「Teron Gorefiend」の編集履歴(バックアップ)一覧に戻る

Teron Gorefiend - (2007/10/29 (月) 01:40:10) の編集履歴(バックアップ)


Teron Gorefiend




Raid Setup


 20000以上のHPを持ったTankを一人。
 この戦闘に慣れてくるまでは、これ以上のTankを連れてくる事はDPSの無駄となる。
 8Healer。恐らくPalとPriが最低二人ずつは必要になるだろう。
 後は他のDPS ClassでRaidを埋める事。

Buffs, Potions and Gear


 Shadow Resist Buffが必要となる。
 Shadow/Fire Resi Potは必要ではないが、ダメージ軽減には役立つ。

Boss Abilities


 Melee : Plateに5-6k。
 HP: 4,100,000

Doom Blossom


 彼の頭上に暗雲を呼び寄せ、ランダムでShadow Boltを撃ちだす。約1500ダメージ。



Shadow of Death


 30秒毎にランダムで一人に55秒のDebuff。
 55秒後、ターゲットは死亡し、60秒間ゴースト状態になる(後述)。
 これはMTには使用されない。

Crushing Shadows


 ランダムで5人のプレイヤーに被Shadowダメージが50%上がるDebuffを15秒間与える。
 無敵系能力で消去する事ができる(が、Incinerateを食らった時の為にとっておく方が良いだろう)。

Incinerate


 ランダムターゲットに毎秒2775-3225のダメージを3秒間与える。
 これは即座にDispelしなければならない。
 彼はこの能力をおよそ20秒毎に使用する。

Shadowy Construct

Shadowy Construct Abilities


 Melee hit: Plateに800 Clothに2000+
 HP: 60,000
 Immune to all attacks except from ghosts

Atrophy
Each time a Construct melee strikes a player, it applies this debuff which slows attack speed/casting speed on a raid member by 5%, and can stack up to 10 times. It cannot be dispelled.


Strategy

The Pull
The main tank engages by simply running towards Teron Gorefiend.

The raid will engage the boss and move directly to the furthest possible point away from the entrance. He will be tanked facing away from the raid, at the bottom of his stairs. As soon as the main tank has run to the boss, the entire raid should quickly run down where shown below. Healers may well wish to keep HoTs on the tank as he pulls, to guard against nasty crushing blows.


The Fight
Teron Gorefiend Raid Positions

He only has one phase in which many things will occur. The first and foremost to note is that he hits quite hard on plate so healers will need to be assigned to keep the main tank alive.

After 10 seconds he will target a random raid member and place a debuff on them called 'Shadow of Death'. This debuff will cause the raid member to turn into a ghost when it has ended, and in doing so the player will spawn 4 Shadowy Constructs (similar to the mobs in Rattlegore's room, Scholomance).

The main priority of the affected player will be to then kill these Constructs before they reach the raid and kill the healers. It is of the utmost importance that this job is performed quickly and efficiently; for a loose Construct in the raid is almost certainly a wipe.

Ghost tactics will be discussed further on in the strategy.

As Gorefiend is DPSed down he will mark another player for death every 30 seconds. It is advisable that warlocks place soulstones upon these people so that when they have finished their ghost phase they can rejoin the fight; or druids can be assigned to res them.

Doom Blossoms will form above him and begin to fire shadowbolts into the raid. As the fight progresses more of these will spawn and the raid will require more and more healing to compensate. As an added twist he will randomly debuff raid members with an increased shadow damage buff named Crushing Shadows, which lasts 15 seconds. Shadow bolts hitting players with this debuff hit for noticeably more (up to 2500).

Gorefiend will also target random raid members with Incinerate during the fight which deals significant fire damage over time (roughly 3000 damage a second). This must be cleansed by a priest or paladin immediately, as combined with the Shadow Bolts, it can lead to a quick death.

Once the raid has mastered these different abilities it is invariably a race against time. You must kill Gorefiend before too many Doom Blossoms spawn, or before too many people have become ghosts. His health is not great (4,100,000), but DPSing him down before his abilities kill the raid will take time and practice.


