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Mythic Lady Jaina Proudmoore Strategy Guide
来自 FatbossTV
[Last Updated]:
2019/03/25
变更日志
补丁:8.3.7
目录
评分:
This guide provides tips and strategies for defeating the Lady Jaina Proudmoore encounter in Mythic Difficulty in Battle of Dazar'alor. Changes to the fight for the other difficulties are listed below in their respective sections, including tips and strategies for dealing with the new mechanics introduced in these difficulties. For LFR, Normal and Heroic difficulties, please
click here
.
吉安娜·普罗德摩尔
is a three phase encounter. Each phase is separated by a intermission in which the raid will need to counter one of Jaina's powerful abilities.
Phase One has the raid face Jaina whilst on a ship sailing the seas. Kul Tiran Corsairs and ships will frequently assault the ship and need to be repelled by the raid.
Phase Two has the raid fighting against Jaina in an frozen arena. The raid must seek out heat sources to counter the ever increasing
寒冰之触
stacks they are receiving.
Phase Three has the raid racing to defeat Jaina before her powerful
棱彩镜像
s overwhelm the raid.
吉安娜·普罗德摩尔
is the ninth boss in Battle of Dazar'alor and the final Horde Story Encounter and last boss of the raid. Alliance will participate in this encounter through a flashback event by talking to a Scout and changing their race and racials. Find out more about the Flashback Race Changes by
clicking here
.
ALLIANCE
Human
Night Elf
Dwarf
Draenei
Gnome
Worgen
Pandaren
Void Elf
Lightforged Draenei
Dark Iron Dwarf
Druid
-
Troll
-
-
-
Troll
-
-
-
-
Death Knight
Undead
Troll
Orc
Tauren
Goblin
Troll
-
-
-
-
Demonhunter
-
Blood Elf
-
-
-
-
-
-
-
-
Hunter
Undead
Troll
Orc
Tauren
Goblin
Troll
Pandaren
Blood Elf
Tauren
Mag'har Orc
Mage
Undead
Troll
Orc
Orc
Goblin
Troll
Pandaren
Troll
Orc
Mag'har Orc
Monk
Undead
Troll
Orc
Tauren
Blood Elf
-
Pandaren
Troll
-
Mag'har Orc
Paladin
Blood Elf
-
Tauren
Tauren
-
-
-
-
Tauren
Tauren
Priest
Undead
Troll
Undead
Tauren
Goblin
Troll
Pandaren
Blood Elf
Tauren
Mag'har Orc
Shaman
-
-
Orc
Tauren
-
-
Pandaren
-
-
Mag'har Orc
Rogue
Undead
Troll
Orc
-
Goblin
Troll
Pandaren
Troll
-
Mag'har Orc
Warlock
Undead
-
Orc
-
Goblin
Troll
-
Troll
-
Orc
Warrior
Undead
Troll
Orc
Tauren
Goblin
Troll
Pandaren
Blood Elf
Tauren
Mag'har Orc
Mythic Jaina World Firsts
Loot
Armor:
Leather
:
Mail
:
Plate
:
Ring
:
Azerite:
Cloth
:
Leather
:
Mail
:
Plate
:
Weapon:
1H AGI Sword
:
INT Off-hand
:
Trinket:
STR
:
INT
:
Unique Mythic Mount
冰川狂潮
- "Though she commands a variety of magical powers, Jaina has always been most proficient at summoning powerful elementals of water and ice."
New Mechanic:
暴风雪汇聚
Extra Resource Bar showing
暴风雪汇聚
energy!
One of the main additions to the Jaina Proudmoore encounter on Mythic difficulty is the presence of the
暴风雪汇聚
in all phases and intermissions.
This is shown as an extra resource bar which will slowly fill over approximately 1:20 seconds.
The
暴风雪汇聚
forces players to remain within 10 yard of one other player, otherwise they'll be afflicted with
冰冻之血
.
Players stood alone willeventually be
冻结
!
