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Shannox 10-man Normal [Archive](已归档)
来自 Tuppence
[Last Updated]:
2018/05/12
变更日志
补丁:4.2.2
目录
评分:
Staff note: This guide is outdated but kept up for Archival purposes due to the positive feedback it received when it was relevant.
I hope you'll find my guide conducive to a healthy raiding lifestyle. If you wish to show your appreciation, please check out my blog,
www.namecraft.net
. You can read a few of my musings about videogaming, and maybe bestow a like upon it's Facebook page. Thanks!
This is my guide to the 10-man, normal version of
Shannox
. He is the recommended first boss in
Firelands
, the new raid instances added in 4.2. The fight is not overly complicated, and can be beaten with any team in mostly 359 gear or above. He is a large lizard, flanked by his two faithful dogs. Loot can be viewed in your dungeon journal, or here
on Wowhead
.
In Preparation
Composition
2 Tanks, 3 Healers and 5 DPS (ranged preference - be sure to have 2 or 3 DPS who can crit for 30k+).
Trash
Shannox spawns after a good deal of trash has been killed. Clear a large area for fighting Shannox, who patrols around the whole zone after spawning, following the circular path that crosses both bridges. The area south-west of the south-east bridge is ideal - keep killing trash in a widening area there until the boss spawns. The trash is on a four hour respawn timer.
Abilities
See the
dungeon journal
entry in-game or
on Wowhead
.
In Brief
Everyone
Be reasonably spread out to aid trap spotting, but not so much that the melee need to run far on Rageface.
Avoid traps (crystal and immolation), especially when the dogs are dead.
Avoid standing where the spear will land, and dodge the resulting fire patches.
Tanks and DPS:
Don't let Riplimb die if the tanks have too many stacks (6+).
DPS
Order: Kill Rageface (untanked), take Shannox to 30-40%, kill Riplimb, kill Shannox.
On Rageface, try to save a big hitter (above 30k crit) for when he's using Facerage.
Crystal Trapped raiders should be broken out immediately by DPSing the trap.
Melee:
Be mindful of extra traps around Shannox, and his cleave, while DPSing him!
Healers
Lots of heals on those being hit by Facerage.
Shannox' tank will take around 50% more damage for each dead dog, but a dead Rageface means less raid damage, and a dead Riplimb means no off-tank damage.
The raid will take increasingly large AOE hits when Riplimb dies.
Tanks
Shannox:
Move the boss 10 yards or so if traps get too heavy - only when necessary.
Shannox:
Tank him in the north-west and slowly follow the edge of the lava with him.
Shannox:
If your debuff stacks get too high (12+), run away from the spear when it is thrown to increase the time till your next debuff.
Shannox:
He cleaves! If you need to move him through the raid, wait until he has tossed his spear.
Riplimb:
Tank him near (5-10 yards) to a crystal trap, and then manoeuvre the dog onto the trap when the spear is being thrown.
Riplimb:
If your stacks get too high (12+), run away from the boss after trapping the dog to increase the time till your next debuff.
Be sure to never have Shannox and Riplimb more than 60 yards apart!
In Depth
Overview
In this fight, your task is to defeat the two dogs and then Shannox himself. The way we do this is by using the dropped traps to negate one of the encounter's pitfalls while the DPS slowly wears down each mob in turn. We have a specific kill order, and must dodge a bunch of different abilities as the fight goes on. There is also a few different levels of enrage to deal with.
Dealing with traps
Deadly Boss Mods gives a personal warning and a /say speech bubble for dropped traps. All traps should be moved out of. Rogues can disarm one trap every 70 seconds, but don't disarm crystal traps - only immolation ones.
Immolation Traps
are survivable (75k damage, then 60k over 6 seconds), and raiders becoming trapped by
crystal traps
can be broken out by DPSing the crystal. Being hit by an immolation trap after Riplimb is dead is
certain death
.
