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The Four Horsemen - WoW Classic Naxxramas Strategy Guide
来自 Rokman
[Last Updated]:
2021/01/15
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补丁:1.15.2
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"The Four Horsemen"
库尔塔兹领主
,
女公爵布劳缪克丝
,
瑟里耶克爵士
, and
大领主莫格莱尼
are the third and final boss in the Military Wing of
纳克萨玛斯
. This guide provides tips and strategies for defeating the Four Horsemen encounter in WoW Classic Naxxramas.
The Four Horseman encounter is one of the most infamous in all of Classic, as it has a demanding requirement of guilds having 4 tanks that have above average gear, as well as 4 secondary tanks to hold on to the bosses while the original 4 tanks rotate around the room. Without 8 tanks, this fight can quickly turn into a nightmare because of the unique debuffs each horseman casts on the raid, requiring the entire raid to rotate between each boss, and keeping them under control in each of their own corners.
This guide provides tips and strategies for defeating The Four Horsemen encounter in Naxxramas in Classic WoW.
The Four Horsemen Loot
埃提耶什的碎片
- Quest Item for
被玷污的胸甲
- Tier 3 Token
战士
,
潜行者
被玷污的长袍
- Tier 3 Token
牧师
,
法师
,
术士
被玷污的外套
- Tier 3 Token
圣骑士
,
猎人
,
萨满祭司
,
德鲁伊
堕落之灰烬使者
- Two-Hand Sword
天启护腿
- Leather DPS Leggings
赎罪十字军之槌
- Two-Hand Mace
诅咒者的徽记
- Spellcaster Ring
灵魂之弦
- Bow
宽恕的热情
- Healer Trinket
The Four Horsemen Notable Classes
Tanks are the most important part of this encounter,
战士
s and Feral
德鲁伊
s. This boss goes very smoothly with 8 tanks that are all aware of their assignments and understand how the boss mechanics work. Essentially, tanks will have to maintain each of the four horseman in their own corner of the room, maintaining threat while the rest of the raid rotates between bosses. Whenever the tank gets too many stacks from one of the horseman, an auxiliary tank will temporarily take over, allowing for the initial tank to rotate to a different boss.
The Four Horsemen Quick Tips
Tanks
Four tanks should be assigned to each of the Four Horseman, and on pull need to immediately drag their assigned horseman to the proper corner of the room. There is 20 seconds from the moment the horseman are pulled before the first mark goes out, so that is plenty of time to properly position each boss.
Each of the Four Horseman can be Disarmed, so Tanks should absolutely use
as a defensive tool, to stop the auto-attacks from each of the bosses.
Melee DPS
Melee should ensure they don't get too many stacks of mark debuffs, ensuring they don't go over 3 or 4 total marks. When damaging Thane Korth'azz, melee need to stay stacked up so they don't get obliterated by a Meteor, when attacking Lady Blaumeux, melee need to avoid standing in the Void Zones, when attacking Sir Zeliek, melee need to move away from the tank before a Holy Wrath goes out, and lastly melee should never be getting hit by Highlord Mograine.
Ranged DPS
Ranged damage dealers, like melee, need to pay close attention to their mark debuff stacks, ensuring they don't go over 3 or 4 total marks. If they are worried about the number of debuffs they have, ranged can stand at the front of the platform the four horseman stand on, as there is a small area where players can drop all debuff marks while being out of range from all four bosses.
Healers
Healers, like melee and ranged, should pay attention to their debuff stacks, making sure they stay below 3 or 4 debuffs, depending on how much total health the healer has. Healers will need to be moving across the room, like the entire raid does and have to be prepared to heal whichever new tank they approach after a rotation.
Before Pulling The Four Horsemen
Four tanks need to be assigned on the initial pull of each horseman, immediately taunting and dragging their boss to the specified corner. Each boss needs to be tanked in the corners of the room, ensuring the bosses aren't too close together, as there will be overlap and players will be getting hit with two mark debuffs instead of just one.
Backup tanks can be assigned to stand in the center of the room in the safe spot, just in front of the platform where the four horsemen were pulled from. This spot allows players to drop the mark debuffs safely, and where backup tanks can wait patiently for their turn to run in and take over, in case something goes wrong at one of the bosses.
The Four Horsemen Abilities and Strategy
All of the bosses have a shared pool of abilities, while each boss will have one mechanic that is unique to them. Players will need to adapt their positioning depending on what boss they are fighting nearby during this encounter.
The Four Horseman Shared Abilities
盾墙
goes out at 50% health and 20% health for each horseman, lasting for 20 seconds and reducing all damage dealt by a significant amount.
