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评论来自
Neryssa
This mob spawns at the northern part of the Rampart of Skulls. He's got 22m health in 25-man.
This guy got the following abilities:
Stomp - Exactly like the
Stomp
from
Champions of Hodir
, it knocks everyone up.
Arctic Breath - Exactly like the breath from
Icehowl
, it freezes people in a cone in front of the caster.
Death Plague - Similar to the
Essence of the Blood Queen
from
Lana'thel
, in functionality:
- One person gets infected, this person gets a debuff for 15s.
- Once the 15s debuff ends, it will infect someone else with the plague. If there's no one nearby who can be infected by the plague, the person bearing the plague dies.
- Once you get rid of the plague, you'll get a debuff called "Recently Infected", which will make you immune to the plague for 30 seconds.
评论来自
538880
In 10 man ICC when faced with this boss, we cleared the trash that patrolled around the giant and then pulled him to the circle at the 3 way intersection.
We split up the ranged into two groups of three (healers in each) and had them stand on opposite sides of the circle. This way as long as everyone stays alive, the Death Plague will always have someone to jump to and the Arctic Breath won't hit all the healers at once. This strategy made it simple for us to take him down. Good luck and have fun!
评论来自
538883
6m hp in 10 man. Seemed to have a rather large aggro radius, we had a few accidental pulls.
Either stand in groups of 2 for the plague to jump between you or spread out completely and just run to another person that doesn't already have the debuff when yours is about to run out. In our 10 man the recently infected buff didn't have an impact on another players ability to drop his plague without dying. Spreading out completely is ideal as minimal people will take damage from the arctic breath.
Don't worry about falling damage with crash, you don't go up high enough to cause any.
评论来自
Kalx
This mini-boss is the target for the weekly raid quest
Securing the Ramparts
.
评论来自
258282
BE WARNED!
The Death Plague
CANNOT
be Cloaked, Bubbled, Blocked or Avoided by any conventional means!
评论来自
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!
评论来自
Rorrik
VERY EASY FIGHT
.
This follwoing is confirmed at time of posting.
The Following works for both 10 and 25man.
Tank ---- Bosss ---- Melee/DPS/Healers/Ranged etc
Normal tank and spank setup, tho its recommended to spread around the boss as to avoid a mass freezing.
Have "Dave" and "Bob" (a ranged DPS and a healer) stand out to the left or right, about 15 yards away from the rest of the group, and next to eachother. Where they can still dps the boss or heal everyone but are at a good 10 yards away from the rest.
When someone gets the debuff, tell them to stop what there doing and run over to Dave/Bob.
Here's what happens.
Player 1 gets the debuff.
Player 1 runs to hug dave/bob.
Player 1 takes 8k damage (25man) and is now immune, so runs off back to where he was.
-----Dave gets debuff
Dave laughs, and keeps healing/dpsing.
Dave takes 8k damage and the debuff jumps to Bob.
Dave is now immune...for 30seconds.
Bobs debuff expires...dave is immune..."DEBUFF DIES". But dave lives?
So how did this happen? The Debuffs has to jump to someone within 8 yards. If it doesn't "
have someone within 8 yards
" the person it was on dies. Dave was the only person in 8 yards so it attempted to jump to him. Dave was immune when it got there so the debuff died off. Bob doesnt die because the debuff did have someone to jump to, it just couldnt have any effect.
The Debuff Text on this ...debuff... is
incorrect
.
It states:
1) "After 15 sec, the Plague will infect all players within 8 yards, dealing 8000 Nature damage"
-----> This is incorrect. The debuff will jump to someone else, it will not jump to "all" in 8 yards, it will jump once, to one person.
2) "If the target fails to infect anyone, the host's rapid death will follow."
-----> This is also incorrect. The debuff will not kill you if it "fails" to infect someone, it will kill you if there is no one else within 8 yards for it to "Try" and infect. That infection succeding or failing has no meaning, there simply has to be someone there.
So what if two people have the debuff at the same time? Say Dave and Player A?
---> Assuming that Bob doesnt have the debuff, when Dave's debuff expires, his will jump to Bob. When Player A (who is standing with dave/bob as he has a debuff) has his debuff expire, it will try to jump to Bob even tho he has the debuff himself. Player A can then run off, and when Bob's debuff expires it will attempt to jump back to Dave (who is immune) which kills it off.
So why have two people stand aside?
-- If there ranged they can still dps/heal
-- If there is 1 person, when player A runs off, Dave would die when the debuff expires "or" Player A would have to wait 15seconds for the debuff to try and jump back, if he's a melee this loses him damage.
Info found on the debuff:
-----------------------------------
1) If there are two people, one who has the "immune" debuff, and one who hasn't in range, the disease will always jump to the one without the immune.
