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Mythic Imonar the Soulhunter Antorus Strategy Guide
来自 FatbossTV
[Last Updated]:
2018/05/12
变更日志
补丁:7.3.2
目录
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指南导航
评分:4.8/5
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This guide provides tips and strategies for defeating the
猎魂者伊墨纳尔
encounter on the
Mythic Difficulty
in Antorus, the Burning Throne. This guide includes tips and strategies for dealing with the new mechanics introduced in these difficulties. For LFR, Normal and Heroic difficulties, please
click here
.
猎魂者伊墨纳尔
is an encounter that revolves around managing space around two platforms, and corssing between these platforms as fast as possible. Good coordination is required to make through the bridge unscathed, and is also key to keep the platforms clear for your raid group.
猎魂者伊墨纳尔
is the sixth boss in Antorus, the Burning Throne; available December 5th on the Mythic difficulty. After defeating
猎魂者伊墨纳尔
, players can progress towards the
金加洛斯
encounter.
Mythic Imonar the Soulhunter World Firsts
Loot
Loot starts at 960 on Mythic.
Armor:
Cloth
:
灵魂猎手兜帽
,
低语足迹之靴
Leather
:
无尽追踪肩垫
Mail
:
捕猎诱饵之握
,
灵巧猎魂者的长靴
Plate
:
伊墨纳尔的半截手套
,
不屈意图护肩
Cloak
:
灵魂狩猎斗篷
Tier
:
Tier 21 Leg Pieces
Relics:
Arcane
:
堕落法师的先知之石
Frost
:
白霜野兽之爪
Holy
:
纯净灵魂的崇高圣像
Life
:
神秘的化石卵
Mythic Quick Tips
Overview
– Imonar the Soulhunter is called forth by the Legion to hunt down and capture high priority targets. He starts out utilizing controlling and suppressing effects to defeat his enemies.
At 66% health remaining, Imonar backs up to a secondary platform, dropping several traps along the way. He then begins to use more lethal effects on enemies, calling in Legion ships to assist him.
At 33% health remaining, Imonar leaps back to the primary platform, once more plating traps along the way. His weapons are now empowered and fully operational.
In Mythic difficulty, these transitions occur every time Imonar loses 20% of his maximum health.
Damage Dealers
–
Interrupt
when the raid has safely arrived on the correct platform to prevent
from stacking too high.
Avoid triggering traps such as
and
when traversing the walkways!
Move away from players afflicted with
to avoid
.
Healers
–
Dispel
from affected players after allies move to a safe distance.
Avoid triggering traps such as
and
when traversing the walkways!
Tanks
–
Manage stacks of
,
, and
to ensure they don't stack too high.
Interrupt
when the raid has safely arrived on the correct platform to prevent
from stacking too high.
Avoid triggering traps such as
and
when traversing the walkways!
Mythic Difficulty
Alongside numerical changes, in which the damage from the abilities has been increased, there are mechanical changes that have been made to the Imonar the Soulhunter encounter on Mythic difficulty.
Imonar will now switch platforms at 80%, 60%, 40% and 20%, increasing the amount of platform phases from three to five and the amount of bridge crossing intermissions from two to four.
This causes the bridge to become incredibly cluttered with traps and mines, forcing players to find safe, reliable and sustainable ways of traversing the bridge.
This also requires players to better "look after" the platforms. You'll return to each platform multiple times, so it's important that they are kept as clean as possible so that the raid can deal with mechanics efficiently.
Aside from winds that the raid will need to run against during bridge crossing intermissions, no new abilities have been added to mythic difficulty. Instead, each phase has a different combination of abilities you can find on Heroic difficulty, aside from
强化脉冲手雷
, which now lasts 1.3 minutes rather than 46 seconds.
Stage One: Attack Force
Phase one goes from 100% to 80% of
猎魂者伊墨纳尔
's life. During Phase One, he has the following Active Abilities:
震击之枪
,
催眠气罐
,
强化脉冲手雷
.
Make sure your raid stays spread to avoid multiple people getting slept by
催眠气罐
!
On the pull, the tanks want to move the boss into the middle of the room and keep him their whilst taunting off each other when their
震击之枪
debuff drops.
Melee DPS want to stack on one side of the boss and move to the other side each time
催眠气罐
is applied to a melee DPS.
The melee player targeted by the
催眠气罐
should remain still.
When the melee group is 10 yards away from the debuffed player, they should call for a dispel and then move onto the melee group so that everyone is stacked up again.
Ranged players want to be spread 10 yards at all times, so that they can instantly call for a dispel if they are targeted by a
催眠气罐
.
Being spread also means you wont hit each other with the
强化脉冲手雷
s that are being applied during this phase.
If you get an
强化脉冲手雷
, you want to make sure that you do not stand in the path people are going to take to get to the bridge when the boss transitions.
Stage Two: Contract to Kill
Phase Two goes from 80% to 60% of
猎魂者伊墨纳尔
's life. During Phase Two, he has the following Active Abilities:
撕裂
,
充能轰炸
,
霰弹爆破
.
