Rage Winterchill Strategy Guide

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Rage Winterchill Strategy Guide

by FergieThis is the main guide for this boss. We will attempt to keep it up to date, so feedback is appreciated. This is copyright material. Please respect the work of the author .
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rage-winterchill.jpg
Introduction

Rage Winterchill is the first boss fight in Hyjal, and while it's one of the most annoying, it's quite easy.

As you'll probably have only 25 or fewer people attuned, you'll most often take your Kael'Thas or Vashj group setups to Mount Hyjal as well.

The fight can be done with 23, or even 21, people, so don't worry if you can't get a full raid of 25 in.


Raid Setup

Tanks: 5 (A mix of Prot and Fury Warriors and Feral Druids)
Healers: 8
DPS: 12

Alter this setup depending on the number of people you have attuned, but in general make sure to bring at least 2 feral druids and 3-4 warriors. Some of the "tanks" can be DPS specced and change from tanking gear to DPS gear at the end of the waves.


Buffs, Potions and Gear

No special potions are required besides the ones you use on every raid. Full damage potions for the DPS is crucial.


Boss Abilities


Rage Winterchill


HP - 4,200,000
Melee Strength - 3k on plate.

Icebolt - Shoots at a random target, dealing 4250-5750 frost damage, encasing the person in a frozen tomb, which deals 2500 damage per second, lasting a total of 4 seconds. It's an instant cast and Winterchill will target the person he fires it at for a split second before he returns to the tank.

Frost Nova - A Frost Nova spells that freezes anyone in the area it's used over, just like the Mage's Water Elemental's Frost Nova spells, immobilising people affected by it, for 6 second. It's dispellable but it's often not worth it. He won't use Death and Decay while you're frozen.

Death and Decay - A 10 second channelled spell, affecting a patch of ground, much like the Vashj Toxic Spores, dealing to each person in the area damage equal to 15% of that person's max health each second. He won't use Death and Decay while you're frozen with Frost Nova.

Frost Armor - An exact copy of the mage ability, reducing attack speed and movement.


The Mobs


abomination.jpg
Abominations

These start coming with wave 6 and are in almost every group after that, ranging from 2 to 6 in number.

HP - 180,000
Melee Strength - About 3k on plate.

Poison Aura - Sometimes the Abomination will use a poison cloud-like ability, dealing roughly 750 damage to everyone around the Abomination every 3 seconds.

Shackle-able / Fear-able/ Trap-able


Ghouls

Ghouls are a part of nearly every single wave.

HP - 140,000
Melee Strength - About 1.5k on plate.

Cannibalise - When they go low on health, the ghouls will run to a corpse and start cannibalizing it, restoring about 7% of their health every 2 seconds, for 10 seconds.

If you see a ghoul cannibalizing, you must stun it or Shackle it or even fear it as fast as you can to prevent it restoring health. A cannibalizing ghoul takes an entire raid's worth of DPS to kill.

Shackle-able / Fear-able/ Trap-able


Shadowy Necromancers

These guys are a part of most waves after wave 4. Potentially the deadliest mobs in the waves.

HP - 120,000

Unholy Frenzy - Increases an ally's attack speed by 100% for 20 sec, but also inflicts 500 nature damage to that ally every 2 sec.

Shadow Bolt - A bolt of shadow dealing 2250-2750 to the current target.

Cripple - Increases the time between an enemy's attacks by 100% and decreases movement speed by 50%, in addition to reducing its strength by 50%. Lasts 15 sec. Can be dispelled.

Summon Skeletons - Summon a skeleton from a nearby corpse. They can be either a Skeleton Invader, with 32k HP, or a Skeleton Mage with 24k HP. One is a melee type, the other one is a caster. They are no real threat, just an irritation.

Sheep-able / Fear-able / Trap-able


crypt-fiend.jpg
Crypt Fiends

In most waves Crypt Fiends put in an appearance, though they are most noticable in the first and last waves.

HP - 170,000
Melee Strength - About 2k on plate.

They will sometimes shoot out tiny spiders at a random person in range. They do about 300-400 damage total. Absolutely nothing to worry about.

Web - They will sometimes put a web around someone, immobilizing him for 10 seconds.

