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Mad World, a practical guide to 8.3's FoS
来自 Qoko
[Last Updated]:
2020/08/01
变更日志
补丁:8.3.0
目录
评分:
Introduction
Welcome to Qoko's elaborate
癫狂世界
guide! I've started the basic setup for this guide in a rather
long post
on the Feat of Strength itself. Having tried Orgrimmar (rank 12 week), done Orgrimmar (rank 14 week) and Stormwind (rank 15 week), I've gathered enough know-how to write a dedicated guide for the runs in general and per Vision specific. I know Squishei already made a guide for Stormwind with tips & tricks and a baseline path, this guide's purpose is to be a bit more specific for both Visions.
Guide purpose
This guide is pretty much
purely
intended to complete
癫狂世界
. It does not contain Vision ins- and outs, even though I know pretty much everything there's to know about Visions at this point in time. This guide is not the proper guide to farm Visions (be it at 5-masks or less) but I will largely ignore chests and crystals throughout. Occasionally I'll make a mention of them if you have some spare time, but it's not the focus.
Mad World basics
You're solo. No backup mechanics, disconnects and (definite) Sanity drains or death will end your run.
All the masks means the mobs are scaled by 125%, which is pretty big from the baseline full clear.
In addition, your Sanity is 575, you have two Madnesses per area, leave pools behind you, spawn Effigies below 50% and take 500% Sanity drain from abilities.
In total, a run will take about 25 minutes. It's not necessary to do it as fast as possible, planning is key.
Prerequisites
First things first. If you want to do a Mad World run in the current active Vision, you
need
the following prerequisites, otherwise it's ill-advised:
Obviously,
惊魂舞会
. In case that wasn't obvious.
Depending on your optimization, 455+ item level.
A good mixed dps build, preferably with only rank 3 Essences.
阿什拉·卡马斯,决意之护
12+, preferably maxed out.
技术奇点
, sans the Mind Stabilizer as you don't need it.
Basic know-how in the current Vision: a 4-mask practice run is useful.
Psychological readiness
. I'm not joking; going in these without the right mind set will get you shredded.
Pre-run preparation
If you have all of the above, you still need to prepare a couple of things before going, as going in blind still tends to screw you up quickly.
Your build should be an AoE/single target mix, unless you intend to swap around mid-Vision, which I recommend against.
I highly recommend
净化协议
major if it is rank 2+ as almost anything is an Aberration.
Get a Gift tracker for
泰坦之赐
. I've used
Fatpala's
in all my runs.
Get a Potion tracker and understand what potions do. The above WeakAura does this too.
Know where the buffs are and/or use HandyNotes.
Consumables (in order of importance):
Mad World run basics
I included this section to explain some general pointers for doing Mad World. City specific tips and the guides are further below. This section is here to mainly explain the concept of a
Gift pull
: when I realized
泰坦之赐
procs very specifically, it became obvious this is key to running a Mad World run with as few issues as possible.
Gift pull
泰坦之赐
has three distinct stages (time in seconds):
PROC (∞, practically 10)
:
any kill
(critter, mob, elite, zone boss, Thrall and Alleria) has about a 50% chance to proc Gift.
ACTIVE (20)
: 20 seconds long you're
immune to Sanity drain
and haste and movement speed are increased by 60%. You are
not
immune to damage or CC!
COOLDOWN (60)
: followed by a minute where Gift can't proc. When the cooldown runs out, it immediately reverts to the proc stage.
So tl;dr, Gift pulls consists of about
90 second
pulls where you're fishing for Gift for 10, having it for 20 and letting it cooldown for 60. 70 seconds will be the passive Sanity drain per Gift pull if you don't accidentally get hit by an elite ability or Burned Bridge, and that will determine how long you can go between elite kills for
精英屠灭
restores.
You should use
无拘之怒药水
out of combat
so that you can chain it indefinitely. The most optimal point is just before the proccing stage of Gift, so you'll be even more optimized during Gift. The 40 seconds that remain can be spend to clear if that's still necessary, and use the remaining 20 non-potted seconds to loot chests and crystals or deal with role play.
