[Englisch] [TANK] Kurzguide mit schnellen Tipps
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Vortexx ![]() ![]() Angemeldet seit: 06.02.2015 Beiträge: 62 |
Imperator Mar'gok This fight looks exceptionally complicated on the first glance. It is a step above everything else in this raid, but in practice there are only a handful of abilities tanks need to care about. Key Mechanics Key phase abilities: These gain additional effects with each phase. The additional effects do not stay around in following phases. Mark of Chaos: Casted ability placed on the current tank that will explode in 8 seconds and deal significant damage to anyone in 35 yards. Arcane Aberration: Summoned add that needs to be tanked. General Tanking Strategy Tanking assignments: One tank with quick mobility (e.g. Transcendence, sprints, etc) should pull and handle all the Mark of Chaos debuffs. The other tank should handle the Arcane Aberration add. Tank swap: First swap immediately after Mark of Chaos is cast, second swap when an Arcane Aberration spawns. Environmental effects to avoid: Arcane Mines (giant purple runes on the ground) Phase 1: Unmodified abilities Mark of Chaos: Move away from the raid quickly before the bomb on you explodes. Arcane Aberration: Pick up the add and kill it. Phase 2: Displacement Mark of Chaos: Displacement: Teleports the target to a random location (usually on top of the raid). Use a movement boost to run at least 35 yards away from the group. Arcane Aberration: The add will knockback everyone nearby on death, so you'll have to position him in such a way that you and the melee aren't going to be knocked into a mine. Intermission 1: Just little adds and mages Pick up Volatile Anomaly adds. Depending on your raid's strategy, it's likely they will not die quickly, so there will be many up at the end of the intermission. Tanks should share the load to reduce damage. When a Volatile Anomaly dies, it deals raid damage. For this reason, they should be single targeted and cleaved, but not killed all at once. Phase 3: Fortification Mark of Chaos: Fortification: Roots the target in place. There is a 2 second cast that gives you some time to move away before it lands, but if you're still close to the raid when it lands then everyone else will have to move away. Arcane Aberration: Has much more health and can no longer be stunned or otherwise controlled. Intermission 2: Same little adds and mages, plus a big add Gorian Reaver: Spawns at the entrance and needs to be tanked. Tank away from the mages because if it's too close they'll buff its damage. Taunt swap after Kick to the Face (fits in nicely with Crush Armor debuff) Pick up little adds as you did before. Phase 4: Replication Mark of Chaos: Replication: Shoots out slow-moving orbs after detonation. You can handle this the same way you handled the unmodified version: run to a distant corner and stand there until it explodes. Everyone else will have to deal with avoiding the orbs. Arcane Aberration: Splits into smaller adds on death, which the tank will have to pick up. Extra Credit Accelerated Assault: The boss gains this buff that increases his damage whenever a melee hit successfully lands. Avoidance mitigation is key for keeping this buff from getting too high too quickly. It will reset on tank swap. Position Arcane Aberration near the boss so melee can cleave. If you are the tank handling Arcane Aberration you should pick them up without a taunt, since you'll need to save your taunt for the boss. Quelle: http://www.wowhead.com/guides/raidin...tips-for-tanks |
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