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BWL Season of Discovery Guide

Blackwing Lair Guide

These guides were based on SoM strategies from memory, combined with SoD PTR testing. They are being actively updated with changes from the launch of Season of Discovery's BWL.

(Last update 29-9-12)

BWL is a weekly blocking game (dropped on Tuesday). It is for 20 people, but up to 40 people. LUT does not change depending on the number of players. In other words, the higher the number of players, the higher the probability of defeating each boss, but the average loot received by each player.

In SOD, BWL has five additional complex complex modifies that can be enabled. After enabled, it can be disabled at this place, but if any of them are disabled, it will not be r e-enabled until the place is over.

These complexity corrections are the "test" of five dragon flights: red, blue, green, bronze, and black. Most of these modifiers add extra mechanics to each collision, which is the same for all collisions. These tests are valid by talking to Victor Jadeus at the beginning of the raid.

  • Red: Every time you get a wound, you get a cushion debuff with a slight probability. "After receiving it, get 400 units. Damage due to flame every 3 seconds. Until 90%of maximum physical strength is recovered. Healing is directly removed." Generally, raids are always Efro Lessence and Vampirric-Emblais, etc. Let's replenish.
  • Blue: "Arcane Bomb is mistakenly stunned and the affected person is divided into great damage."
  • Green: The player who was selected, "Misten with the powerful magic of nature, damages the nearby player and leaves poisoning." The selected player runs away from the raid and throws it away.
  • Bronze "Time is random or faster." It affects the moving speed. This may be useless in combination with other tests, or may be killed in important situations.
  • Black: Includes additional mechanics peculiar to boss. See the "Change Black Change" section of the boss below.

Each week has a test that is regarded as a "bonus" of the week. If you enable this test in all battles, you will receive additional prizes (in addition to the test bonus) when you defeat Nepharian.

After defeating Nepharian, up to three additional chests appear, and ship products may sleep in it:

  1. Chromatic cache/utilities/breast: If you only have one active control, you will see two, four, or five items in this chest, depending on whether you had one, two, or three or more active controls in all battles in Battle Unleg. For four or five concentration tests, the chest will not have any additional benefits. If you have three or more checks working, the guns in this chest will still receive the Shadow Flame cosmetic type.
  2. Twilight Fire Cache: If you have a weekly prize and three or more concentration tests, this chest will contain four items and various ores. The guns in this chest will still have the Shadow Flame cosmetic image.
  3. Carefully Selected Wealth: If you have an active control of "Weekly Bonus", this chest will contain two items.

For example, if your weekly control is blue and you have combined blue, bronze, and dark colors in a full copy, you can get all three chests, with the first chest containing up to five Twilight items.

  • If your weekly check is blue and you have most of your tests in blue, bronze and dark colors but have disabled Nefarian's blue paint, you will only get the first box, which has only four objects that are not related to Twilight Fire.
  • If your weekly check is blue and you are in scarlet, greenish, bronze and dark colors, you will only get the first box, which has a maximum of five objects of Shadow Flame.
  • Razorgore - As the first phase, for example, an atypical fight - this is a task that will mostly hold for waves of trash attacks. The player must direct Rostorgor's own intelligence and apply his abilities to fight the trash and eliminate the eggs. 30 eggs are scattered around the room in a random order like the controller, which must be eradicated (with the support of abilities on the Trongor Acts panel). It is still required to protect Rostorgor from ADDD. If he dies from ADDD, he is eliminated by the raid. Once all the testicles are destroyed, you will be noticed by the add, Rostorgor will become aggressive and you will need to destroy it.

Razorgore

The meeting starts with you fetching a bunch of important junk for a circle of objects of intelligence control on the left side of the room. And once you fetch this sole, the player who controls the intelligence you designated will need to apply Telgor to arrest the objects under their control and remove the eggs.

Once you start sending in the ruins, the player will receive a debuff that prevents them from sending again for 45 seconds.

It is important to get rid of the waves of ads, but the main task of this battle is to keep ads from players who manipulate the mind. If you attack the player, the MC will be broken in advance, and the original MC is probably still active.

Tip: Players who are currently manipulating ghosts are still the target of random effects of greenery and blue tests. If necessary to cancel the blue trial bomb, be able to go to the player, and if the current MC is the target of anxid green trial spray, the second player will take on the role of MC. To prepare.

Those who control Rostorgor's mind when the last egg breaks, starts phase 2 with a large advantage of threat to the boss. The last egg is defeated by the main tank, no matter who plays the MC in the first 29 eggs.