2) If the only person in range is someone who is immune the disease will try and jump to them and
the disease
will be destroyed. (The player will live)
3) If the only person in range "HAS" the disease, (IE both Dave and Bob have it) it will still attempt to jump to the other person. Aka if Dave's expires, it will still attempt to jump to bob even tho he has it (which kills 1 disease in the process as Bob couldnt have two).
In short the mechanics for this debuff is very simple - If there is no one for the disease to try to jump to, it will kill you instantly and jump to someone else in the raid (range irrelivant). If there is only one person in range and that person is "Immune" or already has the disease, your disease will jump to them, be ineffective, and effectivly disappear. You will take 8k damage,
but you will not die.
The disease will always attempt to jump to someone "Without" the "Immune" debuff first, but if the only person in range is immune, it will still try to jump to them and be destroyed.
This is confirmed at time of posting.
评论来自
Rorrik
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.
This is Incorrect!
If the only person within 8 yards has the "immune" debuff, the disease on you "will" attempt to jump to them, and be destroyed. Just as if the only person within 8 yards "has" the disease, if yours expires it will try to jump to him, and again, be destroyed. You as the player will not die.
The text wording on the debuff is incorrect.
Read lower down for full tactics on this boss, or more specificly info on this debuff. (Confirmed to work on day of posting).
https://www.wowhead.com/wotlk/npc=38494#comments:id=969502
评论来自
Dralnor
We broke into two groups for this, with everyone turning on /range 8. The ranged group stood under the tent to the right, and while this did not lower the damage they took from Stomp, it did shorten the time they were unable to cast/heal. The tank/melee group all got into his hit box.
As long as someone is within 8 yards, the plague is not deadly, so just staying grouped was all we did to counter that issue. We did have some knocked out of range by Stomp just as their debuff expired and they died from that, but that was just unfortunate timing.
评论来自
cayleb
As a previous poster has already stated:
It doesn't make sense if the fight is what you described. Because basically you are saying only way the plague can kill you if it fails to jump to the target (regardless if it is immune or not) because it is not within 8 yards. So just have everyone together in a group? I am pretty sure this is not the mechnical Blizzard is aiming at.
I would tend to agree with that poster: why not just have everyone stack? Even with the frost breath, it should be able to be healed through.
Yet this solution doesn't work. If everyone stacks, the plague spreads from one person to the rest of the raid. What happens next? The nine people the plague spread to all die—because the plague can't spread.
评论来自
PugnaciousOne
Grouping up is a seriously bad idea. If the tooltip was wrong, it's correct now. It will transfer to anyone in the raid within 8 yards. I lost half a raid earlier when the raid leader decided to test the theory.
评论来自
freddykr
The OP is right! We made cpl of tries last night until we perfect it and kill it. So basically the strat would be:
Spread out evenly for the breath and infection
One person will get infected and move away from raid and a designated player will go get infected
The pair will stay together until the second infected person try to infect the immune one and disease is destroyed. And continue the same mechanics when next one is infected.
That way you will not infect the whole raid and cause unnecessary deads, which worked perfectly. We perfected our execution on our first try when we implemented this strat failing with other tacs like grps of 3 or 2 or stacking up which was a really bad idea. Btw, one or two died to stomp and breath due to lack of heal, but they managed to run in to continue the fight so unless ur tanks are dead, go on and zone in until you kill the mini boss which is harder than first two bosses of the instance. Good luck and have fun!
评论来自
Darkmanian
Stacking is perfectly fine here when executed properly, but is dependent on your groups make up.
We use 3 healers (10man) for a buffer and stack into 3 groups, melee, ranged & healers.
Its important to keep everyone topped off or at least with enough to eat the constant 12k
Stomp
every 4-5 seconds. When the
Death Plague
infects one player they will in turn infect one or more of the players with them in their group. Also making them immune to the infection for the next 30secs.
So rinse repeat this until almost all of the team has had the plague and now has the debuff/immunity.
The remainder of the fight is a dps race to down the giant before your healers start feeling a mana strain.
评论来自
321940
Since this guy isn't considered a boss in terms of level (i.e. he is level 82 as opposed to level ?), will he respawn after a hard/soft reset if he was already killed and members in your raid ID turned in their quest?
My situation is this: I got into a PuG that one-shot all the bosses in the first quarter, but was unable to kill this guy due to not knowing the mechanics that well. We tried to get the raid back together the following night, but neither tank showed up and we didn't want to find two new ones and possibly get them saved for nothing.
I would like to be able to get those 5 Emblems of Frost before the weekly reset, but I don't think I'd be able to remember and/or coordinate getting the old group back together. However, if the Rotting Frost Giant were to be able to respawn after a kill and one of the original raid ID members turning in their quest, then as long as I didn't hijack the raid ID further and kill other bosses, I'd be guilt-free.
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链接
[Rotting Frost Giant]
这个 NPC 能在这些地区找到:
冰冠堡垒
.
收获
杀死此 NPC 后您可获得:
250
点
灰烬审判军
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