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评论来自
Mike
Spawned in the center of Trial of the Champion after u have defeated any of the first 3 bosses.
edit: changed comment to the correct info :). thanks below.
评论来自
Moder
Yesterday I won
https://www.cuckhead.com/wotlk/item=47293
Sandals of the Mourning Widow (Horde version). It was in 25 man Normal.
评论来自
xaviersvk
To correct the link of resto shamy in the info
https://www.cuckhead.com/wotlk/npc=34470#comments
his name is
Saamul
(not Shaamul).
评论来自
Iceleaf
Well in any case it seems the link changed again so I need to copy paste the copy pasted shaman comment here so you dont have to look for it in depths of wowhead with some added info on others.
-
Shaman
will use totems. On our try we noticed following totems:
Strength of Earth
,
Windfury Totem
,
Tremor Totem
,
Healing Stream Totem
. He wont use tremor and str of earth at same time since they are at same "totem pool" if you can say that.
Didn't notice Earthbind present so far. He also uses
Grounding totem
, mostly at start of the pull making some cc go to totem. Be mindful of this if you are planning on using long cooldown nukes when hes still present.
Shamans use
Heroism
/Bloodlust that CAN be spellstealed without getting sated/exhausted debuff (Mages can therefore have heroism AND bloodlust at SAME time), or should be dispelled either by massdispel spell or just manually because it will be pretty high spike on incoming damage with WF totem..ouch
-About
resto druid
:
Just like treeform in PvP this one is banishable. Note that banish shares dimishing return and pvp length. So basically 10 seconds first then 5 seconds and after that ~3 seconds and/or immune.
So for warlocks: Banish, banish, fear, fear, spell lock. If you are lucky that is, if theres shaman the shaman will use tremor totem to counter fear. Purge/dispel/devour magic hots, very important part to reduce annoyance.
-
Mage
will iceblock. Mage is not normally much of problem apart from frost novas and occasional sheeps and counter spells. We leave him last.
-
Retri pala
will use
wings
. Dispel, spellsteal, anything! Also uses
HoP
but only for other people not himself. Hand of freedom is not part of retri arsenal but will use repentance for "full duration" like some people curse on vent.
-
Holy paladin
will
Bubble
, change target if you dont have mass dispel/shattering throw avaible in your raid. Also uses HoP and Hand of freedom to others (even pets, so sometimes its also good to spam snares to pets too).
-As name of the
rogue
suggests, she will
Shadowstep
on very akward moments (example if you are casting fear and she has aggro on you) and use
Cloak of shadows
. Blind,
Blade flurry
, FoK with crippling are also part of their arsenal. Usually chain ice spammed and taunted asap if its targetting healer/clothie (same tactic goes with all melee basically).
On heroic version every faction champion has PvP trinket. Unknown cooldown (2minutes like normal lvl 80?).
Oh and they are immune to CC for about 1-3 seconds at start (not sure is it bug with grounding totem or something else, or just part of mechanic) so just make someone ranged pull (deathgrip, heroic throw, misdirect, invis with frost nova etc)
And one final note. On heroic most common tactic is to make mage invis (potion or spell) middle of them, frost nova them to force them to use trinkets and iceblock right away.
评论来自
443976
My question is...
Why is the
Trial of the Champion
loot in the
Trial of the Crusader
's information page?
I'm very frustrated at this.
I keep searching for the
RAID
loot in the
RAID
loot page, but all I find is the
DUNGEON
loot.
Who
is responsible for this?
You know what... forget who is responsible... just fix it for the love of god.
评论来自
27519
Since nobody's even had any remote discussion about the fight, i'll just throw this little tidbit out here. If one of the pets (hunter or warlock) are below100% health, the healers will spam heals on it until it is back to 100%. Therefore;1dps on pet + all other dps on something else = lots of heals deflected.
