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Utolsó módosítás programmer, ekkor: 2025.02.22.
Introduction This guide is intended to provide a comprehensive description of theencounter with Galakras in Siege of Orgrimmar. It is targeted at anyonewho desires to understand the fight mechanics. This guide is updated for World of Warcraft MoP 5.4. Galakras is the fifth boss in the Siege of Orgrimmar. This is a fight that willremind Wrath of the Lich King raiders of the encounter against Razorscale. Insimilar fashion, players will have to defeat mobs and use Anti-Air turretsto bring the proto-drake boss down to the ground where it can be fought anddefeated. 1. General Information↑top1.1. Health Values
1.2. Enrage TimerWe do not know what the hard enrage timer of this fight is, currently. PhaseTwo has a soft enrage mechanic that will eventually wipe your raid if the bossis not killed quickly enough. 1.3. Raid Composition
2. Loot↑top2.1. Armor2.2. Weapons
2.3. Rings and Trinkets
3. Overview of the Fight↑topThe Galakras encounter is a two-phase fight. Phase One requires your raid to defeat several groups of mobs,including 4 powerful mini-bosses, in order to gain access to two Anti-AirTurrets. Using these Anti-Air Turrets simultaneously forces Galakras toland, initiating Phase Two. Phase Two pits your raid up against Galakras, a large proto-drake.The boss only has two abilities in this phase, and there is a soft enragemechanic in place that turns this phase into a DPS race. Videos:
4. Class-specific Advice↑topOn our forums, we are maintaining threads with class-specific advice for each of thefights of Siege of Orgrimmar. So, make sure to check them out, and if you have things toshare, do not hesitate to contribute!
5. Fight Structure↑topTo start the fight, you have to talk to your faction leader. During Phase One, you will only be fighting adds. Many types of adds comeinto the fight in waves. There are 8 waves and while some specific adds cannotcome together in the same wave, the composition of the waves appears mostlyrandom to us. That said, there are mini-bosses that come at predictable timesand appear either on the ground or atop one of the two towers where theAnti-Air Turrets are located:
When the mini-boss appears on top of a tower, the gate blocking access tothat tower opens, and your raid can start climbing up (through a stairwaylocated inside the tower). Raid members who enter the tower will notice aTower Control bar appearing on their screen. It starts out fully red, meaningthat your raid has no control over the tower whatsoever. As your raid membersmake their way up the stairs, they will be met by various types of (relativelyweak) adds, which they must defeat. Each add that your raid kills will pushthe Tower Control bar slightly in your raid's favour. Killing the mini-bosson top of the tower will affect the Tower Control greatly, ensuring that itbecomes fully controlled by your raid. When your raid controls a tower, youcan use the Anti-Air Turret located on top of it to shoot at Galakras. Having access to both towers, and using both Anti-Air Turrets to shoot downGalakras at the same time will cause the boss to come down and engage yourraid, starting Phase Two. 5.1. Friendly NPCsThroughout the fight, your raid will receive assistance from three prominentmembers of your faction. Alliance players will receive help fromKing Varian Wrynn, Lady Jaina Proudmoore, andVereesa Windrunner. Horde players will receive help fromLor'themar Theron, Lady Sylvanas Windrunner, andArchmage Aethas Sunreaver. These NPCs have very high amounts of health, and if one of them is killedby the enemies, your raid instantly wipes. While it is possible to heal them,their large health pools make it unfeasible to do so. You are much better offprotecting them instead. 6. Phase One↑topDuring Phase One, your raid will have to face a large number of adds. Thegoal of this phase is to gain control of the two towers located in the fightarea, in order to use the Anti-Air Turrets located on top of them to bringthe boss down. 6.1. Abilities6.1.1. Mini BossesKorgra the Snake is the first mini boss that your raid will have toface. She enters the fight about 2 minutes after the start (as part of thethird wave), and she engages your raid on the ground, making use of severalabilities (more than any of the other mini bosses). TwoDragonmaw Ebon Stalkers enter the fight together with Korgra.
Lieutenant Krugruk is the second mini boss your raid will face. Hespawns on the southern tower roughly 2 and a half minutes after the start ofthe fight (as part of the fourth wave). He uses two abilities against your raid.
High Enforcer Thranok spawns on the ground about 4 minutes after thestart of the fight (as part of the seventh wave). He uses three abilities against your raid.
Master Cannoneer Dagryn is the fourth and final boss to spawn. Heappears on top of the northern tower, about 5 minutes after the start ofthe fight (as part of the 8th and final wave). He uses two abilities against your raid.
