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The Nexus (Timewalking) Dungeon Strategy Guide
来自 Wowhead
[Last Updated]:
2015/05/21
变更日志
补丁:6.1.2
目录
评分:
Commander Stoutbeard/Commander KolurgGrand Magus TelestraAnomalusOmorok the Tree-ShaperKeristrasza
(Heroic) is a level 80 dungeon found in Coldarra in the Borean Tundra in Northrend. While players of level 80+ can access the dungeon in its original form at any time, this dungeon is one of the five Wrath of the Lich King instances available during Timewalking holidays in Patch 6.2. This guide will describe how to complete the dungeon in its Timewalking form.
The entrance is located in Coldarra, and you can also queue up via the Adventure Journal panel.
Loot and Rewards
This instance can be soloed by high-level players outside of Timewalking weekends. However, there are several reasons to queue up for this instance as part of the Timewalking holiday:
Completing 5 Timewalking dungeons in
rewards
which is the bonus roll currency for Tier 18 and Mythic Dungeon loot, as well as a
containing normal-mode Hellfire Citadel loot.
The gear earned from Timewalking bosses is ilvl 660, which is better than gear from Heroic Dungeons, Highmaul Normal, and Highmaul LFR.
If you did not run this instance back in the day, Timewalking is a great opportunity to learn more about the instance with friends. Players above level 81 can queue together for this Timewalking instance, so this is a fun way to play with friends that are not max level.
All bosses drop 5
(end bosses 10
), and this currency is used to purchase mounts, toys, badge gear, and more. See the full list in our
Timewalking Guide
.
For completing the instance and killing every boss, you can earn 0
.
You can earn reputation with
,
,
, or
by equipping the appropriate tabard.
The bosses drop the following loot:
:
(wand)
(off hand)
(plate helm)
(leather shoulders)
(mail wrists)
(plate wrists)
:
(off hand)
(leather helm)
(spirit neck)
(mail chest)
(plate wrists)
(mail gloves)
(mail boots)
(plate boots)
:
(fist weapon)
(plate shoulder)
(cloth gloves)
(plate waist)
(mail legs)
(leather feet)
/
:
(agi dagger)
(tank cape)
(int cape)
(plate gloves)
(cloth legs)
(cloth feet)
(cloth feet)
(spirit ring)
(attack power trinket)
:
(1H int mace)
(shield)
(leather chest)
(mail wrist)
(cloth gloves)
(plate waist)
(mail feet)
Commander Stoutbeard/Commander Kolurg
The identity of the first boss of this dungeon varies depending upon the party's faction. Alliance players will fight the Horde
, while Horde players will fight the Alliance's
. Other than the boss's name and model, the encounter is identical.
Notable Trash Mobs:
In the hallway leading towards the Commander, players will encounter a
with its two
pets.
Mage Slayers have
, which will occasionally briefly lock a caster DPS or the healer out of spells
Mage Slayers additionally cast
, which empowers their damage and reduces the damage or healing of players within 30 yards
Mage Hunter Ascendants will cast
at their threat target, and occasionally buff themselves and allies with
The Aura buff can be dispelled from the Ascendant who cast it, but cannot be dispelled from other enemies who received the buff
Berserkers will War Stomp players into the next packPlayers should focus the Mage Slayers down first to limit their ability to interrupt and reduce players' throughput.
The platform where players encounter the boss has several packs of Alliance or Horde Rangers, Berserkers, and Clerics.
Rangers will
the current tank and will cast
, firing randomly at nearby players
Berserkers have powerful melee attacks, buff themselves with
, buff an ally with
, and occasionally use
to knock back nearby players
Clerics cast
and
on their allies, and cast
on the tank
In general, players should pull these trash packs back to avoid being
ed into additional packs. Classes with offensive dispels can remove
and
.
Commander Stoutbeard/Commander Kolurg Tips & Strategy
Commander Stoutbeard/Kolurg is accompanied by two Alliance/Horde Clerics. Players can focus on killing these enemies first to prevent the healing, or can ignore them, interrupt the
, and dispel the
s.
