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PTR
10.2.5
PTR
10.2.6
Court of Stars Mythic+ Route Guide - Legion 7.3.5
来自 Voulk
[Last Updated]:
2018/04/10
变更日志
补丁:10.2.6
目录
评分:
This Mythic Keystone Court of Stars guide will take you through the best route to complete the dungeon, give advice for bosses and provide tips and tricks for the entire instance. This guide will assume that you are familiar with the basic mechanics from the
Court of Stars Dungeon Ability Guide
.
Mythic+ Leaderboard Rankings
The following data has been generously provided by
Raider.IO's Court of Stars Leaderboards
. We hope it helps you spot popular class compositions for each affix combo. Check them out for Mythic+ Keystone Rankings!
Top Mythic Classes for
Court of Stars
with Current Affixes
Top Mythic Runs of
Court of Stars
with All Affixes
Top Mythic Runs of
Court of Stars
with Current Affixes
Instance Breakdown
Recommended Comp for high keys:
You need at least two AoE CC’s or silences for the various imp packs throughout Court of Stars. High AoE DPS is similarly recommended.
Highest Tyrannical key done in time:
23
Highest Fortified key done in time:
24
Instance Timer:
30
Average # Mobs per pack:
3.3
Usable Items
You will be assigned one Offensive buff item , one Defensive buff item and one utility item every Court of Stars run.
The Discarded Junk will also kill the mini boss it summons if you drag them into it. You can no longer drag two mini-bosses into the same trap.
Trash
It's a little harder to designate an optimal trash path for Court of Stars since there's high variance between individual dungeon runs. Enforcers can spawn in multiple places, there's a variety of different buffs you'll want to pick up and different ways to distract Talixae's lovely assistants. We'll clear only the compulsory mobs heading through to Gerdo, along with an extra wyrm pack then once you make it to the courtyard you're mostly just clearing what you need and then an extra pack or two at the end to hit 100% if necessary.
Click the arrows to navigate through the Court of Stars trash path.
There are no current methods of getting around the lantern click and boat ride anymore.
The first mob you meet is alone but can't easily be pulled into any other packs so as inefficient as it is, you're usually best just killing him as quickly as you can. You can also Sap / Imprison it and just run past.
-> Wait for the tank to pull the Duskwatch Sentry since he'll
丢火把
immediately upon being aggro'd and it deals significant damage.
-> Tip: Warriors can spell reflect
丢火把
.
->Use slows, stuns and Death Grips to stop the Sentry making it to the pylon but as a last resort, you can simply just interrupt
拉响警报
.
->Destroy the pylon, taking care not to pull the Mana Saber pack.
-> We're going to skip the Guardian Construct on the bridge by jumping over the stream to the right of him. Remember to dismiss your pets before you do so.
-> Tip: If you're mounted, you don't have to dismiss your pets since they won't aggro and mobs!
Pull the Guardian Construct. You don't need to interrupt Charging Station since the heal only effects nearby mobs, not the Construct itself.
Next, grab the Sentry along with one or both Wyrm packs (depending on the instance level and affixes). The Duskwatch Guard does a frontal cleave attack, and the Wyrms explode when they die. Take care to avoid both mechanics.
Destroy the pylon and then pick up the pack on the bridge along with the sentry to the left. The Mana Saber will leap to random allies with
魔法之牙
but will stop if stunned during the leap. The debuff it leaves behind is magic and should be dispelled. Spread around to avoid multiple people being hit.
-> Interrupt all
充能站
casts and kill the Guardian Construct first.
-> Tip: Save your interrupts for
充能站
and not
镇压
. The healer can and should dispel
镇压
instead.
-> Don't pull anything else in the room, but disable the beacons and poison the vial in the middle of the room if someone in the party is an alchemist or rogue.
-> After Gerdo is dead, kill the Guardian Construct up the stairs.
-> If you've de-activated the Guardian Constructs then you can just skip him.
-> All imp packs need to be locked down with hard CC since on high keys a single set of casts can be deadly. They have two spells: Firebolt and the often more dangerous Drifting Embers.
-> For Blood Elves, Arcane Torrent is fantastic at interrupting a full set of imps since it doesn't share any diminishing returns with your stuns.
This pack in particular also features the first Watchful Inquisitor.
-> You need to stun him at the start of his
眼球风暴
channel.
