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== Карта == [[Image:Lyceum.png]] == Прохождение == * Необходимо зачистить комнаты R1, R2, R3, R4, R5 - это сделает агрессивными големов в R1 * Убейте всех големов в R1 за исключением того, что находится рядом с лестницей на входе. * Одновременно с пуллом последнего голема у входной лестницы в центре комнаты отреспится Эссенция Ужаса в R1 * Убейте Эссенцию Ужаса и продолжайте зачистку комнат R6 и R7, где надо убить Гниллоу Безумного и Gnorbl the Playful. * Теперь можно идти в R8 и убить главного босса зоны Vilucidae the Priest of Thule * Не забудьте взять квест недалеко от входа в зону ( Вторжение Амигдалана ). Награда за квест фиговая, но в награду будет дано довольно много АА. Для выполнения квеста необходимо изучить четыре книги, расположенные в комнатах R2-R5. После этого надо убить Vilucidae the Priest of Thule и квест выполнен. == Имена == === '''Эссенция ужаса''' === '''Расположение:''' R1 '''Уровень:''' 73x4 '''Здоровье:''' 2.8M HP '''Атака:''' Дробящее, Психика '''АОЕ:''' Страх, психика, ~27s '''Особенности:''' AOE страхом. '''Тактика:''' * Все члены рейда должны отключить способность бега и перейти в режим "красться". * Танк пулит Эссенцию и держит ее в центре комнаты. Верь рейд бежит также в центр комнаты к месту респа Эссенции и бьет имя. * Убийство никакой сложности не представляет, хоть и может несколько затянуться из-за большого количества ХП у цели. === '''Гниллоу Безумный''' === '''Расположен:''' R7 '''Уровень:''' 73x4 '''Здоровье:''' ~2.5+M HP '''Атака:''' Дробящее '''AOE:''' Gnillaw's Fear Strike, Slash, ~27s '''Особенности:''' * Отбрасывающий удар. * Лечит себя до 25%, когда здоровье опускается до 1%. * Выдает супер-удар, когда здоровье достигает 2% <!--He nukes like hell when on 2% HPs - An Inquisitor's Verdict can handle this.--> * Если убить всех адов, урон, выдаваемый Гниллоу, возрастает * Имеет 4х адов, которых можно рутить/мезить '''Тактика:''' * Адов необходимо замезить. С этой задачей должны справиться два гипнотизера/иллюзиониста. Сначала групп-мез, затем одиночными спеллами мез по кругу. * Если убить какого-либо ада, он отреспится вновь примерно через 5 минут. При этом Гниллоу также встанет обратно на свое место. Бой будет прерван. === '''Gnorbl the Playful''' === '''Location:''' R6 '''Level:''' 73x4 '''Health:''' 1.5M HP '''Attack:''' Crush '''AOE:''' None '''Specials:''' Everytime you kill one of his add or summoned servant he heals himself. '''Strategy:''' * It might be advantageous to pull this encounter with a pet. The pet will absorb a lot of nasty attacks that create a messy damage spike on the MT. A Plane Shifted, Bolstered Tellurian works really well. It's not 100% necessary, but it can be helpful. * Initially, you need to go AE crazy on Gnorbl and his little Fearlings. Burn them all down within the first 20 seconds or so. After this, all AE's should be avoided at all costs. * Basically, every so often Gnorbl summons 5 dumbfire pets. These pets are very strong hitters and extremely dangerous. Unfortunately, you can't kill them. Each time you kill one Gnorbl is healed. To make matters even more interesting, these dumbfire pets have an AE taunt that will change your target to them. * Have all your DPS create a macro like this: /target Gnorbl the Playful. This is case sensitive! Now, assign that macro to a VERY convenient hotkey. Have your DPS spamming this key the entire fight. This will keep their target where it should be. * Place your Enchanters around the mob. As soon as they see the dumbfires pop, have them AE mez them. Keep those mobs mezzed and all will be well. Occasionally one will get woke up, just single target mez it. It's important to spread your Enchanters around a bit, targeting can get difficult with all the melee and other mezzed mobs. Having mezzers in different locations helps assure that someone is always available to mez and have a good clear line of sight to the target. Also, with the recent changes to AE mezs, it would probably be advantageous to have at least 2 Enchanters for this part. * Consider banning all pets. Pets are subject to the AE taunt of the dumbfire pets and will quickly break mezzes and make a mess of the situation. A *really* talented Summoner could probably deal with it, but better safe than sorry in most cases. * The longer this fight goes