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MethodJosh의 세계 최초 제이나 전투 공략 설명과 코멘터리
2019/02/06 시간 04:09
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다자알로 전투에서 세계 최초로 신화 제이나를 쓰러뜨린 후, Method의 멤버 중 한 명이 MethodJosh가 처치 영상을 다시 시청하며 언급되지 않았던 전략의 일부와 어째서 대부분의 공격대원들이 트롤로 종족 변경을 했는지 등에 대해 설명했습니다.
하이라이트부터 킬 영상과 반응 영상까지, 세계 최초 처치에 대한 더 자세한 내용은 여기를 클릭하세요!
트위치 영상은 필요한 부분마다 시간별로 나뉘어져 있습니다. Josh는 전투를 설명하던 도중 잠시 휴식 기간을 가졌으므로, 설명의 마지막 부분으로 스킵하고 싶으시다면 두 번째 영상 또는 6:52:16으로 스킵하시면 됩니다.
World "first" """""""progress"""""""" from MethodJosh on www.twitch.tv
World "first" """""""progress"""""""" from MethodJosh on www.twitch.tv
Josh는 실시간 방송 도중에 전투에 관한 다양한 설명을 한 만큼, 이를 간략하게 아래에서 설명하고자 합니다.
전투에 대한 생각
1주차 치고는 밸런스 조정이 잘 된 좋은 전투
도트가 너무 강해서 의도한 대로 3단게에 도달하는 것이 거의 불가능에 가까웠으며 3단계 자체가 별로 좋지는 않았음
전투 디자이너를 칭찬
Why Did Method Go Troll?
18 members of Method's raid race changed to troll because of the Passive
is a movement impairing effect, so it actually reduces the duration of the
DoT! There are only two points where
makes a huge impact. The rest of the fight it's not relevant.
The first relevant point is at the end of Phase 2, when the raid generally has ~9 stacks of
and the Intermission lets the debuff reset.
Being a Troll shortens the
DoT by two ticks, which is a lot of raid damage that is missing when comparing a raid of Trolls to a raid of not Trolls.
The second relevant point is at the end of the Phase 2 intermission. The raid generally gets one stack of
after defeating the wall.
After breaking out Nathanos, a Troll's stacks will reset before the first tick of
in Phase 3 because of the shorter duration.
For non-Trolls, the Intermission stacks will carry over into Phase 3.
This means that the majority of Method went into the final phase with 1 less stack of
One stack individually doesn't sound like much, but one stack on the entire raid is a massive amount of healing in the last phase and shortens the amount of time they have to burn Jaina.
On top of that,
is really good for Burst DPS which is what Phase 3 is all about.
The core mechanic of the fight on Mythic is Jaina's energy.
The boss periodically gains energy and you need to be in range of 1 other player, or else you'll get
, a 6 second debuff that Ice Blocks you on expiry. If you get in range or enough people, the debuff will be removed harmlessly
At 50 energy, you need to be in range of 3 players.
At 75 energy, you need to be in range of 5 players.
At 100 energy, visibility is reduced and you need to be in range of 5 players and all players get bonus
Because of this mechanic, about 50% of the time when you get Frozen on this fight, it's not your fault.
Method has Priests cast
on the adds at the start and jump them off the boat to instantly kill them. They used a Shaman's
바람 질주 토템
on the first set to make them run faster.
After the first set, they had Shadow Priests
the adds off the sides.
Phase 1 is mostly about not using Battle Resses.
When Jaina casts
, you can step into the fire to not get rooted, but Method had enough Priests to clear the whole raid with Mass Dispel, so they chose that for consistency.
during restricted vision is scary as you won't have enough people to prevent
and players have to gateway in at the last second after running
out or be Frozen.
You can also stand in the fire when
expires to have the fire instantly remove the Ice Block.
, it applies a stack of
just before the actual debuff is applied so know who will need to be dispelled before
is actually applied.
The Boss Phases at 60% and you don't want any stacks going into the next phase.
Phase 1 Intermission
Jaina has 5 spawns in the intermission and can be tracked by a Hunter. In Method's case, they used Meeres.
They split into two groups and depending on the spawn of Jaina, each group takes a different path.
On the kill, Jaina was on the right. They have the left group take far left and kill 3 clones, while the right group cuts down the middle and kills 2 clones.
Each side has a leader that leads them to their clones.
The Orbs have a set pattern allowing Method to have a general idea of which route to take to dodge the Orbs.
debuff hits very very hard.
When they get out of the Intermission, the raid is at high stacks and they blow healing cooldowns
They call to kill the first Unexploded Ordnance at ~13 stacks.
When the Ordnance explodes and clears the raid's
, the raid damage instantly stops. There is no ambient raid damage in this fight.
Healers could pump more healing, but in this phase, it's about the DPS and using Raid Cooldowns so they line up with the last phase.
They try to bait the Glacial Rays towards the outside of the room.
For the Tank
, they have Gingi run out with Justwait to a far distance.
The 2nd Siegebreaker Blast of the phase was a pressure point for healers, as they needed to save raid cooldowns for the last phase and the raid is at ~5 stacks of
The want to hit 30% on the boss to transition her just after the Howling Winds. This is because you can do damage to the boss while the wall is up.
Phase 2 Intermission
here and split DPS with melee on the wall and ranged on Jaina. This allows them to deal another ~2.5% to Jaina's health before the last phase.
Sometimes this resulted in the wall not dying in time, but they wanted the damage on the boss.
They quickly burned Nathanos and completely ignored Jaina's Tide Elemental.
The Tide Elemental has 13 million health, and splits into two adds that have 5 million health each.
Why do 23 million damage to Jaina's adds, when you can do that 23 million to Jaina in Phase 3?
Gingi then used
, clicked on a
, interrupted Jaina within 1 second of her cast starting, and then got Life Gripped back.
Before Gingi presses his interrupt key,
every single member of the raid must /cancelaura Time Warp
to remove their Bloodlust effect, as if a single person in the raid has it still active after the interrupt, Jaina will immediately Ice Block.
For Josh, Phase 3 was all that mattered and he chose his talents around it. He's trying to deal as much damage as possible to the boss.
Sco and Justwait dying was intentional as when you get Ice Blocked, that's when the Ice Lances spawn in the last phase.
Why should they let their tanks get Ice Blocked and force the raid to dodge the Ice Lances when they can just die instead?
They have the entire raid soak
which gives a total of 2 stacks of
to each player: one from soaking and one from the explosion.
The Elemental is still up in the phase which requires interrupts and casts
which deals no damage to the player but AoEs to players around for 70k damage and applies a stack of
Because the raid is so stacked, you can be spread for
but not too far that you gain
They bait the
to the Left and then rotate to the right to dodge (as another
will be cast from the Prismatic Image that is up).
The last important mechanic of the Phase is Siegebreaker Blast.
It's a large burst of damage, when the raid is already at high stacks.
However, if the player dies before it goes off there is no raid damage.
Whichever player it's on runs out (or takes a Warlock Gateway) and tries to die, however on the kill they didn't die in time but managed to outheal the damage as they start chaining raid cooldowns at this point.
Jaina also casts a second
, but it takes 20 seconds to explode, so they ignore it.
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