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Strat Nexus!

 
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mistikyoyo
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MessagePosté le: Ven 14 Nov - 13:16 (2008)    Sujet du message: Strat Nexus! Répondre en citant

Bon c'est en anglais hein!

The Nexus' first instance is one of two starter instance currently opened on the beta servers. The other is located on the other side of Northrend, all the way to the east, in the Howling Fjord region. The dungeon is tuned to be doable by a group of five players in green and blue level 70 gear, thus, it is quite simple for those players wearing epics. However the loot drops are also tuned for these same green and blue geared players, so epic level players will find their time in the Nexus, at least on normal mode, to be rather short. The dungeon is easily completed in one hour by epically geared players. The trash encounters are simple tank and spank fights, and the bosses are all easily overcome after players master the unique gimmick that each employ.

Upon entering the instance, players are faced with the final boss, Keristrasza, encased in ice. Players must defeat the other three bosses before they can return to face Keristrasza. These three bosses can be fought in any order.

Ormorok the Tree-Shaper:

Up first is Ormorok the Tree-Shaper, who by far is the easiest of the encounters. He has a basic autoattack that hits between 1000-2000 damage per swing, and he enrages at 25%. Other than that, his unique gimmicks are these spikes he casts on the ground. Players have a few seconds to move or they will toss you into the air. These are very easy to avoid, and if you don't, they still don't bother you that much except for some damage of course.


Unfortunately my video recording software failed to capture a video of this encounter, so the above is thanks to misterpropane of YouTube.

Anomalus:

This boss is a mana elemental creature that summons bit of magical energy that needs to be killed at 75% health, 50% health and 25% health. The boss goes immune until the energy is destroyed, and then players continue damaging Anomalus. One can't help but feel this mechanic has been used a bit too much. This boss does nothing extra worth mentioning, so don't steal aggro and profit.


Grand Magus Telestra:

Telestra is one of the Kirin Tor elves that is aligned with Malygos, and is the third boss in the Nexus. This fight is the most complex of the encounters in this dungeon, which is divided into three stages. Telestra uses fire-based spells, and randomly tosses players into the air. You can continue casting instant spells while in the air, and it is pretty easy to return to battle after you are grounded.


At 50% health, Telestra goes invisible and creates three clones. Each of the clones represents one aspect of the Mages' talent tree - fire, frost and arcane - and must be killed before the fight can resume. The frost version is perhaps the most obnoxious of the group, and should be sheeped if that option is available, otherwise, it should be killed first. Focus fire is important since they are all casters that root in place, making them tough to tank. The arcane version can polymorph players, so make sure it gets dispelled immediately.

After this, it is a quick burn down to 0 health. As an extra gimmick, at 25% health, Telestra will freeze the entire group in place and blast them with AoE fire damage. Make sure everyone is healed to full before the 25% marker and don't stop with the damage!

Keristrasza:

After the three above bosses are defeated, the group should head back to the start of the instance to face Keristrasza. Super rich and lazy groups on the beta servers have found that dying, and zoning back in, to be the fastest way back to start given the close proximity of the graveyard.

The final boss in this instance hits relatively hard, especially if you aren't quick on your feet. The most important thing in this fight is to keep moving. The boss has an aura effect called Intense Cold that stacks, which increases damage taken and makes it hard for you to move. The only way to remove the Intense Cold is to keep your body warm and move around.

The boss also has a pretty mean tail swipe that can send players well out of healing range. For this reason, it is best that the tank setup a predetermined kiting path so other members of the group can anticipate where the tail will be turned at all times.


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MessagePosté le: Ven 14 Nov - 13:16 (2008)    Sujet du message: Publicité

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