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Wrathion, the Black Emperor - Ny'alotha Raid Strategy Guide
来自 FatbossTV
[Last Updated]:
2020/02/24
变更日志
补丁:8.3.0
目录
评分:4.5/5
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指南导航
评分:4.5/5
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This guide provides tips and strategies for defeating the Wrathion, the Black Emperor encounter on Normal Difficulty in Ny'alotha, the Waking City. 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.
Mythic Wrathion Guide
Wrathion, the Black Emperor is a two phase encounter. During phase one the party fights Wrathion directly, dealing with his simple yet dangerous "dragon mechanics". During phase two the party must destroy
s against the clock to safely survive the next upcoming phase one.
Wrathion, the Black Emperor is the first boss of Ny'alotha. After defeating Wrathion, players may choose between the
Maut
and
Prophet Skitra
encounters.
Mythic Wrathion World Firsts
Wrathion Loot
Below is a complete list of loot from Wrathion, the Black Emperor:
- This weapon always comes with the
effect, which increases your character's corruption by 30.
For a more in-depth explanation of the boss' loot, please read the
Wrathion Loot Guide
.
Wrathion Quick Tips
Phase One
Position the boss with his side to the raid so that
and
do not hit them.
Tanks should take turns taking the
, swapping on 2-3 stacks of
.
When afflicted with
, move 20-30 yards away from the raid before it expires.
Move 30+ yards away from the boss and spread 5 yards away from your allies when
is cast.
Find the safe spot on the opposite side of the room to the boss when he casts
.
Phase Two
Have three mobile players soak the
. They should then run through
s to destroy them.
All other players should attack all the
s that are left over.
Quickly bring the Assassins out of stealth via AOE/Stealth removal abilities and then kill them off. (Heroic Only)
Wrathion Phase One
Approximately every 8 seconds, Wrathion unleashes a large breath in a cone faced towards the tank, dealing a burst of fire damage and applying
to all players hit.
deals low ticking damage whilst increasing the damage you take from subsequent
s by 80% for 20 seconds.
A single Tank should face the boss side-on to the raid, as to ensure that nobody is hit by the breath aside from themselves.
Tanks should taunt off of each other whilst maintaining the direction the boss is facing when their debuff drops. This is usually after every 2
casts.
The raid should stand to the side of the boss to avoid the
and
.
The boss deals a large burst of physical damage and knocks back all players in a cone behind him.
Wrathion will only cast
as a reaction to players standing directly behind him.
Players should avoid standing directly behind the boss at any given time, instead they should all be stood on one side of the boss.
Avoid spreading out on either side of the boss, as healers may struggle to maintain healing range of you.
Wrathion occasionally applies several
debuffs to the raid simultaneously.
These 8 sec debuffs deal moderate ticking damage and explode upon expiration, dealing a large falloff damage to the raid.
Players afflicted with
should attempt to move at least 25 yards away from all other players as to bring incoming raid damage to a minimum.
The amount of debuffs applied to the raid scales with raid size. Healers, ranged & melee DPS can be targeted by this ability.
Move away from your allies when you have
!
Wrathion channels
over 4 seconds, creating a 30 yard zone around himself.
At the end of the cast, all players within the zone take a large burst of damage and are knocked back.
Players outside of the zone take a moderate amount of fire damage instead.
Immediately afterwards, the location underneath several players will be marked and hit with a fireball moments later, dealing a large burst of fire damage.
As soon as the
is cast, all players should move 30 yards away from the boss whilst spreading apart from one another to avoid the fireballs after the ability ends.
Move away from the boss when
is cast!
After one minute in phase one, Wrathion will cast
.
He will briefly face an edge of the room and then teleport to that location. This location is
usually
far away from the bosses currently location.
He'll then spew out several
zones which will grow over 10 seconds, nearly coating the encounter space.
Anyone stood within these zones taking heavy ticking damage and near lethal damage when they explode after 10 seconds.
Players need to quickly find an area in the room that the
s do not reach -
this is almost always opposite the location of the boss.
After all the
zones have detonated, the boss will immediately cast
.
This marks several locations with red swirly circles that will explode after a few moments, dealing low fire damage and knocking back anyone within 3 yards.
