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Throne of Thunder Healing Guide. When a blue puddle initially appears on the ground, stand in it for increased Healing and DPS. Rinse and Repeat. Horridon Follow the raid around as you go from door to door. Door 1: Stay away from Sunlight yellow AoE damage. Door 3: Move away from Frost blue AoE damage. If they spawn and attack you, run to the off-tank so they can get them off you, After all doors: Jalak will spawn.
He should be killed immediately. Council of Elders. Stand between bosses so you can reach the entire raid to heal. Stay out of Quicksand yellowy-brown circle on the ground.
Avoid the dark-grey area where one of the bosses will charge through. HoTs and Shields are winners to mitigate Quake Stomp.
Heal raid immediately after Quake Stomp. Heavy raid damage during Furious Stone Breath, heal through it. Vampire Bat Tank can take considerable damage so be prepared for that.
Megaera Stack in front of green head first. Heal tanks and low raid damage. If you get a Ice Beam on you, run out of raid until is stops. If you get cinders on you, run out of the raid and THEN dispel yourself. Rinse and repeat. Torghast for Patch 9. Death's Advance. Archivist's Codex. How to Unlock Flying. Mor'geth World Boss. Shadowlands Season 2. PvP Starter. Top PvP Addons.
Arena Tier List. Healer PvP Tier List. Unholy PvP. Frost PvP. Havoc PvP. Balance PvP. Feral PvP. Restoration PvP. Beast Mastery PvP. Marksmanship PvP. Survival PvP. Arcane PvP. Fire PvP. Mistweaver PvP. Windwalker PvP. Holy PvP. Retribution PvP. Discipline PvP. Shadow PvP. Assassination PvP. Outlaw PvP. Subtlety PvP. Elemental PvP. Enhancement PvP. Affliction PvP. Demonology PvP. Destruction PvP. Arms PvP. Fury PvP. Protection PvP.
Sanctum Overview. The Tarragrue. The Eye of the Jailer. The Nine. Remnant of Ner'zhul. Soulrender Dormazain.
Painsmith Raznal. Fatescribe Roh-Kalo. Guardian of the First Ones. Sylvanas Windrunner. Sylvanas Loot. De Other Side. Halls of Atonement. Mists of Tirna Scithe. Sanguine Depths. Spires of Ascension. The Necrotic Wake. Theater of Pain. Other Dungeon and Raid Guides. Shadowlands World Bosses. Castle Nathria Overview. Shroud Skip Guide. Changes in Shadowlands.
Crafting Reagents. Profession Leveling and Gold Making Guides. Leveling Guide. Shadowlands Heirlooms. Leveling Consumables. Leveling Mounts. How Rested XP Works. DK Leveling DH Leveling Druid Leveling Hunter Leveling Mage Leveling Monk Leveling Paladin Leveling Priest Leveling Rogue Leveling Shaman Leveling Warlock Leveling Leveling Up Healers can set up their healing bars to show dispels only if someone does NOT have the Fluidity buff too.
You also need to make sure each raider has k health before you dispel them, or they could die depending on how much they personally absorb. Alternatively, rather than dispelling, you can keep everyone stacked, then it is the responsibility of each raider to move out to drop off their debuff before it expires, and keep 4 yard range from each other.
Assign half the raid to run left, and half to run right or split based on melee and range and use speed boost such as stampeding roar… individual healers can and should run out to drop theirs off personally, so they can be stationary when people are running out to top people up. Raiders should use their healthstone before the debuff expires if they are below k life.
If you have two resto shamans, have the raid split into clear range and melee stacks, and assign each shaman to drop their rain on either melee or range, so everyone is also benefiting from ancestral fortitude. Lightning storms still need to have CDs, especially if you have people who dodge lightning balls poorly, or bad RNG causes the balls to split right where raid is stacked.
Healing tide and revival are great here, as is tranquility, especially if done with a spiritwalker grace symbiosis from a resto shaman. The despawnings are not really an issue, you can use Mindbender everytime time hes gonna do it.
