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评论来自
112652
This fight is fought entirely in the air mounted on Drakes, and Ruby = tank... :)
评论来自
Zelyon
So wait, you need to do the instance without a tank?
Has anyone completed this... because that sounds a little hard to do.
评论来自
19439
We did this with 4 Emerald + 1 Amber. Can keep the +100% Damage buff on and only needs occasional heals while the Emeralds kite the Whelps and the Boss around the platform.
评论来自
djsixpack14
In case you might have been thinking it, you can't just use a red drake and then dismount and delete essence at 5%. We tried it.
评论来自
259118
We did this and the Amber achievement at the same time. Our first attempt was with everyone in the party having a amber drake and doing a rotation on who was using shock and who was channeling. Our best try was 17% with nicely timed stuns.
After about an hour with trial and error we decided to swap out the five Amber drakes with five Emerald. The taccs was bounch up in a group and try to stay as close to eachother as we could while kiting the boss in a big circle and spamming Leeching poison and Touch of Nightmare whenever it was up.
This worked quite nice, the only problem we had was the boss kept resetting if we didnt get him to the banish phase fast enough.
So if your trying to get the achievements in oculus done i suggest you go for everyone in the group using the Emerald Drake and get both the Amber and Ruby achievements done in one reset.
评论来自
259868
We managed to do this just now with the 5 emerald tactic. It is also currently possible to rejoin the fight if you die. Just corpse run and as soon as you are in click the dragon {I fixed it to my action bar}. We kited the boss around and killed none of the adds, just leached off around 2 or 3 for health.
Needless to say I did die 3 times but we still got it done :P
评论来自
238518
Managed to do this in my group earlier today too.
We tried with 5 greens, but after the boss despawned on us for the third time, we tried a slightly different strategy.
In the end we used 4 greens, 1 bronze. Let one of the greens get aggro first, and then that guy is the main kiter for the rest of the fight. He flys around the arena (a wide circle, covering the floating platforms on the outside), spamming the DoT like crazy and using the Big damage attack whenever he is on full HP.
Two of the other greens follow the kiter, keeping DoTs and debuff on the boss, and channeling health to the kiter whenever he is low.
The Bronze stays in the middle of the arena, using the double damage channel on the boss. The fourth green stays close to the bronze to heal if needed, but also helps DPS boss.
Generally the whelps will aggro onto the kiter, making it easy to avoid them. However they may switch onto the fourth green who is healing the bronze, in this case he should either swap with one of the other greens and kite, or just hope that one of the other greens gets aggro again.
Using the timestop ability every cooldown helps a lot, plus with the double damage debuff everyone is getting healed for 8k per tick, which makes you almost invincible.
评论来自
49230
Just did this along with the Ruby void achievement. We started off with a few wipes (4/5 of our group had never done this place) so we tried 2 emerald 2 amber 1 ruby. At 50% everyone was dead except for me and I managed to get him to ~10% alone (with emerald). Then we just did a 5 emerald and it was cake, altough it took a while.
Because you don't need to face him to cast the poison ability, all you have to do is to hit num lock, spam it while someone keeps the - dmg debuff up. Just fly around in circle for a while. You might get out of range but he will eventually catch up. When I did this I had aggro from 100-30% when I lost it cause I kept running out of range and other people kept spamming, which change much.
As of the huge amount of adds that might spawn, they really aren't anything to worry about, as you can outrange their cast. They are kind of useful though to keep yourself alive if you get low. When I was alone during our 10% wipe I found it quite handy to have these drakes to keep you alive. Just dot them and keep flying, otherwise they will outdamage your healing.
With this strat you could even solo this, but it would take a really long time! Good luck!
Also, none of us ever healed each other, including whoever was kiting. I was actually at 100% most of the time.
评论来自
Nerfherder
Ok. Sorting through the trash might be hard but this is the way to do it without much effort.
- 1 Bronze drake for timestop during enrage and constantly channeling (ofc with 10 stacks popping the dps bolt but NOT getting aggro from anything.