The Commander has several abilities that are easy to handle, but that grow more difficult if players accidentally pull more of the trash mobs in the encounter area.
increases the melee damage of Commander and all nearby allies
will fear all nearby players for six seconds
The fear effect is Physical, so only effects such as
and
can prevent it; healers cannot dispel it
will deal heavy damage to players in melee range once the cast is completed
This fight is very straightforward so long as players are careful not to pull additional trash packs.
The Commander's Frightening Shout can also pull enemiesTank's Responsibilities:
Pull the Commander back along the hallway, so that players affected by his
do not pull additional enemies
Interrupt the Clerics'
and stun the Clerics when possible
Kite the
away from allies
Damage-Dealers' Responsibilities:
Ranged DPS should stand more than 8 yards from the Commander to avoid being affected by
Melee DPS should run away from the Commander when he begins casting
Focus DPS on the Clerics first, or, be sure to interrupt their
casts
Use self-healing or defensive cooldowns if you are low after the
, in case you are chosen for
Healer's Responsibilities:
Stand more than 8 yards from the Commander to avoid being affected by
Quickly top off any players damaged by the
, so they do not die if they are selected for the
The
target will require single-target healing
Tank damage increases when the Commander empowers himself and allies with
, especially if players have accidentally pulled additional packs
Grand Magus Telestra
Notable Trash Mobs:
The hallway between the Commander and Grand Magus Telestra has several packs of Mage Hunter Ascendants and Mage Slayers, and also introduces two new enemies, the
and the
.
Stewards deal heavy melee damage to the tank and will occasionally use
to silence all players within 10 yards
Mage Hunter Initiates will heal allies with
, which can be dispelled
Initiates will also affect the tank with
, a long-lasting DoT effect that healers can dispel
Ranged should stand back more than 10 yards from the Stewards to avoid being silenced.
Grand Magus Telestra Tips & Strategy
The
encounter has two phases. Initially players face Telestra alone, and she will cast only
and
. Players should be spread out and move from their current location when
finishes casting, and ranged should stand far from Telestra to avoid being affected by the
.
Telestra's Mirror ImagesUpon reaching 50% health, and again at 15% health, Telestra will summon three Mirror Images, each image representing one Mage spec (e.g. Fire, Frost, and Arcane). When all three images are dead, Telestra will reform.
The Arcane image will cast
, which polymorphs a random party member, and
, which briefly stuns all players
The Fire image will cast
and
on her current threat target
The Frost image will cast
at random players and may summon a
All three images are susceptible to stuns and all forms of crowd control, and many of their casts can be interrupted
While it is possible to AoE down all three images evenly, players may wish to focus their DPS on the Arcane image initially, to prevent party members from being affected by
.
After the first Mirror Images cast, when Telestra reforms, she will use
. This ability picks players up and tosses them around the room, dealing moderate Shadow damage. Players can still cast while they are moving, but maintaining the correct facing on Telestra may prove to be difficult.
Gravity Well flings your character aboutTank's Responsibilities:
Be sure to taunt the Fire image so that its casts are not aimed at more vulnerable players
Stun and interrupt the images as frequently as possible, particularly the Arcane image's
cast
Avoid
and
damage
Damage-Dealers' Responsibilities:
Cleave off of the Arcane image to ensure the Arcane image dies first
Dodge
by moving from your current location when its cast finishes
Avoid
damage
Use stuns and interrupts on the Mirror Images as frequently as possible, particularly the Arcane image's critter cast
Healer's Responsibilities:
The party will take spiky single-target damage from
, and moderate AoE damage during
Tank damage is only significant when the Fire image is alive
Dispel any players affected by
or
Avoid
and
damage
Anomalus
Notable Trash Mobs:
Players will encounter several new trash mobs on the way to Anomalus, as well as a handful of Mage Hunter Ascendants and Mage Slayers.
s cast
on their allies and will cast
on their threat target; both spells can be interrupted
s will use
on the tank, and also have a
that hits up to three nearby players
s will summon
s and attack the party occasionally with
Crazed Mana-Wraiths cast
on random players
s cast
, damaging players and healing allies within 10 yards
Mana-Surges will also cast
at their threat target, dealing damage based upon the amount of mana drained
When Mana-Surges die,
will flow in the area near their corpses
Chaotic Rifts should be the first priority to kill in any pack, followed by Azure Scale-Binders in the Dragonkin packs or Crazed Mana-Surge adds in the Elemental packs.