Afterwards,
s are formed at each impact location. These pools do not deal any damage to players standing within them and only have a function during phase two.
Once
is cast, the boss will resume his usual phase one mechanics.
The tanks should quickly position the boss in the middle of the encounter area and face him side-on to the raid to avoid anyone getting hit by
or
.
After the second
cast the boss will immediately enter phase two.
The
spell sequence.
Wrathion Phase Two
s
Immediately upon entering phase two, the boss will cast Smoke and Mirrors.
This causes each of the
s to spawn a
, an attackable enemy.
After ~1 minute, the boss will reenter phase one. Any remaining
s will turn into
, a small area which deals ticking damage to anyone within it.
Additionally, the
apply a permanent debuff called
to the entire raid which deals minor ticking damage, but will stack for each Lava Pool in the encounter.
Because of this, the entire raid should focus on killing all Cracking Shards before phase two ends.
Killing a
causes a
deals a very minor amount of fire damage to all players within 10 yards.
This shouldn't discourage melee players from attacking the
s, instead players should just be cautious when stood near large clusters of shards which are due to die in a short time frame.
Destroy the
s before the phase ends!
As well as the spawning of the
s, three
drop from the boss as soon as the phase begins.
These scales will deal large raid wide damage if not soaked by a player, so the raid should have one person stand in each of the three zones.
The player who soaked the scale will gain 5 stacks of the
debuff which lasts 20 seconds.
This debuff will allow the player to run into a
, instantly destroying it whilst refreshing the duration of the
debuff back to 20 seconds.
Players who gain this debuff should focus on clearing as many shards as their debuff allows - ideally ones that are not grouped up as they will be more easily killed by the groups AOE and cleave damage.
The raid might want to assign classes with high mobility to gain these debuffs as to ensure that all 5 stacks are fully used before it times out.
After ~1 minute or shortly after all
s have been destroyed, the boss will reappear and phase one will begin again.
The fight will continue to switch between the two phases until the boss is dead.
Soak a Scale of Wrathion and then run through the shards to destroy them!
Wrathion Heroic Difficulty
s
Shortly after phase two begins, several
enemies will spawn towards the edges of the encounter space.
Immediately after spawning, the assassins stealth via
.
This stealth is removed via stealth revealing spells (such as a Hunters Flare) or by damage (usually from an AOE ability as the assassins cannot be targeted unless very close).
Whilst in stealth, the assassins will attack players, either stunning them for 10 seconds with their
or dealing a large burst of damage to them with their
.
The raid needs to quickly remove the assassins from stealth as to prevent them from using these abilities, especially on those with the
debuffs.
All players should use any AOE abilities that they can, focused on the space that the adds spawn or in the area around the
players.
Once the adds are out of stealth, they should be grouped up by the tanks and passively cleaved down, as they are not very dangerous once visible.
Use AOE spells to reveal the assassins from stealth!
Wrathion Mythic Difficulty
Our Mythic Guide has been moved to a different page. We've worked with Hyperion to have a written
Mythic Wrathion Guide
!
In Phase 1,
is applied to players, and lasts until the beginning of Phase 2, or until the player dies.
severely restricts the movement of players during the encounter by increasing the severity of the slow every time the player moves. At 50 stacks, the debuff will quickly kill the affected player.
In Phase 2,
s that are ran over by players with the
buff lose their immunity, but still need to be killed by the players, unlike in Heroic where the shards die instantly.
Mythic Wrathion Guide
This section of the guide, along with all others, will be updated once Wrathion has been encountered on live servers.
Phase One
At the beginning of each phase one, all players are given the
debuff.
This 2.3 minute long debuff will grant players stacks of Slow every time they move.
The Slow debuff lasts 45 seconds and whilst it is at 50 stacks the player will take a large burst of shadow damage each time they move.
The entire raid needs to keep the amount they move to a minimum as to keep incoming damage as low as possible.
Several classes have abilities that can remove the Slow debuff. Currently, there is no known way of removing the
debuff.
Any spell which frees players from "movement impairing effects" will reset the amount of Slow stacks you have.
