How to: Teron Gorefiend

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How to: Teron Gorefiend - Ghost Control
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How To: Teron Gorefiend
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Teron Gorefiend Strategy Guide


Raid Setup

1 tank Bringing more than 1 is a waste of DPS time you dont have, at least until you master the fight. He will need around 20,000 HP.
8 healers You will need Paladins/Priests, would reccomend at least 2 of each.
Any DPS class can fill the rest of the raid.

Buffs, Potions and Gear

Prayer of Shadow Protection is needed on the whole raid. All standard buffs, elixirs, flasks.

Shadow and Fire resistance potions aren't a necessity but can help to mitigate damage.

teron-vista.jpg


Boss Abilities

Melee hit: about 5,000 to 6,000 on plate, perfectly capable of landing critical hits of 15,000
HP: 4,100,000

Doom Blossom

Dark clouds form above him which will randomly shoot shadow bolts into the raid. Bolts hit for roughly 1500 damage.

Shadow of Death

Will target a random raid member every 30 seconds with a debuff of death. Targeted player will die after 55 seconds and turn into a ghost for 60 seconds(explained later). Will not target highest on aggro list.

Crushing Shadows

Will target 5 random people in the raid with a debuff that increases their shadow damage taken by 50% for 15 seconds. Can be removed with Iceblock, Divine Shield and Cloak of Shadows (though they might be better saved for Incinerate).

Incinerate

Randomly targeted ability that deals 2775 to 3225 fire damage on impact and every second for 3 seconds. It must be dispelled immediately. He uses this ability every 20 seconds or so.


shadowy-construct.jpg
Shadowy Construct Abilities

Melee hit: about 800 on plate, up to 2000 on cloth
HP: 60,000
Immune to all attacks except from ghosts

Atrophy

Each time a Construct melee strikes a player, it applies this debuff which slows attack speed/casting speed on a raid member by 5%, and can stack up to 10 times. It cannot be dispelled.


Strategy


The Pull

The main tank engages by simply running towards Teron Gorefiend.

The raid will engage the boss and move directly to the furthest possible point away from the entrance. He will be tanked facing away from the raid, at the bottom of his stairs. As soon as the main tank has run to the boss, the entire raid should quickly run down where shown below. Healers may well wish to keep HoTs on the tank as he pulls, to guard against nasty crushing blows.


The Fight

teron-gorefiend-positions.jpg

He only has one phase in which many things will occur. The first and foremost to note is that he hits quite hard on plate so healers will need to be assigned to keep the main tank alive.

After 10 seconds he will target a random raid member and place a debuff on them called 'Shadow of Death'. This debuff will cause the raid member to turn into a ghost when it has ended, and in doing so the player will spawn 4 Shadowy Constructs (similar to the mobs in Rattlegore's room, Scholomance).

The main priority of the affected player will be to then kill these Constructs before they reach the raid and kill the healers. It is of the utmost importance that this job is performed quickly and efficiently; for a loose Construct in the raid is almost certainly a wipe.

Ghost tactics will be discussed further on in the strategy.

As Gorefiend is DPSed down he will mark another player for death every 30 seconds. It is advisable that warlocks place soulstones upon these people so that when they have finished their ghost phase they can rejoin the fight; or druids can be assigned to res them.

Doom Blossoms will form above him and begin to fire shadowbolts into the raid. As the fight progresses more of these will spawn and the raid will require more and more healing to compensate. As an added twist he will randomly debuff raid members with an increased shadow damage buff named Crushing Shadows, which lasts 15 seconds. Shadow bolts hitting players with this debuff hit for noticeably more (up to 2500).

Gorefiend will also target random raid members with Incinerate during the fight which deals significant fire damage over time (roughly 3000 damage a second). This must be cleansed by a priest or paladin immediately, as combined with the Shadow Bolts, it can lead to a quick death.

Once the raid has mastered these different abilities it is invariably a race against time. You must kill Gorefiend before too many Doom Blossoms spawn, or before too many people have become ghosts. His health is not great (4,100,000), but DPSing him down before his abilities kill the raid will take time and practice.


ghost.jpg
Ghost Strategy

Upon receiving the Shadow of Death players will have 55 seconds to continue fighting Teron before they die and transform into a ghost. It is imperative that these people do not die in the raid, as they will spawn Constructs on top of the raid. The Constructs themselves are immune to attacks from any alive players, making it vitally important that they are killed swiftly.

If you get the debuff you should run out of the fight when it has about 20 seconds left, back to the main entrance.

If any Constructs reach the raid, they will hit for about 3000 on cloth and will give people a debuff called Atrophy, reducing their attack speed by 5% for 60 seconds. This can stack up to 10 times. The Constructs themselves are immune to attacks from any alive players

As soon as you die you will become a ghost for 60 seconds. Controlled by your pet bar (like the bar used in Karazhan's Chess Event), this ghost has 5 abilities:

1 - Spirit Strike: deals ~700 dmg to the target and decreases the damage they do by 10% for 5 seconds. Must be performed in melee range of target.

2 - Spirit Lance: deals ~6000 dmg to the target and decreases the target's movement speed by 30%. Can stack up to 3 times.