-> Tip: Interrupting Searing Glare actually doesn't do anything right now, as the cast still goes off. Be prepared for a large amount of damage when the cast finishes.
Grab the Mistress / Hound pack first. They deal moderate tank damage but are otherwise nothing special.
Next, grab the Blazing Imp pack from its patrol. These are often the most dangerous packs in Court of Stars since they have a habit of sneaking up on you. There are eight in the pack and similarly to the last imp pack you must keep them locked down. If you are controlling the pack correctly then the healer can spend this pack DPS'ing in the interest of killing them before your stuns hit diminishing returns.
-> The Felbound Enforcer can spawn in four different locations, one of which is pictured below. Take care not to pull it with the Inquisitor pack since they're an annoying combination.
-> Tip: Enforcers should be tanked near corners so that you can line of sight the Fel Detonation cast.
It's usually in your best interest to take out the patrolling imp packs as soon as possible since they're very quick and have a bad habit of bursting in while you're working on another pack.
The inquisitor / Mistress pack is pretty easy, and can be pulled with one of Talixae's advisors if you need the additional trash. They also guard the damage reduction buff (not pictured).
The Hound / Mistress pack to the left are an easy 5% if required. The Construct / Inquisitor pack on the bridge is not recommended for high keys.
The game is most efficiently played by having your fastest players beeline upstairs for any clues while slower members of your party grab the clue by the door. You can start looking for the right guest at 2-3 clues usually.
Tip: If you pick up all five then Demon Hunters can use Truthguard / Spectral Sight to find it.
Tip: Prot Paladins can use Truthguard to find with pack of 4 the spy is in.
Tip: The pack of two can never be the spy.
Little Wigs, DBM and Gotta Go Fast all automatically post clues to chat.
Tip: Beware the 'Potions' clue. They're often hiding under the cape, or inside the guest's torso and make sure to not confuse it with Pouch.
Face him away from the party, dispel
残废术
and make sure you're topped off between
暗影箭雨
. Make sure you pick up the keys after he's dead.
Tip:
暗影箭雨
's debuff is 20 seconds long and he casts
暗影箭雨
exactly every 20 seconds. As long as you don't move closer between casts, you debuff will not stack.
Tip: Having somebody run back to the door early does not save time since it doesn't change the timing of the RP.
ERT Note
|cffffff00Court of Stars Trash Path|r
Romantic Boat Ride.
Pull Guard.
Let tank pull Sentry.
Jump over the river to the right of bridge.
Pull Guardian Construct.
Pull patrolling Sentry.
Pull both Wyrm packs.
Pull bridge patrol.
Pull Sentry standing by house.
Pull Guardian Construct, Bound Energy pack.
{skull}|cff8788eeGerdo|r{skull}
Pull Guardian Construct on stairs.
Run through house. Speed gear is good.
Pull Inquisitor / Imp pack.
Pull Mistress / Hound pack.
Find Imp patrol and murder them.
—
Hunt Enforcers while watching for imp pats.
Grab packs as required for buffs.
Grab packs required for 100% trash when three mini-bosses dead.
{skull}|cff8788eeTalixae|r{skull}
Find Spy. Send fastest people upstairs.
{skull}|cff8788eeMelandrus|r{skull}
|cffffff00Questionablyepic.com/mythic-plus|r
Affixes
Let's take a look at notable affix interactions in Court of Stars.
The Mana Wyrm + Guard pack near the beginning can be dreadful. You'll have to hard single target the Guard and avoid as much AoE as possible.
Tip: Hard CC the Guard and drag the wyrms more than 30 yards away before killing them.
The most dangerous Bursting packs are the Imp groups. Focus on killing the imps at the same time to avoid staggering the debuff.
A Raging
魔刃豹
is super deadly. Make sure to keep it stunned and locked down below 30%.
Make sure you are line of sighting all Fel Detonation casts from the Enforcers. You
should
be doing this anyway but a Raging detonation is certain death.
Bosses
Patrol Captain Gerdo
Poisoning the flask is essential. Luckily, 5/5 group members are running Alchemy.
Dungeon Journal+
奥术锁定
Multi Target
Arcane
Dodgeable
Debuff
(Magic, DoT)
共鸣挥砍
Ground
Arcane
Dodgeable
清道夫
Ground
Arcane
Dodgeable
发送信号
Summon
遏止
Single Target
Dispellable
Debuff
(Magic, Stun)
You should know
Gerdo occasionally bugs and
共鸣挥砍
does not always line up that well with the marks on the ground.
