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Horrific Vision of Stormwind Guide - Overview, Tactics, Maps
2020/01/21 시간 12:07
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With the Weekly Reset on January 21st (NA) / 22nd (EU), the Horrific Vision of Orgrimmar should be swapping over to Stormwind and this means that there will be 5 new zones containing different creatures, abilities and ways to fail your run. In this article, we'll give a quick overview of each zone, describing the most dangerous creatures and sharing important notes to give you a leg up and hopefully reduce your chance of failure.
Horrific Vision Overview
Stormwind Strategy and Ability Guide
I've also uploaded a video guide if you want to see the mechanics and overview in Video Form.
With the Weekly Reset on January 21st (NA) / 22nd (EU), the Horrific Vision of Orgrimmar should be swapping to Stormwind. In addition, this new week comes with the Legendary Cloak quest for Rank 7, which means that you'll need to jump into the Horrific Vision of Stormwind this week to get it.
The Rank 7 quest is
"공포와 육체" 복원 작업
and should require 2
"공포와 육체"의 찢어진 책장
. On the PTR,
"공포와 육체"의 찢어진 책장
dropped one in each
Corrupted Zone Chest
, with a
for a bonus one from your first Lost Area and did NOT require Thrall/Alleria to be defeated to get the pages. Focus on completing the two Corrupted Areas to get your Cloak upgrade first, then figure out how much time you have left after.
Legendary Cloak Guide
Map Overview of the Stormwind Horrific Vision
The first thing that we have to look at is the general layout of Stormwind.
Stormwind Overview Guide
Just like in Orgrimmar, there are 5 zones: 2 Corrupted Areas, 2 Lost Areas and the Tainted Area, where you will defeat the final boss, Alleria. When you port in, you’ll start directly next to the Cathedral and if you’re on Rank 1-5 Legendary Cape quests, you can run in and immediately kill Alleria for little risk. However, if you want to upgrade your Cloak to Rank 6 and 7, you’ll need to at least hit the Corrupted Areas. In Stormwind, these Corrupted areas are the Dwarven District and the Trade District. The two Lost areas are the Old Town and Mage Quarter and generally take longer to complete than the Orgrimmar Lost areas, so don’t be discouraged if you don’t clear as many zones as in Orgrimmar.
When you’re transitioning between zones, they will be some Corruption Tumors and occasionally an Eyestalk in your way. The Eyestalk will keep you in combat, but the Tumors will not. The Tumors will only deal damage and slow you as you try to pass, and the radius of their goop will shrink as you deal damage to them.
Lastly, in Stormwind, every time you clear a side zone a Portal will appear near the end of each section. If you want to head back to the start, click it and it’ll teleport you back to the Cathedral area.
The Dwarven District is up first and as you approach from the Cathedral, the objectives are as follows:
Defeat 3 gnomes outside the zone
Place 8 explosives
Blow up the explosives
Defeat the Boss
The 8 explosives are unfortunately scattered around the area and you’ll need to pull the majority of the trash to plant them. Nothing in this area is particularly deadly except for the Forge Guard near the middle, so you can pull any groups of mobs together as long as you can survive their melee hits. Quick notes about the Forge Guard -- he will slow your movement speed by 20% and has one sanity draining ability -
, which forms a purple swirlie on the ground that will drain sanity if hit. It’ll be slightly harder to get out because of the slow, but as long as you’re paying attention, he can be chain pulled too.
The final boss of the zone puts bombs down on the ground that you probably shouldn’t stand in and a frontal breath that you also shouldn’t stand in. The summary of this boss is that fire equals bad.
A portal will open here if you wish to go back to the Cathedral, otherwise heading forwards will take you to the Old Town Lost area and Mathias Shaw.
Old Town is a deadly zone, with stealthy mobs, everyone’s favorite Dominator stuns and a really annoying boss fight. If there’s a place to die in Stormwind, this is it. You’ll want to be careful about pulling too many mobs at a time, especially since the stealthy mobs will apply a poison when they destealth, slowing you by a massive amount and making it very hard to dodge other abilities. Once you enter the zone, you’ll automatically meet up with Valeera after a short amount of time, completing the first objective. Then you’ll need to:
Obtain 2 keys from 2 different elites.
Insert the keys into the holders
Defeat Mathias Shaw.
Both the elites have straightforward mechanics, with clear visuals for their mechanics which will drain sanity if hit.
, watch the frontal breath and Whirlwind-like ability.
, make sure not to stand in the shadow ground.
Between the elites is a long hallway where you’ll deal with a bunch of different trash mobs, some of which are stealthed. Here’s a quick tip: the SI:7 Informants are actually Ogrimmar's Dominators in disguise! Make sure to kick the
cast or you’ll get stunned for 6 seconds.
Once you reach the locked gate with both keys, you’ll need to place them in the keyholes
simultaneously. Yes, simultaneously
. If you’re solo, Valeera will automatically time her key with your click. However, if you’re in a group, you and one other player will need to click the key holders at the same time to open the door. Make sure you communicate!
And now, the boss fight, Mathias Shaw! His first annoying ability is his ability to vanish and become untargetable for a couple seconds. You’ll have nothing to hit at these times, so sit back, watch your sanity bar drain and dodge the swirlies he throws at you that are very easy to dodge. His second mechanic is the
. He’ll start with one by his side and slowly increase the number as the fight progresses. The Eyes of Chaos do not need to be killed, and they periodically jump around the arena and only channel one ability called
. If your character faces the Eye casting
, it’ll drain Sanity on every tick. With 3 Eyes out by the end of the fight, and the requirement to have Shaw in front you in order to attack, you’ll need to nail your positioning to get through this fight.
