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Utolsó módosítás programmer, ekkor: 2025.02.22.
Introduction This guide is intended to provide a comprehensive description of theencounter with The Fallen Protectors 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. The fight against The Fallen Protectors is the second encounter in the Siege ofOrgrimmar raid. This is a council-type fight that will test your raid members'ability to react to mechanics and work together as a team. Specifically, movingand repositioning accordingly is very important in defeating this boss. 1. General Information↑top1.1. Health Values1.1.1. Bosses
1.1.2. Adds
1.2. Enrage TimerThis fight has a hard 10-minute enrage timer. There are various soft enragemechanics present, but they only occur if you are not doing the fight in theway in which it is meant to be done. 1.3. Raid Composition
2. Loot↑top2.1. Armor2.2. Weapons
2.3. Rings, Cloaks, and Trinkets
3. Overview of the Fight↑topDuring the encounter with The Fallen Protectors you will face three bosses atthe same time. They do not share health, and each one has its own individualabilities. The central element of the encounter is a mechanic called DesperateMeasures. Each boss casts this ability (although the effects differ for eachboss) when they reach 66% and 33% health. In essence, when a boss casts DesperateMeasures, it disappears from the fight, spawning one or more adds in its place.These adds have certain abilities, and your raid must kill them. When the adds arekilled, the boss will return (with the same health it had when it disappeared),and the fight will continue. It is also important to note that all three bosses must be killed at the sametime (within the space of about 10 seconds). If your raid fails to do this, thenthe boss that was first brought to 0% health will heal itself, thus setting yourraid back considerably. 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. A Word on Structure↑topGiven the nature of the encounter, you will have to handle the abilities ofall three bosses for extended periods of time. Additionally, you will have tohandle the special abilities from Desperate Measures several times during thefight. As such, we will first present the abilities of all three bosses, beforeexplaining the adequate strategy to complete the encounter. While it may appearmore natural to present the abilities for a boss followed immediately by thestrategy to handle them, this would not be efficient since none of theabilities can be adequately discussed apart from those of the other twobosses. 6. Abilities↑top6.1. Rook StonetoeWhen not in a Desperate Measures phase, Rook Stonetoe makes use of severalabilities.
6.1.1. Desperate MeasuresWhen reaching 66% and 33% health, Rook Stonetoe disappears and summons threeadds: Embodied Misery, Embodied Sorrow, and Embodied Gloom. Yourraid must kill these three adds for Rook to re-appear. While Rook is gone, hedoes not cast any of his normal abilities. Embodied Misery casts Embodied Sorrow casts Inferno Strike. This ability selects a randomraid member and, a few seconds later, deals a massive amount of damage splitbetween all players within 8 yards of that player. The affected player, as wellas the relevant 8-yard radius around them are indicated by means of a redcircle. Embodied Gloom casts 6.2. He SoftfootWhen not in a Desperate Measures phase, He Softfoot makes use of severalabilities.
6.2.1. Desperate MeasuresWhen reaching 66% and 33% health, He Softfoot disappears and summons anadd with a large amount of health, called Embodied Anguish. Yourraid must kill this add for He to re-appear. While He is gone, he does notcast any of his normal abilities. The Embodied Anguish casts Players affected by Mark of Anguish can pass this debuff on to another raidmember of their choice (forcing the Embodied Anguish to fixate on that player),by using an extra action button with which they are provided. Passing on thedebuff causes the entire raid to receive a stack of Shadow Weakness, andcauses the targeted player to receive a stack of 6.3. Sun TenderheartWhen not in a Desperate Measures phase, Sun Tenderheart makes use of severalabilities.
