此站点大量使用JavaScript。
请在您的浏览器中启用JavaScript。
正式服
PTR
10.2.7
PTR
10.2.6
Beta
Protection Paladin Raid Guide & Battle of Dazar'alor Raid Tips Shadowlands 9.0.2
来自 celinamuna
[Last Updated]:
2020/01/13
变更日志
补丁:10.2.6
目录
评分:
指南导航
评分:
Welcome to Wowhead's Protection Paladin Raid Tips page for Patch 8.2,
Rise of Azshara
! This page will help optimize your Protection Paladin in Battle of Dazar'alor by highlighting the best gear, talents, and rotations to help you succeed, as well as boss specific tips and tricks for every encounter in the raid.
Our Protection Paladin guides are always updated with the latest information from in-game experience, simulations, and logs; make sure to check our changelog to this page, by clicking on
View Changelog
at the top of the page. If you are interested in more in-depth Protection Paladin guides for , make sure to browse the
Navigation Bar
below, and our list of
Related Guides
just beneath the
Table of Contents
.
Would you like to quickly find this guide using Discord? You can do it easily using Jeeves Bot! Click
here to add Jeeves
to your Discord server.
S3 Season 3
S3 Cheat Sheet
S3 Mythic+
S3 Raid Tips
S3 Talent Builds
S3 Rotation
S3 Support Buffs
S3 Gear
S3 Tier Set Bonus
Overview
Abilities & Talents
Advanced Concepts
Stats
Consumables
Macros & Addons
WeakAuras
Common Terms
Mythic+
Common Questions
Leveling
Simulations
Hotfixes
PvP Overview
PvP Builds
Mage Tower
About the Author
This guide is currently watched over by Panthea and Mandl from the Blood Death Knight guide, along with the entire protection paladin team of
Hammer of Wrath Paladin discord
. You can collectively catch all of us there, whether it is for feedback or questions.
Prot Paladin Strengths
Exceptionally strong vs DoT damage due to
神圣之盾
.
Good group utility in the form of many Blessings, and some of the talents.
Ability to go a lot more offensive with
.
Prot Paladin Weaknesses
Active mitigation still suffers from large gaps between it.
Self-healing is intended as reactive gameplay, but being on a gcd makes it a lot more restrictive.
Battle of Dazar'alor Bosses and Strategy Guides
Battle of Dazar'alor is the second raid zone in Battle for Azeroth, unlocked on January 22nd, 2019. It is the capital of the Zandalari Empire, located in the zone of Zuldazar. The raid tells the story of the culmination of the War Campaigns, having, for the first time in WoW's history, encounters in which players will play as the opposing faction. If you'd like to learn more about how that mechanic works, check our
Battle of Dazar'alor Overview
. We've compiled Survival Hunter specific recommendations and tips for each encounter, along with the statistics provided by
WarcraftLogs
to show the most frequently used Azerite, Trinkets, and Talents in order to help you find ways to excel and maximize your performance.
If you're after full strategy guides for each Battle of Dazar'alor boss, look no further! We have detailed guides written by
FatbossTV
, with specific information for handling all raid mechanics, separated by role, and broken down by difficulty; covering LFR, Normal, Heroic, and Mythic.
Siege of Dazar'alor / Defense of Dazar'alor
Champions of the Light
Grong
Jadefire Masters
Empire's Fall / Death's Bargain
Opulence
Conclave
Rastakhan
Might of the Alliance / Victory or Death
Mekkatorque
Blockade
Jaina
Prot paladin Talents and Top Builds for Champions of the Light
Recommendations
Throughout the entire fight
The boss will gain stacks of Zealotry whenever mechanics are not handled correctly. This will increase the holy damage dealt by the boss by 2% per stack.
The fight starts with the boss + 3 adds.
Adds:
2x Disciple
They have two healing spells, Penance and Heal. These are both interruptable but is not essential until add phase as they could die early and give the boss stacks. The targeting functionality of these spells are only to heal other adds, never the boss.
1x Crusader
The crusader has 2 main spells (3 on mythic - See Mythic section for this one)
Consecration - this will appear on the ground directly under the Crusader (using the new animation that didn't make it into the game yet)
Whenever this is cast, move the mobs outside of it (unless your strategy has people multidotting during the boss phase for more boss damage)
Blinding Faith - If you are facing this add you will be disorientated for 5s, whenever this is cast ensure you are not facing the Crusader.
For your raid, ensure you are tanking this mob away from them so they are able to fully focus on the boss without having to worry about this cast
Boss
Each attack by the boss will add a stack of Sacred Blade on the tank. This stacks.
There are three ways of dropping these stacks:
1) Kite the boss
2) Wait for long casts and they should naturally drop
3) Perform a tank swap
Whilst the natural inclination is to do a tank swap, this is problematic due to the add tank having 3 adds to swap over, therefore you would need to wait until these are dead before you can do the swap. You should have a downtime period after they're dead and before the next wave spawn.
The boss will cast Wave of Light on the adds periodically (if no adds are alive this will be cast on the tank instead)
If this hits the adds, it will put a HoT on the adds which is dispellable which heals for 5% every second.
The boss will cast Divine Protection on an add every 30 seconds
Phase 1 - Seal of Retribution
The boss has an aura which increases all damage and healing done by nearby adds by 15%, therefore you do not want to have the adds near to the boss
If any adds are killed during this phase the boss will gain 20 Zealotry stacks (a further reason to not have the adds on the boss)
The boss will deal damage to the entire raid after each melee attack on the tank (even if dodged/parried) via Retribution Wave
At 100 energy boss will buff an add with Judgment: Righteousness and then swap to the new seal (the add buffed should be focused down first)
Phase 2 - Seal of Reckoning
If boss is hit by any player WITHOUT TANK STACKS the boss will gain a Zealotry stack per attack (this also includes cleave, therefore the adds should be away from the boss).
The main thing to do during this phase is to kill the adds, as the boss will no longer gain stacks from them dying (if you kill them too quick, your raid will need to go AFK until the boss reaches 100 energy)
At 100 energy boss does AoE damage to raid and swaps to new seal (and spawns new adds)
These two phases repeat until the fight is over.
At 30% the boss will buff themself with Avenging Wrath increasing their damage dealt by 30%.
Mythic
The boss has a new cast Prayer for the Fallen, this causes adds (alive and dead) to do their new ability.
Disciples
They have a new cast Angelic Renewal.
If this cast goes through its a wipe as the boss will be healed back to full
EVERY ADD DOES THIS, EVEN DEAD ONES
When an add dies, it is advisable to put a raid marker down on its location, a simple macro for this is "/wm X" replacing X with the number of the world marker you wish to use 1-8.