Anomalus Tips & Strategy
The
encounter features the Chaotic Rifts and Crazed Mana-Wraiths, behaving just like the trash mobs of the same names. Anomalus will summon a Chaotic Rift approximately 15 seconds after players engage him, and again every 20 seconds thereafter.
Charge Rifts grants Anomalus a Rift ShieldWhen Anomalus reaches 50% health, he will begin to
, creating a
that prevents him from taking any damage.
The
lasts for 45 seconds or until all Chaotic Rifts have been destroyed
grants the Chaotic Rifts extra range and damage from
, and causes them to summon Crazed Mana-Wraiths more frequently
Players should switch to the Chaotic Rifts and destroy them quickly, then clean up any Crazed Mana-Wraiths that the Rifts have spawned
Aside from creating Rifts, Anomalus has two other abilities:
He will cast
at his current threat target
Anomalus will occasionally debuff a random player with
, increasing the amount of Arcane damage the targeted player will take for 10 seconds
Note that this affects Anomalus's damage as well as the Crazed Mana-Wraiths'
and the Chaotic Rift's
Healers should dispel the
debuff from the affected player
After defeating Anomalus, most groups will want to jump down from the adjacent platform onto the rocky ledge below. Be careful; players who miss the jump will plummet to their deaths and have a long run-back to return to the group.
Tank's Responsibilities:
Pull Anomalus next to Chaotic Rifts to allow splash/cleave damage on the Rifts and Mana-Wraiths
Use a damage-reduction cooldown during
, since the first hit of
will likely target you
This is especially important if debuffed by
Damage-Dealers' Responsibilities:
Quickly kill Chaotic Rifts when they spawn or during
Crazed Mana-Wraiths can be cleaned up by passive cleave or efficient AoE abilities
If affected by
, use a personal survivability cooldown
Healer's Responsibilities:
The tank damage is high outside of the
phase
Dispel
from the affected player quickly
Ormorok the Tree-Shaper
Notable Trash Mobs:
The path to Ormorok introduces four new enemy types: the Crystalline Flayer, Crystalline Keepers, Crystalline Tenders, and Crystalline Protectors.
s will
players, and rather than die, they enter a
and will emerge again later
Players should quickly kill the Frayers and keep moving through the area so they do not aggro the respawning adds
s will buff themselves with
; attackers will take damage with each attack and may be affected by
The
debuff can be removed by classes with offensive dispels
Keepers will also attack the tank with
, dealing moderate damage
s may cast
to heal their allies, which can be interrupted or stunned
Tenders also buff themselves with
, which can be removed by classes with offensive dispels
s'
is a cone attack, and tanks should keep the Protectors facing away from the party
Protectors also target a random player with
, rooting them in place; healers can dispel this effect
This hallway is somewhat of a gauntlet, due to the Crystalline Frayer respawns, so players should keep moving as they defeat packs of enemies, and groups will often drag one nearly-dead pack into the next pull. Tanks should keep an eye out for patrolling packs of Tenders/Keepers, as they can add additional difficulty to the gauntlet pulls.
Ormorok the Tree-Shaper Tips & Strategy
Crystal SpikesThe
encounter is very straightforward and requires moderate moving and awareness. The boss has only a few abilities:
will occasionally deal moderate Physical damage to all players within 10 yards of Ormorok
Ormorok creates
that radiate out from his position and erupt several seconds later, knocking nearby players into the air and dealing heavy damage
At 30% health, Ormorok enters a
, dealing 50% additional Physical damage; this effect cannot be removed
Additionally, Ormorok will occasionally summon a
.
