July 21st, 2006 by Hancu

Lássuk, mit tudunk a legkeményebb “trash bossról” Naxx-ban; az utolsó akadályról a Frostwyrm Lair előtt; az egyetlen, eddig még meg nem ölt bossról a négy szárnyban.

“In the encounter, there are 4 individual horsemen with approximately 800k hp each. Individually, the horsemen and even their unique abilities are trivial to deal with, however, their “marks” completely make this fight and the challenge around it. Those will be explained later. First, the individual horsemen’s abilities:


Thane Kor’thazz:
Meteor
School Damage (Fire)
Value: 14250-15750
Radius: 8 yards
Identical to the Anubisath ones of AQ40.


Sir Zelliek:
Holy Wrath
School Damage (Holy)
Value: 495-605
Range: 35 yards
Identical to the ZG snake boss. Scales upward exponentially in damage in accordance to how many people are within proximity of the origin, chaining to nearby targets.


Lady Blameaux:
Void Zone
Summon a Void Zone that deals shadow damage to enemies that stand within it (approx 4k damage per tick). Small radius, approx 5 yards. Persists for 90 seconds when dropped.
Range: 45 yards


Highlord Mograine:
Righteous Fire
Effect 1
School Damage (Fire)
Value: 2160-2640
Effect 2
Apply Aura: Periodic Damage
Value: 600 per second
Duration: 8 seconds
Frontload damage + 4800 DoT. Identical to Ragnaros’ Elemental Fire, mitigated by fire resist. Applied as a 25% chance on melee hit to proc.


Seems easy enough, right? Well, there’s a couple other mechanics of this fight. Each horsemen has a “mark” aura that they constantly apply throughout the fight. Each mark is unique to that respective horsemen. Mark of Zelliek, Mark of Mograine, etc. The mark serves as nothing more than a buffet for itself, increasing damage taken exponentially by that specific mark each time it is applied and stacked. The marks start off doing no damage on the first application, about 250 damage on the 2nd, 500 damage on the 3rd, 1000 damage on the 4th, 2000 on the 5th, 4000 on the 6th, etc.


The marks are classified as physical school (meaning it is unresistable) but they deal shadow damage (SR does not mitigate it, however). Nothing can remove the marks, including Ice Block, Divine Shield, Divine Intervention, or Flask of Petrification. The marks will also still hit and damage you through immunity shields. After the encounter is started (on aggro), you have about 30 seconds to position and control the horsemen before the first round of marks are applied. After they start, they re-apply every 12 seconds thereafter. 65 yard range on the marks (meaning no one can outdistance). The marks also ignore LOS. Each mark lasts 75 seconds.
At first glance, most people will obviously think, “zomg lets dpszerg one horsemen (usually Thane) down real fast and then only have 3 to deal with.” Doesn’t work. There’s another mechanic to this fight. All 4 horsemen will shield wall at 50% hp for 20 seconds to prevent such tactics.

Kapcsolódó fórum, taktikákkal itt.

Posted in Insta, Naxxramas | Comments (3)

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