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PTR
11.0.2
PTR
11.0.5
Beta
Motherlode Mythic+ Route Guide
来自 Voulk
[Last Updated]:
2019/03/07
变更日志
补丁:8.3.7
目录
评分:4.8/5
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指南导航
评分:4.8/5
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This Mythic+ Route Guide for the MOTHERLODE dungeon will take you through the best route to complete the dungeon and provide tips and tricks for the entire instance. This guide will assume that you are familiar with the basic mechanics from the
MOTHERLODE Dungeon Ability Guide
.
Instance Breakdown
Recommended Comp for high keys:
Bring a few solid interrupts. Motherlode otherwise isn't too comp-dependent. There's a nice spellsteal near the end if you want to bring your local mage.
Instance Timer:
39 minutes
Trash Route
The Laborers are harmless. Feel free to pull both marked packs at once here.
Key Interrupts:
Iced Spritzer (channeled stun, DoT), Kaja'Cola Refresher (HoT). Both are cast by the Refreshment Vendors. The refresher HoT can be purged / spellstolen if you're low on interrupts.
After both packs are dead hug the left hand side and follow the arrow around the back of the house.
You only need the green pack for percentage but your AoE / cleave is almost certain to pull the Revelers so the tank can just pick them all up at the same time to keep the pull clean.
The Addled Thug will charge random allies and stun them. They also have an enrage effect that can be soothed or Tranq shotted. If you didn't bring a druid or hunter then make sure you're hitting the tank with big heals.
Hug the left so you don't pull any of the mobs to the right. You're going to end up with Rowdy Revelers no matter how hard you try but they don't give any percentage.
When dead, continue hugging left and head down the ramp.
Grab the laborer / Off-Duty Laborer pack and drag them to the left. You can pick up the Mechanized Peacekeeper whenever it's convenient for you.
The Peacekeeper will throw down Tear Gas clouds that disorient and will occasionally block all attacks from one direction with Energy Shield. There's a big where the goblin inside the Peacekeeper has a different threat table and can't be picked up. The healer should expect random hits on melee sometimes.
We're clearing every pack on the left here, and skipping the one behind the house. The Hired Assassin is a particularly dangerous mob that has a two part combo you need to interrupt. It'll start by poisoning its daggers with Toxic Blades, then follow with an AoE Hail of Flechettes cast that'll apply poison to the entire party. You can stun both casts, and should do so. Knockbacks work too.
The Mech Jockey mobs will run to nearby machines and become Mechanized Peacekeepers if not CC'd or displaced.
Sometimes it feels like we're
sticking left
through the entire instance. It's no different here and each pack can be pulled back into the bosses room for safety.
The Wanton Sappers will cast "Final Blast" when on low health. You can move out of it, or knock back / stun the mob to prevent the cast. This is actually a one shot on most key levels so take it seriously.
The patrol in the middle is an easy
accidental
pull but we'll grab it on the way through.
The Earthshaper mobs cast Earth Shield which will give them some annoying damage reduction. Interrupt the cast. Make sure you're moving out of any big red swirls as well - a WoW fundamental.
If you've got some great interrupts you can pull a few Stonefury packs at a time. The Shalebiters are harmless, but you'll need to interrupt the Stonefury's Furious Quake
(big AoE)
and Tectonic Barrier
(interrupt immunity, Damage reduction)
casts.
Here's where the instance gets a little tricky. We'll be clearing the pack on the left, the patrol and then cutting through the middle of the area. This minimizes the number of awful trash packs we need to pull but does require some fine tuned movement. There's more than enough room, but you can't be lazy with your positioning.
The Test Subjects get stronger as they fight so AoE them down quickly. They're not overly dangerous.
Key Interrupts:
Transmute Enemy to Goo (Venture Co. Alchemist, 10s Polymorph); Transfiguration Serum (Feckless Assistant)
Frontal Cone:
Feckless Assistant (Blow Torch).