Areas & Madnesses
Breaking down the severity of areas and its Madnesses is a useful second starting point. If you take 200 and divide it by the baseline '70 second Gift pull drain' you get the time you have between killing elites. If you do it any faster, you'll just waste part of the
精英屠灭
; much later will mean you actually drain a fair amount of Sanity that can only be restored by K'Bab, Sanity potion or Orb.
Tainted
These areas are largely safe. The sanity drain is 84 per 70 seconds, so about 2.4 pulls before the first elite. In practice you'd want to clear the Tainted area in
two rather large sweeps
if you can and prepare yourself for the third Gift on the first elite (the Decimator in Orgrimmar and the Forge-Guard in Stormwind) so that you'll end up from that kill with near max Sanity.
Madnesses:
疯狂:应许之力
&
疯狂:失调
: whilst nothing in Tainted is bad, a slow phase outside the zone can be frustrating.
疯狂:失调
&
疯狂:嗜血
: not having to worry about the power zone means you can focus solely on the time phase.
疯狂:应许之力
&
疯狂:嗜血
: use the zone if you can, otherwise a relatively mindless combo.
Corrupted
These areas are harder, but nothing's terrible, besides perhaps
疯狂:灼热跳跃
: I've lost a good sense of actual sanity screaming at my screen during involuntary jumps. The Sanity drain is 112 per 70 seconds, so about 1.8 pulls between elites. Essentially this means you'll have to shift between two and one pull to keep a Sanity upkeep, or do one more and drain a bit.
Madnesses:
疯狂:灼热跳跃
&
疯狂:黑暗幻象
: Delusions is the worst to combine with Scorched, but you should be able to avoid it regardless.
疯狂:灼热跳跃
&
疯狂:昆虫恐惧症
: Entomophobia is annoying at best. Just jump whilst flying from Scorched to get rid of them.
疯狂:黑暗幻象
&
疯狂:昆虫恐惧症
: respite. This should barely, if at all, bother you. Just keep regularly jumping and you're fine.
Lost
Lost areas are, by design, the worst in these places. The Madnesses are all terrible, and the Sanity drain is 168 per 70 seconds, so you have about a Gift per elite, so essentially you'll have to chain them. This is offset by having an additional elite per zone (which essentially help you!) and of course the orbs. Feel free to 'dump' the final boss orb in a Lost zone if you lose control, as any additional risk here can end you fast.
Madnesses:
疯狂:分裂人格
&
疯狂:捕风捉影
: incredibly frustrating in Stormwind; you can cheese it partly by triggering Split, then Haunting.
疯狂:灌铅脚步
&
疯狂:分裂人格
: tough for melee. If allowed to, stay still in the Split to drop Leaden.
疯狂:灌铅脚步
&
疯狂:捕风捉影
: tough for ranged. Displacements are godsend, as there's no Split to worry about.
Buff potions
Throughout the Visions you can find five colored potions: most know that at the start you can find the poison color; that drains 20 Sanity on cloak 15. The 'opposite' (use a WeakAura to determine which it is!) restores 100 Sanity.
The other three give you random buffs for
five minutes
, with a negative effect were they to expire:
火辣药水
: random AoE fire breath, the run out effect is a medium fear.
迟钝药水
: 2% heal/second, the run out effect is a medium snare.
恶心药水
: 5% damage taken reduction, the run out effect is a medium stun.
The gimmick of these potions is, the
duration increases greatly
if you take another of the same color; I wasn't aware of this and noticed it during a 4-mask run (apparently Squishei did already report this in the potions guide, so much for skimming guides): drinking another increases the duration by
15 minutes
. Essentially you'll have to drink
three
of each buff color to have it throughout the entire Vision and I recommend doing so.
Other tips & tricks
The largest threat are the elites and bosses, as missing a Sanity drainer can pretty much one shot you.
Get the potion color shortly after starting, and consider correct colored pots as a ~20% Sanity restore.