Hint: Rostorgor, except for the last player operating the ghost, starts with a threat table starting from an empty state, so if there is a hunter in the last MC, if stage 2 starts, he pretends to die. The person will be reset and the meeting will have to be reconciled again. Wait for the tank to attack the boss and then pretend.

Like a real boss, there is only one Rostorgor mechanic. AOH Salvo using a fireball (easy to recover) and the sea of ​​fire. Connlex casts the greatest threat, so all tanks must create threats and prepare to raise them as needed.

In this battle, Sod Black Test Mechanics (borrowed from SOM) means that 10 eggs will be unstable chromatic dricks. You have to equip it until you die. While living, various element effects such as sleep clouds, flame walls, and chrono sorns are scattered throughout the room. The latter needs to be careful because all the players are moving, but also increases the speed of the enemy.

Black Trial Changes

Drake can be killed until the egg cools, but it is necessary to manage damage between the sticky and the drick so that either is not filled. The ideal is that the drake dies just before the ruins can be attacked, but even if they have coexisted for a while, they do not need to wash, just bend and cut off.

Since Vael fights the dragon, the boss breathes (the tank turns the boss, the attack fights from the side of the boss) and shakes the tail. But Vael is a very unique battle. When the battle begins, Vael buffs the entire attack and provides infinite mana, rage, and energy resources.

Vaelastrasz

The main mechanism of this battle is that Vael regularly applies Burning Adrenaline to players. When you receive the first Burning Adrenaline stack, you start collecting stacks every few seconds. As new stacks increase, the damage to players increases. However, every time a new tap, Burning Adrenaline gives more damage and attack/ cast speed.

What is really dangerous here is the final mechanism of Burning Adrenaline. At the time of death, the player with a burning adrenaline explodes and causes a lot of damage to all the ally around him. The amount of damage done depends on the number of exploded stacks, and may explode in a chain when other players with BA are killed.

The strategy of this match is to place stacks according to your role and situation. When the situation changes, move to a new position. The Cardinal entrance is on the south side of the wall, and the throne is on the east side. The main tank starts fighting from the east of Vael and heads toward the throne. All other raiders start a battle from the south side of Vael. Melee is perfectly located on the south side of Vael (the right side of his), and the caster + healer stamps to about 20m south of Vael.

No one will give DPS to the boss until the tank becomes BA. The tank remains all over the BA. It's very important for the tank to get the first BA, and you can't compete with the BA DPS unless you have a BA. If BA's DPS exceeds the tank threat, the tank will die because Vael cannot be towned.

As soon as the player receives the BA, he has to move to the specified BA stack position and roll it:

Positioning

In the case of close DPS, this position is north of Vael and is the same as the southern DPS position. To reach this position, run straight through Vael. The Melee fighter needs to cooperate and pay attention to his physical strength while determining the healer's abilities. When approaching the end of unstable, he runs north and dies.

  • For ranged DPS, this position is west (left) of the original stack. Spread out from each other, but keep at least 10-15 meters apart, and don't get close to the stack without BA. You don't need to chase health, you won't blow each other away while spread out, just explode.
  • For healers, this position is east (right) of the original stack. You'll be out of range of the caster, but in range of the tank. If you have a BA, your main job is to save the tank's life, because he will be chosen around this time in dangerous stacks.
  • Secondary tanks (tanks) fade out in melee and become DPS only. Vael doesn't tower, so the only way a secondary tank can take responsibility is if he has BA and becomes secondary as a threat when the MT dies.
  • This fight isn't that complicated. Everyone has the basic instructions well enough. The real complexity of this fight is correctly judging when to push and when to retreat and die safely. If you play it too safe in this battle, you won't get enough DPS damage to kill the boss. Similarly, if the traffic cops play too aggressively, they might preemptively kill everyone on DP, inviting a swipe.

Diagram

If black is active, whoever has the BA with the biggest threat will be rooted to the spot. This shouldn't be too important, since the above strategy assumes you're using a static tank anyway.

Black Trial Changes

If you use black, the only way to guarantee a pure rotation of tanks is if your main tank dies in the base and your second tank already has BA and becomes the second threat (because Vael doesn't have towers). If your main tank dies and your second tank becomes a threat, the whole raid has to change to adapt. This strategy is very risky, so do everything possible to keep your MT from dying to black traction. Use external CD as much as possible and keep doctor on if necessary.

