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Throne of Thunder: "Last Stand of the Zandalari" LFR Overview
来自 Wowhead
[Last Updated]:
2018/05/12
变更日志
补丁:5.2.0
评分:3.5/5
(
6
投票)
The first wing of
雷电王座
opens today for LFR: players can fight
击碎者金罗克
,
赫利东
, and the
Council of Elders
for ilvl 502 loot. You will need a minimum average item level of 480 to queue up--if you're stuck on how to get there, check out our
gearing guide
.
We've also included an overview of the LFR Loot Satchel changes, as well as strategy videos from
TankSpot
of the new encounters.
LFR Schedule
Bashiok
With the release of Patch 5.2: The Thunder King, the vast
Throne of Thunder
raid will become available. As in previous raid tiers, Raid Finder wings and availability difficulties will be staggered.
To
access the new Raid Finder wings
you will need a minimum average item level (ilevel) of 480.
This is our current schedule based on a planned patch release date of March 5. If the patch is delayed, or if we determine any change is needed, we’ll update this article.
March 5 – Normal Throne of Thunder
March 12 – Heroic Throne of Thunder and LFR Wing 1 “Last Stand of the Zandalari”
March 19 – LFR Wing 2 “Forgotten Depths”
April 2 – LFR Wing 3 “Halls of Flesh-Shaping”
April 16 – LFR Wing 4 “Pinnacle of Storms”
Loot Satchel Changes
In 5.2, the "LFR failbags" received some updates. The old bags from Tier 14 LFR have a chance to contain the following besides gold:
LFR-quality versions of items obtainable from normal-mode trash. For example,
玉质文官俑
can be found in LFR satchels, while
玉质文官俑
drops from trash.
Based on this, it's very likely that the Tier 15 loot satchel,
雷电之王的宝藏
, will contain trash drops such as ilvl 502
necks
,
belts
, and
feet
.
A variety of pets, ranging from
猫笼(黑斑白猫)
to all the Argent Tournament pets like
魔法扫帚
.
Mists of Pandaria
flasks
, gems, and
potions
.
Battle-Stones
to upgrade your battle pets.
血魂
and
祥和之灵
.
Based on
Bashiok's post
, it appears that there's a low chance to also find mounts and valuable vendor trash.
Boss Guides
The three bosses available to fight in LFR today are
击碎者金罗克
,
赫利东
, and
卡兹拉金
. We've included the Dungeon Journal and strategy videos from
TankSpot
below!
击碎者金罗克
Thundering Throw
– Jin'rokh the Breaker throws his current target at a distant Mogu statue, breaking the statue and inflicting 201093 to 211406 Physical damage. The thrown player then crashes into the ground, inflicting an additional 247000 to 273000 Nature damage to other players within 8 yards of the point of impact, stunning them for 5 sec.Conductive Water erupts from the broken statue, forming a pool on the ground.
Conductive Water
– When Jin'rokh destroys a statue with Thundering Throw, water pours forth, forming a growing pool at its feet. These pools are essential to the battle, empowering players with Fluidity, but also making them particularly susceptible to Nature damage through Conduction.
Fluidity
– All players standing in Conductive Water receive Fluidity, granting 60% increased healing and inflicting 40% increased damage. However, all players standing in Conductive Water also take 50% increased Nature damage.
Conduction
– Many of Jin'rokh the Breaker's abilities travel through Conductive Water, inflicting Nature damage to all players in that Conductive Water.
Static Burst
– Jin'rokh the Breaker performs a quick strike, inflicting 123500 to 136500 Nature damage to all players. After 3 sec., this applies 10 Static Wound stacks to his current target.
Static Wound
– Jin'rokh the Breaker statically constricts the target, inflicting 26000 Nature damage per stack when taking melee attacks. Additionally inflicts a third of that damage to other players. This effect stacks, but decreases in potency over time.
Focused Lightning
– Jin'rokh the Breaker creates an orb of Focused Lightning, which fixates on a player. The Focused Lightning detonates upon reaching that player, inflicting 221812 to 233187 Nature damage to all players within 8 yards.This orb also pulses 49400 to 54600 Nature damage every half second to other players within 5 yards.