As timing is less relevant if you have K'Bab, get easy to reach buffs first.
Keep track of your
紧急头颅除颤
status, as Cranial availability allows some risks.
Trying to keep Vision Hunter up will speed up the run eventually, though for longer paths you'll mount anyway.
Class specific notes
This is and will be a work in progress, assistance welcome as I'm unlikely to run it on all classes.
Havoc: Split Personality can be double jumped, Vengeful Retreat breaks Leaden Foot.
City specific guides
The guides will be broken down mostly on pulls based on
泰坦之赐
(Gift pulls) or
理智恢复宝珠
use. In case of Gift, I will tell you where to proc it, what to use it on and how to use the cooldown period. Mind that these breakdowns are very specific based on your clearing pace, and thus are there as a
loose guideline
. Sanity projections are of course estimations, based on the passive drain (no K'Bab unless mentioned or Sanity pots assumed: these are backup!). It's easy to hit an occasional Burned Bridge or one boss ability.
Adjust accordingly!
Notes: areas in
bold
mean I use the haste cooldown during Gift, and areas in
cursive
mean it's the zone clear.
Orgrimmar
Orgrimmar is easier than Stormwind, but the side-choice does make it so it's a bit less set in stone. I prefer going left, as I want to use the haste cooldown on Ve'zokk and Rexxar. Thrall, by comparison, is a lot easier. Because the elites in the Valley of Wisdom are rather grouped up (especially the last elite and Ve'zokk), you should be able to do the left side without an orb unless you screw up badly. The right hand side in comparison, with the role play on the Inquisitor and Rexxar in general, will probably see you use two Orbs just to stabilize.
Long version
GIFT 1
: Grommash Hold 1. Sanity projection: 575 - 85 = 490.
Proc it on the two packs on the right hand side. Try to group them up.
Use it on Grommash Hold guards, the mobs towards (and including)
纳罗斯
.
Spend the cooldown on clearing behind Grommash Hold.
GIFT 2
: Grommash Hold 2. Sanity projection: 490 - 85 = 415.
Proc it on the packs behind the Hold (top right hand side).
Use it on the remaining mobs in the area.
For the cooldown check potion color and potions and Gamon.
RESPITE
: Grommash Hold. Sanity projection: ~375 when leaving.
After clearing the Tainted area you have some time to recuperate if you want. Check for the potion color, check all potions in the area. If there's a Sanity potion you can add about 1.5 minute to this respite if you see fit. The goal is to leave Grommash Hold at about 350-375 Sanity so you get the full restore from the Decimator. If you have time, check for chests and crystals. Move to Spirits when you reach 350.
GIFT 3
: Valley of Spirits 1. Sanity projection: to max (Decimator) - 125 = 450.
Proc it on Zek'han's mobs. Spread out dps to ensure all four die at the same time.
Use it on
屠戮者西克沃斯
: watch out for
屠戮者
without Gift; only when it's on the way back!
Spend the cooldown to access Wisdom and clear the first mob and middle pack.
GIFT 4
: Valley of Wisdom 1. Sanity projection: 450 - 125 = 325.
Proc it on the pack before the bridge.
Use it on all possible trash except for the pack after the bridge.
Spend the cooldown to clear and any useful potions, K'Bab if Sanity's running sub-300.
GIFT 5
: Valley of Wisdom 2. Sanity projection: 325 to max (Horror & Hulk) - 125 = 450.
Proc it on the Horror pack; the Faceless may stay up for a bit longer but it shouldn't matter too much.
Use it on
凝结恐惧
: all the blood is nasty without Gift so watch out if it runs out.
Spend the cooldown to kill
虚狂巨兽
: the throw will cause some additional sanity drain but you should be max after Hulk.
GIFT 6
:
Valley of Wisdom 3.
Sanity projection: 450 to max (Ve'zokk) - 100 = 475.
Pull
无光者维兹奥克
and proc it on the unleashed Corruptions.
