In Warlords of Draenor , the area would have been inside the Auchindoun dungeon. Auchindoun's occupants are the Arrokoa, the creatures that are heavily inspired by the Skeksis in the The Dark Crystal.
Originally there were two bosses on normal and Anzu, an extra boss that drops a mount on heroic. Anzu no longer needs to be summoned, he appears every time on heroic. Anzu had to be summoned by a Druid who was their class quest line to gain the flight ability. Anzu will always appear now, although if doing Classic Burning Crusade, that might not happen straight away..
Live PTR. Classic TBC. Classic Theme Thottbot Theme. Report Links. Table of Contents Quick Facts. Comments Comment by Sakkura Interrupting the arcane explosion on Talon King Ikiss is not necessary, you can simply tank him near one of the pillars and run behind it for cover. When the Prophet is near death, all players must be ready to move away from the spirit that will spawn. It will move slowly and chase down a random player; do not get in its path.
These are only a threat because of the stun from Talon of Justice. Dispel it if you can, especially if it is on the tank. These are an improved version of the earlier Avian Darkhawk. They do a bit more damage and now have a cleave attack that stuns anyone hit. Face these away from the group and kill them early or use crowd control on them to prevent the stun combos. Here we will give you a full rundown of what you can expect from each of the bosses found here on both Normal and Heroic difficulties as well as the items they drop.
You have a few different ways of handling this boss. The first way is essentially an all-out nuke of the boss, ignoring the adds and killing the boss as quickly as possible. Any form of crowd control should be used on the adds as they spawn, such as Psychic Scream , Intimidating Shout , or Frost Nova.
The safer way is to kill the adds one at a time as they are summoned. They have low health and will die quickly, so just pick them off one at a time until they are all dead. If you ignore the adds and do not use any form of crowd control on them as mentioned earlier this fight can be very hard for a healer to keep up as the adds amplify the damage taken by the party. Use your best judgment to determine whether or not you can nuke the boss down or need to kill the elementals.
In this section, we will list the items specific to Heroic mode only. Anzu can only be summoned in Heroic difficulty, and only by Druids who have unlocked their Swift Flight Form. Since Anzu can only be summoned by a Druid, you will always have a Druid present on this fight. They will always be able to use Remove Curse to remove the Spell Bomb and put Rejuvenation s on the Bird Statues to activate their powers.
The main threat of this fight is the constant Paralyzing Screech that will go off, stunning the entire party. Anzu with also periodically banish himself and summon a large pack of birds. If your Druid is keeping HoTs on the bird statues, it will make dealing with these birds much easier. Overall, this fight will take some time because of the constant stuns and banish phases. Try not to cast any spells if you have the Spell Bomb debuff as this will quickly burn your Mana.
Let the tank grab the birds while Anzu is banished. It is very important that your Druid keeps their heal-over-time spells up on the Bird Statues, as this is a significant boost to survival and damage for the group. As this boss is specific to Heroic difficulty only, he only has a Heroic loot table. In additions to the gear below, Anzu drops a Level Rare chest piece that rolls with a random enchantment. The main threat of this fight is the Arcane Explosion.
The entire party will need to line-of-sight him around a pillar to avoid taking massive Arcane damage. This is also a threat wipe, so tanks will need to be ready to taunt the boss when the shield breaks, and DPS will need to wait for the tank to build threat again. The Slow and Polymorph should be dispelled if possible as these can easily cause a death when it is time to line-of-sight the boss.
Arcane Volley will constantly be blasting the group with moderate Arcane damage, so the healer will need to keep everyone healed up as much as possible. This fight is very healing-intensive. Players should be looking to use any available healing spells they have to help the healer top the party up, such as Super Healing Potion or First Aid. The group should all pick a pillar to stay near and move toward it at the start of the fight so they can easily line-of-sight the boss.
Healers should try to kite the boss during his Arcane Bubble as the tank will not be able to taunt during this shield. Sethekk Halls does not have any large pulls that require AoE. One form of crowd control is strongly advised as there are multiple mobs in this dungeon that are dangerous. It is recommended to grab either a Mage or Priest for this dungeon to help remove one of the harder mobs from each pull until the end.
Many mobs in this instance chain lightning which results in casting silences, including the first boss, the big blues serpent things, and some other mobs. If the tank makes sure that the mob is turned away from the group, the chain lightning will not jump person to person, only focus on him. Get these adds down ASAP!