冰冻之血
is a 6 second debuff which will apply
冻结
to the player upon expiration. The
冰冻之血
removed if the player moves within 10 yard of 1 other player.
As the
暴风雪汇聚
gains more energy over time, the amount of players needed to prevent
冰冻之血
from being applied increases.
At 50 power, the
暴风雪汇聚
requires 3 players, at 75 power this is increased to 5.
At full power, players will need to continue to have 5 others within 10 yards to ward off the
冰冻之血
.
Additionally, all players will have their vision severely limited for approximately 12 seconds. After this point, the
暴风雪汇聚
energy will reset and will slowly gain energy once again.
The
暴风雪汇聚
forces players to remain stacked for large portions of the encounter and dictates what movement and positioning strategies are viable.
Phase One
Spell Queuing
This boss is truly infuriating when it comes to doing abilities in a set order at a set time, especially in phase one.
The boss will frequently change what spells she is going to cast and in what order, which makes "set choreographed movement" an ineffective way of tackling the encounter.
Instead players must learn what is needed to counter each ability individually, and how you would deal with each ability when it happens with any other ability.
There is said to be at least 5 different orders in which Jaina will use her abilities in phase one alone, although I personally believe that number to be much greater.
A large amount of progression will be the raid learning to deal with a combination of spells they have never had before, likely dying to that combination and then not seeing it for another 50 pulls.
It is just an aspect of the fight that needs to be accepted, forcing you and your raid to be flexible and ready to adapt to whatever situation and ability combos come your way.
That being said: having a full understanding of boss abilities and how they can cause issues when overlapping with others will assist you greatly during your progression.
No overlaps or spell queues are impossible but some are just much more difficult than others.
冰封之器
Frozen Zandalari Ballista cannot be operated.
During phase one, Jaina will cast
冰封之器
.
This will freeze the closest non-frozen Zandalari Ballista in ice. Whilst in ice the ballista can not be operated.
Players need to destroy the ice around the ballista as to make it available to be used to fend off the alliance ships that attack your boat.
The damage required for this is generally low, as multi-dotters/long range cleave spells can be used to free it before it needs to be used again.
All DPS must be ready to hard swap and focus down the ice block to free a
冰冻的弩炮
if it is needed to fight off the Kul Tiran Corsair at that moment.
As the
冰封之器
will always freeze the nearest non-frozen Zandalari Ballista, tanks should position Jaina next to ballistas that are not about to be used.
This is difficult at the beginning of the encounter, as the first Kul Tiran Corsair will approach the ship from a random direction.
Tanks should simply pick a side of the ship at the beginning of the fight and stick to it. If they have chosen wrong, the frozen Zandalari Ballista will need to be freed asap, if not then it can just slowly be cleaved down.
Due to spell queuing, the boss will occasionally call in the Corsair before casting
冰封之器
, allowing tanks to quickly drag her to the side of the ship furthest away from the incoming Corsair.
However, after the first ship is randomly chosen, the each Kul Tiran Corsair will approach the ship from the opposite side to the previous one.
As an example: If the first ship attacked from the left side, the next will be right and the final one will be left once again.
As soon as the first ship has begun its assault, tanks must drag Jaina to the side of the ship which has Zandalari Ballista that won't be used any time soon.
As long as players remove the ice around a ballista before
冰封之器
is cast again, tanks should always be able to get the
冰封之器
to hit the ballista that will cause the least issues to the raid.
轰炸
and the Kul Tiran Corsair
The Kul Tiran Corsair needs to be repelled as soon as possible, preferably before it hits the ship with a second wave of
轰炸
shells.
The Corsair only 5 Zandalari Ballista shots to take down. As soon as the ship is active (which can be seen as it appears on boss frames), each Zandalari Ballista should be shot immediately.
As soon as the shots have gone off, the players responsible for operating the Zandalari Ballista should move to the rest of the raid, which should be stacked on the side of the ship furthest away from the incoming Corsair.
This is because most of the
轰炸
zones will appear around the location of players, so you want to bait the
轰炸
zones away from the Zandalari Ballista to prevent them from catching fire.