The raid, including the tanks, should have a very large arena to move in, so if traps are becoming a problem, then the whole raid can move into clearer, trap-free territory. It is a good idea to do this twice during the fight, and good times are just before Rageface dies and just before Riplimb dies. Shannox' tank should be stepping the boss every time the traps build up while the melee are on him too - it is a good idea for a melee to call for a move whenever appropriate. Remember: don't move the raid too far; Riplimb's tank needs to be in range (
60 yards
from the boss) of a crystal trap for
stack
resetting.
Dogs can be hit by both traps. The Riplimb tank should try not to hit any Immolation Traps - doing so
may prevent
him from being frozen at the correct time. Lastly, try not to waste Crystal Traps at the beginning of the fight on unobservant raiders or with Rageface - the Riplimb tank will need those traps, and very few spawn at the beginning of the fight. Instead, you can try to drag Rageface over Immolation Traps to do some damage and to
protect the remaining
Crystal Traps - but it's unlikely to be necessary.
Dealing with enrages
If the boss goes below 30% health, remaining dogs will
enrage
, increasing their damage to wipe-level (500%+). When a dog dies, the boss
enrages
, who merely does around 40-50% more damage (which stacks per dog). Kill Rageface first (50% more damage), then take the boss down to 40% or so in preparation for killing him later. Then kill Riplimb (100% more damage), and blow cooldowns to finish off the boss.
Additionally, when Riplimb is killed, Shannox will begin
pounding the ground
every 17 seconds. Each pound causes a raid-wide AOE, hitting increasingly hard each time (around 50k, 70k, 98k, 137k, 192k) due to a stacking debuff, which makes for a soft enrage. Each hit also spawns rings of fire. These have a very short range, and standing between them is easy. Cooldowns should obviously be saved for this phase.
Dealing with Rageface
All DPS should get straight on killing Rageface as soon as the fight starts. We want to kill Rageface ASAP to remove his damage from the fight, which is very erratic (longest cooldowns should be saved for the final burn on the boss, though). When he uses
Facerage
, crit chance against him is increased by 100%, and he must be hit by more than 30k damage in a single strike to break him out. The stunned raider will be killed in around 4-6 seconds otherwise, so try to do this quickly. If possible, save a high-hitting ability for this attack. The target of the ability should be spam healed to keep him up until he is broken out.
Rageface also locks on to one target while not Faceraging, and that target has aggro in the normal way. At the beginning of the fight, those who get aggro should avoid pulling Rageface over any Crystal Traps - your Riplimb tank will need those. You can, however, drag Rageface over Immolation Traps to do a chunk of damage to him - it's worth it for the damage, but certainly not necessary for a kill.
Dealing with Riplimb, Jagged Tear (the debuff), and Hurl Spear
The tanks are hit by an ability which causes a
stacking DoT
debuff. It is pretty lenient, only becoming a healing problem after 10 or so stacks. When the boss
throws his spear
, it always lands close to Riplimb, who then collects it and brings it back to Shannox. While Shannox is without his spear, he does not
cleave or stack debuffs
, and while Riplimb is retrieving the spear he cannot
stack debuffs
either. The time it takes for this retrieval to happen can be increased through various means, hopefully dropping the debuff by having 30 seconds between applications.
The tactic is for Riplimb's tank to have him near to a crystal trap, so the tank should constantly be on the look-out for the furthest-away crystal trap. Move to it, and when the boss throws his spear (easily visible by the large bright spot which appears near to the dog), manoeuvre the dog onto the trap, thereby trapping it for several seconds before he can retrieve the spear. This should lengthen the time by enough to drop both tank's stacks. It will not work every time (it depends on the distance between the trap and the boss, and when the boss and dog are using their ability before and after the spear toss), but it should happen often enough for healers to keep up.
