HJ 3rd Boss----Kaz'rogal Strategy Guide

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Raid Setup

Tanks: 5 (A mix of protection and fury warriors and feral druids)
Healers: 6
DPS : 14

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

Lots of mana potions, Night Dragon's Breath, Demonic Runes; anything that can give you mana.

The shadow protection buff from priests and Medallion of Karabor are useful for countering the Mark of Kaz'Rogal. Full shadow protection gear is not viable, however, as the boss fight is a DPS race.

DPS should be potted up the entire time.


Boss Abilities


Kaz'Rogal

HP - 4,200,000
Melee Strength - 2000-3000 on plate.

Cleave - Kaz'rogal has a frontal cleave that hits a well geared tank for up to 10,000, but can hit anyone else for a lot more.

Mark of Kaz'Rogal - Kaz'Rogal places a debuff on everybody in the raid, called Mark of Kaz'Rogal. It has no effect on non-mana users. On everyone else, it drains 600 mana every second for 5 seconds for a total of 3000 mana. If you don't have any mana to drain, you will detonate for 10213 to 11287 shadow damage in a 10-15 yard area around you.

If the Mark runs you out of mana and detonates, you will take considerably less damage if you have some mana to be drained than if it hits you on empty.

The general rule with dealing with this is: do everything you can to avoid going out of mana, and drink mana potions like crazy.

A good thing is that both this damage and the Mark itself are resistable with things like the shadow protection buff from priests and the Medallion of Karabor, etc. It's not a sure thing, but some players report resisting up to 75% of the damage and Marks (whilst, of course, some resist none at all).

War Stomp - Periodically uses this ability, dealing 2313-2687 damage to everybody in a 15 yards radius of him, stunning them for 5 seconds. Does not cause the MT to lose aggro. Because Kaz'rogal is so enormous, and his hitbox is too, it is actually possible for melee to hit him whilst standing out of range of this ability.

Dispel - Randomly dispels one magic effect from a player.

Kaz-Rogal-Thrall.jpg


The Mobs


abomination.jpg
Abominations

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

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


necromancer.jpg
Shadowy Necromancers

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


Banshee

HP - 83,000

Banshee Curse - Reduces chance to hit by 66% for 5 min. Decurseable.

Banshee Wail - Much like a Shadow Bolt, it causes 2475 to 3025 to the current target.

Anti-Magic Shell - Creates an anti-magic shield around the caster, absorbing up to 200,000 magic damage for 30 seconds. Can be pruged.

Sheep-able / Fear-able / Trap-able


crypt-fiend.jpg
Crypt Fiends

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


Gargoyles

Parts of waves 2 and 4 in large numbers.

HP - 120,000.
Melee Strength - About 1.5k on plate.

Gargoyle Strike - Deals 850 to 1150 nature damage to an enemy. The spell has a 35 yard range and a 1.5 second cast.

The Gargoyles will start in the air, out of melee range. Howoever, if they aggro someone and he goes out of their Gargoyle Strike range, they will land and follow by ground and remain grounded.


Frost-Wyrm.jpg
Frost Wyrm

HP - 330,000

They will remain airborne until they die, and so cannot be damaged by melee. They will come in waves 6 and 7 from the direction of the 2 Towers where the tanks and Shadowy Necromancer DPS are.

Frost Breath - A 3 second cast, 35 yard range ability that deals 2550 to 3450 frost damage to it's target and everyone in 8 yards around it, and slowing their movement speed by 50% for 6 seconds.

Have him off tanked by a hunter / mage / warlock somewhere away from people.

Kaz-Rogal-Tauren-Warriors.jpg

Horde NPCs


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

They're all over the horde base in a very chaotic manner.

The most useful of the NPCs are the tauren warriors as they do a ton of damage and have an AoE War Stomp. Do not let them die. Taunt mobs off them, have paladins and hunters take aggro on them, or even mages or warlocks, but don't let the tauren warriors die. They are amazing help.

The rest of the NPCs aren't all that valuable.

Kaz-Rogal-Trolls.jpg


The Fight

The waves come every 3 minutes, except for wave 8, which gives you 4 minutes before the boss.