- 4 Green drakes circling around Eregos without kiting him too far away, he might reset, happened to my group twice. Spam the poison bolt on the boss and whelps, but keep 3 on boss since bronze is channeling on that one. The whelps are slow and have short range so avoiding all of their damage is not an issue. Just keep circling around the boss and roughly max range and keep him near the center at the same altitude as you pulled to be safe. Easy achievement when you got the tactics
This tactic kills the boss pretty easily if the green dragons spam their nuke ability - Since they heal so much when bronze dragon channels, the damage you take is not an issue, if it would be an issue just dot up some whelps with the leech spell. Very good tactic and pretty easy.
评论来自
242099
My group actually came up with a solid Ruby Void/Emerald Void strategy using five amber drakes.
Basic info:
Temporal Rift does NOT stack. The bonus will always be 100%.
The Time Stop does indeed have a DR.
You can stun him for about ~16 seconds per phase.
Strategy:
The basic strategy is to play static charge ping pong with this guy. Have one designated amber drake to pull with a Temporal Rift. The other four drakes will spam shock lance until the first drake has 10 static charges. Then the four drakes using shock lance put up their temporal rift, once all four are up the first drake with the 10 charges detonates his charges using shock lance. If executed properly this gives every drake with temporal rift on the boss an automatic 10 charges. The first drake will put up rift immediately after shock lancing. Then the other four drakes shock lance. As you may have guessed the first drake will have an automatic 10 charges. So you just keep doing that rotation and you will do insane DPS. He should go down to 60% (when ethereal phase starts) if executed properly within ~15-20 seconds.
The stun factor. If your group is competent then you can afford to use the first stun after the four drakes detonate their shock charges. Let me say that whelps spawned based on time as far as we have found. Stunning around 5-8 seconds into the fight is ideal. You want three of your four drakes to get the stun rotation from 100%-60%. Have a defined order and if it helps have someone calling out when to do it. As mentioned 5-8 seconds into the fight for the first one then just use them as he comes out of stun.
Coming out of phase 2 (when he is at 60%) you will want your main rifter (the drake who opened with a rift at the pull) to time-stop off the bat and use rift. He will get 5 charges from the time-stop and it shouldn't take as long to get the other five. The other person who hadn't used stun at this point should use his/her's after, then the first stunner's stun should be off cool-down for the third. If you have problem with whelps coming out at the end of this phase I would suggest switching it up and having the main rifter using hit stun AFTER he detonates his first 10 charges.
After ethereal phase just keep the rotation up as you would normally. Never try to just burn him with shock lance if you have adds sub 20%. Stay calm and keep the rotation up and he will die fast.
This strategy is easy, though it seems like some people need time getting used to how it works. Basically after you get one person their 10 charges all you are doing is using Temporal Rift, and one shock lance, and repeating that.
Note: When you use temporal rift and someone detonates their 10 charges you get 10 charges yourself. Stop your temporal rift as soon as you get 10 charges. NEVER EVER let the temporal rift channel to full when you have 10 charges already. Its a lot of wasted DPS. You have to break channel and be ready for shock lance once the temporal rift(s) are up.
For the person doing the main rift, it is suggested you call stuff out. Once you have your 10 charges, call for people to use temporal rift. Once you see four up you use your shock lance and IMMEDIATELY put up your rift and call out for them to use shock lance and repeat that until he goes to etheral. Have someone other than the main rifter doing stun call outs (after the pull count to 7 or 8 and tell the first person in the stun rotation to stun, then once stun is up tell the next person etc. Straightforward.)
Another tip is to have your main rifter (first person to use temporal rift) to stand apart from the group so you can the other members can shock lance the second they see the animation. Reduced our time on p1/p2 by a few seconds.
评论来自
jaxsonbateman
Used the five emerald strat tonight. Was *very* easy to do with the right flight path set out.
In terms of vertical height (Z-axis), you want to be level with Eregos as often as possible. There seems to be no risk with going higher, but if you go too low he'll despawn - so being level with him seems like the safest guideline.
In terms of berth (X and Y axis of your circular route) you want to be flying in a circle over the three platforms where you fight the third boss' adds. This will give you a large enough circle to ensure the whelps are always behind you and don't cut across the centre platform.
