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Jadefire Masters Raid Strategy Guide
来自 FatbossTV
[Last Updated]:
2019/05/29
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补丁:8.3.7
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This guide provides tips and strategies for defeating the Jadefire Masters 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
.
The Jadefire Masters encounter is a single phase encounter in which the raid faces up against two bosses simultaneously, a Mage and a Monk. Good co-ordination and preparation are required to deal with their powerful Team Attacks that occur at set points throughout the fight.
This fight is mechanically the same between Alliance and Horde except the bosses have different names and the encounters take place in different areas of the instance. The strategy for the encounter remain the same between the two versions, aside from one small benefit for the Alliance version which will be covered in the relevant part of the guide.
Alliance will fight
玛拉·恐牙
(Monk)
and
阿纳索斯·召火者
(Mage)
as the 2nd boss of the raid.
Horde will fight
玫斯特拉
(Monk)
and
曼赛罗伊·弗雷菲斯
(Mage)
as the 3rd boss of the raid.
This guide will refer to the bosses by their class -
Monk
and
Mage
Jadefire Masters
is the third () / second () boss in Battle of Dazar'alor. After defeating
Grong
, players will head to the
Jadefire Masters
encounter.
Mythic Jadefire World Firsts
Loot
Normal Loot starts at Item level 385, Heroic Loot at 400 and Mythic Loot at 415.
Armor:
Cloth
:
Leather
:
Mail
:
Plate
:
Ring
:
Azerite:
Cloth
:
Leather
:
Mail
:
Plate
:
Weapon:
2H INT Staff
:
Trinket:
AGI
:
Quick Tips
Keep the
Monks
health percentage lower than the
Mage
at all times.
Engage the
Monk
in melee combat to interrupt the Whirling Jade Storm.
DPS through the
Mages
Fire Shield and then interrupt the Pyroblast.
Tanks
: Taunt the
Mage
off of one another to keep the Rising Flames stacks below 4.
Tanks
: Face the
Monk
Images in the order they appear during Multi-sided Strike.
Healers
: Dispel the Searing Ember debuffs, prioritizing those with the shortest duration.
Fire of the Mist - 30 Energy
The entire raid should stand within a single Living Bombs Chi-ji's Song cloud as to maintain line of sight of one another.
Defeat the Living Bombs one by one whilst avoiding their rotating Beam attack.
Healers
: Be prepared to use cooldowns to counteract the damage from multiple Explosions.
A Flash of Hostility - 60 Energy
Travel through the maze made from Ring of Hostility zones, whilst dodging the Pheonix Strike patches.
Destroy a section of the barrier before interrupting the bosses.
The Serpent and the Phoenix - 100 Energy
Side step out of the Dragon's Breath cone.
Healers
: Be prepared to use healing cooldowns to counter the ticking damage from the Blazing Pheonix passive.
Jadefire Masters Abilities & Strategy
The two bosses in this encounter
do not
share a health pool, however the raid is encouraged to keep their health percentages similar due to the
Monk's
谐律之魂
passive.
This passive will buff the damage output of the
Monk
whenever they are at a higher health percentage than the
Mage
. This bonus is stronger the larger the gap between the two bosses.
To counter this, DPS should primarily focus on damaging the
Monk
whenever possible, whilst cleaving/multi-dotting the
Mage
.
There are periods of time during the encounter where the
Monk
is not directly attackable. During these times the DPS can focus on the
Mage
, assuming that doing so will not create a large health gap between the two.
At no point should the raid look to have the
Mage
anymore than 10% lower than the
Monk
.
This passive only works one way. In theory, the raid can have the
Monk
at a far lower health percentage than the
Mage
and suffer no negative consequences.
The encounter is over once both bosses are defeated, which encourages DPS to deal as much damage to both bosses simultaneously as they can.
That being said, focusing all damage into the
Monk
to remove them from the encounter as soon as possible is also a viable strategy.
Monk Abilities
The
Monk
has a couple of mechanics that primarily require the attention of the tank.
万相拳
The
Monk
will cast
万相拳
on the tank every ~60 seconds. This ability will teleport the tank high into the air and place them on a green platform.
