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PTR
10.2.7
PTR
10.2.6
Beta
Upper Karazhan Mythic+ Route Guide - Legion 7.3.5
来自 Voulk
[Last Updated]:
2018/04/11
变更日志
补丁:10.2.6
目录
评分:
This Mythic Keystone Upper Karazhan guide will take you through the best route to complete the dungeon, give advice for bosses and provide tips and tricks for the entire instance. This guide will assume that you are familiar with the basic mechanics from the
Upper Karazhan Dungeon Ability Guide
.
Mythic+ Leaderboard Rankings
The following data has been generously provided by
Raider.IO's Upper Return to Karazhan Leaderboards
. We hope it helps you spot popular class compositions for each affix combo. Check them out for Mythic+ Keystone Rankings!
Top Mythic Classes for
Upper Return to Karazhan
with Current Affixes
Top Mythic Runs of
Upper Return to Karazhan
with All Affixes
Top Mythic Runs of
Upper Return to Karazhan
with Current Affixes
Instance Breakdown
Recommended Comp for high keys:
For high tyrannical Upper Kara keys bring multiple immunities for Mana Devourer (3 is recommended) and at least 2-3 low cooldown interrupts for Medivh.
Highest Tyrannical key done in time:
20
Highest Fortified key done in time:
22
Instance Timer:
35
Average # Mobs per pack:
2.2
Trash
Click the arrows to navigate through the trash path.
The first two mobs of the instance are both Forlorn Spirits which mostly deal tank damage. Pull them together and dispel any Shadow Rend casts that go out.
The Shrieking Terror will put Cursed Touch on two party members which actually does a lot of damage on higher keys.
Stick to the left and pull just the one damaged golem. Avoid the puddles on the floor.
The Abstract Nullifier is up next. Use his Nullifcation ability to your advantage and you might consider waiting for the tank to bring back the next pack before you pick it up so that you can maximize its value.
-> Tip: The Nullification Field that you need to pick up will always spawn inside the circular room on the left.
You usually only want to pull one of these packs at a time since Arcane Barrage deals heavy AoE damage and can't be interrupted until you burn through the Mana Shield.
-> Tip: You can pull the packs back into the previous room so that you can use the wall to line of sight the Barrage casts.
-> Tip: Pulling Curator outside of the room will reset him in case you accidently pull him during the trash.
Wait until the Pyromancer patrols to the right and then run past him. We don't want to pull any mobs here.
The Flamebringer is a buggy mob that will occasionally get stuck in the floor. You can pull him up the tunnel toward Medivh to avoid the flame tiles but honestly it's almost always best to just fight him in his little room to avoid evade bugs.
-> The tiles will light up in a number of different formations and you should be quick to move.
-> His basic attacks will cleave.
-> He will consistantly teleport to a random player and drop all threat. Make sure to dismiss any pets before jumping in the pit, or else he may teleport to a pet and evade bug.
We'll pull only the spider since it patrols pretty close to the boss. It actually deals a lot of tank damage, and you'll need to dispel Leech Life quickly.
The Mana Devourer boss actually gives you trash percentage in a cute nod to the fact that it's well... a trash mob.
Don't walk through the middle of the room.
Pick a side and make your way around the room in a clockwise or counter-clockwise fashion pulling no more than two packs at a time. You need to catch the orbs that the Mana Devourers throw out. If you catch them, you get a nice damage buff. If they catch them, you take damage. It's a good incentive.
We need four packs total here.
The Erudite Slayer is a bit of a tricky mob that will use Mighty Swing to flick the tank off the platform. Make sure your back is to the bridge and that no other party members are in front. It'll also drop a Heavy Smash that'll draw you in.
The Pyromancer has a few tricks up his sleeve too. He'll summon a pair of Fel Bomb. You need to soak these to absorb their power and you'll take pretty high damage in doing so.
Tip: After the Pyromancer dies, the Fel Bomb no longer detonates and the Imp will eventually respawn.
Urgh the worst kind of Chess. I don't have a super secret strat that won't make this a drawn-out bore but we can at least make sure we're doing a few basics right.
- The Knight and Bishop pieces have the least HP. The Queen has the most HP and should be killed last. Three pieces start together in the middle of the board and should be cleaved before they jump away.
- The pieces don't heal back to full at any point, and so you can make use of cleave / multi-dots to quicken the process along. There is nothing to heal so the healer should contribute damage.