6.1.2. Other AddsIn addition to the 4 mini-bosses listed above, your raid will have tohandle a large number of smaller adds, which enter the fight in waves ofdifferent compositions. Dragonmaw Bonecrushers charge a faction leader and cast Dragonmaw Tidal Shamans cast interruptible healing spells on theirallies, and they also create Dragonmaw Flameslingers shoot fire-tipped arrows at random raid members,dealing damage to them and leaving behind small fiery void zones on theground. Dragonmaw Grunts deal heavy melee damage, and sometimes use a rangedattack on random raid members. Dragonmaw Wind Reavers enter the fight on the backs of flyingproto-drakes called Dragonmaw Proto-Drakes. On the PTR, these adds used toengage your raid on the ground as well as flying above it, but so far from ourlive server experience we have not seen them fighting on the ground. All theyappear to do is fly around in the air and damage random raid members. They canbe attacked from the tops of the towers, but it is much more efficient todamage them using the Anti-Air Turrets. Dragonmaw Flagbearers put down banners that buff other enemies,increasing their melee, ranged, and casting speed, as well as increasing theirdamage. The banners can be destroyed (their health is very low). Kor'kron Demolishers enter the fight one at a time, and immediatelybegin firing projectiles at the tower that your raid is currently trying totake control of, dealing heavy damage to any raid members inside the tower. 6.2. StrategyDespite appearing very complicated, the strategy for this phase is actuallyquite simple. Your raid will often be faced with such an overwhelming number ofadds with different abilities that carefully strategising is simply notpossible. Instead, you will have to react instinctively to the mechanics youare up against, while keeping a few broad guidelines in mind. There are a few very important things to keep in mind during this phase.We will outline them before going into more details.
6.2.1. Handling the Mini-BossesThe abilities of the mini-bosses are very straightforward. In the case of Korgra the Snake, you can simply attack and kill her whilethe tank moves her whenever she places a Poison Cloud at her location.Aside from that, remember to avoid the attacks from theDragonmaw Ebon Stalkers that come with her. Lieutenant Krugruk requires that the raid members who engage him alwaysmake sure not to get hit by High Enforcer Thranok's lethal Master Cannoneer Dagryn's only problematic ability is 6.2.2. Handling the AddsMost of the abilities of the adds should be handled in obvious ways (whichis not to say that doing so is always easy). Damage that is done to randomraid members has to be healed through. Players have to avoid standing in thefiery void zones left behind by the Dragonmaw Flameslingers, and soon. It is not easy to set a priority for killing the adds, since this candepend on many factors. Also, if you consider that certain mobs, such asthe Dragonmaw Bonecrushers and the Dragonmaw Tidal Shamans, haveas much as 10 times more health than some other mobs, a kill order oftenbecomes quickly apparent. Use the following guidelines.
The Dragonmaw Proto-Drakes should be damaged with the first Anti-AirTurret that your raid takes control of. 6.2.3. General Timeline of the PhaseAt the start of the phase, your entire raid will be together on theground, and you will face the first three waves of adds together. As soon asthe southern tower opens, half of your raid (complete with one tank and one ormore healers) will have to make its way up the tower. Once at the top, theywill have to defeat the mini-boss present there. When the second tower opens up, your tower team will have to takecontrol of this tower as well, in the same way as with the first tower. Whenboth towers are under control, one raid member should enter each of the twoAnti-Air Turrets, and shoot at Galakras at roughly the same time. This willcause the boss to descend, starting Phase Two. Note that any adds that are still alive when you shoot down Galakras willnot despawn, and you will have to fight them at the same time as the boss,so you may want to consider clearing the area before bringing the bossdown. 7. Phase Two↑topDuring Phase Two, adds stop spawning, and your only enemy is Galakras, soengages your raid on the ground. 7.1. AbilitiesGalakras uses only three abilities during this phase.
7.2. StrategyThe strategy for Phase Two is fairly simple. Your tanks must perform a tankswitch on Galakras to handle the stacking tank DoT. In order to handle Dealing with the stacking buff that Galakras gains, and thedamage that 8. When to Use Heroism/Bloodlust/Time Warp↑topWe recommend using 9. Summing Things Up↑topIn this section, we will very briefly summarise what the players belonging toeach of the three roles have to do during this fight. 9.1. Tanks
9.2. Healers
9.3. DPS
9.4. Everyone
10. Learning the Fight↑topIt is not really possible to boil down the learning process of thisfight to one or two steps. The most difficult aspect to learn will be how tobest handle all of the abilities of the many adds that your raid has to faceduring Phase One, and this is something that has to happen throughpractice. If you follow the guidelines that we have laid out in the guide(killing the Kor'kron Demolishers and the Another important aspect to consider before you pull the boss is how tosplit your raid up into a tower team and a ground team, so that the teams arewell balanced and so that each one is suited for its task. You can and shouldlook to rebalance this split after you have pulled the boss a few times, inorder to improve the groups. 11. Heroic Mode↑topThe Heroic mode of the Galakras encounter is almost identical to its Normalmode counterpart, and it is quite accessible to raids. 11.1. Differences From Normal ModeAll mobs in the encounter have increased health and deal increaseddamage. As far as mechanics are concerned, there is only one difference. Instead ofthe two towers becoming accessible to your raid automatically, each one isunlocked by a friendly NPC. The NPC takes about 90 seconds to unlock a tower,during which time some Dragonmaw Grunts will attemptto kill it. If the NPC dies, a new one will spawn shortly afterwards, and thetower-opening process will be re-started (that is to say, the progress of theprevious add will be reset). 11.2. StrategyThe strategy for this Heroic mode is practically unchanged. The onlydifference is that your raid should assign a few DPS players to stand near thetower that is going to open next, and protect the NPC that attempts to openthe tower. Ranged DPS players are ideal, since they can deal damage to theother mobs when there is nothing to attack near the tower, but melee can worktoo. 12. Concluding Remarks↑topThis concludes our raid guide for Galakras. We hope you havefound it helpful. Please do not hesitate to post any feedback you may have onour forums. 13. Changelog↑top
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