Ensuring your group is properly stacked for
霰弹爆破
mines makes management much easier on later phases.
Upon entering this phase, you want to tank the boss over on one side of the room and have the entire raid stack up next to him.
Players with the
强化脉冲手雷
from the previous phase shouldn't stack up with the rest of the raid. They should wait until their debuff has dropped before joining the rest of the group.
The reason you should stack is because you to keep the
霰弹爆破
s as stacked as possible, so that when you return to this platform during phase four you will have plenty of space to counter the bosses abilities.
Each time a set of
霰弹爆破
s spawns, you want to move along the wall as a group.
Whilst the tanks taunt off one another when their
撕裂
debuff drops, they must also ensure that the boss is kept in Melee range of the stacked raid group at all times.
This is simply done by mirroring the movement the raid makes each time a new set of
霰弹爆破
s appear.
The off tank shouldn't need to soak the extra
霰弹爆破
s mines in the room as they should be neatly stacked against the wall.
However you may have the occasional
霰弹爆破
land on an
强化脉冲手雷
player or
充能轰炸
target. These should be soaked by the off tank if the blast is going to cause positioning issues during phase four.
During this phase, you'll frequently have 2 people targeted by the
充能轰炸
.
These people need to move to either side of the raid, preferably moving towards their own ship so that the beam doesn't cut straight across the room.
If you move to the side of the room that is further away from your ship, it is more likely that you'll hit players with it.
As an example: if the right ship targets you, move to the right of the stacked raid, if the left ship targets you, move to the left of the stacked raid.
Stage Three: Marked For Death
Phase Three goes from 60% to 40% of
猎魂者伊墨纳尔
's life. During Phase One, he has the following Active Abilities:
震击之枪
,
催眠气罐
,
强化脉冲手雷
,
霰弹爆破
.
Groups usually use
嗜血
/
英勇
on this phase. Stay spread and avoid
催眠气罐
to make the most of it!
Phase Three is arguably one of the more tricky phases. Some guilds decide to use
嗜血
/
英勇
here, whilst others save it for Phase Four.
During your progression you might want to try out both of these options to see what works best for your DPS cooldown alignments.
Tanks want to drag the boss to the far side of the room and place him against the wall, as well as taunt off each other when the
震击之枪
debuff expires.
The melee DPS want to be stacked directly behind the boss, right against the wall.
Whenever a
霰弹爆破
spawns on the melee camp, they move as a unit as the boss is dragged a little further along the wall.
When
催眠气罐
is applied to a melee DPS, they need to move away from the rest of the camp.
It's unlikely that they'll be able to make it the full 10 yards, so the melee camp might need to adjust before the debuffed player can be safely dispelled.
Because melee needs a space to move to, the ranged should make sure that they do not stand too close to the boss, otherwise, they could get hit by the sleep gas explosion.
Similarly to phase one, Ranged players should be spread across the room to counter the
催眠气罐
s &
强化脉冲手雷
.
The
霰弹爆破
s are likely to disrupt a perfect spread formation, as players need to move from them as they spawn.
Stage Four: Kill Switch
Phase Four goes from 40% to 20% of
猎魂者伊墨纳尔
's life. During Phase Four, he has the following Active Abilities:
撕裂
,
强化霰弹爆破
s,
充能轰炸
,
催眠气罐
.
You no longer need to be spread out for
霰弹爆破
, but you still need to avoid the mines.
The key to Phase Four is spatial awareness. Players need to be ready to react to other players who are targeted by either the
催眠气罐
s or
充能轰炸
.
You will have the
霰弹爆破
s on the ground from phase two which will restrict player movement somewhat.
Tanks, whilst taunting for
撕裂
, want to keep the boss in the middle of the platform from the start of the phase.
Similarly to phase one, Melee DPS want to stack on one side of the boss and move to the other side each time
催眠气罐
is applied to a melee DPS.
Ranged players want to remain spread 10 yards to allow
催眠气罐
s to be dispelled as soon as possible.
充能轰炸
need to be aimed towards either side of the melee team.
As soon as the
充能轰炸
players have aimed the beam away from the majority of the raid, they should remain still to give any ranged players time to react and move out of the incoming damage.
强化霰弹爆破
zones simply need to be moved out of.
Stage Five: The Perfect Weapon
Phase one goes from 20%
猎魂者伊墨纳尔
's life, until he's dead. During Phase Five, he has the following Active Abilities:
强化震击之枪
,
强化脉冲手雷
,
强化霰弹爆破
,
催眠气罐
.
Phase Five positioning is similar to Phase One's. Make sure to avoid
强化霰弹爆破
!
This phase is nearly identical to phase one, both in terms of the abilities you deal with and the strategy you use.
Tanks should position the boss in the middle of the room, whilst the melee DPS stack on one of his sides.
The melee DPS camp needs to move from one side of the boss to the other each time the
催眠气罐
is applied, just like phase one.
Ranged players should be spread 10 yards apart around the room to negate the
强化脉冲手雷
splash damage, as well as allow for quick
催眠气罐
dispels.