He's no longer a total pinata for Luta! He's no longer a total pinata for Luta! It almost is now.

Broodlord Lashlayer

Broodlord tanks with his back against a wall, tank facing the wall (so the boss is between the tank and the wall), and almost-butter DPs are between the boss and the wall, facing the wall. For the first 50%, he has 4 easy mechanics:

He's a cleave, so don't stand in front of him (that way melee will be behind him).

He fires AO-UDAR under the title "Explosive Wave", loses flames, and slows down all targets under the effect. As a result, the hunter of the close combat will turn back to the wall.

The third legal abilities are called knoc k-away, throwing tanks in the air and removing the hazards. Of f-huning increases the danger every day, for example, because the Blues Road does not know how to be tower, you need to end the second transaction in the above danger to own a chance to arrest it.

The latter opportunity is considered a fatal blow. However, unlike most cases that use fatal battles, tanks, for example, have no Blurudroad, and the danger is about to be taken by knoc k-away, so there are all opportunities to replace them. Not. This "fatal strike" reduces recovery by only 50 %, and as a result, the replacement is elemental, and the CD is protected through it.

If you operate 50 % well, you will be teleported to the lid in the back of the room, and you will start throwing an "explosion wave" quickly until intercept. At this point, it is made by real estate and needs to be sunburned in the room. In your case, you have to arrive slowly. The enemy obtained on the roots uses a close combat for those below the top threat if the top threat is not within the radius of the exposure, for example, the tank must go first. 。 A close combat hunter must withstand the reaction of the wave exploding during the battle.

Black Trial Changes

It's finally a real trial! In a comprehensive view of the firewall, he was the hardest boss in copy. The crown of the most difficult boss has the ability to challenge SOD, but without any concern, the fire mau boasts absolute difficulty.

Firemaw

He has a certain mechanic:

Flame Buffett: Occasionally, Firimo Stack performs flame buffet for those who are directly visible. Using Flame Buffett exceeds the damage, resulting in an increase in flame loss by 150 units. This spell is accumulated and the damage increases each time you use a glass. As a way to wipe, it disappears for 10 seconds by blocking the gaze. The tolerance of light is definitely, and it can help us to use the flame buffet when they fail, and they can be "open" every day due to the necessary numbers.

  • Buffett of Tsubasa: The hawk of the flame drains for you, like a breathing. It does a variety of damage, but more important is to reduce the danger. The tank needs to use wing buffets alternately.
  • Shadow Flame: Conquers breathe for Firemaw. The tank must wear Macintosh from the scale of Oniskia, otherwise this legal ability destroys them. The bubbles from the protection disk (inside, for example, external) and the foam will definitely help them endure all the hardships.
  • In SOD, fresh mechanics were still attracting attention:

Static: Every time you lose, you get static (in the case of a tank close battle, but for most raiders, the sound of flame buff). When the static reaches 10 stacks, the collected glass is "unloaded" and loses close players. Once you get eight, or go to the specified "Category-Zone" within this limit. The "Category-Zone" is still within the scope of the view of the fire mau, acquiring 10 glasses, and can "emit" the raid without bombing. Although the loss due to this category is persistent, it has the ability to freeze with a cascade if a bomb falls at the same time as a very many players. Static electricity does not disappear even if the glass flame is buffet.

  • This battle has two positioning strategies. The first is most of the guidelines I saw on the web. The firewall is located in the passage of the room, the head is located in the stopped room below, and the tank is placed on the corner. The close combat fighter sits behind him and uses a clos e-up pillar to release a glass buff as needed. The healer and random stay in the king's room, and if necessary, use the left and right pillars of the doorway to split their gaze. The rank and tank + rank doctor share one zone in the category, and the proximity and close combat doctors have their own zone in the fire mau's room.

Positioning

Another strategy is that Odyssey was used in SOM. Firemau goes straight through the doormen between his room and the Blurudo Road room, and the doctor who has agreed for the tank and tanks remains in the fire mouse room. In the close combat, he is in the gap in the door behind Facermou, turns the corners and retreats to the blue road room, reduces buff glasses, and shares a distant battle and a huge discharge zone for static electricity.

In other words, healers in melee combat and lon g-range battle have a chance to change your ally. On the other hand, in one strategy, a lon g-range battle healer does not have the chance to easily change to a close combat healer if a still bomb explodes in the DPS zone. Furthermore, in the first version, the tank doctor is in a considerably limited position and cannot observe LOS when replacing the tower. It also means that the Odyssey layer can easily cover a close combat in the category zone, whereas a strat meter has the ability to close only close combat doctors.

