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![]() Introduction This guide is intended to provide a comprehensive description of theencounter with The Stone Guard in Mogu'shan Vaults. It is targeted at anyonewho desires to understand the fight mechanics. This guide is updated for World of Warcraft MoP 5.4. The Stone Guard is the first encounter in the Mogu'shan Vaults raidinstance. The encounter is most likely the first you will experience in Tier14 raiding, and while its mechanics are not overly complex, it is stillquite challenging. On normal mode, the fight will mostly test your raid's ability to switchtargets and to react to simple mechanics, all while maintaining solidhealing. 1. General Information↑top
2. Loot↑top2.1. Armor
2.2. Weapons
2.3. Amulets and Cloaks
3. Overview of the Fight↑topThis encounter consists in a single phase that repeats until you defeat the4 Quilen Guardians that make up The Stone Guard: The Guardians have a shared health pool, and each Guardian has its ownindividual energy bar. The Guardians gain energy when they are close to otherGuardians, and when a Guardian reaches maximum energy, it unleashes a verydamaging, raid-wide attack. Each Guardian has its own version of thismaximum-energy attack; these attacks are called Overloads.Fortunately, at any given time, one of the Guardians is also providingprotection to the raid from its own maximum-energy attack, in the form of a90% damage reduction from that attack. Therefore, the main objective of the encounter is to control the order inwhich the Guardian's energy bars fill up, by moving them close to, and awayfrom other Guardians, depending on which Guardian is applying the debuff. A few seconds after a Guardian uses its maximum-energy attack, a new Guardianwill start applying its debuff, and it is this Guardian that you must get tomaximum energy. This cycle continues until you defeat the Guardians. Additionally, the Guardians have a few damaging abilities, which we willalso detail. Finally, note that in 10-man and LFR, only 3 of the 4 Guardians are active(which of the 4 are active is chosen at random each lockout), while in 25-manall 4 are always active. 3.1. Video by Inner Sanctum25-man Normal kill 25-man Heroic kill 4. Energy Generation↑topIn their normal state, the Guardians are affected by While a Guardian has the Solid Stone effect, their current energy decreasesslowly over time. When they are within 12 yards of each other, the Guardians generate energyat a rate of approximately 1.7 per second, regardless of what actions yourraid takes. As we mentioned above, it will be your goal throughout the fightto often move Guardians together, and then apart, in order to control theirenergy generation. 5. Abilities↑topBesides In addition to this, each Guardian has its own set of 3 abilities. Whilethese are different for each Guardian, they can easily be categorised asfollows (Amethyst abilities are only used by the Amethyst Guardian, and so on).
5.1. Damaging Abilities
5.2. PetrificationPetrification is an ability that Guardians possess, but only one of theGuardians can cast its Petrification ability at one time. It is a stackingdebuff (although it appears on players' screen as a distinct resource bar)that is applied on the entire raid. Petrification reduces the target's movementspeed with each stack. If the debuff reaches maximum, itparalyzes its targets.
It is important to differentiate between the two Petrification states:
5.3. OverloadOverload is the final ability of the Guardians. Overload is only cast whenthe Guardian reaches 100 energy. It deals a large amount of damage of theGuardian's school, and stops Petrification.
5 seconds after Overload breaks a Petrification, a new Petrificationbegins. An Overload from a Guardian other than the one who is currentlypetrifying the raid will have no effect whatsoever on the Petrification. 6. Strategy↑topThe strategy for defeating The Stone Guard revolves around two concepts:
This means that the Guardians will have to often be moved close and awayfrom one another, in such a way that the petrifying Guardian is always within12 yards of another Guardian (so that he gains energy, in order to overload).At the same time, you should minimise the amount of energy that non-petrifyingGuardians get, by rotating which of them is in close proximity of thepetrifying Guardian. We detail this in a dedicatedsection. 6.1. Positioning The Guardians only have to be more than 12 yards apart in order not to gainenergy, so it is advised not to have the two tanking locations too farapart. The rest of your raid members should stand close together near the centerof the room. There are two important positioning challenges for your raidmembers.