Crusaders
They have a new spell Divine Mallet.
This sends out hammers from the crusader across the room, they deal alot of damage.
Try and have all crusaders die on the same spot to make dodging easier (away from the raid)
Prot Paladin Talents and Top Builds for Grong
Recommendations
This fight is all about managing the bosses Rage(Horde)/Death Energy(Alliance). The main difference for this fight in terms of damage taken is that where the Horde will take Nature damage, the Alliance will take Shadow damage.
Each 25 points of Rage/Death Energy will denote one cast of Tantrum/Death Knell dealing Nature/Shadow damage to the raid and applying a stack of Shattered/Death Touched which increases the damage of it by 30% (this stacks) and lasts 40 seconds.
You want to not take multiple Tantrum/Death Knell casts in one debuff period as after 3 stacks of the debuff it becomes potentially Lethal.
Within melee range the boss will turn and cast Reverberating Slam/Deathly Slam on a player in melee range, this will create a large zone and after a few seconds this zone will explode dealing Nature/Shadow damage and knocking all players back caught within it.
One of the ranged players in your raid will get targeted every ~25 seconds with Megatomic Seeker Missile/Voodoo Blast which will leave an area of Fire/Shadow damage.
This boss also has a tank combo ability, the way this combo works is that the boss will do 3 casts in quick succession and you will need to react accordingly. The boss has two abilities to pick from and can do these in any order:
Bestial Smash - This deals a large amount of physical damage and leaves you with a debuff called Crushed which increases your damage taken from this by 500%. This debuff lasts 3 seconds on Normal Mode, 2.5 seconds on Heroic, and 2 seconds on Mythic.
Rending Bite - This applies a bleed onto the tank which can stack. Multiple stacks of this really hurt.
Each cast takes 2.5 seconds in Normal Mode, 2 seconds in Heroic and 1.5 second in Mythic.
The main thing to keep track of here is Bestial Smash, and to taunt after this happens to spread the Crushed debuff. However, if the boss casts Rending Bite twice in a row use that opportunity to taunt so that one tank doesn't potentially have 3 of these.
If the boss does Bestial Smash three times in a row, take one each, and the first tank will take the third one.
How does the boss gain Rage/Death Energy?
There are multiple ways the boss gains their resource:
The boss will gain ~1 per second (the dungeon journal states that the rate of resource gain increases the lower the HP, but this was not present in any testing, in theory it should be:
100%-70%: 10 per 12 seconds
70%-40%: 10 per 11 seconds
40%-0% 10 per 10 seconds).
There are adds that spawn throughout the fight called Apetagonizer 3000/Death Specter which will give the boss resource in multiple ways:
They have an interruptable cast called Apetagonize/Death Empowerment which will give the boss 10 resource if left to go through.
When the add dies it will do some AoE damage in the form of Lightning Detonation/Spirit Dispersion and give the boss 50 resource if it is within 15 yards of this location.
After it dies it will also drop the Apetagonizer Core/Necrotic Core which will deal a small amount of Nature/Shadow damage to the player holding it, and will allow that player to use an extra action for 20 seconds (once used it will be consumed).
The extra action button ability is a 1.5s cast and will deal 5% of the bosses health in damage and force the boss to cast Tantrum/Death Knell.
Ideally you want to trigger this above 50 Rage/Death Energy, and below 100. This will allow for you to have enough time between casts (assuming the boss doesn't gain resource from the add) for your debuff to drop.
Heroic
The boss gains two new abilities on heroic mode:
Ferocious Roar - This is a 3 second cast, where if any player is not within 5 yards of another player they will be horrified and lose control of their character for 5 seconds (you can get moved into patches of damage and die). This can occur when the other tank has been thrown, ask a melee DPS to stand on you when you are alone.
Bestial Throw - At the end of the tank combo the boss will throw the current tank at a random member of the raid. Whilst being held by the boss they will take physical damage every second for 5 seconds and then be thrown to the targeted players location.
The person targeted by the throw should move far away from the raid as when you land you deal raid wide damage which lowers the further you are away from them.
When the tank lands they will be stunned and the person who baited them out should wait with them to ensure that they do not get affected by Ferocious Roar.
Mythic
Ferocious Roar is now instant cast making it important to keep track of when it is likely to occur and be with another player.
The orb dropped by the add now lasts 1 minute on the player (up from 20 seconds), however it does deal Nature damage for its entire duration so to lower the damage taken you should delay the add's death.
Two adds spawn at a time, but the frequency of the spawns are lowered meaning that you should kill one and keep the other interrupted until you need it dead.
Prot Paladin Talents and Top Builds for Jadefire Masters
Recommendations
There are two bosses in this encounter, a Monk and a Mage. The fight will end when both bosses are defeated. However if the health of the Mage is lower than the Monk, the Monk will gain a damage buff via their aura called Harmonious Spirits.
There is an energy bar that fills as the fight goes on, as 30/60/100 energy the bosses will do a signature ability:
30 Energy - Fire of the Mist
During this several Living Bombs will spawn which are surrounded in Chi-Ji's Song which acts as a Line of Sight barrier, meaning you have to be in melee range to deal damage to it.
You will want to have the bosses tanked within the Living Bomb you are tunneling down so that you gain additional cleave DPS.
These bombs will chain cast Explosion, which will deal damage to everyone. For this reason you will want everyone to be stacked within a single bomb as this allows for everyone to be in Line of Sight of the Healers, and if the Mage teleports to cast Pyroblast it will teleport in the same area as it can only teleport on other raid members.
The Living Bombs will also have a Beam rotating slowly around them, if you stand in this you will take a large amount of fire damage.
60 Energy - A Flash of Hostility
During this all players will be teleported to one side of the room and a maze of Ring of Peace circles will spawn called Ring of Hostility.
The horde and alliance will have different maze layouts as the boss rooms are different but the concept is the same.
If you make contact with any Ring of Hostility areas you will be knocked back, however leaping over/blinking/using a warlock gateway will take you to the other side without issue.
The Mage will target several areas with Phoenix Strike, and these areas will explode after a few seconds.
Once you reach the other side there will be an ice wall, you will need to break through this to end this phase.
Heroic
- The wall is now invulnerable with the exception of one segment. However should you wish to to damage other wall sections you can do so by collecting one of the Force Orbs and using it on a section of wall.
100 Energy - The Serpent and the Phoenix
Once this energy threshold has been reached both bosses will become empowered and transform.
The Monk will transform into a Jade Serpent.
They will no longer do Whirling Jade Storm but instead do Dragons Breath this will target a random player and do fire damage in a cone.