Use it for
无光者维兹奥克
as well. Stay
in the inside circle
of the chaos orbs, avoid Defiled and just group up and AoE adds.
Spend the cooldown to go towards Valley of Spirits and clear the first totem.
GIFT 7
: Valley of Spirits 2. Sanity projection: 475 - 115 = 335.
Proc it on the second totem mobs, if it doesn't proc, (Bjemba or) the patrol.
Use it on the patrol, third and fourth totems. These packs can be quite nasty due to Madnesses.
Spend the cooldown on all totems at least; chests and crystals if you see fit.
GIFT 8
:
Valley of Spirits 3.
Sanity projection: 335 - 60 to 475 (Elemental) - 100 = 375.
Proc it on the two Faceless in front of the Elemental.
Use it on
湮灭元素
: Hopelessness is rather harmless. Mind the waves, especially with Scorched Feet.
Spend the cooldown on mounting towards the Drag entrance.
RESPITE
: Grommash Hold. Sanity projection: ~375 when leaving.
You do have the option to slow down a bit in the otherwise cleared Valley of Spirits or Grommash Hold if you want. Being able to proc Gift immediately upon entering the Drag and having a Sanity restore will mean you have plenty of time to clear the Drag normally if you follow my advice to orb at the Inquisitor. If you had to orb before your Sanity should be much higher so you also have time to take a small break, but you should definitely aim to max Sanity after killing the Annihilator.
GIFT 9
: The Drag 1. Sanity projection: 375 to max (Annihilator) - 115 = 460.
Proc it on the Annihilator pack. Mind the Burrower: a stun helps after they just resurfaced.
Use it on
歼灭者拉克哈尔
; pull him regardless of a Burrower up. The sanity zones are hard to avoid so kill him fast.
Spend the cooldown starting Garona role play, clearing the next pack (and
织幻者杜沙尔
).
GIFT 10
: The Drag 2. Sanity projection: 460 - 115 = 345.
Proc it on the middle pack in the Drag.
Use it on
斯诺恩
and the final pack.
Spend the cooldown to clear all the role play. Don't bother with K'Bab as we're orbing.
ORB 1
:
The Drag 3
. Sanity projection: max and leave with at least 375.
Because we have a relatively large portion without fighting and two cooldown periods of Gift, it's best to orb at
审判官格恩肖尔
. The best way to do this is to orb as the role play ends, and pull him towards the orb. This allows you to ignore the first (and hopefully only)
虚空洪流
, as Sanity will restore as you're getting hit. After that finish him through the Cries. You have some time to clear stuff in the Drag, as Misha will immediately restore 200 Sanity upon entering Honor.
ALTERNATIVE
:
The Drag 3
. Sanity projection: leave with at least 375.
Instead of orbing, you can also try to use the mail mob to proc Gift. I do really only recommend this if your Sanity is around 375; else you might just be better off orbing and doing him with some respite. The third orb will otherwise be pretty much pointless as there's no reason to orb twice in the Valley of Honor. This is a good backup strategy if you had to use an orb on the left side, however.
GIFT 11
: Valley of Honor 1. Sanity projection: 465 to max (Misha) - 175 = 400.
Proc it on
米莎
, otherwise her adds. If the Inquisitor did, the next few packs.
Use it on the two packs behind Misha and the bridge.
Spend the cooldown to clear the left side on the center island, in front of the Mindhunter.
GIFT 12
: Valley of Honor 2. Sanity projection: 400 to max (Mindhunter) - 175 = 400.
Proc it on the right pack in front of the Mindhunter.
Use it on
亚基猎心者
: mind that the poison can still stack and then lead to a stun, as well as the huge knockback.
Spend the cooldown to clear the pack up to Rexxar:
this is a nasty pack: you might want to CC the Swarmer if you can.
ORB 2
: Valley of Honor 3. Sanity projection: max.