强化霰弹爆破
circles need to be moved out of. Players should return to their original location after moving from a landing zone to ensure that they do not disrupt the 10 yard spread formation the ranged players are in.
Tanks need to try and stay alive as long as possible against the
强化震击之枪
debuffs.
Taunting off each other every 2/3 stacks whilst chaining cooldowns is pretty much all you can do.
Intermission: On Deadly Ground (Bridge Transitions)
The bridge intermissions are arguably the most difficult part of the encounter. Your aim for each bridge crossing intermission is to get the raid to the other platform as quickly and as safely as possible, which is made difficult as you need to run against the winds that are pushing you to one side of the bridge.
This is done by having a few members of the raid clear the path for everyone else.
For each bridge you ideally want to clear one side of it, giving everyone a path to run down with enough space to sidestep the orbs moving towards you, which deal damage and slow you.
The first and third bridge will spawn green traps (
脉冲手雷
s and
静滞陷阱
s) and the second and fourth bridge will spawn the red traps (
爆炸引线
s and
霰弹爆破
s).
First and Third Bridge Phases (Green Traps)
To clear the path of green traps, a mobile immunity class such as a hunter or paladin should run along as much of the bridge as possible clearing the traps in the way.
Having a Warlock
恶魔传送门
along one side is very useful, as the immune player can take the gateway whilst immune, which can clear a ton of traps in one go.
The immune will eventually drop, and it's likely the person wouldn't have cleared the whole bridge. At this point, the tank should take over and clear the rest of the traps.
Any players with
强化脉冲手雷
s need to move out of the way so that everyone else can move down first.
Once the coast is clear, those players should then follow the rest of the group.
One of the main challenges for these green trap crossings is dispels.
Healers need to be in range of the person clearing to quickly dispel the stun from the Stasis Traps, including dispelling the immunity clearer as immunities only stop the damage from the trap, not its effect.
Second and Fourth Bridge Phases (Red Traps)
To clear the path of red traps, you should have a single player clear the entire the way with an immunity such as
保护祝福
. We recommend one of your tanks for the job.
They should also use a movement speed increase spell or
天行药水
to ensure they make the most of their immunity, as well as ensure that the bridge is cleared quickly.
Stack up whilst the tank detonates the majority of the
爆炸引线
s blocking the path.
The
霰弹爆破
damage is mitigated briefly by the immunity, but the
爆炸引线
s will be bursting the raid.
To counter this, the rest of the raid should stack and wait at the start of the bridge.
Once everybody is stacked, the healers should use half of their cooldowns to cover the incoming
爆炸引线
damage.
It is unlikely that all
爆炸引线
s will be cleared within one set of cooldowns, so mobile cooldowns such as
宁静
and
还魂术
are best used as the group begins to move down the bridge when the last few
爆炸引线
s that are in the way are about to be triggered.
The person clearing the bridge is going to have a lot of
霰弹爆破
dot stacks.
The idea is that, once they have cleared the bridge, they simply die and get ressed by an
先祖护佑图腾
.
If you do not have a Restoration Shaman, then you can always use a Battle Resurrection here instead.
The player assigned to this job is usually a tank, as they are able to survive the damage from the
爆炸引线
s by themselves, whilst being protected from the
霰弹爆破
damage by a
保护祝福
.
With these red trap bridge crossings, you should wait before clearing.
You can have a
充能轰炸
come in just before, and those players will die if you pop a bunch of
爆炸引线
s without them being in the healing cooldowns.
So make sure you wait, ensure everyone is stacked and healthy and then pull the trigger and clear the bridge.
Once again, Warlock
恶魔传送门
s are useful at this point, not just for the clearer to use but the rest of the raid can use it to cross the bridge more quickly.
Additional Tips
During the standard platform phases: the off tank, or a tanky DPS, might want to move over to the bridge and clear any traps that are cluttering the entrance.
Whilst doing this, make sure that a dispel is available if triggering a
静滞陷阱
, or make sure that the raid is healthy if you are triggering a
爆炸引线
.
When you cross the bridge and are about to interrupt the
洪荒烈火
, feel free to interrupt early as long as the majority of the raid is present.
The boss will not immediately bombard players on the bridge as he has a short grace period that allows slow people to catch up.
If you are able to interrupt him, this will stop the orbs spawning, stop the winds blowing, stop his damage increase, whilst also allowing you to start doing damage to him again.
Some guilds have opted to take 6 healers for this encounter.
This is to make the bridge safer and quicker, as you have more dispels for the green trap crossings and more cooldowns and healing for the red trap crossings.
The idea is, by having these bridges become much safer, quicker and easier you will have removed the hard part of the encounter.
For those of you worried about the enrage timer, bringing more healers may even be a DPS increase as you can spend more time actually damaging the boss as you swiftly cruise across the bridge.
About the Author
This guide was written by FatbossTV. If you have any questions or want to provide alternate strategies/feedback, please contact them here:
Twitter:
@FatbossTV
Discord:
Discord.gg/fatbosstv
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评论
评论来自
mmrghost7
ok so how long till the boss get enraged ?
and what will he gain during that phase ?
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