How To: Reliquary of Souls

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Reliquary of Souls Strategy Guide


Raid Setup


2 Tanks ( 1 Warrior is needed in phase 2 for Deaden; other phases are more flexible)
7 Healers
16 DPS


Buffs, Potions and Gear

For phase 3, you will need a Cauldron of Major Nature Protection for each serious attempt. Phases 1 and 2 are pretty tough, so you won't need it on your first visit.

A mix of elixirs/flasks and stamina food is advised to achieve success in the different phases.

For healers it is recommended to use +healing elixirs instead of mp5 flasks since raw healing power is what you will need to keep up the raid in a short period of time where mana shouldn't be much of a problem.

Reliquary-of-Souls-vista.jpg

Boss Abilities

Reliquary of Souls (RoS from now on), is a boss that consists of three different phases, each one very different from the previous and challenging in a new way. Each phase has an "Aura" that affects the entire raid throughout that phase.

HP: 2,300,000 on each phase.
Melee: Between 1,000-1,500. Cannot critically hit.

Melee damage is not that important outside Phase 1; you will be worrying much more about the abilities detailed below.


Essence Of Suffering ("EoS") - Phase One

Aura of Suffering

Healing effects reduced by 100%. Regeneration effects reduced by 100%. Armor reduced by 100%. Defense reduced by 500. Applied on the whole raid. Lasts until the boss switches to the next phase.

Fixate

A player gains aggro when marked with this debuff. Cast every 5 seconds on the closest target.

Enrage

Every minute, approximately, EoS will Enrage and start dealing a lot more damage (between 3000 and 4000 per strike). Enrage is a reliable timer, and the Bigwigs mod covers it, so it is worth having at least one raid member with it installed. Lasts for 15 seconds.

Soul Drain

Randomly targetted spell which deals damage and drains mana: 2,500-3,400 damage/mana drained every 3 seconds. Lasts 30 seconds. Dispellable. Resistable.


essence-of-desire.jpg
Essence Of Desire ("EoD") - Phase Two

Aura of Desire

Damage taken when damage dealt (50%). Healing increased by 100%. Decreases maximum mana over time. Lasts until the next phase switch. Takes 160 seconds to drain your raid's mana completely.

Deaden

Increases damage taken by 100% on the target. Lasts 10 seconds. Cast every 30-35 seconds on the primary aggro target. Can be Spellreflect-ed and interrupted.

Spirit Shock

Disorient-type attack that deals huge damage (9,200 to 11,000) on the main aggro target. Each time EoD successfully casts a Spirit Shock, the cast time decreases and the spell disorients the target for 5 seconds, thereby causing a tank switch. Must always be interrupted. 1 second cast time. Cast every 5 seconds.

Rune Shield

EoD will cast a self-shield (it's easy to spot as it's really shiny), that can be Devoured (Felhunter) and Spellsteal-ed. It must be removed from her as soon as possible, as it absorbs around 40k damage and gives immunity to melee. Lasts until removed.


Essence Of Anger ("EoA") - Phase Three

Aura of Anger

Deals shadow damage over time. Increases damage dealt. Effects increase over time. This dot starts off at 103 damage per tick and increases by 103 each time it ticks. ie.

1st tick: 103
2nd tick: 206
3rd tick: 309
4th tick: 412
etc...

Spite

Randomly targetted on individuals in the raid. After 6 seconds of immunity to all damage, you will get hit by 7444-7556 nature damage. You need to take a Major Nature Protection Potion from the Cauldron of Major Nature Protection before the six seconds are over, or you'll die to either the combined damage of the nature damage and the Aura of Anger.

Soul Scream

Deals 2,500-3,400 shadow damage, mana burns for 4,000-6,000 and burns rage too: every rage burned adds 100 damage. Area of effect in a large frontal cone. For example a tank with 50 rage will typically get hit for 11,000 damage:
3,000 damage from initial effect + (80 x 100) = 11,000 damage

Seethe

Increases threat generated by 200%. Lasts 10 seconds. Only cast when the boss switches target, either from aggro pull or Taunt. It is therefore possible to avoid Seethe ever being cast.


Path To The Boss

In order to reach Reliquary of Souls you will have to clean some of the room before the boss. This room works just like the old Blackwing Lair Broodlord gauntlet. For those who don't know, it's basically a room where respawn timers are really short so you need to make your way to the boss very quickly.

Reliquary-of-Souls-approach1.jpg

The best way to do this is in 3 steps, always sticking to the right side and everyone moving at the same pace. The average pack will normally contain a couple of red wisp shaded souls (Detect Invisibility helps with seeing them), 2 purple souls and a blue soul (the ghost model).

Reliquary-of-Souls-approach2.jpg

Each of these packs represents a step, for a total of 3 steps. After the last one you should be standing near the wall at the end of this room looking at Reliquary of Souls down the slope at the end of the next room.

Reliquary-of-Souls-approach3.jpg

Important: As soon as the last pack dies everyone must go down the slope right away or you'll pull some ghosts while you start the RoS event.
Important: If for some reason you are slow on killing the last pack, don't try killing mobs as they respawn; tank them until the full pack is respawned, then AoE them down all down together and move the whole raid quickly down the slope as soon as the last one dies.


Positioning

The key to this fight is to get a perfect phase one and good interrupters in phase two. Phase three is just a DPS race against the Aura dealing shadow damage.

Let's split the positioning between the phases:


Phase One


Reliquary-of-Souls-Phase-1-points.jpg

This phase is all about positioning and repositioning in a tightly coordinated way. On the diagram, the selection ring of EoS is shown. This is the actual red glowing ring that apears beneath the boss when it is your current target. Point A is at the center of that ring, in the middle of the boss. Point B represents any spot on the border of that ring.

With perfect execution, the boss will never move throughout the entire stage. Realistically, you will get some small shifts even with a good execution, The positioning of raid members outside of these points is not important.