In either strategy, the off-tank should be perpendicular to Firemaw, so that when Firemaw plans to use Wing Buffet, the OT can deceive Firemaw and direct Wing Buffet towards Firemaw, so that the MT doesn't lose the threat.

Make sure to use fire resistance in this fight! Enchant the Paladin with Flame Aura and the Mantle with Hydraxian +30FR. The more FR you have, the less often you'll get stacked with Flame Buffet or Static Electricity, so the less you'll have to give up the fight and wait for the stacks to go down.

The MT is obligated to use as much FR as possible, within the bounds of caution such as how hard it is to throw off stacks of Flame Buffet, but with the support of the Odyssey strategy, you can have the OT avoid danger at the MT's position while the MT goes around the corner to reduce the stacks. Otherwise, it could all go wrong.

10 seconds after the start of the fight, Fireheart will cast Fulmination, which will deal 500 damage to your attacks. Repeat this spell for 30 seconds from this stage. Heal elementals through it. Don't forget that this is also a way to get static charge (along with Flame Enhance) since it's raidlos.

Black Trial Changes

This game is completely different from Era, more like SoM, but not as hard. It's actually a version of Naxx's Four Horseman with two bosses. The chief has to tank on the other side of the room. Ebonroc casts Shadow Brand and Flamegor casts Flame Brand. These apply stacking debuffs to all players within a 50m radius, and the damage increases exponentially with each stack. These stacks deal 250, 500, 1000, 2000, 4000, 8000 damage for 1-6 stacks. The only way to reduce the stacks is to retreat far away from the boss.

Twin Drakes (Ebonroc & Flamegor)

In raids, switch to another boss when you get 3-4 stacks of the first debuff, then switch again and repeat until you get 3-4 stacks of another debuff (by which time the first one will have worn off). You can also arrange your melee hunters to all start with the first commander and your ranged hunters to all start with the other commander to split the losses. Organize your healers appropriately so that each commander always has a pair of healers covering the raiders.

Tanks can hold up to 4-5 stacks, but still have to rotate. A third tank allows for juggling of stacks. When pulling, both main tanks should be on each boss, and the third tank should be outside the fight. Then, when Ebonroc's tank is at 4 stacks, move the third tank to Ebonroc to make it moss, move the old Ebonroc tank to Flamegor to make it moss, and as soon as the current Ebonroc tank's stacks are high, move the old Flamegor tank to Ebonroc to make it moss.

Both bosses must die at about the same time, or they will start respawning with low HP, and you will have to kill them again. Don't forget to activate DPS to slow down the damage if necessary.

Red light, green light

Black Trial Changes

The boss will occasionally use the spell "Stop!", which is similar to "Red light". This effect lasts for 5 seconds. While the debuff is active, you must stop moving or you will take 500 damage every 0. 5 seconds. When the debuff wears off, there will be a lull and the boss will go instead.

If you play black, I recommend exchanging 3 stacks because if you stop in the middle of the exchange, you may gain another stack. 4 stacks on 3 stacks is not fatal, but 5 stacks on 4 stacks can be fatal.

This match is closer to Era than SoM. It's a shame, but I wanted to show everyone how cool this fight is in SoM! So.

Chromaggus

Before dragging out the boss, share the sand in the hourglass among all the raid members. The sand falls from the jar between Fire Heart and Chromaggus.

Chromaggus can be eliminated by activating the lever in his room, after which a gate will open and he will run to the center of the room. As soon as he reaches the center, the encounter will start.

Every 18 seconds, Chromaggus will enter a rage state, increasing his attack speed by 150% for 8 seconds. To do this, the Hunter must remove the Tranquilizer.

Chromaggus has an elemental shield, making him immune to all magic except one (Arcanum, Fire, Frost, Nature, Shadow). During the battle, the weakness of the shield changes, making him resistant to the old school but vulnerable to the new school. He will only take 25% damage from the school he is resistant to, but 1200% damage from the school he is vulnerable to. The Mage must constantly monitor the boss to determine which vulnerability is active.

When physical strength reaches 20%, Chromaggus becomes angry, increasing personal damage and attack speed by 50%. This lasts until it is destroyed.

The first of the two major mechanisms of Chromaggus is Brood AFFLICTIONS. Chromaggus occasionally disperses random raid members with debuffs. The debuff is applied as follows after 5 Dragon Flights:

Brood Afflictions

Brood Affliction: Dark: Increase curse and flame damage by 100%.

