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The Crusaders' Coliseum: Trial of the Crusader Achievements
来自 SquireKel
[Last Updated]:
2022/06/07
变更日志
补丁:9.2.5
目录
评分:
Champions, salute!
The Crusaders' Coliseum in northern Icecrown houses the
Trial of the Crusader
raid. There is no trash in this raid, contrary to most other raids. Also unlike other raids, the Normal and Heroic versions are differently named (
Trial of the Crusader
vs.
Trial of the Grand Crusader
).
Since this raid is rarely performed nowadays, familiarity with the boss fights and achievements has decreased to nearly forgetting the raid even exists. With that in mind, the fight mechanics are presented for all the bosses found in the Coliseum on both Normal and Heroic difficulties for both raid group sizes to act as a complete guide. Additionally, the other achievements and strategies available in the raid are presented, as well as a compiled list of all the loot that can be obtained. **Note: Although there are no meta-achievements associated with this raid, non-kill achievements are called "meta" for consistency.**
Additionally, since groups can contain players level 80+, it is not guaranteed that a group is strictly comprised of max-level characters, so this guide is aimed at strictly level 80 groups, with some comments to max-level groups about major strategy changes. Each group will have to individually determine what mechanics can be ignored, if any.
Please vote if you find this guide helpful, or leave comments below if you have suggestions on how to improve!
Important Information
Location
The
Trial of the Crusader
raid is located at the Argent Tournament in Icecrown, Northrend, at (77, 22)
Trial of the Crusader
General Notes
While it's entirely possible for an attentive group to do all the achievements in a single lockout, it can be frustrating for some players. Achievements that require players to not go all out on the boss (ie.
Upper Back Pain
and
The Traitor King
) will become more straining on a group at the Heroic difficulty, and the new mechanics and abilities can decrease focus. Raids comprised of max-level, decently geared players (full 10-player raid or mostly-full 25-player raid) should have no trouble performing all achievements in a single lockout IF everyone is on the same page and attentive. For groups of other compositions, it is a case-by-case issue.
It's advised that groups finding simultaneous attempts difficult take one lockout to do the fights on Regular difficulty attempting the "meta" achievements, while another lockout is spent on Heroic difficulty for the kill achievements (again, there is no meta for this raid, but the name has been used throughout for consistency).
It should be noted that the Heroic boss fights can only be started by someone who has already completed the Regular raid difficulty.
Another key component for raid groups working on this achievement is the use of addons. My personal support is for Deadly Boss Mods (DBM) and RaidAchievement, although others work just as well.
DBM is a commonly used addon to tell players what the boss is doing during a fight, including alerts to interrupt casts, move out of damaging areas, or to shift damage to a particular npc. It, or another similar addon, should be used by every member of a raid to increase fight awareness.
RaidAchievement tracks all the achievements for a particular boss fight, and announces completion or failure in party or raid chat, depending on the type of instance. It is only required by a single group member, and while it's use isn't mandatory, it helps simplify tracking the achievement requirements.
Raid Maps
Raid groups begin on this map, and spend the majority of their time here. All but the last boss are encountered here.
All boss fights can be started by talking to
Barrett Ramsey
, who stands by the entrance to the arena.
The
Beasts of Northrend
enter after set periods of time rather than after a kill, and must be defeated in sequence or the group will be forced to start over.
All other boss fights are separate from one another, allowing the raid group to perform resurrections and re-buffs if necessary before beginning the next one.
Upon defeating the
Twin Val'kyr
, the
巫妖王
will appear and cause an rift in the earth, sending the raid group into the watery region in the bottom area of this map.
Here, raids will face
阿努巴拉克
, the last boss of the instance, to complete the raid.
Once
阿努巴拉克
is dead,
大领主提里奥·弗丁
comes down to congratulate the raid, and an
银色法师
places a portal to Dalaran for interested players.
Boss Fights and Mechanics
Beasts of Northrend
GORMOK THE IMPALER
Regular Fight Mechanic
穿刺者戈莫克
has three major abilities he uses during the fight:
穿刺
,
震地践踏
, and
渐怒
.
穿刺
inflicts physical damage for 30 seconds on the player he’s used it on, and while unavoidable, it can be easily healed through to minimize impact on the raid.
震地践踏
deals physical damage to enemies within 15 yards, so melee players should be aware of it and either avoid it, or heal through it. It’s not too dangerous, but if a melee player is already low on health when it goes out, it can certainly be enough to kill. It also interrupts spellcasting for 8 seconds, so players should be aware of timing their spells around it.
渐怒
increases the damage
穿刺者戈莫克
deals by 15%, and is cast every time a
狗头人奴隶
is thrown at a raid member.
狗头人奴隶
are
穿刺者戈莫克
's right-hand minions. He will throw one at a raid member (4 total during the fight in 10-player or 5 total during the fight in 25-player) and it will cling to their back, striking from there and periodically interrupting and stunning the player. A
狗头人奴隶
uses
猛击
to deal damage and interrupt spellcasting,
燃烧弹
to inflict damage to not only the player it’s hanging onto but also any other players within 8 yards, and
裂颅
to stun a player. It’s important to kill
狗头人奴隶
s quickly, either by having ranged DPS players taking care of them, or by having anyone with a npc=34800] running into melee while all the DPS kill them. Depending on the group composition, either strategy can work, as long as the group agrees upon it ahead of time.
After
穿刺者戈莫克
is killed, any remaining
狗头人奴隶
s should be dps-ed down rapidly before starting on the next bosses. If necessary, this should mean that the tanks pick up the next bosses while everyone else focuses attention at killing the
狗头人奴隶
s.
Heroic Fight Mechanic
A spawn timer is introduced in Heroic difficulty for these bosses. A raid group has 3 minutes on each boss before the next one enters – meaning that regardless of whether
穿刺者戈莫克
is dead or not at the 3 minute mark,
酸喉
and
恐鳞
will enter. At the 6 minute mark,
冰吼
will enter – again, regardless of whether the other bosses are dead or not. This puts a bit of a stressor on DPS players, but with a good group, it is manageable.
Tanks will need to switch every 2-3 stacks of
穿刺
, depending on gear and health levels, due to it lasting longer.
狗头人奴隶
on healers have priority, while other players that receive a
狗头人奴隶
should be dealt with in similar fashion to Regular mode.
The
燃烧弹
from
狗头人奴隶
apply a DoT on all players nearby – dealing damage every two seconds and lasting 20. It stacks, and is refreshed by fire, so it’s important to move away quickly.
ACIDMAW AND DREADSCALE
10-player
Meta:
一石二虫(10人)
25-player
Meta:
一石二虫(25人)
Regular Fight Mechanic
A key thing to note about this fight: only one boss will be mobile at a given time, while the other remains stationary. They switch when they burrow, so that, upon emerging, the mobile boss becomes stationary while the previously stationary boss becomes mobile.
