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16/09/2009 a las 13:34
Here it is! Azjol-Nerub was merely a setback, spider power >8< forever, and
won't save you this time. Well, in a way it will. But not the one I linked. The one you will create. Get it, get it? Hmm?
Okay, the lame joke is out of the way. I had to make it. This is going to be the last of Trial of the Crusader (Normal) Strategists. I know it doesn't seem like a big deal to you - the raid was small, and the bosses weren't all that hard - but I think it's a good milestone for me. It's the first raid instance I've completed. Like, completely completed. I've written every single boss page, I've written a guide for every one of the bosses, I've modified the design a little so it fits. In other words - I feel accomplished.
Well, technically I have one more Strategist that should be posted before I am done - the one about the Trial of the Grand Crusader, i.e. the Heroic version of the raid. I decided that since I've written an extensive blog about each one of the fights, I don't need to copy 80% of those blogs into new ones, and just add the Heroic specifics to them. Instead I would just write a single blog that covers all 5 bosses, outlining the Heroic aspect of them. It sounds convenient enough - I imagine raiders who are about to start doing Trial of the Grand Crusader wouldn't want to read about the basics of each fight, since they will have probably done it. They would want only the differences in Heroic, and how to deal with them.
And now that I have my filler text done, we can move on. Below you will find how to deal with one of the greatest Crypt Lords of all time (although I suspect Icecrown Citadel will introduce another one, stronger, but one we have never heard about) -
After hearing the epic "MY EMPIRE" speech, having the floor that held so much phat lewtz for you be destroyed, and falling into a hidden Nerubian complex, you should all be pretty pumped up to kick somebody's rear for ruining your victory. After all, Tirion was just about to pronounce you champions of the Tournament. So you enter the room full of Scarabs, and... deja vu. Somebody you thought dead for sure is now looking at you, taunting you,
you. So here is how you kick him...
Phase 1: Above Ground
During the first phase - the one you start in - avoid pulling the Scarabs around the room. They will remain neutral (for now), will burrow and emerge from the ground, and generally not bother you, unless you hit them with an accidental AoE. It's not hard to deal with them, but there is no need to add extra raid damage.
Position Anub'arak somewhere around the circle he was standing in just a second ago. Have one of your ranged DPS continuously shoot the Frost Orbs that patrol the room - you will need the batches of Permafrost. If you don't have ranged DPS... tough luck. Paladins of any sort can toss a Hand of Reckoning at the Orbs - 1-2 Hands will take care of an Orb, they have only 3,000 health. Alternatively you can have your healers shoot a few down - but keep in mind, you are likely to need at least 7-8 for each Phase 2 you enter.
Another two things about positioning the boss. Try to tank him next to a batch of Permafrost. This way your OT(s), who is picking up the Nerubian Burrowers that spawn, can tank his add(s) in such a way that "accidental" AoE and Cleave-like abilities take care of them. Ideally you shouldn't need to switch DPS from the boss to the adds, but don't hesitate to do so if you get a second set of adds. Oh, and the reason you want the Burrowers tanked on Permafrost (make sure they are completely on top of it), is because they will occasionally try to Burrow, which will not only heal them, but make the re-emerge during some inconvenient moment of the fight.
And the second thing about tanking the boss - face him away from the group. He has a pretty nasty cleave.
The other thing about the Burrowers - they gain 100% extra attack speed for every other Burrower in 12 yards range (similarly to Auriaya's Sancrum Sentries). On 10N you can just have the OT keep the only Burrower that spawns each time next to the boss. On 25N there are two Burrowers in each set (but you have two tanks as well). You shouldn't have problems OTing them next to the boss again, as long as you don't get two on the same tank. Alternatively you can have one in melee and one at range. Always on Permafrost, of course.
Healers, be very careful healing your tanks (and the MT specifically) - Anub'arak likes to stun. And a stunned tank means a tank who cannot block/dodge/parry the next two attacks. Which means some 40k damage - or more.
Now, the obligatory raid-wide damage. While Anub'arak is above ground (Phases 1 & 3), he will occasionally use Penetrating Cold on a few players. The debuff is a straight-forward Frost damage DoT, but it ticks for a few thousand, so it's far from negligible.
Phase 2: Underground
Every so often (90 seconds?) Anub'arak will burrow underground - no amount of Permafrost will stop him. Use the few seconds of leeway to get on top of the nearest Permafrost and start killing the Scarabs in the room (who are now hostile) - and finish any Burrowers you may have left. Only few seconds after Anub'arak burrows, he will choose a target, similarly to the Flame Leviathan, and start chasing them, shooting spikes from the ground. The spikes get faster and faster with each second, but reset their speed - and select a new target - when they hit Permafrost. This being said, if you are being Pursued, either stand on a batch of Permafrost, or kite the spikes for a few seconds and get on a batch when they start getting too fast for you.
When the spikes hit a player, they do quite a bit of Physical damage (not enough to kill a tank with full health though) and knock the player in the air. Of course, now the player cannot move, which means they will land in the spikes again and likely die (I don't know if you can have the spikes continuously toss a tank up, and have your healers keep him up. It sounds too ridiculous not to work). Divine Shield and Ice Block will force Anub'arak to switch targets (but won't reset the Spikes' speed), and Hand of Protection will negate the damage component for a few seconds.
DPS, you will need to be killing those Scarabs quickly - they apply a stackable DoT, which cannot be removed, unless its long duration expires. The fewer stacks you get, the better.
About a minute after the beginning of this phase, Anub'arak will re-emerge and re-enter Phase 1. He will keep switching between 1 & 2 until his health hits 30% - when he will enter Phase 3.
Phase 3: Locust Swarm
Phase 3 is essentially a DPS race. Anub'arak will leech health from the entire raid - 10% of everyone's
, every second. This means that the more topped off your raid is, the more health the boss will gain. Your healers will want to keep everybody at 40-50% health, to minimize amount healed, but minimize the chance somebody dies to Penetrating Cold. Your tank will need to be healed normally, of course (if you have a Burrower alive, have your OT keep it next to the boss, but don't focus fire it. No more adds will spawn in this phase). Use your cooldowns, pop Bloodlust/Heroism, and hope you have more DPS than Anub'arak can heal for. And than you can beat the Berserk timer with it.
La Llamada de la Cruzada (10 j.)
- Defeat Anub'arak to earn credit for this achievement.
El rey traidor (10 j.)
- For some reason I thought this achievement requires you to kill the Scarabs with Pursuing Spikes...
Well, since that's not the case, you are probably best off having one ranged DPS (preferably a Frost Mage) start aggroing the Scarabs after a number of seconds in Phase 1. The goal is, I think, to have ~30 Scarabs chasing the player by the time Anub burrows. Keep in mind, unless the Scarabs are affected by
(which can be removed with
Abanico de cuchillos
), they can be slowed and stunned. And the batches of Permafrost will slow them down as well, so kite them through Permafrost. Then as soon as Phase 2 starts, freeze them, or just AoE them, and hope you have gathered enough.
No idea how to do it. I assume you need to aggro every Scarab that spawns as soon as it spawns, and they kite them through Permafrost until you have enough.
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Strategist: Trial of the Grand Crusader
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