Heroic - The Dragon's Breath will leave fire on the ground in the direction it faced
The Mage will transform into a Phoenix.
They will no longer cast Pyroblast but instead deal passive damage to the raid via their Blazing Phoenix passive spell.
All other boss abilities still occur (Multi-Sided Strike, Rising Flames etc).
Mage Abilities
The Mage will continuously cast Fireball on the highest threat target, each successful cast will apply a stack of Rising Flames.
When Rising Flames expires Burnout will be cast dealing damage to the entire raid which scales based on the amount of Rising Flames stacks they have.
They will also teleport to a random players location and apply a Fire Shield to themselves and cast Pyroblast.
Pyroblast is an 8-second cast and can be interrupted but the Fire Shield must be removed before you are able to kick it.
They will also debuff several players in the raid with Searing Embers, each of these have different durations so be mindful of this as when one is dispelled or times out it will trigger Unleashed Ember dealing damage to the entire raid.
Monk Abilities
The Monk will charge to a random area of the room and start channeling Whirling Jade Storm.
This will continuously deal nature damage to the raid until they are engaged in melee combat either by the tank or any DPS.
Every ~30 seconds they will cast Multi-Sided Strike on the tank, this will send the tank above the boss platform and images of the Monk will appear. The player(s) sent up will need to face these in the order they appear, failure to face these will lead to damage taken.
Heroic
New Monk Abilities
Spirit of Xuen - The Monk will now spawn an add which will fixate on a random player until either the player or the add dies. Whilst chasing it will cast Pounce which deals damage to all targets within 5 yards.
You can use nearly all forms of crowd control on the add (Knockbacks/Stuns/Grips). Once it has been kited near the boss, stun it so you get free cleave DPS.
Multi-Sided Strike will now summon four images (up from three in normal) and at the 100 energy phase it will send a majority of the raid up to do this challenge.
New Mage Ability
Magma Trap - The Mage will spawn several traps each cast and they will stay until triggered.
You trigger a trap by moving into the area shown on the ground, however doing this will knock you up in the air and leave you with a debuff increasing damage taken from it by 100%.
Mythic
The Monk will now spawn two Spirits of Xuen (up from one)
Multi-Sided Strike will now summon five images (up from four in heroic) and will send up a majority of the raid each time.
During the 60 Energy the wall with have more health so you are required to pick up the Force Orbs to make it vulnerable to more damage.
During this phase Spirits of Niuzao will chase players through the maze leaving a trail behind them preventing you from collecting missed Force Orbs.
Protection Paladin Talents and Top Builds for Opulence
Recommendations
When you enter the room you will see three paths, one to the left + right which contain Guardians and a path straight ahead which contains the boss. You are however not able to engage the boss straight away as it will cast Hoard Power and be buffed for every Guardian that is alive.
Phase 1 - Guardians
You will split the raid in half and go down both paths the difference between each path is the token ability of each Guardian.
Yalat's Bulwark (Right path)
This guardian will cast Flames of Punishment.
During this the boss will cast 10 frontal cones whilst spinning clockwise. If you are hit you will take some fire damage and a DoT.
This mechanic can overlap with traps in the room.
Heroic (Overload)
- The each cone will cover half of the room, leaving a smaller area behind the boss which is safe
The Hand of In'zashi (Left path)
This Guardian will cast Volatile Charge.
This will leave an 8 second long debuff on the player and then drop on the floor, it will remain there for the rest of the fight and periodically glow and pulse damage if you are witin the area.
Heroic (Overload)
- The size of the Volatile Charge is increased.
Both Guardians]
Crush - The guardian will raise one arm in the air and then slam it down dealing damage and stunning anyone who is caught in a 180 degree area of it (the entire left/right side of the Guardian).
*If the Guardian raises both arms, its in front so you need to stand behind the Guardian to avoid this.
Traps
Each time a Guardian looses 10% hp it will move to a new room and set the previous room on fire so everybody needs to move with the Guardian as it moves.
Chamber #
Traps
#1 100%-90%
No Traps
#2 90%-80%
Flame Jet
#3 80%-70%
Ruby Beam
#4 70%-60%
Pulse-Quickening Toxin
#5 60%-50%
Ruby Beam/Hex of Lethargy
#6 50%-40%
Flame Jet/Ruby Beam
#7 40%-30%
Jewel Room - No Traps
#8 30%-0%
Heroic/Mythic Overloads (No Traps)
Flame Jet - Up to 3 of the panels will open on the side of the room and will start shooting fire across the room. You have a few seconds to react and pre-move.
Ruby Beam - The beam will appear above the player that has been fixated (does not apply a debuff so you have to work from visual alerts). This player should then attempt to kite this beam in a small area/at the edge of the room/keep it in a single spot with an immunity. The beam will leave patches of Scorching Ground on its path.
Pulse-Quicking Toxin - In the corner room the group will take pulsing nature damage which increases over time. If at any point a player gets below 50% they will get a debuff called Quickened Pulse which increases all secondary stats for 10 seconds.
Hex of Lethargy - This is a dispellable debuff that will deal damage as you move. Players affected by this should avoid moving unless necessary.
Jewels
As a tank you will only have one Jewel option, the Diamond of the Unshakeable Protector.
This will give you an absorb shield which will take 50% of all incoming damage and has a maximum size of 300% of your HP.
Once the shield is depleted it will take 30 seconds to recharge, so you will use the recharge time to act as your tank swap in Phase 2.
Any damage reductions you apply will occur before the absorb shield, thus allowing you to double dip on this, prolonging the maximum duration of the absorb.
Heroic
- When you interact with the Jewel you will get a 30 second debuff which when expires will deal a near lethal amount of shadow damage. The healer with the Amethyst will provide you with a shadow damage reduction.
Phase 2 - The boss
The boss has three main abilities and this phase is a race to kill the boss before the increasing amount of damage overwhelms the raid.
Liquid Gold - This will debuff several players in the raid and when their debuff expires they will place a puddle of Molten Gold, these ideally should be placed at the edges of the room so you do not run out of space.
Spirits of Gold - This will spawn 8 adds which spawn from the boss move towards the edge of the room, if they reach the edge of the room they spawn several Gold Burst piles which will deal AoE physical damage to anyone near the piles.
Wail of Greed - This does raid wide shadow damage and increases every times its cast.
Heroic
- The boss will cast two new abilities in this phase:
Coin Sweep - This deals a large amount of physical damage to the current threat target and is large enough to consume the absorb from the Diamond.
Coin Shower - A player will be targeted and after 10 seconds they will take a large amount of physical damage that can either be split or immuned.
Mythic
The boss gains three new abilities in Mythic.