Kaz-Rogal-Positions-Waves.jpg

Wave 1

4 Abominations, 2 Banshees, 4 Ghouls, 2 Shadowy Necromancers.

Sheep a Shadowy Necromancer, Shackle the Banshees. Have 2 hunters pulling Ghouls to the tauren warrior and Thrall camps, then returning them to the raid. While the tanks are building aggro on the Ghouls and Abominations, have your melee start killing the Shadowy Necromancers and Banshees, making sure you have rogues/DPS warriors interrupting the Shadowy Necromancers' Shadow Bolts and Raise Dead abilities.

Tanks call for AoE when you think you have solid enough aggro, and mages/warlocks start to AoE. Melee can go help as soon as Shadowy Necromancers and Banshees are dead.

Wave 2

4 Ghouls, 10 Gargoyles

Have 3 hunters or 2 hunters and a warlock/mage pull the Gargoyles from their spot to the raid to ground them. If Thrall reset, pull one Ghoul over to him to engage him.

Have the tanks grab the Gargoyles from the hunters and tank them. As soon as you have good aggro, just AoE them. Kill off the Ghouls or a single Gargoyle while you wait for the aggro buildup.

Gargoyle.jpg
Wave 3

6 Crypt Fiends, 4 Shadowy Necromancers, 4 Ghouls

Sheep the Shadowy Necromancers. Kite 2 Ghouls to the camps to pick up the warriors and Thrall. Melee should kill off 1-2 Shadowy Necromancers till there's enough aggro on the rest, then AoE. Kill off whatever's left.

Wave 4

6 Gargoyles, 6 Crypt Fiends, 2 Shadowy Necromancers

Sheep a Shadowy Necromancer, melee on the other one. Try to kill them both before the AoE.

Pull 2 Crypt Fiends to the tauren and Thrall camps, then back into the raid. Have 2 hunters pull the Gargoyles back to the raid .

Wave 5

4 Ghouls, 4 Shadowy Necromancers, 6 Abominations

Shackle an Abomination or two if you think you can't handle the damage. Sheep 2-3 Shadowy Necromancers, and kill off 1-2 before the AoE. Kite 2 Ghouls back to the tauren and Thrall camps then return them to to the raid. AoE when the tanks call for it, then finish off whatever's left alive.

banshee.jpg
Wave 6

8 Gargoyles, 1 Frost Wyrm

Have 3 hunters or 2 hunters and a warlock/mage pull the Gargoyles from their spot to the raid to ground them. Have the tanks grab the Gargoyles from the hunters and tank them. Kill them with melee and good AoE

Stronger single target ranged DPS should focus on the Frost Wyrm.

Make sure to have a Hunter or any high aggro caster hold aggro on the Frost Wyrm and be somewhere away from the raid to prevent extra damage from its attack.

Kill the Frost Wyrm and start AoE-ing the tanked targets.

Wave 7

Same tactics as for 6

Wave 8

2 Crypt Fiends, 6 Ghouls, 2 Banshees, 2 Shadowy Necromancers, 6 Abominations.

It's one big, bad wave; a mix of most of the mobs you've met so far.

Pull off 2 Ghouls to the tauren/Thrall camps. Sheep the Shadowy Necromancers and Shackle the Banshees. Focus fire on a Shadowy Necromancer or Banshee while the tanks build up aggro.

As soon as the tanks are confident in their aggro, AoE everything down, finish off what's left and drink before the boss.


The Boss - Kaz'Rogal


He will come from the same area that all the waves came from. He'll walk slowly until he finds a target to engage, if all the mobs in the front are already dead. Otherwise, he'll kill them first.

Kaz-Rogal-Positions.jpg

It doesn't matter too much where Kaz'rogal is tanked nor what your positions are, so long as the mana using classes are 10-15 yards away from each other to prevent multiple deaths from the Mark of Kaz'Rogal. Melee need to stand behind the boss to avoid his Cleave.

Moving him to engage the tauren warriors and Thrall in the battle is a useful bonus, even though Thrall will nearly always join the fights no matter what. If you have all the tauren still up, they provide a significant help. Together with Thrall they can do about 15% of the damage to the boss.

Give your tank about 10 seconds for aggro then start DPS-ing like mad. Give him more time if you happen to overaggro a lot.

He sometimes does a War Stomp which really isn't that much of an issue, apart from the annoying damage. It can also be outranged by the melee.

The key to this fight is DPS. All out DPS. You need to kill him before he burns all your mana and then kills you.

Use Mana Potions,Demonic Runes, Night Dragon's Breath, and anything alse that can give you extra mana.

If you can organise it, Soulstone some mana-based DPS, or even a healer(if you think you'll lack healing) when they reach 0 mana and are going to die from the next mark.