评论来自
336526
Protection Warriors on this fight; use Spell Reflect on every cooldown. I always managed to reflect something every time I used it. Less dispelling for the raid. In addition, this also means that the enemy NPCs will have to dispell their own spells. I often tank the warlock so that I can reflect his DoTs (particulary the one with dispell backlash that I can't remember the name of right now.) It also makes the warlock drop in health by a decent amount if none of the enemy NPCs dispel him, resulting in the enemy healers having to use heals on him (since the enemy healers will heal based on percentage of health instead of the deficit amount.)
Warlock won't be casting any hellfire. Enemy healers waste their time dispelling dots cast by their own team and maybe even healing the clumsy warlock instead of themselves. Protection Warriors are far from useless in this fight.
评论来自
460278
Coliseum Faction Champions Normal 10 man pug raid tactics
General idea :
3 cc keep all NPC dps except 1 ranged NPC dps (his effects will be healed through or dispelled). This will hopefully make all our dps/helaers pretty safe from damage.
1 lockdown person keeping an healer locked down makes the skulltarget recieve limited heals (calculate skull to get 100% of his health healed).
2 healers / dispellers should be enough.
4 dps make 4x3500 dps on an target = 12-16 000 dps which would make an NPC with 800k (double NPC health) die in 50-70 seconds .
Whole fight should take about 6 minutes.
/rw Main rules for whole fight:
/rw 1) Be aware of your surroundings! Act on it
/rw 2) survival is of essence - IF YOU are FOCUSED then run away, escape, fear, freeze, gouge, KITE IT DOWN TO CHINA TOWN
/rw 3) help neighbours in trouble, put down totems, fear, stun, hex , sheep etc
/rw Principle for fight
/rw NPC setups:
/rw 2 melee 2 Ranged 2 healers (ex rogue warrior, mage hunter, priest druid)
/rw 3 melee 1 ranged 2 healers (ex rogue warr dk, elem druid, paladin druid)
/rw Our setup:
/rw 2 healers
/rw 1 lockdown protwarrior alt rogue
/rw 3 cc rotation persons
/rw 4 dps on skull
/rw 3 melee is cc'ed by rotation cc'ers (melee dps is cc'ed firstly)
/rw NPC Priest/Holy Paladin is locked down by prot warrior/rogue
/rw 4 dps kill in this order:
/rw 1) Healer NPC with most instant heals (example druid, disc priest)
/rw 2) most "bursty meleedps NPC" (example warrior or rogue)
/rw 3) Second most bursty meleedps (example dk, melee shaman)
/rw 4) Second healer
/rw 5) ranged melee
/rw 6) ranged caster
评论来自
Cantona
How does this fight on heroic 10man differ from regular 10man?
Other than I'm guessing the NPCs have more health//do more damage on heroic.
评论来自
45886
After seeing this fight from a bunch of different perspectives, there are a lot of useful things to remember:
Since most guilds go for the healers (especially the shaman) first so there is no tremor totem, sticking one of the tanks on the second healer to prevent heals while 2 others (Usually an ele shaman/DK to always have a silence/shock up) sit on the Healer's face with purges and dispels always available for bops/bubbles/everything else.
A lot of fights are lost because there just isn't enough damage/prevention going into the first target and they just heal back up enough so that you lose people in the meantime.
If you're a druid, Cyclone/Roots/Monsoon nonstop will win you the fight almost guaranteed. You don't even have to do damage, you can keep 2-3 people controlled by yourself if you do it right.
If you're a warlock, destro is probably the way to go with a shadowfury available, you can keep people on lock with fears and sit all over the inevitable tree that's going to be there.
If you're a DK, you can keep the clothie-killing rogue on lock, just sit all over his face with chains of ice and grip after he cloaks. Again, don't even have to do much damage, just drag him all over the place.
A lot of people try to zerg the fight and that's really not what it's about, you have to be smart with lockdowns. Treat it like an arena match. :)
评论来自
481851
Haven't seen anyone mention this yet...
One of the pugs I was in had everyone put their pvp gear on during this fight. We one-shotted the champions. Since then, I have yet to be in a group that acknowledges any advantage the gear would present. I almost feel this fight was intended to use pvp gear due to the resilience - just like the achievement mentions it.
Can anyone confirm/deny that it helps in any way?
