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Taking a step up in difficulty Kurog was the first fight of the instance to mechanically challenge us, however as a tank I found the fight to be the most fun in the instance so far. There were a few hurdles that we had to overcome throughout this fight. During boss phases, to ensure that melee never lost uptime and could still DPS while soaking we would taunt during Sundering Strikes to prevent the boss moving at all. We opted not to swap the phase 1 add, as I was able to hold it the entire time without too much danger. Additionally by holding Shield Wall for the enrage we were able to kill the add quite late, getting ahead on boss damage. Exiting the phase took us several pulls to get consistently, as the boss needs to cross over into the lightning quadrant as it ticks up to 97 energy to ensure it gets a stack from the zone, but isn't able to complete the cast to summon an add. This is about a 1 second window that we found to be most consistent when our DH did it, as he could leap across in the event there was a bad flame pattern. During the first intermission we also worked on consistency baiting the lightning add casts, as it leaps to a healer then targets the closest player with Lethal Current. I would be running under to try and bait it onto me every time, though an issue we ran into were healers not moving once leapt to, and as such receiving the current. Upon exiting the intermission there was another timing check, if the boss crosses over into the earth quadrant (and frost quadrant for last phase) between 4.5s and 5s before casting Sundering Strike it will cast that before summoning the add, giving a much easier time with the second ultimate overlap. I managed to hit it going into p2, and for this phase unlike the first we would swap after every add frontal to ensure we each had a CD prepared as the healing absorb can be quite lethal. The only exception being that one tank should take two back-to-back leading into the second ultimate cast, as otherwise it may need to be pointed towards the boss and lead to other people getting hit. Second intermission, similarly to the first has the earth bombs from the Tectonic Crusher targeting the three closest players, and so each time melee would need to move to max range and the two tanks as well as a tanky melee would bait it onto ourselves. Entering the final phase you can see I miss the timing to desync the boss and add, and as we get the second ultimate cast it's shown why you want to desync them, as they end up casting their abilities at the same time causing a hectic overlap to dodge. This phase like the first can have one tank holding the add for the entire phase, however its frontal leaves behind an extremely potent slow, as well as leaving close proximity to other players for too long will get you frozen and likely killed. To combat this each frontal that required movement would have a Blessing of Freedom or Tigers Lust called to clear the debuff, and leading into ultimate casts I would position the add off to the side while occasionally dipping back in to reset my freeze timer. I also stream raids on Tuesdays and Thursdays, as well as keys throughout the week at / a5cend 0:00 Phase 1 2:20 First Intermission 4:00 Phase 2 6:10 Second Intermission 7:50 Phase 3