We're orbing in front of Rexxar for safety sake. His pets can proc Gift, and these are your likely source. I've tried baiting Gift by using the corpse mobs, but the problem is that the run back is relatively long. If you have the luxury to orb before Rexxar you have plenty of time to search for potions and chests (even crystals if you want!) as the deal is to kill Rexxar and immediately get out of there. Also you might still have to wait for the haste cooldown to run out, so definitely wait for that.
GIFT 13
:
Valley of Honor 4.
Sanity projection: max to max (Rexxar) - 100 = 475.
Pull Rexxar
and proc it as soon as possible on the pets.
Use it on
雷克萨
: he still hurts a lot! Hence an orb, Gift and the haste cooldown. Do not
trigger a trap
outside Gift.
Spend the cooldown to totem back.
ORB 3
: Grommash Hold 3. Sanity projection: max.
If you have an orb left you actually have some respite. You can go about looting chests and crystals you hadn't yet (if you can, why not). If you have been ignoring buff potions, locate one of each but don't take them yet, just before you go to Thrall. With an orb remaining you can even let the haste cooldown debuff run out: this is not really necessary however.
GIFT 14
:
Thrall
Proc it on a Void Boar, interrupt the other; if it procs on neither, so be it.
Use it on
Thrall
: see below for pointers.
Congratulations!
Thrall's Mad World
Thrall's tough for ranged because there are a lot of 'interruptors': you have to move from Defiled and Surging, during Hopelessness and the pets might be harder to group up and control. In contrast, melee can just circle Thrall and keep doing what they do.
The boars are your number one prio at the start. They should not live to cast at all, but at least before Gift runs out.
Defiled Ground is the only thing that can
actually kill you
. Just sidestep it properly; don't move too much so you can still distinguish Burned Bridge and Defiled Ground.
Surging Darkness take a fair amount of time to explode. Plan accordingly, especially if a Defiled Ground follows.
Hopelessness is harmless in itself, but can screw up your orientation; get rid of it but still prioritize Defiled Ground and Surging Darkness.
Cries of the Void might get you low and/or proc Cranial. You can risk if you still have Cranial to just ignore it completely; though there's no real reason to do so.
Short version
Grommash Hold (T):
proc
Gift on right side mobs;
use
it on mobs towards Naros and Hold guards (and Naros). Spend the
cd
on clearing behind the Hold.
Grommash Hold (T):
proc
Gift on the mobs behind Hold;
use
it on the remaining mobs Spend the
cd
on potion color, K'Bab, (Gamon) and going towards Spirits..
Valley of Spirits (C):
proc
Gift on Zek'han's mobs;
use
it on
屠戮者西克沃斯
. Spend the
cd
to access Wisdom, clear the middle.
Valley of Wisdom (L):
proc
Gift on the bridge pack;
use
it and the
cd
on all other trash but the Horror pack.
Valley of Wisdom (L):
proc
Gift on the Horror pack;
use
it on
凝结恐惧
; spend the
cd
on
虚狂巨兽
.
Valley of Wisdom (L)
:
proc
Gift on Vezokk's adds;
use
it on
无光者维兹奥克
; spend the
cd
to go towards Valley of Spirits.
Valley of Spirits (C):
proc
Gift on second totem mobs;
use
it on remaining totem mobs (and Bjemba); spend the
cd
on chests.
Valley of Spirits (C)
:
proc
Gift on the two Elemental trash;
use
it on
湮灭元素
; spend the
cd
running to the Drag.
The Drag (C):
proc
Gift on the Annihilator pack;
use
it on
歼灭者拉克哈尔
; spend the
cd
clearing first part of the Drag (and Warpweaver).
The Drag (C):
proc
Gift on the second pack;
use
it on Snang and the remainingg mobs; spend the
cd
to deal with the rp.
The Drag (C)
:
ORB (two orbs)
as Gift's not proccable and kill
审判官格恩肖尔
.
Valley of Honor (L):
procc
Gift on
米莎
;
use
it on the mobs behind her, spend the
cd
clearing up to the Mindhunter.