Some of these locations are actually chosen before the ability animation appears, so the earlier you get away from the Zandalari Ballista the better.
Some
轰炸
zones are randomly selected... meaning that you can get unlucky and have a Zandalari Ballista or two get hit by the
轰炸
.
In these situations, you want to extinguish the fire on the ballista as soon as possible, via
雪崩
or with a
冻结冲击
aimed by the tank.
If only one Zandalari Ballista is on fire - you don't need to rush to extinguish the flames, as only 5 shots are needed and three have already been done before the
轰炸
arrives.
The raid should assign three ranged players to be responsible to fire the ballista in each position: the front, middle and back.
Healers are a good choice for this job, as phase one has a very low healing requirement as long as mechanics are done correctly.
Phase One should end around the 3:00 mark.
This requires you to repel two Kul Tiran Corsairs, leaving the third which will despawn when the raid transitions into the first intermission.
This means that you will only need to use the Zandalari Ballista one each side to defeat a single Kul Tiran Corsair, allowing you to ignore ballistas that are on fire on a side which have already been used to repel an attack.
库尔提拉斯水兵
s
库尔提拉斯水兵
s have not changed mechanically on mythic difficulty, aside from their
安放炸药
barrels exploding after 10 seconds instead of 15.
However a strategy which prevents the Marines from setting the charges in the first place as well as killing them without dealing damage to them has become more mainstream.
库尔提拉斯水兵
s can be
精神控制
led. Whilst
精神控制
led, the add can be walked off the edge of the boat to their death.
Priests can use this as soon as they land to interrupt the
安放炸药
cast and remove the add from the encounter without having to deal damage to them.
This can further be improved by instantly stunning the Marines as they land, as crowd controlling them resets the
安放炸药
timer to 30 seconds and nearly guarantees that the ability will not be cast.
So most guilds instantly stun the adds as they land (shadow priests
心灵惊骇
talent is an excellent tool for this), then
精神控制
them as the stun ends and throw them off the edge.
A few things can make this strategy difficult to achieve.
雪崩
can occur just as the adds spawn. This will prevent the priests from standing still to channel
精神控制
, as they may need to move from the
雪崩
.
This isn't a major issue as long as the Marine has been crowd controlled, as this sets the ICD of
安放炸药
back to 30 seconds.
The Marines can cast
安放炸药
whilst they are still spawning in, instantly spawning a barrel before the add can even be interacted with.
There isn't anything you can do about this. It is believed to be a bug. The barrel will simply need to be picked up and thrown overboard.
寒冰之环
寒冰之环
mechanically is unchanged on mythic difficulty, however a strategy of dispelling the debuff has become more mainstream.
Instead of standing within a
灼热焦油
fire patch, players can instead stack up as a team and use 4 priests to
群体驱散
the debuff.
This does require the raid to have 4 priests, but it does remove the need to stand in the fire which deals a large amount of ever increasing damage, and might not always be available nearby.
Groups with less than 4 priest have also adapted this strategy, as to have some players stand out of the fire and some within, with these ratios being dictated by the amount of priests available.
This strategy is not mandatory, but it lowers the room for error in phase one and can make pulls a bit more consistent.
Jaina will teleport to the location of the current tank when she casts
寒冰之环
. This tank must make sure that Jaina teleports into a favourable position as to give adequate space for the raid to move away from the ability.
雪崩
雪崩
will be cast a total of four times during phase one as long as the raid leaves the phase around the 3:00 minute marker.
雪崩
s are mechanically identical to heroic, picking the current tank and two random non-tank players as targets for the ability.
The main difficulty with
雪崩
s in this phase is how it interacts with the
暴风雪汇聚
.
As players with
雪崩
will likely be alone as they travel with the ability, they will be afflicted with the
冰冻之血
debuff.
The player needs to ensure that the can return back into range of the required amount of players before the
冰冻之血
expires and they become
冻结
.
