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10.2.5
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10.2.6
Method's Mythic Archimonde Guide
来自 Wowhead
[Last Updated]:
2018/05/12
变更日志
补丁:6.2.2
目录
评分:
Learn how to defeat Mythic
阿克蒙德
with this guide by World First guild Method which includes an explanation of the abilities, video and written strategy, raid setup and roles, and class specific tips. Archimonde is the final boss in Hellfire Citadel. Mythic Archimonde drops the
魔钢歼灭者
mount and rewards the title. In Patch 6.2.3, defeating Archimonde on Heroic or Mythic difficulty will reward
混沌残片
. This item leads to the
污染者的阴影
/
黑暗之水
questline that rewards the
林地守卫者缰绳
mount.
Click here
to see the rest of Method's Mythic Hellfire Citadel guides.
Video
Abilities and Explanation
One of the original eredar who betrayed the draennei of Argus to take his place as the sinister hand off the dark titan Sargeras, Archimonde the Deffiler commands the military might of the Burning Legion. He arrives in Draenor, reaching across space and time, to ensure that the invasion of Azeroth proceeds as planned, and that Gul' dan does not fail his Legion masters.
阿克蒙德
has three primary phases, with the first two phases having a second part to them. So in reality it is a five phase fight.
Phase 1 (The Defiler – 100% -> 85%)
阿克蒙德
魔火
:
阿克蒙德
summons a
魔火之魂
that persists until it is killed. While alive, the spirit will create a linne of
魔火
that will pursue a player for 10 sec. before choosing a new target.
魔火
inflicts 15,027 Fire damage every second for 12 sec. to playyers that come into contact with it. This effect stacks.
In Mythic difficulty,
魔火
is consumed when a player comes into contact with it. This effect stacks up to 15 times. When the Doomfire debuff expires, a nnew patch of
魔火
is created at that player's location.
烈焰滔天
:
阿克蒙德
instantly pulls all Doomfire to several player's locations.
In Mythic difficulty,
烈焰滔天
inflicts 50,000 Fire damage to all players for each
魔火
that is moved.
邪影爆裂
:
阿克蒙德
knocks a player and their allies within 8 yards high into the air. All players knocked into the air explode for 1,009,453 Shadowflame damage, split evenly among all players within 8 yards when they land.
In Mythic difficulty,
邪影爆裂
targets 3 players.
死亡烙印
:
阿克蒙德
brands his target, summoning a
炎狱召亡者
, inflicting 654,323 Shadow damage and an additional 171,507 Shadow every second until the
炎狱召亡者
is killed.
Adds
炎狱召亡者
暗影冲击
:
炎狱召亡者
s blast several players with demonic energy, inflicting 151,418 Shadow damage and increasing their Shadow damage taken by 25% for 45 sec. This effect stacks.
Phase 1.5 (Demonic Art: Desecration – 85% -> 70%)
When Archimonde reaches 85% health remaining, he summons corruption that erupts from the ground.
阿克蒙德
亵渎
:
阿克蒙德
desecrates the land, inflicting 437,698 Physical damage to all players within 10 yards of the targeted location, summoning a spire of corruption. The spire inflicts 50,000 Shadow damage every 3 sec. to all players.
Each active spirer increases the damage done by
亵渎
.
Yrel (friendly)
纳鲁之光
: Yrel shatters a spire of desecration, creating orbs of light that persist for 35 sec. Each orb will grant all players within 15 yards the
纳鲁之光
for 30 sec., protecting them from all Shadow damage taken and increasing movement speed by 40%
净化光芒
: When Archimonde is weakened, Yrel summons the light to destroy all spires of desecration.
Phase 2 (Hand of the Legion – 70% -> 55%)
When Archimonde reaches 70% health remaining, he calls on new powers to destroy his enemies.
阿克蒙德
枷锁酷刑
: Archimonde torments the souls of 3 random players inflicting 38,023 Shadow damage every second until they are more than 30 yards from their soul. This effect increases by 10% with every tick.
When removed,
脱缰之怒
inflicts 1,289,856 Shadow damage to all players.
In Mythic difficulty, the range of
脱缰之怒
is limited to 25 yards.