Chaotic Displacement - During the Guardian phase two players will swap positions when this is cast (will only be cast on DPS)
The puddles of Molten Gold left behind people with the Liquid Gold debuff in Phase 2 will now buff any Spirit of Gold that moves within them with Golden Radiance (healing them for 5% every second and increase their movement speed).
Surging Gold - When cast all Molten Gold puddles will increase in size for 30 seconds.
Prot Paladin Talents and Top Builds for Conclave
Recommendations
This fight consists of 4 bosses, you will fight a maximum of two at a time. When one is defeated, the other boss which is currently active will be healed to full and recieve a 15% damage buff called Loa's Wrath, after this a new boss will enter.
When any bosses are within 7 yards of each other they will gain a buff called Loa's Pact, this will increase their damage dealt by 75% and decrease damage taken by 90% therefore you want to spread the bosses out slightly.
Each Boss will have a "Wrath" ability that persists from when the boss is pulled until the end. So at the start you will have Pa'ku's Wrath and Gonk's Wrath, then you will get Kimbul's Wrath and finally Akunda's Wrath.
The fight will start with the same two bosses: Pa'ku's Aspect and Gonk's Aspect
Pa'ku's Aspect
Hastening Winds - This is a stacking buff the boss will get increasing its attack speed by 8% per stack. If you wish to tank swap during this ~20-30 stacks is a good amount to do it at. The stacks will only drop if it times out or Pa'ku's Aspect hits a different tank spec player or hits a non-tank player and then the tank taunts back.
Gift of Wind - When this boss is at full energy it will buff all enemies with 45% haste and 75% move speed. This can be purged and spellstolen.
Pa'ku's Wrath - Every 70 seconds Pa'ku will appear and move to an edge of the room and start to channel this spell. It will deal heavy Nature damage to everyone in the raid, but if you are within the circle underneath her it will deal a much lower amount.
Gonk's Aspect
Wild Maul - Gonk will transform into a Raptor and deal physical damage to all players in a 9 yard cone pointed at the current tank. Ensure it is faced away from other players/the melee clump.
Crawling Hex - When this boss is at full energy it will apply a 5 second curse debuff to random non-tank players in the raid. These players will need to move away as when the curse expires (time out or dispel) it will spread to anyone within the area.
Gonk's Wrath - This will spawn 4 Ravenous Stalkers and they will each fixate on a random player. These are susceptible to crowd control (stuns, grips, ring of peace, knockbacks etc).
Kimbul's Aspect
Lacerating Claws - This will apply a stacking bleed to all players within a cone in front of the boss, which lasts 45 seconds. You can safely swap on ~2-3 stacks.
Kimbul's Wrath - Every ~1 minute Kimbul will spawn and target multiple players. Anyone within 5 yards of this player will be hit by Kimbul which will apply a stack of Bleeding Wounds (permanent debuff) and be knocked down.
Akunda's Aspect
Thundering Storm - The boss will cast a 10 yard zone around himself which will deal heavy Nature damage once the cast ends. Simply move out of this.
Mind Wipe - When the boss is at full energy it will cast multiple Mind Wipes on players in the raid. This is a 30 second long debuff which makes players unable to use any abilities. This can be dispelled.
Akunda's Wrath - Every ~1 minute Akunda will appear and cast a 6 second debuff to a majority of the raid, each of these players will have a lightning animation around them and when the debuff expires they will shoot Static Orbs out in multiple directions. If you are hit by a Static Orb you will take Nature damage and be stunned for 2 seconds.
Heroic
When any boss dies it will cast Cry of the Fallen which will apply a 6 second debuff to all players dealing Nature damage every 0.5 seconds.
Adds spawned from Gonk's Wrath will now gain the Pack Hunter buff when they are within 7 yards of one another. This buff increases their movement speed by 75% and makes them immune to crowd control.
A new Loa will be active during the encounter Krag'wa and cast Krag'wa's Wrath
When this cast starts Krag'wa will spawn and jump to the furthest player away. Once the jump location is picked an animation will appear and you can move out of this. Krag'wa will do 4 jumps in total before going away.
Mythic
A new Loa will be active during the encounter Bwonsamdi and cast Bwonsamdi's Wrath
This will apply a permanent curse on a random player which will cause them to be immune to healing. The healers will be managing this debuff by ensuring its dispelled from players who require healing. If you are able to mitigate a large amount of damage during Cry of the Fallen it might be an option to try and get one on yourself.
Prot Paladin Talents and Top Builds for Rastakhan
Recommendations
Phase 1
During this Phase you will fight King Rastakhan and his Bodyguards: Siegebreaker Roka + Prelate Za'lan (+Headhunter Gal'wana - Heroic)
King Rastakhan
Rastakhan will not take any damage during this phase, however any damage dealt to him will be redistributed evenly to his bodyguards via the Bind Souls ability.
Scorching Detonation - Rastakhan will channel this ability on the tank dealing Fire damage every second for 5 seconds and at the end of the cast it will deal Fire damage to the raid, the raid damage is lowered the further the tank is away from Rastakhan.
Plague of Toads - Rastakhan will fire waves of toads from his location which will travel to the edge of the room. If the toads hit anyone they will deal AoE damage within 5 yards and leave a DoT on that player.
It is possible to soak the toads with an immunity thus removing the mechanic entirely, as when they trigger on a player they despawn (but still deal damage to players nearby).
Heroic
- The toads will now leave Poison Toad Slime as they bounce
Siegebreaker Roka
Meteor Leap - This will target a player and after 5 seconds deal lethal nature damage which can be split with all players within 8 yards.
Immediately after the Leap Siegebreaker Roka will cast Crushing Leap on the tank which will deal a large amount of Physical damage and apply the Crushed debuff making that player take 500% more damage from Crushing Leap. You will do a tank swap after this.
If required a non-tank player can taunt Siegebreaker Roka during the Meteor Leap to make Crushing Leap go on them instead.
Prelate Za'lan
This body guard has one ability - Seal of Purification
This will cause a beam to spawn near a player which will follow them for 6 seconds dealing Radiant (Holy/Fire) damage every second for anyone hit with it.
Headhunter Gal'wana (Heroic)
This bodyguard will cast Grievous Axe on a random player dealing physical damage and leaving a permanent DoT on them.
The DoT can only be removed if healed above 90% Health.
Once all bodyguards have been defeated Phase 2 will begin.
Phase 2
At the start of this phase everyone will be stunned for 12 seconds and some RP will occur between Bwonsamdi and Rastakhan, then the phase will begin.
Bwonsamdi
Bwonsamdi will be tankable in this phase however not take any damage due to his Unliving ability.
