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PTR
10.2.7
PTR
10.2.6
Beta
Kings Rest Mythic+ Route Guide
来自 Voulk
[Last Updated]:
2019/03/30
变更日志
补丁:8.3.7
目录
评分:4.8/5
(
6
投票)
指南导航
评分:4.8/5
(
6
投票)
This Mythic+ Route Guide for the King's Rest dungeon will take you through the best route to complete the dungeon and provide tips and tricks for the entire instance. This guide will assume that you are familiar with the basic mechanics from the
King's Rest Dungeon Ability Guide
.
Instance Breakdown
Recommended Comp for high keys:
A druid trivializes the first boss and you'll want a purge or two. There are also multiple Shroud skips you can take advantage of with a Rogue.
Instance Timer:
42 minutes
Trash Route
King's Rest is a mostly linear dungeon and you don't have much choice when it comes to where you get your trash percentage. We're opening with an invis pot. This trash isn't particularly dangerous but it's easy to skip and you'll appreciate saving two minutes here later in the dungeon. It does mean you can't wipe until you kill the Golden Serpent or you'll have to clear it anyway.
The Animated Guardians will turn to face random players and do a large frontal cleave that stuns. Rotate around the mob to dodge it.
If you're shrouding then walk around the edge of the Minions and then through the middle of the Animated Guardians. Distract can help but it shouldn't be dangerous if you're careful.
Bang the gong once your party is close to summon the next set of trash.
I strongly recommend pulling these packs
one at a time
. The Minions of Zul will occasionally patrol around and should be dispelled or chain CC'd since getting feared in this room is instant death (and you used your invis potion just getting here!).
The Shadow-Borne Warriors will send out little tornadoes. Dodge them and you'll do great.
The Shadow-Borne Witch Doctors are a little more dangerous. You'll need to interrupt the 'Shadowbolt Volley' they cast or you'll find yourself in an infirmary.
The Shadow-Borne Champions will cast a soothe-able enrage effect that
greatly
increases their tank damage. I did mention bringing a Druid, didn't I?
On Fortified this hallway might just be the biggest challenge of the instance. The order you'll fight each mini-boss is random but you'll always get all four. They'll glow briefly before becoming active so the tank needs to be really quick to pick them up. Ranged DPS and healers should stand near the center of the room so you don't get auto-one shot by a stray melee attack.
From left to right (but remember your order will look different):
The Council
King Rahu'ai:
Channels a heavy AoE lightning around him. Move out of it. It'll destroy your soul.
Seneschal M'bara:
Interrupt or Purge the
Induce Regeneration
cast. It's a big single target HoT.
Guard Captain Atu:
Stun Interrupt: Axe Barrage (heavy AoE DoT)
The Kings Guard
King 'Aakul:
Will put Hidden Blade on random party members. It's a poison dispel and causes the afflicted player to drop poison pools behind them. Dispel if you can, or run it away from the group.
Bloodsworn Agent:
Move away from the purple swirls and AoE them down. Not that dangerous.
A Queen and her mount
Queen Patlaa: Don't stand in the big purple pools. Easy.
Skeletal Hunting Raptor: Will leap to a random player and spam cleave. Just move from it.
Pure chaos in Royal form
King Timalji:
Bladestorm will wreck your life. Dread it. Run from it. Bladestorm arrives all the same.
Queen Wasi:
Will Mind Control a random player. Dispel it. Don't kill them.
The Purification Construct will drop little lava pools that you'll need to dodge. It also does a large clockwise fire beam. Don't be lazy here because it will kill you. Follow it around. It's preferable to take a tick of the pool than a tick of the beam.
The Embalming Fluid pull in small packs of two or three but you can grab as many as you can handle. They'll drop poison pools that slow you and stack a heavy DoT. Dispel it - or better yet just don't stand in the puddles.
The constructs aren't too dangerous, but they'll shut someone in a coffin (horrifying, I know) and the rest of the party has to click it to break them out. This is basically practice for the boss.
This hallway is pretty nasty and your tank will really feel it in the morning.