脱缰之怒
:
困顿的灵魂
s explode inflicting 1,289,856 Shadow damage to all players when
枷锁酷刑
is broken.
In Mythic difficulty, the range of
脱缰之怒
is limited to 25 yards.
精炼混乱
:
阿克蒙德
brands a player with several stacks of chaotic energy that explodes after 5 sec. The explosion inflicts 141264 Fire damage to any player in a straight line towards the target of
聚焦混乱
.
精炼混乱
jumps to the target of
聚焦混乱
with one less stack when it expires
烈焰滔天
:
阿克蒙德
instantly pulls all Doomfire to several player's locations.
In Mythic difficulty,
烈焰滔天
inflicts 50,000 Fire damage to all players for each
魔火
that is moved.
死亡烙印
:
阿克蒙德
brands his target, summoning a
炎狱召亡者
, inflicting 654,323 Shadow damage and an additional 171,507 Shadow every second until the
炎狱召亡者
is killed.
Adds
炎狱召亡者
暗影冲击
:
炎狱召亡者
s blast several players with demonic energy, inflicting 151,418 Shadow damage and increasing their Shadow damage taken by 25% for 45 sec. This effect stacks.
Phase 2.5 (Demonic Art: Vanguard of the Legion – 55% -> 40%)
When Archimonde reaches 55% health remaining, he summons the vanguard of the Burning Legion.
Adds
邪脉大恶魔
阿古斯之心
: Felborne Overffiends unleash the
阿古斯之焰
each time their health is reduced by 25%. This effect inflicts 271,749 Fire damage to all players.
恐惧猎犬
吞噬魔法
:
恐惧猎犬
s teleport to a random player and unleash a shrill cry, inflicting 181,839 Shadow damage to all players within 8 yards. This effect interrupts spell casts for 3 sec.
阿克蒙德
虚空升腾
:
阿克蒙德
ascend to the Twisting Nether, drawing all of his enemies in with him when he reaches 40% health remaining.
Phase 3 (The Twisting Nether – 40%(heals up to 50%) -> 0%)
When Archimonde reaches 40% health remaining, he transcends. All of his enemies are drawn helplessly into the Twisting Nether, an endless, chaotic space from which few have ever returned…
Thankfully we did return to tell the tale :D
阿克蒙德
军团标记
:
阿克蒙德
brands four players with the
军团标记
for a varying duration.
When Mark of the Legion expires, it inflicts 1500000 Shadow damage and knocks back all players within 10 yards. This effect is split evenly amongst each player hit and increases their damage taken from
军团标记
by 600% for 12 sec.
黑暗导管
:
阿克蒙德
summons a
黑暗导管
at a random player's location, inflicting 243750 to 256250 Shadow damage to all players within 8 yards of the targeted location.
If a
黑暗导管
is summoned within 8 yards of another
黑暗导管
, it inflicts 316875 to 333125 Shadow damage to all players.
沸腾腐蚀
:
阿克蒙德
ignites the ground, causing a series of explosions every 4 sec for 12 sec. Each explosion inflicts 922740 to 970060 Fire damage to all players in the targeted area.
死亡一指
: Strikes an enemy with the finger of death, inflicting Shadow damage upon them, their children, and their children's children. (he casts this if no one is in melee range)
Adds
虚空之星
扭曲黑暗
:
阿克蒙德
summons 5
虚空之星
s. Each star fixates a random player and will explode, knocking all players within 8 away if it reaches its target.
混沌之源
召唤混沌之源
:
阿克蒙德
summons a
混沌之源
at his current target that persists until it is killed.
The source channels a beam at its target, pushing them away and inflicting 53625 to 56375 Fire damage every 0.5 sec in a straight line towards the target. This effect increases damage taken from
混沌之源
by 5% for 1 min each time it inflicts damage.
The amount of force pushing targets away is reduced by 15% for each player between the source and its target.
地狱火末日使者
地狱烈焰
:
地狱火末日使者
s radiate
地狱烈焰
when they reach full energy, inflicting 85600 to 89900 Fire damage to all players within 40 yards every second.