Valley of Honor (L):
proc
Gift on the pack right of Mindhunter;
use
it on
亚基猎心者
; spend the
cd
clearing up to Rexxar
Valley of Honor (L):
ORB (one orb)
whenever the haste cooldown is ready.
Valley of Honor (L)
:
proc
Gift on pets;
use
it on
雷克萨
; spend the
cd
toteming back.
Grommash Hold (T): give yourself some
respite
if you have an orb left. Check all buffs, chests/crystals if you want.
Grommash Hold (T)
LAST ORB
,
proc
Gift on left side Hold thrash;
use
it on
Thrall
.
Stormwind
Stormwind is linear, but that's pretty much its only benefit. The city's relatively cramped, which makes the Lost area Madnesses a hell to deal with (any, basically). The key is to do most parts slower than in Orgrimmar as to control Gift better. You will start to hate critters as you progress through this, as they have the tendency to proc Gift on unfortunate times, especially if you have involuntary AoE and/or aren't tracking them properly. In terms of bosses, Stormwind may actually have it slightly
easier
(yes, really). Though Shaw, Boundless Corruption, Umbric and Alleria are annoying, control is key. In Orgrimmar, Ve'zokk and Rexxar can end you with one cast.
Long version
GIFT 1
: Cathedral Square 1. Sanity projection: 575 - 85 = 490.
Proc it on the first two packs. Try to group them up.
Use it on Cathedral guards, potion mobs and the packs towards Trade.
Spend the cooldown (on
阿古塔斯·莫莱恩
), potion color and identifying some pots.
GIFT 2
: Cathedral Square 2. Sanity projection: 490 - 85 = 415.
Proc it on remaining mobs.
Use it on the remaining mobs(,
愤怒的熊毯之灵
) and the Dwarven bridge.
Spend the cooldown on the gnomes, tumors and the first pack in Dwarven.
GIFT 3
: Dwarven District 1. Sanity projection: 415 to max (Forge-Guard) - 115 = 460.
Proc it on the pack before the Forge-Guard or the bank/auction house pack.
Use it on
锻炉卫士胡路尔
: relatively harmless anyway, easy with Gift.
Spend the cooldown to clear: all but the two mobs right side mobs without a bomb. After the cooldown runs out, get the buff mine and do bombs.
GIFT 4
:
Dwarven District 2.
. Sanity projection: 460 to max (Therum) - 125 = 450.
Proc it on the the remaining mobs. Line of sighting them towards the boss and then activating the boss helps.
Use it on
瑟鲁姆·深炉
: if need be, kick Ordnances away, but he will move with you.
Spend the cooldown to clear up Dwarven if you need to, but make sure to clear the Old Town bridge before it runs out.
GIFT 5
: Old Town 1. Sanity projection: 450 to max (Terensen) - 175 = 400.
Proc it on Light-Hunter guards just inside Old Town. This
may not proc Gift
, so kill rats behind them if not!
Use it on
武器大师泰伦森
:
利刃绽放
is harmless if you have Gift; just avoid Blast and kill her before she does Flourish again.
Spend the cooldown to clear the next three packs, but take your time; these packs hurt!.
GIFT 6
: Old Town 2. Sanity projection: 400 to max (Alx'kov) - 175 = 400.
Proc it on the last (or second to last if slower) pack towards Alx'kov.
Use it on
感染者阿克斯科夫
(or partly the pack before him): he is rather harmless in itself, but Gift avoids having to move much.
Spend the cooldown on clearing the pack before the gates and unlocking the gates.
ORB 1
: Old Town 3. Sanity projection: max.
We're orbing before Shaw just for some failsafe respite. Sanity wise we should be fine, but Trade's extremely simple, and it's unlikely you need two orbs in the Mage Quarter. Because we should have Sanity left from killing Alx'kov you could use this time to clear some more (get access to the chest if it's near the Trade exit), get some buff potions, the mailbox and/or crystals. Orb in front of Shaw's gates, as Sanity is about to fill up open them and start spam killing rats for Gift.
GIFT 7
:
Old Town 4.