In the beginning, he'll use his Mark of Kaz'rogal ability every 60 seconds, but he uses it more and more often as the fight progresses, with the gap decreasing by 10 seconds each time, to the point where it will virtually be cast continually. This puts an effective enrage timer on the boss of approximately 3 and a half minutes, so you need as much DPS as you can get.


ghoul.jpg
Class Comments


Tanks

Taunt loose mobs, don't let them get on the casters, and be ready for AoE Taunt if anything goes wrong.

Melee DPS

If you're not tanking any mobs, and you're a feral druid or fury warrior, make sure to Taunt mobs off the Horde NPCs if the NPCs get low on health. Your primary focus is Banshees and Shadowy Necromancers. On Kaz'Rogal do your best DPS.

Mages

On the non-Abomination waves, position is irreleveant. 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. On Kaz'Rogal do your best DPS and do not go out of mana.

Warlocks

On the non-Abomination waves, position is irreleveant. 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 the mobs saps raid DPS. On Kaz'Rogal do as much DPS as you can. Use Life Tap as much as you can so you don't go out of mana.

Hunters

You'll be kiting the undead mobs to the back of the raid, to engage Thrall and the other mobs in 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. On Kaz'Rogal, use Aspect of the Viper and DPS as much as you can. Use Pets to help with the damage.

Healers

At the trash, simply keep the raid alive. Shamans and Paladins help out the AoE with Magma Totems, Holy Wrath, and Consecration. At Kaz'Rogal, use all your mana saving buffs and spells. Mana Tide Totems and Mana Spring are mandatory as you'd guess. Paladins be ready to use Lay on Hands on the tank when the raid healers go out of mana.


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这个boss不用5个tank,我们1一个pally俩feral一个战士过的,wymn用Warlock扛

主要是要让门口的NPC都死掉,这样老怪出来的时候不会被引到大家可以喝水,让贼上去轮番distract 定一会。
等老怪过来先拉到thrall然后在拉到Tauren那里,都拉住就行了,tank& spank, 没啥难的
小心拉到NPC的路上被cleave, 要让路
 
对了Abom一定要分好,否则不管你的tank多牛,最后一个wave绝对把他秒了。。

一人俩,最多三个
 
最后1个wave也太恶心了吧
 
海加尔老3
小怪的时候需要2个猎人去拉怪 这2个拉怪的猎人要把减仇恨点掉和多用加仇恨的技能(猎人一个远程攻击技能 不知道中文怎么说)一个猎人拉往萨尔那边 等到萨尔开始打猎人拉的怪 猎人就要跑回raid位置 这里最好一个兽王猎拉 因为萨尔进入战斗之后 兽王一个咬晕可以路过怪的肚子地下上摔拌 另外一个猎人要拉往牛头人区 因为牛头人有极高的DPS和AOE晕机 拉入战斗帮清小怪是一件非常好的事情 拉这边的猎人需要最大最大的仇恨量 因为牛头人DPS非常高 而且会晕 所以仇恨很高 如果你拉到牛头人那 然后牛头人开打不到10秒 怪的目标转移到牛头人身上 那你这次风筝就是失败了
BOSS战
第2和第4波小怪的时候会在图内的紫色点(地图左上方)刷出石像鬼需要远程职业去拉 因为他们飞在天上 但如果他们的目标距离30码以上 他们会慢慢落地 也就是说 石像鬼的目标要往远处狂奔
第6第7波的时候天上会出现冰霜巨龙 此时就需要一个远程tank去拉了 我们工会是采用的生存猎
这个BOSS战斗场地是部落的营地 部落营地会有几个NPC到处巡逻 所以猎人上仇恨箭开BOSS的时候 希望第2个仇恨箭的猎人要速度跟上 不然如果BOSS目标换到巡逻的NPC 那这次战斗就可以宣布灭团了
BOSS拉到MT面前之后 MT需要一个自由移动加快步伐 因为MT要拉萨尔进入战斗 然后到牛头人区开始BOSS DPS战斗 在MT移动期间 其他职业不敢打 只有猎人敢小开DPS BOSS的抽蓝技能非常恶心人 不过猎人还好 一般BOSS身上上了圣骑的回蓝审判 猎人很难会由于没有MANA而炸死自己的 关于DPS 这场战斗猎人的DPS可以打很高 第1是没问题的
7w5adg3.jpg
 
Mark of Kaz'Rogal 多少秒放一次?
冰箱能解吗?
 