If not, and tanks stacks are getting too high, then there are some backup tricks. Riplimb's debuffs can easily be dropped by his tank merely running away from the boss (
not more than 60 yards
) after trapping him, thereby increasing the time it takes for Riplimb to get back to the tank after returning the spear. Shannox' tank can do the same, by running away (with Shannox in tow) from the frozen Riplimb (again, no more than 60 yards), and further while the dog is running back with the spear, thereby increasing the time before Shannox can get his spear back and continue cleaving. Riplimb is susceptible to slowing effects (but he is
limited to 50%
) while running to Shannox, so have someone keep him slowed (preferably ranged) throughout the retrieval process to maximize retrieval time.
Stacks should absolutely be dropped from both tanks as close to Riplimb dying as possible, so DPS should be prepared to hold off and wait for a reset before finishing him.
Alternatives
One alternate method is to tank Riplimb as far away as possible (55-60 yards,
never more!
). When the boss gets ready to
throw his spear
, which is emoted by the boss and announced on DBM, the tank must run (or be pulled by a priest) as close to the boss as he can get, as quickly as he can. This causes Riplimb to be further away from the spear, and be forced to run back to it to collect it before he can return it to Shannox.
Realistically, though, the extra dog-run-time gained by moving towards the boss is less than the time he can just be kept frozen by a trap, but it's a viable alternative with fewer random elements.
If you are
very
good, you can tank at 55 yards, and then run back to a trap much closer to the boss, giving both a freeze effect
and
and extra run time for the dog, but this is tough to do in the few seconds between the spear throw emote and the spear landing.
DPS order and healing should remain unchanged.
Another method is for one tank to take both Shannox
and
Riplimb. Neither are tauntable, but the second tank can build threat in tandem with the first, staying as close to that 130% threat mark as possible. When the first tank has too many
stacks
(10+), he should stop building threat and allow the second tank to take aggro on both of them.
The advantage of this is absolutely no running around for either tank, and cleave damage on the boss while Riplimb is being DPSed. The disadvantage is that it is very difficult for the tanks - trying to swap threat on two targets at once without a taunt is not very efficient, and your tanks will be generating a bit less threat overall from having to stop and wait for the other to overtake at each swap. Fortunately, they will have some time at the beginning of the fight to get ahead while your DPS is on Rageface.
DPS targets should remain unchanged (apart from maybe maximizing splash damage), but tank damage will be all on one then the other.
Achievement:
Bucket List
The objective here is to move the boss to each of the 5 areas listed on the achievement.
Start by clearing out all the trash which will be in the path. You'll need to do
Kar the Everburning
on
The Ridge of Ancient Flame
so the event doesn't start during the achievement, and it's nice to clear the two birds in
Shatterstone
to give more room for finishing the fight at the end (you shouldn't need to kill
Alysrazor
, though).
Start by pulling the boss straight to point one. As soon as he's there, your Shannox tank should start moving him along to point 2. You need to hug the outer wall of
Beth'tilac's Lair
to have the boss count as inside it. Then move to 3 and 4. You'll only need to move him a short way up the slopes to have the boss in the correct area. Lastly, drag him to point 5, where you should finish the fight.
While moving Shannox, your DPS will need to continue with the fight as normal in order to finish before the enrage. Killing Rageface will always make everything easier anyway.
In Control
Remind
Immolation Traps, Crystal Traps - spread out a bit, move away.
Facerage - big heals; hit him for 30k+
Debuff - reset stacks by freezing Riplimb before a spear throw.
Spear - move away, dodge the resulting fire.
Rupture - increasing, raid-wide hit; dodge the resulting fire, mitigate where possible.
Assign
Tanking Riplimb.
Tanking Shannox.
DPS order - kill Rageface; Shannox to 30-40%; kill Riplimb; burn Shannox.
Pull
Keep an eye on tank stacks, call for back-up tactics if they are getting too high.
Call for target switches to avoid unwanted enrages.
Call for DPS on crystal traps if anyone gets stuck in one.
Call for heroism for the final boss burn!