Finally, None of the other abilities of the Guardians pose any positionalproblems. It is important to keep in mind that as Petrification stacks higher andhigher, movement speed is progressively reduced. This makes moving outAmethyst Pools or away from Cobalt Mines more difficult. 6.1.1. Taunting and Positioning the GuardiansThe energy generation of the Guardians is determined entirely by theirpositioning, so it is up to the tanks to make sure that the strategy of theencounter is executed properly. We believe that it is optimal, for severalreasons, for the tanks to remain stationary in the pre-assigned tankinglocations, and to simply perform taunt switches between them, whenever aGuardian must be moved. Tanks must expect to taunt Guardians roughly every 20 seconds, which isneither problematic in terms of the cooldown of taunt, nor in terms of thediminishing returns of taunt. The tanking locations we provided in the previous section are approximate,of course, since tanks will sometimes have to move, due to the location of 6.2. Guardian Energy ManagementThe principle for managing the energy of Guardians optimally can best besummarised as always have the petrifying Guardian next to the Guardianwith the lowest amount of energy. The best strategy is to rotate the Guardians, always moving the petrifyingGuardian next to the lowest non-petrifying Guardian. The ideal time to movethe Guardians is every 25 energy in 25-man, and every 50 energy in 10-man andLFR. Naturally, when you find yourself in a situation where the energy of thenon-petrifying Guardian you are currently using is less than or equal to theenergy of the other non-petrifying Guardian(s), you should maintain thestatus-quo, for convenience. This is because you will need to choose anon-petrifying Guardian to gain more energy than the other(s) anyway, so itmight as well be the one you are currently next to. 6.3. Dealing with MechanicsThe encounter checks if your raid members are able to react accordingly toa number of abilities, while maintaining the required amounts of DPS, HPS, andthreat. In this section, we will go through each ability and the way in whichit should be dealt with. 6.3.1. Amethyst Pool
This ability can interact with 6.3.2. Cobalt Mine
When the Mine is detonated, it damages and roots all players within 7 yardsof it. The root effect lasts for 6 seconds, and is dispellable. The root effectcan interact negatively with The ideal time to detonate the Cobalt Mines is when Cobalt Petrificationis being cast, since this reduces the damage that they deal by 90%, making thempractically harmless. If the room becomes too crowded with all the Cobalt Mines, and you cannotwait for a Cobalt Petrification, certain players can detonate them on purposeand take minimal damage. Ideal examples are Hunters using 6.3.3. Jasper Chains
There is no other way to get rid of the chains. We advise your raid to implement a "buddy system" for handling theJasper Chains. In short, the system relies on not breaking the Jasper Chainsthat link two players, and having the two players stand close to each otherfor the rest of the fight. This is made possible by the fact that there is alimit to how many chains can be active at one time (3 in 10-man; unknown yetin 25-man), meaning that your raid will only have to control a few buddypairs. The system we propose works as follows. Every time two players are linkedby chains, they become each other's buddy. The two players shouldalways stand next to each other (within 10 yards), and move togetherthroughout the remainder of the fight. Since it is problematic if a healer and a melee DPS are linked together,undesirable links can be broken while there is a Alternatively, it is possible for your raid to pre-assign buddies, andbreak all chains (during Jasper Petrification) that do not correspond to thesebuddies. This is easier to organize beforehand, but it may result in too muchconfusion during the encounter. As we mentioned earlier in the guide, the linked players do not need tospend 15 consecutive seconds apart - this effect is cumulative, so they cansimply move in and out of range of each other and still eventually break thechains. 6.4. Sources of DamageHealers will have to contend with the following sources of damage:
A situation of particular interest occurs when a player is rooted by 6.5. Cleaving and Multi-DottingSince two Guardians will always be tanked together, classes with cleaveeffects (Arms Warriors, Combat Rogues) or DoTs (Warlocks, Shadow Priests,Balance Druids) can boost their (and the raid's) DPS greatly by takingadvantage of the situation. These techniques are highly advised, especially since the Guardians have ashared health pool. 7. When to Use Heroism/Bloodlust/Time Warp↑topThe fight does not have different phases, nor does its difficulty changeas it goes on. Therefore, you should use 8. Learning the Fight↑topAs the encounter is stable in difficulty, and no new phases are unlocked byreaching a certain stage of the fight, the best way for your raid to learn thefight is to ensure that everyone understands fully how to handle each of themechanics individually.