  • BROOD AFFLICTION: BRONZE: Sometimes stand for 4 seconds. Can be canceled only with an hourglass.
  • Breeding disease: Pigeon: Mysteries, burns.
  • 50 mana per second, 50%increase in effect time, and reduced movement speed by 30%.~It deals 250 damage every 5 seconds and reduces the recovery amount by 50%.
  • Gain 50 damage every 3 seconds. If this magic player dies, Chromaggus's website will also recover+150k.
  • The main tank should always be completely distributed. If someone receives three debuffs, the coordinator must give the value to him and will not give it to everyone else (excluding tanks).

If the raid members receive five debuffs at the same time, they will be transformed into an aggressive Chromatic Draconian and stayed in the of f-tanker until the end of the battle. If you defeat Chromatic Draconid, the Chromaggus HP will recover+150k. Just because someone allows you to reach 5 stacks does not necessarily fall off, but it is highly likely that you will drop off.

Chromaggus regularly adds a breath to the attack. Unlike the dragon breath, these breaths affect all players within 360 degrees of Chromaggus, but are likely to be behind the view.

Breaths

Isee to meat: every 3 seconds

  • Dains 800 flame damage every 3 seconds. The effect is one minute. If Los'd is not applied, it has a folding ability.~Time Lapse: Freeze (stun) over time. Happiness decreases by 50%. It lasts for 8 seconds.
  • Frost Burn: Colds cold damage for 15 seconds, consumes mana, reduces attack speed by 400%.
  • CauStic Acid: every 3 seconds
  • 950 damage every 3 seconds. The scale decreases by 4500. It works for 15 seconds.~Burn: 4200 damage. Flame attribute damage.
  • At the start of the match, Chromags selects two from the breath mentioned above. He uses one breath every about 30 seconds, but alternates alternately the two breaths selected at the same time.

Supplement: Chromaggus keeps using these two breaths until the instance is reset every week for your raid instance. Since this choice is unique to your raid ID, other raid teams will receive different pairs this week's individual instances.

Cromags usually rides the tank at the entrance between his room and the twin drake room. Grasp chromags on the tank, pull forward until the crossing and exit, and the tanks stay in the twin drake room. After this, the melee fighter enters the Cromags room and stands right behind him. Casters are waiting behind, most healers should be in the group with them. Also, if necessary, the healer will be placed around the stack of the proximity to support. With these arrangements, all players (excluding the main tank) can be turned behind the cover and can camouflage with various breaths. Like the Firemaw, the healer is placed to recover the MT behind the cover.

Positioning

Chromaggus will release five breaths about once a minute, in addition to the normal breath change as described above. The timing of this simultaneous shooting varies, usually the first time is performed around the 40th second, and then on average every 60 seconds.

Black Trial Changes

Tip: The order in which he casts these spells is unique to your raid ID, that is, he continues to use the spells in the same order every time.

During this simultaneous shooting, he blows all five breathing, regardless of the two breathing breathing. If normal breathing occurs during this simultaneous shooting, the breathing will be skipped or cue and will be released a few seconds later, which will not delay his future alternative breathing. The following are the examples.

When the black trial is enabled, Nepalius not only changes breathing, but also participates in battle. Occasionally, give a command to Chromags:

fetch! This occurs 20 seconds after the start of the battle, and then occurs every 40 seconds. When ordered, the chromaggs grab a random player and let it go for a few seconds before letting go.

  • Rollover! NEFARIOUS ordered to roll to Chromaggus before his physical strength reaches 50%and rolls around 50%. At the same time, the arena shakes and meteorites fall (like gollemag).
  • Equip the cloak before drawing! < SPAN> Cromags usually rides a tank at the entrance between your room and the twin drake room. Grasp chromags on the tank, pull forward until the crossing and exit, and the tanks stay in the twin drake room. After this, the melee fighter enters the Cromags room and stands right behind him. Casters are waiting behind, most healers should be in the group with them. Also, if necessary, the healer will be placed around the stack of the proximity to support. With these arrangements, all players (excluding the main tank) can be turned behind the cover and can camouflage with various breaths. Like the Firemaw, the healer is placed to recover the MT behind the cover.

Nefarian

Chromaggus will release five breaths about once a minute, in addition to the normal breath change as described above. The timing of this simultaneous shooting varies, usually the first time is performed around the 40th second, and then on average every 60 seconds.

