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PTR
11.0.2
PTR
11.0.5
Beta
Underrot Mythic+ Updated on the Patch 10.1 PTR - Reduced Kick Requirements
PTR
由
Kyrasis
发表于
2023/04/29,12:58
In a recent PTR build, several trash abilities were updated or changed completely in the Underrot Dungeon. This drastically lowers interrupt requirements and makes it easier for players to disrupt many impactful enemy abilities.
Underrot Cast Behavior Changes
The cast behavior of several abilities were adjusted in Underrot, generally making abilities easier to disrupt and less frequent.
(Listed cast frequency numbers were approximated from log data and may not be exact.)
Befouled Spirit
哀嚎绝望
No longer recasts when stopped by non-interrupt abilities
Bloodsworn Defiler
暗影箭雨
Cast frequency changed from 15s to 26s
召唤灵魂汲取图腾
No longer interruptible
Chosen Blood Matron
战吼
Cast frequency changed from 16s to 25s
Devout Blood Priest
黑暗复苏
No longer recasts when stopped by non-interrupt abilities
Diseased Lasher
衰落意志
No longer recasts when stopped by non-interrupt abilities
Cast frequency changed from 16s to 27s
Faceless Corruptor
深渊之末
Cast frequency changed from 12s to 17s
疯狂凝视
Cast frequency changed from 12s to 17s
Fallen Deathspeaker
亡者复生
Ability removed
邪恶拥抱
Ability added
邪恶狂暴
Cast frequency changed from 15s to 25s
Now interruptible
No longer recasts when stopped by non-interrupt abilities
Fanatical Headhunter
带钩长矛
Cast frequency changed from 6s to 10s
No longer recasts when stopped by non-interrupt abilities
抓钩诱捕
No longer recasts when stopped by non-interrupt abilities
Feral Bloodswarmer
音速尖啸
Cast frequency changed from 13s to 24s
No longer recasts when stopped by non-interrupt abilities
嗜血成性
Cast frequency changed from 15s to 20s
Grotesque Horror
深暗回响
Ability added
Interruptible
No recast when stopped by non-interrupt abilities
虚空喷吐
Replaced Death Bolt
5s cast frequency
Interruptible
No recast when stopped by non-interrupt abilities
Living Rot
腐烂波
No longer interruptible (now instant)
Cast frequency changed from 16s to 27s
Reanimated Guardian
白骨之盾
No longer interruptible (now instant)
Interrupts and BfA Mythic+ Dungeons
Battle for Azeroth dungeons were known for many things, but one feature in many dungeons of this era was a high volume of high-impact and interruptible abilities on trash enemies as well as a high volume of important stops. In many cases, high-impact and interruptible abilities would immediately recast if stopped with miscellaneous crowd control abilities instead of a proper interrupt. And, when taken together, these trash mechanics provided a large incentive to use melee-heavy compositions to mitigate these mechanics for these dungeons, with their shorter interrupt cooldowns and generally larger amount of stops. The Underrot was one dungeon that had many of these features.
Cast Change Implications
Initial Trash
The initial area changes are the least significant, since this area did not have particularly high interrupt requirements in the first place, but having
黑暗复苏
and
哀嚎绝望
no longer recast when stopped with a non-interrupt ability is a welcome quality of life change.
带钩长矛
being used at a 10 second frequency instead of a 6 second frequency, in addition to removing its ability to recast (with the same change being made to
抓钩诱捕
), allows players to significantly lower the damage they take from this spell with good ability usage.
While it did not have a direct effect on enemy interrupt requirements, less casts of
战吼
will limit haste buff uptimes on enemies in this section with disruptable abilities.
Cragmaw's Room
Cragmaw’s room is, perhaps, most well known for its build-your-own-trash-pack layout. It provides a very large quantity of enemies that can pull independently, where your pull size is limited by what you can handle. One of the main factors limiting your pull size was having enough interrupts to stop
衰落意志
casts; a 30 second stun that could be removed by disease removal effects or some amount of healing. This ability was reused when stopped with anything but an interrupt and, when it was previously used around a frequency of every 16 seconds, you were generally limited by your number of “melee kicks” that could consistently stop all casts from a single enemy. Otherwise, this ability going off was consequential enough that it could very easily lead to a wipe, especially when combined with the dangerous
狂野的群居血虱
enemies that are also in the room.
