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Champion of the Light Battle of Dazar'alor Raid Strategy Guide
来自 FatbossTV
[Last Updated]:
2019/02/19
变更日志
补丁:8.3.7
目录
评分:4.5/5
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7
投票)
指南导航
评分:4.5/5
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This guide provides tips and strategies for defeating the Champion of the Light encounter in Normal Difficulty in Battle of Dazar'alor. Changes to the fight for the other difficulties are listed below in their respective sections, including tips and strategies for dealing with the new mechanics introduced in these difficulties. The Mythic Guide has moved to its own page, which can be found by
clicking here
.
This fight is mechanically the same between Alliance and Horde, except the boss and adds' names are different.
Alliance will fight
along with her
and
adds.
Horde will fight
along with her
and
adds.
The
Champion of the Light
encounter is the first boss in Battle of Dazar'alor. After defeating
Champion of the Light
, players will progress to the
encounter.
Mythic Champion World Firsts
Loot
Normal Loot starts at Item level 385, Heroic Loot at 400 and Mythic Loot at 415.
Armor:
Cloth
:
Leather
:
,
Mail
:
Plate
:
Azerite:
Cloth
:
Leather
:
Mail
:
Plate
:
Weapon
1H INT Dagger
:
2H STR Sword
:
Shield
:
Trinket:
INT Healer
:
Quick Tips
General
Do not kill any adds during the
phase, otherwise she will gain
stacks.
Do not attack the boss during the
phase, otherwise she will gain
stacks.
Do not stand between the boss and the adds, as the
will frequently travel along this path.
Interrupt the
and
casts from the
s whilst killing them off.
Do not face the
when it casts
.
Use a defensive cooldown when the boss has high
stacks and/or
and casts
.
Tank Specific Tips
Keep the adds 25+ yards away from the boss in both Crusader's Seal phases.
Drop the
by moving from the boss during her long casts or by having the add tank taunt briefly.
You can attack the boss during the
if you are afflicted with
.
Drag the adds out of the
zones when DPS are killing them off. Otherwise just keep them stacked up in the corner.
Healer Specific Tips
Save healing cooldowns for when the boss casts
at the end of
.
Prepare to deal with higher incoming damage if the boss has many stacks of
or when she is below 30% and has
.
Champion of the Light Abilities & Strategy
Keep the boss and adds separatedthroughout the fight.
At the beginning of the encounter, the raid will face up against the boss and three adds: one
and two
s.
The adds and the boss should be kept roughly 30 yards apart throughout the encounter, due to the powerful Crusader's Seals the boss has active at all times.
The boss will cycle between two different Crusader's Seals throughout the encounter, switching between them every ~50 seconds.
The raid must be prepared to switch between attacking the boss and the adds depending on what seal is active, as otherwise the boss will gain stacks of
.
gives the boss a permanent 2% holy damage dealt increase which can stack very quickly.
If the boss gains too many stacks, the raid will struggle to survive the bosses heavy holy damage spells, likely resulting in a wipe.
The boss always starts the encounter with the
active, which causes her to occasionally deal a low burst of holy damage to the raid when she melee hits via
.
This seal will also buff all of the adds damage and healing done by 15% via the
.
Any adds that die whilst
is active will grant the boss 20 stacks of
. Because of this, the raid must avoid killing the adds during this phase at all times.
The adds should be tanked away from the boss during this phase to ensure that they adds will not be killed off during the phase via passive AoE or cleave damage.
When the boss reaches 100% energy, she will cast
, buffing a random adds damage by 200% and healing by 150%, before switching to the
.
The
causes the boss to gain stacks of
each time she is attacked by a player. This includes fresh applications of debuffs, as well as AoE/cleave attacks.
The player currently tanking the boss will not give the boss stacks of
with their attacks, as long as they are afflicted with the
tank debuff.
The boss will also be dealing moderate bursts of holy damage to randomly selected players with her
spell.
This damage cannot be avoided and must simply be out-healed.
As the boss will no longer gain stacks of
when adds die, the raid should focus all of its efforts into defeating the three enemies.
The add afflicted with
should be focused down first, as it is the most dangerous of the three due to the powerful buff it has.
The boss and adds should continue to be tanked away from one another during this phase, as to ensure no
stacks are gained by the boss via accidental AoE/cleave.
All three adds should be defeated before the boss reaches 100% energy and switches back to the
.
As soon as all three adds have been defeated, the boss will begin generating energy at a far increased rate.
The raid must wait for her to gain 100% energy and transition back into her
as to ensure the boss doesn't gain additional
stacks.
When the boss gains 100% energy she will cast
, dealing a large burst of holy damage to the raid, before then switching back into
.
This is a great time to have one or two healing cooldowns to help the raid survive the incoming damage.
This ability is the primary reason why
stacks must be kept to a minimum throughout the fight, as the damage from this spell could be increased so much that it begins to one-shot people.