The mobile boss needs to be kited around the arena, since it will spawn clouds of poisonous gas underneath it that deal damage to anyone in range.
The stationary boss periodically uses a knockback ability on nearby players, so the tank on this boss will need to engage the boss quickly after these casts to avoid losing aggro.
恐鳞
enters the arena first, as the mobile boss, while
酸喉
enters a few seconds later as the stationary boss. It’s important that only the tank is in front of either boss at any given time, due to the stuns each uses.
When either boss dies, the other will become
激怒
, increasing the damage dealt by 50%, so it’s highly important to have the living boss low in health when the other dies.
Click the togglers below to view the abilities of each boss in the mobile and stationary phases.
Mobile Boss
粘液池
gets spawned under the mobile boss’s body and grows for 30 seconds, inflicting damage to players standing in it.
Each boss has a Spew ability that inflicts damage four times every second for 2.5 seconds to everyone standing in front of the boss (in a conical shape).
恐鳞
's is
熔岩喷射
, while
酸喉
's is
强酸喷射
.
Each boss has a Bite ability that deals damage to its target and injects them with a debuff for 60 seconds that can be prematurely removed by a single tick from the other boss’s debuff. For
恐鳞
,
灼热撕咬
is cast, applying the
灼热胆汁
debuff. For
酸喉
, the
麻痹撕咬
deals
麻痹毒素
, which also slows the target. It’s highly important that the tanks get their debuff removed as quickly as possible, so any other player that receives a debuff needs to immediately head to the appropriate tank.
Stationary Boss
横扫
deals damage to players within 15 yards and performs a knockback. The tank will be hit by this each time, and needs to re-engage the stationary boss quickly.
Each boss has a Spit ability inflicts damage on a random target, and can easily be healed through.
恐鳞
's is
火焰吐息
, while
酸喉
's is
酸液喷射
.
Each boss has a Spray ability that deals damage to its target and any other player within 10 yards and injects them with a debuff for 60 seconds that can be prematurely removed by a single tick from the other boss’s debuff. For
恐鳞
, the
烈焰喷射
applies the
灼热胆汁
debuff, whereas
酸喉
uses
麻痹喷溅
that gives
麻痹毒素
to the target, which also slows the player. It’s highly important that the tanks get their debuff removed as quickly as possible, so any other player that receives a debuff needs to immediately head to the appropriate tank.
Meta-Achievement Mechanic
To receive this achievement, raid groups must “defeat Acidmaw and Dreadscale within 10 seconds of each other.”
Since a raid group will already be trying to kill the two bosses relatively close in time to one another due to the
激怒
that occurs to the living
Jormungar
when the other dies, this achievement requires little tactical difference from the normal fight. Groups will want to get both bosses as close to dead as possible (~20% health) before killing one. At that point, all damage should shift to the remaining boss and kill it as quickly as possible.
It's important that groups time the first boss death so that the other boss won't submerge within 10 seconds, effectively ruining the achievement for a raid.
Heroic Fight Mechanic
Two tanks should be on the mobile
Jormungar
while one tank deals with the stationary one. Players should remain spread out as much as possible, and react quickly when receiving
麻痹毒素
or
灼热胆汁
. They each deal more damage, and inappropriately managing them can greatly hurt a raid.
Additionally, the
粘液池
s that get sent out during the fight not only deal more damage to players within them, but they also last longer and expand more – so it’s important not only to move out of the
粘液池
, but also to give it a wide berth so it doesn’t expand into the spot you’re standing.
ICEHOWL
10-player
Meta:
上背酸痛(10人)
25-player
Meta:
上背酸痛(25人)
Regular Fight Mechanic
The last of the series,
冰吼
is also the easiest boss to face tactically. By now, a raid group is likely running low on mana and cooldowns. The tank should immediately position
冰吼
in the middle of the room while ranged spread out and melee attack from behind the boss. Depending on tank health levels, it may be advised to periodically switch tanks.
野蛮头冲
is periodically cast on the tank, dealing a large amount of damage as well as stunning the tank, which means the next attack can bring the tank’s health fairly low, so it’s imperative that healers focus their attention on the tank at this point.
极寒吐息
deals damage to a random target and anyone between
冰吼
and the target – so it’s important that players spread out and no one is in front of anyone else. Additionally, this ability stuns and silences briefly.
旋风
deals damage and knocks players within 15 yards back, so melee players will want to move away from the boss when he uses this ability.
重型撞击
occurs when
冰吼
jumps in the center of the arena (if he wasn’t already there) and knocks everyone back to the walls with a stun. He will then announce a player that he will try to
践踏
, and the stun will wear off. At this point, players receive a short speed buff called
蛮力爆发
, and all players should move away from where the targeted player stood when
冰吼
made the announcement. If
冰吼
hits anyone with
践踏
, he will gain
吐沫狂怒
, a removable buff that increases his damage and attack speed, and the hit may be enough to kill the player. If
冰吼
does not hit anyone, he will crash into the wall and receive
重击眩晕
, a debuff that not only stuns
冰吼
, but also increases all damage taken by 100% - this time should be capitalized upon by the raid group.
Meta-Achievement Mechanic
In order to receive this achievement, raid groups must “defeat Icehowl while at least 2 Snobolds in 10-player or 4 Snobolds in 25-player remain alive.”
穿刺者戈莫克
throws out more than enough
狗头人奴隶
during his section of the fight to get this achievement, since they're on a timer. The difficulty is that they must stay alive not only through his fight, but also through fights with the
Jormungars
and
冰吼
.
DPS players who get a
狗头人奴隶
should be marked so that no one attacks their
狗头人奴隶
directly or by AoE attacks. As soon as a
狗头人奴隶
enters the melee range, players should be limited to single-target attacks for the remainder of the fights (which should not be difficult, as there is no trash during any of these fights). The fights should continue as usual, and as soon as
冰吼
is dead and the achievement has been awarded, everyone should then kill the remaining
狗头人奴隶
s.
If any of the players with a
狗头人奴隶
on their backs die during any of the fights, it will drop to the ground and continue to attack players in range, so player deaths do not automatically fail the achievement.
Max-level raid groups can receive this achievement without worrying about the
狗头人奴隶
until after the fight has ended, and instead will have to focus on allowing enough time for
穿刺者戈莫克
to throw the required number of
狗头人奴隶
s before killing him.
Heroic Fight Mechanic
The approach to
冰吼
is relatively unchanged, so players should adapt well to the Heroic fight.