There is no downside to disabling all Signal Beacons. On high keys disabling the full set is recommended since a poorly timed
遏止
can plant your tank squarely in the middle of the Resonant Slash.
There isn't really much damage going out during the fight so the healer should push as much DPS as possible. Dispelling
奥术锁定
on one person will give them more time to DPS.
Tip: Druid Shapeshift,
自由祝福
and other Snare Breaks will also remove the debuff.
Talixae Flamewreath
You brought AoE CC... right?
Dungeon Journal+
强烈燃烧
AoE
Fire
Avoidance
地狱喷发
Ground
Fire
Dodgeable
Avoidance
枯萎灵魂
AoE
Interruptable
Debuff
(Magic)
You should know
Get your CC's in order before the fight starts. On a high Court of Stars key you're going to need at least two AoE interrupts for the imps and you want to avoid as much overlap as possible. Even a pug group can coordinate a couple stuns.
Stack on top of each other before
地狱喷发
is cast. This will group up the imp spawns and make them easy to AoE down.
枯萎灵魂
can be interrupted . The healer will already be maxed just keeping up with the Burning Intensity damage. The tank is an ideal interrupt candidate.
Healing wise there's very heavy damage going out even if all imps are killed quickly. Make sure you are using your full array of healing cooldowns.
Melandrus
You brought a good healer... right?
Dungeon Journal+
剑刃奔涌
Ground
Physical
Dodgeable
穿刺风暴
Ground
Physical
Dodgeable
切割漩涡
AoE
Physical
Avoidance
You should know
You'll take significantly less damage from
切割漩涡
if you're not standing on top of any images.
An image is left every time the boss completes his Blade Surge cast. Try to keep all his images in the all in the same quarter of the room.
Tip: Blade Surge will target a ranged DPS or healer.
The entirety of the fight's damage is physical, so make use of relevant defensive cooldowns.
The maximum number Image of Melandrus is eight. The damage stops scaling up at this point.
This is a really great fight for Avoidance gear and if you can pick up 10-15% without dropping much damage or healing then you should do so.
Tank damage is light. Focus your efforts on the rest of the party.
Affix Details
For more information on any particular affix, click on the corresponding tab below.
Enemies who die will buff other nearby enemies with
激励
, causing them to gain 20% health and deal 20% additional damage. This can stack multiple times, resulting in an extremely dangerous enemy that will take a long time to defeat. The range on the buffing ability is 30 yards in 7.2. In addition, mobs affected by the
激励
buff will become immune to many types of CC (though they are still vulnerable to stuns).
This affix causes the end of a trash fight to be more dangerous than the start. Players should follow these general guidelines:
Do not pull multiple trash packs at once, so that the maximum stack size of
激励
stays low
Attempt to DPS the enemies down evenly
However, if there is a priority target, such as the Wrathguard Bladelord in Black Rook Hold, it may still be beneficial to focus fire and kill these targets first
The healer will need to use cooldowns on the tank if possible when an enemy has high stacks of
激励
The
激励
affix does not apply to adds in a boss encounter. For example, killing the Risen Warriors in the Mythic+ Ymiron fight in Maw of Souls should not apply
激励
to Ymiron or any of the other Risen Warriors. However, if players drag trash packs into a boss fight, those trash mobs will apply
激励
to the boss when they die. This is undesirable. If players wish to save time by dragging trash into a boss fight, be sure to pull the trash more than 30 yards away from the boss before killing it.
Successful melee attacks will apply the
死疽溃烂
debuff to the struck player, reducing the potency of healing and absorption shields by 3% per stack, and dealing stacking damage. The
死疽溃烂
debuff lasts for 9 seconds in 7.2, but the duration of the debuff is refreshed each time a new stack is applied, so it will be very difficult for tanks to drop their stacks while actively in combat.
死疽溃烂
is removed upon dropping combat.
This can stack very rapidly on large trash packs, and can be a nuisance on boss fights. Players should follow these general guidelines:
Do not pull multiple trash packs at once
Use AoE CCs, such as stuns, knockbacks, and slows, to allow the tank to kite effectively at high stacks of
死疽溃烂
During boss fights, a non-tank player with a taunt ability can taunt the boss away from the tank to allow
死疽溃烂
to fall off
At very high Keystone levels, groups may wish to bring two tanks to help manage the
死疽溃烂
debuff.