Tank the Test Subject pack where they stand. Watch your positioning. It's acceptable to grab the Mastermind patrol to your right if you want to make the trip safer. He can be avoided, but you might not trust your party to do so.
When the Test Subjects are dead, check for any patrols before moving as a party to the Alchemist pack. Pull them behind where they stand so you have some distance between yourself and other packs.
Finally, run to the double Mastermind pack before the boss. The Masterminds are horrific mobs that'll channel Energy Lash on random targets (usually the tank, but it can vary). They'll need heavy spot healing. They also send out a purple orb that'll damage anyone it hits and heal him for the same amount. Prioritize the Masterminds before the other mobs.
Key Purge or Spellsteal:
Azerite Injection (+dmg, heal)
It's usually safest to grab these as two packs. The War Machines deal
heavy
tank damage. The Expert Technicians will repair the war machine and give it a huge haste buff - both of which are interruptable casts. Consider letting the Overcharge cast go through if you have a Mage since it can be spellstolen.
Prioritize the Expert Technician.
The Ordnance Specialists will conjure some red swirls for you to dodge. You can also interrupt the cast if your interrupts are better than your dodging skills.
Continue up the right. The Venture Co. Skyscorcher will target a random target with a red laser that'll fire several seconds later. It can be intercepted by anyone in the party and deals pretty heavy damage. It also leaves a -healing debuff so avoid soaking it with your tank if you can help it.
Prioritize the Expert Technician, and then the Skyscorcher. If you've missed a pack and are below 100% still then grab the Expert Technician below you.
Method Dungeon Tools
The following import string will import the route into the Method Dungeon Tools addon giving you access to it in-game. Method Dungeon Tools allows you to pre-plan routes and share them with party members.
Bosses
Coin-Operated Crowd Pummeler
Did I capture his face in the picture below? Does he even have a face?
Dungeon Journal+
静电脉冲
AoE Magic Damage
Avoidance
电击之爪
Magic Damage
(Frontal Cone)
Debuff
(Stun)
Dodgeable
硬币磁铁
Boss Buff
(+dmg)
You should know
Every Footbomb you kick back at the boss gives him a damage taken debuff. You therefore want to save your significant DPS cooldowns (including Heroism / Bloodlust) until he has three stacks. It's a substantial increase so hold back as many as you can.
Obvious Dodge:
Shocking Claw is a pretty straightforward frontal cleave ability with a cast time. It will stun or kill you so pay a
little bit
of attention to it.
Coin Magnet sucks up all coins in a 15 yard radius and the damage increase they give the boss applies to both his melee attack and all abilities. This can turn Static Pulse especially into an unavoidable
cannon
of an ability. You'll avoid it by dragging the boss away from the coins. He stops to cast a lot so start moving early and make sure you don't point him toward the party at any stage. The coins never disappear so it'll turn the boss into a light DPS check.
Azerokk
In my headcanon this is Rokmoras younger brother.
Dungeon Journal+
艾泽里特灌注
Add Buff
(+50% dmg, +150% dmg tkn)
地质冲击
Physical Damage
(Frontal Cone)
Dodgeable
地震回荡
(Earthrager)
Physical Damage
Dodgeable
锯齿切割
(Earthrager)
Physical Damage
Debuff
(DoT, Stacks)
You should know
This boss has one mechanic that you need to care about (ok two if you include his frontal cleave). The adds summoned will all fixate a random target. When they reach the person they'll melee them and apply an incredibly dangerous bleed that stacks. Avoid this and the fight is won. You can CC them, you can run away and eventually you'll kill them.
The Resonant Quake Earthrager cast looks much more dangerous than it actually is. When the boss casts Resonant Pulse they'll all start AoE'ing but the trick here is that it has an incredibly small radius and you're already running away from them. You can basically ignore the mechanic entirely so long as you aren't standing directly on top of them.
