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PTR
12.1.0
PTR
12.1.5
指南內容
版本8.3.7
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投票)
MOTHER Uldir Raid Strategy Guide
來自 FatbossTV
已更新:
2018/10/11
This guide provides tips and strategies for defeating the
母親大人
encounter on Normal Difficulty in Uldir. Changes to the fight for other difficulties are listed below in their respective sections, including tips and strategies for dealing with the new mechanics introduced in these difficulties. The Mythic Guide has moved to its own page which can be found by
clicking here
.
母親大人
is a single phase encounter which takes place across three chambers. The group must move between these chambers before they each fill with lethal
淨化肅清
fire.
The spells in this encounter are not difficult to deal with mechanically, instead the difficulty lies with the coordination needed to pass through the
防禦網
at a pace that won't kill the group by being too slow or too fast!
母親大人
is the second boss in Uldir, the first raid in Battle for Azeroth; available
September 4th
on Normal / Heroic difficulty. After defeating
母親大人
, players can progress towards the
噬臭者
,
札克沃茲
or
維克提斯
encounters.
Mythic MOTHER World Firsts
Loot
For more information on item levels, check out our
Battle for Azeroth Item Level Guide
.
Armor:
Cloth
:
慢性感染護腿
Leather
:
致病裹腿
Mail
:
意外截肢手套
,
火焰殺菌肩甲
Plate
:
網格跑者盔
,
淨化者巨腰帶
Ring
:
除腐戒指
Weapons:
1H Agility Mace
:
母親大人的雙眼凝視
Dagger
:
交切解剖刀
Intellect Off-hand
:
奧迪爾實驗體名冊
Warglaive
:
守衛者戰刃
Quick Tips
Whilst in Chamber
Tank the boss near the
防禦網
to allow melee DPS to pass through it at a moments notice.
Avoid standing in front of
母親大人
when she casts
消毒打擊
. The tank should side step this once the cast begins.
Move from the
淨化之焰
patches that spawn underneath everyone's feet.
Stand in the middle of the chamber and run against the
風洞
push-back to avoid standing in fire.
Move with the rotation of the
奧迪爾防禦光束
to avoid getting one shot in the third chamber
Save long cooldowns and Bloodlust for the third chamber as the boss is taking 100% extra damage!
Whilst passing the Defense Grid
Pass through the
防禦網
in small groups, giving healers time to top everyone up in between. This is a great time to chain healing cooldowns.
Send a tank and two high burst DPS through the grid first, followed by small groups with a mixture of DPS and healers, followed last by the other tank with the boss.
Pass through the same point of the
防禦網
as everyone else to ensure the adds spawn close together.
Kill and interrupt the
腐化殘跡
's
黏性腐蝕
cast. Stuns, silences and displacements work!
Players and enemies cannot be directly hit through the
防禦網
as it blocks line of sight, but projectiles, auras and AoE spells work!
Ensure that the entire raid leaves the previous chamber before it reaches 100% energy and begins to cast
淨化肅清
.
母親大人
Abilities
母親大人
casts 3 abilities regardless of which chamber she is in, only gaining access to one additional ability in the second chamber onwards.
消毒打擊
At 100% energy,
母親大人
will strike down towards the tanks location after a 3 second cast, dealing a large burst of physical damage to all players in a cone in front of her.
Move away from the
淨化之焰
patches!
Any players hit will also take 50% increased damage from
消毒打擊
for 30 seconds. This effect stacks.
The tank should face
母親大人
away from the group at all times, preferably towards the wall.
As soon as the cast begins, the tank can side step away from the incoming blow to avoid it completely, as the boss will not rotate to match the targets movement once the cast begins.
As the tank can dodge the hit, this does allow
母親大人
to be solo tanked, however an additional tank is needed to deal with the adds that spawn as the group passes through the
防禦網
.
The tank should position
母親大人
near the
防禦網
to allow melee DPS to pass through it at a moments notice.
淨化之焰
Patches of fire will spawn underneath the feet of all players who are within the same chamber as
母親大人
.
Moments later these patches explode, dealing a moderate burst of fire damage to all players within 3 yards of the patch. Players should immediately move from these zones to dodge the damage.
Large groups should stack up as much as possible. This will allow the group to easily move from one clumped patch of fire, rather than try and dodge multiple patches scattered around the room.
Smaller raid sizes will not need to stack up as much, as there should be plenty of space to move around in due to the lack of players.
