此站点大量使用JavaScript。
请在您的浏览器中启用JavaScript。
正式服
PTR
10.1.0
PTR
10.1.5
Abyssal Commander Sivara Azshara's Eternal Palace Raid Strategy Guide
来自 FatbossTV
[Last Updated]:
2019/07/25
变更日志
补丁:10.1.0
目录
评分:4.9/5
(
9
投票)
指南导航
评分:4.9/5
(
9
投票)
This guide provides tips and strategies for defeating the Abyssal Commander Sivara encounter in Normal Difficulty in Azshara's Eternal Palace. Changes to the fight for the other difficulties are listed below in their respective sections, including tips and strategies for dealing with the new mechanics introduced in these difficulties.
Abyssal Commander Sivara is a single phase encounter which requires the raid to avoid certain damaging abilities depending on the marks they are given at the beginning of the fight. Good player awareness and quick reaction times are needed to bring down the Abyssal Commander Sivara!
Abyssal Commander Sivara is the first boss of Azshara's Eternal Palace. After defeating Abyssal Commander Sivara, players may choose between the
Blackwater Behemoth
and
Radiance of Azshara
encounters.
Mythic Abyssal Commander Sivara World Firsts
Loot
Normal Loot starts at Item level 415, Heroic Loot at 430 and Mythic Loot at 445.
Armor:
Cloth
:
Leather
:
Mail
:
Plate
:
,
,
Azerite:
Cloth
:
Leather
:
Mail
:
Plate
:
Weapon:
Crossbow
:
1H Axe (Str)
:
1H Mace (Int)
:
1H Dagger (Agi)
:
1H Fist weapon (Agi)
:
2H Polearm (Agi)
:
Offhand
:
Trinket:
Int DPS
:
Quick Tips
Split the raid in two, with each half on a different side of the boss:
on the left,
on the right.
Avoid coming into contact with mechanics which deal damage of the opposite type of your Chimeric Mark.
If at excessive Chimeric Mark stacks, trigger an
to reset your stacks.
Stack on the tank matching your Chimeric Mark to help split the damage of
.
Move far from your group when afflicted with
to place the pool out of harms way.
Move to the side of the boss with the bolts that match your Chimeric Mark when she casts
.
Spread 4 yards when
is cast. Make sure to move over to your assigned side if your Chimeric Mark is inverted!
Tanks must make sure they move away from the group to place the pool left behind by the
/
debuff in an ideal location.
Abilities & Strategy
At the beginning of the encounter, Sivara will coat the entire raid with one of two marks.
These marks are spread evenly across the raid, with one tank, half the healers and half the damage dealers receiving the
and the other half of the raid receiving the
.
Both debuffs are permanent and can stack if players are hit by certain spells. These debuffs deal ticking damage and have one additional that is unique to each individual debuff.
reduces the amount of incoming healing a player receives by 5% per stack.
reduces the players movement speed by 5% per stack.
If a player comes into contact with another player who has an opposing Chimeric Mark, they will trigger an
.
This will reset the amount of
/
stacks back to 1, whilst dealing high ticking nature damage to the raid over 3 seconds.
will also trigger when a player receives damage from a spell of the opposite element (e.g
will trigger when a
player takes nature damage).
will not trigger other
s.
The raid wants to avoid triggering
as much as possible.
The raid should split into two groups as soon as the marks are applied at the beginning of the encounter, with all
players moving to the left side of the boss and all
players moving to the right.
Do note that players have a brief period where they will not trigger
by moving into a player with the opposing mark at the very beginning of the encounter.
Split the raid in half, with
s on the left and
s on the right!
Throughout the fight, the boss will cause up to 4 random non-tank players
to
.
This
or
is a 7 second debuff which explodes upon expiration, dealing high damage split between all players within 5 yards.
Players marked by this ability should move to either side of the stacked raid team before their debuff expires, as they will leave a
Ground/
pool when the debuff expires.
