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评论来自
114960
The fight basically has two phases. At the start of the instance the bosses will walk in, mounted, each of them with three additional adds. There are five possible bosses (outlined below) of which three are chosen randomly.
In the first phase you fight the bosses while mounted, much like you do in the argent tournament dailies. At first you face the three adds of each boss separately, so in packs of 3. After the third pack is down the three bosses come simultaneously and you have to kill them in the same way. They're all fairly easy and on heroic it simply takes a bit longer than on normal. Be sure to keep your Defend stacked to 3 and keep the enemy's Defend at 0 stacks.
When a boss is down it might get up to run for a new mount, after which it will join the fight again. Run it over to trample him so it stays down.
Furthermore try to get to a new mount
before
your current one is dead, or you risk being trampeled by the bosses.
It's convenient to kill them close to eachother so they're easily picked up by the tank in the second phase.
After all three bosses are down you get dismounted and the tank has little time to pick the bosses up. Each of them will have a little delay before they engage, to give your tank some time.
Please note that these bosses are stunnable, so if you're having trouble with one of them you can ask any class to stun them (one thing a retri Paladin yesterday was to taunt the Warrior boss off the tank, also a Paladin, and use Repentance).
There appear to be five different kind of bosses for each faction, though I've only seen the Horde bosses (as I'm an Alliance player). Also please note that I might have missed some abilities:
Warrior: does a whirlwind which hits for a lot of damage on heroic. Melee DPS should really try to move out of this. He also does a Throw ability where he grabs (and stuns) the tank and throws it around. The throw does additional damage as well. No problem at all on normal. Not that high of a priority.
Mage: does typical mage stuff. Attacks with ranged spells so might be difficult to pull to the tank (except for DK's ofc). Also does a polymorph which makes this a bit of a priority to avoid healers getting polymorphed. Does an AoE blast wave as well.
Shaman: heals, and does it pretty well, so should be taken care of appropriately.
Hunter: just attacks from range like any hunter but has a thunder shot ability that does additional damage, however it can be interrupted. It will disengage (leap back) to get range from time to time. Not too big of a problem.
Rogue: does low/average melee damage and uses poisons: a single target poison that can stack to 5 times and a poison vial that creates an AoE poison on the ground (be sure to move out of it). Can be tough if you can't cure the poisons. Maybe also does a Fan of Knights (
though I would like to get this confirmed ;-)
So all in all I would recommend killing the healer and the mage as top priority and definitly look out for the warrior's whirlwind.
After the bosses are defeated a chest will appear in the middle of the arena containing the loot. You can talk with the NPC to commence to the next phase of the instance. Be sure that everyone has rolled and looted before doing so, though, as the chest will disappear when the next phase has begun.
Good luck and have fun.
Edit: added additional information provided by new posts below. ^^ Thanks.
评论来自
Orvisand
A few extra things that might have been missed.
The warrior will also do a throw back that will be sort of a reverse knock back on the tank and a charge.
The rogue's poison will stack up to 5, so it's not a bad idea to cure this if you can.
The hunter, to specify, will do a thunder shot that can be interrupted, and will disengage time to time to try to do some ranged.
As for the mage, they'll do fire ball, polymorph, and a AoE Blast wave.
评论来自
barbeque
We found that depending on where you end up after the bosses are dismounted, you may lose 1 or more members of your party before the tank manages to pick them up.
In a procedure that has become somewhat standard on my server for pugs, we all leave the instance after all the bosses are dismounted, then come back in again to buff up and face them. This is somewhat similar to the days when we reset the gauntlet event in H Mechanar by taking the elevator down.
This method also gives you a chance to see who ahem, still have their lances equipped.
Edit: As of 3.2.2, this is no longer necessary. After the jousting phase, the faction champions will play nice and go line up while your group buffs up.
评论来自
282039
The hunter Lightning Arrows ability gives them a magic buff, which is where their extra damage stems from... if you can't or don't interrupt the casting time, dispelling this buff (Tranq Shot works wonders here) will vastly reduce their outgoing damage. Also, I'd say it's better to take this route than to interrupt, because the longer the hunter spends pointlessly channeling something they won't get to use, the less time they can spend damaging you.