This can be done with a variety of movement spells, with players being able to blink/teleport/leap or quickly run back into range of others as the last
雪崩
zone lands.
A warlock gateway can be very useful in helping classes without these options. A gateway set up from the back of the boat to the middle can help players return to the group.
Players are also able to use the
灼热焦油
to counter the
冻结
debuff applied when
冰冻之血
expires.
If a player is
冻结
and they take fire damage from the
灼热焦油
, the
冻结
buff will instantly be removed.
This allows players to quickly move into fire when the
冰冻之血
is about to expire. They will then be instantly freed from their
冻结
tomb as they take a tick of fire damage.
This works well during
雪崩
s 2 and 4, which usually occur during 100%
暴风雪汇聚
, as players do not need to rely on others to ensure they aren't frozen, they just need to find a patch of fire.
During sub 50% points of the
暴风雪汇聚
, two players with
雪崩
can run together which will keep the
冰冻之血
debuff at bay.
Use
灼热焦油
to counter the
冻结
debuff.
Transitioning
The raid must ensure that it has as few stacks of
寒冰之触
as possible when entering the transition.
Before pushing Jaina to 60% health, all players should ensure that they reset their stacks by running into a patch of
灼热焦油
.
The group should also avoid pushing whilst within a
尖啸之风
at 100%
暴风雪汇聚
energy, as this applies 3-4 stacks over its duration, and you do not want to gain a stack at the very last moment.
Additionally, all players should move away from Jaina as she transitions, as she will grant 1 stack of
寒冰之触
to anyone within 5 yards.
Players should make their way over to the next encounter space as Jaina starts to RP. Anyone who is not stacked up before the small cinematic plays will be
冻结
via the
暴风雪汇聚
.
Intermission One
During the first intermission, the
暴风雪汇聚
will be at 100% energy at all times, forcing players to remain within 10 yards of at least 5 others to ward off the
冰冻之血
debuff.
Approximate boss and add spawn locations in Intermission 1.
Interrupt and kill the 5
冰缚镜像
adds!
In this intermission, 5
冰缚镜像
s will spawn.
These images each apply
寒甲术
to the boss, making her immune to damage and interrupts.
Players will need to destroy each
冰缚镜像
before they can interrupt Jaina's
尖啸之风
cast.
Each of these adds will also be channelling
尖啸之风
, spawning
冰川碎片
at a heavily reduced rate (2 each spawn, rather than 8-10 that Jaina spawns each tick).
As the group goes around and kills these adds, they should interrupt them as soon as possible as to reduce the chance that a player is hit by a Glacial Shard.
Jaina and the 5
冰缚镜像
s spawn in a random formation, however the spots in which they spawn will be set.
So, with the picture to above as an example, Jaina could be in any of the positions shown. Whatever position she is not in, a
冰缚镜像
will be there instead.
The raid needs to be ready to form two teams that will travel around to each add and destroy the
冰缚镜像
, with one heading around the encounter space to the left, and the other to the right.
The size of each group needs to vary depending on how many
冰缚镜像
s are on each side.
A hunter or druid with Track Humanoids is able to tell how many
冰缚镜像
s are to Jaina's left side and how many are to her right.
Recommended Splits
If the boss has 2 adds to her left and 3 to her right, or vice versa, the raid should simply be split into two teams of equal composition.
If the boss has 1 add to her left and 4 to her right, or vice versa, the raid should have a group of 12 players go to the side with more adds on it, and 8 players go to the side with 1 add on it.
If the boss has 5 adds to her left and none to her right, or vice versa, all players should stick as a 20 man team and kill the adds as a single unit.
We recommend that you assign 10 players to go left and 10 to go right.
2 players from each team (preferably melee who generally do good burst damage) should be appointed as "floating" players.
These 2 players can switch teams if their side only has a single add on it, as the side with 1 add doesn't need high DPS by any means.
Potentially you could send 13 players one way and keep 7 on the other, however this can be risky if any players get
冻结
as frozen players do not count towards the amount needed for the
暴风雪汇聚
.