Phases Two And Three


Reliquary-of-Souls-Phase-2.jpg

These phases are not really a problem positioning-wise. Stay in two camps to keep it easy. Good assignment of healers is needed into three groups: tank healers, melee DPS healers and ranged DPS healers. Shamans prove to be good at chain healing the packed groups so use them wisely.


The Fight

The fight is initiated when you step onto the slope I wrote about in the "Path To The Boss".

As soon as you start moving down the slope when you've killed the ghosts as instructed, the RoS event will begin.


essence-of-suffering.jpg
Essence Of Suffering - Phase 1

As soon as phase 1 begins, heals will be nullified by the aura.

At the start, have your hunters run in and stand at point A. EoS will Fixate on one of them. The Fixated hunter should move to point B. This prevents EoS aggroing onto the same hunter twice, because the hunters at point A are "closer" to EoS, but won't cause EoS to shift its own position, because point B is still in range. As soon as the first hunter is Fixated, begin DPS, but without any non-hunters moving inside the selection circle.

After 5 seconds, EoS will move onto the next hunter. The first hunter should move well out of the selection circle and start DPS-ing the boss with his ranged attacks.

All DPS throughout all of phase 1 can go all out. There is no danger of drawing aggro.

Continue this process until each hunter has been Fixated. When the last hunter is fixated, he moves to point B like the ones before him, and the entire rest of the raid moves to stand at point A.

This procedure now continues with the entire raid. The Fixated person moves to point B, and those who are able to take the next Fixate stand at point A. Any class is capable of surviving at least one Fixate; they only take 5 hits. The important things are: not to move too far away when Fixated, not to be asleep and miss the fact that you have been Fixated, and generally to be alert.

When moving from point A to point B, edge out in small steps. You want to avoid moving outside the circle and then back in, as this will move the boss and cause compilcations.

When Enrage is about to be cast, the raid should run outside of the selection circle, with these exceptions:
1) The currently Fixated player, who stays at point B. A very common eror is for this player to run off with everybody else, and thus move the boss.
2) Tanks: protection warriors and feral druids and anybody else who can survive a powerful attack.

The procedure for the Enrage is the same as the rest of phase one, except you have now reduced the possible targets to your tougher classes. EoS behaves in exactly the same way, only it hits a lot harder. It lasts for 3 Fixates (15 seconds).

Don't overestimate the capacity of your tanks to survive solo tanking without heals. As soon as the Enrage is over, the rest of the raid must move back to point A and resume the procedure outlined above. You may find rogues are a good class to move in first as they can Evasion tank the tail end of the Enrage fairly effectively if necessary. Power Word: Shield can also be used during Enrage to keep the Fizated person alive if necessary.

When melee classes do not wish to take a Fixate (because they could not survive it or because they are saving their health for the next Enrage), they can move outside of the selection circle and stay in melee range.

Blessing of Potection is a gamble in this phase, and should be strictly a last resort, avoided altogether if possible. Like other Fixate-type mobs in the game, EoS does have an aggro list, only Fixate overrides it. If you BoP the Fixate target, you will probably see EoS fly off at great speed towards a mage or warlock and kill it, then start Fixating the nearest target. This will often lead to a wipe, so only use BoP if you are certain a player is about to die.

With good DPS, you will need to live through 2 Enrages. Needing to go through 3 Enrages is very normal.
Finally, when you get the boss to 1%, it goes back to its spawn spot and give you a little rest time.


Ghost Time

Between phase one and phase 2, several ghosts will appear from three spot lights at the edges of the room. Make everyone gather and AoE them down. Each time a ghost dies, everyone gets full health and mana.

Shortly after the ghosts are dead, phase 2 will begin.


Reliquary-of-Souls-faces.jpg
Essence Of Desire - Phase 2

As soon as phase 2 begins, the tank will run to the spawn spot and start building threat. This tank must be a warrior, since the main tank will be the one Spellreflect-ing the Deaden.

Also a new aura will be applied. This aura reduces mana, increases healing done and every single point of damage you do to EoD will be returned to you as 50% of what you did.

Example:
You Frostbolt EoD for 4,600
You take 2,300 damage.

This ability, combined with "Deaden", can two-shot any caster, so be sure to keep them warned about their crits.

There are several things to do here so let's try to keep it as simple as we can:

First of all, the Rune Shield EoD casts must be removed as soon as possible or you will not be able to interrupt its spells (which will quickly wipe you). There are several ways of doing it: mages Spellstealing and felhunters helping with Devour are good enough.

At the same time, we have the Deaden and Spirit Shocks. You want to Spellreflect Deaden onto the boss to boost your DPS and interrupt the Spirit Shock to avoid a wipe because of the disorient effect and the consequent MT switch (thereby killing your melee, most likely).

For interrupts, you will need rogues, mages and warriors setting a good rotation on Kick/Pummel/Counterspell, otherwise your raid will be done for. You can't keep a tank second on the threat list as the raid DPS needs to be very high. As the Kick cooldown is comparatively short, a good system is to use 3 rogues in rotation, with another player standing by for backup. It's important not to interrupt the Deadens, as they need to be reflected back on the boss to boost raid DPS (and there's always "Essence of Desire's Deaden is resisted by Essence of Desire"). The Deadens are precious, the Spirit Shocks are deadly, and the cast times are short, so a lot of work and focus must go into the interrupting.

From a healer's point of view, you will be either constantly healing the main tank to keep him up with the damage he is receiving or constantly healing DPSers because of the half damage taken from their own damage dealt. Shamans prove to be really good at healing the packs of people because of their Chain Heal.

Finally, and as you can imagine, this is yet another DPS race where you fight against your mana, since the aura will be decreasing your mana pool over time. Clever use of Deaden and correct assignment of healers for the tank and melee (between 2 and 3 healers in total) and the casters (the rest of the healers), is the way to get this correctly done.

There are some further survival tricks that can get you down the last 5% even if you are out of mana. Each priest can save their Inner Focus to dispel EoD's Rune Shield to remove it. Paladins can use Lay on Hands to keep the tank alive. The other critical abilities; Kick and Spellreflect; are of course unaffected by the mana shortage.