蛮力爆发
is removed in Heroic difficulty, so movement before
践踏
is not boosted. This means players need to stay aware of that ability and react quickly after
重型撞击
throws everyone to the walls.
In Heroic mode,
吐沫狂怒
cannot be removed, so it must be healed through as best as possible or avoided altogether by moving out of the way of
冰吼
's
践踏
ability.
Lord Jaraxxus
LORD JARAXXUS
10-player
Meta:
痛苦之刺(10人)
25-player
Meta:
痛苦之刺(25人)
Regular Fight Mechanic
This boss fight involves a few abilities from the boss that need to be properly handled, as well as add mechanics that can complicate the fight for an unfamiliar group.
加拉克苏斯大王
himself has several abilities that are relatively easily dealt with:
魔能火球
,
魔能闪电
,
血肉成灰
,
地狱烈焰
,
军团烈焰
, and
虚空之能
.
魔能火球
is an attack that can be interrupted, and the resultant DoT on players can be dispelled if desired.
魔能闪电
inflicts damage on a target player and can jump to nearby players, so ranged should spread out across the arena to minimize its impact. In 10-player, it can affect up to 3 targets, while it affects up to 5 targets in 25-player.
血肉成灰
absorbs healing and reduces damage by 50% for 12 seconds or until the absorption caps (cap is 30,000 in 10-player or 60,000 in 25-player). Healing should be increased during this time to reach the cap quickly, as it turns into
地狱烈焰
if it stays for the full duration.
地狱烈焰
deals damage for 5 seconds to nearby friendly targets. It is caused by allowing
血肉成灰
to stay on a player for the full 12 second duration.
军团烈焰
deals minimal damage for 6 seconds, but spawns one
军团烈焰
per second. These deal additional damage equal to the parent
军团烈焰
, but last 60 seconds.
虚空之能
is a buff that
加拉克苏斯大王
applies to himself that increases his magic damage output by 20% per stack. It is unavoidable, and so it is important that the tank keep aggro on the boss during the fight to avoid unnecessary deaths. It reaches 5 stacks in 10-player, or 10 stacks in 25-player.
加拉克苏斯大王
also calls two types of adds to assist him throughout the fight, the
痛苦女王
and
魔焰地狱火
. He uses the
虚空传送门
and
地狱喷发
casts to call them, respectively. Both the adds and the objects need to be killed rapidly to minimize the damage taken, as the
虚空传送门
s and the
地狱喷发
caused by the
地狱火山
s deal damage to nearby players. Priority should be given to closing
虚空传送门
s before killing the
痛苦女王
, followed by the
地狱火山
Is and
魔焰地狱火
s.
痛苦女王
use a
旋压痛击
attack to deal damage on random targets based on their maximum health – a possible issue for players who are less than 50% health for the attack. In addition,
痛苦女王
cast
毁灭穿击
to cause 75% weapon damage, and ignore resistances and armor – again, this can be a concern for players at less than 50% health.
魔焰地狱火
use
魔能火环
and
魔能喷发
, a DoT and charge attack, respectively, to inflict damage that can be problematic for low-health players.
Meta-Achievement Mechanic
To obtain this achievement, raid groups must “defeat Lord Jaraxxus while at least two Mistresses of Pain are alive.”
Depending on the speed at which a group is killing
加拉克苏斯大王
, they may choose to ignore all the adds entirely and focus strictly on the boss, or they may prefer to work the boss down more slowly and kill adds until
加拉克苏斯大王
is near 20% health before switching to focus entirely on him.
It’s advised that an off-tank is used to kite any
痛苦女王
away from the rest of the group in either case, so as to not limit players to single-target attacks only, as well as to limit the damage taken by their attacks.
Max-level groups will have to wait for a
虚空传送门
to be summoned (~20 seconds into the fight), and then not allow anyone to attack them until sufficient
痛苦女王
are present. The
虚空传送门
should still be closed immediately after the second
痛苦女王
spawns, as they can overwhelm a raid.
Heroic Fight Mechanic
The
虚空传送门
s and
地狱火山
s will now continue to spawn new adds during the fight until they are killed, increasing the importance of killing them as soon as they spawn. Groups that fail to do so may quickly find themselves overwhelmed by adds and the damage output by them.
痛苦女王
gain a new ability, called
女王之吻
, which deals damage to random players and interrupts the next spell cast within 8 seconds. Players that are aware of the cast can easily minimize its impact.
魔焰地狱火
can no longer be CCed or interrupted, so players need to run away from them during the AoE cast to avoid taking large amounts of damage.
Faction Champions
FACTION CHAMPIONS
10-player
Meta:
韧性是关键(10人)
25-player
Achievement was removed in patch 4.0.3a
Regular Fight Mechanic
There are 14 possible opponents a raid group can face in this fight, but only some of them will show up each time. Since the combinations change from lockout to lockout, this makes the fight slightly different each time. In 10-player, a group will face 6 opponents, 2 of which will be healers, while in 25-player, a group will face 10 opponents, 3 of which will be healers. Unlike in the other fights, the Champions differ depending on what faction the raid group is – the names are different, but the class and spec options are the same. Alliance groups will face off against
Champions of the Horde
, while Horde raids will oppose the
Champions of the Alliance
.
Click here to see a full list of possible opponents.
Class
Spec
Champion of the Alliance
(opponents of Horde raid groups}
Champion of the Horde
(opponents of Alliance raid groups}
Death Knight
Druid
Druid
Hunter
Mage
Paladin
Paladin
Priest
Priest
Rogue
Shaman
Shaman
Warlock
Warrior
Frost DPS
Balance
Restoration
Survival
Arcane
Holy
Retribution
Discipline
Shadow
Subtlety
Enhancement
Restoration
Affliction
Arms
泰利乌斯·达斯布雷德
卡雯娜·林歌
麦拉多·深谷游者
阿莱希娅·月行者
+
猫
努兹尔·啸钉
维兰纳
圣光使者巴尔诺
安塔尔·缮炉者
布瑞娜·沉夜
伊锐丝·影踪
沙拜德
萨缪尔
塞瑞莎·术轮
+
扎戈瑞姆
索库尔
戈瑞姆·影斩
比莱纳·雷蹄
伊林·雾蹄
鲁姬卡
+
猫
凋零者吉塞尔
莉安德拉·唤日者
玛里萨斯·辉刃
严肃的凯普斯
暗语者维维尼
玛兹迪娜
布罗恩·粗角
萨卡加尔
德拉克道格
+
扎戈瑞姆
断钢者纳霍克
Upon first seeing the
Champions
spawn, the raid should take a few moments to determine which are present. As always, the healers should be killed first. CCs should be used where possible as well as interrupts.
