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Tazavesh, the Veiled Market - Dungeon Encounter Journal for Shadowlands 9.1: Chains of Domination
来自 Paryah
[Last Updated]:
2021/05/12
变更日志
补丁:10.2.7
目录
评分:
Tazavesh, the Veiled Market
is the megadungeon new to Shadowlands 9.1: Chains of Domination in World of Warcraft. It is an eight boss instance set in a Broker bazaar. This guide focuses on the Encounter Journal and all boss abilities.
Updated for 9.1 PTR Build 38627
For a Tazavesh, the Veiled Market dungeon Overview and details on the loot that drops from each boss, visit the following guides.
Tazavesh, the Veiled Market Overview Tazavesh, the Veiled Market Loot Guide
To gain entry beyond the gilded gates of Tazavesh, all must pass the sentinel, Zo'phex. Obsessed with security, Zo'phex ensures any contraband is immediately incinerated along with anyone holding the offending items.
Overview
Section 1
Damage Dealers
:
Destroying a
[Containment Cell]
interrupts
[Interrogation]
.
While disarmed from
[Impound Contraband]
players are silenced and pacified until retrieving their weapon from the battlefield.
[Rotary Body Armor]
absorbs all damage taken if between players and Zo'phex.
Healer
:
[Armed Security]
move dangerously around the battlefield.
While disarmed from
[Impound Contraband]
players are silenced and pacified until retrieving their weapon from the battlefield.
[Security Measure]
inflicts heavy damage to the party when a
[Containment Cell]
is destroyed.
Tank
:
Zo'phex can be positioned during the cast of
[Interrogation]
before players are trapped at their current location within a
[Containment Cell]
.
[Fully Armed]
increases Physical damage done.
[Armed Security]
move dangerously around the battlefield.
Abilities
Interrogation
:
Zo'phex fixates a marked player for Interrogation, detaining them within a Containment Cell while slowly advancing towards them.
While advancing, Zo'phex's blades inflict 50 Arcane damage directly in front of the caster.
Containment Cell
:
The target of Zo'phex's Interrogation is Stunned within a Containment Cell. Destroying the Cell ends the Interrogation and triggers a Security Measure.
Security Measure
:
The Containment Cell initiates a final security measure upon collapsing, inflcting 14078 Arcane damage to all players.
Armed Security
:
Zo'phex's arms detach from his torso and begin to whirl violently, inflicting 8275 Physical damage every 1 sec to nearby players within 6 yds.
Fully Armed
:
Zo'phex replenishes the limbs of his torso, increasing Physical damage done by 25%.
Impound Contraband
:
Zo'phex confiscates a player's weapon, silencing and pacifying them until they retrieve it.
Vigor
:
Retrieving your weapon emboldens you, increasing Haste by 25% for 6 sec.
Rotary Body Armor
:
Zo'phex is protected by rotating body armor activating once wounded. While this armor is between players and Zo'phex, it absorbs all attacks.
The Menagerie
The Xy cartel "acquire" rare and valuable items to sell within their menagerie. Nothing is off-limits, exotic beasts, forbidden technology, even cursed artifacts are all on display. They guarantee to have your heart's desire, as long as you can pay the price.
Overview
At the start of the encounter Alcruux will cast
[Gluttonous Feast]
which will remain until the end of the encounter, transfering to the closest player upon expiration.
When Alcruux reaches 20% health, Achillite will be activated and after starting up will enter the encounter. Achillite will occasionally channel
[Venting Protocol]
, releasing anima orbs that explode upon contact. The player with
[Gluttonous Feast]
can consume the anima orbs, gaining a stack of
[Devoured Anima]
.
When Achillite reaches 20% health, Venza will attempt to steal the Edge of Annihilation and after being corrupted will enter the encounter.
Damage Dealers
:
While afflicted with
[Gluttony]
you can absorb
[Volatile Anima]
orbs to gain
[Devoured Anima]
.
The pull of
[Whirling Annihilation]
intensifies over time, making it more difficult to avoid the longer you remain nearby.
[Chains of Damnation]
can be deadly if not destroyed quickly.
Healer
:
While afflicted with
[Gluttony]
you can absorb
[Volatile Anima]
orbs to gain
[Devoured Anima]
.
[Flagellation Protocol]
can inflict heavy damage if not interrupted.
The pull of
[Whirling Annihilation]
intensifies over time, making it more difficult to avoid the longer you remain nearby.
Tank
:
[Flagellation Protocol]
can inflict heavy damage if not interrupted.
The pull of
[Whirling Annihilation]
intensifies over time, making it more difficult to avoid the longer you remain nearby.