Once again when EoD reaches 1%, it will go to the spawn spot and another ghost phase begins.


essence-of-anger.jpg
Essence Of Anger - Phase 3

A short time after the ghosts are dead, this last phase begins. Your tank has to run again to the spawn point and start building aggro.

The MT must turn Essence of Anger's back to the raid immediately to keep Soul Scream off the raid. Of course the MT will still be getting hit by Soul Scream, which will burn his rage and deal extra damage.

The Aura of Anger will be boosting the aggro from DPS faster than that from the tank, as his extra aggro abilities like Sunder Armor, Shield Slam, etc will not be affected.

Spite can be dealt with by taking Major Nature Protection Potions, as explained in the ability above. Seethe will only affect your raid if

Seethe should not be cast if EoA is not aggroed from the MT or Taunted back. If Seethe hits anyone but the MT, they need to cut right down on all high aggro or damage abilities until it wears off.

This will be a major DPS test for your raid. Blood Lust/Heroism, Haste Potions, Destruction Potions, cooldown abilities, trinkets: EVERYTHING has to be used in order to deal maximum damage to the boss, including using a Healing Potion to keep yourself up for one last tick from the Aura. You realistically need to take down the boss in about 100 seconds, by which time half the raid will be dead.

In addition to the above, the Aura will also be increasing its damage done to the raid quite fast. In the end, it will reach peaks of 3-4k per tick, making it impossible to heal. By this time, EoA should be dead or almost dead since you won't be able to take much from the Aura at that stage.

As a healer your main priority will be keeping up the main tank (Soul Scream plus the Aura will be tough) and also everyone will be taking damage from the Aura, which you need to heal through. Healers will most likely need a few tries on this phase before they get used to what's going on and adapt to the most effective healing strategies. Make sure everybody is in a role where they can get the most healing per second out of their class and spec. People should use Healthstones and potions when the Aura ticks start becoming high (2,000-3,000) in order to ease the healers' work.

Important: The Aura resets on an individual basis when you die, meaning that if it was ticking for 3,000, you die, and you ankh or soulstone, it will start over on you individually from the intial damage level (103). It will still be ticking for 3,000 on the rest of the raid, of course. A proper use of soulstones on low HP people can boost your DPS a fair bit, but you shouldn't rely on this to win the fight.


Class Assignments

Tanks

Phase 1: Follow the plan in the phase description, remembering to save your health for the enraged stages. DPS all the time.
Phase 2: If you are MT, you will be Spellreflect-ing his Deaden and building as much threat as you can.
Phase 3: Tank Essence of Anger, pointing it away from the raid, and use up your rage as fast as you can.

Rogues

Phase 1: Follow the plan in the phase description. You may have to save your health for the enraged stages so you can Evasion tank. DPS all the time.
Phase 2: Interrupt Spirit Shock, taking great care not to interrupt Deaden, and DPS.
Phase 3: DPS as much as possible.

Warlocks

Phase 1: Follow the plan in the phase description. You may have to save your health for the enraged stages if you have high stamina. DPS all the time.
Phase 2: DPS as much as possible and use felhunter if your raid decides to remove the Rune Shield that way.
Phase 3: DPS as much as possible.

Mages

Phase 1: Follow the plan in the phase description. DPS all the time.
Phase 2: DPS as much as possible and use Spellsteal if your raid decides to remove the Rune Shield that way.
Phase 3: DPS as much as possible.

Hunters

Phase 1: Follow the plan in the phase description. DPS all the time.
Phase 2/3: DPS as much as possible. Using Misdirection is advised on phases 2 and 3 so that tanks can get extra threat (thus allowing more DPS).

Healers

Phase 1: Follow the plan in the phase description. DPS all the time. Dispel Soul Drain.
Phase 2: Assigned in two different groups: first one being the Main Tank and melee DPS and the second being the ranged group. Shamans prove to be good at this with Chain Heal.
Phase 3: Again an intensive healing fight where you need to assign healers to both melee and tank as well as the ranged DPS players.
 
[TBC]灵魂之匣(Reliquary of Souls)细节指导


EOS攻略 By Katana_Stg:[ http://bbs.ngacn.com/read.php?tid=1101771&fpage=1 ]

一个比较富有挑战性的BOSS,关键在于颠覆一些传统理念。翻了下NGA精华区,发现没有太多介绍他的文章,而如果不注重细节的话,我相信这个BOSS还 是能卡你一阵子的=_=。估摸现在CWOW应该有不少公会卡在这里了,特地把一些老经验拿给大家分享。希望开荒的队伍能够少些阻碍,少些弯路,顺利过关。

通道(鬼魂路):

没有太多可说的地方,按照Katana_stg的攻略上的路线会很容易的来到BOSS面前。值得注意的是,最佳集体下坡时间是最后一个鬼魂刚死时“脱离战 斗”跳出的一刹那,此时所有人要下坡脱离上面的平台,否则的话必然会引领鬼魂再次刷新,其实拖到下面来的鬼魂也不是太要紧,如果只是1-2个红魂的话,那 么DPS集火杀死即可,这个时候BOSS还没出来,DEBUFF光环更没出来,所以治疗可以尽快的去把所有人血尽量加满。

一般来说经过一个通道的aoe,法师术士会出现没魔的情况,所以下坡后法师可以集体唤醒(请放心,后面也不会再给你唤醒的机会),术士尽快分流让治疗加满,没满也不要紧,反正你在P1是不会成为BOSS的目标的。

P1:

HP=2300k,肉搏伤害约1.5k不到,绝不爆击
苦难光环:全场范围的光环,无效化所有的生命值回复和治疗;将所有人的护甲值归零;防御技能降低500点。
专注:苦难之源只会攻击受到这个效果影响的目标。每5秒施展一次,目标是离自己最近的人。
激怒:大约每1分钟一次,苦难之源会变得狂暴,每次肉搏能打上3k-4k。持续约15秒。
灵魂虹吸:随机指定目标的DoT。持续30秒,每3秒吸收约3000HP和3000MP。可驱散,可抵抗。