评论来自
evankimori
Another great tip for this fight is to definitely assign kill orders for specific mobs depending on your group makeup. On Normal, the Shaman isn't much a threat in terms of healing his other friends if your DPS can dispatch each mob quickly and your healer can keep up. If not: bring him down first because his heals will top up the other NPC's quite quickly.
The Warrior usually gets on the list of 'kill first' as well if the healer can't keep up with the Mortal Strike debuff that he does. All up to preference and DPS speed of the group.
The Mage usually get knocked out first because of his high damage abilities and ability to move distances and cause more damage.
Also: a nice way to deal with the Hunter when it comes to Disengage - have your tank turn the mob's back to the wall so when it Disengages, it won't go too far away. Note as well to try not to let people drop below 20% HP with this NPC...she
seems
to have the ability to Kill Shot.
Not 100% sure but don't quote me on that. Sure seems like it that she does more dmg to people below that threshold.
Will remove this line if I stand corrected.
Shamans are kings in this fight and the upcoming one with the Black Knight due to Bloodlust and Poison Cleanse totem. PC totem makes the Rogue fight near trivial, even for slightly undergeared groups and BL for the Black Knight, both in Normal and Heroic is a godsend. Not 100% necessary but it makes the fight quite easier with the amount of damage that's dished out quickly in phase 3 of the Black Knight's fight.
评论来自
60255
A strategy to make the switch from phase 1 (mounted) to phase 2 (on foot) MUCH easier:
Have someone stand on top of the first champion that falls from his mount, and pull the other two near him, so this player can cast spear throw / strikes at them. The grounded champions won´t come up again, as they are trampled immedietly everytime they get back on their feet.
Try to dismount the last boss near the instance exit, and use the 3-4 second phase switch time from p1 to p2 to run out of the instance. The fight will reset to a point where all three champions are standing next to each other, making the initial pull MUCH more comfortable for your group.
评论来自
kasuturo
Totally offtopic, but it would be a great thing for playable hunters to have something like
Lightning Arrows
...
评论来自
57658
On Heroic is it just me or does it seem that this 1st boss fight has been buffed recently? Seems like everything is hitting much harder on this 1st encounter.
评论来自
125795
Hordemacro to spam for those new to this encounter(heroic=40k heals, normal=20k heals):
/p Move away from Lightning Cloud, Green Poison AOE and 8sec Whirlwind.
Interrupt Shaman 40k heals, spellsteal/purge Mage's 10sec haste buff, use fire aura if mage, cleansing totem if rogue.
1.Lana(R) 2.Colosos(S) 3.Boltspark(M) 4.Jacob(W) 5.Jaelyne(H)
Alliancemacro:
/p Move away from Lightning Cloud, Green Poison AOE and 8sec Whirlwind.
Interrupt Shaman 40k heals, spellsteal/purge Mage's 10sec haste buff, use fire aura if mage, cleansing totem if rogue.
1.Visceri(R) 2.Runok(S) 3.Eressea(M) 4.Mokra(W) 5.Zul'tore(H)
评论来自
122198
As of Patch 3.2, the aggro from the jousting phase carries over to the second phase (for example, if a clothie does well in the jousting, he'll get instagibbed in phase 2)
A lot of players run out of the instance after all three champions are dismounted, but you don't have to do this. There's an even better way.
Simply have the tank dismount early and begin taunting and building aggro on the ones who fell off.
They have only 1 HP until the third one falls off, so you can spam Execute-style moves on them for a ton of extra aggro (e.g. Hammer of Wrath). It's a good idea for the tank to dismount after two have fallen off, otherwise he'll probably get targeted and stunlocked by tramples.
Do this, and they'll stick like glue onto the tank in phase 2.
评论来自
375824
i didnt see it stated already
yeh now i see it
so here is the
best
way to go from the
mounted to nonmounted
combat just about when the last boss go's down every one run out side and they all set up at the back of the arena for the next phase it's really nice and every one can get a breath of fresh air be for continuing..
