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Mythic Eonar the Life-Binder Antorus Strategy Guide
来自 FatbossTV
[Last Updated]:
2018/05/12
变更日志
补丁:10.2.6
目录
评分:4.6/5
(
8
投票)
指南导航
评分:4.6/5
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This guide provides tips and strategies for defeating the Eonar the Life-Binder encounter on the
Mythic Difficulty
in Antorus, the Burning Throne. The other difficulties of the fight can be found in the
Normal and Heroic Strategy Guide
.
Eonar the Life-Binder is not your usual encounter. The fight requires players to defend the Essence of Eonar, which lays in the middle of a vast arena, from waves of legion enemies that spawn in via portals that activate throughout the encounter. The fight requires a large amount of AoE DPS and crowd control to defeat the waves of adds, as well as coordinated group movement and positioning to ensure the raid is in the correct places at the correct time.
Eonar the Life-Binder can be accessed after defeating the Garothi Worldbreaker; available Decemeber 5th on the Mythic difficulty. Eonar the Life-Binder is available after defeating
Garothi Worldbreaker.
Mythic Eonar the Life-Binder World Firsts
Loot
Loot starts at 960 on Mythic.
Cloth:
绽放花瓣系带
Leather:
活体荆棘罩帽
,
生命使者皮靴
Mail:
镶金玫瑰束腰
Plate:
隐匿庇护头盔
,
生命之誓腕轮
Tier:
Chest
Ring:
生命缚誓者的指环
Trinkets:
生命共鸣器
Relics:
Holy:
永燃圣光火花
Iron:
钢铁藤蔓荆棘
Shadow:
不动灵魂精华
Storm:
清新风暴雨滴
Quick Tips
Overview
– The forces of the Legion will warp in and charge at Eonar's Essence and attempt to destroy her outright. Players must defend Eonar until she can gather her energies and strike back at her attackers.
Tanks
–
Fel-Powered Purifiers will divert from their path to Eonar to engage players in combat once damaged.
Fel-Infused Destructors will fire at a much faster rate unless engaged in melee combat.
Move away from other players when targeted by
.
Damage Dealers
–
Most creatures are oblivious to your attempts to thwart their advance.
Many of your crowd-controlling effects will work here.
Move away from other players when targeted by
.
Kite
away from the normal walkways to mitigate its impact on the encounter.
Eonar will provide portals to board the Paraxis and interrupt its
attack.
When interrupting
coordinate which Feedback effect you will take.
Healers
–
Most creatures will not turn to engage players. Instead, the Paraxis will fire off many spells that will damage the raid.
Move away from other players when targeted by
.
Kite
away from the normal walkways to mitigate its impact on the encounter.
Eonar will provide portals to board the Paraxis and interrupt its
attack.
When interrupting
coordinate which Feedback effect you will take.
Mythic Difficulty
Alongside numerical changes, in which the damage from the abilities has been increased, there is a couple mechanical changes that have been made to the Eonar the Life-Binder encounter on Mythic difficulty.
All adds from the Heroic mode encounter are present. For more information and abilities that these adds do, please reference the
Normal and Heroic Strategy Guide
.
终极毁灭
Run into a crystal to teleport to the Paraxis!
At regular intervals throughout the fight, the Paraxis casts
终极毁灭
. If this cast is successful, the Paraxis will kill the entire raid.
To interrupt the cast, players must enter the Paraxis by standing on one of the four crystals that spawn next to the Essence of Eonar.
Running onto a Crystal will remove it from the encounter. This limits the amount of players that can enter the Paraxis to 4 at any given time.
Once aboard the Paraxis, players must defeat the
帕拉克希斯审判官
.
The
帕拉克希斯审判官
has 4 abilities which all target players aboard the Paraxis.
心灵震爆
is an interruptible cast which deals a large burst of damage to one of the players aboard the Paraxis.
毁灭
is a interruptible channel which deals ticking damage to all nearby players.
折磨
is an interruptible channel that will deal damage to all nearby players. This will only be cast if the Inquisitor isn't engaged in melee combat.
The
帕拉克希斯审判官
applies
死亡挣扎
to itself once it reaches low health, dealing unavoidable ticking damage to the group.
All spells must be interrupted to keep the team safe. The team should remain stacked to allow the healer to efficiently heal the damage from
死亡挣扎
.
Once the
帕拉克希斯审判官
has been defeated, players must each interact with one of four coloured crystals. This will deactivate the crystals and interrupt the
终极毁灭
cast.
Each player can only use a crystal once per encounter. You must send a different group of four players to the Paraxis each time Final Doom is cast.
This team of players should consist of 1 healer and 3 DPS and preferably with 2 short cooldown interrupts.
Each crystal will apply a permanent debuff to a player.
Feedback Debuffs
Interact with the crystals tointerrupt the Final Doom cast!
The blue crystal will apply
反馈 - 奥术奇点
.
This causes the player to create a pulse of arcane energy at their location every 25 seconds, interrupting all player spell casts within 10 yards.
This player must make sure they are away from all casting players when this pulse of arcane energy triggers.