The Beserker will stack a heavy DoT on the tank, or whoever is closest to them. They'll need heavy healing. The Hex Priests aren't too bad. Just interrupt the
Hex
cast since it's a pretty long CC.
Honored Raptors will just cleave in a random direction, and the Brute will do a huge AoE slam that's easily dodgeable. You've got several seconds once the swirl appears so don't panic.
The Spectral Witch Doctors put down a Healing Tide totem that you need to kill. You can pull this as one big pack if low on time and if your interrupts are on point. Just be ready to kite it if necessary.
The two Beserkers actually pull separately so feel free to kill them one by one if you still have a lot of time left, or if you're having doubts about your tank.
Two Beserkers means twice the bleed stacks and if you kite them excessively they'll hit melee instead so you need to kite as a party or pop heavy tank cooldowns.
Cross the path toward the last boss.
Come to think of it, this just isn't a tank friendly instance. The Shadow of Zul will shred your tank - mostly through a persistent magic DoT. You'll also need
one
person to soak the black pool when it spawns. Run out the Dark Revelation debuff and kill or dispel the add that it spawns.
Method Dungeon Tools
The following import string will import the route into the Method Dungeon Tools addon giving you access to it in-game. Method Dungeon Tools allows you to pre-plan routes and share them with party members.
Bosses
The Golden Serpent
5000 small golden blobs omitted from picture
Dungeon Journal+
吐金
(Every ~10s, break after three)
Magic Damage
Debuff
(Heavy DoT)
甩尾
Physical Damage
Tank-Only
蛇之风
Magic Damage
Dodgeable
(15 yd circle)
Knockback
卢彻的召唤
You should know
Put up a raid marker near the gong and then tank the boss at least 20 yards from it. Whenever a player is afflicted by the Spit Gold debuff they'll run to the marker and drop the golden pool as closely as they can to it. When the boss turns the pools into blob adds with Lucre's Call you want them to be tightly packed for CC.
Use your AoE burst damage and CC on the adds the moment they spawn. They turn into golden puddles again when they die so you want to keep them tightly packed.
After they're dead, anyone afflicted with Spit Gold should aim to drop the puddle off among the others.
Keep the puddles together at all times.
Obvious Dodge:
Serpentine Gust (large blue circle around the boss, 3.5s cast). No excuse here.
If Disaster Strikes:
If a blob reaches the boss he'll gain a pretty big shield and a huge damage increase until you burn through it.
Bonus: The "Druids are BiS" Strat
Have a druid cast Mass Entanglement on the adds after the Lucre's Call cast. The 30 second CC will hold them in place until the next Lucre's Call, permanently removing them from the fight. Buy your Druid a beer afterwards. Frost Mages can do this as well for minimal effort. As always, removing the mechanic from the fight is better than having to do it.
Mchimba the Embalmer
Does the name Mchimba sound kind of adorable to anyone else?
Dungeon Journal+
燃烧腐蚀
Magic Damage
Dodgeable
(Red swirl, then fire on the floor)
排干体液
Magic Damage
Channeled
(Leaves Dessication debuff)
恶疾排放
(Half-Finished Mummy)
Magic Damage
Debuff
(AoE Disease, DoT)
You should know
Mchimba here is going to shut one of you in a crypt. Spam your action button to shake your coffin, alerting your party to where you are. Only DPS can be targeted by the ability. Opening the wrong one spawns a mummy. Interrupt its Wretched Discharge or pay the price.
Obvious Dodge:
The fire that's pretty much everywhere. You can usually afford to take a tick or two if it'll get you to the coffin faster.
Defensive Cooldown:
Drain Fluids. Will leave Dessication on you after the cast which must be healed off. The less damage you take during the Drain Fluids cast the easier it'll be for your healer. You can pop Invisibility, Feign Death or Shadowmeld when targeted to break his cast.
The Council of Tribes
Many
tears will be shed at this boss. This is dread.
