前言
善变的的海德斯(Hydross the Unstable)是毒蛇神殿洞穴(Serpentshrine Lair,[ NGA Encyclopedia法斯琪 ]的藏匿处)第一个BOSS,目前仅有几个顶级公会在战斗中获得了胜利。相比起格鲁(Gruul),它的难度要大得多。即使熟读了这份攻略并拥有了一切获得胜利的硬件条件后,你仍旧需要花许多时间去尝试,只有一切都完美无缺时,胜利才可能来到。
团队组成
理想的团队组成如下:DPS x 12;坦克 x 4;治疗 x 9
典型的团队组成:
盗贼 x 3;DPS战士 x 1;猎人 x 1;法师 x 4;术士 x 3
德鲁伊TANK x 2;战士TANK x 2
萨满祭司 x 2;牧师 x 4;圣骑士 x 1;恢复系德鲁伊 x 1
肉搏DPS:无情袭击合剂(Flask of Relentless Assault),恶魔力量药剂(Fel Strength Elixir),特效敏捷药剂(Elixir of Major Agility),冬泉火酒以及其他增强DPS的消耗品。毒药在这里没什么用,用坚硬的磨刀石(Adamantite Sharpening Stones)。
远程DPS:火力合剂(Flask of Firepower),高手药剂(Adept's Elixir),特效火力/冰霜/暗影之力药剂,以及其他伤害类消耗品。
坦克:防御合剂(Flask of Fortification),防御药水(Defense Potion),掌握药剂(Elixir of Mastery),以及任何其他可以提升耐力的消耗品。注意,石盾类药水是没有意义的,任何“肉搏”攻击都是有元素属性的,完全是检测抗性而非护甲。
治疗:强力恢复合剂(Flask of Mighty Restoration),法力再生药水(Mana Regeneration Potion),治愈之力药剂(Elixir of Healing Power),以及其他任何能够提升治疗效率和法力的消耗品。
海德斯的印记(Mark of Hydross)
每15 秒发作一次的堆叠自然(毒性阶段)或冰霜(水/冰系阶段)易伤,使你受到的此类伤害提高为10%,25%,50%,100%,250%,会影响到团队中的每一个人,无法通过远离或躲到墙后(视线外)来规避。除了等待30秒使其自动消失外,没有任何方法可以移除。这个印记效果仅影响当前阶段所受到的技能/肉搏伤害,因为这是你唯一会受到的伤害类型。
BOSS 开始于冰霜/水系状态,每当他跨过触发线(见下图)时就会转换属性,并召唤四个爪牙。属性转换并不会消除之前的印记,但是他会停止使用之前属性的技能,所以印记也就无所谓了。由于印记所增加的伤害随着时间会越来越高,每过一段时间就必须使其转换属性(15秒叠加一层印记,在达到250%前5秒转换是最大限度,因为提高250%的伤害会对坦克一击必杀,也就是说,每个阶段你最多只有1分10秒的时间)。10分钟后进入激怒状态。他会需要两个战士来坦克,分别装备冰抗和自然抗装来对应两个不同阶段,德鲁伊TANK则混穿抗性装,在阶段变换时将爪牙集中到中间。
Phase 3 - Detail
(Begin frost/water stage. Four frost-hitting adds spawn. Tank switches from nature tank to frost tank. This phase lasts for 45 seconds to 1 minute (dependant upon the raid leader's choice, which reflects whether your raid is DPS heavy or healer heavy) View the diagram above for phase 3.)
Your frost tank will have established agro. Once the frost tank has aggro, all casters need to spread out. DPS the adds down (this is when you use Blade Flurry and Sweeping Strikes). Once the adds are down, you may arrange yourselves into DPS groups and attack Hydross. You have about 10 seconds if you're a DPS heavy raid, and about 20 seconds if you're a healer heavy raid (the reasoning is listed as a "misc note" under phase 1). After this time is up, the tank should move Hydross across the poison trigger. Begin phase 2. (Phase 2 and 3 are repeated until the phase switch after the boss hits 15% HP)
Detailed Breakdown by Class
Warrior Tank
Same as phase 2 except: move Hydross across the threshold in water diagram to trigger the phase.
Druid Tank
Same as phase 2. However, slightly more difficult to round up the adds due to lack of Frost Nova/trap control.
Melee DPS
Potions Usage: Thistle Tea, Rage Potions.
Aggro Sensitivity: Adds sensitive for first 10 seconds, Hydross sensitive for 5 seconds.
Target Priority: Split, 2 rogues on Hydross; the rest on adds. Assist 1 person on adds.
Cooldowns: (Non-add rogues) Anything; Blade Flurry adds when they're clumped/controlled.