The raid should remain a single unit and hug the left hand wall until they have passed the second
迅猛旋风
, at which point they should split into their respective teams.
Example of assignments for Intermission 1 group splitting.
The raid should look to leave the intermission after 40-45 seconds, with the raid on around the 8-10
寒冰之触
debuff stack mark. As soon as the intermission ends, the
暴风雪汇聚
energy will reset to 0.
Phase Two
Phase Two hasn't received any brand new mechanical additions, instead the phase is made more difficult due to the ever present
暴风雪汇聚
and high damage from the
寒冰之触
debuff.
As a result, this phase is very much a choreographed dance, where each player needs to know where they are going and what they are doing at all times.
Save the barrel closest to the
寒冰之墙
for last.
未引爆的军火
The tanks need to make sure they drag her over to the nearest barrel as soon as the phase begins, but as the position of Jaina will be random as the group leaves the intermission, this barrel will not always be the same.
The barrel that is closest to the intermission 2 Ice Wall should always be used last, as the raid wants to end phase two in that location.
That just leaves the two barrels away from the wall as acceptable targets for the first
燃烧爆炸
.
Tanks need to make this decision quickly, as having Jaina far from the barrel that is about to be used can lead to healers falling behind, as the raid will not be stacked cleanly in one location.
Once the first barrel has been destroyed, the other barrel that is away from the Ice Wall will be used next, followed finally by the barrel next to the Ice Wall.
冰川射线
Stack to bait the
冰川射线
into the side of the room.
Throughout phase two,
冰川射线
s should be pointed towards the edge of the encounter space, as to minimize the amount of space covered in
极寒之地
.
As
冰川射线
is targeted on a random player, the entire raid should stack at the point between Jaina and the wall as to ensure that the ray doesn't point in a bad direction.
The only time players should not bait the ray is if they have to go and deal with a mechanic, such as a
舷侧攻击
or a
破城者炮击
.
舷侧攻击
s
舷侧攻击
s during phase two must be used to remove the
折射寒冰
buff from the
未引爆的军火
barrels.
The first
舷侧攻击
s should be placed on the barrel which is going to be used first - the one that is closest to Jaina.
The second
舷侧攻击
s should be placed on the barrel which is going to be used second
and the one that is going to be used third.
This is because all subsequent
舷侧攻击
s will be casted during times in which movement to the third barrel is very difficult or impossible, or far too late into the phase.
One highly mobile player with the
舷侧攻击
should move to the third barrel near the Ice Wall whilst the other two players move to the barrel which is due to be used second.
The highly mobile player needs to make sure they return to the raid before the
冰冻之血
debuff times out, either with their abilities or through the use of a warlock gateway or priest grip.
Once all three barrels have been made vulnerable, any additional
舷侧攻击
s should simply be placed to the side of the otherwise stacked raid group.
雪崩
The raid will only have to deal with two
雪崩
s during phase two, and each one will only be targeted on the tank.
Due to the
冰冻之血
debuff, the tank will need to be accompanied by one other player during each
雪崩
.
For the first
雪崩
, the other tank should move with the tank. For the second
雪崩
, a ranged DPS should move with the tank.
The tank needs somebody with them during
雪崩
!
Each
雪崩
should be used as an excuse for the raid to move from one barrel to the next, as to avoid the
寒冰之手
pellets that radiate towards the raid.
The raid should remain still until the last
雪崩
zone has detonated, at which point the entire raid should move as a unit towards the next barrel.
Moving early can cause people who are behind to get caught by the
寒冰之手
pellets, as these travel towards the location of players at the time they spawn.
Barrel Detonation Times
Barrels must be detonated at very specific times throughout the phase as to ensure that the raid takes as little damage from the
寒冰之触
stacks as possible.
Barrel 1 should be destroyed as soon as it is made vulnerable, as the raid will have high stacks coming out of the intermission.
Barrel 2 should be destroyed shortly after the first
尖啸之风
100%
暴风雪汇聚
begins, when the raid has around 10-12 stacks.