When the
震荡
affix is active, at random times throughout the dungeon (regardless of combat) all players will receive the
践踏
debuff and upon expiry inflict damage and interrupting active spell casts to themselves and nearby allies.
践踏
can apply when running between bosses and will continue to occur after the dungeon is completed. If your party's composition is melee heavy, make sure to spread out the circles whenever
践踏
is applied.
The
暴怒
affix causes enemies to
激怒
at 30% health, dealing 100% additional damage until they are defeated.
When this affix is active, AoE and cleave damage can be dangerous. Be sure to mark a priority target in each pull, and when that target
激怒
s, focus fire to bring it down quickly. Stuns and other forms of CC can be used to reduce the damage the party will take from
激怒
d mobs.
A pool of Sanguine IchorWhenever a non-boss enemy dies, a pool of
鲜血脓液
forms at its location. This spell has two effects:
鲜血脓液
heals enemies standing within it for 5% of their health each second
鲜血脓液
deals damage to players standing within it for 15% of their health each second
Tanks must pull the remaining mobs away from the location of the
鲜血脓液
pool, and melee DPS must be cautious. It does take several seconds for the
鲜血脓液
to form, so there is plenty of time to react and avoid damage.
This affix is particularly difficult when fighting large groups of trivial adds, and may require tanks to clear additional space or pull enemies back into previously cleared areas so there is room to kite. This is also a difficult mechanic in any area where the predominant floor color is red - particularly in the Oakheart-to-Dresaron stretch of Darkheart Thicket.
In 7.2, Sanguine pools have been changed to apply their first damage tick immediately. This means that it's more important to place the pools of sanguine in safe locations so that the group may traverse the dungeon without taking a large amount of damage from crossing the sanguine pools after combat has ended.
The
无常
affix causes tank threat to be less potent, meaning that DPS players are likely to pull threat off of the tank if not careful. Tanks should mark a priority target on which they will be focusing the brunt of their attacks, and DPS should try to avoid dealing too much damage to the non-priority targets.
Hunters and Rogues should help the tank by using
误导
and
嫁祸诀窍
respectively.
In a
繁盛
dungeon, the number of trash mobs that players must kill in order to meet the "Enemy Forces" requirement is increased to accommodate the additional trash.
The
繁盛
affix causes extra mobs to spawn in particular trash packs. Not every pack is affected, but many of the most dangerous trash packs are.
The
易爆
affix causes enemies that you are currently in combat with to spawn Fel Explosives within 3 yards of its current location. These Fel Explosives will begin to cast
爆炸
and if successful, will detonate dealing a significant amount of damage. Fel Explosives have a very small amount of HP but are completely immune to AoE spells such as
暴风雪
and
星辰坠落
.
Since every monster has a chance to spawn Fel Explosives, be careful about pulling too many monsters at a time. If you pull too many, you might spend all your time killing Fel Explosives and not actually hitting the monsters themselves!
These orbs are the top priority for all players!
The
重伤
affix is particularly dangerous against monsters that deal consistant AoE damage. When a player falls below 90% health, the
重伤
DoT is applied and begins to stack every couple of seconds until the player reaches full health. These stacks will cap at 5 but it's important for the healer to remove these as soon as possible to avoid falling behind. DPS should avoid taking as much damage as possible this week, since taking damage is extra punishing due to the
重伤
debuff.
崩裂
, is essentially one of the main mechanics from Mythic: Il'gynoth in the Emerald Nightmare. Whenever a monster is killed, all players will get a stack of
爆裂
which will stack. One or two stacks will not be deadly, but killing an entire pack of 8 packs simultaneously will probably end up killing the party.
During
崩裂
, it's important to stagger the deaths of the enemy forces so that the debuff doesn't stack up too high. Be careful not to use too many AoE abilities and kill the monsters too soon.
Immunity abilities such as
暗影斗篷
and
寒冰屏障
will remove all current stacks and prevent future stacks from applying.