(Add rogues) Bladeflurry, Adrenaline Rush, Evasion combo. Blade Flurry will be used on every water stage. However, you must wait for druids to maintain solid agro if you do not have Evasion up. Having Vanish available is not an acceptable reason to Blade Flurry early, as the adds will 1 shot you.
Utility: Battle Shout, stuns.
Movement: Move to Stage 1's spread out positions after the adds are down.
Ranged DPS
Same as Stage 2 except no Frost Nova or Frost Traps. The water adds are immune to these.
Add aggro sensitivity is slightly higher, so you must give the druids an extra 5 seconds to build aggro.
Healing
Tank Sensitivity: Both Druids and Hydross tanks' hp will be diping up and down drastically.
Healing Assignments: 2 healers per druid and 2 healers healing Water Tomb. All other healers dedicated to the MT.
Aggro Sensitivity: None.
Potions Usage: Mana.
Movement: Stay spread out. The druid's healers need to move east (toward Hydro's platform) quite a bit to heal during the water stage. Position yourselves near the two west flags.
Note: This is the most healing intense stage in the fight and you can not afford to have any deaths.
Phase 4
(The raid will alternate repeating Stage 2 and Stage 3 (9-10 phase changes) Until the phase switch after Hydross's HP reaches 15%. At that time, use the directions below.)
The phase switch after Hydross reaches 15%, do anything to control the adds. Banish, fear, frost nova, etc. This lets you move extra DPS to Hydross. Use everything you possibly can to kill him. Use Recklessness, Heroism/Bloodlust, and any other big-use/cool-down ability that you can. The current tank may need to Shield Wall the first few seconds of the boss's enrage while the raid attempts to finish the last few percent of health. With current gear this ending strategy is a must. You will hit the enrage timer if you don't use it.
我们公会用的打法只转换一次,开局水形态之后转换毒形态,杀掉4个add,1T毒形态到最后,不再转换其他形态。和打木桩没区别,全力dps.MT NR 全Buff大概370-380。吃满药17600血,我们治疗比较猛。这个如果DPS够强,治疗猛点不需要转换形态,我们会打Lurker Below 状态好得时候3次下水做掉。
深水护卫泰达维斯的能力:
震击:几乎所有的萨满震击(原作者估计不太了解萨满,所以用了“If not all?”,不过我认为应该就是三种震都会)
图腾:他会使用清毒图腾,祛病图腾和地缚图腾,最讨厌的是他会一种喷火图腾,这是灼热图腾的大大加强版,造成每击2250-3450火伤害(群射)。这些图腾都必须第一时间得到清理,如果你的队伍DPS不够,那么至少清理掉喷火图腾。泰死后卡拉塞斯能学会喷火图腾。
Raid Setup
Solarian has poor armor and is extremely vulnerable to melee attacks. But you must find a balance between melee DPS and AoE casters. You will need at least 7-8 warlocks and mages to survive the second phase. The fight requires at least 4 warriors/feral druids. You need ideally three offensive warriors for maximum DPS, and at least 1 feral druid. Feral druids are particularly effective in this fight. This encounter requires very high DPS. so you should try to manage with 7 healers, at least 3 of whom should be good single target healers like paladins.
Gear Requirements
To handle Solarian's Arcane Missiles, each raid member should have about 150 arcane resistance. High DPS and healing are still needed, so don't go overboard for too much resistance.
You need two arcane resistance "tanks". They should both kit out in maximum arcane resistance gear with no concern for any other stats. Ideally, this will be a plate wearer class as it is possible for them to reach over 500 arcanse resistance unbuffed 。
Abilities
Arcane Missiles: Solarian casts Arcane Missiles at a random target. Hits 3 times for roughly 3500 each.
Wrath of the Astromancer: Debuff that does 600 damage every 2 seconds for 10 seconds. This also places another debuff that increases arcane damage done to you by 50% for 45 seconds. Will jump to nearest friendly target. (Pets and totems are able to take this debuff)
Mark of Solarian: Debuff that decreases Arcane resistance by 50 and is stackable. Last 2 minutes. Reapplied roughly every 45-50 seconds and duration is reset.
Solarian disappears every 50 seconds and calls adds from 3 light 'portals'. These adds hit for 800-900 on plate and are able to be CC. She will also summon priests that will come and heal her.
Astromancer Phase
Since her Arcane Missiles attack is random, it is a good idea for healers to have a macro to assist the Astromancer and flash heal the current target. Arcane protection potions are recommended for this phase. She will also occasionally melee.
Add Phase
Deal with the adds and stop the priests from healing her.
Voidwalker Phase
At 20% she will turn into a massive armored voidwalker and begin casting bolts at a target. Here she no longer randomly targets people and the fight turns into a tank and spank.