永恒之火
:
地狱火末日使者
s smolder with intense heat that heals any other
地狱火末日使者
within 15 yards for 8% of their maximum health every second.
Raid Composition
Tanks: 2 – Doesn't matter too much which classes you bring.
Healers : 4 – Nothing special needed, a normal setup will work fine
DPS: 14 – You can definitely use a couple of
死亡骑士
s for the
死亡之握
in Phase 3 and also some
战士
s for the
斩杀
s again in Phase 3. Other than that a normal setup will work just fine.
Execution
This encounter might seem like a very daunting task to go through, but the good thing is that you only have to take it step by step and figure out each phase on its own. Also these phases are quite small in length so once you have gotten one of the phases down, you should easily be managing to reach the next one every time. The most important thing is having the dps check or phase 1 and then reaching p3 with everyone alive. The rest of the fight is just practice and perhaps a little luck too :P
Phase 1
The first thing we need to know about Phase 1 is that we need to bring Archimonde to 70.5% health before he casts his third
魔火之魂
. The reason for this is because the fire never goes away and if you get a fourth
魔火之魂
, the fire that you will need to soak up every time the boss casts Allure Flames will be way too much and will lead to casualties. There is a way to “trick” the Boss into delaying his second
魔火之魂
spawn. The way you do that is by timing the push to Phase 1.5 (85.5% health) right after the Boss casts his first
邪影爆裂
and before he casts his second
魔火之魂
. This is roughly a 5 second window. This will lead to having the Boss finish his
邪影爆裂
cast, then after he is pushed to Phase 1.5 the first thing he will always cast is a
亵渎
and then after all this he casts his second
魔火之魂
. This basically wins you ~8-10 seconds of delay, which will make the dps check for this Phase to be way easier.
Now in terms of cooldowns, depending on your raid's overall dps you can either use
嗜血
right on the pull (but might have to hold dps right before hitting 85.5% health in order to wait for that
邪影爆裂
), or if you have really good dps you can just save
嗜血
so that it is ready as soon as you enter Phase 3 for maximum dps. If you are progressing in this ffight, you probably want to go for the first option though.
Moving on to positioning, this Phase is the simplest, since there aren't many things forcing you to move around. We will use the same picture with all the marks for Phase 1, 2 so just ignore the markers that are not mentioned in each section. So at the beginning of the fight, every ranged player should be standing around the Sword Marker area, without needing to be too gathered or too spread out yet. The boss needs to be dragged on top of the Triangle Marker, where he will stay until he casts his first
亵渎
in phase 1.5.
The only thing that the ranged dps need to do is kill the
魔火之魂
as fast as possible and whoever is fixated by it needs to move towards the entrance of the room. There will be a detailed analysis of how to handle the
魔火
for Phase 1 and Phase 2 down below.
Once the timer for the first
邪影爆裂
is about to end, every ranged player needs to be spread 8-10 yards away from each other (use an addon with a minimap like bigwigs for this /range 10), and push the Boss below 85.5% health once he has started casting it.
Phase 1 positioning:
Phase 1.5
As soon as the
邪影爆裂
has been cast, every ranged player needs to gather close to Boss because he will be spawning a pillar (
亵渎
) and you need everyone to get the buff from the orbs once it has been destroyed by Yrel. At this point the second
魔火之魂
will spawn, and everyone needs to focus it down. Just like the first one, whichever ranged player gets fixated by it needs to kite the
魔火
line towards the entrance of the room. Once the orbs have spawned and every ranged player has the buff, they stay gathered and wait until the next
邪影爆裂
has ~8-10 sec remaining and at that point they take a new orb, refreshing their buff and then spreading out at the other side of the room (Star-Diamond Marker). They need to go there because that is where the second Desecrate Pillar will be spawned. Once the Shadowfel Burst is finished, they again gather right next to the new Desecrate Pillar and refresh their buff once more. This is when the third and last
魔火之魂
will spawn. Again the player who gets fixated just kites it towards the entrance and every dpser nukes it down as much as possible.