6.3.1. Desperate MeasuresWhen reaching 66% and 33% health, Sun Tenderheart disappears and summons twoadds: Embodied Despair and Embodied Desperation. These have noabilities of their own, and they do not need to be tanked, but your raid mustkill these two adds for Sun to re-appear. While Sun is gone, she does not castany of her normal abilities. During Sun's Desperate Measures, the entire raid takes damage every 0.5seconds from an ability called Additionally, during Sun's Desperate Measures, small adds calledDespair Spawns and Desperation Spawns will spawn from random raidmembers. These adds have no abilities, and any damage taken by these adds willbe mirrored onto the two large adds (Embodied Despair and Embodied Desperation,which technically create the small adds). 7. Strategy↑topTo begin with, your raid must learn a general strategy that will allow you tohandle the non-Desperate Measures phases of all three bosses at the same time.After that, you will also have to understand how to master each DesperateMeasure phase (while contending with the normal abilities of the other twobosses at the same time). You must always avoid having more than one boss in aDesperate Measures phase at one time, since this will complicate mattersgreatly. Given the complexity and length of the strategy, we have divided it intosub-sections. 7.1. General StrategyHe Softfoot and Rook Stonetoe must be tanked, whereasSun Tenderheart spends most of her time channeling
Your raid should be mildly spread out. This is ideal for several reasons, butmostly because it helps minimise the damage taken from He Softfoot should be tanked outside of the raid so that no one except forhis tank has to worry about the poison void zones that this boss leavesbehind. Rook should be tanked facing away, because he will regularly dealhigh frontal cone damage. Sun Tenderheart should be tanked close to Rook, toallow for cleave damage. You can interrupt her casts to help move her intoposition. Players must be ever-vigilant to avoid taking damage caused by being in thewrong place. Specifically, everyone must make sure to be far enough away fromthe target of 7.2. Desperate Measures7.2.1. DPS PriorityThe first thing to discuss is the order in which you should prioritiseDPSing the bosses. This is important because it determines the order inwhich you will face their respective Desperate Measures phases, which inturn is very significant due to the way in which These two DoTs are both removed automatically from all raid members as soonas the casting boss enters their Desperate Measures phase. In the case ofGarrote, there is no way to remove the bleeds without pushing He into DesperateMeasures, while in the case of Shadow Word: Bane it is very difficult toreliably dispel every instance of it (because dispels have a cooldown). Thismeans that, in order to keep the raid damage manageable, you will have toregularly have He and Sun go into their Desperate Measures phases, and youcannot afford to simply leave one alone until the end of the fight. The order in which you choose to bring the bosses to Desperate Measures,beyond what we have just mentioned, is up to you. Here is an example thatcould work.
In practice, you will of course not keep two bosses at 100% health whileyou bring the other to 66%, since you will be doing some cleaving damage andsome players will be multi-DoTting. 7.2.2. Rook's Desperate MeasuresHandling Rook's Desperate Measures phase is the most complex of the three.During this phase, you will have to deal with three abilities.
The best way to handle this phase is to remain spread out, tanking theEmbodied Misery away from the raid, and to only stack very briefly each timeInferno Strike is being cast. Players who are currently targeted bySha Sear should not stack with the rest of the raid. Your first priority is to kill Embodied Sorrow, in order to get rid ofInferno Strike. Once that is done, you should kill Embodied Gloom, to removethe need for constant interrupts. Embodied Misery can safely be killed lastbecause, aside from being annoying to its tank, the add is not reallyproblematic. 7.2.3. He's Desperate MeasuresHe's Desperate Measures can be handled very easily. You can have whoeverhas The tank with Mark of Anguish will also be debuffed by 7.2.4. Sun's Desperate MeasuresThe strategy for handling Sun's Desperate Measures is essentially simple,although it can be difficult. The idea is to have the entire raid stackedtogether inside the Meditative Field, where the damage from Melee DPS players will have to handle the Despair Spawns andDesperation Spawns, since doing so allows them to stay inside theMeditative Field. Any damage they do to these small adds will then be mirroredonto the larger adds, so melee DPS can still contribute to ending the phasefaster. Complications can arise during this phase when Rook begins casting 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↑topThis is a fight where there are many different aspects mixing together, andyour raid has to master them all more or less simultaneously. That said, youshould focus on the positioning of your raid members, both duringDesperate Measures phases and outside of them, since proper positioning(spread out, bosses being faced away/tanked away, and so on) can make theentire fight much easier to learn. 11. Heroic Mode↑topThe Heroic mode of the encounter against The Fallen Protectors is almostidentical to the Normal mode, as far as mechanics are concerned. 11.1. Differences From Normal ModeIn addition to all mobs having increased health and dealing increaseddamage, there are a few changes in mechanics. All of these changes havethe same purpose, namely to prevent your raid from not pushing any specificboss into their Desperate Measures phase often enough. In a way, these aresoft enrage mechanics, but much like He's soft enrage in Normal mode(
11.2. StrategyThe strategy for the fight remains unchanged from Normal mode, by and large.The Heroic mode changes simply mean that you really cannot afford to avoidpushing a boss into Desperate Measures for too long, but if you follow thesuggestions we give for defeating the Normal mode, then this should neverhappen in the first place. The increase in travel speed for the Likewise, the increased damage done by subsequent casts of 10-man raids who are starting out their progression on this encounter willfind it very beneficial to use 3 tanks, since the damage going around in thefight can be quite high. While doing the fight following the Normal mode strategy is simple and safe,there is one trick that you can try using if the aforementioned strategy doesnot work for your raid. Namely, you may find the encounter easier to defeat ifyou push Sun and He into Desperate Measures at the same time. This is becauseotherwise, going through Sun's Desperate Measures (and the raid damage thatthis brings) while the raid is affected by He's While it might be possible (particularly in 25-man) to have a tank take the 12. Concluding Remarks↑topThis concludes our raid guide for The Fallen Protectors. 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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