Priority order on killing bosses:
Enhancement Shaman, Restoration Druid, Restoration Shaman, Warrior, Rogue, Holy Paladin, Death Knight, Mage, Discipline Priest, Shadow Priest, Retribution Paladin, Balance Druid, Hunter
Healers will be somewhat targeted during the fight, and should kite to avoid taking serious amounts of damage.
Tanks may opt to switch to a dps spec, since diminishing returns on taunts severely decreases effectiveness. It may still be beneficial to tank the Death Knight, Warrior, and Rogue. Deciding whether to use tanks or not will depend on individual raid group preferences and abilities.
For a full write-up on the
Champions'
abilities, see
ArgentSun’s
blog post,
Strategist: Faction Champions
.
Meta-Achievement Mechanic
In order to obtain this achievement, a raid group must “kill all the enemy heroes within 60 seconds of the first one dying in 10-player mode.”
Tactically, a group should perform this by using CCs or kiting techniques on all the
Champions
except for healers, while all dps focuses on the enemy healers. Once their health reaches 20-25%, the raid group should CC them and shift attention to the rest of the
Champions
. Split damage fairly evenly to keep the health levels close to one another, and once all the enemies have health levels in the 10-15% range, they should be killed. The CCs on the healers should be broken, and all damage focused on killing them quickly.
For raid groups who feel they could benefit from damage increases,
嗜血
,
英勇
,
时间扭曲
, etc should be used as soon as the first boss is killed. Max-level groups should not have to worry about CCs, kiting, or damage increases, but rather should use AoEs and interrupts on the healers to kill the
Champions
together.
Heroic Fight Mechanic
Champions
are now immune to taunts due to their
PVP饰品
, and players should adjust their play accordingly. The use of more CCs is highly advised to minimize the
PVP饰品
's influence on the fight.
The
Restoration-Druid Champion
can now use
宁静
, so once again, the priority is on killing the healers first.
Twin Val'kyr
TWIN VAL'KYR
10-player
Meta:
时不我待(10人)
25-player
Meta:
时不我待(25人)
Regular Fight Mechanic
This fight has two bosses that have complementary abilities, similar to the
Jormungar
in the
Beasts of Northrend
fight earlier in the raid, although they are more easily identified.
光明邪使菲奥拉
is white, and uses light-based abilities, while
黑暗邪使艾蒂丝
is purple, and uses dark-based abilities. The
Val’kyr
share a health pool, so some groups may want to have all dps focus on one boss.
When the fight begins, four portals will spawn to mark a square on the arena. Two will be light, while two will be dark. Clicking on these portals will give an Essence buff that is discussed below.
Upon the fight starting, each
Val’kyr
should be positioned on the portal they start closest to, which will allow for the raid group to rapidly switch Essences as needed. Players are able to deal increased damage to the
Val’kyr
with the opposite coloring as their Essence, so
光明邪使菲奥拉
should be attacked (and surrounded) by players with
黑暗精粹
only, while
黑暗邪使艾蒂丝
should be attacked (and surrounded) by players with
光明精粹
only.
Players that have the wrong Essence (ie. the one that matches the closest boss) will take more damage and significantly reduce their own damage output. This will also cause a
疾速奔腾
buff that increases movement speed by 70% for 15 seconds, giving players sufficient time to move to the appropriate boss area.
光明光球
and
黑暗光球
orbs float around the room throughout the fight, and can help or hurt a player.
If the player absorbs the opposite
Concentrated
as their Essence, it causes
光明解禁
or
黑暗解禁
, which deals damage to nearby players. For instance, if
光明解禁
is activated by a player with
黑暗精粹
touching a
光明光球
orb, the resultant damage will affect players with the
黑暗精粹
, since they are immune to dark damage but more vulnerable to light damage. If Unleashed is accidentally activated, the player should quickly switch to the opposite Essence and then back again to minimize damage.
Each boss has a Twin Spike ability that deals 100% weapon damage and increases damage taken by the target by 20%, lasting for 10 charges or 15 seconds. A charge is depleted by taking a hit.
光明邪使菲奥拉
uses
双生之刺
, while
黑暗邪使艾蒂丝
uses
双生之刺
.
Each boss has a Surge ability that deals damage to players with the opposite Essence of the boss.
光明邪使菲奥拉
uses
光明涌动
, while
黑暗邪使艾蒂丝
uses
黑暗冲击
. To minimize its impact, players can shift their Essence to match the boss they are nearby during the cast, and then revert back to the opposite Essence.
Each boss has a Vortex ability that deals damage for 5 seconds to players with the opposite Essence of the boss.
光明邪使菲奥拉
uses
光明漩涡
, while
黑暗邪使艾蒂丝
uses
黑暗漩涡
. To minimize the impact of this ability, players should switch their Essence to match the nearby boss during the 8-second cast and return to the opposite Essence once it is over.
The
Twin Val’kyr
alternate the next abilities, so that one uses a Shield followed by Twin’s Pact while the other uses
双生之能
. This is arguably one of the most complex of the mechanics in the entire raid, where the raid group essentially has to choose between a 20% boss heal or a 20k raid-wide damage hit.
The preferable option is to make sure the everyone has the opposite Essence of the boss casting Shield + Pact to minimize the damage dealt to the raid group by the
双生之能
, while breaking through the Shield and halting the healing spell.
Each boss has a Shield ability that is cast immediately before the Twin’s Pact, and lasts 15 seconds. This shield absorbs significant damage and prevents spell interruption. Players should focus damage on the shield to break through it. Twin’s Pact is cast immediately after the Shield ability, healing the
Val’kyr
for 50% of their total health. It should be interrupted once the shield is down.
光明邪使菲奥拉
uses
光明之盾
followed by
双生相协
, while
黑暗邪使艾蒂丝
uses
黑暗之盾
followed by
双生相协
.
双生之能
increases the damage done by the
Val’kyr
as well as increasing the boss’s hit chance and attack speed with the
瓦格里的迅捷
buff.
Meta-Achievement Mechanic
To receive this achievement, raid groups must “defeat the Twin Val’kyr in 3 minutes or less.”
This is a dps-race, and should be treated as one. Damage should be split evenly between the two
Val’kyr
to increase effectiveness.
This fight requires players to pay attention to the
光明光球
and
黑暗光球
mechanic to maximize damage output. This should not be problematic for attentive groups with appropriate damage-output to obtain. Max-level groups may find they only face one cycle of switching their Essence before the bosses are killed.
Heroic Fight Mechanic
Increased quantities of
光明光球
and
黑暗光球
spawn during the fight, which is beneficial to the raid group if utilized appropriately. This is best avoided by having everyone take the Essence of the opposite of the boss they’re attacking, while a healer takes the Essence that matches the boss. Everyone except that healer will group up together, while the healer moves around the room and collects the excess
Concentrated Essences
that match their own.