Basically, one drake pulls with a DoT, then starts flying in a circle with the group (we chose to pull Eregos when he was on the west side of his platform, then kite in an anti-clockwise circle starting from the south). All five drakes maintain a 3 stack of the poison on Eregos at all times. Targetting the whelps is not necessary, and can actually lead to death if you're trying to maneuver too close to them. In terms of the "Touch of the Nightmare" ability, the four drakes *without* aggro use it when they're at 95%+ health. The drake with aggro never uses it as they cannot risk taking the extra damage.
Whenever Eregos enrages, the four non-aggro'd drakes stop for a second to heal the aggro drake. It's very easy to do this, simply press assist (default: F) to target the aggro'd drake, press 3 to channel the heal for a few secs, then press assist again to retarget Eregos.
Aside from those points, the only thing to watch out for is the whelps in the immunity phase. You still want to be flying in your circle away from Eregos (in order to avoid the orbs), but you need to keep an eye on the whelps and make sure they don't cut accross the platform and catch up to you. The simplest way to do this is increase your circle's berth a little bit, bringing them further out, and even stop for a short period if you're far enough away from the orbs.
In this case, this strat feels very solid and repeatable, and indeed our group two shot it after we got used to the 'finer' points of the strat (not using Nightmare Touch when aggro'd, not letting whelps cut across, and how to easily heal the aggro target).
Good luck to everyone going for it!
评论来自
darknesscalls
Also completed this using the 5 Emerald kite strategy, verrrry simple once you get the hang of it (took a couple of wipes to get used to the kite path).
Thank you! Please uprate "jaxsonbateman"'s post above mine! +1
EDIT: Emerald kiting strategy was hotfixed in 3.0.8 and can no longer be done
评论来自
293703
For the kiting strategy, the trick is a very wide kite path and very slow dps. Non-kiters should be on the inside of the kite circle and use #2 very sparingly. With a bronze, you need a tighter circle, but you can afford to take more damage as leech poison is more effective.
He does not despawn due to range; there is a wall perhaps 200 yrds out.
I got him to 15% solo in maybe 25 minutes, then hit the wall while he was enraged and got hit too many times. He's tedious but fairly easy to solo, but it takes forever. Two greens are a bit faster, but not a ton.
Worked out a two-man strat as follows with green + bronze. Basically, green kites in a tight (still, like 100 yd diameter) circle around bronze, using touch of nightmare at the opening and at anytime above 90%ish. It's important to keep it up as it reduces the splash damage bronze takes. Bronze mostly channels, occasionally shock lances. Save stun for when bronze is below 50% and he enrages. Bronze flies to emerald, emerald heals bronze. Rinse, repeat. Stun is also useful for positioning after a phase shift, if both drakes are in good shape. Took a couple tries to get the hang of it, but it worked quite well. Bronze priority is on channeling, since channeling -> more healing -> not dying -> profits. Successful run took about 10 min; few wipes before that while we figured out positioning and such. It's important to keep the circle tight enough that the bronze isn't always moving.
I mention this not just because it's fun to two-man (not to mention easier to find a good and patient group) but also because it scales up quite nicely. Just throw in 3 greens or two greens and a bronze and it'll go a lot faster and give you a lot more room to screw up.
Also, general tip: It's best to only stun when he enrages. If you stun when he is not enrage, he will enrage almost immediately after the stun, and if you're kiting that can really screw things up.
评论来自
nfw73
Not sure if anyone mentioned this, but you can graveyard zerg him. Just make sure you actually die instead of get ported out.
评论来自
293703
Above poster: close, no cigar.
I believe it's been mentioned that the 5 bronze trick takes one channel, 4 dps -> 4 channel, 1 dps -> 1 channel, 4dps, etc. A 10-stacked shock lance will give anyone channeling 10 stacks, so if you coordinate properly and use an extremely fast rotation it is doable this way.
评论来自
273341
could you get all three voids by having a diverse group then dropping off your drake when eregos is at 1k health then kill him with an instant?
评论来自
308461
Anyone have a new strategy for this achievement? Because kiting the boss with 5 emerald drakes does not work anymore.
To have 5 Amber drakes could work but the time stop is nerfed.
So do anyone have any suggestions?