He also has Aura of Death around him which will apply stacks of Deathly Withering to anyone within 30 yards. For this mechanic you want to have him on one side of the room and Rastakhan on the other, with a healer at max range to heal the tank.
When the stacks are high you can swap with the Rastakhan tank when they are running away with Scorching Detonation.
Caress of Death - This is a debuff that will be placed on the tank periodically which will deal shadow damage and absorb all healing recieved. The tank should ideally be topped before this is cast.
Death's Door - Players will be marked with this debuff, and it lasts for 8 seconds dealing shadow damage. When the debuff expires a Death Rift will spawn on their location. This is used to counter mechanics in Phase 3. Ensure at least one is placed near Bwonsamdi.
King Rastakhan
During this phase Rastakhan will still do his Phase 1 abilities and gain access to two new abilities.
Plague of Fire - This will place a 7 yard fire AoE circle around three non-tank players. It will spread to anyone within this area. People affected by this need to immediately spread out. Be careful of melee players with this as it can spread to the tank making it very problematic for melee DPS.
It will attempt to spread every 2 seconds on Normal, 1.5 on Heroic, and 1.3 on Mythic.
Zombie Dust Totem - When this is down, the totem will charm two players and make them move towards the totem and attack it. Whilst controlled the players can use their cooldowns and be hit by other mechanics. Destroy this ASAP when it spawns.
Heroic
- Greater Serpent Totem - This totem will face a random nearby player and channel Serpent's Breath on them dealing fire damage and applying a DoT which lasts 5 seconds. Players will need to see which way its facing and avoid the cone of fire.
When Rastakhan gets to 60% Health Bwonsamdi will cast Bwonsamdi's Boon which applies a 2% permanent damage increase to Rastakhan every 15 seconds and Phase 3 will begin.
The tank who is on Bwonsamdi will need to run away at this point, as both tanks will need to be on Rastakhan.
Phase 3
At the start of Phase 3 half of the raid (the half which are closest to Bwonsamdi) will be dragged into the Death Realm.
Prior to this phase starting you want to have half of the raid allocated to go inside and move during the Bwonsamdi's Boon channel.
Bwonsamdi (Death Realm)
The Aura of Death from Phase 2 now affects everyone in the Death Realm.
These stacks can be removed by running into a Death Rift that was spawned during Phase 2, however doing this will trigger Withering Burst which deals shadow damage to players in both realms. Players should aim to stagger their stack removals and aim to not go above 20 where possible.
Death's Caress will be cast on random players in the Death Realm and the duration of the heal immunity is lower.
Inevitable End - Bwonsamdi will create a death zone around him which will instantly kill any player, after spawning it will attempt to pull all players into it. Melee players should be very careful of this ability.
Dread Reaping - These patches will spawn and will then move in a spiral pattern. If you touch these you will take high amounts of shadow damage. If they touch a Death Rift they will then go into the living realm.
Rastakhan (Living Realm)
The boss will no longer cast Plague of Fire, and Plague of Toads. However two new adds will spawn, you are able to Crowd Control them for first minute they spawn after this you will be unable to crowd control them:
Phantom of Rage - This mob needs to be tanked at least 10 yards away from other players, you should tank swap after the Necrotic Smash (if required).
Phantom of Retribution - This mob will cast Seal of Bwonsamdi which will spawn multiple zones to soak. If they are not soaked it will trigger Bwonsamdi's Wrath dealing high shadow damage to the whole raid.
Heroic
- Phanton of Slaughter - This add cast Focused Demise on a random player and it can only be interrupted by the player that its channeled on. If they are unable to interrupt they will need to be healed through this damage.
This phase ends when Bwonsamdi reaches 50% Health.
Phase 4
In this last phase Rastakhan has lost access to the Zombie Dust Totem, but has regained access to Plague of Fire and Plague of Toads.
Additionally he can now cast Death's Door and Inevitable End.
Bwonsamdi's Boon will now continue to stack on Rastakhan making this a race to kill him before he kills you.
Mythic
Seal of Purification (Prelate Za'lan) - This will now leave a trail of fire behind it.
Grievous Axe (Headhunter Gal'wana) - This spell now hits multiple people and is called Grievous Axe Flurry.
Aura of Death (Phase 2) - Now has a range of 45 yards (up to 30). This means that healers will now have to move in range of this to heal the tank.
Phantom Adds (Phase 3) - When killed they will now drop a Death Rift.
Prot Paladin Talents and Top Builds for Mekkatorque
Recommendations
Phase 1
Mekkatorque will gain a stacking buff called Electroshock Strikes when he hits the same target multiple times. You will want to tank swap at around ~8-10 stacks of this.
Buster Cannon - Mekkatorque will face in the direction of a random player and start to cast this spell. At the end of this cast it will fire a ball and anyone hit by it will take damage, have a DoT placed on them and reduce their haste by 100% for 8 seconds.
Gigavolt Charge - 3 players will be targeted (can also be a maximum of 1 tank) by this and anyone who is within Line of Sight of those players when it expires will take damage from Gigavolt Blast.
World Enlarger - Every ~1 minute Mekkatorque will cast this on 3 players (can also be a maximum of 1 tank), these players will then be Shrunk. If anyone moves over them whilst they are Shrunk they will be trampled.
These players are able to enter the Spark Bots that spawn around the room and disable them. Once inside the Bot they will have an additional bar with colours and symbols on it.
The Spark bots will have a Gnomish Force Shield on them making it so that you are unable to kill them, and will deal damage to nearby players with Spark Pulse and to random players with Spark Volley.
The player inside of a Spark Bot will never be able to see their own input code, but other players can see them. Communication is required for this.
Only other players in Spark Bots are able to see the correct button to press for other people.
This is the only way to remove the Spark Bots from the encounter.
There will be two Spark bots active each time this is cast.
The Spark bots will periodically gain a stack of Wind Up which increases movement speed and haste by 20% and at 5 stacks they will gain Wound Up which reduces the duration of crowd control used on them.
Phase 1 will end when Mekkatorque reaches 40% Health.
- The boss will additionally cast Wormhole Generator
When this is cast a player will be marked, and after 5 seconds all players in the raid will be teleported to their location
If you have any Shrunk players, allow them to move first so that you don't Trample them to death.
Phase 2
Mekkatorque will fly up in the air and be unattackable. During this phase he will still cast Gigavolt Charge and World Enlarger from Phase 1, and gain a new ability:
Signal Exploding Sheep
This will spawn alot of sheep which will cover most of the boss room. They will then begin to cast Critter Explosion which will deal damage to anyone within 8 yards of them.
After the explosion they will fire Sheep Shrapnel which will apply a 10 second DoT and knock people back.