Shackle-able / Fear-able / Trap-able


Alliance NPCs

They're all Elite, do mediocre damage and have tons of HP.

The alliance base is full of NPCs who will help you throughout the encounter. Their aggro range isn't too big however, so the hunters should pull mobs, as described below, to the alliance groups in the back to engage them in the fight as well.

The NPCs cannot be buffed or healed or interacted with in any way. The only exception is that Jaina Proudmoore gives an aura to people in 20 yards that increases their spirit by 100%. In general, it is useful to Taunt mobs off the NPCs if they are close to dying, since the can be easily killed and the damage they contribute is very useful.

The NPCs will reset and regen health when the raid goes out of combat. However, if an NPC dies it's down for the try.


The Fight


rage-winterchill-positions.jpg

Trash Waves

Two ranged DPS players, hunters preferably, should be assigned to peel off one weaker mob each, from every wave (like a Ghoul) and drag it back to Jaina Proudmoore and the Riflemen, in order to make them join the fight, since they are a great help. After the back NPCs have aggroed the kited mob, the hunters should try to kite it through the AoE area so it can take more damage.

If there is a mob attacking the NPCs, usually a group of 5-6 NPCs can sucessfully kill it on their own, but 1-2 will die in the process. Since they are valuable DPS, it is a good idea to have any extra non-tank feral druids or warriors, or even the tank themselves, Taunt the mobs off the NPCs so they won't die.

Each wave consists of about 12 to 18 mobs and they come roughly every 2 minutes.

If you kill the current wave before the next one comes, you'll be placed out of combat and you can drink or eat till the next one comes.

In general, if you do not kill all mobs before the next wave, you'll get overrun in a wave or two at most. With good performance you should have about 10-15 seconds break before each wave.

Wave 1

The first wave consists of Crypt Fiends and Ghouls.

The tanks grab about 2-3 mobs each and start building aggro on all of them. While the tanks are building up aggro, the raid focuses DPS on some Crypt Fiend or Ghoul, which is tanked either by the NPCs or an extra fury warrior/feral druid. When that mob is dead, and by judge of the tanks, AoE can begin. Every single class should try to help the AoE. Mages, warlocks, paladin, warriors, druids, rogues - everyone with some kind of multi-hitting ability should help out.

The next few waves should have a similiar setup.

necromancer.jpg
Wave 4

This is when the Shadowy Necromancers join along with the Ghouls and Crypt Fiends.

The Shadowy Necromancers will aggro the first player or mob they'll see, though most often a player. If more than 2-3 Shadowy Necromancers come, and there's a healer or caster in front and he gets targeted, in 90% of the cases he'll die from being hit by 2-3 Shadow Bolts simultaneously.

The Shadowy Necromancers should be sheeped or feared.

In these waves, Melee is assigned to killing the Shadowy Necromancers while mages, warlocks and paladins are assigned to AoE-ing the Crypt Fiends and Ghouls.

When there's only about 1-2 Shadowy Necromancers left alive, the melee should get back and help on whatever's left alive from the AoE, after which the entire raid focuses fire on the remaining Shadowy Necromancers.

It goes on like this for about 2 more waves.


Wave 6

At wave 6, Abominations will start joining the fight. Wave 6 should contain only 2 Abominations. Those are treated as Crypt Fiends.
These phases go like a mix of Wave 1 and Wave 4. Tanks build aggro on all undead mobs. Melee is assigned to killing the Shadowy Necromancers, while the Warlocks, Mages and Paladins are assigned to AoE. When there's only about 1-2 Shadowy Necromancers left alive, the melee should get back and help on whatever's left alive from the AoE, after which the entire raid focuses fire on the remaining Shadowy Necromancers.

The rest of the waves are a mix of Abominations, Crypt Fiends, Shadowy Necromancers and Ghouls and mostly resemble Wave 6. Here;s a complete breakdown:
WaveMobsTotal Number110 Ghouls10210 Ghouls, 2 Crypt Fiends1236 Ghouls, 6 Crypt Fiends1246 Ghouls, 4 Crypt Fiends, 2 Necromancers1252 Ghouls, 6 Crypt Fiends, 4 Necromancers1266 Ghouls, 6 Abominations1274 Ghouls, 4 Necromancers, 4 Abominations1286 Ghouls, 4 Crypt Fiends, 2 Abominations, 2 Necromancers14
On wave 8, you'll have about 3 minutes before Rage Winterchill spawns so you can drink/eat rebuff, etc.