- When a piece dies, the king will become vulnerable for 20 seconds. Make the most of this window.
- The King will no longer become immune once he reaches below 30% but must be tanked.
ERT Note
|cffffff00Upper Kara Trash Path|r
Pull the first two Forlorn Spirits together
Run upstairs, kill Shrieking Terror
Kill Damaged Golem on the left
Kill Abstract Nullifier
Kill Mana Confluences (LoS)
{skull}|cff8788eeCurator|r{skull}
Skip Infused Pyromancer
Kill Wrathguard Flamebringer
{skull}|cff8788eeMedivh|r{skull}
Kill the Spider closest to Mana devourer
{skull}|cff8788eeMana Devourer|r{skull}
Kill four devourer packs (run clockwise)
Skip Fel Bats
Kill Erudite Slayer
Kill Infused Pyromancer (soak orbs)
{cross}Chess{cross}
{skull}|cff8788eeViz’aduum|r{skull}
|cffffff00Questionablyepic.com/mythic-plus|r
Affixes
Let's take a look at notable affix interactions in X
Tell your DPS to hold off on DPS'ing the Mana Wyrms unti you can get the Mana Confluence low.
No chess pieces Bolster.
Use your full array of interrupts during Medivh's Guardian Images phase since this is already tough to heal through and Grievous can make it unbearable.
Consider bringing multiple immunities to the instance to fend off Mana Devourer. The fight can get pretty spread out with everyone trying to take 1-2 stacks and that makes removing Grievous very tough for most healer specs.
Flame Wreath on Volcanic week is like playing cards with the devil. There isn't really a great way to deal with this. The best thing you can do is step to the side of the Flame Wreath and try to step to the other side on a bad Volanic.
Bosses
The Curator
The Curator is here to give you hope that you might finish the instance in time
Dungeon Journal+
能量释放
Ground
Dodgeable
召唤易爆能量
Summon
电弧
Single Target
Arcane
静电充能
AoE
Arcane
唤醒
过载
AoE
Arcane
Avoidance
You should know
You can reset Curator by running out of the room. It can be helpful to do this while you clear the trash in his room. His respawn timer is pretty quick.
There is a pretty simple way to beat Curator, but it requires very good play and a ton of heals.
Stack up around Curator and move as a group for each Power Discharge.
When a Volatile Energy spawns, stay stacked and DPS it down. You'll all get hit by the initial damage, but it will spawn in melee allowing it to be killed quickly.
Continue this cycle until the boss is dead. This strategy is incredibly space efficient and you'll find that you aren't even half way around the room when the boss dies, you just have to move correctly for Power Discharge since if you lag behind you're very likely to die.
Evocation is always followed by Overload which deals more damage for every Evocation you've had so far. The first is rarely dangerous, but the second can kill any player that isn't topped off.
Medivh
This boss is like a 10/10 in difficulty, but you get to minus one for every good interrupt you brought
Dungeon Journal+
炼狱箭
Single Target
Fire
Dodgeable
Debuff
(DoT)
霜寒
Single Target
Frost
Interruptable
Debuff
(Stun)
穿刺飞弹
Single Target
Arcane
Interruptable
Ultimate Abilities
烈焰花环
Two Targets
Fire
Debuff
(DoT)
无尽寒冬
AoE
Frost
守护者的影像
Summon
闪光术
AoE
Arcane
Avoidance
奥术箭
Single Target
Arcane
Interruptable
You should know
Every time Medivh hits full mana he'll cast one of his 'ultimate' abilities at random. The ability chosen has nothing to do with which spells you interrupt. If you're lucky you'll get more Remorseless Winters than Flame Wreaths.
Flame Wreath will explode if the afflicted moves out of the circle, if anyone else moves into the circle, or if they die. You can still jump.
Frostbite is the priority interrupt. Inferno bolt is only dangerous if it targets the same player twice in a row or on a target with Flame Wreath.
Tip: Let the Tank be responsible for interrupting Piercing Missiles depending on if they have cooldowns or not. Usually taking one stack is fine, but two will be deadly without a large cooldown.
During Ceaseless Winter, continue moving (or jumping) to avoid taking any damage. If you happen to be in Frostbite then you won't take damage
The healing requirement for this fight is very very high, even when played correctly. Help your healer by making full use of your defensive cooldowns - especially if you are targeted by Flame Wreath.
During the Guardian's Image spell DoT up all three birds then focus them down one at a time as a party. Make sure you're all attacking the same target.