Note: The Doomfire Spirits will drop certain stacks of
魔火
depending on how fast you kill them (the faster you kill them, the less
魔火
you get), but with a minimum of 10 stacks, regardless of how fast you kill them. So that should be your goal, to get 10 stacks of
魔火
per
魔火之魂
(the stacks increase to 11, 12, 13 etc. at roughly 8 seconds of it being alive, so try to always kill them in that time frame).
Phase 1.5 ranged movement:
As soon as the second
亵渎
has been cast from
阿克蒙德
, the tank needs to move him to the Cross Marker. Now while this whole thing is happening, the melee dpsers need to also keep refreshing their
纳鲁之光
buff, while the tanks are in range so that they also get it.
Note: If the tank who is tanking the Deathcallers has the
纳鲁之光
buff, they will take zero damage from it.
If all goes well,
阿克蒙德
should be hitting 70.5% health before the 4th
魔火之魂
has spawned.
Phase 2
As soon as you enter Phase 2, the priorities change. While in Phase 1 and Phase 1.5 your main concern was Boss damage and fast switches to the Doomfire Spirits, Phase 2 is more about control and survivability. Once the Boss transitions to Phase 2, everyone will lose their
纳鲁之光
buffs, which means that the tank which is tanking the Deathcaller at that point will start receiving damage again, and most likely a lot of it because of the
暗影冲击
stacks that he will already have. That is why every dpser needs to quickly finish it off before your tank dies (and probably he will need to use some kind of survivability cooldown). For the rest of Phase 2, the dps priority is basically kill any adds that are alive before targeting the Boss.
Starting with the positioning, the main issues in this Phase are the Wrought /
聚焦混乱
debuffs. In order to handle these without having people die, we spread our ranged dpsers in 2 lines. Half the ranged dpsers and healers are spread between the Square and Moon Marker, and the rest are spread between the Diamond and Circle Marker. As for the Boss, he remains where he was (Cross Marker). Now as soon as the first
精炼混乱
debuffs are casted, there will be 10 lazer beams shooting across the raid. In order to make this… somewhat YOLO spread tactic work, you need to use an addon, which will show all of the lines of these lazers so that you can position yourselves in a way to only get hit by your own lazer. We recommend the weak aura that we used, which will be linked at the end of this guide for you. This will make it very easy for you to handle these debuffs if you are a ranged dps / healer. The only ones who don't have it easy are the melees. The reason is that they are basically standing right in the middle of the raid, where all the lazers are passing from. The only realistic way to prevent death is to either play it very safe and move away from all the lazer lines (probably moving outside of melee range which is a dps loss of course), or use your class's survivability tools. For example, a rogue can just use
佯攻
and not care about getting hit from multiple of these lazers. Either way, try to pay attention to the weak aura minimap if you don't have a defensive cooldown up and survive the
精炼混乱
lazers.
Phase 2 ranged positioning:
After the first Wrought Chaoses are over, the next thing you need to handle are the
困顿的灵魂
s. Now again the weak aura for the
精炼混乱
also includes these in the minimap. As soon as they spawn you should see them shown in circles, so that you know if you are safe or not from the explosion. It will also show how many players are inside each explosion circle so that the player who is targeted by the
困顿的灵魂
knows when it is safe to explode it. Regardless, the way you need to handle them is to do a countdown at your voice coms (your Raid Leader counting down “three, two, one, go”), and by the end of that countdown everyone needs to be outside of the explosion range of all three
困顿的灵魂
s. This will make it easy for your debuffed players to explode the
困顿的灵魂
s without waiting too long.
Now because the timing of the abilities changes as time passes, you have to handle each
困顿的灵魂
wave accordingly.
For the first one, since they spawn right after the
精炼混乱
is over, everyone in the raid runs towards the Star Marker in order to avoid the explosions. After the explosions everyone moves back to their original positions
The second wave of
困顿的灵魂
s comes during the second Wrought Chaoses. You should never attempt to break these
枷锁酷刑
s before the
精炼混乱
is over. Once it is over, everyone runs towards the Star Marker again to avoid the explosions. This time though, the raid stays at the Star Marker, because the next
枷锁酷刑
s will come before the next
精炼混乱
.