This includes, but is not limited to: Posthaste, Blessing of Freedom, shapeshifting as a Druid, Cloak of Shadows, Ice Block, Divine Shield, Dispersion and Vengeful Retreat.
Notable spells that do not reset/remove your Slow stacks: Ghost Wolf and Anti-Magic Shield.
Paladins should be prepared to help classes who do not have the the ability to reset their own Slow stacks, especially during high movement situations such as the
.
Healers will also want to keep track of peoples stacks to be prepared to spot heal them if they are forced to move at 50 stacks of Slow.
Positioning for mechanics in advance is key to keeping raid movement, and the Slow stacks they generate, to a minimum.
Ranged players should be prespread throughout phase one, as this should keep movement needed during
to a minimum.
The boss should generally be tanked around the middle of the room, as to allow the raid to always be within a reasonable distance from any edge of the room when the
is cast.
During the second
, the
debuff will expire along with any Slow stacks remaining.
is not reapplied until the beginning of the next phase one.
Phase Two
All
s that spawn at the beginning of phase two have the
debuff, which makes them invulnerable to damage.
This debuff is only removed via players with
debuffs gained from the
.
The
does not destroy shards on mythic difficulty, it only removes the
debuff.
players should still run over as many
s as they can, the raid must now be ready to destroy all of them before phase two begins.
During the most recent PTR testing, there were more
s than there were stacks of
to remove the
debuff.
This ensures that a few (at least 5)
s will become
at the end of the phase.
It is unclear if this is an intended mechanic (as to ramp the healing output needed throughout the fight), or simply a miscalculation on the PTR.
If this is intended, the
players should attempt to clear
debuffs from clumps of shards, rather than just ones that are isolated. This will help ensure that as many shards as possible are destroyed before phase one begins again.
s with
have a fire effect around them.
Wrathion Advice for All Classes
Our class writers have written raid information on all specs, covering ideal talent builds and strengths and weaknesses for each spec in a raid environment:
Blood Death Knight Raid Tips
Arcane Mage Raid Tips
Assassination Rogue Raid Tips
Frost Death Knight Raid Tips
Fire Mage Raid Tips
Outlaw Rogue Raid Tips
Unholy Death Knight Raid Tips
Frost Mage Raid Tips
Subtlety Rogue Raid Tips
Havoc Demon Hunter Raid Tips
Brewmaster Monk Raid Tips
Elemental Shaman Raid Tips
Vengeance Demon Hunter Raid Tips
Mistweaver Monk Raid Tips
Enhancement Shaman Raid Tips
Balance Druid Raid Tips
Windwalker Monk Raid Tips
Restoration Shaman Raid Tips
Feral Druid Raid Tips
Holy Paladin Raid Tips
Affliction Warlock Raid Tips
Guardian Druid Raid Tips
Protection Paladin Raid Tips
Demonology Warlock Raid Tips
Restoration Druid Raid Tips
Retribution Paladin Raid Tips
Destruction Warlock Raid Tips
Beast Mastery Hunter Raid Tips
Discipline Priest Raid Tips
Arms Warrior Raid Tips
Marksmanship Hunter Raid Tips
Holy Priest Raid Tips
Fury Warrior Raid Tips
Survival Hunter Raid Tips
Shadow Priest Raid Tips
Protection Warrior Raid Tips
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评论
评论来自
Thechieftain
That's really good guide indeed. I hope we can read all bosses guides before raid starts. Thank you fatboss! You Rock!
评论来自
Renolution
Does anybody know what the addon they're using in the "Burning Cataclysm spell sequence" gif/ at 3:57 in the video do drop world markers is?
评论来自
Mystofdarkness
Awesome guides Fatboss
Happy to see u back doing videos on this stuff :)
I enjoy the videos much more than the written stuff because i enjoy seeing stuff in action.
Have a great raid day !
评论来自
MagicBreadRoll
How come Wrathion turned into a raid-boss?
He didn't follow in his father's footsteps did he? :(
评论来自
Ryawy
Since you can see which way Wrathion is heading when he disperses for Burning Cataclysm, my group found it helpful to put markers near the four pointy pillars in the room. That way, we could call out which side of the room to head to before the boss prepared to cast and it gave us extra time before the fire hit the floor.
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