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StandartinėParašytas: Pen Lie 31, 2015 11:49 am 
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Užsiregistravo: Pen Spa 12, 2007 10:46 am
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Daug labai geros info.

Cituoti:
Boss: Helfire Assult
General:
Arcane:
- Arcane Orb is very powerful here. It allows for excellent AM generation if you have the PoF trinket as well as extra cleave and movement with being able to use ABarr and then the Orb to get back up to 4 stacks again.
- SN is also very strong for the same reasons and can also be used to interrupt.
- Arcane Explosion can be used during movement so you don't need to reset stacks with ABarr if you are not ready too.
- Your burn phases will be shorter (if you are more concerned with meters than priority targets) so that you can cleave more with ABarr.
Fire:
- Go with kindling and living bomb, you want combustion up as much as possible and use ignite to spread living bomb to all of them.
Frost:
- Thermal void lines up perfectly with Martak, and both artillery. Avoid PC because this is technically not an AoE fight. Either Nova or UM should be fine here. Possibly have to glyph elemental, mine kept dying on heroic. UM/IF/TV

Boss: Iron Reaver
General:
- You can use Ice Block to soak an Artillery Shell without moving out of the raid (you don't take damage and neither does the raid from your shell).
- You can blink out of his charge ability (Blitz)
- Use Alter Time before double blinking away with Artillery debuff. Use it again to get back in place and with your original health.
- Greater Invis. removes the Immolation and Unstable Orb debuffs.
- Evanesce is insane here, definitely the to-go talent for this fight, dodges artillery and barrage allowing u to stand still n dps whole fight, then blink around to avoid blitz.
Arcane:
- SN is very strong on Bombs, especially if there are multiple bombs in cleave range.
Fire:
Frost:
- UM, IF, PC, possibly nova if your having trouble with dps on bombs.

Boss: Kormrok
General:
- If taking PC, wait until after the tank has finished positioning the boss after absorbing the first pool otherwise the boss will jump part way through your Crystal uptime.
- Mythic: Use Alter Time in your soaking spot and abuse Ice Floes to have 100% uptime on the boss during the first jump.
- Save two charges of SN for the hands.
- Try to position your self to the side of the hands group to hit more people with Cone of Cold (Glyphed).
- Evanesce works on everything, but is best used to soak empowered runes. It lasts long enough to run into the first one and the second that spawns from soaking the first. If everyone does it perfectly that should be good enough, but you can save ginvis as a backup in case something goes wrong.
Arcane:
- Glyphing Arcane Explosion will help clear the gripping hands faster by extending range.
- Overpowered & Supernova recommended for this fight.
Fire:
Frost:
- Evanesce works well on runes, especially if frost because you are already highly mobile and dont necessarily need ice floes
- Take ice nova, IF, PC. Have two charges of nova, frozen orb, and PC up for empowered hands. Glyph double blink if on rune duty.

Boss: Helfire High Council
General:
- I use Rune of Power here. When Gurtogg is pulled out of range, rather than re-position I work on lowering Blademaster's HP.
- Alter Time to get back to your position after dropping reap.
- Mythic: Flameglow is viable. Great for soaking Bloodboil Debuff and Mark of the Necromancer and Bladestorm damage.
- Mythic: Greater Invis. will drop the Bloodboil Debuff
Arcane:
- Crystal will give you more overall damage
- Overpowered will be better for the Gurtogg burn.
Fire:
Frost:
- If you're chasing every last bit of DPS a mouseover macro for IL can boost DPS while you're focussing Dia. Throw your IL's at Bloodboil.
- UM, RoP, PC

