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评论来自
228
Part of the Illidan encounter in the Black Temple.
评论来自
Cicero
Currently there is a bug with these mobs where if someone resurrects you or you resurrect yourself in some way (ankh, soulstone) during phase 2, one of the Flames will charge you. This happened to me a couple of weeks ago when I died to a Dark Barrage. I ankhed and was immediately charged by one of the Flames and killed again.
I haven't tried to reproduce this again, but I definitely was not out of range. There were people on either side of me and I was standing on the grate.
It should be noted that while I did get charged when I ankhed, the Flame did not enrage like they usually do when someone is out of range. We still wiped anyway on that attempt (but eventually killed Illidan :).
评论来自
barfoos
Warlocks should note that you can drain
Soul Shards
from the Flames of Azzinoth.
While encountering Illidan, you can also drain shards from the
Parasitic Shadowfiends
.
评论来自
Chronalis
For tanking these, just a few things to note.
You need to have 365 Fire Resistance (The level 70 cap) AND 490 Defense (The level 70 cap).
Their attacks are all fire based so cannot be blocked, but can be dodged.
They are classed as Demons, so exorcism DOES work on them.
Blaze (one of their abilities) can be identified by the green patch of fire they leave on the ground after doing their "Fire Breath"-like ability. The damage from this stacks incredibly fast (approx. 1 tick per 0.5 seconds stacking) and should be avoided as much as possible.
If there's an eyebeam heading towards you, move well away from it's path, and if you need to, take blaze damage. HOWEVER, warn the healers via a macro or through voice comms that you will be taking it (due to the extra healing needed), and then move away from it as soon as the eyebeam has passed.
Also note that the blue fire left from the eyebeam will do barely any damage to a fire elemental tank, so it's perfectly safe to stand in it, but be careful not to stand in ther green fire (aka Blaze) for more than a few seconds. Keep moving. If you see a spot open where the fire has died down/gone, then move yourself there until the elemental blazes on it, then move again.
Also, be wary that you don't bring the elementals too far away from each other as this will cause it to charge and most likely enrage. You don't want to bring them too close together either. There's been once where they were brought too close together, and one of them charged the other's tank. Luckily, it didn't enrage, and came straight back to it's own tank. If you move it too far away from it's blade (look at the green beam that's channeling from it to the elemental), then it tends to prefer the other tank/a healer/squishy/someone other than it's own tank to charge. It should come straight back, provided it doesn't enrage after the charge.
评论来自
Senoinus
Some extra notes about tanking the flames with emphasis on feral tanks:
0. If you are planning to use FR-buffs to become FR-capped (that you should) bare in mind that GotW/MotW doesn't stack with pala FR aura or FR totem.
1. FR tanks must not move in oppossite directions in their respective kiting paths cause if/when they get to a diagonial position their distance is maximized and the flames will charge each FR tank (= wipe).
2. Totems are currently bugged meaning that the Flames sometimes charge them regardless of their distance from them. Do not use totems in this phase (one possibly exception applies read below). Same applies for people that get battle-ressed by druids and possibly for people with soulstones as well. That's why a druid should never battle res a dead player during phase 2 (bare this in mind if you are a feral FR tank and your flame goes down - unless absolutely necessary dont br anyone before the raid kills the other flame as well).
3.The traces of the flames (both blue and yellow) can stack twice or more on the same spot. As mentioned before the yellow flame stacks on itself the more you expose yourself to it. Each trace ticks for 500dmg/sec on a 365 FR tank (1k/sec with 2 traces on the same spot, 1.5k with three etc which may increase exponentially depending on how many yellow traces you stepped on).
4. The FR cap for lvl73 mobs is 365 (instead of 350 which is for lvl70 mobs). But this doesn't mean the tank is fire-dmg-immune. It just means you have a 75% to fully resist fire damage and when you don't resist it the fire damage you take is reduced by 75% which means you take about 4k fire dmg from every melee swing the flame manages to hit you with.
5. The melee swings are causing all the rest fire dmg on the FR tank. No physical dmg is involved. Fire damage can crush and crit - so crit immunity is important as well as stamina. This also means that a tank can even drop it's shield and feral tank can use it's dps staff as long as crit immunity, dodge and stamina remain higher - block is irrelevant just like armor. For example, a feral should use staff of the forest lord instead of the Ssc-tanking-staff.
6. Dodging the melee swings means that all fire damage caused by them will be avoided completely. So after a FR tank becomes FR capped and crit immune it must stack partially in +avoidance (instead of only +sta). An agility totem from a shaman, a scroll of agility IV/V, agility food, bok and +dodge items/gems wherever possible are all highly recommended. If the tank can afford it flasks of chromatic resistance are also very nice since they give +35 FR and +18 to all stats. So the tank can swap one FR item with a normal tanking item which gives +dodge. Another nice consumable is nightmare seed as a means of mini last stand if/when you have to walk through blue/yellow traces or for when you get low on health.
7. Regarding the party setup for the FR tanks it's very helpful to put the FR tanks in same group with 2 shamans and assign each shaman to a side - if thats not possible for healing reasons then the FR tanks should be moved to seperate groups with one shaman for each of them near the side that the FR tank is tanking (which means that these two groups should be on the sides of their FR tanks). The reason that shamans are preferable to paladins for this phase is that they can temporarily move out of their assigned group in phase2 plant their FR and Agi totem at the very edge of the inner circle (so as to maximize the coverage they provide to the tank) and then run back to their groups safely. In this way a FR tank is much better covered by the FR and Agi-totem auras whenever it has to maneuver outside the circle to avoid the eye beam, the blue trace, the yellow traces or any combination of those (palas usually don't get the improved range talent for auras and this can sometimes be a problem in the above case). It's important to remember that the agi totem is vital for the FR tanks since it provides plenty of dodge, which helps to minimize incoming damage on the FR tanks.
8. As a rule of thumb for feral tanks, they must have about 45% dodge fully buffed for this fight. The more a feral tank drops below that level the more the life of the healers becomes a living hell. Other type of tanks usually dont have a problem in reaching this amount of avoidance.
9. The flames are mere lvl73 mobs. They are not boss-type mobs. This means that parries are harmless so the FR tank can safely drop expertise in favour of +dodge.
10. Scorpid sting, insect swarm and thunderclap (if possible) are all very helpful against the flames. Demoralizing roar/shout are probably useful as well.
评论来自
138910
now only have ~770k hp. if you are a new FR tank, just make sure yours is killed first and you barely have to move now lol
评论来自
Thottbot
FIRST COMMENT BABY
评论来自
Thottbot
lol fail
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