评论来自
MxCN3
This achievement is possible, some guildies and I did it last night, though we wiped easily 25 times and spent the better part of 4 hours on it. We tried a variety of drake/number setups but this is what we settled on, and what we got the achievement on:
5 Amber drakes - Strat:
1) Whelps
The whelps will dominate you very quickly. What you have to do is essentially get a feel for when the whelps come out and time stop right before they do. The first wave was done at about 15 seconds, the second after he comes out of his nether phase, the third about 15 seconds into that, etc. To be quite honest I don't remember exactly when we time stopped as our GM was simply running a stopwatch and guesstimating on the whelp timers. If you get some up it's possible to kill them during one of his nether phases, but it's better to avoid it entirely.
2) Juggling charges
Without being able to do this, you will not be able to kill the boss. What we do is have 4 drakes just spam dps the boss while the last drake charges up the channeled ability (I forgot what it's called). Once his charge reaches 10 stacks, he fires a bolt, and everyone that was firing switches to charging. This will cause everyone to gain 10 stacks of the buff immediately, and allow them all to fire shots that do 100k + damage.
If this is unclear, basically what happens is one person charges, then as soon as that hits 10 stacks you start doing a 1-3-1-3-1-3 sequence. This will allow you to nuke the boss down before the whelps are all summoned.
Some notes:
We wiped. We wiped a lot. There is a LOT of coordination. And some amount of luck.
When you do your second time stop, right when he comes out of the nether phase, have the person that time stopped do the charge, since he will already have 5 stacks on. This will allow for more time of burst dpsing.
A single 10 charged bolt will do over 20 times the damage of an uncharged bolt. This is really the only way the strat works.
Hope this helps, good luck and I hope you wipe less than we did!
评论来自
309217
I can confirm that the Five Amber Drake Method is a viable way to get the Emerald and Ruby Void.
Thank you very much Zykour for posting this method.
(also for those that want to do it)
This achievement FYI is very frustrating, takes communication.
Something Zykour did not post in his strategy however, that we found VERY helpful was once banished -- Have your group go to the direct opposite side of the map, allowing the Time stops to refresh -- this allows you to abuse time stop more fluidly.
Also keep in mind, if you are COORDINATED you will not have Whelps spawn before the first Banish phase.
Thanks again Zykour + for you.
评论来自
310432
So has anyone discovered another way to achieve this other than 5 amber since the patch?
评论来自
311975
I have completed this now VERY difficult achievement post patch. Ruby void has been made incredibly hard with whelps no longer having a cast range on their attacks. You can no longer use 5 emeralds, because whelps will destroy you.
For ease's sake, I will call the party: Person A, B, C, D, and E.
You must use 5 bronze drakes to complete this. You start off with person B channeling, and have the other four attack him. After eight seconds, you must have B, C, D, and E channel, use A's time stop. A must then attack him and use his charges, go right back to channeling, and all of B, C, D, and E in order must stop channeling, blow their charges, and return channeling. When the first time stop is up, person B must use their time stop IMMEDIATELY, while A, C, D, and E channel on the boss. B then channels, and A, C, D, and E use their charges in turn.
He should now be at 61-58% health. If he is not below 60% and phase shifting, wipe it, or just continue practicing -- but you will not succeed. You must push him below 60 and force him into the second phase before he spawns ANY whelps. You also must get him to P2 without using C's time-stop, because the phase shift removes the diminishing returns.
Kite the orbs clockwise around the boss. DO NOT get in range of them, they will explode for 45k if they hit your drake, and you NEED that health. He will un-phase shift, and C must IMMEDIATELY time stop again while the other four channel. You must get all four channels up again and repeat as in phase one. Then D, and then E must use theirs, in turn, as previous. DO NOT let any whelps spawn, time these perfectly.
Once he is at 23%ish, nuke him. Person A will probably die here. Let one person channel while you all nuke to 20%. Whelps will probably spawn at this point. Kite clockwise and eat their damage. Boss will come back, avoid explosions from orbs before he does. When he is back, B will time stop again, and you must nuke the hell out of him before the whelps kill you, ping-ponging aggro and hope you manage to get the crazy hits off before he destroys your party.
I did it with a good group and managed it after a couple hours of trial and error, but it's definitely the most difficult achievement I've done so far, and certainly more technically difficult than anything currently in the game that I've completed (including three drake 25 man sartharion).