评论来自
450260
Sadly, I can confirm that there appears to not be any enrage timer on the bosses. I had a 25 man group today that killed the resto druid 7th out of 10, and as a result, our fight ended up taking 20 minutes and 50 seconds. And at the 20 minute mark, there still was no enrage by the faction champs.
What I've seen work best for handling healers is rogues in pvp spec but pve gear handling interrupts (helps avoid those 20 minute boss fights). I don't think resilience is of any use here, but the pvp abilities granted by pvp specs are quite useful since the fight follows normal pvp rules.
评论来自
116751
Anyone know if Unrelenting Assault works on these mobs?
评论来自
146010
For those wondering how the fight's aggro mechanics work, a recent post on the official WoW forums shed quite a bit of insight into the battle for me. I in turn, link it here so that others may also find it of use.
http://forums.worldofwarcraft.com/thread.html?topicId=20677866659&sid=1
The summary of the information in this thread is:
Melee dps (and the hunter, warlock pets) aggro is calculated based on armor, proximity and health defecit. Low armor makes you a target (see: warlocks using fel armor), as does being close to them, same as having a lower % of hp than anyone else.
Solution: Have tanks deliberately worsen their armor by removing a shield, or get them to dequip/requip their gear before the pull and let healers keep them at about 50%. This should allow them to actually tank a bit. Especially squishy classes may wish to consider chugging an ironshield potion. Spells like demon armor, or a druid's bearform, may also help to reduce your aggro when focused.
Caster dps aggro is calculated based on resistance, proximity and health defecit.
Solution: Since everyone typically has the same amount of resistance, if you're having particular trouble with caster dps, you could have some of your plate dps skip out on mark of the wild and other resistance buffs. Alternatively, you can use a flask of lesser resistance (+50 resist) to lower your aggro against them.
Healers work simply off health defecit. As one person has already noted in this thread, simply having one player beating on the NPC pets will divert a lot of healing attention to the pets. You can save CCing the healers until your kill target is getting low, since the healing won't start being poured onto the target until they're hurt somewhat.
Good luck!
评论来自
496444
Theyr very easy, first time i was fighting them. It was one big chaos, tanks didnt had threat on shammy, warlock or priest. But we did fine even when shammy and lock was on me and im healer :O
评论来自
545693
For those Protection Palis that are doing this...
You finally have a really good reason to use
Seal of Justice
(stuns). You cant keep agro and you arent doing much damage. If there is a DK, be ready to shield your soft healers when they get 'gripped' into the foray. But Seal of Justice will allow you to land some very dandy stuns on everything as you switch from target to target to target trying to keep the NPCs of your party mates. Combine that with your HoJ and you should have a very nice interrupt recount.
评论来自
371877
Killed them yesterday in 25 ppl. It was a real epic battle ;)
First we killed a dps , then killed hilers, but you must control them.
评论来自
440499
Something funny happened the other day, the priest feared me on 10m heroic and I was feared outside the gate unable to get back in, so I started wondering outside. After, decided to jump down into anubs chamber. Forgot to take ss of that, but here are some.
http://i44.tinypic.com/a2dnqe.jpg
http://i42.tinypic.com/118d1c1.jpg
http://i39.tinypic.com/309lhmc.jpg
Quite odd glitch.
评论来自
258919
This is likely the easiest of the fights (unless you count Icehowl himself as a boss, though he is only part of an entire encounter).
Your first priority should be healers. At the very least, you will want to take out one healer to reduce heals as much as possible. The most noticeable issue in this fight is simple; in an attempt to make them seem like living, thinking champions and not mindless NPCs, Blizzard makes them drop aggro very often.
For this reason, tanking them is both harder and easier. You don't have to rely on physical attacks to keep aggro as much, but you have to chain-taunt the enemies to make sure they don't, say, annihilate your healer. Meleers (especially rogues) should be kited away from the group. If an enemy becomes taunt-immune (mainly rogues), focus on other mobs and come back in a while.
Basically, it's like the ToC5 champions fight, but with an added taunt-fest that makes it a confusing, yet generally simple fight.
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