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=== 1.6.4可选的策略3 === 如果你的小队都是近战DPS,我们尝试了一些策略。 If you get into a situation where your group is full of melee DPS (Take my guild's situation one night: the group consisted of a priest, warrior, two rogues, and I, a feral druid). We tried a few strategies involving me tanking the adds, a rogue and I DPSing them down then high tail it back to the boss. Both failed because the healer forgot about me (or the tank was getting killed at that point and his heal was more important than mine) and as soon as a rogue and I killed one add, another came. Until someone got it in their head (which I'm disappointed that I didn't come up with the winning strategy)to use the bright idea of the tank taking everything and we simply melt the boss away. The boss dropped like hot cakes. It's a fairly simple strategy, the tank fights the boss (and subsequently twenty or so mini-people) at the top of the stairs or around halfway down. As always, avoid going down too far to avoid the rogues. DPS simply beats the living crud out of him until he dies. You'll need some AoE damage--Consecration and Holy Shield are best, but Thunderclap will work for a warrior. Cleave and Demoralizing Shout will help grab them up, but Thunderclap will keep them. Unless you're very good at targeting something else, swiping it, targeting something else, swiping it, over and over again, holding all or most of the aggro INCLUDING the boss (whom, I might add, is getting it's face torn off by the DPS), more power to you. A Paladin can just keep consecration and holy shield up and all the mobs will run into the AoE and then stick to the paladin like glue. Blessing of Sanctuary and retribution aura will help too. For Warriors Thunderclap is the most effective skill. It does direct damage and causes pretty nice amounts of threat. Timing ain't easy. Some adds will be missed, Thunderclap has a pretty short range, so the DPS, rather than the tank, should go off them. The tank needs to stay at the entrance to catch the adds. You're going to need to be careful of his whirlwind. It's pretty obvious when he uses it and it's pretty slow. Spread out when he does it to avoid his splash damage and so your DPS doesn't take it in the backside four times from his Cleave portion (it will most likely hit everyone in range, not sure on this). I know what you're asking: If you can survive the Boss alone, how can you survive the twenty odd mobs that come in? Elementary, my dear reader. After the boss dies, all the adds form one big Conga Line and book it the heck out of there, Dano. ...I'm serious. They run out the way they came when he dies. True story. The advantage to this strategy is that it's a pretty fast fight IF the tank can hold everything while the healer keeps him up. Why is it faster? None of your DPS is wasted on the adds. No one is trying to kite them or tank them or kill them whatsoever. Just full-on DPS on the boss. [edit] Heroic Mode Strategy Boss and his abilities are pretty much same as on normal. His melee attacks hit for 400-1200 on a well geared druid tank (around 1200 to 3500 unmitigated damage). While he is blade dancing, he hits clothies for up to 3000 damage. However, unlike non-heroic mode strategies, it is a good idea to only CC the first two mobs, and focus entirely on the boss, using all trinkets and cooldown abilities. Coordinate damage boosts at the start of the fight, such as Drums of War All ranged DPS to a corner, as far back as possible. Hunters lay a Freezing Trap on top of the bridge, to CC an add. Ignore the adds, including the mobs that were CCed from the start and focus entirely on nuking the boss.
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