In Conclusion
Staying out of traps, breaking people out of Facerage, resetting stacks, and burning the boss down are the four mainstays of this fight. If you can perfect them, you will kill this boss without issues. It is a very long fight, but reasonably lenient, with the only potentially complicated job going to Riplimb's tank. If you have the gear, then this boss will be eminently doable.
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评论
评论来自
asakawa
Nice guide! Very thorough.
It looks like you're using tables to achieve the images on the right hand side but if you add
float=right
to the image tag you will be able to remove the tables completely, leaving you with something more manageable.(##RESPBREAK##)8##DELIM##asakawa##DELIM##
评论来自
asakawa
Oh no, I'm just making friendly suggestions.
ArgentSun has been handling the serious side of the approval process and he may ask for some specifics. I just noticed the use of tables there and thought I'd point out the float thing in case you weren't aware of it. If you're happy with the table method then that's absolutely fine ^_^
(The +5 is a moderator thing. Nobody else has rated my comment.)
评论来自
Tuppence
Added a small overview - should make the In Depth section a bit less abrupt.
评论来自
436173
This is a very nice guide! Good work.
However, I noticed some very misleading information in the section on dropping the tank debuff stacks, specifically the part about slowing Riplimb:
If not, and tanks stacks are getting too high, then there are some backup tricks. Riplimb's debuffs can easily be dropped by his tank merely running away from the boss (not more than 60 yards) after trapping him, thereby increasing the time it takes for Riplimb to get back to the tank after returning the spear. Shannox' tank can do the same, by running away (with Shannox in tow) from the frozen Riplimb (again, no more than 60 yards), and further while the dog is running back with the spear, thereby increasing the time before Shannox can get his spear back and continue cleaving. Riplimb is susceptible to some slowing effects (but he is immune to many - ask your raiders if they have slows by less than 50%) while running to Shannox, so a DPS can switch to the dog to further increase the retrieval time.
In fact, hitting Riplimb with slow effects is an extremely effective way to ensure that he takes a long time to retrieve the spear as long as you:
As soon as Shannox casts Hurl Spear (i.e., when you see his red target on the ground), the Riplimb tank should run quickly toward Shannox. Riplimb will follow and then be force to run back out to get the spear, nearly doubling the distance he has to cover. Combined with a well-timed slow effect, this will almost always assure that the Jagged Tear stacks drop off the tank before Riplimb can bring the spear back. Also, this is an ideal time to position Riplimb near a crystal prison trap if you can, but it's not crucial.
Wait until Riplimb runs to retrieve the spear before casting any slows on him. Prior to this, he is immune to all slows. It's actually a good thing that Riplimb gets the Dogged Determination buff -- it allows him to be slowed. Yes, it places a limit on how much he can be slowed, but this merely reduces a 70% slow down to 50%. It doesn't block strong slows from working, as your article suggests.
Cast a slow effect (any type will work) soon after Riplimb runs to retrieve the spear, because there is some evidence that Dogged Determination gets
stronger over time
.
We discovered this because we first tried assigning a Rogue to stay on Riplimb the entire time with Crippling Poison, which turned out to be a waste of time, then revised our strategy when we came back.
Compare these two logs for confirmation:
*
Rogue stays on Riplimb the entire time with Crippling Poison
*
Rogue (and DK) only try to slow Riplimb when he runs for the spear.
评论来自
436173
One other quibble. You say "can be beaten with any team in mostly 359 gear or above". This may be true, but it is a bit misleading.
Melee is at a severe disadvantage in this fight, especially on Rageface. Also, any class that relies on many small attacks or DoTs rather than a few big attacks, will be incapable of reliably breaking Face Rage fast enough. Fire Mages can't, but Arcane Mages can (Arcane Blast). Survival Hunters can't, but Marksman can (Aimed Shot, Chimera Shot). Rogues can't. Shadow Priest might be able to. Frost DKs can't.
In general the only attacks that work are those with a long cast time or significant prep required (for example, Hunters have to keep 50 energy in reserve so they can fire Aimed Shot quick enough, which hampers their DPS quite a bit).