Once the ability has ended, the boss will summon a new set of adds via
and the fight will then repeat - with the boss cycling between the two Crusader's Seals until she is defeated.
The tank add should quickly gain threat on these new adds and stack them up in the same position as they have done for the rest of the encounter.
The positioning of the adds and the boss relative to the raid is an important aspect of the encounter due to the bosses
ability.
Avoid standing in the path the
takes towards the adds!
On a timer the boss will cast
, sending out a slow moving yellow wave directed towards the position of a randomly selected add.
If no adds are alive when this ability is cast, a random players location will be chosen instead.
The wave will deal a moderate burst of holy damage and apply a 7 second magic dot to all players it passes through.
The wave will also place a magic buff on any adds it touches, healing them for 5% of their maximum health every second for 7 seconds.
Both the players damage over time debuff and the adds
over time buff can be dispelled/purged.
This ability is cast during both Crusader's Seals phases.
The tank responsible for the boss should keep her still as much as possible, whilst the add tank minimizes the amount they move the adds around.
This is to keep the direction the
travels consistent and predictable, allowing the raid to ensure they always dodge this ability by standing out of the path between the two camps.
Although it would be ideal if the adds can be moved to avoid each
, this is difficult and unlikely as the adds remain still whilst casting the majority of their abilities.
Instead, purges should be used on the adds to remove the
over time buff during periods when the adds are being focused down by the DPS (such as during the
).
Purging the adds during the
is far less important, as it is likely they will
to full multiple times due to the several healing casts from the Disciples.
Example of ideal raid positioning throughout the
.
With each melee hit, the boss applies
to the target. This 15 second debuff deals holy damage every 2 seconds and this debuff can stack.
This stacks up relatively slowly, doesn't do a large amount of damage.
can be reset in multiple ways, the two most useful of which are listed below.
The debuff can be reset by having the add tank taunt the boss for 10 seconds before having the boss tank grab her back.
This should not be done during the
, as the adds are being focused during this time and the boss will likely gain accidental
stacks.
The tank can wait for periods where the boss is casting her seals or Judgment spells and move away.
By the time the cast has ended and the boss has reached the tank once again, it is highly likely that the
stacks would have reset.
A combination of these techniques should be used by the tanks to keep the
stacks at reasonable levels throughout the fight, ideally below 15.
When the boss reaches 30% health, she will gain the
buff, increasing her damage by 30% for the rest of the encounter.
The raid must be ready to deal with this increased incoming damage by saving some of the larger healing and damage reduction cooldowns for the later stages of the encounter.
Forces of the Crusade Adds
The adds that are engaged at the beginning of the fight, and spawn at the beginning of each new
phase, should be tanked by a single player.
The adds are susceptible to all forms of crowd control aside from long duration roots and hard CC (such as polymorph/paralysis).
s are spell-casters that always appear in pairs. They have three different interruptible abilities.
deals a moderate burst of holy damage to a random player. This should be interrupted as the lowest priority.
is a channel which either deals damage to a random player, or heals a random add, over its 5 second duration. This should be interrupted as a medium priority.
is a cast which will
an add for a massive portion of their health. This should be interrupted as the highest priority.
Although these abilities are powerful, it is unlikely that your raid will be able to cover all casts throughout the encounter.
Instead, the raid should only focus on interrupting these adds when they are being attacked by the raid during the
.
This will mean that the adds are likely to have a high amount of health going into the
phase, but the DPS should still be able to focus them down in time.
If you are struggling to kill off the adds during the
phase, the DPS should swap to them in the later stages of the
to gain a head start.
Using this raid positioning allows you to automatically be faced away from the
!
s are paladin-like enemies that have casts which effect the raid in a major way.
Aside from dealing a moderate burst of damage to the tank with
every now and then, the add will cast
.
At the end of the cast,
will disorient all players facing the crusader for 5 seconds.
All players must turn their back on the crusader before the cast ends to ensure they are not caught out by this effect.
If the raid positions as suggested in the image above during the
, the mechanic can be largely countered automatically with the raid already facing away.
It is mostly during the
, where the raid is mainly focused on the adds, where the
needs to be actively countered.
Adds take less damage whilst standingwithin the
!
The crusaders will also frequently cast
, leaving a zone on the ground which deals damage to players who stand within it whilst reducing the damage the adds take within it by 50%.
During the
phase, these can be stacked on top of one another, as the adds do not need to receive meaningful damage during this phase.
During the
phase, the adds should be dragged out of these zones as much as possible as to allow DPS to deal full damage to them.
Moving the adds can be difficult, mainly as they cast spells so frequently, however displacement and silence effects can be very useful at getting them out of the zones.
Alternative Burst Strategy
Guilds with excellent single target damage may wish to tunnel all of their damage into the boss throughout the fight, ignoring the adds entirely (aside from the tank who still keeps them away).
This will mean that the boss will gain excessive
stacks during the
phase, substantially increasing her holy damage output.
This is most problematic when the
ability is cast at the end of the
phase.