on, the less likely you are to win. === '''Vilucidae the Priest of Thule''' === '''Location:''' R8 '''Level:''' 74x4 '''Health:''' 3M HP '''Attack:''' Crushing '''AOE:''' Barrage '''Specials:''' * To activate Vilucidae, simply walk up to him after clearing all other mobs in the room. He will then proceed to walk down into the pit toward the far end. When he reaches the far end, he turns killable and aggro. * When you enter the pit and start fighting with him the pit locks up - there is no possibility to enter or leave the pit during a fight and it is not possible to pull him out of the pit. * Vilucidae sometimes ignores the person who pulls him at first no matter how many taunts are used. It may be best to have a pet or secondary tank pull him then MT rescue. He can also be mezz pulled to give MT enough time to build aggro. * There are special flowers (which cast a poison based fear) summoned into random locations around the pit each time Vilucidae enters a stance. They '''HAVE''' to be destroyed immediately - target the flower root, press right mouse button and select their destruction. You can also double click a flower to destroy it. You can destroy them from range when in third person. * Vilucidae changes his fighting stances based on how much health he has at the time. The change of stance is announced by the on-screen message: ** '''STANCE OF FRIGHT''' (offensive stance) *** Active between 100 and 75% health. *** 25% chance to double attack. *** Attack speed increased. *** Possible frontal barrage. ** '''STANCE OF TERROR''' *** Active between 75 and 50% health *** Chance to reflect spells at their caster. *** Avoidance increased. *** Melee crit chance greatly increased. ** '''STANCE OF DREAD''' (healing stance) *** Active between 50 and 25% health. *** In-combat health regen increased. *** Rispostes 25% of frontal attacks. ** '''STANCE OF THULE''' (defensive stance) *** Active between 25 and 0% health *** Ripostes 50% of frontal attacks. *** Avoidance, mitigation, and magic resistance greatly increased. *** Cures all debuffs and DoTs from himself when he enters stance. * This fight is very long (could be as long as 25 minutes) so be prepared for it - buy clarity potions, have Manastone, Vessel of Fy'run, Prismatic 1.0 or Prismatic 2.0 for healers. Invite enchanters/bards/summoners. Collect mana regen gear. * Consider assigning players to different areas of the pit for flower destruction. I've seen good success dividing the pit into 4 quarters and assigning two players to each area to destroy flowers. * This mob has no knockback and so it is not necessary to fight him against a wall. * The 3 million HP number is a little misleading. He doesn't truly have that many HP. Many of those HP come from his healing stance. Nevertheless, because of that stance, it is definitely a long fight. The upshot however is that it is possible to "burn through" one of his stances if your tank is able to hold aggro. * Vilucidae has no CA's or spells of his own. All of his damage is from auto attack and the modifications to his auto attack done by the stances. Keep this mob debuffed to the caps at all times. Slows, DPS debuffs, melee skill debuffs, stat debuffs are all super important here. * It is possible to pull Vilucidae out of the pit, this is how you do it: * make a macro of /target Vilucidae the Priest of Thule (or just target it) * Pull it with a pet up the stairs to where ur raid force is waiting * Hate it with ur MT this way ya avoid the entire fear casting plants making this fight alot easier == Trash Mobs == This part is on the way but there is nothing special except serious MT debuffing. There is one particularly nasty pull of trash mobs in the hallway leading down to Vilucidae's room. Eight total mobs. Taken one at a time, they are not a problem, however all eight can create serious healing problems. The best strategy is to assign four fighters, each with their own targets. Mez the rest and allow each fighter to break mez as their mob dies. If you find this pull to be overly problematic you can simply pull with an encounter snare and follow immediately with an encounter / AE root. From that point you simply target thru your MT and do no AE's, breaking root on one mob a time and keeping the rest rooted away from the raid.
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