Boss



Rage Winterchill

It doesn't matter where he's tanked, as long as he is away from Jaina Proudmoore, as his spells will kill her and reset the event. He will arrive like the rest of the mobs and engage the person closest to him. Misdirect him to your main tank and let him build up some aggro before you start DPS-ing.

There's nothing special about him. He will use his abilities pretty randomly and relatively often.

An important rule of thumb is to keep everybody topped up. It is important for everybody to have their Spell Details in Video Options up to full , or you won't see the Death and Decay. As soon as you see the Death and Decay (red bubbles on the ground, same as the mobs in Botanica), it is imperative you stop what you're doing and move out. He won't use Death and Decay while you're frozen.

Icebolt, which he uses very often, is the biggest hazard. It does over 10,000 damage in about 3 seconds, and will kill most people before then. The key to dealing with this ability is simply having lightning reactions and casting fast heals, or even pre-casting on a person the moment you see the Icebolt flying at him, so the heal can land together with the bolt.

As an overview, keep everybody topped up, be lightning fast on the Icebolt and always immediately move out from the Death & Decay.


ghoul.jpg
Class Comments

Tanks - Do a lot of tanking! Taunt loose mobs, don't let them get on the casters, and be ready with an AoE Taunt if anything goes wrong.

Fury Warriors, Feral Druids - If you're not tanking any mobs, make sure to Taunt mobs off the Alliance NPCs if the NPCs get low on health.

Rogues - Focus on the single-target damage of the pre-AoE targets, help kill the AoE-d mobs after AoE is called, and finish off the Shadowy Necromancers.

Mages - On the non-Abomination waves, position is irrelevant. In Abomination waves it's crucial to be out of melee range of the abominations. Sheep the Shadowy Necromancers, counterspell their Shadowbolts, and keep an eye on the sheep.

Warlocks - On the non-Abomination waves, position is irrelevant. In Abomination waves it's crucial to be out of melee range of the Abominations. Fear the Shadowy Necromancers if the sheeping isn't fast enough, but don't fear too much as chasing down feared mobs saps raid DPS.

Hunters - You'll be kiting the Ghouls to the back of the raid, to engage Jaina and the other NPCs at the back into the fight. Use Aspect of the Cheetah if you're having troubles, and don't let the mobs hit you. Kite the mobs through the AoE whenever you can.

Healers - Simply keep the raid alive. Shamans can use Magma Totems and paladins can use Holy Wrath/Consecration to help out on the AoE.


Miscellaneous Notes

If you die in the fight, you can corpse-run back in and rejoin at any time, even midway through a wave fight, but not during the boss itself.
 
已阅~好长啊~
再贴个视频出来? 我是google盲人~ 从来找不到要找的东西~
 
还用看攻略。。。。

<--------------攻略
 
早在1年前我们还没down lady 我就早把HJ的boss看啦. 我们在贴个中文的吧,以免有人不太明白.从enet上COPY
 
早在1年前我们还没down lady 我就早把HJ的boss看啦. 我们在贴个中文的吧,以免有人不太明白.从enet上COPY

看中文很多boss的技能都对不上, 包括npc的名字啊, 地名等等。 要打英文版的raid, 功略要原汁原味才行。
 
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简介

Rage Winterchill(雷基·颤栗之冬)是Battle on Mount Hyjal的一号BOSS,难度低,烦人程度也不高(整一个装备运输车……)
进行这场BOSS战前请先轰倒风暴要塞核心的凯总和盘牙毒蛇神龛洞穴的法女士来保证至少有25人和该副本同调(不过人数不足也没关系,因为这个家伙很柴,21-23人搞也没问题)

初战人员配置

肉墙人员5名(防护/狂暴战士和野性德鲁依可以胜任,SQ等Farm再说吧……)
治疗者8名(没有太严格的天赋/职业限制)
近远程打手共12名(没有什么天赋/职业限制)