These pools deal ticking damage and apply further stacks of
/
every second to anyone who stands within it.
On normal difficulty, the player should not need to have anyone else help split the damage of the debuff expiration, as long as they are healthy before the event occurs.
The further the pools can be placed away from the group, the better. This will give subsequent
targets additional space to place their debuffs later in the fight.
Ideally the pools will not be placed behind the stacked raid group, as players could be knocked back into a pool when the
cast goes off.
Move away from the group whentargeted by
!
On a timer, the boss will slam the current tank, dealing a large burst of physical damage split between the tank and all players within 5 yards of them.
The half of the raid which matches the tanks Chimeric Mark should ensure they are stacked on them as often as possible, as to help spread the damage out to survivable levels.
This ability will also knock all players in the raid back, regardless if they are hit by the damaging aspect of the ability or not.
All players should be wary of their surroundings as to make sure they are not knocked back into a pool left behind by
.
Sivara will apply stacks of either
of
to the tank via her melee hits. The debuff that is applied will always match the Chimeric Mark the target has.
Both debuffs deal ticking damage over 10 seconds. Upon expiration the debuff will leave a patch of
Ground/
on the tanks location.
The more stacks the tank had of the debuff, the larger the pool left behind on the ground.
Tanks should taunt off of one another on around 4-6 stacks as to keep incoming tank damage low and pool size to a minimum.
Tanks must be aware that their debuff may drop whilst they are tanking the boss, mainly during periods where the boss casts several spells back to back.
When the debuff is due to expire, the tank should move away from the group as to ensure the
Ground/
pool left behind is in an ideal location.
The boss generates energy passively over time. Upon reaching 100 energy, she will cast
.
This will create multiple bolts around the her, on one side they will be
s, the other side will be poison bolts.
These bolts will then shoot across the encounter space, leaving her side in a staggered fashion.
Anyone hit by a bolt will take a burst of either frost or nature damage and receive a stack of
or
.
Players should avoid getting hit by the bolts of the opposing element type by standing on the side of the boss which matches their Chimeric Mark.
Players should still attempt to avoid the majority of the bolts by either only getting hit by a single bolt or by moving into the path of a bolt that has already shot out.
Healers should be prepared to use a cooldown or two to cover the incoming damage the raid may take, as several players may trigger an
.
If players are trying to hide within the bosses hitbox, they will be knocked far back - forcing them to deal with the ability.
Avoid getting hit by bolts that don't match your Chimeric Mark!
The boss will cast several
, one after another. These will target a random non-tank player with either a
or a
.
The bolt that is chosen is always the one that is of the opposite type of their Chimeric Mark.
When the cast ends, the boss will send out a projectile towards the targeted player. The first target it hits will take a burst of either frost or nature damage and be pinned to the ground, stunning them until a player interacts with the bolt to remove it.
Ideally, a player targeted with a bolt will have a player of the opposing Chimeric Mark soak the bolt, as this will prevent an
from triggering.
This is done by having the targeted player move to space between the two groups, whilst a player from the other group also moves over to intercept the projectile.
After a player has soaked a bolt, another raid member should quickly run over to them and remove the bolt as to allow the player to rejoin the encounter.
An alternative strategy is just to let the bolt hit whoever is closest to the boss in your group and quickly remove the bolt. This will trigger a single
per bolt, but this should be easily countered by the healers.
You can tell where the projectile will fly by looking at the arrow near the boss!
On a timer, Sivara will switch around 30% of the raids
to the opposing type.
Players targeted by this will also gain
, rooting them for 4 seconds. After these 4 seconds, they will apply their new Chimeric Mark to anyone within 4 yards.
Players should spread 4 yards apart before this ability is cast, as reduce the chance that players will gain additional mark stacks from the
.
After the
has ended, the players who had their
changed should move over to the group that matches their new mark.
The rest of the raid should make a path for these players to move, as to ensure that the players with the new marks do not trigger an
through a player collision.
