How many feathers alysrazor




















The fight starts when you talk to Majordomo Staghelm. Major has a number of prisoners which he will incinerate before the fight starts and push you back. You won't be able to save them so no point trying. You need to be in two teams for this, one team needs to pick up the feathers that are on the ground. When you have three feathers, you will go into the air and be able to hit Alysrazor.

When the feathers run out, you will go back to ground and have to pick up the feathers again. Have your heavy dpsers pick up the feathers and go up. The other team needs to stay alive by avoid all the adds and the AOE damage that is spawned during the fight.

Flametalon of Alysrazor mount drops from this boss so hopefully you're lucky otherwise multiple runs. Each healer should try to eventually pick up a feather that Alysrazor drops every time she flies over the arena.

This will give them the ability to cast spells while moving, as well as a speed increase, for the entire duration of the fight.

The first time Alysrazor flies over the arena for Blazing Claw , the designated DPS 2 in man difficulty and 6 in man difficulty should gather 3 Molten Feathers to be granted the ability to fly.

Should one of these players lose the ability to fly, they can always gather another 3 feathers the next time Alysrazor flies over the arena for Blazing Claw. If the adds at ground level are dying fast, additional players can be sent in the air after Alysrazor flies over the arena for the second and third time. In the air, all the players need to do is to follow Alysrazor and avoid the Incendiary Clouds while passing through the Rings of Fire to increase stacks of Blazing Power.

If in need of healing, players can simply fly down to enter the range of a healer flying players are out of range of the healers for most of the time. The best classes to send flying up are those that would do the most damage with an increased haste, critical strike chance, and mana, rage, energy, runic power, and holy power regeneration because of Blazing Power stacking up to 25 times and Alysra's Razor.

Also, as it is necessary to follow Alysrazor from a safe distance to avoid the clouds and pass through the rings, caster classes are best suited for the job remember that when flying, all abilities can be cast while moving. At the end of the stage, the Wings of Flame buff will wear out, so everyone needs to get back to the ground level before this happens as soon as Stage Two starts to avoid taking fall damage.

Stage Two is a 30 second event, at ground level, during which players need to avoid Alysrazor abilities. We first present these abilities before briefly explaining how to deal with them. It kills anyone 37, Fire damage every 0. She also casts Harsh Winds , which fills the outer part of the arena 60 yards and more from the center with deadly winds 37, Fire damage every second for 5 seconds to anyone entering the area. The remaining space is filled with Fiery Tornadoes.

Every second, They deal 30, Fire damage in man difficulty, 37, Fire damage in man difficulty to whoever stands within 10 yards of them. During this stage, Alysrazor continues to spawn Rings of Fire but on the ground this time.

They last for 3 seconds and grant a stack of Blazing Power. The strategy for Stage Two is very simple. Everyone needs to run around in the permitted area between 15 and 60 yards from the center of the arena , avoiding the Fiery Tornadoes while trying to pass through Rings of Fire to get an increased speed buff. Speed-enhancing abilities should be used as much as possible. The tornadoes have a set travelling pattern. A method that works very well is to simply follow a tornado until you see another tornado, coming from the opposite direction, pass on your right or on your left.

Then simply turn around and switch lane to follow this new tornado. Rinse and repeat. Healers will have to occasionally heal anyone who takes damage from the tornadoes. If they have previously picked up a Molten Feather, they will have the ability to cast while moving and can continue healing normally.

If they have not, they should preferably make use of spells with an instant cast time, though Restoration Shamans can continue their usual healing rotation temporarily, thanks to Spiritwalker's Grace. At the beginning of Stage Two, there will be, on the ground, a few fiery balls left from Stage One.

They need to be avoided. After the intense Stage Two, Alysrazor burns out and crashes in the middle of the arena. She gets an energy bar of Molten Power. Initially it starts empty and gradually increases. When the energy bar reaches 50, Stage Three ends. We first present the few abilities that the raid needs to deal with during this phase before briefly presenting the strategy to employ.

This basically gives DPS casters infinite mana, while it enables the healers to regenerate their mana. A few seconds after landing, they will start channeling Ignition , each channel restoring 1 additional Molten Power per second.

The raid needs to burn down Alysrazor. Every DPS cooldown should be used. Healers can regenerate mana by casting harmful spells on the boss. They have so much health that DPS players should ignore them and remain on the boss. They should be stunned as soon as they land to delay their channeling of Ignition. Then, they should be interrupted as often as possible to reduce the amount of Molten Power they give Alysrazor.

As soon as she reaches 50 Molten Power, Alysrazor starts flying again but she remains low until she reaches Molten Power that takes exactly 25 seconds. Just like Stage Three, there are only a handful of abilities to deal with. We present them first before explaining the strategy. Alysrazor is buffed with Ignited and recovers 2 Molten Power every second. While ignited, Alysrazor emits bursts of flame Blazing Buffet , dealing 7, Fire damage in man difficulty, 11, in man difficulty, every second to all players.

Additionally, she uses Blazing Claw for the entire duration of the stage. Unlike in Stage One, the ability is now directed at her target. Therefore, she needs to be tanked. This will do a massive amount of damage on the tank every 1. Then, Stage One starts over. This ability deals 37, Fire damage in man difficulty, and 45, Fire damage in man difficulty, to all players and knocks them back.