In addition, each
Twin
gains a new ability:
光明之触
and
黑暗之触
, for
光明邪使菲奥拉
and
黑暗邪使艾蒂丝
, respectively. These are debuffs placed on random targets that do an AoE damage to nearby players with Essences opposite to the Touch. Since everyone is grouped up with the same
Concentrated Essence
, players should switch to the opposite Essence momentarily to drop the debuff before switching back to the original Essence.
Anub'arak
ANUB'ARAK
10-player
Meta:
叛变的国王(10人)
25-player
Meta:
叛变的国王(25人)
Regular Fight Mechanic
The raid group will see
阿努巴拉克
waiting for them across a large room, with his
粘丝甲虫
minions scurrying around. The group should ignore these until they become aggressive – killing them now will not decrease difficulty later, and they respawn relatively quickly prior to the start of the fight. Once the fight begins, they will burrow underground and go into hiding until phase 2.
The fight against
阿努巴拉克
has three phases: above ground, underground, and swarm. He will cycle through phases 1 and 2 until he reaches 30% health, at which point he will transition into phase 3.
Click on the togglers below to view the content found in each phase.
Phase 1: Above Ground
阿努巴拉克
should be positioned in the center of the room facing away from the raid group, standing in the circle he stands on as the raid enters the room. He uses
寒冰打击
to deal damage and stun his target for 3 seconds, as well as the DoT
刺骨之寒
on several random targets.
An off-tank should stand nearby and keep the
蛛魔掘地者
s off the main tank.
蛛魔掘地者
s use
破甲虚弱
on their target, so it’s important that the off-tank is kept at high health while these are present.
A ranged DPS player should kill the
冰霜之球
s floating above the group, trying to spread out the
永冻
that drops from them.
永冻
slows everyone, but also has benefits.
蛛魔掘地者
are unable to
潜地
through it, and any
永冻
hit by the
追击穿刺
that are around during phase 2 will cause both to disappear. It’s important that the OT is holding
蛛魔掘地者
s on top of a patch of
永冻
for this reason.
DPS players should focus their attention on the boss, but switch to kill the
蛛魔掘地者
s when they spawn, especially if multiple start to appear.
蛛魔掘地者
gain
蛛魔狂怒
, which increases movement, attack, and casting speed when other
蛛魔掘地者
s are within 12 yards.
Phase 2: Underground
Periodically,
阿努巴拉克
burrows underground. All adds should be killed while he is gone, since not only are there
蛛魔掘地者
to kill, but the
粘丝甲虫
that were neutral earlier have returned, and have now turned hostile, bringing
虫群甲虫
with them. Both
虫群甲虫
s and
粘丝甲虫
s apply the DoT
酸腺撕咬
, which can inflict significant damage at high stacks, and should be killed quickly. They also have
决断
, a speed and health buff, so should be kited over
永冻
as needed.
阿努巴拉克
also casts
被阿努巴拉克追逐
, which sends a line of spikes at a random player, dealing damage to anyone within 4 yards of the line. Additionally, the front spike uses
穿刺
to inflict additional damage that ignores armor.
追击穿刺
should be dealt with by having the person targeted run over a patch of
永冻
, as it will destroy the spikes. The
永冻
will disappear after having been spent in this way.
After roughly 1 minute,
阿努巴拉克
will re-emerge and phase 1 will restart.
Phase 3: Swarm
When
阿努巴拉克
is pushed below 30% health, he transitions into phase 3.
He will begin to steal health from the raid group using
吸血虫群
, at a rate of 30% current health per second. To minimize how much health
阿努巴拉克
regains during this phase, healers will want to keep everyone at 50% health maximum, while damage focuses attention on the boss.
The major concerns of this phase are dealing more damage to
阿努巴拉克
than he is able to heal himself for, while keeping players alive through
刺骨之寒
and damage from any adds that may still be alive. Tanks may also want to be aware of
寒冰打击
.
Meta-Achievement Mechanic
To receive this achievement, raid groups must “kill 25 Swarm Scarabs within 30 seconds.”
虫群甲虫
spawn during phase 2 (underground) only, and must be kited to avoid doing significant damage. Their
酸腺撕咬
ability stacks up to 40, so a tank or plate-wearer should move them around the room across the
永冻
. It takes three cycles of
阿努巴拉克
burrowing underground to acquire enough of the
虫群甲虫
s, assuming no one accidentally kills any prior to or during the fight. Once you have enough (and this is one of those things that should be verified, not guessed), all damage should be focused on killing the
虫群甲虫
s quickly.
While everyone is standing around waiting for the 25
虫群甲虫
, players should focus on killing the larger
蛛魔掘地者
s and not damage
阿努巴拉克
below 30% health, which would force him into phase 3.
Since the achievement does not rely on killing
阿努巴拉克
, raid groups can retry this easily by repeating the phase 1 <--> phase 2 cycle indefinitely or by pushing
阿努巴拉克
into phase 3 and allowing a quick wipe.
Heroic Fight Mechanic
Only 6
冰霜之球
s will spawn in the fight, increasing the importance of where they are dropped. It’s important to spread them out to increase the area covered by
永冻
and minimize unnecessary overlap. Placing the
永冻
far apart allows players plenty of time and space to “kite”
追击穿刺
over to them. The more time it takes
阿努巴拉克
to pursue a target, the fewer targets that will be pursued in each phase 2. Depending on how many cycles of phase 2 the group is willing to have, ranged DPS should kill 5 (for one underground phase) or 3 (for two underground phases). The remaining
冰霜之球
should be used in phase 3 to keep any leftover adds from using
潜地
and regaining health.
Twice as many
蛛魔掘地者
s will spawn in each set, and they will continue spawning in phase 3. In addition, they will now use the ability
暗影突击
occasionally, which should be interrupted. If possible, they should still be killed quickly, otherwise, they should be held near the boss to receive any AoE damage.
粘丝甲虫
are immune to taunt, and should be kited or killed as desired. They also spawn in both phases 2 and 3 now, which increases the speed that
酸腺撕咬
can stack.
Rewards!
Changes Since the Shattering
Many of the reasons to do this raid were removed in patch 4.0.3a - the mount, the titles, the extra loot at the end of the instance... The removal of the
forced many rewards into oblivion, as they were reliant on its existence.
Highlights of the removed content is listed here to acknowledge / cry over, but are not discussed further in this guide. For a full list of items that could be obtained from the
, please refer to the page itself.