Barrel 3 should be destroyed after the raid baits the first
冰川射线
after moving to the third barrel, when the raid has around 10-11 stacks.
When standing within a barrel
燃烧爆炸
, players should not leave too early, as the
热量
debuff given on mythic difficulty only lasts 2 seconds instead of 8.
Remaining in the barrel until 1-2 seconds before it explodes will give the players the least amount of stacks, making the lives of healers far easier.
Do note: you can move through
极寒之地
when you are within a
燃烧爆炸
, as the
极寒之地
only gives
寒冰之触
stacks at an increased rate and you are immune to these applications.
陨冰
陨冰
is dodged very much in the same way as heroic, simply by moving out of its path once it has been spotted by the raid.
If the raid ever needs to traverse over the
极寒之地
left behind by an
陨冰
, a warlock gateway should be used as this will mitigate the amount of
寒冰之触
stacks applied greatly.
Unfortunately, the
陨冰
can spawn and subsequently land during a
尖啸之风
.
This means the raid may not see where the
陨冰
is and will not have an opportunity to dodge it.
Sometimes you cross your fingers and hope for the best, but you can also do some things to mitigate this.
A hunter using Eagle Eye or shaman using Far Sight can scout the opposite side of the room during the
尖啸之风
as to see if an
陨冰
has spawned there.
This isn't 100% reliable, as the
尖啸之风
make it so that you cannot always see spell effects if your camera isn't in the perfect position.
Intermission 2
This intermission plays out much like its heroic counterpart, both mechanically and strategically, as you stack up for most of the intermission as is.
The
暴风雪汇聚
should be below 50% energy when entering the intermission, meaning players only need one other person to ward off the
冰冻之血
.
After Jaina teleports to the middle of the encounter space and cast
冰霜速冻
,
嗜血
should be used and several ranged DPS should continue to damage her whilst everyone else works on getting the wall down.
Who damages Jaina and who damages the wall is something that your raid will need to figure out based on composition.
Ideally Jaina will be around 27% when phase three begins and the Wall should be defeated just as the
冰霜速冻
is about to hit the raid.
As soon as the wall is down, all players should rush into the open space and nuke down Nathanos' Ice Block immediately.
If the raid is able to destroy the Ice Block when player's
寒冰之触
debuffs have a duration between 4 to 7 seconds remaining, it will reset upon entering phase 3. This will help your healers deal with the raid damage in phase three substantially.
As soon as Nathanos' Ice Block is destroyed, the raid needs to remove the
嗜血
, as otherwise Jaina will use her Ice Block ability - leading to a wipe as the raid gains too many
寒冰之触
stacks.
A hunter with Aspect of the Turtle should start moving over to Jaina before Nathanos is freed.
This is to instantly interrupt Jaina as soon as she cancels her
冰霜速冻
cast.
As to ensure the hunter can instantly interrupt, a warlock gateway can be pre-placed as to give the hunter the additional distance needed to reach Jaina.
As the hunter will be far away from the group, they should be gripped back to the raid via a priests Leap of Faith.
吉安娜的潮汐元素
has the
碎裂冰霜
ability, causing it to split into smaller pieces of itself upon death.
This is never seen, as
吉安娜的潮汐元素
is never killed on mythic difficulty, as the time spent killing the add is instead used to kill the boss.
Instead players just keep interrupting the
水箭之雨
with a rotation of 3-14 second cooldown interrupts, as well as moving 5+ yards away from others when afflicted with
冰霜之心
.
Phase Three
Phase three once again has no new mechanics aside from the fact you'll have
吉安娜的潮汐元素
and the ever present
暴风雪汇聚
, which has now begun to gain energy once again.
A large amount of phase three is down to positioning. The raid must be very precise when stacking up and moving to specific mechanics, as one small slip up will likely cause a wipe.
The raid must bring Jaina to 5.5% health to defeat her before everyone gains high stacks of
寒冰之触
and dies.
General Raid Positioning
The raid needs to stick together with a precise positioning.