There are probably some other classes that can reliably break Face Rage, but your chances of making it through the fight at all are going to be a lot worse without the right class combo, and downright impossible if you have the wrong class combo.
评论来自
436173
Shannox casts Magma Rupture every 17 seconds.
http://www.worldoflogs.com/reports/vdokj9uct2pq9odn/xe/?s=2053&e=2666&x=spell%3D%27Magma+Rupture%27+and+sourcename%3D%27Shannox%27
评论来自
Alisarian
Crit chance against Rageface was changed to 100% (up from 50%).
评论来自
Elfeaterdk
Edit: LOL - when I read the guide, it appeared to have no comments. After writing this huge wall of text I can suddenly see the other comments :-s
However, it doesn't look like I stepped on any toes even though I was walking in the dark - so to speak.
Hey mate.
Nicely constructed guide, with nice headings, making for easy reading.
Something I don't agree with you on:
All DPS should get straight on killing Rageface as soon as the fight starts
Having your melee dps running around like madmen will seriously hurt their dps. Much better to have melee on Shannox right from start. Assuming a standard 2 melee + 3 ranged, this will enable ranged to have Rageface and Riplimb down just about the same time as Shannox hits his 30% marker. If your ranged can't keep that pace, then have melee switch to Riplimb once Shannox is 40% or so.
By the way: I'm not saying, that this is the only way to do it, but this method should definately be included into the guide for it to be complete.
Erroneous:
Rageface also locks on to one target while not Faceraging, and that target has aggro in the normal way
The one to break Rageface's
抓狂
, will get a debuff that isn't listed in the journal or here on wowhead. I don't recall the exact name, but the mouse-over on it, says something to the effect of "Rageface is very mad at you" and last cirka 10 seconds, during which Rageface is following/damaging only that target. When that debuff wears of Rageface will switch aggro to a non-tank-specced raider, and he will switch randomly between these every 10 seconds or so (though none of these will receive the debuff).
Aside from those 2 small points, I find this a really handy guide, which I linked to a friend of mine, whose guild still is unable to down Shannox post-nerf. I should have you re-writing my guide to Alys :)
I'm also including my guilds tactics on Heroic version of this if you want to include it into the guide. You are free to copy-paste it directly and modify as needed, after which I shall remove this redundant comment. Would appreciate an upvote though (I'm also an achi-ho' out of game)
Heroic Mode tactics:
Differences:
Riplimp has very little health.
Rageface has 122 million health (on 10man), which is more than boss.
Dogs no longer enrage when Shannox's health drop to 30%
Both dogs stack a buff on themselves on each succesful melee swing, that increases damage done by 5% pr stack. Resets after 30 seconds.
Execution:
All dps goes on Shannox.
One dps capable of hitting fast for 30+k is assigned to breaking Facerage (we normally have a Fire mage saving her Hot Streak when time approaches for Facerage). This dps should claim the center of whatever arena you choose to use to be within range of all.
One dps is assigned as backup; in case the chaos of the fight brings your breaker out of range, or when your breaker yourself becomes the target of the Facerage.
You can blow Bloodlust any time you want; since dogs don't die, Shannox will never do his
熔喉裂隙
Handling the stacking buff on dogs:
If offtank is able to reset his stacks, then Riplimb will also have been unable to attack anyone so he will lose the stacking damage buff as well, so this isn't really a factor in this fight
Getting Rageface to reset his stacks requires a bit more execution; immediatly after you have broken the Facerage, you must kite him into a crystal trap. If he has stepped in any Fire traps he will be wary still and you can experience some difficulties doing this. Also, the time trapped is not enough to reset his buff, so make sure to call out who Rage is targeting after he has clawed himself loose, so that person can run (or be gripped) away. Don't fret too much if you fail. We do this with 3 healers in about 372 average or so gear, and we have so far seen 40+ stacks on Rageface without him killing anyone off.
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