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PTR
12.1.0
PTR
12.1.5
小知識
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評論
評論來自
510610
fairly easy. ranged stand in groups of 3 10yards away from other ppl. and melle stand in 3 groups you should be fine.
評論來自
cayleb
This is the strategy we used successfully on 10-man after multiple wipes trying it other ways. Juggling the Death Plague is only as hard as you make it, and this is the easiest way to mange that mechanic and this fight.
Before The Pull
Split out your raid into groups of three.
You will have three groups plus your tank. Our comp was three healers, three melee dps and three ranged dps, so it worked well for us to mix the healers and ranged up into two groups and keep the melee dps as a separate third group.
Figure out what wall your tank will have his back to, then
position your three groups
in a triangle, with about 15-20 yards between the each group, like so:
H&R------------H&R
...\...................../
.....\................./
.......\............./
.........\........./
.........Melee
.........BOSS
If your group has more than three melee DPS, you may need to bring in one of your healers and create a second melee group with your tank in it and leave a random dps or healer as the odd man out.
During The Fight
This mini-boss has three abilities. The
Arctic Breath
is a cone like effect, basically just like Icehowl's. It both DoTs you and freezes you. This ability is one of the reasons for the triangle positioning. Only one group at most should be effected by this, that way mobility remains high and healers less stressed.
The second ability is a
Stomp
that knocks everyone up. There's no real way to mitigate this, and it's purpose is essentially to keep the healers awake.
The third ability is what drives the mechanics of this fight. At periods throughout the fight, your unfriendly, non-iron giant will cast
Death Plague
upon a raid member. Death Plague is an uncurable, unremovable debuff that lasts 15 seconds. At the end of its duration, it will jump from you to any and all non-immune players within 8 yards and cause 8000 damage to you as it leaves. It will also debuff you for 30 seconds making you immune to further Death Plague jumps or casts. Once the debuff fades, you of course can get infected again. If Death Plague is unable to jump, either because no one is around or everyone within 8 yards is already immune, you will die instantly.
Death Plague is the primary reason for the positioning and groups. When the Death Plague is cast, you not only have a debuff that tells you this, you also turn green. With only two other players to watch (in most situations) you should not fail to miss when you or one of your two buddies gets the plague. The FIRST TIME AND ONLY THE FIRST TIME that someone in your group of three gets the plague, ONE of the two non-infected buddies needs to move 10 yards outward away from the raid. This allows Death Plague to begin a proper juggling sequence between members of the group. After the first infectee loses his plague and gains his debuff, the third member rejoins the group and you continue on dpsing the boss without further monkey business. Death Plague will simply keep hopping from member to member as the debuffs will cycle, one expiring while the other is midway through and Death Plague is ready to jump.
As the mini-boss casts Death Plague multiple times, it is likely that at some point two or all three groups may be juggling infections.
It is possible for your tank (or if you had 4+ melee dps, whoever isn't a part of your three groups of three) to get infected with Death Plague. If this happens, it is a fairly simple matter to identify which group isn't juggling an infection and have one of their members run to catch the infection. It is helpful to have access to voice chat to make calling out the infection easier for the tank and assigning a rover to catch it and bring it back to his/her group.
And that's how it's done. I imagine many, if not all, of these the same principles can be applied to the 25-man version of this mini-boss with much success.
Obviously, this strategy is merely synthesizing and fleshing out what
littlefran
provided on the mechanics of the mini-boss abilities, and
logt33th
's suggestions to group in threes for easy Plague juggling and avoidance of mass Arctic Breath damage. Thanks to them for their insight and information!
評論來自
nikbos
Our group did this no problem, when ever someone died, they just ran back and resumed fighting within 30 seconds.
評論來自
579202
The whole triangle thing previously mentioned was sorta hard to grasp with the knockbacks and the freeze effect this character has, rather than doing the triangle my guild tried a new approach that was rather easy, we had all our raid fan out in the circle where the spire frostwrym appears right before the gunship battle, with our raid spread evenly around the circle using the texture flaws on the circle (points) as guidelines we had very little problems with spreading the plague to members of the raid without giving it to more than one person unless it was a melee class that had it, and it was a simple call out on vent directing people where to go that fixed the problem other than melee we just ran to a raid member on either the left or the right to drop it on them... made it rather easy.. give it a try and tell me how it works for you guys :)
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