Sanity projection: max to max (Shaw) - 100 = 475.
Proc it on a rat.
Use it on
马迪亚斯·肖尔大王
: Shaw's no fun, but
take your time
. Eyes drain a significant amount if hit but not enough to kill you, just kill him slowly.
Spend the cooldown on the teleport back and clearing the middle bridge towards Trade.
RESPITE
: Cathedral Square. Sanity projection: about 425 as we enter Trade.
After clearing Old Town a good portion of Stormwind's done. As we got from max to max Sanity from Shaw, you have some respite now. The idea is to enter Trade from the central entrance (straight from Cathedral Square), go around on the south east side (top left as you enter) towards the Inquisitor and Wyrmbane. We will group up the two packs in front of him: mind proccing Gift instantly on rats, though.
GIFT 8
: Trade District 1. Sanity projection: 375 to max (Darkspeak) - 115 = 460.
Proc it on the Inquisitor packs. These two packs combined are rather harmless as the Burrowers will jump to you straight away.
Use it on
审判官达克斯比
; with Gift up, you can ignore the
苦痛折磨
pretty much throughout. Just kick it if it's starting with Gift gone.
Spend the cooldown clearing the outskirts and the middle pack (and
无人看管的公会银行
), but
not
the pack towards the Slavemaster.
GIFT 9
:
Trade District 2
. Sanity projection: 460 to max (Ulroc) - 125 = 450.
Proc it on the pack towards the Slavemaster.
Use it on
奴隶主奥洛克
:
奴役锁链
works a bit wonky with Gift up (stun can reapply) so just run from it.
Spend the cooldown to clear all cages (you pretty much need the minute).
GIFT 10
: Mage Quarter 1. Sanity projection: 450 - 170 = 280.
Proc it on the bridge pack towards Mage Quarter.
Use it the tumors and the pack towards the right.
Spend the cooldown to clear the T-section pack, the Portal Keeper around the corner and the first pack towards Zardeth.
GIFT 11
: Mage Quarter 2. Sanity projection: 280 to 480 (Zardeth) - 175 = 305.
Proc it on the Portal Keeper pack around the corner at Zardeth.
Use it on
黑爪加尔德斯
: Rain of Fire is pretty harmless besides Sanity drain.
Spend the cooldown to clear up behind Zardeth to but
not including
the Portal Keeper pack.
ORB 2
: Mage Quarter 3. Sanity projection: max.
Perhaps a slightly weird place. However; one slighest miscalculation on the pack before the Boundless Corruption can pull him with about half Sanity. After this orb, we're proccing Gift on the 4th Keeper, killing Boundless and the 5th Keeper and going up to Umbric. In practice, we will pull Umbric with about 450 Sanity which should be more than enough. As you will have Sanity left, quickly skim the area for potions. Orb in front of the Portal Keeper pack when you're ready.
GIFT 12
:
Mage Quarter 4
. Sanity projection: max to max (Boundless) - ~200 to about max (Umbric).
Proc it on the Portal Keeper and his adds.
Use it on
无尽腐蚀
: Boundless without Gift is a death sentence. Zerg him as soon as you possibly can.
Spend the cooldown to kill the 5th Portal Keeper and go up the tower.
We're unable to proc Gift on
魔导师乌布里克
: prioritize kicking
熵能飞弹
and do it patiently. Afterwards, teleport back.
ORB 3
: Cathedral Square 3. Sanity projection: max.
If you have an orb left you actually have some respite. You can go about looting chests and crystals you hadn't yet (if you can, why not). If you have been ignoring buff potions, locate one of each but don't take them yet, just before you go to Alleria. With an orb remaining you can even let the haste cooldown debuff run out: this is not really necessary, but on Alleria it can make a difference. Especially as melee.
GIFT 13
:
Alleria
There's nothing left to proc Gift on. Only a Spawn can give you one and definitely kill it if your Sanity gets that low.
Use it on
奥蕾莉亚·风行者
: see below for pointers.
Congratulations!