Mana Devourer
This boss is like a 10/10 in difficulty, but you get to minus one for immunity you brought
Dungeon Journal+
奥术炸弹
Ground
Arcane
Dodgeable
不稳定的法力
Ground
Arcane
Debuff
(DoT)
能量虚空
Ground
Shadow
能量倾泻
AoE
Arcane
Avoidance
You should know
Unstable Mana ticks every 3 seconds, however Energy Void removes a stack of Unstable Mana every 1 second. Therefore if you pick up an orb close to a void you can drop it off without ever taking damage from it. Unfortunately the Energy Void itself still deals crushing damage so you'll want to be careful how many orbs you pick up.
Tank the boss between the banister and the books as far into the corner as you can. This way 75% of the orbs will
land
directly in the center of the bosses' hitbox, allowing any immunity class to soak them all easily. Other players can soak one ball.
This is a fantastic boss to use Heroism / Bloodlust on, if you're light on immunities.
Viz'aduum the Watcher
I write this in memory of my friend who spent 4 hours on this boss
Dungeon Journal+
炽热冲击
Single Target
Fire
Interruptable
Debuff
(Magic, DoT)
分裂波
AoE
Fire
Dodgeable
混沌暗影
Multi Target
Shadow
Dispellable
Debuff
(Magic, DoT)
邪能光束
AoE
Fire
Dodgeable
灵魂收割
Ground
Fire
Dodgeable
稳定裂隙
Summon
Interruptable
炽热断筋
Single Target
Fire
Dispellable
Debuff
(Magic, DoT, Slow)
You should know
Burning Blast should be interrupted or dispelled. It's the only thing to interrupt for most of the fight and your healers dispels need to be saved for Chaotic Shadows.
Tip: You'll need a 3 person interrupt rotation to hit every Burning Blast.
Tip: During Phase 2, you can make him to almost no mechanics by never entering his circle. Melee DPS will have nothing to do and it'll make the fight longer, but it does make the fight much safer. The Boss will target his Disintegrate beams on the first person to walk close to him which should be the tank and so they should stand away from the DPS. This picture better demonstrates:
In phase 3 Stabilize Rift is a 30 second cast and there is no advantage to interrupting it early. Take care of the Felguard Sentry packs and move slowly down the ship if necessary. You don't need to rush this phase. Sentries can be stunned, slowed and knocked back to ease the pressure on your tank.
Tip: Make sure to spread out for the random AoE damage that comes out during this phase.
Save heroism / bloodlust for phase 3.
The number of Chaotic Shadows debuffs that go out increases during each phase. The DoT portion of the debuff is dangerous and the healer can only dispel one person at a time so use your defensive cooldowns if you're afflicted. All party members should be spread at all times so that a quick dispel doesn't end with an orb exploding.
Affix Details
For more information on any particular affix, click on the corresponding tab below.
Enemies who die will buff other nearby enemies with
激励
, causing them to gain 20% health and deal 20% additional damage. This can stack multiple times, resulting in an extremely dangerous enemy that will take a long time to defeat. The range on the buffing ability is 30 yards in 7.2. In addition, mobs affected by the
激励
buff will become immune to many types of CC (though they are still vulnerable to stuns).
This affix causes the end of a trash fight to be more dangerous than the start. Players should follow these general guidelines:
Do not pull multiple trash packs at once, so that the maximum stack size of
激励
stays low
Attempt to DPS the enemies down evenly
However, if there is a priority target, such as the Wrathguard Bladelord in Black Rook Hold, it may still be beneficial to focus fire and kill these targets first
The healer will need to use cooldowns on the tank if possible when an enemy has high stacks of
激励
The
激励
affix does not apply to adds in a boss encounter. For example, killing the Risen Warriors in the Mythic+ Ymiron fight in Maw of Souls should not apply
激励
to Ymiron or any of the other Risen Warriors. However, if players drag trash packs into a boss fight, those trash mobs will apply
激励
to the boss when they die. This is undesirable. If players wish to save time by dragging trash into a boss fight, be sure to pull the trash more than 30 yards away from the boss before killing it.
Successful melee attacks will apply the
死疽溃烂
debuff to the struck player, reducing the potency of healing and absorption shields by 3% per stack, and dealing stacking damage. The
死疽溃烂
debuff lasts for 9 seconds in 7.2, but the duration of the debuff is refreshed each time a new stack is applied, so it will be very difficult for tanks to drop their stacks while actively in combat.