也许对大家有用
For resto druids, shapeshift into cat or bear to stop the mana drain and regen without a problem.
Using just the BT attune neck lets you resist a lot of the mana drains, and even the damage of the explosion.
Kaz'rogal is the third boss of the Mount Hyjal raid instance. After you've defeated Anetheron in the alliance camp, have everybody mount up and have someone talk to Jaina once more. This will start an event where all the npcs teleport away, leaving you to face the onrush of a lot of mobs. Before the mobs reach you, though, ride up the hill behind the camp and around the mountainside on the only path that you can take. This path will lead to the Horde encampment where Thrall resides and where the next two bosses, Kaz'rogal and Azgalor, will attack. After Jaina ports, though, around 2 mineral nodes pop up along the road, have your miners get epic gems from them.

All you have to do is simply talk to Thrall to start the encounter. Let me first lay out the plan of the horde camp, though, for it is much more complex than the Alliance camp. Facing the road from where you came from, there're a few packs of Horde npcs. To your back right, all the way in the back, is a camp of Tauren Warriors. These warriors warstomp quite often, which stuns all enemies in range, and are generally really good dps. Have a hunter kite a mob to them to engage them for the trash waves. Make sure that NONE of them die. To your back left is Thrall with his retainers. Thrall is a very good tank and a good dps, have another hunter kite a mob to him to engage him for the trash waves. All the way in the back, past the Tauren Warriors, are Troll spear throwers and casters. These drop a totem that heals for ~400 a tick, and the effect does stack. Do not worry about these for regular trash waves, but they'll become important in most waves that contain Gargoyles.

There're two new mobs that gets introduced in Kaz'rogal's trash waves. For more information on the rest of them, see Anetheron's page and Rage Winterchill's page.

Gargoyles: These generally spam a 2 second cast spell that hits for 2k. However, if you get too close, they do melee cloth for 3k. Due to them being airborn, they most often are out of reach of the melee. Have your ranged gain aggro then pull them back for them to "land."

Frost Wyrms: These do not appear more than one at a time. They shoot an area of effect bolt at their main aggro target (~2k, nothing serious). They do, however, have a lot of hp, and they do not land at all. Have a ranged tank them and have the rest of your ranged take them down first.

Trash mob strat: The waves are listed below, and the harder waves are marked with exclamation marks. On waves that contain Gargoyles (except with the one marked as an exception), have around 3 to 4 of your ranged dps (warlocks or hunters for faster aggro) run all the way back to where the Troll npcs are standing. Make sure they are on the move before the previous wave dies out. The Gargoyles on these waves enter from the back and will tend to get hooked on the npcs and kill them before you can drag them away. Make sure this doesn't happen by having your 4 ranged dps pull them into the front. Let a dedicated healer follow them.

Waves:
1) 4 abominations, 2 banshees, 4 ghouls, 2 shadowy necromancers
2) 4 ghouls, 10 gargoyles (gargoyles are introduced, run back to get them)
3) 6 crypt fiends, 4 shadowy necromancers, 4 ghouls
4) 6 gargoyles, 6 crypt fiends, 2 shadowy necromancers (run back to get gargoyles)
5) 4 ghouls, 4 shadowy necromancers, 6 abominations (!)
6) 8 gargoyles, 1 frost wyrm (exception, all the mobs enter from the front)
7) Same as 6
8) 2 crypt fiends, 6 ghouls, 2 banshees, 2 shadowy necromancers, 6 abominations (!)
9) Kaz'rogal

The Boss:

Kaz'rogal enters from the front, and is quite a large boss. Have your rogues chain distract him to keep him there until your raid is ready to engage (3 can keep him there forever). Watch for distract resists and tell your rogues not to get into his way if that happens. He has 3 abilities, 1 of which you don't even need to pay attention to.

Cleave: A cleave that'll instantly own your melee if they run in front of him, stay away.

War stomp: A melee stun effect. It is possible to melee outside of this ability's range. I believe it also does moderate damage (as you can see, I'm a ranged class).

Mark of Kaz'rogal: This ability is what makes this fight. This is a shadow debuff that he puts on everyone in the raid. It drains 600 mana every second for 5 seconds (total of 3000 mana per mark), and if the marked person doesn't have enough mana to drain (energy / rage classes won't be effected), that person blows up for ~10k splash dmg. Because of this, your healers should wear the BT shadow resistance necklace and perhaps the Nights End cape to try to resist some of the marks. All the mana using classes should use consummables to keep their mana up (warlocks don't have this problem). If you're about to blow up, run away from other people. Kaz'rogal will cast this ability faster and faster (at first it's about once per minute), effectively creating an "enrage timer."