* Pauldrons of the Vanquished Champion
* Binds when picked up
* Classes: Paladin, Rogue, Shaman
* Requires Level 70
* Pauldrons of the Vanquished Defender
* Binds when picked up
* Classes: Warrior, Priest, Druid
* Requires Level 70
* Pauldrons of the Vanquished Hero
* Binds when picked up
* Classes: Hunter, Mage, Warlock
* Requires Level 70
Void Reaver Loot
* Collar of the Grand Engineer
* Binds when picked up
* Cloth
* Head
* 175 Armor
* +22 Stamina
+27 Intellect
* Yellow Socket Yellow Socket
Yellow Socket Yellow Socket
Blue Socket Blue Socket
* Socket Bonus: +5 Spell Damage
* Durability 60 / 60
* Requires Level 70
* Equip: Improves spell hit rating by 16.
Equip: Improves spell critical strike rating by 35.
Equip: Increases damage and healing done by magical spells and effects by up to 53.
* Fel Reaver's Piston
* Binds when picked up
* Unique
* Trinket
* Requires Level 70
* Equip: Your direct healing spells have a chance to place a heal over time on your target, healing 500 over 12 sec.
Equip: Restores 16 mana per 5 sec.
* Fel-Steel Warhelm
* Binds when picked up
* Plate
* Head
* 1306 Armor
* +46 Strength
+46 Stamina
* Durability 100 / 100
* Requires Level 70
* Equip: Improves hit rating by 30.
Equip: Improves critical strike rating by 44.
* Girdle of Zaetar
* Binds when picked up
* Leather
* Waist
* 227 Armor
* +22 Stamina
+23 Intellect
+24 Spirit
* Blue Socket Blue Socket
Blue Socket Blue Socket
* Socket Bonus: +7 Healing
* Durability 40 / 40
* Requires Level 70
* Equip: Increases healing done by spells and effects by up to 73.
* Void Reaver Greaves
* Binds when picked up
* Mail
* Legs
* 787 Armor
* +37 Agility
+33 Stamina
+24 Intellect
* Red Socket Red Socket
Yellow Socket Yellow Socket
Blue Socket Blue Socket
* Socket Bonus: +4 Agility
* Durability 105 / 105
* Requires Level 70
* Equip: Increases attack power by 88.
* Warp-Spring Coil
* Binds when picked up
* Unique
* Trinket
* Classes: Rogue
* Requires Level 70
* Equip: Improves hit rating by 21.
Equip: Your special attacks have a chance to give you 1000 armor penetration for 15 seconds.
* Wristgaurds of Determination
* Binds when picked up
* Plate
* Wrist
* 703 Armor
* +37 Stamina
* Durability 55 / 55
* Requires Level 70
* Equip: Increases defense rating by 24.
Equip: Increases your dodge rating by 19.
Equip: Increases your shield block rating by 13.作者: qiq-beautypig 时间: 2007-7-3 09:50
Warp-Spring Coil
From WoWWiki
Jump to: navigation, search
* Warp-Spring Coil
* Binds when picked up
* Unique
* Trinket
* Classes: Rogue
* Requires Level 70
* Equip: Improves hit rating by 21.
Equip: Your special attacks have a chance to give you 1000 armor penetration for 15 seconds.
* Sell 7Gold 20Silver 39Copper
* Item Level 128
Warp-Spring Coil is an epic trinket for rogues.
[edit] Source
This item drops from Void Reaver in the Eye.
[edit] Proc Rate
* Post 2.1 Proc rate increased to 25 percent on all damaging, energy requiring skills.
* Hidden Cooldown of ~20 seconds (unconfirmed)
Requires Level 65
Use: Increases the player's resistance to arcane spells by 35 and health regeneration by 20 every 5 seconds for 2 hrs. Counts as both a Battle and Guardian elixir. This effect persists through death.
Cooldown: 3 sec
Charges: 1 (Expendable)
Item Level 75
Cost to make: 28 Gold 27 Silver
Auction: 33 Gold 57 Silver (167 Gold 85 Silver for 5)
Vendor value: 2 Gold
Source: Recipe作者: 20706553 时间: 2007-7-4 20:25
深水护卫泰达维斯的能力:
震击:几乎所有的萨满震击(原作者估计不太了解萨满,所以用了“If not all?”,不过我认为应该就是三种震都会)
图腾:他会使用清毒图腾,祛病图腾和地缚图腾,最讨厌的是他会一种喷火图腾,这是灼热图腾的大大加强版,造成每击2250-3450火伤害(群射)。这些图腾都必须第一时间得到清理,如果你的队伍DPS不够,那么至少清理掉喷火图腾。泰死后卡拉塞斯能学会喷火图腾。
一直有听说,毒2(指DH) BOSS很渣………
BBS.NGACN.COM
Time waits for no one
[2 楼] tnteva 作者 PM 编辑 引用 顶端 2007-03-14 02:34
娜娜控&loser
级别: Old God
发帖: 4322
威望: 174
财富: 174金币