I managed to almost kill him as Disc priest, but the enrage timer was quicker than me and killed me. Although i had to use big heals in some parts cause the damage becomes really tough every now and then. I know that with other soloers classes should be easy, like hunters, dks or paladins.
Comment by Alfa To solo as a ranged class with pets, specifically hunters, just stay as far away from the boss as possible. He won't grab you and toss you and cause a problem with your pet being up top and having to dismiss and summon.
Comment by Spanky2k If you're a high levelled char going back to kill this guy for fun and are having trouble with the chains, make sure to actually kill at least one of the big trolls on the four platforms around the area BEFORE you start the fight. That way their spirits are in the nether realm and so you can use them to destroy the chains.
You can use the same one, just kite it around and make sure not to hit it and one shot it. If you don't do this, you can't kill the boss and if you don't have any boss reset mechanics feign death, shadowmeld etc , you'll be stood around for a looooong time! Did it as a ret Pala with ilvl and ring. Tactic is fairly simple, nuke the boss while avoiding electricity pools, stay out of the water, and the boss melts before you do.
On a side note, i only healed myself using my Seal, and one Lay on Hands. So its not to healing intensive. Comment by Kaiasha It seems he no longer despawns when throwing solo players around. Comment by Jaydeetoo Sigh, I must have killed him two dozen times on my rogue, ilevel before patch 7. Maybe just new spec. Nothing special at all here. You can skip all of the trash going to him, just go through the door and nuke him. For first timers: On the first bridge after him, wind will blow you from left to right and you have to run into the wind to keep from being blown off and dying.
The blue circles will knock you off the bridge also. If you stand facing any way other than toward the bridge you can still can get blown off. Second bridge, more wind, use same strat, but this bridge seems to be somewhat easier to navigate. View in 3D Links. Check out TankSpot's boss strategies for Throne of Thunder! GuildOx : For your WoW rankings. Thundering Throw — Jin'rokh the Breaker throws his current target at a distant Mogu statue, breaking the statue and inflicting 68 Physical damage.
The thrown player then crashes into the ground, inflicting an additional 71 Nature damage to other players within 8 yards of the point of impact, stunning them for 5 sec. Conductive Water erupts from the broken statue, forming a pool on the ground. Conductive Water — When Jin'rokh destroys a statue with Thundering Throw, water pours forth, forming a growing pool at its feet. These pools are essential to the battle, empowering players with Fluidity, but also making them particularly susceptible to Nature damage through Conduction.
Conduction — Many of Jin'rokh the Breaker's abilities travel through Conductive Water, inflicting Nature damage to all players in that Conductive Water. Static Burst — Jin'rokh the Breaker performs a quick strike, inflicting 35 Nature damage to all players.
After 3 sec. Static Wound — Jin'rokh the Breaker statically constricts the target, inflicting Nature damage per stack when taking melee attacks. Additionally inflicts a third of that damage to other players.
This effect stacks, but decreases in potency over time. Focused Lightning — Jin'rokh the Breaker creates an orb of Focused Lightning, which fixates on a player. The Focused Lightning detonates upon reaching that player, inflicting 62 Nature damage to all players within 8 yards.
This orb also pulses 21 Nature damage every half second to other players within 5 yards. Conduction — Focused Lightning Detonation damage travels through Conductive Water, inflicting 62 Nature damage to players standing in Conductive Water.
This field of unstable energy inflicts 27 Nature damage every 1 second to players within 5 yards. Implosion — A Lightning Fissure implodes upon contact with another Focused Lightning, inflicting 95 Nature damage to all players. Violent Detonation — The Focused Lightning detonates violently inside Electrified Water, inflicting Nature damage to all players within 8 yards. Lightning Storm — Jin'rokh the Breaker commands a fierce Lightning Storm, inflicting 15 Nature damage to all players every second for 15 sec.
Furthermore, the Lightning Storm electrifies Conductive Water.
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