風洞
Run against the wind to avoid getting placed into the fire!
Winds will flow across all three chambers, pushing players towards the east or towards the west. The direction of these winds changes each time the ability occurs.
Players need to run against the winds as they will otherwise be pushed into patches of fire which appear at the wall the wind is blowing into.
The raid should always aim to inhabit the middle of the chamber to ensure they have a large distance between themselves and these fire patches.
The group can use the small slanted wall near the
防禦網
to aid them in their movement. If positioned correctly whilst running against the wind, the player will not move but they will be unable to stand still to cast spells.
淨化肅清
Whenever the boss enters a chamber she will activate it, causing it to gain energy over 3 minutes. This energy can be tracked via the boss frame user interface element.
At 100% energy that chamber will be flooded with fire, dealing extreme ticking damage to anyone who is still inside it.
Players need to leave the chamber before this 3 minute period is up by crossing through the blue
防禦網
which is present between the arches connecting each chamber.
As an "anti-cheese" measure, the second chamber will be flooded with fire for the first 10 seconds of the encounter. This prevents players from resetting the boss and starting the encounter in the second chamber.
防禦網
You cannot directly cast attack or cast spells through the
防禦網
!
The
防禦網
blocks line of sight. Players are unable to cast spells directly at any enemy or player who is on the other side of the grid.
Area of Effect spells such as
暴風雪
or
治癒之雨
can be placed near the grid and will affect anything within is range.
Projectiles such as
冰霜之球
and
爆裂射擊
, as well as cleave spells can also hit targets on the other side of the grid.
Auras will also pass through the grid and affect and targets within range.
Each time a player passes through the
防禦網
, they will deal a burst of arcane damage to the entire raid.
This prevents the entire raid from passing through at once, instead forcing the raid to send people through at steady rate, allowing healers to counteract the burst of damage between each set of players that passes through.
The amount of players the group sends through each time will depend on what your healers are comfortable healing.
A good starting point is to send three to five players through each time, adjusting this amount depending on healer feedback.
The raid must organise itself so that the group passes through the grid as efficiently as possible, either by calling out who should pass through next or by assigning groups of players before pulling the boss.
It is important that the tank with the boss passes through the grid last, as the next chamber will begin gaining energy as soon as
母親大人
enters it.
The raid should attempt to split the healers evenly as groups pass through the grid, as players on both sides will require healing throughout this time.
Interrupt and Kill the
腐化殘跡
adds!
When a player passes through the
防禦網
, they will also spawn a
腐化殘跡
add after 3 seconds.
The position this add spawns in depends on which point the player passes through the grid, therefore players should move through the grid at a set point to spawn the adds close together.
Players should avoid blinking or otherwise teleporting through the grid, as this causes the add to spawn further into the next chamber than the other adds.
Players who use immunities such as
暗影披風
or
聖盾術
whilst moving through the
防禦網
will
still
spawn a
腐化殘跡
add and will still deal damage to the raid.
The
腐化殘跡
adds need to be tanked and will frequently cast
黏性腐蝕
.
This 2 second interruptible cast will deal a burst of nature damage and apply a 5 second dot to the entire raid.
This must be kicked as the highest priority. The group can also use stuns, silences and displacements to interrupt the casts.
The first group of players to pass through the grid should consist of one tank and two high-burst DPS with good interrupt/crowd control spells, as to deal with these first few adds quickly and safely.
As more and more players pass through the grid, killing the
腐化殘跡
adds becomes easier due to the increased number of interrupt spells and sheer amount of DPS.
The point in which the group begins passes through the
防禦網
will depend on how large the raid is.
Larger raid sizes having to start sooner than smaller raid sizes, as more players need to pass. However larger raid sizes can frequently send more people each time, as they have access to a larger amount of healing cooldowns.
The group should aim to leave a chamber when it is
just
about to fill with fire, as moving between chambers to early could lead to the final chamber filling with fire before the boss has been defeated.
As a guideline for the first pull, we recommend that the group starts moving through the
防禦網
once the active chamber reaches 50 energy before adjusting this time as the raid sees fit.
Once the entire group has entered the second chamber, the fight will return to normal whilst the group fights
母親大人
.
The raid will need to pass through another
防禦網
into the final chamber as this second chamber begins to gain energy. This should be done in the exact same way as before.
Groups with high damage are be able to defeat the boss before needing to pass into the third and final chamber, in which case they should remain in the second chamber and nuke the boss
In the second chamber onwards, an additional ability has been added:
奧迪爾防禦光束
.
