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![]() Introduction This guide is intended to provide a comprehensive description of theencounter with Wind Lord Mel'jarak in Heart of Fear. It is targeted at anyonewho desires to understand the fight mechanics. This guide is updated for World of Warcraft MoP 5.4. Wind Lord Mel'jarak is the fourth boss in the Heart of Fear raid instance.This is an encounter in which your raid will have to deal with a largevariety of adds. Healers, tanks, and DPS will all have to perform excellentlyin order to defeat the boss. 1. General Information↑top1.1. Health Values
1.2. Enrage TimerThe enrage timer for this encounter is 8 minutes. After this point, the bosswill do greatly increased damage, wiping your raid in a matter of 10 or soseconds. 1.3. Raid Composition
2. Loot↑topIn addition to the items listed below, Mel'jarak drops the tokens thatyou will need for buying your Tier 14 Hands parts. 2.1. Armor
2.2. Amulets, Cloaks, and Rings
3. Overview of the Fight↑topThe encounter against Wind Lord Mel'jarak (henceforth referred to simplyas Mel'jarak) is a single-phase fight. During the fight, you will haveto fight Mel'jarak, as well as 9 adds: 3 Sra-thik Amber-Trappers, 3Kor'thic Elite Blademasters, and 3 Zar'thik Battle-Menders. The adds willall become active as soon as you engage the boss. Handling and killing the adds plays a central part in the encounter. They havea number of mechanics associated to them, which will decide your raid strategy.
As we will explain in this guide, the fight can be done in a numberof ways, depending the order in which you kill the adds, which adds youcrowd-control, whether you decide to finish off 2 kinds of adds at thesame time (to reduce the amount of time that you have to fightnon crowd-controlled adds), etc. 3.1. Video by Inner Sanctum10-man Heroic kill 4. Mobs and Abilities↑top4.1. Mel'jarakMel'jarak has a few spells that he will use throughout the fight. Inaddition to this, he melees with a relatively high frequency and for a highamount of damage.
In addition to these abilities, each time adds of the same kind are killed,Mel'jarak gains a stack of 4.2. AddsAs we mentioned earlier, there are 9 adds present in theroom where you fight Mel'jarak. They all engage together, when Mel'jarak ispulled. The 9 adds are 3 Sra-thik Amber-Trappers,3 Kor'thic Elite Blademasters, and 3 Zar'thik Battle-Menders.Adds of the same kind share a health pool, meaning that damagingone add also damages the other two. Therefore, when oneadd of a kind is killed, the two other adds of the same kind die as well. 4.2.1. Crowd ControlThe key mechanic of the encounter is the ability to crowd-controlthese adds. Most crowd-control spells, such as Impaling Spear is a form of crowd control. It effectively stuns thetargeted add for 50 seconds. The stun is broken by direct damage done to theadd, but not by damage that the add takes due to other adds of the same kindbeing attacked. The same applies to all other forms of crowd-control, namelythat indirect damage dealt to that mob (through its shared health pool) doesnot break the crowd-control. There is a limit on how many adds you can have crowd-controlled at onetime.
If you exceed these limits, Mel'jarak will dispel the crowd-control from alladds. Note that crowd-controlling adds at the start of the fight does not pullthe boss, so you have ample time to set-up your assignments. 4.2.2. Sra-thik Amber-TrappersSra-thik Amber-Trappers cast two abilities.
4.2.3. Zar'thik Battle-MendersZar'thik Battle-Menders cast two abilities.
4.2.4. Kor'thik Elite BlademastersKor'thic Elite Blademasters have a single ability.
5. Strategy↑topFirst, we will summarise the strategy for the encounter. Afterwards, we willgo into detail about the various important aspects of the fight.
5.1. Crowd-Controlling the AddsBy far the most important decision you will have to make is which of theadds you will crowd control. We will begin by saying that the fight iskillable with more or less any combination of adds you choose to crowd-control.It is ultimately up to you to decide which combination works best for yourraid group, based on your strengths and weaknesses. In order to make an informed choice, we will quickly go over the problemsthat each type of adds presents for your raid, but we will refrain fromsuggesting crowd-controlling combinations. If one combination proves to bevery easy to handle, we will write about it. 5.1.1. Amber-TrappersSra-thik Amber-Trappers will regularly encase players in The void zones left behind due to the Overall, this is the least problematic type of adds, and the one that youcan leave up and relatively unattended for the longest time. 5.1.2. Battle-MendersZar'thik Battle-Menders, if left unchecked, will heal the other mobs forvery high amounts, as well as buffing their damage greatly. The heals canbe interrupted, and the damage buff can be dispelled, but it will require theconcentration of your raid for as long as these adds are alive and notcrowd-controlled. Failing to interrupt their heals is quite a set-back, as they heal all 3 addsof a random kind for 25% of their maximum health. Since tank damage is quite intense in this encounter, the While these adds can theoretically be negated almost entirelythrough interrupts and dispels, in practice this will prove quite difficult forany sustained period of time. We recommend always crowd-controlling at leastone of these adds. In 10-man, a single reliable interrupter is sufficient to prevent aBattle-Mender from successfully casting any heals. 5.1.3. Elite BlademastersKor'thic Elite Blademasters, if left unchecked, will deal extreme amountsof damage to random players. By casting their It is not possible to tell who will be hit by Kor'thik Strike, as they donot change target from the tank, nor do they announce their victim. While it is possible to overcome this through having everyone topped offwhenever a Kor'thik Strike is about to happen, as well as covering it witha raid cooldown such as We recommend always having at least one Blademaster crowd-controlled. 5.1.4. General AdviceAs we mentioned earlier, it would not serve much purpose for us to tellyou which adds to crowd-control when. There are a few things that may provehelpful, however.
