in Eurem Browser.
Imperator Mar'gok LFR Available, Blue Posts on Warlocks, Trapping Improvements, and 6.1 Flight Paths
07.01.2015 um 12:05
, the final
boss, opened on LFR difficulty this week. All
bosses are now available on all difficulties.
Check out our
Imperator Mar'gok Strategy Guide
and our role guides for class-specific tips:
Quick Tips for Healing Highmaul
Quick Tips for Tanking Highmaul
Quick Tips for Ranged DPS in Highmaul
Quick Tips for Melee DPS in Highmaul
is also needed for the legendary quest
Der Fall des Imperiums
Dungeon Journal Tips
The in-game Dungeon Journal now comes with basic tips for each role, which we've shown below. Our
database page also has a breakdown of all abilities per phase.
– Imperator Mar'gok assaults players with destructive Arcane magic and summons Arcane Aberrations to fight for him.
When Imperator Mar'gok reaches 85%, 55% and 25% health remaining, he activates one of the runestones in his throne room, augmenting his abilities with additional effects.
The runestones activated at 55% and 25% must be awakened from their dormant state. As they charge, guards arrive to defend the Imperator as Volatile Anomalies pour from the stone.
spreads to nearby allies.
will inflict lethal damage if triggered.
Arcane Aberrations inflict heavy raid wide damage as long as they are alive.
inflicts heavy damage when it expires from a target.
Arcane Aberrations will inflict raid wide damage every second that they are alive.
inflicts heavy damage to players as it moves over them.
will stack indefinitely until Imperator Mar'gok melee attacks a different target.
will inflict damage to allies within 35 yards when it expires.
Imperator Mar'gok will periodically summon Arcane Aberrations.
's loot is ilvl 640, and it can come with an extra socket, as Warforged, and/or with a Tertiary stat.
Gamaschen des Hocharkanisten
: Cloth Legs
Beinwickel des Kriegsmagiers
: Leather Legs
Gorianische königliche Krone
: Mail Helm
Brustplatte der destruktiven Resonanz
: Plate Chest
Kette der lückenlosen Erbfolge
: Strength Amulet
Großumhang der Druckimpulse
: Spirit Cape
Siegel des arkanen Zorns
: Intellect Ring
Spiegelschild der arkanen Festigung
: Strength Shield
Kriegsstab des Kaisers
: Intellect Staff
Recent blue posts have included a summary of how Blizzard views warlocks, two future hotfixes to address problems with Trapping and the Barn (edit: these are now live), and flight path improvements in 6.1.
Into the fel flame I go...
Warlocks look pretty good at the moment. There are probably some tweaks that can and might be made to bring some things up a bit. The issue is probably more that there aren't any fights where warlocks really shine, and they're just consistently good. It's a stark contrast to Mists where warlocks shined in everything... everywhere... all the time. Neither situation is ideal, and it's something we're keeping an eye on.
We've been observing feedback on the topic and wanted to give a heads up on two hotfixes that are currently undergoing testing (not ready yet) to address these concerns.
Increasing the spawn rates of elite creatures used for trapping.
Deadly Iron Trap will require players to have tap credit on the creature being trapped.
The hotfixes that were in testing from last night have been implemented and should now be active.
Garrison Buildings - Barn
now only traps an elite creature (
) that the player or party has tap credit on.
Spawn rates for
has increased slightly.
Flight Path Improvements in 6.1
We are making some huge improvements to the way flight paths work in 6.1.
There are hundreds of flight paths in Draenor. The way it works right now, if you don’t know a flight point, the flight master won’t use it as a connecting node when you're travelling from point A to point B. If you've missed a few flight points (which is very easy to do), this means certain flight paths are be much less efficient than they could be.
In 6.1, flight masters will use flight points you haven’t discovered as connecting points. This will make things much more efficient.
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