World of Warcraft has attracted a large number of players since its launch. This game is different from other games. If you want to become stronger in this game, you need the players' own efforts. On the way to becoming stronger, many players encounter the problem of a guide to the final BOSS in "World of Warcraft", so today I will teach you how to solve this problem.
The magic ring located above the magic hub is a dungeon that players can access after reaching level 78. This dungeon is three-dimensional and ring-shaped. Players need to clear all BOSS from the bottom up. The dungeon is an open-air type, so players can use it in the dungeon. Ground mounts. Since most areas of the dungeon need to be reached by flying, flying props have been added to the dungeon: three dragon mounts. Players not only need to control them to reach the area above, but also need to use their different abilities to complete the entire dungeon. adventure. The Ring is a subversion, innovation and exploration of the five-player dungeon in World of Warcraft. Players will face a new way of fighting.
Level requirement: 75
Recommended level: 79-80
Seeking team level requirement: 77
Location: Borean Tundra
BOSS: Inquisitor Dacus, Varros Cloudstrike, Mage Lord Elom, Weave Guardian Eregos
Introduction to how to play the Magic Ring BOSS:
1. Starting position. MT stands at position 1, 2T responsible for ADD and melee DPS stand at position 1 together with MT - they can keep DPS BOSS until the first ADD appears (at that time they need to retreat to the entrance nearby area)
2. Note: Melee attacks may cause OT, so your thieves, DPS warriors, and wild druids must output slowly in the first 30 seconds, otherwise they will only die once they grab the hatred.
3. Place all remote DPS in remote positions 1 and 2 in the picture, so that they don't have to run with Ao when he moves to position 2. Your 3T 4T should be ready in positions 2 and 3.
4. To pull monsters, MT uses long-range attacks to pull monsters (wild Germany uses fairy fire, anti-war uses long-range weapons). Hunters can mislead, so that the chance of melee DPS OT will be smaller, but it is not really necessary (DPS is not tested in the first stage)
5. It is impossible for remote DPS to OT, so let them output freely (the position of the arcana is fixed in the first stage, so the long-range ones don't have to worry about the arcana coming at you).
1. The first stage of the fighting steps
1. Ao's movement route is crucial to the control of the first stage. He will be tanked in 4 positions. His flight path around the room is easily predictable. You should pull him to position 1, and then after 30-45 seconds, he will move to position 2 and summon an ADD.
2. After another 30-45 seconds, he will move to position 3 and summon ADD. After the same 30-45 seconds, he will go to position 4 to summon ADD. Then, after 30-45 seconds, he will fly across the entire room and return. Go to position 1 to summon ADD. A TANK must be placed in each position (tanks, please read carefully the "Mastering the Stage One Tank Chain" below).
3. Once Ao is not tanked in time, he will continue to release flame strikes until everyone rushes to the street or someone enters his melee range. He will sometimes fly to the center of the room and cast his Fire Feather skill. Your tank must jump off the upper platform immediately, otherwise it will definitely fall into the street.
4. They must stand on the ground, not on slopes. After the Feather of Fire is cast, Ao will fly to position 1 or 4. A TANK must immediately rush up the slope and intercept. Your team will take 1-3 Fire Strikes as the tank rushes towards Al.
5. Remote DPS attack Austria, melee attack ADD. ADDADD should be pulled to the south side of the room, tanked and killed (near the entrance, away from the team). DPS them as quickly as possible, 4 melee DPS should be enough.
6.1-2 tanks are responsible for pulling the ADD. This group should be separate from the rest of the team, so you'll want to give them a dedicated healer. When the ADD is dealt with, they will explode, causing around 7000 damage and knocking them away.
7. Only one person must be bombed. It's a good idea to have a thief cast Shadow Cloak for the final cut. The best way to kill is to let a thief accumulate enough stars to stun him when ADD has 3-5% health left, save some energy, and then kill him with his cloak. Explosions are resisted and immune to damage. Have your rogues coordinate well (i.e. arrange a cloak chain) to ensure that most ADD are killed this way.
8. Note: Never tank ADD near the slope, otherwise you will suffer. Tanks need to run onto the platform immediately after the Feather of Fire. You definitely don't want your tank to be killed by the ADD explosion when running up. After killing O, you will enter the second stage. Note: When Ao is reborn, he will knock everyone around him away. So don't stand on his dead body!
2. The second stage of the fighting steps
1. The second stage has quite strong mobility. Tanking, healing and DPS require constant movement. Because I need to keep running.
2. TANK Oh, you need at least 2 tanks to pull the BOSS (3 is best, just in case a tank dies or taunts and resists). Keep a T until Al casts Melt Armor on the current tank, and then the other tank immediately taunts. In case the taunt resists, 3T connects. Additionally, tanks must remain alert to avoid fire fragments.
3. When a fire fragment appears on a tank's head, he must move as quickly as possible to avoid it. Ao's movement in phase 2 will be very weird. He can be pulled slowly most of the time. But sometimes, he will cast Flame Strike when the tank tries to pull him away. Once this happens, immediately return to O and get into melee range, but don't touch the fire shards. Tanking requires a high degree of alertness and reflexes.
4. Similarly, when Ao charges, immediately follow him and charge forward. After each charge, he usually receives a flaming strike. When Ao casts Meteor, he will reappear where the meteor landed and cast Flame Strike. Tank after interception/wild charge.
5. When ADD Meteor is cast (a BOSS skill with a CD of 30 seconds), 2 ADDs will be summoned at the same time. These ADDs need to be held back and the melee professions can dps them out quickly. The ideal situation is to have a tank hold them when ADD appears (observe the landing point of the meteor), and then ask another warrior or wild druid to taunt one of them and pull the DPS away. The people responsible for ADD must not be stacked. The debuff of two or more Fire Shards, each stack of this debuff deals 10% fire damage, and it is very likely that you will be instantly killed by the explosion. Likewise, don't let the ADD explode where other team members are standing.
6. Treatment: Maintain mobility. You need to keep an eye on the group of people you are responsible for and maintain their health. Don't desert. Keep moving and pay careful attention to the fight. Don't just stand in one spot and heal, otherwise you will die from fire fragments, or your tank will die from running out of your healing range. Ranged DPS: Run more! Stay away from the fire fragments. Use healing stones, crimson, and bandages to deal with emergencies. But the most important thing is to knock down Ao as much as possible. Melee DPS: Try not to be bombed or hit by fire fragments.
After reading the "World of Warcraft" Demon Ring Final BOSS Strategy Guide, I believe that most players have already understood the specific methods of using the "World of Warcraft" Demon Ring Final BOSS Strategy Guide. Players can collect the guide to the final BOSS of World of Warcraft and how to use the props in this article, so that they can be used correctly when using World of Warcraft in the future.