This buff is best placed on players that do not spell cast, such as melee dps or hunters.
The green crystal will apply
反馈 - 目标锁定
.
This causes the player to always be targeted by the Paraxis abilities.
This player will always need to be in range of healers, as they will require extra attention as they'll take a large amount of damage from all of the Paraxis spells.
This can be picked up by anyone. The player just needs to make sure they are within range of healers as much as possible.
The red crystal will apply
反馈 - 燃烧的余烬
.
This causes the player to deal a pulse of damage to themselves and all players within 8 yards every 30 seconds. This will also knock all damaged players into the air.
This player will need to ensure that no other players are within 8 yards when this ability goes off.
The player will take fall damage upon landing after the knock up. So classes with ways of mitigating fall damage should be first in line to interact with the red crystal.
The yellow crystal will apply
反馈 - 邪污足迹
.
This causes the player to gain a stacking dot each time they move. The stacks of this dot will drop off over time when the player is stood still.
This player needs to stand still as often as possible. During points of high movement, this player will need a large amount of attention from the healer.
This is best placed on the healer, as the healer can always make sure that they keep themselves topped up throughout the fight and healers don't tend to run around as much as DPS.
After all four crystals have been absorbed and the
终极毁灭
cast has been interrupted, players must run to the North balcony of the Paraxis and use their
生命怒放
extra action button to return to the main encounter area.
The
终极毁灭
will cast four times per encounter. The raid will need to set up four different teams of four players to go and disrupt the Paraxis' cast.
Creating Raid Group
Setting up groups within the raid is arguably the most challenging aspect of this encounter on mythic. The fight becomes far easier when the raid is coordinated and players remain within their groups.
The portals in the main encounter area should be dealt with by two groups of 10 players. The raid should split themselves equally between these groups, whilst taking into account the strengths and weaknesses of each class to ensure that the groups are equal.
From these groups the raid must then assign the teams which will be travelling to the Paraxis when Final Doom is cast.
The most important aspect of setting up these teams is that you want to take players evenly from the split 10 man groups downstairs.
Each time you send a ship team up you want to take 2 people from each group, rather than send 3/4 people from a single group as that downstairs group will fall behind with the adds its dealing with.
You also want to think about what type of DPS you are sending up in any given group.
As an example: Ideally you wouldn't send 2 strong AoE DPS from one group at the same time, as you may fall behind on the adds that group needs to fight in the main arena as the Final Doom team is away.
As you only need 4 teams of 4 players to deal with the Final Doom cast, four players will remain in the arena throughout the entire fight.
These players will be the two tanks and two DPS.
The two DPS you decide to leave in the arena at all times should be responsible for bats. Classes such as Shadow Priests, Warlocks and Boomkins are great choices for this role.
These bat DPS players should also be split between the two 10 man groups.
When the bats spawn and get in range over the middle path, the bat DPS should abandon their groups and go deal with the bats by themselves.
If a group happens to be doing nothing or just killing something on the middle path, they can help kill off these bats as well.
The bat DPS may need to get extra assistance when fighting the bats if they are not able kill the bats in time by themselves.
Portal Order
Similarly to
Normal & Heroic difficulties
, the portals can be dealt with
on the fly
by having the raid leader call out where each group should go next. Boss Mod addons have accurate timers which will give you information of which portal is spawning next, where it will be and what it consists of. If you wish to prepare group movement before the raid, then please refer to the table below.
In the table you will be able to find the complete order for the portals for Mythic Difficulty. Included is a suggested strategy that you can follow, which mainly states the positioning of each group for each of the portals. Within the table you will also be able to find the times in which the Final Doom casts begin.
Time
Portal
Location
Small Add Type
Big Add Type
Strategy
0:05
1
Middle
Felguards / Felhounds
Destructor
The entire raid should be together to kill off this first wave of adds.
0:39
2
Upper
Fel Lords / Felhounds
Destructor
Group 2 should split from Group 1 and fly up to the upper path to deal with these adds.
0:42
3
Lower
Felhounds
Obfuscator
Group 1 should jump down from the Middle path and focus down the Obfuscator whilst cleaving onto the Felhounds
1:00
Final
Doom
1
Two players from each Group should be at Eonar's location to be teleported to the ship.
1:05
4
Middle
Felguards
Purifier
Group 1 should move from the Lower path to intercept the adds at middle. The Purifier should be focused down whilst the Felguards are CC'd out of range.
1:56
5
Lower
Fel Lords / Felhounds
Destructor
Group 1 & 2 should regroup at lower to kill the adds together
2:21
6
Middle
Fel Lords
Purifier
Group 1 should abandon Group 2 and deal with the adds at middle.
2:35
7
Upper
Felhounds
N/A
Group 2 should travel from Lower to Upper to CC and kill these adds quickly.
3:15
Final
Doom
2
Two players from each Group should be at Eonar's location to be teleported to the ship.
3:30
8
Middle
Bats
N/A
Bat assigned DPS should intercept and kill the bats as they travel past the Middle path.
