger, pointing it away from the raid, and use up your rage as fast as you can. Rogues Phase 1: Follow the plan in the phase description. You may have to save your health for the enraged stages so you can Evasion tank. DPS all the time. Phase 2: Interrupt Spirit Shock, taking great care not to interrupt Deaden, and DPS. Phase 3: DPS as much as possible. Warlocks Phase 1: Follow the plan in the phase description. You may have to save your health for the enraged stages if you have high stamina. DPS all the time. Phase 2: DPS as much as possible and use felhunter if your raid decides to remove the Rune Shield that way. Phase 3: DPS as much as possible. Mages Phase 1: Follow the plan in the phase description. DPS all the time. Phase 2: DPS as much as possible and use Spellsteal if your raid decides to remove the Rune Shield that way. Phase 3: DPS as much as possible. Hunters Phase 1: Follow the plan in the phase description. DPS all the time. Phase 2/3: DPS as much as possible. Using Misdirection is advised on phases 2 and 3 so that tanks can get extra threat (thus allowing more DPS). Healers Phase 1: Follow the plan in the phase description. DPS all the time. Dispel Soul Drain. Phase 2: Assigned in two different groups: first one being the Main Tank and melee DPS and the second being the ranged group. Shamans prove to be good at this with Chain Heal. Phase 3: Again an intensive healing fight where you need to assign healers to both melee and tank as well as the ranged DPS players.

表示オプション

横に並べて表示:
変化行の前後のみ表示:
記事メニュー
目安箱バナー