Three
Monk
images will then appear, one after another. They will then each charge into the tank in the order that they spawned in.
The images will also flash right before they charge.
Alternatively, the order of the images always charge in the order: Blue, Green, Orange.
Additionally, the image that is about to charge in will pulse out light briefly beforehand, giving the tank a brief moment to easily identify which way they need to face.
If the tank faces the image that is flying towards them, they will not take any damage and will gain the
成功防御
debuff which increases their damage and healing done for 30 seconds. This buff can stack.
Failing to face the image that flies towards them will cause the tank to take a high burst of physical damage.
The tank should aim to face each of the three images in order to reduce the amount of damage they take from the ability.
Once all three images have flown towards the tank, the tank will be teleported back to the encounter space and given the
考验后遗症
debuff, increasing the physical damage they take by 100% for 40 seconds.
After dealing with the
万相拳
, the tanks should taunt off of one another to ensure that the
Monk
is not hitting the tank with the
考验后遗症
debuff.
Face the images in the order they appear!
翡翠风暴
Engage the
Monk
inmelee combat to stop
翡翠风暴
!
The
Monk
will frequently charge to a random nearby area of the encounter space and begin to channel
翡翠风暴
.
This channel will continuously deal low nature damage to the raid every 1 second until the
Monk
is engaged in melee combat, at which point the effect ends.
The tank responsible for the
Monk
during this time needs to quickly rush over and melee hit them to interrupt the ability.
A high mobility melee DPS (such as a Demon Hunter or Monk) or nearby melee weapon-wielding ranged DPS can quickly rush over and stop the effect, instead of the tank.
Mage Abilities
The
Mage
has mechanics that require the attention of the entire raid.
火球术
Instead of melee attacking, the
Mage
frequently casts
火球术
at the current tank.
This deals a moderate burst of fire damage and applies a stack of the
升腾之焰
debuff.
升腾之焰
deals ticking damage over 6 seconds. When the debuff times out, a
燃尽
explosion is triggered.
燃尽
deals a burst of fire damage to the entire raid. This damage is stronger the more stacks of
升腾之焰
dropped from the tank.
Tanks should actively seek to keep the
升腾之焰
stacks low, as to ensure that the
燃尽
explosion damage is reasonable.
We recommend that the tanks taunt the
Mage
off of one another when they reach 4 stacks.
Do note that the
升腾之焰
debuff can drop without taunting, as the
Mage
will delay casting
火球术
if they are casting other spells at the time (such as
炎爆术
).
炎爆术
Destroy the shield to kick the
炎爆术
!
The
Mage
will occasionally teleport to a random location within the room and apply a
火焰护盾
to themselves.
火焰护盾
is a damage absorption shield which prevents the
Mage
from being interrupted.
As soon as the
火焰护盾
has appeared, the
Mage
will begin to cast
炎爆术
at a randomly selected player.
炎爆术
is an 8 second interruptible cast which deals a near lethal amount of damage and applies a hard hitting dot debuff.
Players must first damage through the
火焰护盾
before interrupting the
炎爆术
before the spell ends.
All DPS should make sure they switch to the
Mage
when this happens as to ensure that the
火焰护盾
is broken in time.
炽热余烬
The
Mage
will apply several
炽热余烬
magic debuffs across the raid, each with a different duration (a maximum of 10 seconds and minimum of 4 seconds).
These deals moderate ticking damage over their duration before triggering an
爆燃余烬
upon expiration, dealing a substantial burst of magic damage to the raid.
The
爆燃余烬
detonation will not trigger if the debuff is dispelled.
Healers need to dispel all of the Searing Ember debuffs as soon as possible, prioritising those with a shorter duration.
Healers in an organised group may wish to assign dispels based off of duration/raid frame position as to reduce the chance of several healers wasting GCD's on dispelling the same debuff.
The amount of
炽热余烬
debuffs applied to the raid scales with raid size. Groups with 1 healer per 5 players should have enough dispels to cover each
炽热余烬
debuff.
This debuff can be mass dispelled by a priest, however the ability comes in too frequently to be covered by a single priest alone.