如果按照BOSSKILLER的攻略去打,你会发现那个战术是几乎...无法实现的,之所以用几乎是我不敢保证有公会按照那样打并且赢过。真的,要算好 BOSS打的是“五下”然后让开,太难了,那样打只会让减员成为更加不确定的因素,并且还干扰DEBUFF的解除(团队位置要大改变一次)。

因此,P1最好的策略是,让该顶的去顶,该DPS的就DPS,当然,不存在“该治疗”的。我们首先分析一下平时谁“该顶”?BOSS的光环会无视掉所有的 治疗,生命回复,护甲,还削减500的防御技能。那么,血本身的“质量”是非常重要的。因为有格挡的存在,战士和防骑自然是首选,而战士又因为自保能力丰 富成为首选中的首选。再下来应该是有招架的职业和血牛职业。野德没有了甲,但是血依然很高,由于BOSS是永远不暴击的,所以野德还是可以小抗一下, 834们虽然没有什么防御能力,但是血一般来说是比较多的,抗5下也没有问题。

分析完平时该“谁顶”,再来分析狂暴时该谁顶,毋庸置疑,盗贼的闪避“小巨人”使得他成为狂暴时候的最佳选择,并且BOSS狂暴时间和闪避时间恰好吻合。除此之外,生存猎人也是可以的,不过这样是比较浪费DPS。战士也能顶一下狂暴。

那么流程应该就比较明显了。高格挡值的1T上-->BOSS狂暴-->盗贼1#上-->2T上-->缓冲队上--> BOSS狂暴-->盗贼2#上-->BOSS死亡。不再列出后面的原因是,一般来说,如果你不能在两次愤怒时解决BOSS而把BOSS拖入了 第三次愤怒,那么团队的DPS是不足以应付P2和P3的。为什么会设立缓冲队?因为2T一般来说是血的数量和质量都不如1T的,并且有的团队为了拼P2和 P3的DPS,只带一个防战去打(比如Nihilum FD时),这时候缓冲队就可以在2T挺不住时“挺身而出”,替他挡上几下,一般来说有多的贼的话,是比较好的选择,骑士增强萨狂战武战等有盾有格挡的职业 也是可以的,猎人和多余的野德也可以,这要看各团队自己的分配了。在刚开荒的团队可能会经常碰到这样的情况,那就是虽然盗贼有15秒小巨人,但是依然会碰 到人品不佳时被狂怒BOSS连打而身亡的情况,这就需要后面的缓冲队抑或是2T眼明手快,一般来说,盗贼的HP到4000的阈值,后续职业就可以站的离 BOSS最近等待BOSS转头了(原来的目标就可以退远一些)。如果还是出现老死的情况,那么,多带DRU吧:D

除上面之外另外一个可能减员的问题是已经空血的坦克们中了DEBUFF没来得及解挂掉。一般来说,远程职业(非坦职业)可以站一起让白牧师用群体驱散来解 决(反正白牧师P1没有太多事做),而骑士可以专门负责解出在BOSS身边的职业的DEBUFF。如果团队P1还是有问题,那么看看以下的职业TIPS会 不会有一点帮助:

战士:如果是防御战士,请保持盾挡,格挡是可以依靠的免伤手段之一。不要吝啬破釜沉舟,如果你们的手红,之前打血沸有出影月徽记那么也用用用吧,如果没有的话战场的也可以当做次选。对于这个BOSS来说,本身打人是不痛的(不管P1还是P2还是P3),所以防御能力的选择是<制造仇恨的能力的(下面会更加说明)。第 一阶段的时候坦克可以在进入房间之前利用脱离战斗的的几秒钟给自己上强效护盾符文,然后给苦痛精华专注了之后马上打开怀表,怀表快要结束的时候马上开偏斜 雕文,这样单坦克就可以坦很久甚至坦完刚开始的1分钟。(此技巧由Himeko提供)如果你是DPS战士,请最远距离输出并且在该你坦时换上盾(为的是格 挡而已...)
法师:全力猛轰,没有OT概念。
术士:全力猛轰,没有OT概念,火焰之盾是个反伤的好东西。
牧师:白牧师的任务是给被专注的人上盾,并且驱散,平时也不要吝啬自己的DPS,巨魔牧师可以给BOSS一个虚弱诅咒。黑牧师同法师。
猎人:全力猛轰包括你的宝宝,没有OT概念,有威慑的可以去顶一下。
盗贼:担负着平时全力猛轰以及狂暴时闪避被BOSS专注的重任,祈祷人品吧。
萨满:MT队石肤聊胜于无,幽雅一样有用。灼热保持打BOSS,其他时候就是猛DPS。
骑士:庇护祝福+牺牲祝福一次可以帮目标吸收掉近200点的伤害,不要小看这个数字,10下就是2000点。惩罚光环很好用(因为虔诚没用),另外可以上十字军审判提高白牧师的伤害。
德:荆棘不错,树皮也不错。同样注意,不是你该顶的时候就最远距离打。

鬼魂阶段:
此阶段实际上是做长MANA消耗的最好时机,比如法师可以在此阶段做宝石,术士可以在此阶段绑人,萨满可以在此阶段放出一个火元素...等等。

P2:

HP=2300k,肉搏攻击3K-5K伤害。
欲望光环:全场范围,使所有人受到的治疗效果提升一倍;攻击欲望之源时会受到50%反冲伤害;每过两三秒降低法力上限(大约160秒过后,使用法力的职业将会失去所有法力)。
符文盾:欲望之源会给自己上盾,吸收40000伤害并免疫打断。可吞噬,可驱散,可窃取。
衰减:使当前目标受到的伤害提升100%,持续10秒,CD=30秒,但不一定到了时间就放。施法时间1秒,可打断,可反射。
灵魂震荡:每5秒使用一次,对当前目标造成约10k的伤害并使其迷惑5秒。每次苦难之源成功施展出灵魂震荡,都会缩短该技能的施展时间,所以所有打断职业都必须精神集中,立刻打断这个法术的施展。