当然人员配置可以随喜好改动,不过3-4战士和2野德基本是必需的

BUFF,药,装备要求

没什么特别的,带好常规药水BUFF足矣,但打手们最好带足输出用的药剂,装备要求T5级别(AVGilv128左右)

战斗场地

rage-winterchill-positions.jpg

红色箭头=天灾+燃烧军团进攻的方向
黄色箭头=猎人拖怪方向
绿色箭头=坦克们拉到敌军后的行动方向
蓝点:吉安娜的洛丹伦幸存者军团
橙区:AoE场地
绿圈:坦克们拉怪的位置

友军布置

在吉安娜的基地中有一大队一大队的战士随时准备参战,他们的攻击力中等,有很高的HP,但都是近视眼,所以团队需要一两个猎人来帮助他们进入战斗……(下述)。所有的NPC都不能被治疗/BUFF,但吉安娜会展开辉煌光环来使周围20码内所有玩家获得100%的额外精神。坦克们最好注意NPC的血量,在他们陷入危机的时候用嘲讽拉走攻击他们的敌军以使之生存——在敌军每一波冲锋的间隙,他们会脱离战斗并迅速恢复满HP,但不会复活!

铺路的8波杂鱼

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Ghouls(食尸鬼)
基本每一波都有的铺路杂鱼,HP=140k,对战士能造成~1300点肉搏伤害,当HP很低时会尝试奔向一具尸体进行食尸,10秒内治疗自己35%
可锁 可超度 可定身

Crypt Fiends(地穴恶魔)
基本每一波都有的被遗忘的家伙(……),HP=170k,对战士造成~2000点肉搏伤害,会发射蛛网固定某个目标10秒,或放出地穴甲虫对随机目标造成300-400伤害(囧丁乙……少得有点过头了)……
可锁 可超度 可定身

Necromancers(亡灵巫师)
从第4波开始出现的杂鱼,比较危险,HP=120k,肉搏非常弱;会对当前目标搓煤球造成2250-2750点暗影伤害;会施展残废术于随机目标,持续15秒,可驱散;会对其它敌兵施展邪恶狂暴使之20秒内攻击速度+100%,但每秒受到250点自然伤害;会召唤骷髅战士(32kHP)和骷髅法师(24kHP)。优先解决的对象
可羊 可恐 可定身

Abominations(憎恶)
第六波开始出现的重型肉搏单位,HP=180k,对战士造成~3000点肉搏伤害,有时会展开疫病云雾对自己身边的目标每3秒造成750点自然伤害
可锁 可超度 可定身

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开始战斗之前,你的团队需要两名猎人站在Raid大队的左右,每一波敌军冲锋时他们应该各拉走一只比较弱的敌人,按上图所示黄色箭头的路线拉进NPC大队,以将其拉入战斗。当NPC大队参战后猎人应该尝试将敌人拉回基地中央的AoE区。
如果有一个敌人攻击了NPC,它通常会被5-6名NPC蹂躏致死,但在此期间它很有可能杀死1-2名NPC,因此坦克们应该随时留意,准备吸引他们的注意力。

在首领抵达之前,敌军会进行8波的冲击,每波12-18只怪物,间隔2分钟

如果你们的动作够快,2分钟内即打扫完所有怪物,那么你们就会有一些时间恢复/吃喝,NPC也会恢复初始状态,但如果2分钟内无法清场,那么下一波怪物将压上,你们将没有休息时间!这通常就意味着Wipe……可以准备重来了。

第一波到第三波

敌人由食尸鬼和地穴恶魔组成。

这些波数开始时,坦克们每人应该拉住2-3名敌人并开始建立仇恨,其余的怪物由猎人拉走或由非坦克的战士拉住,全团的火力应该集中在这些零散的怪物上。当零散的怪物解决完毕,坦克们也建立了稳固仇恨后,拉在一起,全团的AoE/多目标技能火力全开将之全数放倒!