5.1.5. Viable 10-man Crowd-Control StrategyWhile there are many crowd-control strategies that work, we can attest tothe following one being relatively easy to pull off.
5.2. Target DPS PriorityFirst of all, DPSing Mel'jarak is not a priority until the adds have beenkilled. Of course, any damage that you are able to deal to him through cleavingor DoTs is welcome, and will make the fight easier, especially if the enragetimer proves to be strict. Secondly, it is important to note that when adds are killed, theremaining adds are not healed. This means that it is possible to bring alladds of two kinds (or even 3) to low health before finally killing them. Thisis something we strongly recommend, as it makes it much easier to control themobs, especially the Blademasters (because you keep the ability to crowd-control4 adds). It is possible, however, that the complications resulting from keeping alladds alive for a long time may overwhelm your raid. In this case, you canfocus down one type of adds. Since the enrage timer of the encounter is somewhat strict, you should tryto do as much as damage to Mel'jarak while killing the adds as possible. Thismostly means keeping up DoTs on him, spreading diseases, and so on. 5.3. Tanking the MobsMel'jarak will be active for the entire duration of the fight. Even thoughhis abilities are not at the forefront, they will still have to be dealt with.As we mentioned before, Mel'jarak also melees for a large amount of damage,something that is increased each time adds are killed. 10-man raids will want to use two tanks for this fight, but it is possibleto one-tank the fight with a properly geared tank. In this case, this tankwill benefit from a very large amount of Attack Power from Vengeance,greatly boosting their DPS and self-healing. If using two tanks, one tank willhave to pick up Mel'jarak, and one or two of the remaining 5non-crowd-controlled adds. The other tank will have to tank the rest of theadds. 25-man raids have the option of using three tanks. This makes the tankhealing considerably easier. One tank should take Mel'jarak and one add, whilethe remaining adds should be split between the other two tanks. All the adds that are not crowd-controlled should be tanked in the sameplace, together with the boss. This allows for easy cleaving and AoE damage,which will help lower the health of multiple types of adds simultaneously. 5.4. PositioningThere is no point in the fight when your raid can safely stack together.The ideal positioning is to be spread out in a wide circle around the boss.Melee DPS are unable to spread out too much, but they should still be ableto stand at least 2 yards apart from one another so that As an exception to this, your raid may find it necessary to stack up during It is important that players do not line up in relation to Mel'jarak'sposition, because Players will have to also move out of the void zones left behind by theplayers affected by Finally, certain areas will become inaccessible, as they will be taken up byMel'jarak's 5.5. Dealing with Add Abilities5.5.1. Amber-TrappersWhenever a player is trapped by an Players should, however, communicate when they are unable to release othersdue to the Players who are affected by the 5.5.2. Battle-MendersAny Battle-Menders who are not crowd-controlled must be interrupted any timethey cast Whenever they cast 5.5.3. Elite BlademastersThe Elite Blademasters are the least complicated adds to deal with. For themost part, they will simply melee the tank. As we have seen, dealing with the Due to the fact that the damage dealt by Kor'thik Strike is Physical, eventhe highest theoretical hit (with 3 free Blademasters) of 450,000 is probablysurvivable by a random topped-off raid member, due to the damage reductionprovided by their armor. If at least one Blademaster is alwayscrowd-controlled, then this becomes much easier to manage. 5.6. Healing ConcernsAs should be obvious by now, there are many different sources of damagein this encounter. The fight is quite strenuous on the healers overall. The sources of damage are:
Healers can also expect to sometimes notice bursts in damage, if the mobsare buffed by Finally, there may be cases of 6. When to Use Heroism/Bloodlust/Time Warp↑topThe best timing for For example, if you are trying to burn the Blademasters down before theyare able to cast (another) From a raid DPS perspective, the best time to use the cooldown is when alladds have been killed. This is because the boss is taking greatlyincreased damage at this time, and your raid will have fewer distractions sincethe adds will not be there to cast their abilities. This may prove to be anear-mandatory strategy, depending on your raid's DPS, as the boss' enragetimer is quite strict. 