Tip: The order in which he casts these spells is unique to your raid ID, that is, he continues to use the spells in the same order every time.

During this simultaneous shooting, he blows all five breathing, regardless of the two breathing breathing. If normal breathing occurs during this simultaneous shooting, the breathing will be skipped or cue and will be released a few seconds later, which will not delay his future alternative breathing. The following are the examples.

When the black trial is enabled, Nepalius not only changes breathing, but also participates in battle. Occasionally, give a command to Chromags:

fetch! This occurs 20 seconds after the start of the battle, and then occurs every 40 seconds. When ordered, the chromaggs grab a random player and let it go for a few seconds before letting go.

Rollover! NEFARIOUS ordered to roll to Chromaggus before his physical strength reaches 50%and rolls around 50%. At the same time, the arena shakes and meteorites fall (like gollemag).

Class Calls

Equip the cloak before drawing! Cromags usually rides the tank at the entrance between his room and the twin drake room. Grasp chromags on the tank, pull forward until the crossing and exit, and the tanks stay in the twin drake room. After this, the melee fighter enters the Cromags room and stands right behind him. Casters are waiting behind, most healers should be in the group with them. Also, if necessary, the healer will be placed around the stack of the proximity to support. With these arrangements, all players (excluding the main tank) can be turned behind the cover and can camouflage with various breaths. Like the Firemaw, the healer is placed to recover the MT behind the cover.

Chromaggus will release five breaths about once a minute, in addition to the normal breath change as described above. The timing of this simultaneous shooting varies, usually the first time is performed around the 40th second, and then on average every 60 seconds.

  • Tip: The order in which he casts these spells is unique to your raid ID, that is, he continues to use the spells in the same order every time.

During this simultaneous shooting, he blows all five breathing, regardless of the two breathing breathing. If normal breathing occurs during this simultaneous shooting, the breathing will be skipped or cue and will be released a few seconds later, which will not delay his future alternative breathing. The following are the examples.

  • When the black trial is enabled, Nepalius not only changes breathing, but also participates in battle. Occasionally, give a command to Chromags:

fetch! This occurs 20 seconds after the start of the battle, and then occurs every 40 seconds. When ordered, the chromaggs grab a random player and let it go for a few seconds before letting go.

  • Rollover! NEFARIOUS ordered to roll to Chromaggus before his physical strength reaches 50%and rolls around 50%. At the same time, the arena shakes and meteorites fall (like gollemag).

Equip the cloak before drawing!

  • Nefarian is a multi-stage boss. Like almost every other cock from the end of the raid in WOW, this gathering comes in waves. Once the garbage is killed, the ship covers the entire background of the battle with a breath that destroys everyone without a cloak. This breath will not fall in the space behind its throne - if you turn on a personal cloak, it will stay there until the breath ends!

After breathing into the raid, oil lands and phase 2 begins.

  • Periodicy, oil is cast on the veil of the shadow tank. This is basically a "killing blow".

He is still afraid, therefore imposing tank protection from fear.

  • About 20% of the time, he revives the entire SOR killed in one phase. Offtank is obliged to bend them and the raid is to cut.

After 30 seconds, and then every 30 seconds from the start of phase 2, this oil is associated with this class mechanic, which selects a random class (each class, a cheap given fraction, not based on who is in the raid) and affects the raid targeting a specific subject. In SOM (and is identical to SOD), each class slogan also includes a tool repeat effect when the gun comes out of this class player and starts casting spells in the raid. Consider these mechanics:

  • Druid: All druids in summoning walk in cat form.

Dark Ticket Auxiliary Effect: Victorious Roots stroll the battlefield.

  • Warrior: All warriors enter Berserker Rack and take 30% of the losses they inflicted while exposed to summoning. If the leading tank is a warrior, this can be quite dangerous and you will need copious healing to support it. Don't forget the danger.

Dark Ticket Auxiliary Effect: 2h rush circles along the raid, bringing wind.

  • Sorcerer: Imposes wild polymorph spell on random raiders and makes them polymorph.

Black Trial Changes

Dark Control auxiliary effect: Posts stream in the background of the battle of Arcane Explosion.

Priest: Direct spell of healing in return causes loss in exchange for healing, setting a mountain of tasks of "spoiled healing". Only direct spells use spoiled healing - renew and PW - are not modest.

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Elim Rim - Journalist, creative writer

Last modified 28.04.2025

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