Strat: The pull is somewhat important for Kaz'rogal. Since you want as much dps as you can, have your tank stand by the Tauren Warriors initially. A hunter should misdirect the boss to the tank, and after all the Tauren Warrios have engaged, the tank should drag the boss to Thrall, tanking him there. Have your healers and dps watch out during this transition. The added Tauren Warriors and Thrall should make the dps race very manageable. After Kaz has settled, have your raid spread out around him, leaving room between each other to prevent the splash damage from the mark. Have your dps go all out and just burn him down (pretty much that's it). It is possible to kill the boss before even one of your raid members get blown up (the blowing up damage is also resistable, at least partially).
 
[海加尔圣战] Kaz'Rogal(卡兹洛加尔) 攻略 - 译自 Bosskillers World of Warcraft Bosses, Guides, Movie Reviews and Guild Kills
原贴位


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对照用攻略

安纳塞隆: [http://bbs.ngacn.com/read.php?tid=1026119]
雷基·颤栗之冬: [http://bbs.ngacn.com/read.php?tid=1013238]

Kaz'Rogal(卡兹洛加尔)是海加尔山战役的BOSS #3,末日守卫。

初次Raid建议配置:
5名坦克人员(战士和熊德的混合,开荒期间骑士还是一边凉快去……)
6名治疗人员;14名近远程打手(因此杀完安纳塞隆后你们可能需要重排人员,或是将治疗人员安排为打手)

BUFF,药水和装备
你们需要一定程度的暗影抵抗系BUFF,但不包括暗影抗性装备——这是一场与时间赛跑的战斗;打手职业必须随时保持身上的攻击性药水BUFF;所有的法力槽使用职业必须带上一切能让你回复法力的道具——不用管那是夜龙还是超蓝还是恶魔符文什么的,只要它能给你法力那就对了!
为了确保安全,你们的团队最好以ilv超过128的装备武装起来。

战场
Kaz-Rogal-Positions-Waves.jpg

由于战略性的撤退,这场战斗之前,我方的大部队已经从联盟基地撤退到部落本营。怪物主要从图中下方有两座箭塔的方向入侵。
战斗方针和对抗雷基和安纳塞隆之前的杂鱼军团的战斗方针完全一样。
褐色点=坦克,红色箭头=天灾进攻的方向,黄色箭头是猎人的风筝路线,猎人需要引领萨尔及其余NPC们加入战斗,治疗和打手职业分散布置在坦克周围,近战输出职业则在一旁待命,随时准备处理亡灵巫师。

部落军团
部落军团包括了诸神黄昏一战中几乎所有的兵种,比如牛头人战士,兽人战士,巨魔猎人,巫医等。萨尔也带领随从参加了战斗。萨尔比起吉安娜结实得多,但是在战斗方面的辅助反而稍逊于吉安娜……
部落军团中最强悍的攻击成员就是在上图中站立于左边偏上帐篷附近的牛头人战士。他们个个都能贡献超强的伤害输出,且都会使用战争践踏。他们将是所有参战者的重点保护对象,我们不能让牛头人阵亡,这样会对我们的攻击输出造成巨大的影响。保护方式么……当然是嘲讽之类的。毕竟我们不能治疗他们。

八波垫脚的杂鱼军团

这八波杂鱼,除了囊括了安纳塞隆之前杂鱼战的所有种类的杂鱼——食尸鬼,地穴恶魔,女妖,亡灵巫师和憎恶(他们的能力请参照雷基和安纳塞隆的攻略)外,还追加了石像鬼和冰霜巨龙。
————————————————————————————————————————

Gargoyles(石像鬼)
HP=120k,肉搏对战士能造成~1500伤害。
他们唯一的特殊技巧就是类似愤怒的石像鬼打击,1.5秒施法,35码射程,对目标造成850-1150点自然伤害。
石像鬼刚出现的时候是飞行状态,肉搏攻击不到它们;但是,如果名列石像鬼仇恨列表顶端的目标跑出了石像鬼打击的射程,石像鬼就会落地前去追逐该目标,且不会再度起飞。