As soon as the third wave of
困顿的灵魂
s is spawned everyone runs back to their original positions to get away from them. (around this time you should be transitioning to Phase 2.5)
The fourth wave comes after the
精炼混乱
is over, but this time instead of running towards the Star Marker, everyone just finds the quickest safe spot to avoid the explosions and after they are exploded, move back to their original positions. The reason is that at this point there are a lot of
恐惧猎犬
s alive, which makes stacking up a bad idea, so everyone gathering at the Star Marker is not viable.
The fifth and hopefully final wave comes right as the last tick of the next
精炼混乱
is about to hit. Once again, just wait for the Wrought Chaos to finish, find the quickest to get to safe spot and explode the
枷锁酷刑
s.
Phase 2.5
The only thing that changes when
阿克蒙德
hits 55.5% health is that there will be
恐惧猎犬
s and
邪脉大恶魔
s joining the fight. This doesn't change much, other than being annoying and forcing you to kill them, thus not focusing the dps towards the Boss as much.
The Felborne Overfiends have very little health, and should be focused down fast. The tank who is currently tanking the Deathcaller should pick this add up and tank it on top of the Boss. It is very important to interrupt the
阿古斯之心
casts (one cast going through is basically a wipe). This adds are stunnable, so as long as it is dragged on top of the Boss, it should be easy to kill it in a single stun. Just to be safe though, since there is nothing else that can be interrupted in this Phase, have 2 groups of 3-4 interrupters, both ranged and melee, to be in charge of interrupting these casts. It should never get to cast it more than twice as long as the dpsers are focusing it down.
As for the Dreadstalkers, they can be very annoying to your casters / healers, but you can't really waste all your raid dps in killing them. What you need to have is DoT dps classes who will DoT them and let them gradually die. Good classes for this are Warlocks, Moonkins, Death Knights. The only time when these adds can really cause deaths is during the Wrought Chaoses, as they basically force you to move in order to avoid the
吞噬魔法
, which might lead into getting hit from more
精炼混乱
lazers. Just be ready to use a Health Tonic / Defensive cooldown if needed to survive these Wrought Chaoses.
Once Archimonde is approaching 40% health, you need to finish off any adds that are alive, before you transition into Phase 3. The reason is because unlike any other encounter before, if there are adds alive when you go in Phase 3, they also come with you… and you don't want that happening at all. So as long as there is no
精炼混乱
/ Shackled Souls, have everyone group un on top of the Boss, so that all the
恐惧猎犬
s are gathered up, finish them off, and then push the Boss to 40.5% health. You also get a 4 second window, during his
虚空升腾
cast, to finish any remaining adds.
Note: Archimonde heals up to 50% health when he transitions to Phase 3, regardless of how low you bring him while he is casting
虚空升腾
, so any damage done at that point to him is useless.
Doomfire Handling
Before going to Phase 3 stuff, let's explain how you need to handle the
魔火
in Phase 1 and Phase 2. First of all, you need 3 players who will soak the
魔火
each time before the Boss casts Allure Flames. Each of these 3 players should have a dedicated healer, who is responsible for keeping him alive. If at any point one of these players dies and drops all the Doomfire on the ground, your whole raid will wipe from the explosions that will happen when
阿克蒙德
casts Allure Flames.
But let's take it step by step. Starting with the first
魔火之魂
, the Doomfire on the ground should look something like this, if the kiting of it has been done properly.
First Doomfire Spirit:
Now once the Doomfire Spirit is dead, and the timer of Allure Flames is around 10 seconds, the first soaker (Soaker A), goes and picks up all the
魔火
from the ground, and then when the debuff expires, he needs to drop it around the Circle Marker.
First Doomfire Drop off:
When the second
魔火之魂
spawns, again if kited correctly, the
魔火
should look something like this, once it is dead.
Second Doomfire Spirit:
After the Doomfire Spirit is dead, and the raid has taken their
纳鲁之光
buff, Soaker A goes and picks up the Doomfire A, which he dropped off the last time, while a second soaker (Soaker B) goes and picks up the new
魔火
trail (Doomfire B). Then they go back to the raid, in order to refresh their
纳鲁之光
buff, and then sprint off to drop off their
魔火
stacks as shown in the picture below.