Spread 4+ yards before
is cast!
Resetting Chimeric Mark Stacks
Depending on the length of the encounter, which is largely unknown due to limited PTR testing, it is unclear as to whether or not players will need to deliberately reset their Chimeric Mark stacks during the fight.
If the fight is short enough that players will not go higher than 6-7 stacks of their mark, then players should not deliberately go out of their way to trigger an
to reset their stacks.
Instead, healers need to be prepared to use healing cooldowns towards the end of the encounter where raid damage is highest.
This should be done in a staggered fashion, as spread the
damage throughout the encounter, rather than having the entire raid reset at any given time.
This can be done naturally by setting a rule: When you go above 5-6 stacks, reset your mark by getting hit by a
, Frostshock Bolt or standing in an
pool of the opposing type.
Alternatively, players may want to set a stack point in which Frost and Poison players can meet as to reset two players stacks without taking any additional damage.
We personally believe that, as this is a first boss, it is likely that the raid will not have to deliberately reset the Chimeric Mark stacks as long as raid damage is sufficient.
That being said, anybody who happens to gain a large amount of excess stacks, as a result of being hit by abilities, may want to reset their own stacks if they reach an unsustainable level for the healers.
Alternative Strategy
The strategy suggested above mainly relies on the group killing the boss before they run too low on space from the
Ground/
pools.
Tanking the boss in the middle of the room with the raid on either side is very clear and easy to follow strategy that is ideal as long as you don't run out of space.
In the event that this boss turns out to be a decent challenge for raid teams, they may wish to use a strategy that uses the space in the encounter room more efficiently.
On the pull, the tanks should drag the boss to the right side of the encounter room, leaving a gap of around 5-10 yards from the wall.
Players who are due to drop off the
Ground/
pools from
or the tank debuff simply move towards the wall to drop it off.
As the pools are placed throughout the encounter, the tanks will need to slowly move the boss 5-10 yards ahead of them, leaving adequate space to dodge the
bolts, regardless of where they spawn around the boss.
As long as players keep placing the patches next to the previous patches on the right side of the room, they will never be placed in a way that will be disruptive to movement.
Following this strategy will allow the group to slowly fill up the room in a very efficient way, removing the chance of there being a situation where players do not have a place to drop their pools in an ideal area.
Eventually the raid will run out of room, but is likely to take far longer than the strategy suggested above.
Heroic Difficulty
Both
and
have a unique additional effect which grants players with an extra resource bar.
has
. This bar will slowly fill over time as players are stood still, and will rapidly deplete when players move.
If the
bar fills to 100%, the player will be
- stunning them for 8 seconds and resetting their bar back to 0%.
ed players need to ensure they move frequently as to keep this bar from reaching 100%.
has
. This bar will quickly fill when players move around, and will slowly deplete when players stand still.
If the
bar fills to 100%, the player will become
- disorienting them for 8 seconds and resetting their bar back to 0%.
Toxic marked players need to limit their movement as much as possible, only moving when absolutely necessary.
This is mainly problematic when it comes to
, as players with
may need to move long distances as to drop their
pools in ideal locations.
If the group is consistently struggling to place these pools whilst avoiding the
debuff, then the Alternative Strategy listed above may be ideal as it limits raid movements to shorter distances.
Do not let your bar fill to 100%!
does far more damage on heroic difficulty. Due to this, players should always have at least 1 additional player help split the damage of the ability to ensure the
players survive.
This will lead to a larger portion of the raid receiving extra stacks of
in comparison to normal mode.
Players with high stacks will need to reset trigger an
as to counteract the greater number of incoming stacks.
converts all
Ground pools into
pools, and vice versa.
This doesn't actually matter all that much. Players do not need to stack pools on top of one another for space.
Players just need to be aware that there will be pools that do not match their Chimeric Mark type on the side they are stood.
A suggested strategy by some is to have all non-inverted players switch sides around the boss, as to keep the pool and mark types matched on a single side.