The strategy here is to kill 1-2 of them so that you don't spend the entire fight running away and then focus on Azerokk himself. The boss will also occasionally give one a buff that increases damage done by 50% and damage taken by 150%. Kill whichever one he "buffs" and continue hitting the boss. Take advantage of any multi-DoTs or cleave you have access to.
Rixxa Fluxflame
Has the same voice actress as the Pegleg Partycrasher from Hearthstone. Also Mercy from Overwatch
I guess
.
Dungeon Journal+
化学灼烧
Magic Damage
Debuff
(Magic, DoT)
艾泽里特催化剂
Magic Damage
Dodgeable
推进器冲击
Magic Damage
Dodgeable
You should know
The key to the fight is to overlap as much of the Azerite Catalyst as possible. Whenever she's about to cast Azerite Catalyst you'll rotate around to the biggest patch of the orange goo and keep it contained in one place. Then when she casts Propellant Blast you'll stand in the same place and clear all of it at once.
This isn't quite foolproof because the pipe above you will randomly spray out patches of its own but it should keep your platform pretty clear.
Chemical Burn will always go on the tank and one other player. It's a dispellable Magic Debuff and the healer should dispel the non-tank target.
The tar deals significant damage. Don't even think about going for a swim.
Tank:
Most of its single target damage to you is Magic. Plan your defensives around it.
Mogul Razdunk
The leader of the Venture Company that we've been battling since the game came out
12 years ago.
Dungeon Journal+
Phase 1
加特林机枪
Physical Damage
Dodgeable
Dangerous
自控导弹
Magic Damage
Debuff
(Moderate DoT)
微型飞弹
(BOOMBA)
Magic Damage
Dodgeable
Fatal
Phase 2
钻地猛砸
Physical Damage
Avoidance
Partially Dodgeable
大型红色火箭
Magic Damage
Debuff
(DoT)
Dodgeable
艾泽里特觅心者
(Skyscorcher)
Physical Damage
Debuff
(-Healing taken)
震荡榴弹
(Skyscorcher)
Magic Damage
Dodgeable
Knock Back
You should know
Let's cover some basics first since getting them wrong can greatly increase the fights difficulty.
Homing Missile prefers ranged players. Run it out. You can technically avoid it entirely but only at great difficulty. If it just hits the person it's fixated on then you're winning.
Gatling Gun actually does incredibly high damage. You'll quickly get to a key level where standing in the wrong place will be fatal. The Gatling Gun can rotate both clockwise and anti-clockwise.
In phase 2 you need to run the Drill Smash over the giant closets (they're actually rockets... apparently). When the red arrow appears over your head you have very little time before the Drill comes down to stand close to one before the ability is cast.
With those out of the way. Here's some other stuff you should know:
You'll have an easier time hard focusing on one add at a time in phase 2. They're pretty dangerous and taking one out quickly greatly increases your odds of surviving the phase.
If one person is targeted by both Azerite Heartseekers at once then one
must
be intercepted by standing in between the mob and its target.
Healer:
You'll spend most of phase 1 DPS'ing and looking after the Homing Missile targets. In phase 2 you need to be immediately triaging anyone hit by Azerite Heartseeker. The combination of the Heartseeker and Drill Smash can be
deadly
. This is made more difficult by the healing debuff it applies. Your DPS should be using their defensive cooldowns here too and you can intercept the damage yourself if you're feeling tanky (Druids are perfect here.... and everywhere).
Top Mythic+ Statistics
The following data has been generously provided by
Raider.IO's Tol Dagor Leaderboards
. We hope it helps you spot popular class compositions for each affix combo. Check them out for Mythic+ Keystone Rankings!
Top Mythic Classes for
The MOTHERLODE
with Current Affixes
Top Mythic Runs of
The MOTHERLODEr
with All Affixes
Top Mythic Runs of
THE MOTHERLODE
with Current Affixes
Reaping Affix
At Mythic Keystone level 10, the special 4th affix is added to every single Keystone Level 10 or higher. For Season 2 that affix is
收割
.