Team Attacks
Both bosses will gain energy passively over the course of the encounter. The bosses will cast a combined Team Attack at certain energy thresholds.
Fire from Mist
Avoid the spinning
射线
attack!
At 30 energy, the bosses will summon two
活动炸弹
adds. These adds are stationary and do not need to be tanked. There are three possible spawn locations, but only two will be randomly chosen.
They will slowly rotate on the spot whilst channeling a short range
射线
which deals heavy fire damage to those who are hit by it.
The
活动炸弹
s will also spam cast
爆炸
, a 10 second cast which deals a moderate burst of fire damage to all players.
Each
活动炸弹
is surrounded by a
赤精之歌
smoke cloud. This deals low ticking nature damage to those who stand within it.
The clouds also act as line of sight. Players outside the cloud cannot cast spells/attack enemies inside of the cloud and vice versa.
The entire raid should stack within a single
活动炸弹
smoke cloud and defeat that
活动炸弹
, before moving onto the next as a single unit.
It is important that everyone remains within the same line of sight, as to allow healers to continue to dispel the Searing Ember debuffs.
Remaining stacked within a cloud also allows the raid to line of sight the
Mage
if a
炎爆术
is cast during this time if the
Mage
teleports outside of the smoke cloud.
Throughout the time in which the
活动炸弹
s are active, the raid must continue to deal with the other abilities the bosses usually cast as the highest priority.
Healers may wish to assign a healing cooldown or two for the first few
爆炸
casts, as multiple adds will be casting this at once and the raid will be taking substantial damage.
A Flash of Hostility
At 60 energy, all players will be teleported to one side of the encounter space, whilst the bosses teleport to the far side.
The location both the raid teleports to and the bosses teleport to are set and do not change from pull to pull.
Traverse the maze to reach and destroy the Barrier!
The
Monk
will then spawn a maze consisting of Rings of Hostility. These act identically to the monk spell Ring of Peace.
Players will be knocked back upon contacting a
敌意之环
, however leaps/teleports and warlock gateways can be used to fly over/through them.
The maze layout is a set pattern which doesn't change from pull to pull.
As the Horde and Alliance fight the bosses in different encounter spaces, they will have different maze patterns to get through.
The
Mage
will continuously mark areas with
凤翼天翔
.
These areas explode after a few moments, dealing high fire damage to all players within the area.
A large barrier forms between the bosses and the raid. The barrier is made of four attackable sections.
Destroying a section will allow you to access the bosses and interrupt their abilities, ending the Team Attack and resuming the encounter again.
The raid needs to move through the maze and get to the barrier as soon as possible, all whilst dodging the
凤翼天翔
areas.
Warlock gateways should be used to skip large sections of the mazes. Players with other ways of skipping parts of the maze should do so, as they can begin damaging the barrier earlier.
Warlock gateways are especially strong in the Alliance version of the maze, as the actual distance between the raid and the bosses is shorter, allowing the gateway to counter a larger portion of it.
The Serpent and the Phoenix
Upon reaching 100 energy, both bosses will transform into an empowered form.
The
Monk
will morph into a Jade Serpent.
During this time the
Monk
can not use their
翡翠风暴
ability, but have gained the
龙息术
ability.
龙息术
will deal a large burst of Fire damage in a cone faced towards a random player.
The raid must be ready to side step out of this cone. This is more easily done by having the raid spread out around the
Monk
.
The
Mage
will transform into a Phoenix.
During this time, the
Mage
can no longer cast
炎爆术
. Instead the
Mage
has gained the Blazing Pheonix passive.
This passive deals moderate fire damage to all players every 3 seconds. This lasts until the
Mage
has been defeated.
Healers must be prepared to deal with the prolonged raid damage throughout this last section of the encounter, ideally by having mana and a few cooldowns.
On normal mode, there is no crazy rush to leave this phase, as the incoming ticking damage is pretty low.
However, if your raid is struggling to survive during this phase, Bloodlust and DPS cooldowns should be used to try and make it as short as possible.
Heroic Difficulty
Both the
Monk
and the
Mage
have gained an additional ability that they will frequently cast throughout the encounter.
雪怒之魂
Kite the Spirit of Xuen add while the raid kills it!
