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11.0.2
PTR
11.0.5
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Radiance of Azshara Eternal Palace Raid Strategy Guide
来自 FatbossTV
[Last Updated]:
2019/07/25
变更日志
补丁:11.0.2
目录
评分:4.7/5
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指南导航
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This guide provides tips and strategies for defeating the Radiance of Azshara encounter in Normal Difficulty in Azshara's Eternal Palace. Changes to the fight for the other difficulties are listed below in their respective sections, including tips and strategies for dealing with the new mechanics introduced in these difficulties.
Radiance of Azshara is the second or third boss of Azshara's Eternal Palace. After defeating Blackwater Behemoth and Radiance of Azshara, players may proceed to the
Lady Ashvane
encounter.
Mythic Radiance of Azshara World Firsts
Loot
Normal Loot starts at Item level 415, Heroic Loot at 430 and Mythic Loot at 445.
Quick Tips
Phase One
Avoid entering the waters directly around the boss or the platform.
Tanks should taunt off of each other after each
海潮之拳
.
Spread loosely around one side of the platform and dodge the
奥寒风暴
es.
Move away from others when afflicted with
奥术炸弹
.
Healers should dispel the
奥术炸弹
off of players when they're in low traffic locations.
Phase Two
Move towards the
风暴怨灵
as soon as possible.
Trigger a single
飓风陷阱
as to allow your allies to pass through the gap it creates.
Interrupt the
风暴怨灵
before it finishes casting Focus Power.
Stand next to the
风暴怨灵
as to avoid getting knocked out of the safe zone when it casts
狂风猛击
.
Passively cleave down the
风暴火花
s whilst interrupting their Chain Lightning casts (CC works!).
Do not move any adds out of the safe zone, as otherwise they'll be healed via Swirling Sands.
Move to the edge of the safe zone to be dispelled when afflicted with
奥术炸弹
.
Phase One
Radiant Fury
The Radiance of Azshara is completely stationary. If players enter the water directly surrounding the boss, they will be hit with Radiant Fury.
This knocks the player directly away from the pool whilst dealing high arcane damage to them.
If players enter the waters surrounding the platform, they will take heavy ticking damage.
Players must keep this in mind and always try to stay on the platform.
海潮之拳
The boss will occasionally slam the tank for a large amount of physical damage via the
海潮之拳
cast.
This also leaves a debuff which increases physical damage taken by 200% for 20 seconds.
The tanks should taunt off of one another after each
海潮之拳
cast, as to ensure the current tank is not receiving increased physical damage.
奥寒冲击
The boss will frequently mark the locations of up to three random players.
Moments later these locations will explode, dealing moderate arcane damage to all players within the zone.
This explosion also spawns two
奥寒风暴
es which spiral out from the target location.
Anyone who comes into contact with the Arcanado will take a large burst of frost damage and be knocked back.
Players should move away from the
奥寒冲击
location, as to avoid the initial spawn damage and to generate distance from the two
奥寒风暴
es.
The
奥寒风暴
es will despawn after approximately 20 seconds. Players should simply keep their distance from them as they float around, until they despawn.
奥寒冲击
landing locations.
As to keep the overall amount of raid movement to a minimum, players should spread loosely across one side of the bosses platform.
This minimizes the chance that players will need to move as the
奥寒冲击
is likely to be further away from them.
Players need to ensure that they do not spread too far away from others, especially their healers, as they will need to receive healing and dispels to counter the bosses 2 other mechanics.
Move away from
奥寒风暴
es!
奥术炸弹
The boss will place 10 sec
奥术炸弹
debuffs on several non-tank players, creating a zone which follows them as they move.
If the debuff is dispelled, the zone will no longer follow the player, instead remaining on the ground at the location it was dispelled.
After 10 seconds, the
奥术炸弹
will explode, dealing high arcane damage and stunning all players within 10 yards for 6 seconds.
Players should move away from others, preferably in low traffic areas such as the back of the platform. Once they’ve arrived, they should be dispelled so that they can move out of their own
奥术炸弹
zone.
Move away from others then be dispelled when marked with
奥术炸弹
!
不羁能量
Around every 20 seconds, the Radiance of Azshara will cast
不羁能量
.
This deals a moderate burst of arcane damage to all players.
Healers need to ensure that all players are healthy before the damage comes in to prevent any deaths.