评论来自
Nzall
i tend to keep the rogue alive till last, since as a prot pala, he barely tickles me, and he keeps my mana up, especially when i have the mage/shaman as the other ones.
i have the following order:
hunter if many ranged/warrior if many melee
shaman
warrior is few melee/hunter if few ranged
mage
rogue.
if people are dying to the poison vials, they suck. i always move the champs out, so melee can get them, ranged can easily move out.
edit: also, in 3.2.2, these will reset after dismount and will go where they will stand after you ran out.
评论来自
102910
Seems as of today Sept 22.09 after the 3.2.2 patch the faction champions reset after the jousting phase. Just did this with a group and after the joust phase the bosses run back to the entrance and reset .
Should make it easier from now on
评论来自
454596
As of patch 3.2.2., you no longer have to have someone start the dungeon in advance, nor do you have to wait for the champions to be announced. When you right click on Arelas Brightstar, you now have two options:
"I am ready."
and
"I am ready. However I'd like to skip the pageantry."
In addition, you no longer have to run out of the instance after being dismounted, the bosses just run back to the door by themselves to grab their weapons.
评论来自
503973
Lol in 3.3 Heroic Champion Cache doens't have Emblem of Conquest.
评论来自
701981
Weird that out of 22 comments preceding this one,
no one
offered any advice or instruction for how to use the interface for mounted combat with a lance (
!
).
So far, the only thing that I have learned -- by trial-and-error, of course (since Blizzard doesn't offer any instructions or advice anywhere, that's the only way to learn, regardless of whether it is the least effective way for you,
personally
, to learn) -- is this:
* Set the movement of the mount to "continuous" so you won't need to keep a finger on the "forward" movement key (<Alt-W> is the default key binding). Just use the left turn, right turn, and/or the "strafe" keys to direct the movement of the mount, and press <W> when you need to stop, then <Alt-W> to resume.
Of course, perhaps the majority of players use the mouse to move their mounted character, but I don't, and I don't know how to do that and still use the mouse for target selection (or do you?). With my right hand, I use the mouse to select the target, then use it to select which "move" to make with the lance or the shield. The left hand presses the movement keys.
The mounted phase resembles an air-to-air dogfight in two dimensions instead of three. Anyone who has suggestions for the tactics and strategy most effective for mounted combat will be appreciated, I'm sure. ;-)
评论来自
437673
I managed to solo the faction champs on heroic as a prot pally in basic 346 gear. It's doable but somewhat tedious. The first three groups can be fought normally on the ground. They die quickly and don't hit hard at all.
I found the named riders need to be jousted. The first and foremost piece of advice I can give is to change mounts early and often. You can get unhorsed very, very quickly, so you should be ready to grab a new mount at all times. I was typically able to get a lance toss or two and one charge in before having to get a new mount. The mobs will evade for a moment when you switch mounts, so don't waste a charge the moment you get a new horse.
My strategy was to whittle them down one at a time to about 5% before switching to another target. You drop your target while switching mounts, so I kept my current target as the focus target to quickly pick it up. By the time you get the other two down that low, your first target will have regenned some health, so keep in mind it'll take a few hits to go down.
If you can drop your first target in the center of the ring, you'll have more time to keep him trampled while finishing off the others. You'll still be needing to switch mounts often, so remember to race back out if he gets up.
Finally on my attempts, when the champions managed to remount, they started acting oddly and would reset to the outer edge of the ring, so it helped to be bringing them down in the same area so they weren't spread out and I could get all the down at the same time.
The regular fighting part was more... regular. I had Runok in my trio. His heals come faster then the rebuke cooldown, so it helped to keep Avengers Shield ready as a second interrupt. It took a couple tries, but once I chained my cooldowns, it wasn't too bad. With Runok down, Visceri and Eressea soon followed.
评论来自
327600
If you're coming here to solo, don't bother. If you're going to be farming this place daily for whatever reason, it's not worth it to try for the tedious aggravation, even if you use the method of the paladin above his post.
I found I could not solo the Grand Champions. I jousted through their minions just fine, but the final NPCs were just too difficult. Since I'm a hunter I tried various methods of cheating the system including dismount and feign, running out, and actual death to do a fake reset and have the jousting skipped over like we used to be able to do. Nothing worked.