Alleria's Mad World
Alleria is though for melee because Ordnances can be annoying to interact with and a lot of LoS spells force you away from the boss. Don't panic though. Alleria's huge drainers are easily avoidable and the Eye can be ignored mostly throughout.
The Eye is annoying
, but the benefit in comparison to Shaw is that there's just one.
Void Eruption and Chains are practical
one shots
, so prioritize those.
Melee should
kick (interact)
Ordnances away from the center; ranged can just sidestep it.
Darkened Sky should be sidestepped; similar to the Defiled Ground on Thrall, but with less priority.
Interrupt Tainted Polymorph as it's the only interruptible cast; it's not required (if you have limited interrupts) but you'll drain some from Burned Bridge.
Short version
Cathedral Square (T):
proc
Gift on the first mobs;
use
it on the next pack and Guards; spend the
cd
on on potion color and the available buff.
Cathedral Square (T):
proc
and
use
Gift on remaining mobs; spend the
cd
on the Dwarven bridge and the first pack inside Dwarven.
Dwarven District (C):
proc
Gift on Forge-Guard pack;
use
it on
锻炉卫士胡路尔
; spend the
cd
on clearing, bombs, buff mine and chests.
Dwarven District (C)
:
proc
Gift on the last two bombless mobs;
use
it on
瑟鲁姆·深炉
; spend the
cd
on clearing the bridge to Old Town.
Old Town (L):
proc
Gift on the Light-Hunter guards;
use
it on
武器大师泰伦森
; spend the
cd
on clearing (slowly).
Old Town (L):
proc
Gift on the pack before Alx'kov;
use
it on
感染者阿克斯科夫
; spend the
cd
on clearing and chests.
Old Town (L): open Shaw's gates,
ORB (two orbs)
and pull the closest by pack.
Old Town (L):
proc
Gift on the pulled pack;
use
it and its cd on
马迪亚斯·肖尔大王
.
Teleport out
(this seems to be safe) and clear the bridge to Trade.
Trade District (C):
proc
Gift on the packs before the Inquisitor;
use
it on
审判官达克斯比
; spend the
cd
clearing the outskirts.
Trade District (C)
:
proc
Gift on the pack before Ul'rok;
use
it on
奴隶主奥洛克
; spend the
cd
on (
无人看管的公会银行
and) cages.
Mage Quarter (L): go
right
,
proc
Gift on the starter pack;
use
it on the first Portal Keeper; spend the
cd
on the second Portal Keeper to Zardeth.
Mage Quarter (L):
proc
Gift the randomly spawning mobs;
use
it on
黑爪加尔德斯
; spend the
cd
on clearing up to Mage Tower behind Zardeth.
Mage Quarter (L): quickly skim for chests and then
ORB (one orb)
.
Mage Quarter (L):
proc
Gift on the Portal Keeper pack before Boundless;
use
it on
无尽腐蚀
; spend the
cd
on the final Portal Keeper and the stroll up the tower.
Mage Quarter (L):
kill
魔导师乌布里克
(no Gift, no orb): prio interrupting Entropic Missiles (Poly is no Sanity drainer).
Teleport back
.
Cathedral Square (T): give yourself some
respite
if you have an orb left. Check all buffs, chests and crystals if you want.
Cathedral Square (T)
:
LAST ORB
,
proc
Gift on the potion mobs (LoS inside);
use
it on
奥蕾莉亚·风行者
..
Acknowledgments
Thanking everyone for the minor improvements posted as replies on my original comment; I've incorporated most of these in the guide proper; and I thank Squishei for making the Stormwind guide, basically enticing me to write a fullblown guide for both Visions. If you have any questions or improvememts, feel free to reply.
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评论
评论来自
cheinii
Just to add one thing.. The horrific add procs gift quite well. xd
So just stand near the boss patiently, and once it dies, pull away!
Ie for Shaw, or Uldric.. i am really horrible at clicking stuff so take insane sanity dmg (and am low pulling them ofc), yet 20 sec free dps helps a looooot
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