The boss gains energy over a period of 1 minute and 45 seconds. Upon reaching full energy, phase two begins.
飓风陷阱
Shortly before phase two begins, the boss will cast
飓风陷阱
.
This spawns several
飓风陷阱
s in lines around the encounter space which will arm shortly after spawning.
Moving into an armed trap will deals 3 small bursts of arcane damage to the player and spawns an
奥寒风暴
.
Players should ideally avoid triggering a
飓风陷阱
, unless it prevents the raid from moving over towards the
风暴怨灵
.
Lines of
飓风陷阱
s will be placed just before phase two begins!
Phase Two
远古风暴
The boss will cast
远古风暴
at the beginning of phase two, causing it to no longer cast any spells or melee hit the tank whilst also taking 99% reduced damage.
This will spawn a
风暴怨灵
in one of four areas of the encounter space.
The area chosen seems to always be at least one area away from the largest clump of players.
The area around this
风暴怨灵
will become a safe zone, whilst the rest of the entire encounter space fills with dust, reducing player visibility, pushing players away from the safe zone, whilst also dealing ever increasing ticking damage.
The
远古风暴
will persist until the
风暴怨灵
has been defeated.
Players should move over to, and subsequently defeat, the
风暴怨灵
as soon as possible.
Along the route to the
风暴怨灵
, players will likely have to pass through a line of
飓风陷阱
s.
If the traps form an impassable wall, a single
飓风陷阱
should be triggered as to allow a path for players to pass through.
The
风暴怨灵
will cast Focus Power when it spawns. If this cast goes uninterrupted, the add will gain a 500% damage increase.
The raid should interrupt the cast within the last couple of seconds, as to give the raid to largest amount of time to arrive within the safe zone.
Stand close to the
风暴怨灵
and position so thatyou won't be knocked back into the waters!
Once interrupted, the
风暴怨灵
will become active and will frequently cast
狂风猛击
.
This uninterruptible cast deals a moderate burst of damage to all players within 50 yards and knocks them back.
The add should be positioned towards the edge of the safe zone whilst the raid stacks behind it. This will allow players to remain within the safe zone when they are knocked back.
风暴火花
s will spawn in sets of three whilst the
风暴怨灵
is active.
These small adds will occasionally cast Chain Lightning, dealing a burst of damage to a random target within 20 yards.
This cast is interruptible and the adds can be crowd controlled in several different ways, including stuns and displacements.
These adds should just be passively cleaved down, whilst people throw interrupts and crowd control their way whenever it suits.
Both the
风暴怨灵
and
风暴火花
s should not be brought into the
远古风暴
under any circumstances.
This is because they will gain the effect of
上旋气流
, reducing their damage taken by 99% and healing them for 10% of their maximum health every 2 seconds.
During this phase, players will still be marked with
奥术炸弹
.
These players should move away from others, ideally at the sides of the safe zone, and then be dispelled.
Everyone needs to be careful not to be knocked back into the
奥术炸弹
zones when
狂风猛击
is cast.
Once the
风暴怨灵
has been defeated, the
远古风暴
will subside and phase one will begin again.
All
飓风陷阱
s will despawn shortly after the fight enters phase one again.
Players should finish off any remaining
风暴火花
s and then focus on dealing with bosses abilities once again.
The raid should instead spread loosely around the area that they were fighting the
风暴怨灵
in phase two when phase one begins again, as moving back to their initial start point is entirely unnecessary.
The fight will continue to repeat, with the boss calling an
远古风暴
each time it reaches 100 energy.
Heroic Difficulty
Aside from numerical changes, there are no mechanical changes between the normal and heroic versions of this encounter.
Mythic Difficulty
远古风暴
Instead of spawning a single
风暴怨灵
when phase two begins, the boss will instead spawn two.
These two
风暴怨灵
s will always attempt to spawn on the opposite side of the room from the two largest groups of players.
To counter this, the raid should split into two equal teams, with 1 tank, half the healers and half the DPS in each group.
These groups should spend the entire fight on the opposite side of the platform from one another whilst positioned on the direct east or west side of the platform, as to ensure that a
风暴怨灵
always spawns near the opposite group.
Split the raid and stand on these locations throughout phase one.
Phase One
Although phase one has received any mechanical changes, the fact that the group is split does have some side effects that you may not have noticed whilst fighting the boss on heroic difficulty.