Abilities
Alcruux
Gluttony
:
Alcruux afflicts the nearest player with the essence of hunger for 21 sec, allowing them to safely absorb volatile anima but inflicting 10 Shadow damage every 1 sec to all other players within 5 yards.
Upon expiration,
Gluttony
is transfered to the nearest other player.
Devoured Anima
:
Increases all damage done by 5%. This effect stacks.
Grip of Hunger
:
Alcruux pulls all players to his location, then striked strikes with explosive force inflicting 16089 Shadow damage to all players within 20 yards.
Grand Consumption
:
Alcruux creates waves of consuming orbs that explode after 4 sec, leeching 16089 health from all players within 12 yards.
Achillite
Venting Protocol
:
Achillite vents its anima core, releasing Volatile Anima and inflicting 10 Holy damage to all players within 7.5 yards.
Flagellation Protocol
:
Achillite encases itself in a shield that absorbs 36567 damage and prevents interruption. It then begins pummeling its target, inflicting 8045 Physical damage every 0.5 sec for 5 sec.
Purification Protocol
:
Achillite afflicts 2 players with unstable anima, inflicting 1207 Holy damage every 1 sec for 7 sec. Explodes upon expiration, inflicting 40 Holy damage to all players within 25 yards.
Volatile Anima
:
Explodes on contact with a player, inflicting 35 Holy damage to players within 0 yds and decreasing their damage done by 5% for 1 min. This effect stacks.
Venza Goldfuse
Whirling Annihilation
:
Vincenza whirls madly with the Edge of Annihilation, drawing all players towards her and inflicting 24134 Physical damage every 1 sec to all players a 7 yards.
Chains of Damnation
:
Venza chains a random player in place, decreasing their speed by 100% until the chains are destroyed.
Mailroom Mayhem
Something has gone wrong at the Primary Office for Sending Things (P.O.S.T.). Dimensional portals are scattering deliveries and the automation that runs the office is malfunctioning. If the chaos is not sorted soon, the city could go postal.
Overview
The P.O.S.T. Master pummels players with everything at its disposal, from crushingly heavy
[Money Order]
s to unidentified
[Hazardous Liquids]
.
Upon reaching 100 energy, the P.O.S.T. Master activates the central mail portal, releasing
[Unstable Goods]
. Players must quickly deposit these into an active Delivery Portal to avoid an
[Unstable Explosion]
.
Damage Dealers
:
Throw
[Unstable Goods]
into an active Delivery Portal before they trigger
[Unstable Explosion]
.
Group up for
[Money Order]
, as its damage is shared among all players hit.
Healers
:
Throw
[Unstable Goods]
into an active Delivery Portal before they trigger
[Unstable Explosion]
.
Group up for
[Money Order]
, as its damage is shared among all players hit.
[Fan Mail]
inflicts significant damage to all players.
Tanks
:
Throw
[Unstable Goods]
into an active Delivery Portal before they trigger
[Unstable Explosion]
.
Group up for
[Money Order]
, as its damage is shared among all players hit.
Abilities
Unstable Goods
:
The P.O.S.T. Master activates the central mail portal, releasing packages of Unstable Goods that explode if not delivered within 30 sec.
Players can walk over Unstable Goods to pick them up, reducing movement speed by 50% and granting the Throw Package ability.
Throw Package
:
Throw your package of Unstable Goods at the target location.
The package must land in an active Delivery Portal or be caught by another player to avoid an Unstable Explosion.
Unstable Explosion
:
Unstable Goods explode if handled carelessly, or if they're not delivered within 30 sec.
Inflicts 22123 Fire damage to all players, plus an additional 2011 Fire damage every 1 sec for 6 sec.
Hazardous Liquids
:
The P.O.S.T. Master activates the central mail portal, releasing a shipment of Hazardous Liquids that spill on the floor unless caught by players.
Alchemical Residue
:
Players who catch Hazardous Liquids are covered in residue, inflicting 804 Arcane damage every 1 sec for 10 sec. This effect stacks.
Spilled Liquids
:
Spilled liquids inflict 4022 Arcane damage every 1 sec and reduce movement speed by 35% for players standing within them.
Fan Mail
:
The P.O.S.T. Master goes haywire, firing letters in every direction that inflict 30 Physical damage every 1 sec to all players for 5 sec.
Money Order
:
The P.O.S.T. Master drops a ton of gold on a player, inflicting 60335 Physical damage to players within 6 yds, split evenly between all players hit.
Au'myza's Oasis
The drinks are ethereal, the ambiance intoxicating, and the live performers may not leave that way if they fail to please the crowd. Within Tazavesh, this is the only neutral space where brokers from every cartel gather to deal in the shadows.