评论来自
Mydge
Decided to give the level 85 solo a try.
Doable by going around the edge of the room, mounting the next one just before the current one dies.
Use the first mount to lance, when you get on the second mount use the shield breaker then lance, and use the third mount + shield to run to the next batch.
Still, takes a very long time. At least they dont regen health.
评论来自
354046
In addition to ChampStanley's method of soloing this encounter, I found a simpler but slower way: brute force. Melee them to death.
This is probably only possible for tanks, and some tanking specs might not have enough self-healing for this, I don't know. In addition, it also requires a great deal of patience. But I wanted the
Peacekeeper Blade
for transmogrification (there are other swords with that same skin, but that's the only one that can go in the offhand), so I figured I'd give this a try. Now that I've got it down, it takes me about 45 minutes. My DK was in his tank set, around ilvl 378, with a Well Fed strength buff, and someone with better gear or more buffs might find it a bit quicker.
The strategy is simple enough: DPS them all evenly and make sure they all die as close to the same time as possible. I was basically alternating between Blood Strike and Heart Strike on whichever had the highest health. When they're each down to around 20 percent or so, I'd suggest only using single-target attacks from then on. Also, keep your back to the wall for most of the fight run into the center of the ring to finish them off. If you don't keep your back to the wall, they'll frequently run through you to charge from behind, and you might be unable to make valuable weapon swings as the one you have selected goes behind your back. You run to the center at the end so that when they die it takes them longer to find a mount.
So if you're a glutton for punishment and have decent tank gear, put some nice music on and after an hour or so, enjoy the loot and any achievements you may still need from the later bosses.
Drinking bird optional
.
评论来自
716987
How to Solo the Champions Mounted Phase
I've been soloing this on Heroic for a week or so now, and I think I have all the quirks of the champions mounted combat phase figured out. It usually takes me about 10 minutes.
A key technique here
is to know that you can quickly press 2 then 3 in rapid succession to both throw a lance and charge on one global cooldown. I just quickly roll my fingers - 2,3. I'll cal it 2+3 but you don't actually press them together, just very quickly - 2 then 3.
Be prepared to bust out any and all tricks to stay alive if you get knocked off. As a lock, I use Soulburn+Healthstone if I get low and set up a portal ahead of time near a two-wolf station to escape quickly.
At first, you will have all 3 rirders on you. Stay near the mounts because they can knock you off fast. As soon as you get down about to 50%, switch mounts to be safe. The riders will leash to the corner and reset. Use this time to get some distance, then as soon as they make a sound or move, press 2+3 to double-hit one. You'll want to focus on one rider at a time. It helps to focus target them so that when you lose target as you change mounts you can quickly get it back. You should have time to at least 2+3 then 2 or 1 if you are in close range before having to switch mounts again, and more time for actions as you pick them off.
Once the first rider is down, it is important that you DO NOT fall off your mount during this time. They will frequently bug and just sit there unable to be hit if you are knocked off now. You should be safe to switch mounts while one is down, but I try not to just in case. Just ride away and spam 4. Once the first rider gets up, walks back, re-mounts, and comes after you, switch mounts to make him leash. He will now be stuck in that corner the rest of the fight, no need to keep them trampled.
Move to a new corner with the remaining riders. Repeat this process until you have knocked off all three riders and have them each tied to their own corner.
Now get a fresh mount and approach the first rider. They will probably be at full health again. Stand back and you should be able to charge them without actually moving now. They will run at you but leash back quickly. Use a 2+3,2,2 rotation to lower their health, but DO NOT get them below 5000 HP or they will fall off and you'll have to start over. Get them as close as possible to 5000, keeping in mind that throws do 2000 and charges do 20,000 against zero shields.
Try to lower their health as quickly as possible, because each time they evade they all regain some health. Get a fresh mount sparingly, as close as you can shave it. Move from rider to rider, getting each down to 5000-8000 HP. You might have to do a couple twice. Once you have them all lowered, run from one corner to the next, doing a 2+3 to each to make them fall off. Move quickly. If all goes well, you should get them all down at once and dismount automatically yourself. Congratulations! On to the rest of boss fights which are relatively straightfoward.
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