The positioning is pretty simple. One tank will always be focused on a Venomous Head, and the other tank will always be focus on a Flaming Head. The hit box for each of Megaera's heads is fairly large, so DPS and healers will remain stacked about yards behind one of the tanks, depending on which head is being killed at the time.
There is a lot of AoE damage done during this encounter, so it helps to have the DPS and healers stack. Using raid light beams may assist in quicker stacking between shifts. The fight begins by having the DPS kill the Venomous Head first while healers maintain tank health via single target healing and AoE heals for the group. When the Venomous Head dies, more heads will spawn, and the raid group will relocate to the second stack point behind the tank with the Flaming Head.
When the Flaming Head dies, the cycle will begin anew, and the raid group will return to the first stack point behind the Venomous Head that will respawn. This mechanic will continue until the Megaera is dead. DPS and Healers will have an additional mechanic they must pay attention to: Cinders. Every so often a single player will be targeted by the Flaming Head and will be marked with the Cinders debuff.
The player will only have a few seconds to leave the stacked group and stand about yards away. When the player is far away enough, a healer will need to cleanse that player before the player can return to the group.
If this mechanic is ignored, the Cinders will kill the player and the raid. While this encounter appears complicated, the strategy is rather simple. For the 10 man encounter, 2 tanks and healers will be required, and a healthy mix of 5 melee and caster DPS.
Some raid teams may want to have a hybrid class player who can easily switch to a back-up healing role as needed, such as an elemental shaman or balance druid. The hit box for each of Megaera's heads is fairly large, DPS and healers can remain loosely spread out for the most part, and then remain stacked about yards behind one of the tanks, depending on which head is being killed at the time.
There is a lot of AoE damage done during this encounter, so it helps to have the DPS and healers stack when noted. After it dies, the raid should stack up in a location close to one of the other heads, while the raid endures the AoE damage of Rampage. There is no way to avoid this mechanic, it is simply an ability that must be healed through.
Rampage has a 20 second duration, and afterwards the raid can once again spread out loosely. Each of the two tanks will then aggro one of the two heads, and tank them facing away from the raid. Because I'm a spellcaster, being stuck in the sand and not able to move was fine, but if that's a problem, just kill Sul first! Tortos : Kill the whirl turtles asap. Otherwise, pretty easy, he doesn't have a ton of health. There are three spirit mogu called Eternal Guardians on your way down.
You have to kill them to spawn Meg, AND break the big bell behind them! If you drop down too far, just right click on a geyser to be tossed back up. One is in the first "room", and the other two are floating at the back of pools. They're not too hard to spot. Megaera : Very easy, just stand and dps. You have to take down each head a few times--I purposefully avoided killing the frozen head just to finish the achievement Head Case , but feel free to wipe out every head that comes up to save you a bit of time.
The spiders on the way will encase you in a cocoon, but not permanently, so don't panic. Better just to kill them on the way for convenience. Kill the snails asap! Ji-Kun : Move out of the way of Caw. Otherwise, very easy, you don't even have to leave the platform. I couldn't remember which way to get out. Take the feather, fly, and go up and to the left facing the platform from the entrance. It's the southwest tunnel you can barely see on the map.
The Hidden Fogs do knock you back pretty far when they jump onto the platform, so watch out! Durumu : No big deal. Avoid the disintegration beam--otherwise, you can pretty much just stand and dps and ignore all of his attacks.
Primordius : Very hard, it was neck-and-neck. I tried kiting and I tried killing the viscous globules and it didn't work, so I just pulled him to the center of the room and pretty much threw everything I had at him, ignoring all the globules.
I was just barely able to kill him. Dark Animus : Couldn't do it. Died six times, just could not do it. I stuck myself in a corner and oneshot the little adds as people recommended, but I kept getting swarmed and didn't get a chance to heal myself, so all six times, I died almost instantly. I switched to 10N for this--I survived twice as long. Which isn't saying much. After a few more tries I got sick of this boss and ported out.
So while not a perfect guide, here's at least one shadow priest's experience! Edit: I'd like to add that now, at level with ilvl, 25H isn't giving me any grief. Literally nobody took me down even one health point until I hit Dark Animus. Lei Shen is a nuisance just because he likes to shove you off the platform--making sure I was always parked right in the center, had a Bear Tartare buff, and popped PW:S for the speed buffs kept me about an inch from my death when the spell ended.
Ra-Den's not even worth blinking at. Enjoy the raid, guys! Comment by Grammie Crazy hard - hardest I have yet to enter - thought I had soloed after a very long night but then Ra-den showed - no way this lil ole lady could take him alone - they give you 30 chances but I walked after 12 - ya get him down to killable then this little puff of white gray smoke appears and one shot kills you Grammie will be back - some day.
Comment by psychofingers Solo'd quite easily at asn an elemental shaman, ilvl but probably doable much lower. Only problem was the Dark Animus, you have to kill all of the adds as quickly as possible. They don't have much health when they are in their smallest form but they can combine into something very powerful. You must have an AoE ability like Earthquake to finish this phase, otherwise they will overwhelm you. This is probably child's play on a tank spec.
Easily solo'd as lvl Panderan Monk. Comment by Kampfsnarf After defeating the Council of Elders when you open the door to the area before falling into the cave to fight Tortos, there's a cinematic and for some reason I cannot skip it. I'm not sure if anyone else has this problem. Comment by Amen See Thunder Calls to find out how to get in. Comment by jnorbut Can you still do on heroic?
I have my dungeon and raid difficulty set to heroic and have tried 10 man or 25 man but it doesn't seem to say i am entering as heroic nor do i see the skull icon on the 25 or 10 marker on my minimap Update: hmmph Comment by Architekt If you're like me and boosted a horde character in 9.