A portal will spawn once Shaw dies.
Next up is the Trade Distract, the 2nd Corrupted zone. The objective of this zone is to:
Defeat the Inquisitor
Defeat the Slavemaster
Rescue 8 captives from cages.
There is nothing noteworthy about the trash in this area, so we’re just going to focus on the bosses.
is the first elite and can be found by heading left on the first intersection.
His first ability is Agonizing Torment which can be interrupted. For every 1.5s that he channels, you’ll lose 10 sanity, and he casts it very often. You probably won’t be able to avoid all of these, but interrupt all that you can. Expect to lose at least some sanity from this mechanic.
His second ability is Convert, and this makes you immune to all healing and hostile to all allies for 30 seconds. If you’re solo, this probably won’t be an issue. However in a group, you’ll have to be very very careful about using cleave spells to avoid killing your teammates.
The second objective is defeating
While in combat, you’ll periodically have a tentacle slam down on a clearly marked area. Don’t stand in the bad, as usual.
His main ability is cast at 80% and 55%, which will silence all players and drag them towards him. Run away during this time as being pulled into him will drain a massive amount of sanity. Make sure to continue to dodge the tentacle slams during this time.
After defeating the Slavemaster, just click all the cages!
And now, the final Lost Zone, the Mage Quarter.
The Mage Quarter is a maze with many different routes and paths that you can take. Within this quarter are 5 Void Portals with a group of mobs guarding them which can be seen on the minimap. Defeating the mobs will destroy the portal and we’re not covering route in this overview.
At the bottom of the tower is an elite that constantly spew swirlies under your feet. You’ll probably need to defeat him at some point because he’s constantly in the way, but he isn’t required. Casters will have fun with this creature as you’ll need to constantly move. Like a lot of other elites in Stormwind, he also has a frontal breath that you shouldn’t stand in.
Now, one of the main dangers of Mage Quarter is the fast moving abberations that patrol. If you ever need to drop a sanity orb in this zone, you’ll need to be very careful that no patrol comes by and puts you in combat. The patrols have very little health, but it’s enough to delay your orb enough to make you sanity out.
Once you've closed all the Void Portals, it’s time to head up the tower and fight Magister Umbric. This fight will drain a lot of sanity, especially if you’re solo.
His main ability is
which can be interrupted, but will deal drain sanity for every second that it’s being channeled.
In addition, he requires another kick for his
cast unless you want to wander around for 4 seconds.
Lastly, his final ability occurs at 80%, 45% and 25% health where he’ll teleport to one end of the room and start to channel
. You’ll need to make your way to him, dodging the frozen shards and get in melee range of him to end the Phase. Ranged classes are unable to hit him from afar due to a smoke bomb around him while he channels Frozen Storm, so you’ll need to enter melee range as well.
Because of the constant teleporting and kicks that are required, this fight takes a long time and you’ll lose a lot of sanity. After defeating Umbric, there’s a portal to take you back to the Cathedral.
Alleria is more difficult than Thrall and not nearly as much of a pushover, especially as you start adding the additional mechanics from the side zones. It’s important to note that Alleria is a ranged archer, and she won’t move unless you line-of-sight her casts.
Alleria’s most common ability is
어둠에 물든 하늘
which summons a bunch of purple swirlies that deal damage and drain sanity. They tend to cluster, but you have enough time to find a safe spot.
Alleria’s other base ability is
. She’ll teleport to the middle and start a 7 second cast. You’ll get a giant warning on your screen that tells you to hide and line-of-sight. There are number of pillars for you to use, but if you’re greedy and get hit, you’ll take a massive 240 sanity hit. I wouldn’t recommend risking getting hit by this ability.
Alleria gains 10% health for each side zone that is completed. Here are the abilities that she gains:
For completing the Dwarven District, Alleria gains the ability to drop
. These are bombs that are tossed near a player, have about a 10 second fuse and then will explode and leave a patch of fire lasting for a very long time. Because the Alleria fight revolves so heavily around positioning, you want to bait these bombs to a wall if possible. However, if a bomb lands in a bad position, you’re able to kick the bombs by clicking on them, similar to the bombs on the first boss of MOTHERLODE. However, it’s much easier just to bait them into a good spot.
For completing the Old Town, Alleria now has an
for the entire fight. You’ll now want to do this entire fight looking away from the Eye. This is by far the most annoying bonus as it adds a strict positioning requirement and you’re not exactly able to move Alleria easily. When you run away for Void Eruption, make sure you continue facing away!
For completing the Trade District, Alleria now has the
ability. Just make sure that you run away from Alleria and continue facing away from the Eye.
Lastly for completing the Mage Quarter, Alleria can now cast
. As there’s nothing else to interrupt on the Alleria encounter, this is very low impact, just make sure to interrupt!
I think Stormwind is probably the harder of the two scenarios, but with enough practice and knowledge, it does become much easier. Other than in Old Town, there’s a low chance of your health actually going to 0 in Stormwind, but a much higher chance of your sanity hitting 0. There’s a lot of downtime on bosses which will just rip through your sanity and Alleria is just frustrating when you have to look away from the eye, line-of-sight, kick and DPS the boss while she doesn’t want to move out of fire.
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