公认的最难阶段,最大的难点是,一般在BOSS没血前,有蓝职业就先没蓝了。再就是会碰到灵魂打断没有打断到的情况(不过一般打过Kel'thuzad的 对打断链应该比较熟练)。如果碰到公会打断难的情况,建议是分组一起打断,把贼,增强萨以及战士(如果必要的话)两两分组,每组的人一起去打断,打断的人 最好都装上Quartz插件,并且把敌对施法条放大一点,免得把灵魂震荡和衰减搞混了。另外,法师也能打断,不过一般来说法师都忙着搓搓搓了,所以一般叫 法师打断的比较少。

职业小TIPS:

战士:确保反射好每一个衰减,由于反射的原因,也决定了P2的坦克一定是战士。另外,所有的战士都是可以帮忙打断的。
法师:指定一个去偷符文盾,他可以让你小小的爆发10秒钟,注意别把自己打死了。尤其是加速装的存在。
术士:炮台牺牲毁天赋很好用,具体请参看Ody的文章([ http://bbs.ngacn.com/read.php?tid=1273755&fpage=1 ]),语言诅咒要保持(否则不好打断的)反伤貌似是暗影伤害,所以可以防护一下,其他同法师。
牧师:无论是治疗之环,祷言还是暗牧的回血,在欲望光环的存在下都是IMBA的。前提是团队站一起。
猎人:宝宝不会被反伤,所以一直输出(某宏很好用),另外如果怕OT的话可以假死+误导。
盗贼:有的时候,踢到衰减和踢不到灵魂震荡的结局是一样的...
萨满:真正IMBA的不仅是治疗链,还有治疗之泉图腾。英勇/嗜血别放到这个阶段用,只会增加反冲死亡的机会。另外,地震一样不要打到衰减了...
骑士:一般来说打这个BOSS,骑士都会分配到施法组,因为专注光环的原因,事实上BOSS打MT的伤害是很低的,所以骑士并不一定要放到第一组。由于群疗能力的缺乏,尽量保MT是关键。
德:不要去变身,由于蓝在不断减少,你很可能没有再变一次的机会了。

如果团队经常性的在160秒时(此时蓝条变空)把BOSS打到8%以下,那么可以说,还是有机会的,这时候战士的斩杀要注意看看自己的血,猎人盗贼战士增 强萨惩戒骑野德要合力的打掉8%是完全可以的,因为BOSS并不是P1,而是P2,所以所有的治疗效果依然有用,仅仅是没有蓝了而已!治疗之泉有用(所以 萨满可以在快没蓝时插下最后的治疗之泉),光明审判也有用,强化兽群当然也有用,在大红和糖的支持下,唯一要做的就是尽量不要死人。符文盾可以交给牧心灵 专注驱散(不要去指望防战的那个...),圣疗也可以使用。

如果团队还是有DPS问题,那么...
1.制皮的打鼓吧,多用用这个TBC的新玩意。
2.萨满的火元素早点放出来,它的DPS很可观。
3.确保每次的衰减被反射(如果不小心打断的扣DKP又会如何...?),并且衰减后要时刻注意几个法系的血,他们很容易因为过高的crit而自残身亡,死人可是没有DPS的。
4. 刚才已经说过,MT的存活实际上并不困难(BOSS的肉搏伤害是中等,不是很高的,不要忘记治疗加了倍),那么MT组可以放置MT+萨+菜刀队的组合(由 于术士要跟着专注骑士,并且要牺牲女人,所以也就不在MT队了),放风怒,这样一方面可以提高DPS,也可以提高MT制造仇恨的力度。另一种放置方法是 MT+萨+猎人(放幽雅)。事实上,Nihilum的FD录象里就是这么做的。一般MT队是很少放贼猎人的,这也算是一种非常规理念。

P3:

HP=2300k,肉搏攻击3K-5K伤害
愤怒光环:全场范围,每几秒对所有目标造成暗影伤害;不断提升所有目标的伤害输出。暗影伤害第一跳造成103点伤害,第二跳206点,第三跳309点,以此类推。
沸腾:只有愤怒之源转换目标时才会使用这个技能(比如OT,换坦克)。提升转换后的目标的仇恨制造能力200%,持续10秒。
怨恨:随机指定目标,使该目标在6秒内完全无敌,6秒结束后受到7444-7556点自然伤害。这是个危险的技能,和愤怒光环一起很容易秒人,所以自然抗性药水必备。
灵 魂尖啸:正面锥形的喷吐式攻击,2500-3400暗影伤害,若击中有法力的职业则燃烧4000-6000法力并造成等量伤害,若击中战士或熊德则烧干怒 气,并造成(怒气量x100)的额外伤害,例如:一个战士带着80怒被烧,他就会受到将近11000的伤害。(更新一点,P3是可以不必把boss拉背对 大部队的,但是灵魂尖啸有射程,所以dps组要最大距离的和boss拉开。)

实际上P3倒是没有太多可说的地方(光环也是功能最单一的),要注意的是怨怒带来的非暗影伤害减员和仇恨问题,注意好了即可轻松通关。简单的来说,被怨怒 点名的一定要喝下一瓶自然抗,否则的话死亡概率是非常大的(尤其是后期光环累加高了以后)。而仇恨问题则是一个实质性的困绕问题了,由于BOSS“沸腾” 技能的存在,导致一旦OT是非常难拉回的,因此我们看到Nihilum的录象中,Quantz使用了TAQ 4#的饰品,对于实战中的我们也不失为一种借鉴。实际上,此阶段由于英勇/嗜血的存在,所以DPS的要求甚至是不如P2严格的,因此所有的DPS都要把控制仇恨放在第一要素,猎人可以轮番的误导来让MT获得大量的仇恨。其他要注意的还有:

1. 英勇/嗜血顺序应该是进入P3就开(因为后面难免会因为光环死人)MT组先开,过一轮愤怒光环后其他组再开,另外刚才的分组依然有效,只不过分配在该组的 猎人/贼要格外注意仇恨(如果不是这么分组就另当别论)。由于战士并不是一个伤害和仇恨线性比例的职业,所以依然十分考验战士的泄怒能力。
2.MT的血条长度如果<怒气长度则一次灵魂尖啸必死,因此实际上MT的治疗压力是有的(不过不是来自物理罢了),所以要注意MT的血经常会一次掉老大一截。
3.沸腾一般不会发生,如果发生的话要让MT迅速嘲讽走。
4.术士提前绑好人,德也可以把战复尽量用在这个阶段,愤怒光环会重置。
5.饰品开的时机:如果是2分钟饰品,那么2阶段开头开一次,3阶段末尾开一次,如果是3分钟饰品(一般是战场系列),那么3阶段开。战士的盾墙也要留掉这一阶段而不是消耗在P1。
 
[黑暗神殿] Reliquary of Souls(灵魂囚笼) 攻略 - 译自 Bosskillers World of Warcraft Bosses, Guides, Movie Reviews and Guild Kills


原帖位:
[ Bosskillers World of Warcraft Bosses, Guides, Movie Reviews and Guild Kills ]

黑暗神殿其余攻略:
大督军纳恩图斯攻略:[ http://bbs.ngacn.com/read.php?tid=1013384 ]
苏普雷莫斯攻略:[ http://bbs.ngacn.com/read.php?tid=1015974 ]
泰隆攻略:[ http://bbs.ngacn.com/read.php?tid=1016105 ]
阿卡玛之影攻略:[ http://bbs.ngacn.com/read.php?tid=1022541 ]
戈托格·沸血攻略:[ http://bbs.ngacn.com/read.php?tid=1016891 ]

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简介
Reliquary of Souls,灵魂囚笼,又称灵魂遗产,民间称呼Essence of Souls(灵魂精粹),又有一古老名称叫做Well of Souls(灵魂泉源),是黑暗神殿的BOSS #6,为一囚禁着上古冤魂的囚牢。内含一块灵魂集合体,即为该场BOSS战的对手。其有三面,分别是Essence of Suffering(苦难之源)、Essence of Desire(欲望之源)和Essence of Anger(愤怒之源)。

开战之前,灵魂囚笼就挂在大厅里。
Reliquary-of-Souls-vista.jpg


战前须知
这将又是一场颠覆Raid常识的BOSS战斗,请不要带着以往的老经验去挑战!

Raid初战人员配置
坦克人员2名(大多数时候只需要1名坦克)
治疗人员7名,近远程打手16名

药水,装备和Buff需求
在第三阶段,你们需要携带“自然防护药剂坩埚”(丢在地上,向团队成员提供25次特效自然防护药剂,或持续5分钟)。不过由于前两个阶段已经很难了,所以第一两次去尝试的时候就不用带了,反正也熬不到第三阶段……
在BUFF方面,治疗者应该准备大量的效果药剂而非MP5(5秒回蓝,Mana per 5)药剂——这场战斗需要爆发性的治疗而非耗。其余职业应该尽量堆耐力。

杀出一条血路
在见到灵魂囚笼之前,你们得经过一个看似安全其实充满杀机的房间——看得见的和隐形的鬼魂在这些房间内四处游荡,且保持着极快的刷新速度,因此你们需要一些策略……
房间中的标准鬼魂群体是3只红色,2只紫色,1只蓝色鬼魂。其中红色的那种,你们可能需要借由探测隐形来寻找。
我们推荐这样的三步走战略:
Reliquary-of-Souls-approach1.jpg


Reliquary-of-Souls-approach2.jpg

如上图,全员贴住右边的墙行动,并且保持步调一致。路上要清除2次鬼魂,注意动作要快!

Reliquary-of-Souls-approach3.jpg

最后,横穿房间到底,顺便在对面的墙边处理掉路上被引到的第三群鬼魂。注意,上图右侧即是灵魂囚笼的激活范围,请注意不要踏进范围。完成清理后,你们应该站到墙边了。

注意事项:
A:最后一次AoE结束后所有成员必须立刻站到斜坡下方,否则可能在开始BOSS遭遇战时带进一些鬼魂!
B:如果因为某些原因导致你们在第三次AoE时动作慢了,鬼魂已经开始刷新了,那么先坦克一下,等整群鬼魂全部刷出来了再迅速AoE火力炸掉,随后全团用最快速度走到斜坡下。


通过这个讨厌的房间后,即可面见灵魂囚笼。

遭遇

当走上上文中所提到的斜坡后,灵魂囚笼就会打开,释放出其中的那块冤魂聚集体。其首先会以苦难之源的形象出现。

——————————————————————————————————————————
essence-of-suffering.jpg

Essence of Suffering(苦难之源)
HP=2300k,肉搏伤害约1.5k不到,绝不爆击
苦难光环:全场范围的光环,无效化所有的生命值回复和治疗;将所有人的护甲值归零;防御技能降低500点。
专注:苦难之源只会攻击受到这个效果影响的目标。每5秒施展一次,目标是离自己最近的人
激怒:大约每1分钟一次,苦难之源会变得狂暴,每次肉搏能打上3k-4k。持续约15秒。
灵魂虹吸:随机指定目标的DoT。持续30秒,每3秒吸收约3000HP和3000MP。可驱散,可抵抗。
——————————————————————————————————————————

战略

第一阶段一开始,所有的治疗立刻会因苦难光环而完全无效。

Reliquary-of-Souls-Phase-1-points.jpg

以上即是对战苦难之源的初始定位。中间的大红圈即是苦难之源。近战成员站在能攻击到BOSS的最远位置攻击,而远程则要站得尽量远。

开始战斗后,全团所有的猎人先跑,全部跑向假想中的A点(BOSS的脚下)。这样苦难之源就会专注于其中之一。该名猎人要立刻跑到B点(开战时不确定,当BOSS专注某人并且停下来攻击时,B点就确定了),这样就能保持住苦难之源的位置(跑 到B点是为了防止苦难之源连续专注同一个人两次),与此同时,A点也明确了。5秒后,苦难之源即会再次专注到A点的另一个猎人(距离最近),因为该猎人就 在他脚下,所以苦难之源仍然不会移动位置。当苦难之源盯上A点的另一个猎人时,该猎人就要跑到B点,而之前在B点挨揍的猎人立刻跑出圈。所有猎人都要全程 开火。(如果上述策略执行的足够精确,就能达成第一阶段的最佳状况——苦难之源从头到尾呆在原地。