Conduction
– Focused Lightning Detonation damage travels through Conductive Water, inflicting 221812 to 233187 Nature damage to players standing in Conductive Water.
Lightning Fissure
– If the Focused Lightning detonates outside of Conductive Water, a Lightning Fissure forms. This field of unstable energy inflicts 71250 to 78750 Nature damage every 1 second to players within 5 yards.
Conduction
– A Lightning Fissure contacts a Conductive Water, removing the Lightning Fissure and inflicting 38000 to 42000 Nature damage to players standing in that Conductive Water.
Implosion
– A Lightning Fissure implodes upon contact with another Focused Lightning, inflicting 332500 to 367500 Nature damage to all players.This effect leaves targets vulnerable, increasing damage taken from Implosion by 10%.
Violent Detonation
– The Focused Lightning detonates violently inside Electrified Water, inflicting 712500 to 787500 Nature damage to all players within 8 yards.
Lightning Storm
– Jin'rokh the Breaker commands a fierce Lightning Storm, inflicting 52250 to 57750 Nature damage to all players every second for 15 sec.Furthermore, the Lightning Storm electrifies Conductive Water.
Lightning Strike
– Lightning Strikes multiple locations throughout the room during Lightning Storm, inflicting 390000 to 410000 Nature damage to nearby players. Each Lightning Strike diffuses, inflicting 195000 to 205000 Nature damage to all players in a line.
Electrified Waters
– Jin'rokh the Breaker's Lightning Storm permanently infuses the Conductive Water with storm energies, removing Fluidity and inflicting 45500 Nature damage every second to all players remaining in the Conductive Water.All players standing in Conductive Water still take 50% increased Nature damage.
Ionization
– Jin'rokh the Breaker ionizes enemy players, attracting storm energies over 24 sec. Inflicts 450000 Nature damage to players within 4 yards when dispelled or duration expires.
Conduction
– Ionization damage travels through Conductive Water, inflicting 450000 Nature damage to players standing in Conductive Water.
赫利东
Triple Puncture
– A brutal tri-horned strike that inflicts 462500 to 537500 Physical damage and increases the damage taken from Triple Puncture by 10% for 1 min. This effect stacks.
Double Swipe
– Horridon swings his massive head and tail to and fro, inflicting 462500 to 537500 Physical damage to players in a 35-yard cone in front of and behind himself. This effect happens twice.
Charge
– Horridon charges at a random player, performing a Double Swipe once he reaches their location.
Dire Call
– Horridon emits a powerful roar, inflicting 270000 Physical damage and increasing the melee attack speed of all allies by 50%. The power of the Dire Call also summons forth a Direhorn Spirit.
Direhorn Spirit
– Horridon's Dire Call awakens a Direhorn Spirit.
Dire Fixation
– The Direhorn Spirit will fixate on a player. Only the fixated player can see or interact with the Direhorn Spirit.
Weak Link
– The Direhorn Spirit's link to Pandaria is weak. Any attack made against a Direhorn Spirit will knock it back.
The Farraki
War-God Jalak will first call upon the aid of the Farraki tribe.
Sul'lithuz Stonegazer
– Once called to action, Sul'lithuz Stonegazers pour from the Farraki tribal door until it is destroyed.
Stone Gaze
– The Stonegazer gazes at the target, stunning them for 10 sec.
Farraki Skirmisher
– Once called to action, Farraki Skirmishers pour from the Farraki tribal door until it is destroyed.
Farraki Wastewalker
– A total of three Farraki Wastewalkers will jump down from the arena stands once the Farraki are called to action.
Blazing Sunlight
– The Wastewalker calls upon the scorching sunlight of Tanaris to inflict 60000 Fire damage instantly and 10000 Fire damage every 1 sec for 30 sec.
Sand Trap
– Summons a Sand Trap, which inflicts 46250 to 53750 Nature damage to nearby enemies every 1 sec and grows in size over time.
The Gurubashi
War-God Jalak will call upon the Gurubashi tribe to enter the arena second.
Gurubashi Bloodlord
– Once called to action, Gurubashi Bloodlords pour from the Gurubashi tribal door until it is destroyed.