Removed Content
Removed 10-player Content
Removed 25-player Content
Removed Achievements
对技艺的嘉奖(10人)
对精湛技艺的嘉奖(10人)
对疯狂的嘉奖(10人)
对技艺的嘉奖(25人)
对精湛技艺的嘉奖(25人)
对疯狂的嘉奖(25人)
对极度疯狂的嘉奖
对不朽的嘉奖
/
对不朽的嘉奖
Removed Title
The Argent Defender
(reward from
对极度疯狂的嘉奖
)
Removed Mounts
十字军的黑色战马
/
十字军的白色战马
(reward from
对不朽的嘉奖
/
对不朽的嘉奖
, respectively)
Achievements
10-player
Boss Fight
25-player
一石二虫(10人)
上背酸痛(10人)
Beasts of Northrend
一石二虫(25人)
上背酸痛(25人)
痛苦之刺(10人)
Lord Jaraxxus
痛苦之刺(25人)
韧性是关键(10人)
Faction Champions
Achievement removed in patch 4.0.3a
时不我待(10人)
The Twin Val'kyr
时不我待(25人)
叛变的国王(10人)
Anub'arak
叛变的国王(25人)
北伐的召唤(10人)
Herioc:
北伐的最高召唤(10人)
Raid Completion
北伐的召唤(25人)
Heroic:
北伐的最高召唤(25人)
Loot
巨型虫卵
has a chance to drop off Icehowl at the end of the Beasts of Northrend fight.
猛犸人狩猎号角
has a chance to drop off Icehowl at the end of the Beasts of Northrend fight.
蛛魔圣物
has a chance to drop off Anubarak at the end of the raid.
Defeating any boss in ToC always has a chance for the loot below to drop:
All Difficulties & Sizes
ALLIANCE
Heroic Only
十字军宝珠
设计图:白骑士胸甲
设计图:烈阳熔铸胸甲
设计图:泰坦神铁锋刃胸铠
设计图:泰坦神铁尖刺护腕
Blacksmithing
设计图:烈阳熔铸护腕
图样:黑甲护腕
图样:十字军的龙鳞护腕
图样:骑士之难甲胄
图样:月蚀长袍
图样:月影臂甲
Leatherworking
图样:十字军的龙鳞胸甲
图样:迅杀护腕
图样:巫师的珠玉护腕
图样:梅林法袍
Tailoring
图样:皇家月幕长袍
Regular 10-player
ALLIANCE
Heroic 10-player
冰吼腰带
Cloth Armor
冰吼腰带
极地野兽肩垫
酸腭长靴
Leather Armor
极地野兽肩垫
酸腭长靴
灵魂行者肩甲
北地追猎者臂甲
Mail Armor
灵魂行者肩甲
北地追猎者臂甲
恐鳞臂甲
升腾怒火护手
冻土腰带
穿刺者束带
Plate Armor
恐鳞臂甲
升腾怒火护手
冰冻疆土腰带
穿刺者束带
灵魂囚禁手杖
Weapons
灵魂囚禁手杖
无尽苦痛项圈
食肉兽指环
Other
无尽苦痛项圈
食肉兽指环
Regular 25-player
ALLIANCE
Heroic 25-player
晋升罗衣
黑雾束带
Cloth Armor
晋升罗衣
黑雾束带
野兽征服护腿
无尽风暴长靴
Leather Armor
野兽征服护腿
无尽风暴长靴
残忍意图胸甲
冰层挖掘者腰带
Mail Armor
残忍意图胸甲
冰层挖掘者腰带
巨兽胸甲
碎骨臂甲
英勇长靴
Plate Armor
巨兽胸甲
碎骨臂甲
英勇长靴
狂乱之刃
钢铁碎刃短刀
水晶锻铸先锋盾
Weapons
狂乱之刃
钢铁碎刃短刀
水晶锻铸先锋盾
凶兽斗篷
清风披风
暴虐指环
Other
凶兽斗篷
清风披风
暴虐指环
Regular 10-player
ALLIANCE
Heroic 10-player
恶魔信使护腿
邪火束腕
Cloth Armor
恶魔信使护腿
邪火束腕
冬至腰带
Leather Armor
冬至腰带
先知束带
炼狱长靴
哨兵侦察胫甲
Mail Armor
先知束带
炼狱长靴
哨兵侦察胫甲
虚空领主臂甲
虚空勇士束带
Plate Armor
虚空领主臂甲
虚空勇士束带
守夜短刀
Weapons
守夜短刀
元素禁锢护符
地狱坚毅项圈
火焰风暴之戒
巡界徽记
Other
元素禁锢护符
地狱坚毅项圈
火焰风暴之戒
巡界徽记
Regular 25-player
ALLIANCE
Heroic 25-player
宽抚护腿
Cloth Armor
宽抚护腿
秋木护腕
厄运胸甲
Leather Armor
秋木护腕
厄运胸甲
混沌预兆护腕
Mail Armor
混沌预兆护腕
破晓者胫甲
血洗护带
狂热奉献腿甲
陨落圣光腿铠
Plate Armor
破晓者胫甲
血洗护带
狂热奉献腿甲
陨落圣光腿铠
利爪之击
狮首斩杀者
Weapons
利爪之击
狮首斩杀者
艾瑞达的荣耀
恶魔领主垂饰
侵越之印
战败者的慰藉
黑暗治愈者之戒
Other
艾瑞达的荣耀
恶魔领主垂饰
侵越之印
战败者的慰藉
黑暗治愈者之戒
Regular 10-player
ALLIANCE
Heroic 10-player
银色大法师便鞋
Cloth Armor
银色大法师便鞋
银色刺客手套
Leather Armor
银色刺客手套
银色游侠头盔
Mail Armor
银色游侠头盔
银色冠军面甲
银色保卫者护肩
Plate Armor
银色冠军面甲
银色保卫者护肩
银色信徒之刃
Weapons
银色信徒之刃
动荡能量饰物
胜者的召唤
禁锢之光
霜脉矮人的热忱
Other
动荡能量饰物
胜者的召唤
禁锢之光
霜脉矮人的热忱
Regular 25-player
ALLIANCE
Heroic 25-player
孀妇长靴
凛冬束带
Cloth Armor
孀妇长靴
凛冬束带
反目外衣
踏冰者便鞋
Leather Armor
反目外衣
踏冰者便鞋
震地长靴
仇恨深藏腿甲
隐秘屠戮护腕
Mail Armor
震地长靴
仇恨深藏腿甲
隐秘屠戮护腕
霜脉英雄胸甲
血痕束带
碎约护臂
Plate Armor
霜脉英雄胸甲
血痕束带
碎约护臂
公正使者
圣洁壁垒
Weapons
公正使者
圣洁壁垒
偏移披风
无情侵掠之戒
萨崔娜的抗阻甲虫
Other
偏移披风
无情侵掠之戒
萨崔娜的抗阻甲虫
Regular 10-player
ALLIANCE
Heroic 10-player
幽影手套
哀魂长靴
Cloth Armor
幽影手套
哀魂长靴
雪窟头盔
流影护甲
Leather Armor
