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Скачать или смотреть Ciphas, Heirad, and Kel'sara (SM)

  • SIgoofballDE
  • 2012-09-26
  • 119
Ciphas, Heirad, and Kel'sara (SM)
Heirad
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Описание к видео Ciphas, Heirad, and Kel'sara (SM)

Terror From Beyond 2nd Boss Fight.
Fight Mechanics:

This is a very interesting fight.

The kill order is: Heirad, Ciphas, then Kel'sara

DAMAGE BUFFS:
Ciphas -- Dark Pact -- As Ciphas takes damage, Heirad occasionally becomes more and more empowered with Overcharge, significantly increasing the damage he deals.
Heirad -- Dark Relief -- As Heirad takes damage, Kel'sara occasionally receives significant healing
Kel'sara -- Dark Bond -- As Kel'sara takes damage, Ciphas occasionally becomes more and more empowered with Blood Vengeance, significantly increasing the damage he deals.

For this reason the tanks do not want to be doing major damage to Ciphas or Kel'sara while tanking them, until the higher precedence kill order boss has been defeated.

HEIRAD: He is untauntable. For this reason, while the raid is killing him the tanks will be keeping aggro on Ciphas & Kel'Sara. This is a pretty straight forward fight. During the fight he will bubble and become immune to damage. When this happens DPS switches to Ciphas to break his shield. When you have damaged Ciphas enough to drop the shield, immediately switch back to Heirad. Rinse & repeat until dead.

CIPHAS: During this phase there will be green circles that spawn on the ground. Stay out of them unless you have been doomed by Ciphas. These are preceded by a green mist. So if a player is standing in green mist they need to move to keep from taking damage when circle spawns. When Ciphas dooms a player they get a debuff with 2 stacks, this is an instant kill unless they are cleansed. You cleanse them by running through the green circles. 1 circle removes 1 stack. So you need 2 green circles to clear the debuff.

KEL'SARA: During this fight he does 2 things of note. First he casts a DOT (Withering Terror) on players that has to be healed through. Whoever gets the DOT should be announcing it so the healers can make sure they are healed through it. The second thing is that he marks someone for death. This slows the player and increases damage they take. The player that is marked needs to run away. If you have sages you can pull the player away, I recommend letting them run for a while and then when Kel'sara gets close have the sage pull them in the opposite direction. You can also have a Sentinel pop transcendence to help with running away from him. In SM its about a 2 hit kill.

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