死疽溃烂
is removed upon dropping combat.
This can stack very rapidly on large trash packs, and can be a nuisance on boss fights. Players should follow these general guidelines:
Do not pull multiple trash packs at once
Use AoE CCs, such as stuns, knockbacks, and slows, to allow the tank to kite effectively at high stacks of
死疽溃烂
During boss fights, a non-tank player with a taunt ability can taunt the boss away from the tank to allow
死疽溃烂
to fall off
At very high Keystone levels, groups may wish to bring two tanks to help manage the
死疽溃烂
debuff.
When the
震荡
affix is active, at random times throughout the dungeon (regardless of combat) all players will receive the
践踏
debuff and upon expiry inflict damage and interrupting active spell casts to themselves and nearby allies.
践踏
can apply when running between bosses and will continue to occur after the dungeon is completed. If your party's composition is melee heavy, make sure to spread out the circles whenever
践踏
is applied.
The
暴怒
affix causes enemies to
激怒
at 30% health, dealing 100% additional damage until they are defeated.
When this affix is active, AoE and cleave damage can be dangerous. Be sure to mark a priority target in each pull, and when that target
激怒
s, focus fire to bring it down quickly. Stuns and other forms of CC can be used to reduce the damage the party will take from
激怒
d mobs.
A pool of Sanguine IchorWhenever a non-boss enemy dies, a pool of
鲜血脓液
forms at its location. This spell has two effects:
鲜血脓液
heals enemies standing within it for 5% of their health each second
鲜血脓液
deals damage to players standing within it for 15% of their health each second
Tanks must pull the remaining mobs away from the location of the
鲜血脓液
pool, and melee DPS must be cautious. It does take several seconds for the
鲜血脓液
to form, so there is plenty of time to react and avoid damage.
This affix is particularly difficult when fighting large groups of trivial adds, and may require tanks to clear additional space or pull enemies back into previously cleared areas so there is room to kite. This is also a difficult mechanic in any area where the predominant floor color is red - particularly in the Oakheart-to-Dresaron stretch of Darkheart Thicket.
In 7.2, Sanguine pools have been changed to apply their first damage tick immediately. This means that it's more important to place the pools of sanguine in safe locations so that the group may traverse the dungeon without taking a large amount of damage from crossing the sanguine pools after combat has ended.
The
无常
affix causes tank threat to be less potent, meaning that DPS players are likely to pull threat off of the tank if not careful. Tanks should mark a priority target on which they will be focusing the brunt of their attacks, and DPS should try to avoid dealing too much damage to the non-priority targets.
Hunters and Rogues should help the tank by using
误导
and
嫁祸诀窍
respectively.
In a
繁盛
dungeon, the number of trash mobs that players must kill in order to meet the "Enemy Forces" requirement is increased to accommodate the additional trash.
The
繁盛
affix causes extra mobs to spawn in particular trash packs. Not every pack is affected, but many of the most dangerous trash packs are.
The
易爆
affix causes enemies that you are currently in combat with to spawn Fel Explosives within 3 yards of its current location. These Fel Explosives will begin to cast
爆炸
and if successful, will detonate dealing a significant amount of damage. Fel Explosives have a very small amount of HP but are completely immune to AoE spells such as
暴风雪
and
星辰坠落
.
Since every monster has a chance to spawn Fel Explosives, be careful about pulling too many monsters at a time. If you pull too many, you might spend all your time killing Fel Explosives and not actually hitting the monsters themselves!
These orbs are the top priority for all players!
The
重伤
affix is particularly dangerous against monsters that deal consistant AoE damage. When a player falls below 90% health, the
重伤
DoT is applied and begins to stack every couple of seconds until the player reaches full health. These stacks will cap at 5 but it's important for the healer to remove these as soon as possible to avoid falling behind. DPS should avoid taking as much damage as possible this week, since taking damage is extra punishing due to the
重伤
debuff.
崩裂
, is essentially one of the main mechanics from Mythic: Il'gynoth in the Emerald Nightmare. Whenever a monster is killed, all players will get a stack of
爆裂
which will stack. One or two stacks will not be deadly, but killing an entire pack of 8 packs simultaneously will probably end up killing the party.
During
崩裂
, it's important to stagger the deaths of the enemy forces so that the debuff doesn't stack up too high. Be careful not to use too many AoE abilities and kill the monsters too soon.