Phase 3
Phase 3 is the same as Phase 1, but Mekkatorque now has the Hyperdrive passive which increases his attack speed by 30% and deals passive damage to the raid.
Mythic
The changes for Mythic on this encounter are all modifications to already existing abilities:
Gigavolt Charge - After this has been placed a Gigavolt Radiation Zone will be placed which is permanent. Anyone who enters this area will recieve a debuff called Gigavolt Radiation which deals heavy Nature damage. This will limit your encounter space and you will want to use really far away Line of Sight places first.
Wormhole Generator - Players who are teleported have a chance to recieve two different additional effects:
Miscalculated Teleport - This will fling you into the air after being teleported.
Discombobulation - This will polymorph you into a mechanical chicken for 12 seconds.
Three Spark bots will now spawn each time World Enlarger is cast (up from two).
The Gnomish Force Shields on the Spark Bots are now Spark Shields which will reflect Nature damage to targets that hit them.
When World Enlarger is cast, one player will recieve a new debuff: Enormous - this player will deal 10% more damage, but is able to trample on everyone.
Prot Paladin Talents and Top Builds for Blockade
Recommendations
For this fight you will split the raid in two and you will each go on a different boat. Each boat will contain a different boss (Heroic - at 50% health the boss will swap ships, this can mean if your DPS isn't even you will have two bosses on one ship the other ship will start to get bombarded with frost bombs if this does happen).
Phase 1
The main boss of this encounter is Laminaria however you will not be able to attack them until both boat bosses have been defeated. Each boss will attempt to give Laminaria energy throughout the fight and if they reach 100 energy it will cast Catastrophic Tides which will wipe the raid.
If one boss dies before another they will start to channel into Laminaria giving it 5 energy every 2 seconds, so you want the bosses to die at a similar time, the group who killed their boss first will also be given a Translocation Pedestal to click on which will teleport them to the other ship to assist.
Sister Katherine (East Ship)
Jolting Volley - This will deal Nature damage to everyone on the ship
Crackling Lightning - This will mark a player and after 2 seconds all players in 6 yards of that location will take a burst of Nature damage. After this damage has occurred a Thunderous Boom will trigger from that location dealing high Nature damage and silencing all players within 12 yards.
Electric Shroud - The boss will put an absorb shield on itself which also prevents interrupts.
Voltaic Flash - The boss will summon lightning orbs on the edges of the ships. There are a number of patterns that can occur, you will need to react to what you see. An example of one of these patterns can be seen below. If you are hit by these it will deal a high amount of Nature damage. Ideally you should be in the centre of the ship to give yourself the best chance to move out of it.
Brother Joseph (West Ship)
Tidal Volley - This will deal Frost damage to everyone on the ship.
Sea Storm - Several players will be marked and after a few seconds patches of Sea Storm will be placed dealing Frost damage to players nearby. If you are in this Sea Storm patch you will take ticking Frost damage and be slowed by 50%.
Tidal Shroud - The boss will put an absorb shield on itself which also prevents interrupts.
Sea's Temptation - This cast will spawn a Tempting Siren which will mark a non-tank player and after 3 second will start to cast Tempting Song.
During this 3 second period the player affected should run as far away as possible and try and have Sea Storm patches in their path to slow them down. The Siren will then start to force the player to move towards them. If the player reaches the Siren they will jump off the boat and die and a new player will be selected.
When the Siren is alive it is the top DPS priority.
Phase 2
The raid will now re-group and face Laminaria. Similar to all bosses who are rooted in place, someone must always be in melee range, if this is not the case Laminaria will cast Reaching Attack continuously.
Kelp-Wrapped Fists - Each attack from the boss will apply a stack of this and it deals a low amount of Nature damage and reduces movement speed by 2% per stack. When this debuff expires it will apply Kelp Wrapping to all nearby players and adds will get a 10% damage taken increase for each stack applied to them.
This caps at 5 stacks.
The debuff can be dispelled from the tank.
Your strategy here will be to try and get as many stacks as possible and then go to the add to be dispelled.
Sea Swell - This will deal frost damage to everyone within 4 yards. A Freezing Tidepool will also be created at each location of damage.
Storm's Wail - This will be cast on a non-tank player and will allow them to collect Freezing Tidepools. However when this expires an Energized Storm add will spawn. If the add reaches the boss it will channel Energizing Wake giving the boss 6 energy every 2 seconds, therefore you must kill the add ASAP.
You can slow this add.
When the add dies it will apply Storm's Wail to a new player. As the fight goes on you will have more and more adds to deal with and this acts as the enrage for the boss.
Heroic
- The add will spawn an orb which will apply Storm's Wail to the player allowing you to have high mobility players collect it.
Ire of the Deep - The boss will mark areas of the room which will then explode dealing lethal amounts of Frost damage this damage can be split, if unsoaked it will deal this to the entire raid. After it explodes multiple Freezing Tidepools are created. For this you will want to have multiple people or people with high damage reduction/immunities to soak.
Mythic
Phase 1
Spawn of Laminaria adds will now spawn during Phase 1, these adds will cast Sea Swell like the boss does and these will leave Freezing Tidepools.
Phase 2
The Energized Storm add will clear a stack of Kelp Wrapping for each Freezing Tidepool it goes through. Ensure the add has a clear path to maximise the amount of damage taken it has.
Ire of the Deep will now knock back all players within its area, and the distance you are knocked is reduced by the amount of players within it.
Sister Katherine and Brother Joseph will continue to do their abilities in this Phase.
Sister Katherine will do Volatic Flash (the lightning dance)
Brother Joseph will do Sea's Temptation (spawning the Tempting Siren)
Prot Paladin Talents and Top Builds for Jaina Proudmoore
Recommendations
The main mechanic in this fight is Chilling Touch. This is a debuff that is applied when you are hit by any of Jaina's Frost spells.
When this reaches 20 stacks and when you go below 80% Health you will be Frozen Solid
Taking any Fire damage will reset the stacks.
When your raid uses Bloodlust/Time Warp/Heroism etc, Jaina will put herself in an Ice Block for 20 seconds. You should use this as a way to give yourself some space between mechanics.
A common strategy is to use this when a large number of your raid are going to be Frozen Solid to focus purely on that.
Phase 1
During this phase you are on a Zandalari Warship fighting Jaina and Kul Tiran forces which periodically spawn.
Jaina
Jaina's main attack to the tank is Ice Shard - This will deal physical damage, and applies a stacking debuff named Ice Shard which increases the damage of subsequent casts by 10% per stack (Whilst this is physical it will also apply a stack of Chilling Touch). You will want to swap at ~10-12 stacks.