狂野的群居血虱
enemies themselves have an AoE
音速尖啸
cast that was used at a high frequency, but there were often more important abilities that needed to be disrupted in this area of the dungeon.
Now that
衰落意志
is only being used at a 28 second frequency and the ability does not recast when stopped with non-interrupt abilities, these casts will be much easier to manage regardless of group composition. And, with this freed up crowd control, Sonic Screech should be much easier to disrupt with a 24 second cast frequency instead of a 13 second cast frequency in addition to not recasting after being stopped with on-interrupt effects. Not to mention the lower cast rate of
嗜血成性
from
狂野的群居血虱
enemies putting less pressure on non-tank players. While
腐烂波
is no longer interruptible or stoppable, this ability was generally a trap to commit resources to since it was easily avoidable, while there are other trash mechanics being used in this area that are dangerous.
After Cragmaw
Significant sources of cast behavior change implications after Cragmaw are as follows:
怪诞恐魔
These enemies used to chain-cast Death Bolt with no cooldown, which, appropriate to its name, would quickly decimate groups with AoE damage if a chain of interrupt and crowd control abilities were not used to shut them down. Given the amount of disruption these involved (in addition to the fact that they cannot be moved), they greatly limited what other enemies you could be in combat with at the same time.
Now, with Death Bolt being remade into the much more mild
虚空喷吐
, which only targets a single player, has a 5 second cast frequency, and doesn’t recast when stopped with non-interrupt abilities, the disruption requirements on these enemies have been greatly reduced. Granted, they have been given an additional AoE ability called
深暗回响
, but it can only be used as frequently as every 20 seconds and it does not recast when stopped by any means.
血誓污染者
These enemies used to rotate through multiple dangerous, but interruptible, abilities. In particular,
枯萎诅咒
at a cast frequency around 25 seconds and
暗影箭雨
at a cast frequency around 15 seconds.
Now, with the cast frequency of
暗影箭雨
being changed from 15 seconds to 26 seconds, it is possible for most combinations of two players to shut down all important casts from
血誓污染者
enemies, where two “melee kicks” were needed to do this before. Additionally, the third ability from this enemy,
召唤灵魂汲取图腾
, has been changed from an interruptible to a non-interruptible ability; since the effect of this totem was easily avoidable, it was arguably a trap to use an interrupt on this ability over the other two.
堕落的亡语者
These enemies had one dangerous non-interruptable ability,
邪恶狂暴
, which had a max cast frequency around 15 seconds and would empower a
复活的护卫
to attack twice as fast and apply a dangerous DoT effect with their attacks;
邪恶狂暴
would always recast, so the main counter to it was to quickly dispel the effect after the cast completed. They also had the interruptible
亡者复生
, that was used on a 26 second cooldown, would recast when stopped with non-interrupt abilities, and would summon a full health
复活的护卫
.
亡者复生
was more of a loss of time than anything.
Now,
邪恶狂暴
has a 25 second cast frequency instead of a 15 second cast frequency, it is interruptible, and it does not recast when stopped with non-interrupt abilities. The new effect of the ability is potentially more dangerous, but it should be much easier to disrupt.
亡者复生
has also been replaced with
邪恶拥抱
, an instant cast random target DoT effect, so, while their interrupt requirements have gone down, they may now be more dangerous than before.
无面腐蚀者
These enemies are relatively unchanged in their mechanics, but the cast frequency of their
深渊之末
and
疯狂凝视
abilities has been changed to 17 seconds from 12 seconds, so they will put less pressure on players when they are juggling multiple mechanics.
Conclusion
As a result of these changes, Underrot trash abilities should be significant easier to manage and counter regardless of your group composition. These updates will make the interrupt requirements of Underrot more in line with the other Mythic+ dungeons showing up in Season 2 of Dragonflight.
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