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Patch 4.2: Lord Rhyolith PTR Strategies and Preview
Live
Pubblicato
12/05/2011 alle 21:44
da
Ashelia
Today on PTR we got some time with the newly renamed
Lord Rhyolith
. He's a well-tuned encounter and one we preferred to yesterday's boss,
Beth'tilac
. Some of his mechanics were refreshing, particularly in the way you actually controlled him, and we managed to test both phases of the fight thoroughly. If you've done
Supremus
or
Kologarn
, you'll find some elements from those bosses borrowed and rehashed with
Lord Rhyolith
.
Phase one starts out different from most fights as there is no need to tank him. He ambles around slowly and does not attack directly; instead, the real threat is where he intends to walk. Consequently, you'll need to steer him where you want him to path by attacking his left and right legs--applying DPS to the leg in which direction you want him to turn. We found it best to only have two or three melee on him at most communicating on ventrilo where they wanted him to turn and calling out switches. There is also a bar on the screen the indicates how much in the respective direction Rhyolith will be turning to help you out.
Your immediate goal in steering him is to make sure that he stays on the island itself; if he gets to close to the edges, he'll begin to drink the surrounding lava which results in potentially deadly raid damage from
Sorso di Magma
.
Your secondary goal is to make sure that he is being led in the path of active volcanoes that crop up over time. Each time he walks over one, he will stomp on it, which removes stacks of
Armatura d'Ossidiana
and gives him
Armatura Lavica
instead. He starts the fight with 80 stacks of
Obsidan Armor
and the goal is to remove them all so you can DPS him down to trigger phase two. Don't worry much about
Molten Armor
he gains in exchange as he loses a stack whenever he casts a spell or summons an add.
As he is being steered around successfully in phase one, the ranged DPS, healers, and the tank handle the adds he summons.
Lord Rhyolith
spawns two types of adds:
Fragments of Rhyolith
and
Sparks
. He spawns these in an alternating pattern so you will never have two types of adds up at the same time, making this a single tank fight.
Fragments
begin with a debuff called
Meltdown
. When it expires, it does their remaining HP as AoE damage to the entire raid. As such, it's best to just AoE them down with ranged.
The other adds hit harder; a single
Spark
spawned each time with an
Immolation
aura, ticking for a base 10,000 fire damage to those within its range. The tank would pull it off to the corners of the island to tank it away from the ranged. It was important to have the ranged focus down the
Spark
as it contributed to too much raid damage and also took up space where the melee couldn't steer the boss because of their ground AoE.
As mentioned earlier, throughout the fight active volcanoes spawn periodically. They put a stacking debuff on the raid that increases fire damage taken called
Eruzione
. This debuff won't stop stacking until the volcanoes are dealt with and they make the damage the raid takes be quite severe as they buff all of it. You can easily wipe if it stacks to high. In addition, he casts
Urto Scagliafuoco
time to time which hurts even more with the debuff. Volcanoes also shoot lines of magma across the zone which then flare up and become walls of lava. They hit hard and knock you up in the air, but are easy to avoid.
When
Lord Rhyolith
transitions into phase two after dipping to a low enough percentage, his model changes and the tank must pick him up. He also gains an
Immolation
aura similar to the one the
Spark
adds had. This ticks for a default 8,500 and affects the whole raid. However, if he has
Molten Armor
stacks, he will hit for more. If you recall, he gained these stacks in exchange for losing
Obsidan Armor
ones and they are removed whenever he casts things. Ideally, you don't want it to be on him when you phase transistion if possible so try to time it when you push him into phase two (i.e. wait for him to summon a spark or cast
Flame Stomp
before you do the final percentage). This is the entire rest of the phase--dealing with the damage from his AoE and burning him down before it overwhelms your healers.
Overall, it was a fun fight and more dynamic than usual. Steering him took a few wipes to learn and it was still easy to make a mistake on. The fight wouldn't be hard to PUG, either, if the melee who were assigned to steering him knew what to do. As such, he seemed significantly easier than the fight from yesterday and way less of a gear check. We also have some more gorgeous screenshots up to show you Firelands below.
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