雪窟头盔
流影护甲
碧空先知手套
Mail Armor
碧空先知手套
徊流战靴
Plate Armor
徊流战靴
外交专用佩枪
启迪
冰瀑匕首
清算
Weapons
外交专用佩枪
启迪
冰瀑匕首
清算
黑暗死亡坠饰
降福圣杯
双姝之戒
Other
黑暗死亡坠饰
降福圣杯
双姝之戒
Regular 25-player
ALLIANCE
Heroic 25-player
织天者法袍
黑暗精粹护腕
Cloth Armor
织天者法袍
黑暗精粹护腕
灰棘束带
无情杀手腰带
Leather Armor
灰棘束带
无情杀手腰带
冷酷制裁战靴
Mail Armor
冷酷制裁战靴
冰湖护胸
盾卫护腕
升华腿甲
Plate Armor
冰湖护胸
盾卫护腕
升华腿甲
凶狼之杖
双生之刺
Weapons
凶狼之杖
双生之刺
瓦格里的嚎哭
仲裁者的沉思
刽子手的毒心
炽光圣杯
死亡的裁决
Other
瓦格里的嚎哭
仲裁者的沉思
刽子手的毒心
炽光圣杯
死亡的裁决
Regular 10-player
ALLIANCE
Heroic 10-player
无眠外衣
永生束带
Cloth Armor
无眠外衣
永生束带
雪山强盗肩甲
Leather Armor
雪山强盗肩甲
无尽猎杀护肩
蛛魔领主护盔
Mail Armor
无尽猎杀护肩
蛛魔领主护盔
守望者胸甲
不朽蛛魔腿铠
白银之手腿铠
Plate Armor
守望者胸甲
不朽蛛魔腿铠
白银之手腿铠
巴尔古的重弩
雄狮之爪
银色治愈者
磨骨者
十字军的荣耀
西部荒野军刀
弗塔根战刃
凝霜
皇家卫士壁垒
警觉护盾
Weapons
巴尔古的重弩
雄狮之爪
银色治愈者
磨骨者
十字军的荣耀
西部荒野军刀
弗塔根战刃
凝霜
皇家卫士壁垒
警觉护盾
Regular 25-player
ALLIANCE
Heroic 25-player
亡者之触手套
苍白圣徒腕甲
深空护腿
浮冰软鞋
Cloth Armor
亡者之触手套
苍白圣徒腕甲
深空护腿
浮冰软鞋
黑暗决心护腕
甦醒裹腿
Leather Armor
黑暗决心护腕
甦醒裹腿
元素流动胸甲
死亡统御腰带
危机潜伏腿甲
Mail Armor
元素流动胸甲
死亡统御腰带
危机潜伏腿甲
雪恨手套
遗忘殉难者腰带
第七军团胫甲
Plate Armor
雪恨手套
遗忘殉难者腰带
第七军团胫甲
雷矛利斧
哀难的终结
执政长刀
Weapons
雷矛利斧
哀难的终结
执政长刀
少女的宠爱
蛛魔之力
叛君徽记
恶行指环
死者的统治
Other
少女的宠爱
蛛魔之力
叛君徽记
恶行指环
死者的统治
Defeating any boss in ToC always has a chance for the loot below to drop:
All Difficulties & Sizes
HORDE
Heroic Only
十字军宝珠
设计图:白骑士胸甲
设计图:萨隆邪铁断剑护腕
设计图:烈阳熔铸护腕
设计图:泰坦神铁锋刃胸铠
Blacksmithing
设计图:烈阳熔铸胸甲
设计图:泰坦神铁尖刺护腕
图样:黑甲护腕
图样:十字军的龙鳞护腕
图样:十字军的龙鳞胸甲
图样:诱魔胸铠
图样:骑士之难甲胄
图样:月蚀长袍
图样:月影臂甲
Leatherworking
图样:巫师的珠玉护腕
图样:梅林法袍
图样:皇家月幕护腕
图样:皇家月幕长袍
Tailoring
Regular 10-player
HORDE
Heroic 10-player
冰吼束带
Cloth Armor
冰吼束带
酸腭战靴
极地野兽护肩
Leather Armor
酸腭战靴
极地野兽护肩
灵魂行者护肩
北地追猎者护腕
Mail Armor
灵魂行者护肩
北地追猎者护腕
穿刺者腰带
迅疾怒火护手
恐鳞护腕
冻土束带
Plate Armor
穿刺者腰带
迅疾怒火护手
恐鳞护腕
冻土束带
灵魂囚禁节杖
Weapons
灵魂囚禁节杖
永劫苦痛项圈
戈莫克的指环
Other
永劫苦痛项圈
戈莫克的指环
Regular 25-player
HORDE
Heroic 25-player
黑雾腰带
晋升罗袍
Cloth Armor
黑雾腰带
晋升罗袍
严冬长靴
野兽征服裹腿
Leather Armor
严冬长靴
野兽征服裹腿
冰层挖掘者护腕
残忍意图胄甲
Mail Armor
冰层挖掘者护腕
残忍意图胄甲
巨兽胸铠
碎骨臂铠
英勇战靴
Plate Armor
巨兽胸铠
碎骨臂铠
英勇战靴
狂心倒钩
冥河碎刃短刀
绝望屏障
Weapons
狂心倒钩
冥河碎刃短刀
绝望屏障
凶兽披风
清风斗篷
暴戾指环
Other
凶兽披风
清风斗篷
暴戾指环
Regular 10-player
HORDE
Heroic 10-player
恶魔信使裹腿
邪火护腕
Cloth Armor
恶魔信使裹腿
邪火护腕
血蹄使者束带
Leather Armor
血蹄使者束带
暗矛仪祭缚带
炼狱战靴
战歌偷猎者胫甲
Mail Armor
暗矛仪祭缚带
炼狱战靴
战歌偷猎者胫甲
虚空勇士腰带
虚空领主腕甲
Plate Armor
虚空勇士腰带
虚空领主腕甲
兽人剜骨短刀
Weapons
兽人剜骨短刀
地狱刚毅项圈
元素禁锢坠饰
火焰风暴指环
巡界指环
Other
地狱刚毅项圈
元素禁锢坠饰
火焰风暴指环
巡界指环
Regular 25-player
HORDE
Heroic 25-player
宽抚长裤
Cloth Armor
宽抚长裤
凛冬腰带
秋木束腕
厄运甲胄
Leather Armor
秋木束腕
厄运甲胄
反目长袍
混沌预兆裹腕
Mail Armor
混沌预兆裹腕
破晓者战靴
血洗束带
陨落圣光护腿
狂热奉献腿铠
Plate Armor
破晓者战靴
血洗束带
陨落圣光护腿
狂热奉献腿铠
亡颅强弩
血怒
Weapons
亡颅强弩
血怒
双刃屠斧
艾瑞达垂饰
恶魔领主的荣傲披风
无心之罪饰物
黑暗治愈者指环
阵亡者的慰藉
Other
艾瑞达垂饰
恶魔领主的荣傲披风
无心之罪饰物
黑暗治愈者指环
阵亡者的慰藉
Regular 10-player
HORDE
Heroic 10-player
夺日者法师软鞋
Cloth Armor
夺日者法师软鞋
夺日者杀手护腕
Leather Armor
夺日者杀手护腕
夺日者游侠头盔
Mail Armor
夺日者游侠头盔
夺日者勇士面甲
夺日者卫士肩甲
Plate Armor
夺日者勇士面甲
夺日者卫士肩甲
夺日者信徒之刃
Weapons
夺日者信徒之刃
动荡能量雕像
伊崔格的誓约
束缚之石
被遗忘者的复仇
Other
动荡能量雕像
伊崔格的誓约
束缚之石
被遗忘者的复仇
Regular 25-player
HORDE
Heroic 25-player
孀妇便鞋
凛冬腰带
Cloth Armor
孀妇便鞋
凛冬腰带
反目长袍
踏冰者皮靴
Leather Armor
反目长袍
踏冰者皮靴
震地马靴
无声屠戮护腕
仇恨深藏护腿
Mail Armor
震地马靴
无声屠戮护腕
仇恨深藏护腿
霜狼英雄胸甲