Frost Wyrms(冰霜巨龙)
HP=330k,由于永久保持飞行,肉搏职业无法攻击到冰霜巨龙,且它也不会进行肉搏攻击。
冰霜巨龙的攻击方式是冰霜吐息,它会不断使用这个技巧直到被击坠。射程35码,3秒施法,对目标造成2550-3450点冰霜伤害并降低其攻击和移动速度50%,效果持续6秒。冰霜吐息是一个AoE,有8码的爆炸半径,所以负责坦克冰霜巨龙的成员附近不能有人。

虽然这些家伙可能可以被控制,但攻略作者并不建议这样做——它们理应是较优先处理的对象。所以,对待石像鬼的方式基本和对待憎恶一样,只是我们需要猎人将其拉至人群中。冰霜巨龙的对抗方针后述。

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杂鱼的冲击间隔是3分钟,所以你们处理杂鱼的速度必须尽量地快。

第一波

4只憎恶,4只食尸鬼,2名亡灵巫师,2名女妖。战斗方针仍然是锁女妖,放牧亡灵巫师,猎人带领NPC加入战斗,然后将尝试将怪物拉回人群,随后战士开始制造仇恨,而近战职业则开始着手搞定女妖和亡灵巫师。近战职业必须时刻注意打断亡灵巫师和女妖的法术吟唱。
当战士认为仇恨稳固后,发出号令让全体炮手职业开始AoE。近战打手则等到亡灵巫师和女妖全数阵亡后再来辅助解决漏网之鱼或者干脆冲入敌阵横冲直撞。

第二波

4只食尸鬼,10只石像鬼。注意石像鬼并非从红色箭头的方向进袭,而是从上图中左上方紫色圆点处偷袭!虽然那里有一批巨魔NPC守卫,但这很明显不够。我们需要至少3个成员——最好是猎人,实在没有的话法师什么的也行——将石像鬼拖进大部队的火力范围并迫使他们着陆。如果猎人有空余,可以拉走一个食尸鬼来带领NPC进入战斗。
在此期间,少量(甚至是一个)坦克成员控制住食尸鬼,其余坦克则负责接手从另一边被引领来的石像鬼。等坦克们建立足够仇恨后,AoE火力全开炸死所有敌军。在等候仇恨建立期间,手痒的打手们可以找有坦克控制的落单敌军成员发泄。

第三波

4只食尸鬼,6只地穴恶魔,4名亡灵巫师。这一套我们都看腻了……猎人带NPC,坦克拉住然后AoE,近战杀亡灵巫师……海加尔山都进行到3号BOSS了如果还不会这套……你们怎么打过来的……

第四波

6只地穴恶魔,2名亡灵巫师,6只石像鬼。基本战略和第二波基本没有任何区别,但近战打手们可总算找到可以发泄的亡灵巫师了……坦克建立仇恨后照例AoE火力全开。空闲的猎人可以带一只地穴恶魔引导NPC进入战斗。因为石像鬼没有第二波这么多,2名猎人足以将其全部带回。

第五波

4只食尸鬼,6只憎恶,4名亡灵巫师。又是这个看滥的组合……不过鉴于憎恶过多,如果认为团队治疗支撑不住的话可以束缚一两只憎恶以缓解治疗压力。放牧亡灵巫师,然后近战职业们挨个处理他们。其余一切同第四波。

第六波

6只食尸鬼,6只憎恶,3名亡灵巫师,1条冰霜巨龙。基本策略同第五波,只是这里多出了一条冰霜巨龙,你们需要一个猎人或善于制造高仇恨的远程职业——通常是术士——将其攻击目标引离团队并固定其攻击点在自己身上,以防止团队受到冰霜吐息伤害。近战打手处理亡灵巫师的同时其余职业首先攻击冰霜巨龙,战士们则吸引其余敌军的注意力,若治疗压力过大可以束缚几只憎恶。当冰霜巨龙被击坠后,根据坦克的指令全开AoE。

第七波

敌军的组成和第六波没有任何本质区别,用对付第六波的方式对付这一波冲锋便可。

第八波

6只食尸鬼,6只憎恶,2只地穴恶魔,2名亡灵巫师,2名女妖。这波混合式冲锋难度稍大,虽然战术仍然是老套路,猎人拉NPC加入战斗,控制并由近战打手攻击巫师和女妖,坦克吸引仇恨并加以AoE,但由于怪物数量众多,因此所有人更必须集中精神,发挥你们的最大战斗力。