7. Learning the Fight↑topThe Mel'jarak encounter is a difficult one, and each different stage of thefight will have challenges for your raid. The first obstacle you will have to overcome is the initial chaos thatoccurs at the start of the fight. At this point, you will have to handle theboss (and all his abilities except for We also do not recommend bringing Mel'jarak below 75% health until a firsttype of adds has been killed, so that you do not have the added challenge ofWind Bombs. After the first 3 adds are dead, you will have to deal with one fewer type ofadds. Since Mel'jarak willbe taking 33% increased damage, you can use DoTs and cleaving to bring him to75% at this point, and begin practicing how to best handle the Wind Bombs. The amount of abilities and mobs that you will have to deal with up to thispoint is high, and this will undoubtedly cause problems for your raid at first.All you can do is try repeatedly, prioritising staying alive over killing theadds, so that everyone gets as much time as possible to get used to theabilities. When 6 adds have been killed, you will have to deal with thelast 3 adds without any crowd-control. Depending on the adds that youchose, this could prove to be an extremely stressful time (even more so sinceMel'jarak's damage is greatly increased by this point). Most cooldowns shouldbe available once again, and you can use them at this point. Even though it is likely that this boss will have a rather strict enragetimer, you should focus first on finishing the fight with everyone alive, andactually reaching the enrage timer. Once you are able to do this more or lessreliably, then you can start looking at ways to optimise your DPS (by DoTtingand cleaving Mel'jarak, etc.). 8. Heroic Mode↑topThe Heroic mode of the Mel'jarak encounter is quite similar to the Normalmode, although it presents a few interesting changes. Compared to the otherHeroic modes in the Heart of Fear raid, this is one of the more accessibleones. 8.1. Differences from Normal ModeWind Lord Mel'jarak has considerably more health than in Normal mode, andboth him and his adds deal more damage. In addition to this, there are a fewother changes.
8.2. StrategyYou will choose 3 adds to keep crowd-controlled for the entire duration ofthe fight (we recommend keeping all three Sra-thik Amber-Trapperscrowd-controlled). You will then be left with the remaining two groups of adds,and the boss. Given the huge health pool of the boss, and the equally hugeincrease in damage taken when a group of adds is killed, you should pretty muchignore Mel'jarak at this point, and focus on killing one of the two groups ofadds. When the adds die, you should switch to Mel'jarak and burn him hard,using DPS cooldowns, for the 30 seconds during which he takes increaseddamage. When his debuff expires, you should switch to the remaining group ofadds, and DPS it. Remember that 45 seconds after the first group of adds iskilled, it will essentially respawn (3 identical adds will join the fight). From here on out you will simply employ a rotation of killing thelowest-health group of adds, then switching to Mel'jarak while he is takingincreased damage, then DPSing the next group of adds and so on. There are several other specific concerns that you will encounter whileperforming this strategy, and we talk a bit about them below. 8.2.1. Dealing with Wind BombNote that, since you are DPSing Mel'jarak while there are adds alive,he will begin casting Since we strongly advise crowd-controlling the Amber-Trappers, dealing withWind Bombs will simply be a choice of individual awareness andpositioning. 8.2.2. Dealing with Battle-MendersSince you are leaving the Zar'thik Battle-Menders free, you will need tohave several dedicated interrupters (3 in 10-man and 6 in 25-man). Thereshould be no need for back-up interrupters, since no designated interruptersare at risk of being trapped in amber. Additionally, of course, you will have to dispel 8.2.3. Dealing with BlademastersYou will have to contend with the coordinated attacks of all threeBlademasters (we are, of course, referring to their 8.2.4. Timing DPS CooldownsEven though killing each set of adds quickly is always beneficial, everyoneshould save their DPS cooldowns for when a group of adds has just been killed,because these cooldowns are much more efficient when Mel'jarak is takingincreased damage.
9. Achievement: Less Than Three↑topThe As you can probably tell, this is straightforward, but it will make theencounter considerably harder. It means that, until the first pack of adds iskilled, you only crowd-control 2 adds, instead of 4. We advisecrowd-controlling 1 Zar'thik Battle-Mender and1 Kor'thic Elite Blademaster, and using all DPS cooldowns tokill the Zar'thik Battle-Menders, while interrupting them. Once the Menders are dead, you can choose to kill either the Blademastersor the Amber Trappers next, depending on what is easier for your raid, andhow you execute your regular kills, although we advise killing theBlademasters. 10. Concluding Remarks↑topThis concludes our raid guide for Wind Lord Mel'jarak. We hope you havefound our guide helpful, and we remind you that we always award greatconsideration to your feedback, both on our forums or by e-mail. |