A Volcanic Plume
Move before it erupts
Enemies in a
火山
dungeon will cause
岩浆柱
s to spawn beneath the feet of distant players. Two seconds later, the
岩浆柱
will erupt, dealing damage equal to 50% of the player's health to any player standing within 2 yards of the Plume. Both boss and trash mobs will cause Volcanic Plumes to form.
When fighting a single enemy, a
岩浆柱
will form approximately every 10 seconds.
Note that "distant" refers to the distance from the enemy mob. In most cases, melee DPS and tanks do not have to worry about this mechanic, and if ranged DPS and healers stand close to the enemies,
岩浆柱
s may not spawn. However, if there is an enemy that leaps away, or an add that spawns far from its summoner,
岩浆柱
s may begin to appear in melee range. This can occur during the following notable fights:
During the Inquisitor Tormentorum encounter in the Vault of the Wardens, due to the Tormenting Orbs
Fighting Valarjar Marksman in the Halls of Valor
Fighting Rockbound Trappers in Neltharion's Lair, or during the Naraxas encounter
岩浆柱
s can be difficult to see during bright or busy ground effects. Players should move out of the
岩浆柱
immediately upon noticing it, and may wish to preemptively move during mechanics such as Eye of the Storm in the Hyrja encounter, where constant unavoidable damage combined with the
岩浆柱
hit could cause a fatality.
强韧
is multiplicative with the Mythic+damage and health modifiersThis affix will only affect Keystones of level 10 or higher. In a
强韧
dungeon, all of the trash mobs have 20% more health and deal 30% additional damage.
Avoid pulling excessive trash packs
Use AoE CC and stuns liberally to reduce damage
Focus on priority targets
Tanks may need to kite enemies more frequently
Multiple tanks may be preferred for certain dungeons with particularly dangerous trash pulls
强韧
's damage and health bonuses are multiplicative with the Mythic+ damage and health bonuses shown in the table above. This means that on Mythic +10, the trash will all have 140% additional health and deal 180% additional damage. Certain trash packs may be able to one-shot party members with their mechanics under this affix; for example, the
瓦拉加尔刻符者
in
英灵殿
may instantly kill players with
破碎符文
if it is allowed to cast. Interrupts and performing trash mechanics properly are very important!
强韧
is particularly dangerous in combination with
激励
,
暴怒
, or
繁盛
affixes.
残暴
greatly increases thedanger of boss fightsThis affix will only affect Keystones of level 10 or higher. In a
残暴
dungeon, all of the bosses have 40% more health and deal 15% additional damage.
This can cause many extremely dangerous abilities to one-shot the party if health levels are not high enough
Serves as an additional gear check to these dungeons
Tanks may need to kite bosses more frequently
Multiple tanks may be preferred for certain dungeons with particularly threatening boss mechanics
残暴
's damage and health bonuses are multiplicative with the Mythic+ damage and health bonuses shown in the table above. This means that on Mythic +10, bosses will have 180% additional health and deal 140% additional damage. Certain bosses that gain percent-based damage modifiers during the course of their encounter pose particular problems in
残暴
dungeons:
黑鸦堡垒
: Smashspite's
Brutal Haymaker debuff
increases the damage the tank takes by 75%, and may cause
大地践踏
or melee attacks to be fatal
群星庭院
: Advisor Melandrus's
切割漩涡
will become unsurvivable with just a few
顾问麦兰杜斯的影像
spawns
黑心林地
: Shade of Xavius's
梦魇箭
may one-shot players without active defensive cooldowns, especially if he gains any stacks of
天启强化
英灵殿
: Hyrja's
弧光箭
and
驱逐之光
abilities may one-shot while she has 4+ stacks of
秘法师加护:雷
or
秘法师加护:光
冥口峭壁
: Ymiron's
黑暗鞭笞
is extremely powerful under
残暴
and may require external cooldowns for the tank to survive
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评论
评论来自
Deirhese
Very detailed guide. Great job!
评论来自
CaspianRoach
Small note about the before the last boss:
You say
Tip: Having somebody run back to the door early does not save time since it doesn't change the timing of the RP.
but if one person stays to pick up the key (tank or melee usually), the other players can start opening the door immediately as the key is picked up, and the boss RP starts when you try to succesfully open the door. So it does save a few seconds of running.
Another tip for high m+ is to actually intentionally fail at least once in the spy guessing game. If you guess the spy on the first go and disable all 5 beacons, this triggers the achievement RP instead, which is considerably longer.
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