Avalanche - Jaina will cast this on the active tank and two other players in the raid. When targeted by this ability you will want to move to the edge of the ship and place the patches around the ship.
Grasp of Frost - Jaina will target a player and root them for 8 seconds. This will apply a stack of Chilling Touch every 2 seconds.
Freezing Blast - Jaina will face a player and cast this spell. At the end of the cast it will shoot a line of ice, dealing Frost damage and knocking back everyone hit.
Ring of Frost - When Jaina is at 100 energy she will cast this ability which will deal a large amount of Frost damage to anyone caught within it, and they will be Frozen Solid immediately. It has a 7 second cast time. Anyone not caught within it will be rooted for 8 seconds.
To counter this root you will need to stand in a Searing Pitch location just before the cast ends (See: Kul Tiran Forces).
Heroic
- Jaina will cast TIme Warp on herself increasing her haste by 30%.
Kul Tiran Forces
Every ~1 minute a Kul Tiran ship will pull along side the raid and cast Bombard which will deal high Fire damage to anyone hit and knock them back. Each area hit will spawn Searing Pitch which will deal Fire damage to anyone stood within it.
You will use these Searing Pitch locations to drop your Chilling Touch stacks during Phase 1.
If any Searing Pitch patches are hit by Avalanche they will be cleared.
To remove the Kul Tiran ship you will use the Ballista’s on the side of the ship. Each hit from them will remove 20% Health from the Ship (10 second recharge), however it will regenerate Health over time.
If the Ballista’s are hit by Bombard then it will be set on fire, this can only be put out by Avalanche.
Two Kul Tiran Marines will also spawn and have two abilities:
Set Charge - They will place a barrel on the ground and after 40 seconds (Heroic - 15 seconds) it will explode dealing a high amount of Fire damage. Players can interact with this barrel and throw it off the side of the ship to negate this mechanic.
Marked Target - This will go on a random non-tank player and just fixate them and melee when they're in range. The affected player should kite them into melee so they die from cleave.
This phase ends when Jaina is at 60% Health.
Intermission 1
All active adds will despawn, and Jaina will teleport away. She will then begin to channel Howling Winds which will lower your visibility.
Blistering Tornado's will spawn and if you are hit by it you will take a large amount of Frost damage and be knocked back.
Jaina will also shoot Glacial Shards from her location and anyone hit by this will immediately be Frozen Solid and the raid will need to destroy the Ice Block.
You can locate her by moving towards the Glacial Shards.
One she has been located and interrupted Phase 2 will begin.
Phase 2
You will want the raid in one area for this phase moving with the boss as it moves.
During this phase everyone will receive a stack of Chilling Touch every 5 seconds.
Avalanche now only targets the tank and Hand of Frost projectiles will fire from each impact zone.
Glacial Ray - Jaina will face a random player and channel this towards them. If hit you will take Frost damage every 0.5 seconds.
Unexploded Ordnance - At the start of this phase three Unexploded Ordnance barrels will be in the arena. When they are destroyed they will cast Burning Explosion which will remove all Chilling Touch stacks of players within 20 yards of the barrel and provide the player with the Warmth buff which prevents new stacks from applying for 8 seconds.
You should space out the barrel explosions as you will not get any more than the three provided.
However all of these barrels will have Refractive Ice on them reducing their damage taken by 99%. To remove this you will need to hit the barrel with Broadside.
Broadside - This is cast on players throughout the fight and will place a 4 second debuff on them dealing Arcane damage. After this debuff has expired the location of that player will be marked and then it'll hit the area. If any players are within this area they will take a large amount of Arcane damage, if any barrels are in this area their damage reduction buff will be removed.
Siegebreaker Blast - A random non-tank player will be marked with this and after 10 seconds they will deal a large amount of Arcane damage to all players in the raid and knock them back. The amount of damage taken reduces the further away you are from the impact point. The player affected with this simply needs to move as far away from the raid as they can.
Icefall - Jaina will mark one side of the room with this and anyone nearby will take near lethal amounts of damage. After this a straight line of comets will land from one side of the room to the other. Ensure that when this is cast the raid stands on one side of it so you do not get split up.
This phase ends when Jaina reaches 30% Health.
Intermission 2
Jaina will teleport to the middle of the room and be unattackable.
The wall on the North side of the room will be attackable. You need to destroy this wall before the room fills her Flash Freeze. Inside this area you will find Nathanos in an Ice Block and Jaina's Tide Elemental.
Free Nathanos from the Ice Block to stop Jaina's Flash Freeze cast, and then defeat the Tide Elemental. When the Tide Elemental reaches 100 energy it will cast Frost Nova and root all players within 8 yards (damaging players within 12 yards).
Heroic
- The Tide Elemental will also cast Water Bolt Volley, this can be interrupted.
At the same time Jaina will teleport to the other side of the room and be casting Arcane Barrage which will mark areas on the floor nearby and when the ability lands it will deal a large amount of Arcane damage and knock players back who are hit.
Interrupt Jaina to begin Phase 3
Phase 3
Jaina will no longer cast Avalanche in this Phase. She will however gain access to new abilities:
Prismatic Image - Jaina will spawn a mirror image of herself which can cast Icefall, Glacial Ray, and Shattering Lance. DPS should swap to this when it spawns.
Crystalline Dust - Jaina will cast a cone of Frost damage at the tank. This ability has a very short cast time ensure she is faced away from the raid at all times.
Shattering Lance - When any player is in an Ice Block, Jaina will spawn a Shattering Lance near herself and target the player in the Ice Block and shoot in that direction, any players hit will take Frost damage (therefore stacks of Chilling Touch).
Heroic
- Jaina now casts Orb of Frost - This will have a stored amount of power and will explode upon reaching its target location, where it will deal its remaining power to the raid. Players can soak it during its travel and take a small amount of Frost damage and reduce its overall power making it deal less raid damage.
Jaina is defeated when she reaches 5% Health.
Mythic
Gathering Blizzard - Throughout the entire fight (reduces visibility)
Frozen Siege - Will encase a Balista in Ice, will need to be destroyed to make it usable
Icebound Image adds will spawn around the boss during Intermission 1 which make her immune with Arctic Armor. Defeat these before going into Phase 2.
The Tide Elemental will gain a new passive - Splitting Ice - when defeated will split into smaller versions of itself.