Overview
Select an instrument and perform for the unruly crowd. Bring down the house and you may gain the favor of Au'myza herself!
Tanks
:
Hit notes as the singer to disrupt enemies and defend your allies.
Get the crowd's excitement to 100 by hitting notes.
Damage Dealers
:
Hit notes with the Guitar, Saxophone, or Trumpet to increase the crowd's excitement and defeat enemies.
Get the crowd's excitement to 100 by hitting notes.
Healers
:
Hit notes with the Drumset to increase the crowd's excitement and heal your allies.
Get the crowd's excitement to 100 by hitting notes.
Abilities
A Grand Performance
:
Grab an instrument and perform for Au'myza!
Sing
:
Use your voice to hit nearby notes within 4 yds. Hitting notes grants the performer an application of
Jazzed Up!
.
Jazzed Up!
Increases damage and healing 2% and haste by 2% for 40 sec. This effect stacks.
Guitar Slide
:
Slide forward to hit notes during your performance. Each note grants the performer an application of
Jazzed Up!
.
Jazzed Up!
Increases damage and healing 2% and haste by 2% for 40 sec. This effect stacks.
Sax Slide
:
Slide forward to hit notes during your performance. Each note grants the performer an application of
Jazzed Up!
.
Jazzed Up!
Increases damage and healing 2% and haste by 2% for 40 sec. This effect stacks.
Trumpet Slide
:
Slide forward to hit notes during your performance. Each note grants the performer an application of
Jazzed Up!
.
Jazzed Up!
Increases damage and healing 2% and haste by 2% for 40 sec. This effect stacks.
Play Drums
:
Play the drums and hit nearby notes. Each note grants the performer an application of
Jazzed Up!
.
Jazzed Up!
Increases damage and healing 2% and haste by 2% for 40 sec. This effect stacks.
Stage One: Unruly Patrons
Brawling Patron
Throw Drink
Disruptive Patron
Hyperlight Bolt
:
Inflicts 6034 Arcane damage.
Teleport
:
Teleports to a nearby location.
Suppression
:
Inflicts 302 Arcane damage every 0.5 sec and reduces movement speed by 30% for 8 sec.
Speakeasy Security
Security Slam
:
Inflicts 16089 Physical damage to an enemy.
Menacing Shout
:
Inflicts 8045 Physical damage to all players and interrupts spellcasting for 6 sec. Ignores armor.
Rowdy
:
Upon reaching 100 rage the speakeasy patrons enrage, increasing damage done by 100%.
Rotten Vegetable
:
Unruly Patrons throw disgusting refuse that inflicts 12067 Nature damage to players within 3.5 yds.
Stage Two: The Bouncer
Zo'gron
Suppression Pulse
Security Slam
:
Inflicts 16089 Physical damage to an enemy.
Menacing Shout
:
Inflicts 8045 Physical damage to all players and interrupts spellcasting for 6 sec. Ignores armor.
Crowd Control
:
Blocks all melee attacks and deflects all ranged attacks and spells from the front.
When the guard ends, Zo'gron inflicts 40 Arcane damage to all players in a frontal cone and knocks them back.
Among brokers who live by the blade, none match So'azmi's skill. Cartel So's lethal assassin, So'azmi is always perfecting his technique. As such, it gives him great pleasure to instruct his enemies in the art of fighting, before delivering his final stroke.
Overview
So'azmi deploys
[Relocators]
which players must use to avoid his
[Shuri]
ability.
As the fight progresses, So'azmi
[Divides]
the playspace to impede players' movement and make his other abilities more difficult to deal with.
After
[Dividing]
the playspace, So'azmi prepares his deadly
[Triple Technique]
, which must be interrupted multiple times.
Tanks
:
Use
[Relocators]
to avoid the damage of
[Shuri]
.
[Triple Technique]
must be interrupted multiple times to prevent its damage.
Damage Dealers
:
Use
[Relocators]
to avoid the damage of
[Shuri]
.
[Triple Technique]
must be interrupted multiple times to prevent its damage.
Healers
:
Use
[Relocators]
to avoid the damage of
[Shuri]
.
[Triple Technique]
must be interrupted multiple times to prevent its damage.
Abilities
Shuri
:
So'Azmi creates an expanding ring of Arcane energy that causes players caught in its path to suffer 4022 Arcane damage every 1 sec for 10 sec.
Deploy Relocators
:
So'azmi deploys pairs of Relocators to confuse his enemies.
When a player touches a Relocator, they are instantly teleported to the other Relocator that matches it.
Divide
:
So'azmi divides the area with a barrier that players are unable to move or target through.