Rending Charge
– The Bloodlord charges at an opponent and strikes them, causing them to bleed for 60000 Physical damage every 1 sec for 15 sec.
Gurubashi Venom Priest
– A total of three Gurubashi Venom Priests will jump down from the arena stands once the Gurubashi are called to action.
Venom Bolt Volley
– The Gurubashi Venom Priest unleashes a spray of vile toxins that inflicts 13875 to 16125 Nature damage to all enemies instantly, and 13875 to 16125 Nature damage every 3 sec for 1 min. This effect stacks.
Venomous Effusion
– The Gurubashi Venom Priest can summon a Venomous Effusion.
Venom Bolt Volley
– The Venomous Effusion unleashes a spray of vile toxins that inflicts 13875 to 16125 Nature damage to all enemies instantly, and 13875 to 16125 Nature damage every 3 sec for 1 min. This effect stacks.
Living Poison
– When a Venomous Effusion is created, a pool of Living Poison forms beneath it. Living Poison inflicts 185000 to 215000 Nature damage to enemies within 4 yards every 1 sec and wanders around.
The Drakkari
War-God Jalak will call upon the Drakkari tribe to enter the arena third.
Risen Drakkari Warrior
– Once called to action, Risen Drakkari Warriors pour from the Drakkari tribal door until it is destroyed.
Uncontrolled Abomination
– The foul necromantic magics that animated the last remnants of the Drakkari tribe left them bereft of intelligence and purpose, causing the Risen Drakkari to attack random targets.
Deadly Plague
– Risen Drakkari spread a Deadly Plague when they strike players, inflicting 45000 Shadow damage every 3 sec for 5 min.
Risen Drakkari Champion
– Once called to action, Risen Drakkari Champions pour from the Drakkari tribal door until it is destroyed.
Uncontrolled Abomination
– The foul necromantic magics that animated the last remnants of the Drakkari tribe left them bereft of intelligence and purpose, causing the Risen Drakkari to attack random targets.
Deadly Plague
– Risen Drakkari spread a Deadly Plague when they strike players, inflicting 45000 Shadow damage every 3 sec for 5 min.
Drakkari Frozen Warlord
– A total of three Drakkari Frozen Warlords will jump down from the arena stands once the Drakkari are called to action.
Mortal Strike
– A powerful blow inflicts 350% weapon damage and leaves the player wounded, reducing the effectiveness of any healing received by 50% for 8 sec.
Frozen Orb
– Summons an orb of frozen power that shoots a bolt of frost at a nearby enemy target every 1 sec, inflicting 46250 to 53750 Frost damage and slowing movement speed by 20% for 2 sec.
The Amani
War-God Jalak will call upon the Amani tribe to enter the arena last.
Amani'shi Protector
– Once called to action, Amani'shi Protectors pour from the Amani tribal door until it is destroyed.
Amani'shi Flame Caster
– Once called to action, Amani'shi Flame Casters pour from the Amani tribal door until it is destroyed.
Fireball
– Hurls a ball of fire at a random player, inflicting 138750 to 161250 Fire damage.
Amani Warbear
– A total of three Amani Warbears will jump down from the arena stands once the Amani are called to action.
Swipe
– The warbear swipes with its claws, inflicting 166500 to 193500 Physical damage to players in a 0-yard cone.
Amani'shi Beast Shaman
– Amani'shi Beast Shaman ride atop the powerful Amani Warbears and can be attacked once the Warbear has fallen.
Chain Lightning
– The Beast Shaman calls upon the spirits of the storms to inflict 120250 to 139750 Nature damage to a player. Chain Lightning can jump to another player within 5 yards, affecting 3 total targets and increasing damage by 50% per jump.
Hex of Confusion
– Hexes a player for 30 sec, giving them a 50% chance to injure themselves for 55500 to 64500 Physical damage when casting a spell or using an ability.
Lightning Nova Totem
– Places a Lightning Nova totem that emits a pulse of lightning every 3 sec, inflicting 370000 to 430000 Nature damage to enemies within 8 yards.
The Zandalari
War-God Jalak and his faithful Zandalari Dinomancers will come to the aid of Horridon during the battle.