The
Monk
will occasionally spawn a Spirit of Xuen add. This add will fixate on a random non-tank player until the player dies or the add dies.
Upon reaching the player, the Spirit of Xuen will hit them with
虎爪功
, dealing a substantial burst of nature damage to them.
Due to this high damage, the fixated player should avoid being within melee range of the add as much as possible.
Whilst chasing the player, the add will frequently
突袭
at their current location, dealing a moderate burst of nature damage to anyone within 5 yards.
The player kiting the Spirit of Xuen add should ensure that they are always at least 5 yards away from others to reduce incoming raid damage.
All DPS should switch to the Spirit of Xuen add as soon as it spawns and focus it down, using slows and stuns to help the fixated player kite more easily.
Groups with confident healers may want to have the fixated player "tank" the add next to one of the bosses, as to allow DPS to cleave damage on to the boss whilst focusing the add.
The Spirit of Xuen can be summoned during the Fire from Mist Team Attack. The raid should priorities killing the Spirit of Xuen add over dealing with the
活动炸弹
s.
Multisided Strike
The
Monks
Multisided Strike will now summon four visions, up from three, with the last clone being of green color.
Additionally, the Multisided Strike will be cast on multiple members of the raid during the The Serpent and the Phoenix Team Attack.
The entire raid must be prepared to face the visions, as doing so successfully will help with the increased output requirements during this late stage of the encounter.
Only one tank will be selected for this ability. This ability can target healers, although it will always leave one behind to heal the untargeted players.
As this ability can be difficult for players to handle, guilds may have a greater chance of success if they kill the
Monk
as soon as possible as to reduce the amount of Multisided Strikes cast during this last team attack.
熔岩陷阱
Don't die from fall damage whentriggering
熔岩陷阱
s
The
Mage
will frequently spawn several
熔岩陷阱
s. These are red zones which will remain on the ground until a player runs into them.
The trap will trigger when ran into, dealing a large burst of fire damage and sending all players within 6 yards high into the air.
The fall back down to the ground is high enough to instantly kill any player who doesn't have an effect to cancel or mitigate fall damage.
Anyone who survives the
熔岩陷阱
will receive a permanent debuff, increasing the damage they take from subsequent
熔岩陷阱
explosions by 100%.
熔岩陷阱
s will frequently spawn in high traffic areas, causing considerable difficulties for players who need to move around.
This is most problematic when the
Monk
will dash into a
熔岩陷阱
and begin to channel
翡翠风暴
, as the raid will not be able to engage the
Monk
in melee combat to stop the effect.
The raid must work to clear the
熔岩陷阱
s that spawn in bad locations.
Clearing
熔岩陷阱
s can be done in multiple ways:
Rogues with Cloak of Shadows and Hunters with Aspect of the Turtle can trigger traps without being thrown into the air or receiving the damage taken increase debuff.
Combining one of these immunities with a movement speed increase such as Sprint or Aspect of the Cheetah can allow the player to clear several traps at once.
Raid groups with several Hunters and Rogues should continuously clear the
熔岩陷阱
s on a rotation to keep the encounter space clear.
Paladins can use Divine Shield.
Classes with fall damage mitigating/cancelling effects can soak a poorly placed
熔岩陷阱
by running into it and then countering the knock up.
This can only be done once per player, as they will still gain the damage taken increase debuff - causing them to be one shot the second time they take a
熔岩陷阱
without a large defensive cooldown.
Multiple classes have abilities which can counter the fall damage from the
熔岩陷阱
s, such as Hunters with Disengage, Mages with Blink, Monks with Transcendance, any class with a well timed priest Leap of Faith/Levitate etc.
A player can soak a
熔岩陷阱
just before the Flash of Hostility Team Attack teleport.
If timed correctly, the player could be teleported safely to one side of the encounter space before they fall from the sky.
This would require precise timing, but would be really cool if you pulled it off.
Flash of Hostility
Don't stand in the fire left behindby the
龙息术
!
The Flash of Hostility Team Attack has been adjusted slightly on heroic difficulty.
The barrier separating the bosses from the raid will only have one section be vulnerable to damage, rather than all four.