当第一个猎人被专注后,全团立刻展开最大火力开始疯狂轰炸苦难之源——你不用管OT,那根本不可能。治疗们也要开火,毕竟完全不需要顾及治疗问题。

这个行动方针将一直维持到所有的猎人都被专注了一遍为止。当最后一个猎人被专注时,他将跑到B点,随后整个团队的其余成员都必须立刻前往A点。

BOSS有时会使用灵魂虹吸,必须立刻驱散。

当团队抵达A点时,就要开始继续进行以上步骤——A点的成员被看,前往B点挨揍,然后让苦难之源继续专注下一个A点成员。每个人都能很轻松地度过第一次专注——只有5秒,你只会挨揍5下。最重要的是全团必须保持清醒和警觉,这一阶段最忌讳的就是有人开小差。每个人被专注后,过一小会时间就要再回到A点准备接受下一轮专注。同时,所有的团队成员(包括猎人)也请注意,被专注后前往B点最好面对BOSS向后退或者按走路键移动,不要退出BOSS脚下的红圈范围,这会让BOSS移动,从而让事情变得复杂化。

当激怒的时间快要到的时候,所有团队成员都要开始离开BOSS脚下的红圈范围避免被专注,除了
当前被注目的目标。他应该呆在B点。
MT级别的成员(熊德,防战之类)。他们应该继续维持原有战略,硬吃激怒期间的攻击——也只有他们顶得住了。

当 激怒开始后,一切照常,激怒会维持3次专注,这三次都要团队中最硬的人来扛。激怒结束后,所有其余团队成员要立刻跑进A点——不要认为MT在完全无治疗的 情况下能一人扛住BOSS很久——然后开始继续跑AB点。然后这个流程将一直持续到苦难精华被打倒。如果某个人发现自己的HP太少,可能抗不住下一次专 注,那么就跑出红圈范围,脱离专注链。盗贼在被专注时可以考虑开闪避,而牧师可以依靠真言术·盾来保护被专注的目标。

全过程中,有一件事情必须注意:除非你确认苦难之源的目标死定了,否则绝对不要使用保护祝福!即使要死人,也尽量不要用,这是一种赌博!和 别的专注性BOSS一样,苦难之源有自己的仇恨列表,只要专注存在,这个列表就会被忽略,但如果你保护了被专注的目标,你很有可能看见这样的情景:苦难之 源以难以想象的速度狂飚到一个布衣输出者面前一顿猛啃,然后专注离自己最近的目标。这样的话,基本上这次尝试就失败了。

如果有足够强大的DPS,团队需要经历两次激怒,当然,三次也有可能。基本上,这个阶段结束时,大家都是死血了。

当BOSS被打废后,他会回到囚笼中,苦难光环效果结束,同时房间内会出现一些鬼魂。把它们集中起来AoE掉。当鬼魂被消灭后,附近的团队成员将恢复100%的HP和MP。当所有鬼魂被消灭后几秒,第二阶段就开始了。你们将要开始对抗欲望之源。

——————————————————————————————————————————
essence-of-desire.jpg

Essence of Desire(欲望之源)
HP=2300k,肉搏攻击1k到1.5k伤害(可以忽略了……)
欲望光环:全场范围,使所有人受到的治疗效果提升一倍;攻击欲望之源时会受到50%反冲伤害;每过两三秒降低法力上限(大约160秒过后,使用法力的职业将会失去所有法力)。
符文盾:欲望之源会给自己上盾,吸收40000伤害并免疫打断。可吞噬,可驱散,可窃取。
麻痹:使当前目标受到的伤害提升100%,持续10秒,CD=30秒,但不一定到了时间就放。施法时间1秒,可打断,可反射。
灵魂震荡:每5秒使用一次,对当前目标造成约10k的伤害并使其迷惑5秒。每次苦难之源成功施展出灵魂震荡,都会缩短该技能的施展时间,所以所有打断职业都必须精神集中,立刻打断这个法术的施展。
——————————————————————————————————————————

战略
Reliquary-of-Souls-Phase-2.jpg

这个时候开始,战斗回归到原来的传统方式——MT,DPS和治疗。简单地站成两拨即可。

第二阶段一开始,作为MT的战士(必须是战士)冲向BOSS并开始建立仇恨。BOSS会展开欲望光环,其反射伤害的效果:比如说,你一发Fireball砸了4600,你自己就会受到2300伤害。

该场战斗的关键点:
1、无论如何都要在第一时间驱除符文盾,那是灭团的元凶——它会让欲望之源免疫打断。
2、反射麻痹来提高DPS量,且保持对灵魂震荡的打断——它会造成仇恨列表混乱,往往接着就会有一个DPS死于BOSS的攻击。

对 于打断,团队需要安排一个打断链——盗贼、法师和战士都有打断技能,而最好的打断者显然是对此十分精通的盗贼(这就是当年你黑老母为什么说贼是这场战斗的 关键的原因吧)。你们最好带3-4个盗贼来组成打断链,来进行近乎不断的打断工作,而其余打断职业则在一边补漏。这场战斗中最关键的地方在于,打断灵魂震 荡,而忽略麻痹,我们需要MT反射麻痹来大幅度提升整个Raid的DPS输出(不过也经常发生欲望之源自己抵抗麻痹的情况)。