Dungeon Journal+
Kula the Butcher
旋转利斧
Physical Damage
Debuff
(Minor Stacking DoT)
Dodgeable
斩首之斧
(Cast every ~20s)
Physical Damage
Debuff
(Strong, 20s DoT)
Akal'ali the Conqueror
翻滚
Physical Damage
Shared by everyone hit
衰弱抽击
(Cast every ~22s)
Physical Damage
Debuff
(+200% damage taken)
Zanazal the Wise
闪电箭
Magic Damage
Interruptable
毒性新星
(Cast every ~30s, 6s cast)
Magic Damage
Interruptable
Fatal
爆炸
(Explosive Totem)
Magic Damage
Uninterruptible
Fatal
You should know
The bosses rotate every week. You'll always get the same three, but you'll fight them in a different order.
When a boss dies it'll pop up again throughout the fight to cast its signature ability. They're as follows:
Kula the Butcher:
Whirling Axes (Spinny axes that circle the platform).
Aka'ali the Conqueror:
Barrel Through (Picks a player and runs toward them. Needs to be soaked by the party.)
Zanazal the Wise:
Call of the Elements (Summons four totems).
Let's tackle every boss in turn.
When
Kula the Butcher
is active:
stack
in the path of Barrel Through. When the boss is casting Debilitating Backhand the tank should either pop a major defensive or kite the boss away. You'll be taking
triple
damage.
To buy yourself more time you can consider having the Barrel Through target run to the opposite end of the platform. The boss casts Backhand immediately upon reaching the target so this gives the tank substantial extra kite room.
When
Aka'ali the Conqueror
is active:
Pop a defensive if targeted by Severing Axe. This is already stressful for your healer and it can be a high movement phase which makes it even more difficult.
Stay near the boss. The whirling blades make their way to the outsides of the platform. This also ensures you don't outrange your healer. When she conjures up new blades (signified by a big swirl by her feet) move out, and then when the blades pass back in.
When
Zanazal the Wise
is active:
This is the most straightforward. Interrupt Poison Nova (I'd recommend assigning this to the tank specifically since they won't be as distracted by the bosses totems).
When the totems spawn. Kill them in the following order:
Explosive
(will one shot you) > Earthwall > Multi-DoT while going back to the boss. If you have a purge or spellsteal then you can remove the Earthwall buff that way.
Dazar, the First King
On Beta you had to kill him twice to get credit which I thought was quite fitting for an undead king. On live, once is fine.
Dungeon Journal+
强风劈砍
Magic Damage
Dodgeable
震地之跃
Physical Damage
Partially Dodgeable
Avoidance
剑刃连击
(Cast every ~15s)
Physical Damage
Tank-Only
穿刺长矛
Physical Damage
Stun
Dodgeable
狩猎跃击
(Reban)
Physical Damage
Dodgeable
致命咆哮
(T'zala)
Debuff
(Fear, 2s)
You should know
This is a long fight with a lot of mechanics but compared to the tough bosses that came before him he isn't too bad.
Focus down both dinosaurs as they spawn. They'll be summoned at 80% and 60%. Reban does the classic "leap and cleave the spot where he lands" raptor attack. T'zala will fear your entire party for two seconds. T'zala actually absorbs any damage the boss takes so cleave them both.
Quaking Leap - Run it out of the party. You shouldn't need a defensive.
Obvious Dodge:
A high number of tornados circle around the arena. They really hurt and you'll end up with so many that they aren't that easy to dodge either.
Tank:
Have a defensive up
Positioning for Impaling Spear
At 40% the boss will call spears down from the roof in two different patterns. If you stand to the north side of the room and move anticlockwise when the rotating pattern appears then you'll effectively skip it entirely.
Top Mythic+ Statistics
The following data has been generously provided by
Raider.IO's Kings Rest 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
King's Rest
with Current Affixes
Top Mythic Runs of
King's Rest
with All Affixes
Top Mythic Runs of
King's Rest
with Current Affixes
Reaping Affix
At Mythic Keystone level 10, the special 4th affix is added to every single Keystone Level 10 or higher. For Season 2 that affix is
收割
.