Triple Technique
:
So'Azmi uses his secret three-part technique.
Upon completion he hurls burning blades at all players, inflicting 4022 Fire damage every 1 sec for 10 sec.
This spell must be intterupted 3 times to prevent it from casting.
Quickblade
:
So'Azmi dashes through a player, causing players in his path to suffer 3 Physical damage and bleed for 3 Physical damage every 1 sec for 10 sec.
Left to guard an ancient Titan artifact, its recent theft has awoken, Hylbrande, Sword of the Keepers. The only hope of escape is to dismantle the myriad of security protocols at Hylbrande's command or become permanent residents of the tomb.
Overview
Hylbrande attacks players with physical strikes that cleave in front of him, and summons Vault Purifiers to bolster his defenses. Once Hylbrande reaches full energy, he will start a Sanitizing Cycle to cleanse the room.
Damage Dealers
:
Purged by Fire leaves behind purging fields that limit the playspace and can make it dangerous to access panels.
Vault Purifiers reduce the amount of damage that Hylbrande takes when they are allowed to channel, and restrict the ability to input bypass codes if left alive during Sanitizing Cycle.
Healers
:
Purged by Fire will focus damage on a player.
Players are likely to be very spread out during Sanitizing Cycle.
Tanks
:
Shearing Swings and Titanic Crash both hit all players in front of Hylbrande.
Vault Purifiers reduce the amount of damage that Hylbrande takes when they are allowed to channel, and restrict the ability to input bypass codes if left alive during Sanitizing Cycle.
Abilities
Shearing Swings
:
Hylbrande takes two consecutive swings at all players in front of him with his sword, inflicting 40 Physical damage, and then 40 Physical damage.
Titanic Crash
:
Hylbrande slams his sword down, inflicting 18905 Physical damage to all targets in front of him and stunning them for 4 sec.
Purged by Fire
:
The Titanic Defense Turret focuses intense energy at a player's feet, inflicting 15 Holy damage every 0.5 sec., and leaves behind a Purging Field.
Purging Field
Sanitizing Cycle
:
Hylbrande channels titan power from the chamber and begins to fill the room with a sanitizing field to purge all unauthorized life forms. As a safety measure, the facility manifests four bypass codes. If security is bypassed, the process will stop. Hylbrande is immune to all damage while channeling.
Titan Console
:
Manipulating the Titan Console reveals a bypass combination pattern.
Security Panel
:
Security panels can be socketed with bypass codes.
Bypass Code: Helvete
:
The player carries a Bypass Code, which inflicts 402 Fire damage every 1.5 sec. while carried and can be socketed into nearby Security Panels.
Bypass Code: Lys
:
The player carries a Bypass Code, which inflicts 402 Holy damage every 1.5 sec. while carried and can be socketed into nearby Security Panels.
Bypass Code: Fryse
:
The player carries a Bypass Code, which inflicts 402 Frost damage every 1.5 sec. while carried and can be socketed into nearby Security Panels.
Bypass Code: Morke
:
The player carries a Bypass Code, which inflicts 402 Shadow damage every 1.5 sec. while carried and can be socketed into nearby Security Panels.
Vault Purifier
:
Vault Purifiers join the fight two at a time as Hylbrande calls for them.
Empowered Defense
:
Vault Purifiers channel energy into Hylbrande, reducing all damage taken by 25%.
Keeper's Protection
:
The Vault Purifier channels a protective shield on a security panel, blocking interaction.
Valorous Bolt
:
The Vault Purifier blasts a target with energy, inflicting 10056 Holy damage.
Months of planning went down the latrine when So'leah appeared in the middle of Timecap'n Hooktail's heist and stole her prize. Consumed by rage, the pirate queen unleashes her true form and rampages over anyone caught in her path.
Overview
Timecap'n Hooktail commands her infamous pirate ship, The Hourglass, to
[Cannon Barrage]
the beach while she engages players in close combat.
Corsair Brutes grapple from the deck to support their captain, but her
[Infinite Breath]
and
[Hook Swipe]
are deadly for players and Corsairs alike.
Upon reaching 100 energy, Hooktail uses her infinite magics to greatly empower her allies with
[Double Time]
.
Damage Dealers
:
Stay away from Corsair Brutes and try to kite them into Hooktail's
[Infinite Breath]
or
[Cannon Barrage]
Kill Corsair Brutes quickly while they are stunned by
[Infinite Breath]
Stay away from the boat to avoid being pulled into the water by
[Anchor Cannon]
Healers
:
Stay away from Corsair Brutes and try to kite them into Hooktail's
[Infinite Breath]
or
[Cannon Barrage]
Stay away from the boat to avoid being pulled into the water by
[Anchor Cannon]
Tanks
:
Aim Timecap'n Hooktail's
[Infinite Breath]
at Corsair Brutes
Try not to turn Timecap'n Hooktail's tail towards your allies
Abilities
Deadly Seas
:
The seas are especially treacherous in Timecap'n Hooktail's presence. Players will drown if they enter these dark waters.