Slot
Name
Dungeon
Helm
冰河之峰头盔
吉安娜·普罗德摩尔
Shoulders
测力链齿肩铠
大工匠梅卡托克
Cloak
神灵狂喜裹布
帕库的化身
Chest
神圣净化胸铠
弗里达·铁吼
Bracers
骨裂臂铠
格洛恩
Gloves
十字军猛击手套
弗里达·铁吼
Belt
船板束腰
吉安娜·普罗德摩尔
Legs
弧光雷霆蜥蜴护腿
帕库的化身
Boots
造币冲压靴
丰灵
Ring
海军统帅的徽戒
吉安娜·普罗德摩尔
Ring
赞达拉帝国印戒
拉斯塔哈大王
MH Weapon
联动之爪碎击锤
大工匠梅卡托克
OH Weapon
旭日徽记之盾
弗里达·铁吼
Azerite Gear
For the Azerite Gear, I'll be recommending items with the best Defensive Traits :
织魂头盔
from
阿塔达萨
灼天者肩铠
from
暴富矿区!!
鱼叉手的板甲护胸
from
围攻伯拉勒斯
or Single Target Damage:
Head
Shoulders
Chest
Finding your Best Next Upgrade
While it is important to know how your gear should look like at the end of the tier, the next step is almost as important. With that in mind,
Raidbots
have created a tool to allow you to plan for your near future: the
Droptimizer
. The Droptimizer simulates your current gear against every single other piece of gear in a raid or dungeon, showing you which pieces would provide the largest immediate DPS upgrade for you.
That said, it is not a tool focused on finding your best-in-slot items from the new raid. The Droptimizer only looks to one item at a time, finding you which pieces are the largest upgrade, compared to your current gear. With that, the Droptimizer also calculates which bosses offer the best odds in providing you with a strong upgrade.
Note: the Droptimizer ignores Titanforging mechanics
.
Simulate your Character with the Droptimizer
Note that
SimulationCraft
,
Raidbots
, and the Droptimizer are community tools created and maintained by players like you and are only functional for DPS purposes.
Raid Tools and Analyzing Your Performance
There are many ways to getting better at raiding, and while understanding the encounter and your specialization's role within it is one of the most important ones, being able to review your performance will help you better understand what is happening, what went right, and what went wrong.
Logging is a powerful tool which allows you to make a record of everything that happened during an encounter.
WarcraftLogs
uses that record to create analytical charts detailing the positioning, damage dealt and taken, who had which buffs and debuffs, even a full real-time replay of the entire encounter. Check out our full
WarcraftLogs Guide
to see what the number one raiding resource can do for you.
WoWAnalyzer
is more personal. It uses the same WarcraftLogs report to create a detailed analysis of a single player's performance, with less emphasis on what happened during the encounter and more tailored to improving that specific player's rotation, cooldown use, survivability, and role (tanking, healing, damage dealing). Give our
WoWAnalyzer Guide
a read, and find out how it can help you improve.
Raidbots
is a simulation site, which allows you to simulate your character under a variety of conditions, create stat weights, compare gear choices, talents, and much more. It is a web interface for SimulationCraft, a long-running simulation project maintained by prominent community theorycrafters, made even more accessible through the simplicity of Raidbots format and dedicated servers. See our detailed
Raidbots Guide
to learn more.
Deadly Boss Mods
and
BigWigs
are all-important encounter addons, with customizable alerts, countdowns, and timers to help you preempt and react to important encounter mechanics. Find out more with our
Deadly Boss Mods
and
BigWigs
guides.
Additionally, there are many Addons, WeakAuras, and other tools which can help you improve your gameplay, focus on important encounter mechanics, or just simplify your UI to make it easier to see what's happening during an encounter. All this and more can be found on our Prot Paladin
Addons
and
WeakAuras
guide pages.
Our Protection Paladin guides are always updated with the latest information from in-game experience, simulations, and logs; make sure to check our changelog to this page, by clicking on
View Changelog
at the top of the page. If you are interested in more in-depth Protection Paladin guides for , make sure to browse the
Navigation Bar
below, and our list of
Related Guides
just beneath the
Table of Contents
.
Would you like to quickly find this guide using Discord? You can do it easily using Jeeves Bot! Click
here to add Jeeves
to your Discord server.
Previous Page:
Mythic+
Next Page:
Macros & Addons
Feedback
Thanks for reading our class guides! If you have any feedback about the guides, feel free to leave a comment in the section below and we will reply as quickly as possible. If you'd like to talk with any of our writers directly you can do so by joining our
Discord Server
and finding them there!
[Get Wowhead]
高级会员
[$2]
[A Month]
[Enjoy an ad-free experience, unlock premium features, & support the site!]
评论
评论来自
sinangelus
Tricks for Battle of Dazzar'alor:
- you can BOP / bubble during Grong throw cast to remove damage from being thrown
- you can bubble to run through ring of peace maze on Jadefire
- you can bop coin shower on Opulence (better to communicate with the person debuffed so they can run out and solo with bop to save raid damage)
- you can spellward on conclave to not take damage from Paku's wrath, allows to keep a boss outside of the circle if necessary to not cleave raid with some ability
- you can bubble deathly withering (stacks from bwonsamdi aura) on Rastakhan encounter, you can also reset them with spellwarding on hc as the debuff lasts 5 sec, but on mythic it lasts 12 so you cannot reset them
- you can solo soak ire of the deep on blockade with bubble / spellwarding / ardent defender (AD cheat death effect is capped at 200% of your max hp but the damage should not exceed that)
- you can bubble out of iceblock on Jaina
贡献
在发表评论前,请留心以下提示:
您的评论必须为简体中文,否则将会被删除。
不知道如何发评论?参考我们的
格式指南
!
发表前最好先自行校对一次。
有问题可以访问我们的
论坛
来寻求帮助。
发表评论
你没有登录。
请登录
或者
注册账号
来添加你的评论。
使用下面的表格浏览您的截屏。
[Screenshots containing UI elements are generally declined on sight, the same goes for screenshots from the modelviewer or character selection screen.]
质量越高越好!
[Please review our
Screenshot Guidelines
before submitting!]
您没有登录。请
登录
后提交截屏。
将视频URL输入下列表格即可。
URL:
支持:仅限 YouTube
说明:您的视频需通过审核才能在站点上显示。
我们用
Wowhead 客户端
保证数据库的及时更新,向您提供额外的有趣的功能!
两大目的:
它还维护WoW的一个插件
Wowhead Looter
, 在您游戏时采集数据!
它将
采集所得数据
上传至Wowhead,保证数据库时刻掌握最新信息!
您可以用它追踪完成的任务、配方、坐骑、伙伴宠物以及头衔!
您还在等什么?立即
下载客户端
整装待发吧。
我们用 Wowhead 客户端保证数据库的及时更新,向您提供额外的有趣的功能!
两大目的:
您可以用它追踪完成的任务、配方、坐骑、伙伴宠物以及头衔!
您还在等什么?立即 下载客户端 整装待发吧。