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 Informations Donjon de la Tempete 25

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Crowley
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Crowley


Nombre de messages : 503
Age : 41
Localisation : Saclay (91)
Date d'inscription : 12/01/2007

Feuille de personnage
Classes: Mage
Race: Undead
Rôle: Gros bourrin

Informations Donjon de la Tempete 25 Empty
MessageSujet: Informations Donjon de la Tempete 25   Informations Donjon de la Tempete 25 EmptyMer 6 Juin - 11:33

Le donjon de la tempête 25, aka. L'oeil du cyclone sera bientôt avec le SerpentShrine Lair notre futur encounter.

J'ai copié collé les informations que j'ai pu trouver sur le Net, a titre indicatif et pour commencer a mettre le nez dans l'instance.
Il ressort que Al'ar était le boss le plus dur de l'instance avant le nerf de la 2.1. Et avis à tous les magos, Al'Alar est INSENSIBLE AU FEU f.Vael !!!!

Pour la liste des trash c'est ici : http://www.wowwiki.com/Eye_(Tempest_Keep)


C'et un donjon composée de 4 boss :

Void Reaver


Quelques infos, en anglais certes mais ca reste abordable :

Abilities :
~4,500,000 HP.
Melee: Hits 3000-4000 damage on tanks.
Pounding: Deals ~2000 arcane damage channeled 3 ticks to everyone in ~20 yards range every 12 secs.
Arcane Orb: ~5000 damage with 18 yard splash radius and silences for 6 seconds.
Knock Away: Reduces threat by a very large amount only on the current tank, cooldown around 30 seconds.
Becomes enraged after 10 minutes.

Strategy :

Use 3-4 tanks on him building threat.
Melee: Run out when he uses Pounding.
Ranged: Spread out and move when an Arcane bomb approaches you (ball of light coming from his mechanical heart).
DPS: Use aggro-reducing abilities around 2-3 minutes into the fight, Vanish, Feign Death, Soulshatter, Invisibility etc


Al'ar (Phoenix God)


Quelques infos :

Immune to fire damage.

Flame Buffet: Stackable debuff incurred every 1.5s that causes 2000 fire damage and increases fire damage taken by 10% per debuff.

Ember Blast: ~7000 fire damage, throws players in the air and causes an additional 1000 physical damage. It appears to be an ability belonging to the adds, essentially the effect of the explosion upon death.

Fire Quill: At certain intervals on phase I, Al'ar will fly to the center of the room and use his Quill ability, essentially nuking the upper platform around the room. Anyone who stands on the platform at that time will receive huge amounts of fire damage which will lead to an almost certain death.

Rebirth: When he is killed the first time, Al'ar will resurrect himself and start phase II. Rebirth is also an ability he uses in phase II after a meteor, and will cause him to apparently spawn at the spot where the meteor hit.

Flame Patch: On phase II, Al'ar will spawn burning patches on top of players that do a considerable amount of fire damage (~3000 per tick). Moving from them as soon as possible is advisable.

Meteor: When Al'ar takes flight on phase II, he will throw a huge meteor on what appears to be a random target. The meteor will cause around 5000 fire damage (can be partially resisted) on a single target.

Adds: One add is summoned every time Al'ar switches position on phase I and every time he uses Rebirth in phase II. It hits for 1500 damage and has ~140.000 hp. Upon death it explodes and causes ~7000 fire damage to everyone in a ~15 yard range. Each time an add is killed on phase II, Al'ar will lose 3% of his health. (Uncomfirmed)



High Astromancer Solarian

Quelques infos :

Abilities :
Arcane Missiles: Solarian casts Arcane Missiles at a random target. Hits 3 times for roughly 3500 each.

Wrath of the Astromancer: Debuff that does 600 damage every 2 seconds for 10 seconds. This also places another debuff that increases arcane damage done to you by 50% for 45 seconds. Will jump to nearest friendly target. (Pets and totems are able to take this debuff)

Mark of Solarian: Debuff that decreases Arcane resistance by 50 and is stackable. Last 2 minutes. Reapplied roughly every 45-50 seconds and duration is reset.

Solarian disappears every 50 seconds and calls adds from 3 light 'portals'. These adds hit for 800-900 on plate and are able to be CC. She will also summon priests that will come and heal her.


Strategy :

Astromancer Phase
Since her Arcane Missiles attack is random, it is a good idea for healers to have a macro to assist the Astromancer and flash heal the current target. Arcane protection potions are recommended for this phase. She will also occasionally melee.