This isn't an issue, as the raid can instead just kill this single vulnerable section to gain access to the bosses.
If the raid wishes to make more sections of the barrier vulnerable to damage, players can collect
超力之球
s that are scattered throughout the
敌意之环
maze.
Running into a
超力之球
will grant the player the use of an extra action button which can be used on an invulnerable section of wall.
Doing so will simply allow players to deal full damage to this section of wall.
This is not a compulsory task. Instead we believe the mechanic is present on heroic difficulty to introduce players to it, before it becomes mandatory on mythic.
Serpent and the Phoenix
During the Serpent and the Phoenix Team Attack, the
Monks
龙息术
will leave behind a large line of fire in the direction they were facing.
Players should move swiftly from this fire as it deals substantial fire damage every second whilst you are stood within it.
Although the raid shouldn't run out of space during this last short phase, the should attempt to "bait" the fire into good locations by standing in positions in which the fire will not disrupt any movements the raid needs to do.
Mythic Difficulty
There are changes to the
万相拳
,
雪怒之魂
,
熔岩陷阱
abilities as well as changes to the Team Attacks that the Jadefire Masters use.
Find out more in our complete
Mythic Jadefire Masters Strategy Guide
.
A Flash of Hostility
During the Flash of Hostility Team Attack, none of the barrier sections will be attackable until players have used a
超力之球
on all four sections.
Once this is done, the barrier can then be destroyed and the bosses can be accessed.
The raid needs to ensure that they gather at least 4
超力之球
s on their way to the barrier.
Whilst moving throughout the
敌意之环
maze, a Spirit of Niuzao add will chase players through the maze. The Spirit of Niuzao add can not be attacked or interacted with in any way.
As it travels, it will leave behind images that continuously pulsate damage to nearby players via the
砮皂迷踪
effect.
These images do not despawn and effectively prevent players from backtracking through areas, which can be problematic when the raid misses any
超力之球
s on their way to the barrier.
About the Author
This guide was written by FatbossTV. If you have any questions or want to provide alternate strategies/feedback, please contact them here:
Twitter:
@FatbossTV
Discord:
Discord.gg/fatbosstv
Jadefire Masters 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
Fatherfury
I made a video showing how to survive the multistrike ability or the air platforms as we called them. Our guild wiped over and over with this mechanic as it happens so fast so seeing it in action helps. Cheers
https://youtu.be/TE7rUUxvQrA
评论来自
Iantjie
There is a way to cheese the multisided strike ability, works in HC but don't think it will on Mythic. Just focus the monk more then burn her down 1st that will cause the raid to skip multisided strike then use personals to deal with longer AOE from the mage
评论来自
Thechieftain
blue - green- red - green - blue those are the color of Multisided Strike. Everytime. Color position may chance but rotation of it wont.
评论来自
Sesyl91
Can someone please confirm me a thing? Yesterday we had some trouble with this encounter (HC), that paniced me and many other officers from my guild since we all recived the message from DBM for the mage casting Pyroblast while the Fire in the Mist mechanics started, but that Pyro never came, the mage just shield himself up in that phase. Now, was that due only because of the missing DBM update? Or something screwed up lately?
评论来自
Ryawy
Death's Advance can be used by death knights to completely walk through the maze, and when combined with Anti Magic Shell, you can soak a magma trap or two.
评论来自
Lilyoptra
So Horde and Alliance get different cloth gloves with different stats...nice...and yet every guide lists the horde gloves as BIS for affy locks and this guide doesn't even list the Ally gloves...at all?
评论来自
aceaxe11
9.0.5 Solo LGF mode - Alliance DH Tank - Either by design, or major error, When they both hit 30% and switch to dragon mode, the Monk will start spamming Multi-sided Strike. Instead of a 60 second cycle, which gives you a chance to recover, it'll be 5 - 10 second cycle. Which leads to multi-stacking "Tested" debuff (incoming dmg +100% kept stacking to 500%. Would kill me off before any debuffs ran out). Solution that worked best, BURN THE MONK DOWN! They won't switch modes until their average percentage = 60% / 30%. Was able to kill monk before they went into dragon mode, which meant no debuff issues.
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