Kaz'Rogal

第八波攻击开始后4分钟,卡兹洛加尔将从正面进攻。

概览
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HP=4200k,肉搏对战士约2k-3k伤害。
顺劈斩:正面顺劈斩,能对一个坦克一次性造成至多10000点的伤害,如果打在别的职业身上,那就更痛……
驱散:驱散随机一个目标身上的一个魔法效果。
战争践踏:周期性技能,对周围15码内所有目标造成2313-2687点伤害并击昏5秒。注意该技能不会让坦克失去仇恨。由于卡兹洛加尔体积过大,近战职业甚至可能在战争践踏的范围外攻击卡兹洛加尔。
卡兹洛加尔印记:卡兹洛加尔会对团队所有成员施展不可驱散的印记。该印记对战士和盗贼和猎人的宠物完全无效,对其余目标会每秒抽取其600点法力,持续5秒,总共会使目标损失3000点法力。如果目标在卡兹洛加尔印记的作用时间内耗尽法力,则会爆炸,对周围10-15码范围内的所有成员和自己造成10213-11287点暗影伤害。
注意:如果你受到了印记效果,且发生了爆炸,你自身受到的伤害绝对不会达到一万以上的高值,会按比例降低,这个比例取决于你被印记吸收了多少法力。比如,你被印记吸了3秒后才耗尽法力,你只会受到一半不到的伤害。然则如果你是在法力耗尽的情况下被印记击中……
注意:卡兹洛加尔印记爆炸所造成的暗影伤害是可以被抵抗的,印记本身也能被抵抗。
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对付卡兹洛加尔时,他被坦克在哪里和你站在哪里并不重要,重要的是所有使用法力槽的成员必须互相分散开至少10-15码以防止卡兹洛加尔印记爆炸所带来的大面积伤亡;所有近战打手则需要站在卡兹洛加尔背后以回避顺劈斩。
牛头人战士和萨尔在这场战斗中会起到不小的作用,所以最好将他们也引入战斗并置于卡兹洛加尔的背后。在整场战斗中,他们总共可以打掉BOSS至少600k的HP。
坦克首先对卡兹洛加尔吸引至少10秒仇恨,随后,全团火力全开,开始极限强度的输出!
卡兹洛加尔的战争践踏不是个麻烦,除了那令人烦心的伤害。近战职业(包括坦克)甚至可以在践踏范围外进行攻击。
如果术士有空闲,可以替使用法力槽的输出职业或治疗者提供灵魂石。
卡兹洛加尔在开始战斗后60秒会使用第一次卡兹洛加尔印记,第二次发生在第110秒,第三次是第150秒,第四次是第180秒,第五次是第200秒,第六次是第210秒……总之每次施展卡兹洛加尔印记都会使该印记的冷却时间降低10秒,当战斗时间超过三分半钟后,卡兹洛加尔将变成疯子——他会开始无限连发印记!因此,战斗的关键是快!快!!快!!!在卡兹洛加尔烧干你们的法力并且杀光你们之前,把它放倒!为了防止法力耗尽的时刻过早到来,你们要像发疯一样地使用任何能使你们恢复法力的东西!记住,一到CD就灌下去,只要你的法力不满!

各职业任务小结:

平时对抗杂鱼时,各职业的任务请参照安纳塞隆和雷基的攻略。这里介绍对抗卡兹洛加尔时各职业的注意事项:

战士:极限仇恨控制。

近战打手职业:全力攻击卡兹洛加尔,不要留余力!

法师:全力攻击卡兹洛加尔,同时注意不要耗尽法力!

术士:基本方针同法师,不同的是你们还有生命分流,这让你们变得稍微安全了一点。

猎人:开启毒蛇守护,全力攻击卡兹洛加尔!把你的宠物也放出来一齐攻击!

治疗人员:全力保证坦克和其余成员的存活,同时尽一切可能地使用恢复法力的手段防止法力耗尽,包括图腾,祝福,审判等等。万一治疗的法力耗尽,骑士必须随时准备向坦克丢出圣疗。

BOSS语录

Yells: Your death will be a painful one.
你将经历痛苦的死亡。

Yells: You... are marked.
你……被标记了。

Yells: Miserable nuisance!
你个讨厌的可怜虫!

Yells: You... are nothing!
你……什么都不是!

Yells: Cry for mercy! Your meaningless lives will soon be forfeit.
哀求我高抬贵手吧!你那无意义的生命很快就会被没收!
 
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