They do more damage than the boss himself, and they AOE hardcore. Everyone except the tank should be on these adds. After the adds are dead, resume killing the boss. Repeat for wave number 2. The last wave of adds can be feared while you burn down the boss, so if you have a priest, warlock, or warrior, they can fear the last 4 adds. Once the boss dies, the adds will despawn. Also, Syth likes to chain lightning, which silences. So beware of where you are standing!
Again, if the boss is turned away from you, you will not catch the chain lightning. When you head upstairs after clearing the room following the first boss, you will notice there are many flocks of non-elites birds in the next few rooms.
AOE is quite handy here as well. However, the mobs in both the upstairs room fear so be careful! Mostly only the prophets fear so try to CC them as much as possible, but I've seen the other ones fear as well. This part of the instance can be very easy with Fear Ward, Tremor Totem, etc.
If you don't have any of these useful little items, it's ok! Just make sure you pull the mobs far enough back so that if they do fear, you will not be feared into another mob.
All mobs fear until you reach the second boss, Ikiss. If you have a PVP trinket to remove all movement impairing effects, bring it with you and keep it equipped for the next 2 rooms and the 2nd boss. Second Boss: Ikiss Ikiss is not fun, I think everyone can agree on this.
But that doesn't mean he is impossible. First, I will explain the methods of Ikiss. Come prepared. This is "supposed" to be the person that is second on the aggro charts, but I have seen tanks sheeped as well. This is where it comes in handy to have someone to dispell sheep.
If you do not have someone to dispell sheep, I suggest either an OT or an OH to combat the random sheepage. Also, Ikiss has a tendemcy to sheep someone right before he does his AOE blast. You cannot hide from this AOE, so don't even try.
Healthstones, Pots, and Bandages will help the healer out immensely. Statisically, you can actually have too much DPS for Ikiss if the healer cannot keep up with the volleys.
Take your time, his volleys arent based on a timer, but on his health. This AOE blast will hit you for 10k or more and kill you.
However, you are able to hide from this AOE. There are 2 ways you can combat Ikiss's AOE blast: by hiding behind the pillars in the room, or by fighting him in the doorway. The pillar trick and the doorway trick are both viable ways of defeating Ikiss, and I will explain both in full. This makes it easier for the tank to regain aggro, as well as for the healer to keep you in LOS and heal you. This can be dispelled or trinketed out of as well.
Basically, the tank will pull Ikiss back and tank him right in the middle of the doorway to his room. Whichever side he blinks to, just run to the opposite side. Other then that factor, everything else is the same. Very easy in my opinion, especially if you have a lot of melee that fight right on Ikiss, since its a shorter distance to run out of LOS.
It sucks really bad. Some deaths will occur while fighting this boss, it is normal. Third Boss: Anzu Summoned You must have a druid to summon this boss, either one on his quest for his epic flight form, or a druid that already has completed his epic flight form quest. Not all druids can summon Anzu. Make sure you ask if you are looking to pocket that leet bird mount. If a druid keeps a level 1 HOT Rejuvenation on all three birds at all times, these birds will give the entire party buffs to help defeat Anzu.
Level 1 conserves mana. Also, he does an AOE stun which duh stuns the entire party for about 5 seconds. There are probably about birds, but they are non-elite. AOE comes in handy here! These birds need to be brought down as quickly as possible, because Anzu is on a timer and does not wait until all the birds to die before he starts attacking again. He will summon a total of 3 flocks of a birds during your fight, so conserve mana.
Bring Mana Pots if needed! This makes your journey back a lot shorter since it brings you right into Ikiss's room. Watch for uncleared mobs, however. Hope this helped you guys! Comment by Thottbot Sethekk Halls is the eastern instance in the circular setup of Auchindoun. Comment by Thottbot Man, I found this to be one of the tougher instances I've tackled. The mobs are all very close together so you have to be very careful with your pulls.
The bosses, though, are the real challenge. The first one killed us first but then was no problem when we learned you have to thin out all the elemental adds he brings. The second one killed us 10 times or so and we eventually had to bail! Yeah, I know we're definitely not the end-all-be-all instance group, but he is a freakin bear.
Good luck! Comment by Thottbot Do you think a level 65 could pull of Sethekk? I don't thinks so , but I want to know for sure. Comment by Thottbot TBH i think this instance is fairly easy, the heroic is sort of mid hard as heroics go but nothing too difficult, as long as there are no greens in the party you should be fine. Comment by Thottbot Any mages have advice as how to beat the last boss? I'm a Frost Mage and he is immune to frost so frost bolts have no effect and burn up my mana.
I've tried arcane and fire, but survival so far is terrible. I know he's easy for some classes but what's the survival tactic for mages specifically?
He's harder than any raid boss that i have encountered. They fear you into other mobs, and it sucks.
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