Ghost
Ghost Strategy
Upon receiving the Shadow of Death players will have 55 seconds to continue fighting Teron before they die and transform into a ghost. It is imperative that these people do not die in the raid, as they will spawn Constructs on top of the raid. The Constructs themselves are immune to attacks from any alive players, making it vitally important that they are killed swiftly.

If you get the debuff you should run out of the fight when it has about 20 seconds left, back to the main entrance.

If any Constructs reach the raid, they will hit for about 3000 on cloth and will give people a debuff called Atrophy, reducing their attack speed by 5% for 60 seconds. This can stack up to 10 times. The Constructs themselves are immune to attacks from any alive players

As soon as you die you will become a ghost for 60 seconds. Controlled by your pet bar (like the bar used in Karazhan's Chess Event), this ghost has 5 abilities:

1 - Spirit Strike: deals ~700 dmg to the target and decreases the damage they do by 10% for 5 seconds. Must be performed in melee range of target.

2 - Spirit Lance: deals ~6000 dmg to the target and decreases the target's movement speed by 30%. Can stack up to 3 times.

3 - Spirit Volley: deals ~10000 dmg to all nearby targets. 15 second cooldown. 12 yard range.

4 - Spirit Chains: locks all nearby targets in place for 5 seconds. 15 second cooldown. 12 yard range.

5 - Spirit Shield: absorbs up to 12000 shadow damage on a friendly target. 90 second cooldown.

Note that the Ghost is invulnerable to the Construct's attacks, and therefore will not ever get aggro from them.

Also note that Gorefiend is invulnerable to each Ghost ability, with the exception of Spirit Strike.

Shadowy Constructs being killed by ghostsAs soon as you become a ghost you should shackle the Constructs around you. This will stop them running to the raid and give you time to manoeuver around in front of them. Your objective should be to hit each Construct with the Spirit Lance at least once every 10 seconds. This will slow them down, giving you time to kill them. Use the AoE as much as possible but be aware it will break the Chains, so try to use Spirit Volley immediately before you cast Spirit Chains.

If performed correctly, the Constructs should die within 40 seconds, giving you 20 seconds to perform a few more tasks.

Once your Constructs are dead it is advisable to float to the raid and hit Gorefiend with Spirit Strike. Once this is done, target a healer with Spirit Shield and give them the buff. If you still have time left after this, you can help fellow Ghosts with their Constructs.

Please note that the Shadow of Death ability has nothing to do with aggro. It is completely random. What it means however is that each raid member needs to know exactly what to do if they should get targeted by it. The only person who will not get it is the main tank, or the highest on aggro at the time it is cast.


Class Roles

Tank
Simply keep Teron on you for the entire fight. You will not get the Shadow of Death debuff as long as you stay top of his aggro list. Face him away from the raid, towards the entrance; the same way he's facing as you engage. Make sure to move him forward slightly so that hunters can DPS from the far side.

Melee
Stay behind him and dont overaggro. Be aware of your debuffs.

Ranged
Stay at the far wall and dont overaggro. Be aware of your debuffs.

Pets may be used in this fight as they do not gain any of his debuffs. They can be targeted by the Shadowy Constructs but are very unlikely to generate more aggro than the healers. Warlocks should use their imps to maximise their party's hitpoints. Hunters can leave their pets on the boss to boost DPS as much as possible.

Warlocks
Once your raid feels comfortable with the fight, organising soulstones on those that get Shadow of Death is advisable. Some discussion with the druids regarding combat resses may be needed.

Healers
Assign healers to specific roles; the tank will need 4 dedicated healers at all times, possibly more. One paladin/priest should be assigned to cleanse Incinerate. Some healers will be needed to heal the raid later on in the fight - druids or shamans are good choices for this. Watch the raid's debuffs, prioritse those with Crushing Shadows. Be aware of your own debuffs.

Druids
See warlock comment above.
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