At the beginning of the dungeon and after every boss that you defeat, Bwonsamdi will teleport in.
After the dungeon's timer has expired (excluding deaths), Bwonsamdi offers you a bargain to "Serve Bwonsamdi in life and death" and accepting will earn you the
邦桑迪的交易
buff for the
remainder of the dungeon
.
At 20%, 40%, 60%, 80% and 100% of the Enemy Forces bar, the environment will change and you'll hear Bwonsamdi yell "Rise!"
Bwonsamdi resurrects all mobs that you've defeated since the last resurrection. All the zombies will then attack you at the same time with different sets of abilities and a smaller health pool.
All Bwonzombies have the following properties.
Each Bwonzombie will look like the mob that it spawned from.
However, it only has access to new abilities based on which type of Bwonzombie it is.
A Bwonzombie's health pool will be 50% of the health that the zombie spawned from.
Bwonzombies are not affected by any Affixes, except for the health interaction mentioned above.
Bwonzombies will not proximity aggro other alive mobs.
Leaving combat with Bwonzombies, will cause them to return to the location where they spawned.
Bwonzombies do not have True Sight, have a massive aggro radius and will automatically aggro the group on every Reaping wave.
There are only 3 types of Bwonzombies:
复生之魂
,
被折磨的幽魂
and
失落的灵魂
. Each type of Bwonzombie has a specific set of spells that it can cast.
For the full details on how
收割
works,
check out our guide
!
Mythic+ Spec Guides
Need Mythic+ tips for your spec? Our class writers wrote guides to the best talents, azerite, and strengths in Mythic+ for all specs:
Blood DKFrost DKUnholy DK
Havoc DHVengeance DH
Guardian DruidFeral DruidBalance DruidRestoration Druid
Augmentation EvokerDevastation EvokerPreservation Evoker
BM HunterMM HunterSurvival Hunter
Arcane MageFire MageFrost Mage
Brewmaster MonkMistweaver MonkWindwalker Monk
Holy PaladinProtection PaladinRetribution Paladin
Discipline PriestHoly PriestShadow Priest
Assassination RogueOutlaw RogueSubtlety Rogue
Elemental ShamanEnhancement ShamanRestoration Shaman
Affliction WarlockDemonology WarlockDestruction Warlock
Arms WarriorFury WarriorProtection Warrior
We've also recently started up an advanced round of Mythic+ guides, perfect if you want to take your gameplay to the next level, written by top Mythic+ competitors:
Blood Death Knight Mythic+
Outlaw Rogue Mythic+
Restoration Druid Mythic+
Prot Warrior Mythic+
Frost Mage Mythic+
Brewmaster Monk Mythic+
Mistweaver Monk Mythic+
Windwalker Monk Mythic+
Elemental Shaman Mythic+
Affliction Warlock Mythic+
Arms Warrior Mythic+
Beast Mastery Hunter Mythic+
Balance Druid Mythic+
Discipline Priest Mythic+
Dispel/Purge Guide
The Battle for Azeroth dungeons also include many more abilities that can only be dispelled by a certain dispel type or offensively purged off a mob. This expansion also marks the return of Enrage effects and abilities that remove Enrage effects and we've made a
Dispels and Purge Guide for BFA's Dungeons
to help you decide what to dispel.
This guide details which specs can handle magic purges, Enrage removal, magic debuffs, poison debuffs, curse debuffs, and disease debuffs. Then, the guide lists all the abilities that can be dispelled and offensively purged in the 10 current Battle for Azeroth dungeons, classified and color-coded into low, medium, and high priority. If you're upset that
奥术洪流
got nerfed, it's arguably even more useful now!
Click here for the Battle for Azeroth Dungeon Dispels and Purges Guide
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评论
评论来自
thurigrim
For the council of tribes the names of the bosses in the description of the abilities are mixed up.
评论来自
Nicthalon
A tip for the constructs in the room with Mchimba the Embalmer: If you tank them between a sarcophagus and the altar in front of it, the sarcophagus you're beside will always be the one he embalms someone into. Makes it very easy to pop them out instantly.
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