治疗者在这一阶段的工作比较繁重,既要照顾MT的HP,又要照顾所有的DPS——毕竟所有人都要承受一半自己的输出,而且还有个可爱又可恨的麻痹在其中搅局——麻痹中的欲望之源经常会两下反死一个施法者……治疗一堆人,当然是萨满和牧师的专长。

执行上述步骤的时候,请同时注意这是一场飚DPS的战斗——欲望之源大约只要花160秒就能吸干整个团队的法力上限,所以所有的DPS和坦克必须尽自己最大的努力。治疗者也是个关键,麻痹更是一个不可缺少的重要Debuff。

如果你们发现欲望之源还有5%左右的HP而你们已经空蓝,你们还有机会。盗贼的打断完全不会受到法力之类的影响,牧师们可以用心灵专注来处理符文盾,而骑士们则能用圣疗保持坦克的存活。这样的话,最后5%仍然是有希望被DOWN的。

当欲望之源被打倒后,它会归位并释放鬼魂,我们要再经历一次HP/MP全恢复,然后进入第三阶段。

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essence-of-anger.jpg

Essence of Anger(愤怒之源)
HP=2300k,肉搏攻击1k-1.5k伤害(再度被忽略……)
愤怒光环:全场范围,每几秒对所有目标造成暗影伤害;不断提升所有目标的伤害输出。暗影伤害第一跳造成103点伤害,第二跳206点,第三跳309点,以此类推。
沸腾:只有愤怒之源转换目标时才会使用这个技能(比如OT,换坦克)。提升转换后的目标的仇恨制造能力200%,持续10秒。
怨恨:随机指定目标,使该目标在6秒内完全无敌,6秒结束后受到7444-7556点自然伤害。这是个危险的技能,和愤怒光环一起很容易秒人,所以自然抗性药水必备。
灵魂尖啸:正面锥形的喷吐式攻击,2500-3400暗影伤害,若击中有法力的职业则燃烧4000-6000法力并造成等量伤害,若击中战士或熊德则烧干怒气,并造成(怒气量x100)的额外伤害,例如:一个战士带着80怒被烧,他就会受到将近11000的伤害。
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战略

三阶段一开始,坦克就要跑向BOSS出现的地点来开始拉仇恨。拉住后,坦克必须立刻使愤怒之源背对整个团队(其实我很想说,这家伙哪来的背……后面也是一张脸的说……),只让自己成为灵魂尖啸的目标。

愤怒光环是个危险的东西,他大幅度提升了所有人的输出,但也提升了仇恨制造的速度,而MT的破甲等无伤害技能却不受影响。所以MT可能需要靠伤害来拉稳愤怒之源。

沸腾一般情况下不会发生,只要你们的坦克拉得够稳当。但万一发生沸腾情况,该目标就得老老实实地呆在那里直到效果消失了。这个家伙可以被嘲讽。

怨恨则可以通过自然抗药水来解决。

从光环的特性可以看出,这又是一场疯狂飚DPS的战斗。你们要用一切能够提高DPS的手段——嗜血,BUFF,伤害药剂,高CD技能,饰品——来飚出你们最大的DPS,同时也不要吝啬自己的血瓶。一般来说,愤怒之源必须在战斗开始后100秒左右被打倒,否则你们将被愤怒光环灭杀——每跳几千的暗影伤害是完全不可能加得上的。

治疗者面对这场战斗的时候可能需要多加练习才能找出最合适的治疗策略,而所有的输出者则应该利用治疗石和治疗药水来降低治疗者的负担。另外,愤怒光环有一个特点:如果某人死了,然后被复活,愤怒光环对他的效果将重置为初始值。活用灵魂石和复活技能能大幅提高你们的胜算。

各职业工作小结

一阶段:所有人按照攻略中所写的行事并全程输出,治疗者注意驱散,坦克们把自己的HP留给激怒。

坦克:二阶段时,坦克BOSS并反射麻痹,疯狂制造仇恨;三阶段时,使BOSS背对团队,并玩命输出和消耗怒气。

盗贼:二阶段时打断所有的灵魂震荡;三阶段则不惜一切代价玩命输出。

术士:玩命输出。二阶段可以用地狱犬辅助驱散符文盾。

法师:玩命输出。二阶段可以用法术偷窃来辅助解除符文盾。

猎人:玩命输出。用误导来帮助MT建立巨量仇恨。

治疗者:二阶段时分两组分别治疗坦克和其余队员;三阶段,开始慢慢加,然后就要开始飚治疗,注意是对全团飚,不是光治疗MT!

BOSS语录

苦难之源:

Don't leave me alone!
不要留下我一个……!!

Pain and suffering are all that await you.
痛苦和劫难在等待着你们……

Now what do I do??
现在我该做什么……?

I don't want to go back!
我不想回去!!!!

Look at what you made me do.
看看你逼我干了些什么!

I didn't ask for this.
我不要这样……

the pain is only beginning!
这痛苦只是个开始!

欲望之源:

You can have anything you desire... for a price.
你能得到你渴望的一切……但要付出代价!

I won't be far...
我就在这里……

I'll be waiting.
我等着你们。

Fulfilment is at hand.
满足你们……

Yes, you'll stay with us now.
很好……你现在也成为我的伙伴了……

Your reach exceeds your grasp.
你的所得已经超过了你的承受限度……

Be careful what you wish for.
好好想清楚,你到底希望得到什么……

愤怒之源:

Beware - I live.
小心……我苏醒了。

So foolish!
愚蠢的家伙!!

Beware cowards!
小心点,你个懦夫!

I won't be ignored.
我不会被忽略的!

Enough! No more!
够了!别再来了!

On your knees!
屈膝服从吧!

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老母沙拉兹的攻略:[ http://bbs.ngacn.com/read.php?tid=1250495 ]

P.S 同时在此对charlote的翻译工作表示支持,不过……我还是想说一句,翻译攻略请走出自己的风格,创造我流,并不是说单纯的翻译就是合格的翻译者了……

charlote版灵魂囚笼攻略:[ http://bbs.ngacn.com/read.php?tid=1101709 ]
 
bump for the win, Zariche saves the day again.
 
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