3 - Spirit Volley: deals ~10000 dmg to all nearby targets. 15 second cooldown. 12 yard range.

4 - Spirit Chains: locks all nearby targets in place for 5 seconds. 15 second cooldown. 12 yard range.

5 - Spirit Shield: absorbs up to 12000 shadow damage on a friendly target. 90 second cooldown.

Note that the Ghost is invulnerable to the Construct's attacks, and therefore will not ever get aggro from them.

Also note that Gorefiend is invulnerable to each Ghost ability, with the exception of Spirit Strike.

shadowy-construct-fight.jpg
As soon as you become a ghost you should shackle the Constructs around you. This will stop them running to the raid and give you time to manoeuver around in front of them. Your objective should be to hit each Construct with the Spirit Lance at least once every 10 seconds. This will slow them down, giving you time to kill them. Use the AoE as much as possible but be aware it will break the Chains, so try to use Spirit Volley immediately before you cast Spirit Chains.

If performed correctly, the Constructs should die within 40 seconds, giving you 20 seconds to perform a few more tasks.

Once your Constructs are dead it is advisable to float to the raid and hit Gorefiend with Spirit Strike. Once this is done, target a healer with Spirit Shield and give them the buff. If you still have time left after this, you can help fellow Ghosts with their Constructs.

Please note that the Shadow of Death ability has nothing to do with aggro. It is completely random. What it means however is that each raid member needs to know exactly what to do if they should get targeted by it. The only person who will not get it is the main tank, or the highest on aggro at the time it is cast.


Class Roles


Tank

Simply keep Teron on you for the entire fight. You will not get the Shadow of Death debuff as long as you stay top of his aggro list. Face him away from the raid, towards the entrance; the same way he's facing as you engage. Make sure to move him forward slightly so that hunters can DPS from the far side.

Melee

Stay behind him and dont overaggro. Be aware of your debuffs.

Ranged

Stay at the far wall and dont overaggro. Be aware of your debuffs.

Pets may be used in this fight as they do not gain any of his debuffs. They can be targeted by the Shadowy Constructs but are very unlikely to generate more aggro than the healers. Warlocks should use their imps to maximise their party's hitpoints. Hunters can leave their pets on the boss to boost DPS as much as possible.

Warlocks

Once your raid feels comfortable with the fight, organising soulstones on those that get Shadow of Death is advisable. Some discussion with the druids regarding combat resses may be needed.

Healers

Assign healers to specific roles; the tank will need 4 dedicated healers at all times, possibly more. One paladin/priest should be assigned to cleanse Incinerate. Some healers will be needed to heal the raid later on in the fight - druids or shamans are good choices for this. Watch the raid's debuffs, prioritse those with Crushing Shadows. Be aware of your own debuffs.

Druids

See warlock comment above.
 
Teron Gorefiend(泰隆·血之魔鬼)

位置:黑暗神殿 No.4

团队成员基础配置
坦克:1名(超出一名会对DPS造成非常大的影响,除非你们早已Farm!),血量至少要超20k
治疗人员:8名,最好有2名以上的骑士和牧师
近远程打手:16名(随便)

BUFF,装备,药水需求
你需要所有的标准BUFF和符合自己角色的药水辅助。
战斗全程你会很依赖暗影防护药水,但暗影/火焰抗性不是必需的

BOSS概览

Teron Gorefiend
————————————————————————————————————————
HP=4100k,攻击对战士能造成5000-6000平均伤害,若有致命和碾压将会是很危险的
黑暗绽放:BOSS头顶出现黑云,随机对团队成员乱射~1500暗影伤害的黑蛋
死亡之影:每30秒一次,BOSS会用死亡之影笼罩一名成员,目标会在55秒后死亡并转换成鬼魂60秒,不对最高仇恨目标使用
暗影碾碎:随机指定5个目标,使之15秒内多承受50%暗影伤害(可被无敌等能力驱散,但不推荐)
焚化:随机发射的魔法,约20秒发射一次,对一个目标造成2775-3225点初始火焰伤害并在接着3秒内造成近9k的火焰伤害,必须被立刻驱散
————————————————————————————————————————
暗影构造体
————————————————————————————————————————
HP=60k,对战士能造成800伤害,对布衣们可能打上2k
凋萎:每次暗影构造体击中目标都会使之攻击间隔/施法速度降低5%,可叠加10次,不可驱散,持续N/A秒……
————————————————————————————————————————

战斗场地
teron-gorefiend-positions.jpg

蓝点=坦克,黄点=近战打手,绿点=远程职业,红点=Teron,紫色区域=变鬼区

状况开始
坦克径直跑向Teron,开始战斗。
团队一旦开始战斗就要立刻将Teron拉向离入口尽量远的地方,然后按图站位开始战斗(Teron要背对团队)。治疗要为坦克保证HoT法术以预防致命的碾压攻击。