Timecap'n Hooktail
Infinite Breath
:
Hooktail's powerful breath inflicts 14078 Arcane damage and stuns players within a frontal cone for 3 sec. Corsair Brutes hit are stunned and take increased damage for 10 sec.
Hook Swipe
:
Hooktail swipes her tail, inflicting 14078 Physical damage to players and Corsairs and knocking them back.
Players can be Hook'd! by this effect.
Double Time
:
Fed up with the player's resistance, Timecap'n Hooktail calls upon her infinite magic to drastically increase the movement and attack speed of any Corsair Brutes in the area.
Corsair Cannoneers
Grapeshot
:
Cannon fire from Hooktail's ship inflict 7240 Fire damage to players.
Anchor Cannon
:
Fires an Anchor Shot directly at a player, dealing 8849 Physical damage, stunning and dragging them towards The Hourglass for 10 sec.
So'leah's thirst for power culminates in this final battle. Unleashing a force she does not fully understand, the cartel boss is transformed into a creature of unbridled ferocity. As rampant energy spills from the artifact, So'leah must be stopped before her actions tear down Tazavesh's foundations.
Overview
[PH]
Tanks
:
[Collapsing Star]
fires in the direction of So'leah's target and must be discharged before reaching its destination.
Coordinate with allies to disrupt So'leah's
[Power Overwhelming]
utilizing
[Hyperlight Jolt]
.
Damage Dealers
:
Coordinate with allies to disrupt So'leah's
[Power Overwhelming]
utilizing
[Hyperlight Jolt]
.
[Collapsing Star]
should be carefully discharged before it reaches its destination.
Healers
:
Coordinate with allies to disrupt So'leah's
[Power Overwhelming]
utilizing
[Hyperlight Jolt]
.
[Collapsing Star]
inflicts substantial damage to all party members when discharged.
Abilities
Stage One: [PH]
Hyperlight Spark
:
So'leah creates a
Hyperlight Spark
that jumps between all players, inflicting 4827 Arcane damage.
Collapsing Star
:
So'leah forms an orb containing 4 charges of
Collapsing Energy
that persists for 25 sec. Each time a player comes into contact with the
Collapsing Star
it consumes a charge to apply
Collapsing Energy
to all players, inflicting 9 Arcane damage every 1 sec for 3 sec.
All remaining charges of
Collapsing Energy
are consumed when the
Collapsing Star
expires.
Summon Assassins
:
So'leah summons elite assassins to assist her.
So' Cartel Assassin
:
Highly mobile elite assassins.
Shuriken Blitz
:
The Assassin quickly repositions and readies a volley of shurikens. Inflicts 6034 Physical damage to all players and causes them to bleed, inflicting an additional 3218 Physical damage every 1 sec for 10 sec.
Stage Two: [PH]
Power Overwhelming
:
So'leah links herself to the relics, drawing upon their power to reduce all damage taken by 99% while linked.
Striking a relic with
Hyperlight Jolt
disrupts its link with So'leah.
Hyperlight Jolt
:
So'leah unleashes a blast of energy through all players inflicting 8045 Arcane damage in a line between each player and increasing damage taken from
Hyperlight Jolt
by 50% for 15 sec.
Striking a relic with the blast disrupts its link with So'leah.
Collapsing Star
:
So'leah forms an orb containing 4 charges of
Collapsing Energy
that persists for 25 sec. Each time a player comes into contact with the
Collapsing Star
it consumes a charge to apply
Collapsing Energy
to all players, inflicting 9 Arcane damage every 1 sec for 3 sec.
All remaining charges of
Collapsing Energy
are consumed when the
Collapsing Star
expires.
Relocation
:
So'leah shifts relics to new positions.
Energy Fragmentation
:
So'leah triggers a violent reaction in a relic, releasing energy fragments in several directions. Players caught in the path of an energy fragment are knocked away and suffer 33 Arcane damage and an additional 10 Arcane damage every 2 sec for 6 sec.
Hyperlight Nova
:
So'leah and the relics erupt, inflicting 20112 Arcane damage to all players within 14 yards.
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评论
评论来自
princevalentine
I just ran this with my group and the postmaster bombs only let us pick them up about half the time, so we couldn't clear the encounter or dungeon. Has this happened to anyone else on PTR or live?
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