Zandalari Dinomancer
– Zandalari Dinomancers will jump down into the arena periodically.
Dino-Mending
– The dinomancer channels a beam of healing energy at Horridon, healing 1% of Horridon's maximum health every 1 sec.
Dino Form
– At 50% health, the dinomancer transforms into a powerful Devilsaur, increasing Physical damage dealt by 50% but preventing the dinomancer from casting Dino-Mending.
Orb of Control
– When the Zandalari Dinomancer transforms, it drops its Orb of Control. A player can interact with the orb to temporarily dominate Horridon's mind, forcing the beast to charge into a tribal door. Destroying a tribal door prevents additional members of that tribe from entering the arena.
Headache
– Charging into a tribal door gives Horridon a terrible headache, stunning him for 10 sec.
Cracked Shell
– Horridon's shell cracks after ramming into a door, increasing damage taken by 50%. This effect stacks up to 4 times.
War-God Jalak
– After all four tribes have been called, or when Horridon has been damaged below 30% health, War-God Jalak himself will enter the arena.
Bestial Cry
– War-God Jalak unleashes a savage cry, inflicting 100000 Physical damage to all players and increasing damage dealt by War-God Jalak by 25%. This effect stacks.
Rampage
– War-God Jalak's death causes Horridon to go on a rampage, increasing damage dealt by 100% and attack speed by 50%.
Council of Elders
The Spirit of Gara'jal
The spirit of Gara'jal the Spiritbinder possesses a councillor, empowering their abilities and causing them to generate Dark Energy. The spirit remains in a councillor until they suffer damage equal to 25% of their maximum health.Once the spirit is forced out, it rushes to inhabit a new councillor, resets Dark Energy to 0, and leaves behind the Lingering Presence effect.
Lingering Presence
– When the Spirit of Gara'jal leaves a councillor, it leaves behind the Lingering Presence effect. This effect increases all damage done by 5% and increases the rate that Dark Energy is generated by 5% for the remainder of the fight. This effect stacks.
Dark Power
– Any councillor that reaches 100 Dark Energy will begin to cast Dark Power every second. Dark Power inflicts 5500 Shadow damage to all players and increases in damage by 10% with each cast.
Soul Fragment
– Every other time the Spirit of Gara'jal is forced out of a councillor, he leaves behind a Soul Fragment.Soul Fragments possess a random player, inflicting 35000 Shadow damage every 5 sec. until the Soul Fragment is passed to another player. In addition, each time the Soul Fragment deals damage, it applies Shadowed Soul to that player.In 25-Player Heroic Difficulty, a Soul Fragment is created every time that the Spirit of Gara'jal is forced out of a councillor.
Shadowed Soul
– All damage taken increased by 2% for the remainder of the fight. This effect stacks.
Frost King Malakk
Frigid Assault
– Frost King Malakk imbues his weapons with ice, causing his melee attacks to inflict 97500 Frost damage. In addition, each melee attack applies the Frigid Assault effect. The Frigid Assault effect will stun the target for 15 sec if it reaches 15 stacks.
Biting Cold
– Frost King Malakk shrouds a player in ice, inflicting 122000 Frost damage and afflicting them with Biting Cold. Biting Cold causes the player to inflict 150000 Frost damage to all allies within 4 yards every 2 sec for 30 sec.
Frostbite
– Frost King Malakk uses this ability while possessed by the spirit of Gara'jal.Frost King Malakk shrouds a player in ice, inflicting 139425 to 146575 Frost damage and afflicting them with 5 stacks of Frostbite. Frostbite causes the player to inflict 40000 Frost damage per stack of Frostbite to all allies within 4 yards every 1 sec for 30 sec.Stacks of Frostbite are reduced by 2 for each player that stays within 4 yards of the player afflicted with Frostbite. The number of stacks of Frostbite cannot be reduced below one.In 25-player modes, only 1 stack of Frostbite is removed for each player within 4 yards.On Raid Finder difficulty, 4 stacks of Frostbite are removed for each player within 4 yards.
Body Heat
– When a player is hit by an ally's Frostbite, they begin to lose Body Heat over 8 sec. Once Body Heat expires, the player is Chilled to the Bone and no longer able to contribute to reducing the number of stacks of Frostbite an ally has for 8 sec.