战斗
Teron的战斗只有一个阶段,但非常复杂,最关键的一点是他的攻击非常重,治疗一定要确保坦克人员的安全!
关于黑暗绽放:该技能出现于Teron的头顶,出现后不会消失且随着时间推移会越积越多。其实这就类似于一个时间限制,团队必须尽快处理掉Teron。
开始战斗10秒后,第一次死亡之影就会释放出来。如上所说,死亡之影会杀死目标并将之变成鬼魂。被死亡之影杀死的同时,死者周围将立刻变出4个暗影构造体。
被变为鬼魂的玩家最重要的任务就是快速杀死暗影构造体以防止他们抵达大部队并攻击其它成员。无论如何,被变幽灵的玩家必须极其迅速地完成这个任务,任何一个暗影构造体冲入大部队就意味着GAME OVER。关于鬼魂的行动方针下文讨论……

随 着战斗的进行,每30秒就会有一个成员被死亡之影笼罩。为了防止减员,使成员在变成鬼魂的时间结束后再度投入战斗,术士们可以使用他们的灵魂石,德鲁依也 可以使用重生来维持团队人数。另外注意,千万不要让被死亡之影笼罩的队员在55秒内死亡,在团队中放出构造体实在太致命了!
Teron在战斗中还会随机向团队成员释放焚化,该技能将造成每秒超过3000点的火焰伤害,必须被牧师和骑士迅速驱散,若没有及时驱散,在黑暗绽放的作用下,该成员会很快倒地!
当团队掌握大致战法后仍不能松懈——这是一场与时间的竞赛。你必须在太多团队成员死于死亡之影或黑暗绽放的数量变得无法控制之前结束战斗!

变为鬼魂的玩家的战术

受到死亡之影影响的团队成员在死亡前有55秒的时间继续和Teron战斗,但他们必须在死亡前赶到房间另一头并死亡和释放暗影构造体!暗影构造体只能被鬼魂伤害到,所以变成鬼魂的玩家必须迅速处理掉它们!否则,暗影构造体的技能将会对团队造成毁灭性的打击!
如果你受到了死亡之影的影响,你应该继续攻击Teron,并在时间残余20秒左右的时候开始离开团队。
当你被死亡之影吞噬,变成鬼魂后,你将获得以下的技能(你要如同控制宠物技能一样控制这些技能的使用):
——————————————————————————————————————
灵魂打击:近战攻击,~700点伤害,并能使目标5秒内降低10%攻击力
灵魂之矛:~6000点伤害,并能降低目标移动速度30%,持续约10秒,可叠加3次
灵魂乱射:~12000点伤害,范围约12码半径,冷却15秒
灵魂枷锁:将周围12码内所有目标锁住5秒,范围同灵魂乱射,冷却15秒
灵魂之盾:给目标加上保护,吸收12000点暗影伤害,冷却90秒
——————————————————————————————————————
注意:鬼魂免疫一切攻击,所以无法对暗影构造体产生任何仇恨;Teron对除了灵魂打击外的任何鬼魂技能免疫
当 你变成鬼魂后,你应该立刻用灵魂枷锁锁住周围所有的暗影构造体,并时刻注意使用灵魂乱射攻击构造体,同时还要对每个鬼魂保持灵魂之矛的Debuff(保持 灵魂之矛的不间断使用)。如果一切正常的话,这4只暗影构造体将会在40秒后死亡,留给你20秒的空余时间来做些别的事,例如为治疗者提供灵魂之盾,帮助 别的鬼魂处理暗影构造体,用灵魂打击攻击Teron等。
另一个重点:死亡之影与仇恨无关,完全随机,只有坦克不会被这个技能影响!

各职业工作总结
坦克人员:只需简单地使Teron始终背对团队并将你作为首要目标便可,注意团队成员的射程,不要拉在一个有人无法攻击到他的地方。

近战打手:打手。不要OT。注意你身上的异常状态。

远程攻击者:打手。尽量远离BOSS靠墙战斗,不要OT。注意异常状态。

猎人的宠物和术士的仆从:基于战斗对DPS的苛求,猎人的宠物也应该参与对Teron的攻击,他们不会被Teron的任何Debuff击中。术士则应该用小鬼保持全团成员的生命高扬。

术士与德鲁依:当团队开始渐渐熟练战斗流程后,将你们的灵魂石和重生提供给那些受到死亡之影影响的目标,协助他们死亡后重新参加战斗。

治疗者:每个治疗者都有自己的任务:坦克需要至少4名治疗者的照看,而另一个牧师或骑士应该负责驱散焚化效果,萨满和德鲁依散开关注全团的生命值,尤其是受到暗影碾碎影响的成员。治疗者们同时也要关心好自己的异常状态。

BOSS语录
"I was the first, you know. For me, the wheel of death has spun many times. <laughs> So much time has passed. I have a lot of catching up to do..."

激活:
Vengeance is mine!

推倒:
I have use for you!
It gets worse...

施法:
What are you afraid of?
Death...<chuckles> really isn't so bad.

暴怒:
YOU WILL SHOW THE PROPER RESPECT!

特别:
Give in!
I have something for you...

被推倒:
The wheel...spins...again...
————————————————————————————————————————
 
mini game~
迄今为止还没有中过这个doom~没有发言权
据说有个可以用来练习的东东,大家可以找一下来练练~

大家要加油哦! /hug everyone
 
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