One tank needs to face Jaina away from the group as to ensure that the
寒晶之尘
does not hit the raid.
The other tank should be tanking
吉安娜的潮汐元素
, facing it away from the group whilst ensuring they also do not get hit by the
寒晶之尘
.
The entire raid stacks tightly directly behind Jaina, as to give players with the
冰霜之心
debuff a clear place to stand.
Players with the
冰霜之心
should stand to the left and directly behind the raid, around 8-9 yards away, as to ensure the
冰霜之心
does not tick on the raid whilst also not being alone for the
暴风雪汇聚
.
Any players who gain
舷侧攻击
need to move as a group of three and place the three debuffs in a stacked location to the space to the right of the group.
碎裂之枪
The mythic strategy used by most raids for the last phase involves having no player ever getting
冻结
.
This is because any
碎裂之枪
s that spawn will be difficult to dodge and will likely cleave the raid, one-shotting people - or at least giving them
寒冰之触
stacks.
Also, being
冻结
in this last phase means you are not dealing damage/healing - which is not good in a phase which is a race to the finish.
This is easy for the majority of the group, as the raid should only be gaining passive
寒冰之触
stacks from the Frozen Seas arena you are fighting the boss in.
However for tanks, they will be gaining stacks at an increased rate due to the
寒冰碎片
ability.
This forces tanks to die just before they reach 20 stacks, ideally dying on the 19 stack mark.
As soon as they have died, they need to be resurrected as to ensure that one tank does not have both Jaina and her elemental at the same time.
Both tanks will die within a short time period of one another - usually around 10 seconds.
After this point, the tanks should not need to die again unless the phase goes on for too long.
冰霜之球
The first
冰霜之球
should be soaked by all players who do not have the
冰霜之心
debuff at the time.
Whilst soaking the
冰霜之球
, players should make sure that they stand at the edges of the orb, as standing within the middle of the orb can occasionally give extra
寒冰之触
stacks with no additional benefit.
The second
冰霜之球
should be ignored, as the boss should die before it detonates.
All players without
冰霜之心
soak the first Frozen Orb!
破城者炮击
The player who receives the
破城者炮击
during this phase should attempt to kill themselves before the ability lands.
If successful the ability will cancel out, reducing the amount of damage the raid takes in phase three substantially.
Unfortunately, it is difficult to kill yourself quickly in phase three. Instead, most guilds just opt to have the targeted player run far far away from the raid to reduce incoming damage.
This does sacrifice the player in the process, either through the damage of the Siegebreaker itself or by them getting
冻结
via the
暴风雪汇聚
.
棱彩镜像
The
棱彩镜像
is not killed during phase three, instead players just need to deal with its duplication of the
冰川射线
and
陨冰
abilities.
冰川射线
As the raid will have to deal with two
冰川射线
s simultaneously, the raid needs to make sure that both are baited to the left hand side of Jaina.
As soon as the
冰川射线
ability has started to be cast, all players then swing around Jaina to the right, dodging both
冰川射线
s.
Players with
冰霜之心
during this time need to ensure that they are also in line with all other players baiting the
冰川射线
.
Do note that tanks do not need to bait the
冰川射线
, as it only targets non-tank players.
If the
冰川射线
s end up not going into the same direction, it is highly likely that players will be caught out and the raid will quickly wipe.
陨冰
Shortly after the
冰川射线
,
陨冰
will be cast.
Due to the
棱彩镜像
, there will be two
陨冰
s to dodge instead of one and the raid needs to make sure that they are stood in a position which dodges both
陨冰
s.
Ideally the
陨冰
s will spawn in such a way that will be easily dodged by the raid, however you can be unlucky and have to move a significant distance to dodge them.
In this situation you may end up wiping, as the large movement will cause healers to fall behind and people may struggle to maintain the precise formation needed to keep players safe.
About the Author
This guide was written by FatbossTV. If you have any questions or want to provide alternate strategies/feedback, please contact them here:
Twitter:
@FatbossTV
Discord:
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