Kazra'jin
Reckless Charge
– Kazra'jin rushes towards a random player's location, inflicting 117000 Nature damage to all players in a line to his target and knocking all players within 5 yards back when he lands.
Overload
– Kazra'jin uses this ability after performing a Reckless Charge while possessed by the spirit of Gara'jal.Kazra'jin becomes electrified, stunning himself for 20 sec and reflecting 25% of all damage taken as Nature damage.
Discharge
– Kazra'jin uses this ability after performing a Reckless Charge while possessed by the spirit of Gara'jal.Kazra'jin becomes electrified, stunning himself for 20 sec and reflecting 10% of all damage taken as Nature damage to all players.
Sul the Sandcrawler
Sand Bolt
– Sul the Sandcrawler hurls a bolt of sand at a random player's location, inflicting 146250 to 153750 Nature damage to all players within 5 yards of the targeted location.
Quicksand
– Sul the Sandcrawler summons a pool of Quicksand at a random player's location, afflicting them with Entrapped.Quicksand inflicts 179000 Nature damage every second to all players within 7 yards and causes them to become Ensnared.
Ensnared
– Quicksand pools cause players to gain a stack of Ensnared every second they are inside of it. Ensnared reduces movement speed by 15% per stack.If Ensnared reaches 5 stacks, players become Entrapped.
Entrapped
– Players at the location of a pool of Quicksand being created or that reach 5 stacks of Ensnared are rooted in place for 30 sec.
Sandstorm
– Sul the Sandcrawler uses this ability while possessed by the spirit of Gara'jal.Sul the Sandcrawler summons a sandstorm that inflicts 45000 Nature damage to all players every second for 8 sec, and animates all existing pools of Quicksand, transforming them into Living Sand.
Living Sand
– Living Sand creatures rise from pools of Quicksand whenever a Sandstorm occurs, and remain active until they are killed.When a Living Sand dies, it creates a new pool of Quicksand at their location.
Fortified
– Living Sand that are still active when a sandstorm occurs become fortified. This effect heals the Living Sand to full and increases all damage done by 100% until they are killed. This effect stacks.
Treacherous Ground
– Quicksand pools that overlap with one another will combine into a single pool of proportionately larger size.Living Sand risen from Quicksand pools that have combined into larger pools have their health and damage increased by 125% for each pool that has combined.
High Priestess Mar'li
Wrath of the Loa
– High Priestess Mar'li strikes a player with the Wrath of the Loa, inflicting 171000 to 189000 Holy damage.
Blessed Loa Spirit
– High Priestess Mar'li summons a Blessed Loa Spirit at her location. The spirit will move towards Mar'li's ally with the lowest remaining health and heal them for 10% of their maximum health if the spirit is not killed before reaching its target.If the spirit is still alive after 20 sec. it will instantly jump to its target and heal them for 10% of their maximum health.
Wrath of the Loa
– High Priestess Mar'li uses this ability while possessed by the spirit of Gara'jal.High Priestess Mar'li strikes a player with the Wrath of the Loa, inflicting 91000 Shadow damage.
Shadowed Loa Spirit
– High Priestess Mar'li uses this ability while possessed by the spirit of Gara'jal.High Priestess Mar'li summons a Shadowed Loa Spirit at her location. The spirit fixates on a random player and pursues them for 20 sec, instantly killing them if the spirit comes within 6 yards of the player.If the spirit is still alive after 20 sec it will instantly jump to its target and kill them.
Twisted Fate
– High Priestess Mar'li uses this ability while possessed by the spirit of Gara'jal.High Priestess Mar'li rips the souls from two random players and links them together. Each soul pursues the soul it is linked to and inflicts 250000 Shadow damage to all players every 3 sec. The damage of Twisted Fate is reduced the farther each soul is from the other.When a soul dies, severing the link between the two, the remaining soul begins to inflict 100000 Shadow damage every 3 sec.
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评论来自
bogmore
This is so hard to read with all the html tabs visible.
评论来自
bogmore
Nicely tided up but you missed one.
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