Note: It may be beneficial for your raid members to stay slightly spread out from each other to avoid being damaged and stunned by other random players targeted with Water Tomb.
As another best practice, all other raid members should set up spread out, as a means to reduce the effect of Water Tomb. The red line drawn above represents the line that Hydross must pass in order to switch between his forms.
It should be noted that the Tainted Water Elementals nearby will continue to spawn until the boss encounter is started. So, it is ideal to have a tank, healer and some DPS kill those so that they will not participate in the boss fight as adds. While Hydross begins the encounter in his Water Form, it should be noted that it is VERY easy to immediately have him switch forms, effectively summoning four adds immediately.
This is done if he is pulled normally Pulled from afar, body-pulled, etc. Comment by wingman Just a tip for affliction warlocks on Hydross. Just put one set of dots on each phrase, do not refresh them. Reason for this is because aggro resets on element change, and if something ticks while the new tank is establishing aggro, chances are you'll pull him back over the line, get 8 adds, and that's a wipe. For the same reason, I recommend not wearing the 4pc tier 4 set bonus for this fight.
DPS warriros are fine for this so long as they have decent stamina. All the dmg is spell dmg which cannot crit so you don't need defence or anything. The adds appear in exactly the same place relative to hydross so after you've wiped a few times and seen the fight you can get your OT crew to just immediately grab them, spank high threat moves on them then move them all in towards Hydross.
By then it's safe to AoE the living daylights out of the clusterred mobs including the boss. It's also not a bad idea to but raid target symbols on the two Main Tanks. Comment by We did this fight with four tanks, two half and half tanks and two full resistance tanks. Instead of banishing any ads we just had the tanks tank two each and move them close to Hydross. We kept all DPS on Hydross until the ads were thoroughly tanked. At that point we just aoed down the ads which also put damage on the ads.
As well doing it this way sped things up and allowed us a larger window for burning down Hydross. We tried single targt DPS before and would have around seconds to DPS Hydross, doing it this way would allow us seconds not including the dps on hydross before aoe. As well since we had our rogues and hunters stay on hydross it added a lot of extra damage.
Once yu learn how to pull Hydross, learn how to do transitions, and learn when to aoe this fight is a cake walk. Having said that, 16 wipes to learn all of this. Comment by or you can use a paladin to tank all the adds. This assumed pulling the boss with Eye of Kilrogg to a specific spot then starting a very slow process of dotting the boss - jumping in the water - get out of the water etc.
The pathing bug was fixed pretty fast and not many people managed to do it before that hotfix. Comment by It's not that hard of a fight- I found the real difficulty in handling the adds that come at the phase switches. Comment by Without a doubt, the main challenges of this fight are controlling aggro during transitions and getting the Spawns of Hydross down fast enough. My guild found it incredibly helpful to have the tanks call out key parts of the fight. For example, the Hydross tanks would call out when Hydross was about to be changed from frost to poison or vice versa.
This let the DPS know when to stop so the transition could go through without problems. The add tanks both called out when they were comfortable with their aggro so our warlocks could begin to cast seed of corruption without pulling aggro and being killed. Nothing will help you more in this fight than communication. Nuke down the add of the full Resist tank and aoe the others. Researchers identify 'cybermercenary' group behind dozens of hacks.
Amazon adds clip sharing to the Prime Video app on iOS. The drawback is that this uses the cooldowns on both Invisibility and Ice Block. Due to the stacking debuff, the damage taken by the tank sooner or later reaches levels where he simply gets one-shotted. This is a most critical moment, because immediately after a form switch Hydross resets his aggro list and summons four adds.
There must be no DoTs on him and all DPS and healing must stop for a few seconds to give the tanks time to gain control of Hydross and the adds. In water form he should be tanked at his initial position. There's a step running in front of his initial position, which forms an angle. Just down the step near that angle is a good tanking position for the poison form. Quickly killing the four elemental adds is a key to success in this fight.
Good tanking coupled with solid AoE damage is the fastest solution, particularly if the AoE also includes Hydross. The optimal approach to this would be two Paladin tanks, one in Nature and one in Frost resistance gear. Unfortunately raids will rarely ever boast this luxury, therefore most groups will have to find their own solutions to the problem.
Druid tanks work well, some combination of AoE and emergency "point" tanking by warriors does the job too. Resist gear is also useful on the add tanks. The faster the adds are killed, the less damage they do since their damage is increased by the raid-wide debuff too.
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