Immunity abilities such as
暗影斗篷
and
寒冰屏障
will remove all current stacks and prevent future stacks from applying.
A Volcanic Plume
Move before it erupts
Enemies in a
火山
dungeon will cause
岩浆柱
s to spawn beneath the feet of distant players. Two seconds later, the
岩浆柱
will erupt, dealing damage equal to 50% of the player's health to any player standing within 2 yards of the Plume. Both boss and trash mobs will cause Volcanic Plumes to form.
When fighting a single enemy, a
岩浆柱
will form approximately every 10 seconds.
Note that "distant" refers to the distance from the enemy mob. In most cases, melee DPS and tanks do not have to worry about this mechanic, and if ranged DPS and healers stand close to the enemies,
岩浆柱
s may not spawn. However, if there is an enemy that leaps away, or an add that spawns far from its summoner,
岩浆柱
s may begin to appear in melee range. This can occur during the following notable fights:
During the Inquisitor Tormentorum encounter in the Vault of the Wardens, due to the Tormenting Orbs
Fighting Valarjar Marksman in the Halls of Valor
Fighting Rockbound Trappers in Neltharion's Lair, or during the Naraxas encounter
岩浆柱
s can be difficult to see during bright or busy ground effects. Players should move out of the
岩浆柱
immediately upon noticing it, and may wish to preemptively move during mechanics such as Eye of the Storm in the Hyrja encounter, where constant unavoidable damage combined with the
岩浆柱
hit could cause a fatality.
强韧
is multiplicative with the Mythic+damage and health modifiersThis affix will only affect Keystones of level 10 or higher. In a
强韧
dungeon, all of the trash mobs have 20% more health and deal 30% additional damage.
Avoid pulling excessive trash packs
Use AoE CC and stuns liberally to reduce damage
Focus on priority targets
Tanks may need to kite enemies more frequently
Multiple tanks may be preferred for certain dungeons with particularly dangerous trash pulls
强韧
's damage and health bonuses are multiplicative with the Mythic+ damage and health bonuses shown in the table above. This means that on Mythic +10, the trash will all have 140% additional health and deal 180% additional damage. Certain trash packs may be able to one-shot party members with their mechanics under this affix; for example, the
瓦拉加尔刻符者
in
英灵殿
may instantly kill players with
破碎符文
if it is allowed to cast. Interrupts and performing trash mechanics properly are very important!
强韧
is particularly dangerous in combination with
激励
,
暴怒
, or
繁盛
affixes.
残暴
greatly increases thedanger of boss fightsThis affix will only affect Keystones of level 10 or higher. In a
残暴
dungeon, all of the bosses have 40% more health and deal 15% additional damage.
This can cause many extremely dangerous abilities to one-shot the party if health levels are not high enough
Serves as an additional gear check to these dungeons
Tanks may need to kite bosses more frequently
Multiple tanks may be preferred for certain dungeons with particularly threatening boss mechanics
残暴
's damage and health bonuses are multiplicative with the Mythic+ damage and health bonuses shown in the table above. This means that on Mythic +10, bosses will have 180% additional health and deal 140% additional damage. Certain bosses that gain percent-based damage modifiers during the course of their encounter pose particular problems in
残暴
dungeons:
黑鸦堡垒
: Smashspite's
Brutal Haymaker debuff
increases the damage the tank takes by 75%, and may cause
大地践踏
or melee attacks to be fatal
群星庭院
: Advisor Melandrus's
切割漩涡
will become unsurvivable with just a few
顾问麦兰杜斯的影像
spawns
黑心林地
: Shade of Xavius's
梦魇箭
may one-shot players without active defensive cooldowns, especially if he gains any stacks of
天启强化
英灵殿
: Hyrja's
弧光箭
and
驱逐之光
abilities may one-shot while she has 4+ stacks of
秘法师加护:雷
or
秘法师加护:光
冥口峭壁
: Ymiron's
黑暗鞭笞
is extremely powerful under
残暴
and may require external cooldowns for the tank to survive
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评论
评论来自
evilpl
This route as a tank is annoying in a pug, trying to do the bridge before the chess boss is a complete f*** fest. I prefer to invis pot the bridge and pull the 2 golems at the beginning, pull a rat and a spider to get the buff , and clear the trash in the room going clockwise, but I now believe that this isn’t needed as the king gives 10%(not tested as of yet as the last round of pugs have been dreadful), But now when I pull the 2 broken golems at the beginning all the mdi wannabes start moaning.
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