Add Phase
Deal with the adds and stop the priests from healing her.

Voidwalker Phase
At 20% she will turn into a massive armored voidwalker and begin casting bolts at a target. Here she no longer randomly targets people and the fight turns into a tank and spank.


Kael'thas Sunstrider

Quelques infos :

Kael'thas Sunstrider <Lord of the Blood Elves> is the fourth and final boss encounter of the Eye in Tempest Keep. His council is comprised of four advisors: Thaladred the Darkener, Master Engineer Telonicus, Grand Astromancer Capernian and Lord Sanguinar. He also spawns seven powerful legendary items which you have to defeat in order to equip them (you can use them only against Kael'thas -- they will disappear when you die or leave the instance).

Phase 1

You have to fight each of Kael'thas' Advisors one by one.

The first Advisor is called Thaladred the Darkener. Thaladred is a slow moving mob. He has no aggro list, but will randomly "Gaze" on targets and move towards them. He has a knockback ability which causes ~4-5k damage and seem to have very far range. However, it is rarely or never used more than once on every target, unless he decides to "Gaze" the same target twice. If you fail to stay out of his melee range he will pretty much oneshot cloth. Tanks can survive a few hits.
The second Advisor is called Lord Sanguinar. Lord Sanguinar can and should be tanked. He doesn't hit too hard on a well-geared tank, but he has a mass-fear ability (~35 yards). Your tank either have to stance dance, or you have to keep Fear Ward up permanent.
The third Advisor is called Grand Astromancer Capernian. Capernian is a mage whose main abilities are Firebolt and Conflagrate. She will cast Firebolts at her primary target roughly every 3 sec for ~6-7k. She conflagrates random people. Conflagrate ticks for about 1k every second for 10 second. You need to spread out to avoid conflagged people doing damage to their close- by friends. She can be tanked, but not necessarily by a warrior, a warlock works fine as well. Fire resistance shouldn't be needed.
The fourth Advisor is called Master Engineer Telonicus. Telonicus's main ability is a thrown dynamite which does ~6-8k damage. He also has an ability called "Remote Control" which periodically stuns the target for 3 seconds. This last 1 minute and can be very annoying for a healer or tank to get.

Phase 2

Phase 2 starts once Telonicus dies. Kael'thas summons the Advisors' weapons and you will have to fight them simultaneously:
[Cosmic Infuser]
[Devastation]
[Infinity Blade]
[Netherstrand Longbow]
[Phaseshift Bulwark]
[Staff of Disintegration]
[Warp Slicer]


After each weapon is killed, the whole raid is able to loot and use it to benefit the raid with the weapons' special properties. They can be killed in any order; each raid has to figure out what is best for them. There is however a "Use", "Equip" or "Chance on Hit" effect on each weapon which is beneficial for certain aspects of the fight. Some weapons also deal more damage than others.


Phase 3

After 80 seconds, Kael'thas will resurrect all his Advisors and they will engage the raid as well, in addition to any weapons that are still alive by then.

Around 3 to 4 minutes after the Advisors have been resurrected Kael'thas himself becomes active and engages the raid. Phase 4 begins.


Phase 4

Kael'thas is now active and needs to be tanked by a warrior using [Phaseshift Bulwark]. He melees the tank, but his main ability is a Pyroblast which does 20k+ damage.

Kael'thas will summon "Flame Patches". You take heavy fire damage every second if you stand in them. They are similar to Void Zones.

He will randomly Mind-Control members of the raid. 3-4 people can be Mind-Controlled at the same time. He will not Mind-Control his primary aggro target. He can however Mind-Control anyone dealing with the remaining Advisors or Advisor Weapons.

He does an Arcane Explotion regulary, but the damage is relatively small. It has a large range.

Kael'thas will release a Phoenix periodically. The Phoenix move slowly while doing a high-damage fire nova very frequently. Once it dies, an egg spawns. If you fail to kill the egg within 10 seconds the Phoenix is revived. Ranged dps needs to deal with the Phoenix and eggs, while melee can go on Kael'thas himself. Advisors and Weapons should be dead by the start of this phase or you will have a hard time.


Phase 5

In the last phase all members of the raid will periodically lose gravity, you are airborne and floating in the air as if you were underwater. You can move the same way you do in water. It is important to spread out, or you will deal damage to each other. It is also important to "swim" close to the floor as soon as possible since the gravity will cease and you will take fall damage. However, if you move all the way to the floor, you are shot straight back up. He will not stop using any of his abilities from phase 3 and 4.[img]
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