血痕腰带
碎约护腕
Plate Armor
霜狼英雄胸甲
血痕腰带
碎约护腕
双刃屠斧
决心壁垒
Weapons
双刃屠斧
决心壁垒
偏移斗篷
无情侵掠指环
主宰之力
Other
偏移斗篷
无情侵掠指环
主宰之力
Regular 10-player
HORDE
Heroic 10-player
幽影裹手
哀魂便鞋
Cloth Armor
幽影裹手
哀魂便鞋
高山头盔
流影甲胄
Leather Armor
高山头盔
流影甲胄
森金村仪祭者手套
Mail Armor
森金村仪祭者手套
徊流胫甲
Plate Armor
徊流胫甲
大口径燧石火枪
启示
苦楚之刃
天罚
Weapons
大口径燧石火枪
启示
苦楚之刃
天罚
黑暗死亡护符
双姝指环
光明邪使的专注
Other
黑暗死亡护符
双姝指环
光明邪使的专注
Regular 25-player
HORDE
Heroic 25-player
织天者法衣
黑暗精粹腕轮
Cloth Armor
织天者法衣
黑暗精粹腕轮
灰棘腰带
冷酷屠戮者腰带
Leather Armor
灰棘腰带
冷酷屠戮者腰带
冷酷制裁胫甲
Mail Armor
冷酷制裁胫甲
冰湖胸甲
盾卫臂甲
升华腿铠
Plate Armor
冰湖胸甲
盾卫臂甲
升华腿铠
双生协调之杖
寒心者
Weapons
双生协调之杖
寒心者
瓦格里的恸哭
军团士兵护喉
刽子手的恶行
幻变咒符
死亡的选择
Other
瓦格里的恸哭
军团士兵护喉
刽子手的恶行
幻变咒符
死亡的选择
Regular 10-player
HORDE
Heroic 10-player
无眠法袍
永恒束带
Cloth Armor
无眠法袍
永恒束带
雪山强盗护肩
Leather Armor
雪山强盗护肩
蛛魔领主头盔
暗影猎手护肩
Mail Armor
蛛魔领主头盔
暗影猎手护肩
石肤胸铠
救赎之血腿铠
烈日行者腿甲
Plate Armor
石肤胸铠
血骑救赎腿铠
烈日行者腿甲
暗喉之弩
冰锋
大地酋长之锤
黑棘战锤
热情护卫者
遗忘刻骨者
苦痛
覆亡
斗兽之盾
库卡隆的荣耀
Weapons
暗喉之弩
冰锋
大地酋长之锤
黑棘战锤
热情护卫者
遗忘刻骨者
苦痛
覆亡
斗兽之盾
库卡隆的荣耀
Regular 25-player
HORDE
Heroic 25-player
苍白圣徒护腕
亡者之触裹手
深空长裤
浮冰长靴
Cloth Armor
苍白圣徒护腕
亡者之触裹手
深空长裤
浮冰长靴
黑暗决心臂甲
甦醒护腿
Leather Armor
黑暗决心臂甲
甦醒护腿
元素流动胄甲
死亡统御护腰
危机潜伏护腿
Mail Armor
元素流动胄甲
死亡统御护腰
危机潜伏护腿
雪恨手甲
遗忘殉难者束带
邪铁堡垒胫甲
Plate Armor
雪恨手甲
遗忘殉难者束带
邪铁堡垒胫甲
地狱咆哮战斧
苦难之末
恶徒长戟
Weapons
地狱咆哮战斧
苦难之末
恶徒长戟
少女的倾慕
蛛魔之能
血红显像之戒
叛君指环
亡者的统治
Other
少女的倾慕
蛛魔之能
血红显像之戒
叛君指环
亡者的统治
About the Author
I'm a returning player with both Horde and Alliance characters for completeness of guides and playing.
I try to check on all my guides at least once a day for new feedback, and update them based on feedback.
The full list of my guides to date can be found in the Guides tab on
my profile page
.
Feel free to send an email to SquireKel at
WoW.Guide.Writer@gmail.com
for help with your own guide, or to suggest a topic if you've been hoping to see one!
Acknowledgments
A great deal of thanks goes to the folks who wrote the articles on each boss's page here on Wowhead, without whom I would have been forced to run the raid a depressingly greater number of times to come up with the right content.
Thanks also to
ArgentSun
for the blog posts
Strategist: Trial of the Grand Crusader
and
Strategist: Faction Champions
. Although there is an entire series for these fights, they were not used in the making of this guide.
Good luck, Champions!
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评论
评论来自
datgrl
Great guide. Just one question - can you get the achievements for 10 player while doing 25 player difficulty?
评论来自
Snapdrag0n
Thank you so much for keeping this information updated. I took time off for a while and during that time, WotLK happened. I came back right after the next expansion started and have been playing catch-up ever since. This has been the absolute best guide I've found for this subject and the rest of yours are just as informative and helpful. I just wanted you to know that it's still pertinent and still useful, and there are people like me who still use your guides :)
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