She starts the quest The Storm Gathers. Once there, after handing in the quest, you talk to Lor'themar Theron. He offers 2 quests. You only need to take The Assault on Zeb'tula which puts you in a solo queue instance.
After that I'm not sure if you have to keep doing the subsequent solo queue quests. I just did one more and that was good enough to have the portal remain open but you may not even need to do any others.
Comment by kabookiejoe If you wanna skip that annoying cinematic after first boss, just suicide off the ledge before you cross the bridge and spawn at the bottom. Check out TankSpot's boss strategies for Throne of Thunder!
GuildOx : For your WoW rankings. Jin'rokh the Breaker — When the Thunder King awoke, he rewarded the most loyal and ambitious Zandalari trolls with power beyond their wildest dreams. The berserker Jin'rokh was one of the first to receive the King's blessing, and even though Lei Shen's gifts nearly tore his body apart, the troll is now capable of calling the fury of the storm in battle. Horridon — The Zandalari brought powerful creatures with them to the Isle of the Thunder King to use as engines of war.
Led by the War-God Jalak, the dinomancers of the Zandalari Beast Ward use ancient tribal magics to strengthen the great beasts and command obedience. The horns of Horridon, the fabled mount of Jalak himself, can tear through the stone walls of a keep as a blade cuts silk.
Council of Elders — The history of the troll tribes -- the Drakkari, the Farraki, the Amani, and the Gurubashi -- is awash with millennia of betrayal and conflict, but the Zandalari's promise of a new, unstoppable empire has finally united these disparate troll leaders. Tortos — Over the millennia, small amounts of mogu flesh-shaping magic seeped into the caverns below the Thunder King's citadel.
The dark energies warped one of the chamber's native dragon turtles, melding it to the surrounding crystalline walls. Known as Tortos, this amalgamation of flesh and stone has since feasted on the cave's rich mineral deposits and grown to a colossal size.
Megaera — Even the most callous among the mogu quaver at the thought of the dark experiments performed at the Thunder King's behest. Long ago, a young cloud serpent was twisted into a multi-headed hydra and left to languish beneath Lei Shen's throne.
Now the twisted creature lurks deep in the Forgotten Depths, awaiting the moment it may finally inflict its terrible agony upon others. Ji-Kun — Mogu flesh-shapers discarded their failed creations in an abyssal shaft beneath Lei Shen's keep. The reek of decay lured many scavengers to the refuse pit, including the great Ji-Kun. Ruthless and cunning, the monstrous bird devoured her rivals one-by-one until she held sole dominion over the shadowy tunnel.
Durumu the Forgotten — Lei Shen commanded his sorcerers to mold an aberration that could peer into the hearts of his followers and detect betrayal. Vile Fiend. Houndmaster Kerrax in Antoran Wastes. Maddened Chaosrunner. Wrangler Kravos in Mac'Aree.
Lambent Mana Ray. Venomtail Skyfin in Mac'Aree. Nazjatar Blood Serpent. Adherent of the Abyss in Stormsong Valley. Witherbark Direwing. Nimar the Slayer in Arathi Highlands. Highland Mustang. Doomrider Helgrim in Arathi Highlands. Broken Highland Mustang. Knight-Captain Aldrin in Arathi Highlands.
Lil' Donkey. Overseer Krix in Arathi Highlands. Swift Albino Raptor. Beastrider Kama in Arathi Highlands. Skullripper in Arathi Highlands. Agathe Wyrmwood in Darkshore Blackpaw in Darkshore. Ashenvale Chimaera. Alash'anir in Darkshore. Kaldorei Nightsaber. Shadowclaw in Darkshore Croz Bloodrage in Darkshore. Umber Nightsaber. Frightened Kodo.
Frightened Kodo in Darkshore. Junkheap Drifter. Rustfeather in Mechagon. Rusty Mechanocrawler. Arachnoid Harvester in Mechagon. Silent Glider. Soundless in Nazjatar. Dunegorger Kraulok in Vol'dun. Malevolent Drone. Corpse Eater in western Uldum Aqir Assault weeks.
Drake of the Four Winds. Ivory Cloud Serpent. Rajani Warserpent. Ren's Stalwart Hound. Clutch of Ha-Li. Waste Marauder. Rotfeaster in Uldum Amathet Assault weeks. Battle-Bound Warhound. Hopecrusher Gargon.
Hopecrusher in Revendreth. Spinemaw Gladechewer. Gormtamer Tizo in Ardenweald. Endmire Flyer. Famu the Infinite in Revendreth. Bonehoof Tauralus. Tahonta in Maldraxxus Necrolord only. Armored Bonehoof Tauralus. Sabriel the Bonecleaver in Maldraxxus Necrolord only. Horrid Dredwing. Harika the Horrid in Revendreth Venthyr only. Mawsworn Soulhunter. Gorged Shadehound in The Maw. Blisterback Bloodtusk.
Warbringer Mal'Korak in Maldraxxus. Nerissa Heartless in Maldraxxus. Hulking Deathroc. Violet Mistake in Maldraxxus. Predatory Plagueroc. Gieger in Maldraxxus Necrolord only. Arboreal Gulper. Humon'gozz in Ardenweald. Forsworn Aquilon. Wild Worldcracker in Korthia.
Rampaging Mauler. Konthrogz the Obliterator in Korthia. Illidari Doomhawk. Doomwalker Anniversary version in Tanaris. Lord of the Corpseflies. Fleshwing in Korthia. Mastercraft Gravewing. Stygian Stonecrusher in Korthia. Crimson Shardhide. Malbog in Korthia. Garnet Razorwing. Reliwik the Defiant in Korthia. Fallen Charger. Fallen Charger in the Maw. Darkspore Mana Ray. Felglow Mana Ray. Scintillating Mana Ray. Vibrant Mana Ray.
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