Everyone except the current tank should avoid standing in front of Alysrazor. Besides this, the strategy for this phase is straightforward:.

The achievement Do a Barrel Roll is part of the Glory of the Firelands Raider meta-achievement and is a requirement for obtaining the Corrupted Egg of Millagazor mount. The achievement is extremely straightforward and needs no real explanation: it requires you to kill Alysrazor without anyone in the raid getting hit by the following attacks:. There is no strategy involved in completing this achievement, and it essentially requires your raiders to perform excellently in terms of awareness and positioning.

Neither of these abilities provide any kind of benefit, so there is no reason that anyone in the raid should ever be hit by any of them. One final noteworthy thing must be mentioned regarding this achievement: each of the four criteria for the achievement can be completed independently from the rest. That is to say, your raid can kill Alysrazor without anyone being hit by Brushfire, but fail all the other criteria, and the credit for Brushfire will be counted on the achievement page.

As such, the achievement can be completed over the course of multiple kills of Alysrazor. The heroic version of the Alysrazor encounter does not differ very much from the normal version. Overall, the heroic mode of this encounter is an awareness check. While the fight does not differ during its second, third and fourth stages, Stage One is quite different from normal mode. The changes may seem daunting at first, so before detailing them, we will sum up the relevant difference.

Phase One presents a new "deep breath" style ability, which causes Alysrazor to deal heavy 85, per second fire damage to anyone who is not hiding behind a line of sight object, called Molten Meteor.

Meteors spawn at a rate of two in succession before each breath they are mobs with low health. Killing a meteor will cause it to offer line of sight protection. Furthermore, instead of a single spawn of Voracious Hatchlings per Stage One, there are now three, though their health values are lowered to compensate for this fact. Despite these rather substiantial changes to Stage One, the fight remains mostly unchanged in its execution.

Everyone will still perform the same tasks that they do on normal mode, and have the same assignments. The only difference comes from avoiding Firestorm and handling Molten Meteors. As Molten Meteors can only really be damaged by ranged DPS players, it should be the job of these players to kill the Meteors as soon as they appear. The closer to the center of the arena that the Meteors die, the better it is.

The Meteors have extremely low health, so killing them quickly should not be problematic. Note that you only need to kill one meteor to deal with Firestorm. Therefore, you can let the other meteor break onto the walls of the arena, to save DPS. In this case, ignore the first meteor and kill the second.

Doing it the other way around would cause the smaller meteor from the second meteor to be still present in the arena during Firestorm. Also, the third pair of meteors in Phase One are useless as there are only two Firestorms.

Therefore, the raid can choose to simply ignore them. When Firestorm is about to be cast, everyone including players in the air should take cover behind a Molten Meteor, ensuring that Alysrazor who will be flying is on the opposite side of it. The fiery winds covering the ground also indicate the direction from which the Firestorm is coming, and allow for a few seconds to take cover. One slight difference from normal mode is that DPS players who are on the ground will find themselves having to focus more on the Blazing Talon Initiates than on normal mode due to their health , leaving the Voracious Hatchlings almost entirely to the tanks.

Note that after the third pair of hatchlings have spawned in Phase One, there will be no more initiates, enabling DPS players to entirely focus on helping the tanks with the hatchlings. Because most abilities deal a lot more damage, you will quickly find that failing to avoid damage including from Fiery Tornadoes during Stage Two is not acceptable.

A note should be made regarding the Air strategy in man difficulty. As the enrage timer is quite lenient 15 minutes , it is advised to start progressing on the fight with only 1 player flying.

On subsequent kills, you can send 2, even 3, players in the Air, depending on how well your raid is doing. Stage One is probably the only part of the fight that the raid will be required to practice extensively. Unfortunately, the only way to progress through it is by doing it properly. To make this easier, it is possible to send fewer people in the air so that there are more players at ground level to kill the adds.

Later on, when Stage One is no longer a problem, more players can be sent in the air after Alysrazor. The fight can seem daunting at first, with the amount of abilities it proposes, but in fact, each player is only concerned by a fraction of these abilities, making the fight considerably easier from a single player's point of view.

As with most fights in Firelands, the encounter against Alysrazor has unique mechanics which, we hope, your raid will find pleasant and interesting. Sign In Remember me Not recommended on shared computers. Sign in anonymously.

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Crafting Legendary Items. Great Vault weekly chest. Shortly after, Alysrazor will fall exhausted to the center of the room with 0 Molten Power points and the next phase will begin. Alysrazor will be slumped to the ground, regaining Molten Power.

This will last until you reach 50 points. Keep in mind that you will also restore mana since the Essence of the Green Flight it remains within you. The tanks will have to deal with the Flaming Talon Claw Carvers will appear and with Ignition , they will attempt to increase the amount of Molten Power it generates per second.

When Alysrazor reaches 50 points of Molten Iron Power, she will re-ignite and begin to fly over the raid and torture them with her area damage due to the Flaming jolt that the health of the whole band will be diminishing. Also, the tanks will have to be rotated so that Flaming claw don't end up eliminating them. This phase lasts until Alysrazor reaches points of molten iron power at which time she will return to phase Alysrazor is a bit complex but once you learn the mechanics it shouldn't be too complicated.

You must deal as much damage to it as possible in each time window you have to avoid, at all costs, returning to phase 1. The content of the article adheres to our principles of editorial ethics.

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