Generally speaking, each group of 10 players will receive 2
奥术炸弹
debuffs each time the ability is cast. This is easily countered by having 2 healers per side.
That being said, occasionally one group will receive 3 debuffs. This can lead to problems as there are only 2 healers per side.
To counter this, we recommend that you have 1 priest per side as to mass dispel the debuffs in these rare situations.
If the group does not have 2 priests, the healers will be forced to dispel one debuff early, as to catch the last one on the remaining couple of seconds.
Alternatively, one of the three debuffed players can use immunities to either remove or other counter the
奥术炸弹
debuff, allowing the healers to dispel the other two players.
The
不羁能量
spell deals a huge amount of damage.
As a result of this, all players should be brought to full health before this spell is cast to ensure that they survive it.
This puts a larger emphasis on avoiding damage, as you could be damaged down to a point where the
不羁能量
cast will one shot you.
You'll have to fight two
风暴怨灵
s on Mythic difficulty!
Phase Two
When phase two begins, a
风暴怨灵
should always spawn relatively close each group.
Each 10 man group should then move to a
风暴怨灵
and defeat it.
Both groups should kill their
风暴怨灵
s within a short time of one another, as the safe zone will despawn when the
风暴怨灵
within it dies.
If a group kills a
风暴怨灵
way before the other group does, they will likely die to the ever increasing ticking damage of the
远古风暴
.
To ensure that this happens naturally, the groups should be split in such a way that each side is dealing about the same damage as the other.
Both
风暴怨灵
s will continue to spawn
风暴火花
s whilst they remain undefeated.
These adds still need to have their Chain Lightning casts interrupted via kicks and crowd control spells.
As there will be a fewer amount of players available for each side, the
风暴火花
s should take a slightly higher priority for DPS than they did on heroic difficulty.
The tank should keep the
风暴怨灵
in the middle of the safe zone, as to allow DPS to cleave damage onto them.
When the add reaches around 80% energy and is due to cast
狂风猛击
, the
风暴怨灵
should be brought to the edge of the safe zone to allow players to remain within it when the knock-back goes through.
As soon as the knock-back has ended, the
风暴怨灵
should be brought back to the middle of safe zone to allow cleave and easy crowd control/interrupts to begin once again.
Once both
风暴怨灵
s have been defeated, all remaining
风暴火花
s should be killed off and then the raid should resume their phase one positions.
Radiance of Azshara Advice for All Classes
Our class writers have written raid information on all specs, covering ideal talent builds and strengths and weaknesses for each spec in a raid environment:
Blood Death Knight Raid Tips
Arcane Mage Raid Tips
Assassination Rogue Raid Tips
Frost Death Knight Raid Tips
Fire Mage Raid Tips
Outlaw Rogue Raid Tips
Unholy Death Knight Raid Tips
Frost Mage Raid Tips
Subtlety Rogue Raid Tips
Havoc Demon Hunter Raid Tips
Brewmaster Monk Raid Tips
Elemental Shaman Raid Tips
Vengeance Demon Hunter Raid Tips
Mistweaver Monk Raid Tips
Enhancement Shaman Raid Tips
Balance Druid Raid Tips
Windwalker Monk Raid Tips
Restoration Shaman Raid Tips
Feral Druid Raid Tips
Holy Paladin Raid Tips
Affliction Warlock Raid Tips
Guardian Druid Raid Tips
Protection Paladin Raid Tips
Demonology Warlock Raid Tips
Restoration Druid Raid Tips
Retribution Paladin Raid Tips
Destruction Warlock Raid Tips
Beast Mastery Hunter Raid Tips
Discipline Priest Raid Tips
Arms Warrior Raid Tips
Marksmanship Hunter Raid Tips
Holy Priest Raid Tips
Fury Warrior Raid Tips
Survival Hunter Raid Tips
Shadow Priest Raid Tips
Protection Warrior Raid Tips
About the Author
This guide was written by FatbossTV. If you have any questions or want to provide alternate strategies/feedback, please contact them here:
Twitter:
@FatbossTV
Discord:
Discord.gg/fatbosstv
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评论
评论来自
tcmvl
The part about Heroic Difficulty appears to be wrong. I just did heroic radiance today and the traps always despawned.
评论来自
Atraveller
What's the Lore behind this fight? Like, why is Azshara's radiance this ugly creature?
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