激怒
allows the individual horseman to use their abilities without cooldown. The enrage happens after 100 marks have been cast by each horseman, meaning it takes about 20 minutes before it happens! That's a long enrage timer!
召唤库尔塔兹之魂
,
召唤布劳缪克丝之魂
,
召唤瑟里耶克之魂
, and
召唤莫格莱尼之魂
will summon a spirit version of the horseman whenever they die. The Spirit version of the horseman will stand still on top of their corpse, and continue casting mark debuffs, so the raid needs to move away from the spirits immediately.
库尔塔兹印记
,
布劳缪克丝印记
,
瑟里耶克印记
, and
瑞文戴尔印记
all have the same effects, which are listed below --
The first mark is cast 20 seconds into the fight and goes out every 12 seconds after that.
Each Horseman casts their mark as an AOE, hitting all players in a 60 yard radius that can not be avoided by line of sight.
Mark debuffs stack, similar to Firemaw debuffs. Each time a new Mark is applied, more and more damage is dealt to the player.
The debuff lasts for 75 seconds, refreshing to the maximum duration each time a new stack is applied.
The debuff can not be removed earlier by any spell or item, other than the player dying.
Thane Korth'azz Abilities
流星
acts similar to the Anubisath in Temple of Ahn'Qiraj. Thane will target a nearby player, dropping a Meteor on them and splitting the damage amongst nearby allies of the target. Because of this, the group of players attacking Thane Korth'azz should be stacked up tightly, to avoid being killed by a Meteor.
Lady Blaumeux Abilities
虚空领域
will put a small black circle on the ground, similar to the area around C'thun in Temple of Ahn'Qiraj. The Void Zone will last for about a minute and a half after it is placed on the ground, so whenever the tank is controlling Lady Blaumeux, they need to ensure they tank her in a circle around the corner she is assigned to, that way they can ensure they don't get trapped inside a void zone.
Sir Zeliek Abilities
is similar to High Priest Venoxis in Zul'Gurub, in that it is essentially a chain lightning that deals Holy damage. It goes out every 12 seconds, first hitting the tank with the most aggro and then bouncing to any player within 5 yards of that target, doubling in damage each time it jumps. To avoid this, players need to ensure they are not too close to the tank holding aggro on Sir Zeliek!
Highlord Mograine Abilities
邪恶之影
is a chance on hit from Highlord Mograine's auto attacks, dealing significant fire damage and applying a damage over time debuff to the tank. This debuff is not dispellable.
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评论
评论来自
Haemonaut
7 marks will kill a DPS. Telling dps to stay in to '6 or 7 marks' is way past the acceptable threshhold
评论来自
Enina
I'm the primary OT for my guild, and the Mograine MT. We use the Thane burn strategy, and I absolutely recommend that a minimum of 2 tanks have at least 150+ fire resistance. I, personally, tank with 200 unbuffed, and having none will have the Mograine tank(s) take drastically more damage. None of the other horsemen hit tanks hard, with Zeliek being the weakest, since a single hit from his holy chain will do around 540 damage. Lady Blaumeax can kill a tank quickly if they fail to move out of voidzones, but she's harmless otherwise. Thane's meteor (if zerging him) will do nothing due to how many are stacked to split the damage.
All four horsemen are disarmable, and I recommend a Disarm rotation on Thane if you're burning him before the first switch, so that your MT can dual wield for maximum threat. We were able to burn Thane without world buffs (and some without any consumables at all).
We were short on hunters and only had 2, so we stacked the warriors and had one Bloodrage + Battle Shout on pull to get them grouped and coming forward. The two hunters would grab Lady Blaumeax and Sir Zeliek and pull them out and to the sides to be picked up and dragged to the back, and the Thane and Mograine tanks picked theirs up in the forward gap and pulled back to their positions. This was the most reliable way to get all four of them to their tanks without any accidental deaths using only two hunters. (As a forewarning: Their aggro range is MASSIVE. You can hug the walls to get a bit to the sides in the beginning, but it's very easy to accidentally pull them with just a step or two into the center.)
Shadow Protection Potions help with the 5+ mark hits, but I didn't require any Fire Protection Potions for Mograine.
评论来自
CeeceUA
Sir Zeliek Abilities
Holy Wrath is similar to High Priest Venoxis in Zul'Gurub, in that it is essentially a chain lightning that deals Holy damage. It goes out every 12 seconds, first hitting the tank with the most aggro and then bouncing to any player within 5 yards of that target, doubling in damage each time it jumps. To avoid this, players need to ensure they are not too close to the tank holding aggro on Sir Zeliek!
This is wrong. The initial cast can target any player within 35 yards of Zeliek. And the bounce range for the beam is 10 yards.
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