Blink, and take some time to enjoy the moment. They update not only the game but the content consistently. In a game as complicated under the hood as WoW when you change one thing you might inadvertently change another long forgotten thing in a past encounter. This may have happened.
What is important is that Blizzard fix it promptly. The internet was not designed for real time communication but to eventually get there so some games try to reconnect most of the time unsuccessfully. Pull the cord and disconnect and survive unbeaten. Yes, being impaled by Lord Marrowgar and losing control of the game client is not a very common problem, that is true. Like being stuck in combat for ever; not very common, but it happens. Great advice and help.
When the only resolution to a in-game situation is to kill the client, well, this is a bug. Melee can choose to stay close to the boss to avoid the Coldflame, which starts 8 yd from boss, and still attack the boss. If the raid has an abundance of melee, members should stay relatively close together to reduce travel time. Bone Spikes should die within 3 seconds two GCDs ; any longer and you will have issues. In addition, it is confirmed that Paladin ability Hand of Reckoning removes Bone Spike Graveyard, and it's most likely that similar abilities remove it too.
Coldflame is a single line of frost that runs radially outward for 8 yards. Touching it inflicts a large amount of damage. Since it moves in a straight line, melee can sidestep out of its way, while ranged players can avoid it entirely. Because it starts a small distance away from Lord Marrowgar, melee can also avoid it by staying in very close, but only do this when Lord Marrowgar is not casting Bone Storm. In heroic, touching the line of frost will apply a bleed effect.
Cold Fire during his non-Bone Storm periods will be directed at a given person, thus ranged should spread out radially, preventing more than one from having to move from any given spawn. Every 30 seconds Marrowgar will execute Bone Storm. This whirlwind attack cannot be avoided, and damage is dealt every two seconds based on your proximity to the boss as he spins.
The closer you are, the more damage you take. Additionally, in heroic this will also leave a bleed effect on anyone hit by it. While in his Bone Storm Lord Marrowgar will randomly target and charge a raid member.
When he reaches them he stops moving for around six seconds before targeting another random raid member. Unlike during phase 1, the cold flame lines start directly underneath him. After his fourth target the Bone Storm will end. The tanks take a fair amount of damage during combat k damage every second from Bone Slice, or k damage on 25 man. During the Bone Storms, every raid members takes damage. People who don't move when they're targeted by the boss during Bone Storm will be taking full Bone Storm damage in addition to Cold Fire damage from up to four separate Cold Fire effects, which will probably result in their death.
Note that Lord Marrowgar has a red positioning reticule below him. Stacking your entire raid with the exception of the three tanks and any hunters on the back edge of the reticule does three things:. The raid must disperse during Bone Storm. Bone Storm damage is negligible, but Priests need to be mindful that Inner Fire charges are depleted by this ability. Stay mobile, and re-collapse to the rear of the positioning reticule once the tanks regain control after it stops. Note that tanks do not take damage during the Bone Spike Graveyard cast, which can be very handy for moving into position or catching up on healing.
Tips: During bone storm try only to move to avoid the cold flame, it is easy to heal through the bone storm. Simply keep an eye on Lord Marrowgar to see whether or not you will be in the way of the cold flame. This encounter requires a very tight rotation of healing, which is very clumsy due to how we have to go about it. There is little room for error because, as I had mentioned, even though we are hugely awesome, we are a bit limited in our healing abilities. I also think RNG can play a factor here as well.
Note: The best place to position your character for this encounter is right smack in front of Valithria, in the center, just inside the pointy portion of the ring that encircles her. This makes it so you have very little ground to cover when trying to hit the Suppressors when they come out. Alright, so the basic strategy for this encounter is to dismiss and re-summon your Spirit Beasts, casting back-to-back Spirit Mend so that you can heal Valithria from 6M to 12M.
Also, you need to pay attention to the adds, making sure to deal with the Suppressors when they appear, as they will target Valithria directly, thus reducing your healing efforts. In addition to the Supressors, there are also the Blazing Skeletons and Risen Archmages which can be a bit of a pain. The Blazing Skeletons cast an AoE which can damage Valithria, and the Archmages cast an annoying knockback spell which interferes with your Dismiss Pet.
I like one clean button press. At the start of the encounter, I set Valithria as my focus. Summons a Spirit Beast, casts Spirit Mend on Valithria, makes sure Growl is on so that the adds target my pet and not me, sicks my pet on a Blazing Skeleton if one is out, and sends my pet on a Risen Archmage if one is out. This leaves me with only having to deal with the Summoners when they appear.
A couple of Multi-Shots and some Glaives handle those guys just fine, and my pet s take care of the rest of the adds. One other thing that I did in preparation for my successful attempt was to swap in Glyph of Explosive Trap. I tried to keep a Snake Trap down as well, as it also helps to keep mobs away from you so you can cast Dismiss Pet with fewer interrupts. The fight can get pretty chaotic, so be sure to try and memorize the order in which you have your Spirit Beasts. Anyway, I hope those tips help, and best of luck if you should decide to try and solo this as a hunter!
This will send you out to meet Sindragosa. If you kill the spiders too quickly, the encounter will bug out…snort, snort. Trick here is to use mostly auto attack and Multi-Shot, and no big red or other big cooldowns. They can both be downed easily. Just DPS her until she casts Ice Tomb on you, then simply pull your pet off of her and send it on your Ice Tomb to free you, then get back on Sindragosa. The fight consists of 4 phases — the 3rd one being the most difficult.
I stayed maybe about 20 yards away from he and the adds so that I could easily run towards the group when Necrotic Plague was cast on me. Running to a nearby mob will cause Necrotic Plague to jump off of you and onto them, after which they die. During this phase you head to the outer edge of the platform, outside of his AoE range. To avoid the death drop, simply make sure you aggro Arthas every so often.
An occasional Distracting Shot works just fine. After a bit, Arthas will move to the center again and start casting his AoE. Raging Spirits will be in pursuit, so I found it helpful to stay moving during this entire phase, keeping them off of me as much as possible. Disengage when you can, and try to MD them to your pet.
The last bit is really easy. If Arthas wastes you with adds still up, the sequence with Tirion Fordring will not initiate and you will be stuck in limbo. I have to admit, the lore nerd in me was pretty geeked to see the Frozen Throne and complete the whole Lich King fight. It was also really cool to see the cut-scene with Bolvar afterward.
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