In addition to this, all that your raid must know is what the basicmechanics of the fight are (Guardian energy generation, petrification andoverloads). 9. Heroic Mode↑topThe Heroic mode of The Stone Guard is an introductory Heroic mode, probablythe first one your raid will attempt in Tier 14. While the encounter isquite difficult (as all Heroic modes are), it is also reasonably accessible fora well geared and well coordinated group. Moreover, the encounter will beeasy for your raid to learn, as it does not differ greatly from the Normalmode version. 9.1. Differences from Normal ModeAs mentioned, the fight does not differ greatly from Normal mode. Your raidwill have to contend with increased health and damage from the bosses, as wellas with a few new fight mechanics. 9.1.1. Increased DamageIn Heroic mode, the Guardians all have greatly increased health pools. Thisaspect turns the fight into somewhat of a DPS race, but this is made trivialby the Heroic-only mechanic of the encounter. In addition to this, every single mechanic in the encounter dealssignificantly more damage than in Normal mode. This includes the melee attacksof the Guardians. 9.1.2. New MechanicsThe novelty of the Heroic mode of the encounter stems from the interactionbetween your raid, the tiles that make up the room's floor, and severalcrystals that are present in the room. By executing the strategy properly,your raid will benefit from a buff that will greatly increase your DPS andSpirit, allowing you to better handle the boss' increased health anddamage. In order to obtain this buff, several of your raid members will have tointeract with crystals present around the room, and subsequently stand onspecific areas of the floor. For each active Guardian, there is a crystal located in the room. In 10-man,where only 3 Guardians are active, there are only 3 crystals. These crystalsare unattackable, and they do nothing on their own. When a raid memberinteracts with a crystal (by clicking it in melee range), they (the raidmember) gains a debuff. This debuff deals damage to the affected raid member,but it also allows them to subsequently buff the raid. The debuff depends onwhich crystal the raid member interacts with, but the only difference betweenthe crystals is the school of magic damage that they deal.
Interacting with a crystal, therefore, adds the respective debuff to theplayer. The debuff lasts 30 seconds, and starts out with a number of stackswhen it is first applied (10 stacks in 10-man, and 7 stacksin 25-man). These stacks are progressively lost. For each stack, the playertakes a small amount of damage every second. Even though the damage dealt perstack is rather low, the players will take high damage after having justclicked the crystals, since the stacks will be at their highest. The next part of the mechanics involves the floor tiles. Whenever a raidmember who is affected by a debuff from a crystal walks on a floor tile, thistile becomes energized, and a stack of their debuff is removed. Indeed, thereare two types of floor tiles, according to the in-game classification.
Finally, the energy of Guardians no longer decreases when they have the 9.2. StrategyThe strategy for the Heroic mode is very simple and straightforward. Inaddition to performing all of the Normal mode tasks, the heroic strategy canbe easily summarised.
9.2.1. Energizing TilesFor the most part, it is the task of your DPS players to energize the floortiles, since tanks and healers cannot move freely (due to the importance ofperforming their own roles). The number of DPS players who will go aroundenergizing floor tiles depends on how well your raid can cope with the damagethat these players will take from their respective debuffs, but the fasteryou reach your desired level of To remind you, at full stacks (10 in 10-man, and 7 in 25-man), the affectedraid members will be taking around 60,000 damage per second. Therefore, coupledwith the damage that the tanks are taking, this results in a lot of damagethat must be healed. Therefore, you will need to judge how many players you canafford to have energizing tiles, based on your own experiences. In any case,the players who are energizing tiles can use their own defensive cooldowns tohelp mitigate the damage. Additionally, it may be possible for healers to help out with energizingtiles, which can be useful. Finally, do not forget that floor tiles will have to be re-energized at75% and 40% of the bosses' health. To avoid confusion, there are a few aspects we would like to mentionregarding the practice of energizing tiles.
9.2.2. Other ConcernsAside from energizing the floor tiles, nothing is different from the Normalmode of the encounter. Keep in mind, however, that all mechanics are far morepunishing in Heroic mode, and your raid will have to execute the strategyflawlessly in order to succeed. 10. Achievement: Must Love Dogs↑topThe We currently know of the following viable canine companions (based on acomment on Wowhead):
11. Concluding Remarks↑topThis concludes the guide to defeating The Stone Guard. As you can see, theencounter is quite straightforward, and it acts well as anintroductory fight to the raid instance, and raiding in general in Tier14. If you have any feedback, questions or suggestions, or if you simply wishto share your experiences on this fight with us and the rest of the community,we invite you to contact us on our forums, or by e-mail. |