At the beginning of the dungeon and after every boss that you defeat, Bwonsamdi will teleport in.
After the dungeon's timer has expired (excluding deaths), Bwonsamdi offers you a bargain to "Serve Bwonsamdi in life and death" and accepting will earn you the
邦桑迪的交易
buff for the
remainder of the dungeon
.
At 20%, 40%, 60%, 80% and 100% of the Enemy Forces bar, the environment will change and you'll hear Bwonsamdi yell "Rise!"
Bwonsamdi resurrects all mobs that you've defeated since the last resurrection. All the zombies will then attack you at the same time with different sets of abilities and a smaller health pool.
All Bwonzombies have the following properties.
Each Bwonzombie will look like the mob that it spawned from.
However, it only has access to new abilities based on which type of Bwonzombie it is.
A Bwonzombie's health pool will be 50% of the health that the zombie spawned from.
Bwonzombies are not affected by any Affixes, except for the health interaction mentioned above.
Bwonzombies will not proximity aggro other alive mobs.
Leaving combat with Bwonzombies, will cause them to return to the location where they spawned.
Bwonzombies do not have True Sight, have a massive aggro radius and will automatically aggro the group on every Reaping wave.
There are only 3 types of Bwonzombies:
复生之魂
,
被折磨的幽魂
and
失落的灵魂
. Each type of Bwonzombie has a specific set of spells that it can cast.
For the full details on how
收割
works,
check out our guide
!
Mythic+ Spec Guides
Need Mythic+ tips for your spec? Our class writers wrote guides to the best talents, azerite, and strengths in Mythic+ for all specs:
Blood DKFrost DKUnholy DK
Havoc DHVengeance DH
Guardian DruidFeral DruidBalance DruidRestoration Druid
Augmentation EvokerDevastation EvokerPreservation Evoker
BM HunterMM HunterSurvival Hunter
Arcane MageFire MageFrost Mage
Brewmaster MonkMistweaver MonkWindwalker Monk
Holy PaladinProtection PaladinRetribution Paladin
Discipline PriestHoly PriestShadow Priest
Assassination RogueOutlaw RogueSubtlety Rogue
Elemental ShamanEnhancement ShamanRestoration Shaman
Affliction WarlockDemonology WarlockDestruction Warlock
Arms WarriorFury WarriorProtection Warrior
We've also recently started up an advanced round of Mythic+ guides, perfect if you want to take your gameplay to the next level, written by top Mythic+ competitors:
Blood Death Knight Mythic+
Outlaw Rogue Mythic+
Restoration Druid Mythic+
Prot Warrior Mythic+
Frost Mage Mythic+
Brewmaster Monk Mythic+
Mistweaver Monk Mythic+
Windwalker Monk Mythic+
Elemental Shaman Mythic+
Affliction Warlock Mythic+
Arms Warrior Mythic+
Beast Mastery Hunter Mythic+
Balance Druid Mythic+
Discipline Priest Mythic+
Dispel/Purge Guide
The Battle for Azeroth dungeons also include many more abilities that can only be dispelled by a certain dispel type or offensively purged off a mob. This expansion also marks the return of Enrage effects and abilities that remove Enrage effects and we've made a
Dispels and Purge Guide for BFA's Dungeons
to help you decide what to dispel.
This guide details which specs can handle magic purges, Enrage removal, magic debuffs, poison debuffs, curse debuffs, and disease debuffs. Then, the guide lists all the abilities that can be dispelled and offensively purged in the 10 current Battle for Azeroth dungeons, classified and color-coded into low, medium, and high priority. If you're upset that
奥术洪流
got nerfed, it's arguably even more useful now!
Click here for the Battle for Azeroth Dungeon Dispels and Purges Guide
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评论
评论来自
tymbrimi
I really appreciate the screenshot-driven guide. More of these please!
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