Second Doomfire Drop off:
When the third and last
魔火之魂
spawns, after it is kited, the
魔火
should be like this.
Third Doomfire Spirit:
After the Doomfire Spirit is dead, Soaker A soaks Doomfire A, Soaker B soaks Doomfire B and the third soaker (Soaker C), goes and picks up the new Doomfire C trail. Now because after this drop off, the Boss will be transitioned to Phase 2, and the whole raid positioning changes, the Soakers have to move to their new locations, which will be the place where they will keep dropping and picking up their respective
魔火
s for the rest of Phase 2. Keep in mind that there are no more
魔火之魂
s spawning, so at that point it is all about maintaining it under control and not dying to the rest of the abilities that the Boss casts in Phase 2.
Third Doomfire Drop off (and locations for rest of Phase 2):
http://puu.sh/kK737/0777d03c67.jpg
Now, of course, you don't have to follow these
魔火
locations to the letter, but something close to this should be what you need to have it under control.
Once you have entered Phase 2, the three soakers can communicate between themselves in order to make sure that they have a balanced amount of
魔火
stacks. For example if Soaker A has 10 stacks and Soaker B has 12, it is preferable to have Soaker A “steal” one stack from Doomfire B to balance it out.
The only scary moments with these
魔火
s are when the Allure Flames timer forces you to pick the stacks up during a
枷锁酷刑
spawn, or during the Wrought of Chaoses. You should definitely use your personal cooldowns when this happens to help out the designated healers.
Phase 3
Once you have entered the Twisting Nether, it all becomes a race. You have to kill
阿克蒙德
(he dies at 0%, sorry :/), before the soft enrage wipes you out. The soft enrage are the amount of
地狱火末日使者
s that spawn each wave, as this number increases.
地狱火末日使者
s
1st wave: 3
地狱火末日使者
s
2nd wave: 3
地狱火末日使者
s
3rd wave: 4
地狱火末日使者
s
4th wave: 4
地狱火末日使者
s
5th wave: 4
地狱火末日使者
s
6th wave: 5
地狱火末日使者
s (almost guaranteed wipe)
The reason that these
地狱火末日使者
s cause a wipe is because you need to quickly spread them all apart and kill them before they start exploding, which they do quite fast. Now when they come in waves of 3, it is quite simple to split them across the room. When they start coming in waves of 4, it is still manageable, with some dps cooldowns management. But when they start coming in waves of 5, it is quite impossible to spread them apart and kill them in time.
To help with spreading them apart, you should have 2
死亡骑士
s and 2
猎人
s. The Death Knights can
死亡之握
two of the
地狱火末日使者
s close to the Boss (one at the left and one at the right side), while the hunters use
扰乱射击
and kite the other 2
地狱火末日使者
s at the back of the room (one at the left and one at the right side again).
Marks of the Legion
These debuffs are not very hard to handle, as long as you use some kind of addon to help coordinate your group. You need 4 groups of 5 people that will group up and soak the damage from these 4 debuffs each time. You can't have the same people soak all four debuffs, since that will instantly kill them due to the 600% increased damage taken debuff that you get when you soak the first one.
Mark of Legion soaking groups positions:
You can also solo soak these debuffs if you have an immunity (Mage Ice Block, Hunter Deterrence, etc.), but keep in mind that the knockback will be huge if you do so, so you need to not fall off the platform (use blink / disengage / etc. after the explosion).
虚空之星
s
This is probably the simplest mechanic in this phase. You always get 5 void stars spawning from the same locations. All you need to do is assign 1 or 2 ranged dpsers for each of these void stars, and make sure that they never reach their fixated player (they are slowable but not stunnable). Keep in mind that they will only explode if they come in contact with their fixated player. Anyone else who touches these
虚空之星
s will not trigger an explosions, so don't panic and move if one is close to you but you are not the fixated player.