Several beams will appear at the side of the chamber and sweep across it. Getting hit by a beam will still deal lethal damage every 0.2 seconds to anyone hit.
There is a gap in the surface of beams. Players should quickly stand in this gap to avoid taking a large burst of damage.
The raid should aim to stand towards the middle of the encounter space to ensure that they can always reach the safe spot in the room, regardless of where it spawns.
Vertical
奧迪爾防禦光束
s
Upon entering the third and final chamber,
母親大人
will gain the
耗盡能量
debuff which increases the damage she takes by 100%.
Raid groups who are unable to defeat the boss in the second chamber will find it easy to finish her off once they reach this last chamber.
The group must exercise caution when passing through the second
防禦網
, as the
奧迪爾防禦光束
s will be active in both the second and third chamber.
As you cannot pass through the
防禦網
as the
奧迪爾防禦光束
s pass, the raid may need to start crossing into the third chamber at a lower energy level than they did before.
The encounter will end when
母親大人
reaches 10% health, at which point she will become friendly and start her RP.
Raid Finder Difficulty
Aside from numerical changes, in which the boss has less health and deals less damage, the mechanics of the fight have not changed on Raid Finder difficulty.
Heroic Difficulty
Aside from numerical changes, in which the boss has more health and deals more damage, there is one mechanical change to the encounter on Heroic difficulty.
Due to the increased damage dealt by the
防禦網
, the group
may
wish to limit the amount of players that pass through to three, instead of five.
This will increase the amount of time needed for the raid to pass from one chamber to another, meaning the group may need to start transitioning at an earlier chamber energy level.
In the second chamber onwards, there's now an additional type of
奧迪爾防禦光束
.
Several beams can now appear at the top of the chamber and descend towards the raid.
There is a gap in the surface of beams, indicated by a series of squares on the ground.
The beam configuration, either the vertical or horizontal type, that is used first is chosen randomly. After that point the boss will take turns at using each one.
Horizontal
奧迪爾防禦光束
s
Mythic Difficulty
MOTHER has received multiple mechanical changes on mythic difficulty to make the encounter more difficult.
Our Mythic guides have moved to separate page! Click here to check out the
Mythic MOTHER Strategy Guide
.
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
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評論
評論來自
AskeHK
Will blinking through the defense grids also cause damage to the entire group?
評論來自
ThornDJL7
Uldir defensive beam on normal was not how it was listed here, there was no spinning wheel of death. It started in chamber 2, and would cut across the entirety of room 2 & 3, and you had to move to the gap in each room to not die. Additionally, you need to be careful crossing the defense grid between the wind and lasers. If you don't, it's a really easy way to die.
評論來自
hub2
Actually, you can just pull her to the elevator room you came from and skip all the struggle ;)
(Game Version 8.0.1 27547 Aug 30 2018)
評論來自
Qoko
Note that with considerably or exceptionally high dps respectively, you could
skip
the third and even the second room on this encounter entirely. Our guild struggled for a few attempts to find the balance on how many to send through in a 30 man group (we decided upon a party for easy coordination but it's more bursty). Considering that the Defense Grid is without a doubt the hardest hitting ability in the fight, if you can avoid '1 or 2 * n raiders' blasts and add spawns, it removes a huge strain from the healers and dps.
One important factor to consider is that the boss % you see upon entering room three (or two if you avoid both grids) with the normal tactic is not comparable to what you could achieve when not passing altogether, as you won't be missing the dps that crossed over. So if the boss entered room three with 30% on a normally executed kill, you would probably be perfectly able to defeat her (disengaging at 10%) before the second room lights up, especially with Hero/Lust/Hysteria on pull.
A few pros with this strategy:
Final (or any) Defense Beams do not activate.
Use the Haste cooldown on pull (start crossing after the cd drops), no damage taken increase to consider.
Healers can pretty much chain cooldowns on crossing room one to two, as there won't be much happening afterwards.
Fire in room two =/ wipe, as a party sized group can cross into the final room to finish it off.
評論來自
Bastyani
Anyone noticed at the sides of the room where flame and winds come out a clickable plate named Uldir control module (not sure of the exact name). It becomes active only when the encounter starts. What does it do?
評論來自
1908238
This boss is going to be hilarious in PUGs xD Can imagine the rage now when you have people who are clueless yeeting through the barrier and wiping the raid.
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