These adds have a chance to
players on successful melee hits
This is dangerous if the
occurs just before a Crystal Spike emerges; Tangled players will take full damage from a Spike
Tanglers do not have a conventional threat table, and will typically attack the first target they notice, which is usually the healer
cannot be dispelled, but abilities that remove movement-impairing effects will break the root
Tank's Responsibilities:
Crystalline Tanglers do not follow conventional threat, so do not bother taunting them
Move out of
Use stronger cooldowns after Ormorok enters his
at 30% health
Damage-Dealers' Responsibilities:
Swap to Crystalline Tanglers and kill them quickly
Move out of
If possible, use an ability that removes movement-impairing effects if you are targeted by Crystalline Tanglers'
Ranged DPS should stand more than 10 yards from the boss to avoid
, and to make dodging
easier
Healer's Responsibilities:
The tank will require extra healing during
, once Ormorok reaches 30% health
Move out of
If possible, use an ability that removes movement-impairing effects if you are targeted by Crystalline Tanglers'
Stand more than 10 yards from the boss to avoid
, and to make dodging
easier
Keristrasza
Notable Trash Mobs:
There are no new mob types in the short distance between Ormorok and Keristrasza. There is one Azure Magus patrolling Keristrasza's room that players should deal with before activating the boss fight.
Keristrasza Tips & Strategy
Free Keristrasza by clicking the three Arcane OrbsThe
encounter is a single-target fight with mild movement requirements.
In order to begin the encounter, players must interact with each of the three Arcane Orbs around the room. This frees Keristraza from her frozen prison.
Like any dragon, Keristrasza has two cone attacks:
, which she will aim at her current target, and
. Players should avoid standing directly in front or behind of Keristrasza during the encounter.
When players initiate the fight, Keristrasza applies an
aura, which deals damage to players over time. This effect gradually grows stronger as players accumulate stacks of
every two seconds. Players can clear this debuff by moving - a brief spurt of movement or a single jump will suffice.
While
's damage is initially weak, it can become fatal at high stacks. This is particularly a concern when Keristrasza casts
, rooting all players in place for 10 seconds. Frequently clearing the
debuff will save your healer from panic during
. Additionally,
can be dispelled or removed by abilities that clear movement-impairing effects.
Crystalline BreathTank's Responsibilities:
Keep Keristrasza facing away from ranged DPS/healer to prevent spreading
damage
Frequently move to clear the
debuff, but take care not to turn the boss, so melee are not hit by
If possible, use an ability that removes movement-impairing effects (e.g. Shapeshift, Hand of Freedom), or grants you immunity from magical debuffs (e.g. Anti-Magic Shell) to prevent or remove
d
If your party cannot clear Enrage effects, save your most powerful survivability tools for Keristrasza's Enrage at 25% health
Damage-Dealers' Responsibilities:
Frequently move to clear the
debuff; a single stutter-step or jump is enough to clear your stacks
Avoid being behind or in front of the boss; particularly, melee DPS should take care to stay on Keristrasza's side to avoid
Use personal damage-reduction cooldowns during
to cope with the increasing stacks of
, or use abilities that remove magical/movement-impairing effects
If possible, remove Keristrasza's Enrage effect at 25% health
Crystallize + Intense Cold can create difficult healingHealer's Responsibilities:
Dispel
off of players with high
stacks, so they can reset their stacks
AoE healing requirements should be fairly light if players manage
well; focus on the tank, particularly during
Players who are not managing
well will take heavy damage
Avoid being behind or in front of the boss; particularly, melee DPS should take care to stay on Keristrasza's side to avoid
Use personal damage-reduction cooldowns during
to cope with the increasing stacks of
, or use abilities that remove magical/movement-impairing effects
About the Author:
Dayani mains a
Restoration Shaman
with <Something Wicked> of Whisperwind-US, and has a soft spot for Burning Crusade Heroic Dungeons, where she first learned to play a healer. Outside of WoW, you can find her here:
Twitter:
@healiocentric
Blog:
healiocentric ... a blog that revolves around healing
Feel free to ask questions or provide alternate strategies here or via Twitter.
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评论
评论来自
jjanchan
Excellent guide! I can tell you took a lot of time and effort to make this, thanks!
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