Boss: Kilrogg Deadeye
General:
- Don't use Cauterise if you are being sent into the Visions realm. As you have to die to exit the realm, this will trigger Cauterise keeping you in the realm longer (which you don't want if you are already at 20 stacks) and it will mean the ability is not available for later in the fight when you might need it.
- Alter Time before Bloodseeker
- Iceblock will prevent Heartseeker debuff application, blood will still spawn. (Insanely good on Mythic)
- Greater Invis will remove the Heartseeker debuff. (Insanely good on Mythic)
- RoP is viable.
Arcane:
- Use Glyph of Slow to help slow adds before they get to the boss.
- Supernova & PC if you are going inside.
- Evanesce is superior here because it takes no dmg from heartseeker and you receive no debuff, globule still spawns
Fire:
Frost:
- Only used UM, but Nova could be better with the 2 sec root on adds. UM/RoP/PC

Boss: Gorefiend
General:
- If using PC, delay putting it down the 2nd time and wait for feast of souls. You also want to delay using it on pull until you know you are not in the first wave to go into his stomach. If you do go in, wait until you get out and use it ASAP so your CD's are available during Feast of Souls.
- Use Alter Time before the Mark of Doom falls off. Run over an existing pool to save space. Don't bother with the running off the edge trick as the pool spawns on the platform after 10 seconds anyway.
- Mythic: Un-equip your PoF trinket if you have it so Soul Fragments can be killed in a controlled manner.
- Mythic: Alter time is useful during the Feast of Souls Mythic. E.g. Alter Time, Blink and soak a soul, Alter Time back.
Arcane:
- SN is very strong on burst DPS for the skeletons.
- Glyph Slow to help slow the skeletons from reaching their focus target.
- Glyphed Arcane Power will not be back up in time for Feast of Souls (if used on pull) so either un-glyph AP or save for feast of souls.
Fire:
Frost:
- Ice Nova could be better than UM to kill constructs.

Boss: Shadow-Lord Iskar
General:
- I generally use RoP for this fight (putting down two runes just in case I need to kite the lazer).
- Use Alter Time to avoid running during wind phase and to get back into position after Fire Fixate / Chakram.
- Don't use Greater Invis to try and remove the Phantasmal Winds debuff from yourself. The debuff is removed but the push back is not so unless you vocally tell someone to throw the orb to, you will not show up on raid frames (or the Iskar addon) as someone that needs to the orb.
- You can Greater Invis off the Fel Chakram which causes it to not go out - similar to people smoke bombing it until it got hotfixed.
Arcane:
- Arcane Orb is great for the waves of adds.
Fire:
- Living bomb and meteor for max damage.
Frost:
- Depending on DPS you may need to save PC for the first air phase. I currently can frozen orb and as soon as its off CD he goes to air phase so using PC at the start would be bad for me.
- Save IV for 1st and 3rd air phases.
- I've found frost bomb works well on the first air phase, not as good on the second, and just slightly better on the third. I tend to still take UM in this case.
- UM/RoP/PC

Boss: Fel Lord Zakuun
General:
- I will use RoP and PC as other than avoiding the waves, there is little movement.
- If soaking the waves Greater Invis is recommended.
- Evanesce can be used to soak a wave in every other set of waves.
- Using one mage alternating Evanesce and Greater Invis simplifies cavitations a lot. You can never soak a pillar but
you free up someone else to do so at any time.
- Glyph of Ice Block enables you to soak a wave even if you have latent energies - without triggering and explosion or taking damage even a few seconds after Ice Block expires / is removed. Useful in emergency situations, especially at enrage.
Arcane:
Fire:
Frost:

Boss: Socrethar the Eternal
General:
- I use RoP and PC as the boss does not move during this fight (do not put PC down while the boss is immune as the damage is still split between the boss and the add but the boss is immune so you waste 1/2 of the damage.
- Other people use IF here because there is the potential to have to re-cast multiple times. E.g. On pull, stacking on the boss when going into P2. If you get the debuff and need to run out. If there are not enough interrupts and you go back into P1 (so you have to move away from the boss).
- Arcane Orb can be used against the ghost adds to generate extra AM procs.
- Glyphed Counterspell is good for the caster adds as it prevents them casting forcing them to run into MDPS range without costing a GCD.
Arcane:
- SN is strong for this fight as you will probably be taking PC but also if some of the adds get past the construct it can be used to burst them down.
Fire:
Frost:

Boss: Xhul'horac
General:
- Greater Invisibility if you have been given fire clean up duty.
- Mythic: You can Evanesce the cast of Fel Chains and Empowered Fel Chains if it's targeted on you, causing chains to not go out.
Arcane:
- SN is strong on this fight as it will interrupt multiple Imps at the same time as well as the cleave damage.
- Arcane Orb because there are so many adds.
Fire:
- Living bomb and kindling.
Frost:
- Frost Bomb is very good for the imp waves if you've pre planned each wave beforehand with some IL's.
Not sure how this affects your Lanceweaving as I don't have trinket.

Boss: Tyrant Velhari
General:
- Not Mage specific but it is possible on only move twice during Infernal Tempest in P1. Allow two fire pools to spawn under you. Immediatly as the 2nd pool spawn, move out. When the 2nd pool explodes, move back to where you were as that area is now clear again.
- I use RoP for this fight as there is very little movement involved.
- I also use PC because other than P3, the boss is not moving. In P3, put the crystal ahead of the boss and let him move through it to maximise up time.
- Greater Invis will cancel the fire cone (Annihilating Strike) ability.
- Save 3m CDs for the start of P2.
Arcane:
- I use SN because I have PC selected and don't yet have the class trinket to make UM worth considering.
Fire:
Frost:
- This fight is funny because the first 1/3 you are not moving at all, and the last 1/3 you don't stop moving. I still think MI is lackluster and tend to go with the safe bet of IF. The only reason I use TV here is because of the craziness of P3 and the boss moving around so much.
- UM/IF/TV
- IV is very useful not only cause all movement in third phase as the first post says atm - if you have T18-4set you can use water jet as opener and pop IV when you got 4 stacks of FoF, then continue with generating for procs until water jet has ended and after that frozen orb and then water jet is off cooldown. If you are lucky you still have iv up when water jet is up a third time. I've had iv up for atleast a minute this way and sometimes even 1.30 minutes. Iv is usually up until the first add is almost dead. Though - note that i dont have the mage trinket, which means i dont alternate frostbolt (this might mean that extending iv for this long is not optimal)

Boss: Mannoroth
General:
- Crystal is great for the 35% burn.
- You can IB the fear, but is especially useful if saved for the final phase
Arcane:
- Lots of adds so I run with Arcane Orb.
- I also Glyph Arcane Explosion so that I can use that while moving.
Fire:
Frost:
- If Infernals aren't a problem swap UM for Ice Nova for good burst on Imps.

Boss: Archimonde
General:
- Looks like lots of movement so I would imagine IF will be better.
- Don't try and Blink the knockup to save falling damage as you will one shot yourself.
- You can solo soak the knockups with GI and Ice block.
- I can see double blink as being handy to quickly reposition when the fire is being moved onto the raid.
- You can soak and blink the knock back from the orb inside Nether Banish. You have to time it right and might need a bit of practise, but doable.
- Another way of dealing with Stars is to Alter Time it.
Arcane:
- Glyph of Slow is also useful here for the shadowfiend things that spawn if you're assigned to them and they're not getting one shot.
Fire:
Frost:


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StandartinėParašytas: Pen Lie 31, 2015 12:55 pm 
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Užsiregistravo: Tre Rgp 20, 2014 1:26 pm
Pranešimai: 219
Apie daugumą net nebuvau pagalvojęs, super. Reikėtų, kad chebra sukeltų visų savo klasių tips & tricks. Tikrai dauguna neišnaudoja savo klasės utility iki maksimumo. 10min perskaityt, vienas kitas reidas pritaikyti, ką išmokai ir bendras execution lygis kiltų ženkliai.


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