第四波和第五波

亡灵巫师加入了战团。他们会首先盯上站在最前面的目标并开始搓煤球,所以——非坦克角色尽量先靠后站立。猎人们则照原样行事。
亡灵巫师理应保持在恐惧状态或乖乖羊状态。
敌人的冲击到来后,近战打手们专注于处理亡灵巫师,而各炮手职业则和坦克们一起处理敌军大队,当亡灵巫师死伤殆尽时,近战打手应该转回身协助处理集中火力区域的残存敌军,当大队肃清后,再集中解决最后1-2名亡灵巫师。

第六波到第八波

憎恶加入了战团,不过这不会对总体造成大影响,Raid成员照1-5波的战术行事——坦克们拉住几乎所有的敌军,猎人将NPC带入战斗,近战打手处理亡灵巫师,炮手职业集中AoE敌人大队,然后近战打手们转回来肃清炮火下的残余,最后杀死余下的1-2名亡灵巫师。

第八波的冲击开始距Rage Winterchill的进攻约有3分钟时间,团队要用这些时间做好充分准备。

Rage Winterchill

概览
——————————————————————————————————————
HP=4200k,对战士攻击造成约3000伤害
冰箭:Rage会射出冰箭,击中随机目标造成4250-5750点冰霜伤害,并会将之困于冰棺中,4秒内承受10000点冻伤(2500/秒)。瞬发技能,Rage在使用技能时会改变目标。
霜冻新星:同法师同名技能,但会在指定区域爆发而非以自己为中心,将目标冻结在原地6秒。
霜冻装甲:同法师同名技能,降低近战攻击者的攻击速度和移动速度
死亡凋零:大范围的杀伤魔法,施展时目标地面会冒出红色的血泡,每秒对区域内目标造成15%MHP的伤害,持续10秒,Rage需要引导这个法术。Rage不会用这个法术攻击被新星冻结在原地的目标。
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战法

这家伙被坦克在哪里都没关系,只是让他尽量少找上NPC为好(尤其是吉安娜,吉安娜一倒,就得重新开始整个战斗,包括那12波杂鱼!)。他会像别的敌军一样冲进大门并找上站在最前面的人,猎人将之误导至MT身上后,标准的TANK AND SPAM战斗开始……
这场战斗并不困难,各人根据Rage的技能自行躲闪和应对便可,但治疗的工作可能比较重:要将所有人的HP保持在峰值或很高的水平——Rage的冰箭是最大的威胁,能在3秒内造成10k+的冰霜伤害!被击中的目标必须得到治疗。维持每个人的生命值高扬对躲避死亡凋零也很有好处。
身处死亡凋零范围中的所有成员请停下手中正在做的一切事情,跑出范围
治疗的注意事项:随时注意Rage Winterchill的目标,最好能在冰箭飞行的过程中就开始为目标快速治疗。

小结:保持每个人的HP在峰值,闪电应对任何一支冰箭,跑位躲避死亡凋零,从100%打到0%,搜尸。

各职业任务总结
坦克们:坦克!坦克!坦克!拉住尽可能多的敌人,处理好任何落单乱跑的敌人,防止打手们受到攻击,必要的时候,不要吝啬你们的群嘲!
非坦克的狂战和野性德鲁伊们:打手。如果你们发现任何NPC处于危险之中(和怪物交锋),请立刻上前救援!
盗贼们:如上所说,每一波怪物来临时,亡灵巫师——炮火下的残余——亡灵巫师。
法师们:没有憎恶时,没人会管你站在哪里,有憎恶时一定要离开憎恶的近战范围!其他工作包括反制亡灵巫师们的煤球,以及当好牧工的角色。
术士们:大致同法师,如果发现亡灵巫师没有被及时地放牧,请补一下恐惧。不过别把敌人恐得太远,以免团队把时间浪费在追逐上。
猎人们:引导NPC加入战斗。空闲的时候就在一边当打手。
治疗们:保持团队的状态高扬。萨满和骑士们可以用神圣愤怒/熔岩喷射图腾/火焰新星图腾/奉献来协助AoE。

额外事项
海加尔圣战允许跑尸补位,死了立刻跑回来就是,哪怕是战斗中也能跑进副本。

BOSS语录
The Legion's final conquest has begun! Once again the subjugation of this world is within our grasp. Let none survive!
(军团的最终征服行动开始了!这个世界将再次掌握在我们的手中,没有任何东西能活下来!)
Succumb to the icy chill... of death!
(屈服于死亡的颤栗之下吧!)
All life must perish!
(所有的生命都必须灭亡!)
Ashes to ashes, dust to dust.
(尘归尘,土归土!)
 
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