If the entire raid stacks up and uses defensive/healing cooldowns for this hit, it may very well be possible for the raid to survive.
This strategy would require the raid to defeat the boss before the
ability is cast too many times, as they will eventually run out of cooldowns to counter it.
It is unlikely that this strategy will be viable in the first few weeks of the Battle of Dazar'alor raid, but it may very well be an easier strategy to use when reclearing the instance later on in the tier.
Heroic Difficulty
Aside from numerical changes, in which the abilities deal more damage and the enemies have more health, there is one mechanical addition to the encounter on heroic mode.
The boss will occasionally buff a randomly chosen add with
, reducing all damage they take by 99% for 6 seconds.
This effect cannot be placed on the same add more than once every 30 seconds, as the ability also grants
.
As of latest testing, it was not possible to remove this buff via Offensive Magic purges and Mass Dispel.
The
cast is more irritating than anything else, as it slows down the damage you deal to the add over those 6 seconds.
Aside from this, the recommended strategy for the encounter remains the same.
Mythic Difficulty
25 seconds into the encounter, and every 50 seconds afterwards, the boss will cast
.
This will cause all adds, alive or dead, to stop all of their actions and begin to cast a powerful ability.
Find out more about the Mythic encounter in our full
Mythic Champion of the Light Strategy Guide
.
Champions of the Light Advice for All Classes
Our class writers have written raid information on all specs, covering ideal talent builds and strengths and weaknesses for each spec in a raid environment:
Blood Death Knight Raid Tips
Arcane Mage Raid Tips
Assassination Rogue Raid Tips
Frost Death Knight Raid Tips
Fire Mage Raid Tips
Outlaw Rogue Raid Tips
Unholy Death Knight Raid Tips
Frost Mage Raid Tips
Subtlety Rogue Raid Tips
Havoc Demon Hunter Raid Tips
Brewmaster Monk Raid Tips
Elemental Shaman Raid Tips
Vengeance Demon Hunter Raid Tips
Mistweaver Monk Raid Tips
Enhancement Shaman Raid Tips
Balance Druid Raid Tips
Windwalker Monk Raid Tips
Restoration Shaman Raid Tips
Feral Druid Raid Tips
Holy Paladin Raid Tips
Affliction Warlock Raid Tips
Guardian Druid Raid Tips
Protection Paladin Raid Tips
Demonology Warlock Raid Tips
Restoration Druid Raid Tips
Retribution Paladin Raid Tips
Destruction Warlock Raid Tips
Beast Mastery Hunter Raid Tips
Discipline Priest Raid Tips
Arms Warrior Raid Tips
Marksmanship Hunter Raid Tips
Holy Priest Raid Tips
Fury Warrior Raid Tips
Survival Hunter Raid Tips
Shadow Priest Raid Tips
Protection Warrior Raid Tips
Are you a raid leader deciding on what specs to bring to raid? Drag and drop specs into the Raid Composition tool to see what buffs, debuffs, and utility options are available to your group!
Click here to access the Raid Composition Tool!
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评论
评论来自
Babamukuru
Mandatory blood elf dispell again, gonna hear the cries :D
评论来自
DoTArchon
I wonder if a Blood DK could be used to
血魔之握
the adds out of the way of the Wave of Light?
评论来自
valdu
Heroic easy mode:
3 tanks, no need for the 3rd to be a full tank (just have the off spec to hold it a little bit more)
-Boss tank: he will get the boss all the fight
-Reset tank: taunt the boss and hold it for 10 seconds to reset the boss tank stacks
-Add tanks: he will only get in charge of holding the adds, and move them from waves, better if this guy have more than 1 interrupt and some survival, some times you will be caught away from the healers line of sight, done it with my paladin no problem.
You will not have to worry about the adds going to the boss
评论来自
Deizen
On our first normal run, my raid group accidentally pulled the boss because the tank thought it was just another wave of trash mobs.
After the pull and the boss was dead, everyone was quiet on Discord until one broke the silence with "so, this raid has some interesting trash mobs with cool mechanics."
As with every "first boss" encounter in a new raid, this is a very easy fight, especially on Normal.
评论来自
Aielchief
I can't find it in any patch notes, but today the tank debuff lasted 15 seconds, up from 10. As the main boss tank, I couldn't reset my stacks on my own anymore.
评论来自
Kaerfemagsh
do the priest adds need to be tanked? since their casts seem to go to random targets?
评论来自
Doodbrah
When going with a zerg strat be sure to have all dps standing on boss inside boss frame circle. The dps will avoid wave of light because it spawns right outside of boss frame.
Heals can as well but beware of tank on adds leaving range and for light.
评论来自
DemonicsFire
just a heads up. i just tried a m run and someone pulled her before the raid was ready (half the raid wasnt there).
we wiped but by where someone died the boss (and adds) went on attacking the innkeeper and got us all stuck unable to ress. even the /stuck help dosnt do anything
even a log out dosnt work
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