虚空之星
spawning locations:
沸腾腐蚀
This is a good old dance. There are 4 different patterns of these dances, with three steps each. It is not hard to handle this if you get accustomed to the different patterns and are able to identify each one by seeing the first tick of the Seething Fires. The order in which these 4 patterns will come is random, so you can have any of the four as your first one, but you will always get all four of them once, before having one of them repeat. Therefore, once you have had the first 3 Seething Corruptions, you know already which pattern will be the next one. We made a picture showing all four patterns. If your Raid Leader learns these, and calls out on your voice comms which one of them it is, it should make it much easier for the whole raid to dodge them.
Seething Corruption Patterns:
混沌之源
These are orbs which will spawn in front of
阿克蒙德
and will push back the tank, while dealing quite heavy damage, until it is killed. It is quite easy to handle this mechanic. All you need to do is have your rogues stand between the tank and the Source, so that the pushback is reduced (they can use their defensive cooldowns and basically take no damage), while the rest of the raid kills it off. There is one trick that your tanks can do if they are about to fall off the platform. At the very back of the room, there is a small rock, and if you position just in the right way, you will be constantly pushed against this rock, but never fall off.
Note: When the Boss is <15% health, you can decide to ignore that
混沌之源
(and instead nuke the Boss so that you kill him faster), since it will basically be the last Source that will spawn before the Boss dies, so you don't need a second tank for the rest of the fight.
黑暗导管
s
Every time that
阿克蒙德
casts this ability, he will do three of them back-to-back. Now even though at the start of the fight this ability is quite easy, the longer you go into Phase 3, the more of these Conduits will be up around the room, which means that it will get harder to find safe spots to spawn these (if you spawn one next to another one, they explode dealing massive damage to the whole raid). Therefore, you should take advantage of the first couple of casts of
黑暗导管
s and place them at the far corners of the room, in order to leave more space free near the middle of the room.
Keep in mind that during the 3 back-to-back casts of Dark Conduits, each player can only be targeted once, so as long as you are not standing or moving together with another player, you should never worry about spawning a Dark Conduit on top of the one that just spawned on you.
The only times when it gets quite sketchy to spawn these
黑暗导管
s properly is when the Boss casts them during a
沸腾腐蚀
dance, which of course means that everyone is gathered at a very small part of the room. The way to help this situation is by having the players who have immunities, or can survive a tick of
沸腾腐蚀
by using personal survivability cooldowns, move voluntarily inside it, so that they spawn the
黑暗导管
s away from everyone else.
General
As long as you understand how to handle the mechanics of this phase properly, it isn't a very hard phase. The most difficult part about it is killing the
地狱火末日使者
s in time, and making the dps check before the 6th wave of them spawns (soft enrage).
The timings of the abilities are not the same every time. They don't even have a specific cooldown. The developers made it so that each ability comes at specific times, which will always be the same, but which also means that you will get some nasty combos (like Seething Corruption together with Dark Conduits). The only way to learn this phase is by practicing it, and getting accustomed to each of these timings. If you want to see the whole rotation of these abilities, check out our video guide / kill video.
I hope this guide has helped you and gl hf with this encounter. It is one of, if not the hardest Boss I have ever killed, so it will definitely give you a rewarding feeling when you manage to defeat it.
精炼混乱
/ Shackled Torment Radar Weak Aura:
http://pastebin.com/mmriU6gh
Mark of the Legion Weak Aura:
http://pastebin.com/PmQxJW29
Targeting Macro (for ranged dpsers if you have trouble targeting adds cause of
阿克蒙德
's huge hitbox):
http://pastebin.com/fvEHb5WH
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评论
评论来自
Missmutilate
Very good guide! Glad to see the work Method has been doing with this guides!
评论来自
P0kerZ
The first thing we need to know about Phase 1 is that we need to bring Archimonde to 70.5% health before he casts his
third
Doomfire Spirit. The reason for this is because the fire never goes away and if you get a
fourth
Doomfire Spirit, the fire that you will need to soak up every time the boss casts Allure Flames will be way too much and will lead to casualties.
"third" should be "fourth"? typo?
评论来自
ONCHEhap
You can use the weakaura radar for wrought chaos,or you can actually place yourself correctly and do it without being a little @#$%^,the choice is yours.
评论来自
fokusrite
i know hellfire citadel was current content back in 2015 but can someone explain to me how the hell is the first row/pattern resembling a vagina?
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