3:30
9
Lower
Felguards
Purifier
Group 1 & 2 should regroup at lower to kill the adds together
4:45
Final
Doom
3
Two players from each Group should be at Eonar's location to be teleported to the ship.
4:45
10
Middle
Bats
N/A
Bat assigned DPS should intercept and kill the bats as they travel past the Middle path.
4:45
11
Middle
Fel Lord
Obfuscator
Groups 1 & 2 should kill off the adds from this portal, whilst helping DPS the bats flying nearby.
5:07
12
Lower
Felhounds
N/A
Group 1 DPS should slow and kill these before returning to middle to finish off any leftover Fel Lords
5:37
13
Upper
Felguards / Felhounds
Obfuscator/Purifier
Group 2 should split from Group 1 and go to Upper. After killing the Obfuscator, the group needs to quickly switch to the Purifier and little adds.
6:30
Final
Doom
4
Two players from each Group should be at Eonar's location to be teleported to the ship.
6:30
14
Middle
Bats
N/A
Bat assigned DPS should intercept and kill the bats as they travel past the Middle path.
6:53
15
Middle
Fel Lords
Destructor
Group 1 should focus down the Destructor before killing off the Fel Lords.
7:06
16
Lower
Fel Lords
Obfuscator
These adds should be killed by Group 1 after they have finished dealing with the previous portal (15)
7:21
17
Upper
Fel Lords
Destructor
Group 2 should focus down the Destructor before killing off the Fel Lords.
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评论
评论来自
Obliver
Should modify 2nd Final Doom timer, since it occurs at 3:05 and not 3:15.
Source(s):
https://www.warcraftlogs.com/reports/YRgZFw8bPdVxz4HX#fight=10&hostility=1&source=34&type=casts&view=events&ability=249121
https://www.warcraftlogs.com/reports/mw9NMbagKnhzB3Rx#fight=1&type=casts&hostility=1&source=24&view=events&ability=249121
评论来自
Cisar
Created WeakAura following Wowhead sequence. Hope it helps. Taken Obliver suggestion for 2nd Final Doom timer.
https://wago.io/SJqsEWqVz
The term "Group" in wowhead is replaced with "Team" in WeakAura to avoid raid/party groups confusion. P1, P2, P3, P4 in WeakAura refer to Portal/Paraxis squad.
WeakAura last updated on 17th Jan 2018 (11)
评论来自
Wolfie
Keeping track of when Eonar is close to hitting 100 energy to unleash
生命之力
versus the spawn timers is crucial for a Mythic win. You can hold off the last 5% health on a big add until the next wave comes out so that when you kill it, the burst takes a nice chunk off the new pack instead of hitting nothing. Also you don't need to chase down small adds to get their last 5-15% health if they have a long run to Eonar - if you can, let the Life Force blast finish them off.
My guild went from <10% wipes to a kill by calling a stop dps on the Lower Purifier (Portal 9) until the next bats (Portal 10) popped. The ranged were able to finish off the damaged bats much faster, freeing them up to jump on the next pack, and cascading from there to victory. Whether that is the correct time to use the method for your guild's composition and gear lvl may vary.
评论来自
Raline
For those having problem in mythic:
https://www.reddit.com/r/CompetitiveWoW/comments/7vdyx2/m_eonar_how_to_deal_with_the_bug/
The short version is: the mobs killed between eonar hitting 100 energy and the cast itself are
ignored
, so you lose their points. Control what you kill near 95% energy and gg.
(Context: my group was easily killing her in 8:20, but we started hitting enrage after a few weeks of farm. The DPS increase caused that "bug" to manifest itself in a noticeable way. This solved it, first try.)
评论来自
Caje
Certainly does not seem soloable in 9.1.5, seems completely unchanged....
评论来自
Diestupid
This fight is still not soloable within Dragonflight. Literally too much going on for 1 person to be able to handle. Also, there are (CURRENTLY) no skips for this boss. You will not be able to progress any further within this raid if you do not down this event somehow.
You're either going to not solo this event and call in friends for aid, or end your attempt and leave.
Blizzard needs to put in a skip for this boss. Much like how they put in the skip for Valirthria Dreamwalker in ICC. There is literally no feasible way (unless they drastrically change the fight or how it works) for 1 person to do this event and win.
评论来自
Taridiacie
I've soloed it before & I soloed it again today, this was as a level 60 Retribution Paladin as I do not have Dragonflight to get to level 70.
Do a total of 3 normal waves(?) go to Paraxis, kill Inquisitor ASAP, Divine Steeded to nearest crystal, used Surge of Life to crystal 2 on other side of platform, Divine Steed to crystal 3 nearby (spec'd for 2 charges of Divine Steed) used Surge of Life to 4th crystal back across platform. Exit north, use Surge of Life outside & jump down infront of Eonar to defeat the wave of mobs before they finish her off.
Repeat normal waves. Enter Paraxis again. Annoying crystal debuff will launch you in air against your control, but you should still have enough time to interrupt FInal Doom & get back to Eonar before adds finish her.
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