We personally feel this is unnecessary and disruptive. Instead, players can utilise this new mechanical change as an easy way to reset high mark stacks without having to travel large distances.
Mythic Difficulty
Aside from numerical changes, in which the boss has additional health and her abilities deal more damage, the boss has one mechanical change on mythic difficulty.
Generally speaking, the positioning of the raid and overall strategy used doesn't differ much from the heroic version of the encounter, aside from some notable changes listed below.
The boss will apply 1 addition stack of the
to all players every 25 seconds throughout the fight.
This forces players to deliberately reset their
via
multiple times.
The ticking damage from the
is far more dangerous and will lead to more player deaths than the raid damage from the
.
To achieve this cleanly, the stacks should be reset in a staggered fashion throughout the fight, with players individually looking to reset their stacks around the 4-5 mark.
Players need to make sure that they do not trigger an
during points of high raid damage, as several
s in combination with other mechanics may lead to a wipe.
A single player should dictate who should drop their stack at what point as to make sure the incoming raid damage is low and steady.
As this ability deals far more damage than heroic difficulty, a player afflicted with
should have a minimum of 2 other players with them to split the damage of the spell.
With that said, ideally 3-4 players would help split this damage as to ensure the survival of the targeted player.
Players with immunities or very large damage reductions should use these spells to solo their
.
Players who soak the damage from the
will receive a large amount of
stacks. They must be prepared to reset their stacks if they exceed the 4-5 stack mark.
Raid Composition
Although the boss has a short 6 minute hard enrage, most guilds opt to use 5 healers for this encounter.
This is because the boss should die if most of the 13 DPS stay alive, which is far more likely with 5 healers.
Additional healers can also help the raid survive through larger amounts of stack resets simultaneously, as more healing cooldowns are available.
About the Author
This guide was written by FatbossTV. If you have any questions or want to provide alternate strategies/feedback, please contact them here:
Twitter:
@FatbossTV
Discord:
Discord.gg/fatbosstv
[Get Wowhead]
高级会员
[$2]
[A Month]
[Enjoy an ad-free experience, unlock premium features, & support the site!]
评论
评论来自
Madzai
if she inverts the pools too on heroic and up, is it really that big of a deal? you'd still have random players at risk of crossing the debuffs anyway.
评论来自
Rainlover
Maiden from ToS v.2
评论来自
thaedrelon
As of 7/21/2019, Enrage timer on Normal appears to be 6 minutes.
贡献
在发表评论前,请留心以下提示:
您的评论必须为简体中文,否则将会被删除。
不知道如何发评论?参考我们的
格式指南
!
发表前最好先自行校对一次。
有问题可以访问我们的
论坛
来寻求帮助。
发表评论
你没有登录。
请登录
或者
注册账号
来添加你的评论。
使用下面的表格浏览您的截屏。
[Screenshots containing UI elements are generally declined on sight, the same goes for screenshots from the modelviewer or character selection screen.]
质量越高越好!
[Please review our
Screenshot Guidelines
before submitting!]
您没有登录。请
登录
后提交截屏。
将视频URL输入下列表格即可。
URL:
支持:仅限 YouTube
说明:您的视频需通过审核才能在站点上显示。
我们用
Wowhead 客户端
保证数据库的及时更新,向您提供额外的有趣的功能!
两大目的:
它还维护WoW的一个插件
Wowhead Looter
, 在您游戏时采集数据!
它将
采集所得数据
上传至Wowhead,保证数据库时刻掌握最新信息!
您可以用它追踪完成的任务、配方、坐骑、伙伴宠物以及头衔!
您还在等什么?立即
下载客户端
整装待发吧。
我们用 Wowhead 客户端保证数据库的及时更新,向您提供额外的有趣的功能!
两大目的:
您可以用它追踪完成的任务、配方、坐骑、伙伴宠物以及头衔!
您还在等什么?立即 下载客户端 整装待发吧。