Alouette, Sargeras
http://www.wowarmory.com/character-sheet.xml?r=Sargeras&n=Alouette
评论来自
havokas
Has anyone tried actually tanking the boss with a non-dragon tank
? They don't hit hard on the trakes, maybe a Prot Warrior (eg) could do the job, while the others take an emerald/bronze combo. The only problem i'm seeing in this is maintaining the aggro, or probably the boss not targetting or something. Will try this today, will report if we succeed :)
评论来自
257852
Would 4 bronze drakes and a healer standing on the platfrom work , ie a resto shaman chain healing?
评论来自
link428
Just did this achievement (Patch 3.0.8). We had 3 emeralds and 2 ambers. As mentioned above and in several other places, the amber drakes need to keep alternating 1 and 3 to keep getting hits for about 144,000. On top of that, one of our emeralds was a dedicated healer for the group. The other two did a combination of tanking the whelps (by keeping poisons on them) and healing others when they aren't struggling for health themselves. It is important for all emeralds to keep the poison stacked to max on the boss. We did not kite the boss at all, we only moved during the "orb" phase, all in the same direction. Also make sure to alternate time stops during the enrage or you will get destroyed.
评论来自
Phaded
Just did this in 3.0.8 with 1 emerald 4 ambers. Used 2 timestops per phase between banishes. Don't know if it will work all the time however as we got extremely lucky and had zero whelps spawn in any of the phases.
评论来自
Ingraved
I was able to obtain this achievement after the patch 3.0.8 with 5 Amber Drakes.
http://www.wowarmory.com/character-sheet.xml?r=Runetotem&n=Indentured
You can check my achievements and it shows I gained ruby and emerald void on the same day.
Our group;
DK
shaman x2
Priest
Druid
Have druid buff mounts THEN priest buff mounts for the extra HP. A shaman Bloodlusted right before the pull to make damage go faster.
Time stop right away. Then time stop again at 15 seconds to stop the first wave of whelps.
Make sure you get him to 60% before the second whelp wave at 32 seconds. He will not summon whelps while phase shifted. While he is phased you need to kite the orbs around him in a circle staying in range so you can start DPS immediately after he phases back. Also Time Stop right when he phases back. I dont know if he restarts his timer on rephase or if it continues from the original pull timer of 16 seconds. We just spammed time stop after the first phase.
We had 2 people channel to begin with then 3 people help build the charges. after the first set of charges reach 10 the three DPS would then channel and the the people with the charges would use shock lance. This would cause the 3 people channeling to immediately get 10 stacks. Basically you just switch back and forth quickly between channeling and 10 stack shock lancing
评论来自
316837
I did this tonight with 5 bronze drakes. The key to it is using your time stops at the perfect times, so he does not get a chance to spawn drakes.
First phase, have 1 drake begin channeling. The other drakes spam the #1 button till he has a 10 stack. At this point one of the drakes that wasn't channeling uses time stop (this was me). The other 3 drakes start channeling. The original drake and I would use the 1 button once. This immediately gives the other drakes a 10 stack. Then you rotate with 2 drakes channeling and 3 shooting.
The rotation should go 1 > 3 > 1 > 3 repeating. As soon as the first time stop wears have a 2nd drake use their time stop. He should go into immune phase before time stop wears off.
Keep repeating the above strat until he is dead. At the end we only had one drake dead.
评论来自
Rogvar
On our first day we managed to do the Amber Only after about 3 hours of wipes.
Then we tried to do it with some other people, and abandoned the tries after 5 hours... so we did Emerald Void kill with 2 Ruby, 2 Bronze and a standing healer.
Next day we came with 4 Bronze and 1 Emerald and did this very easily first try - so this is my suggestion now for
Ruby Void
. 5 Bronze is ideal if you can handle it properly (I'm not speaking about pure time stop - it has diminishing returns - you need to learn rift/lance rotation), but it does not excuse mistakes - any mistakes eat life of your drakes. However, just a single Emerald replenishing those life losses makes it a walk in the park. Well, compared to 5 Bronze :)
Of course, you might have problems doing it from scratch, because proper bronze rotation is still quite hard. But if you are trying 5 bronze and feel you are almost there, then add one emerald and it will be easy.
Ah, and a final note, do not try to PuG this. You need a well-coordinated group and some learning. And make macros "Casting rift, lance now" - "Ready to lance, use your rifts" to coordinate rotation. Good luck!
评论来自
Toblerone
Just did this along with Emerald Void at the same time post 3.0.8.
Using 5 amber drakes, it took a few goes, but it's just a matter of getting the rift/lance dps rotation 100% perfect and using time stops effectively to avoid whelps/enrage in each phase. We got 2 lots of whelps by the end, with one person dying, but we got 2 achievements in one.
评论来自
163365
Did this tonight (7/Feb/09) using 5 Amber Drakes.
Startet with 2 people channeling and 3 people nuking to build ab 10 stacks fast.
After the third nuke, the one having aggro used timestop and all 3 switched to the channel. At this point, the two people who were channeling right from the start hat 10 stacks each.
From this point forth, we had a rotation of one person releasing his stacks, while the 4 others where channeling. After releasing his stacks, the person immediatetly has to start channeling again, to get the full load of stacks when the next one releases his stacks. Timestop were threwn in wenn the guy having aggro drops low on life.
By doing this rotation, we had enough damage output to get Eregos into the astral phase quickly. If the rotation is done right, there will be at least ~140.000 dmg per second, which will cause Eregos' lifebar to drop incredibely fast.
We entered astral phase twice, having 2 sets of add-spawns at the end (which could have been avoided by casting timestop earlier, although that is quite difficult due to the fact that the add-spawns do not seem to be on a fixed timer and time-stop itself has a diminishing return).
He finally died, at which point our party had one person dead, one close to death and 3 others at about 50-80% life.
It took as about 2.5 hours to learn, having many wipes (take off your gear to save rep costs) - but in the end we got both Ruby Void and Emerald Void, so that now only Amber Void ist left, which should be rather easy compared to using only Amber Drakes.
Good luck everyone!
评论来自
319065
Kill the Ley-Guardian Eregos with 5 Amber Drakes.
PHASE 1/3/5
1) Start fight by 1 member in group channeling boss with Temporal Rift (button 3) the other 4 Shock Lances (button 1).
2) When 10 charges up the 4 Shock Lanceing members start Temporal Rift the boss and the one that was channeling in step 1 Shock Lances 1 time and then channel again.
3) When you have 10 charges you Shock Lances and then Temporal Rift again.
Dragon should be around 54-60% hps when he goes into phase 2. And if timeing is correct you should have no adds.
PHASE 2/4
1) The player who going to do the time stop just after he comes out of phasing goes counter-clock-wise away from lighting balls when rest of group goes clock-wise. The one using time stop when he leaves phase 2 must be in range of dragon and if you use time stop to soon it will not work and to late he will spawn adds.
Time Stops
First time stop after 15 seconds and the second time stop directly after the first.
PHASE 3
Directly after lightning balls exploded and the dragon starts going normal you use your third time stop then fourth and at last the fifth time stop.
Quick conclusion:
15sec 1ts TS > 2nd TS right after that > phase > 3th TS after hes out of phase > 4th TS > 5th TS> phase > 1st TS again (cooldown should be gone) > dead
He gonna phase twice so the one that TS the dragon at 15 seconds should have the ability to TS again when he comes out of the phasing the second time. After this he should be dead but you can always use any TS you have available at the end.
This macro is good to start fight with. One member start channel the boss then you use this macro on start bolt the other 4 members start bolting. Channeling don't aggro boss.
Macro:
/in 0 /say 5
/in 1 /say 4
/in 2 /say 3
/in 3 /say 2
/in 4 /say 1
/in 5 /say START BOLT
/in 10 /say 5
/in 13 /say 8
/in 15 /say 10
/in 16 /say 11
/in 17 /say 12
/in 18 /say 13
/in 19 /say 14
/in 20 /say 15
/in 21 /say 16
/in 22 /say 17
/in 23 /say 18
Changes made in 3.0.8
TS have diminishing returns cant be spammed one after another.
You can no longer kite the boss around.
P.S. Have room in your bags so you can remove all your gear no need wasting repair builds. Dragon mount disappears from your bag after 2 hours remember to renew it. Strategic made after 6-8 hours wiping. D.S.
评论来自
182823
As of 3.0.8 patch you can still complete it usind the 1-4 all ember drakes strategy. did it today feb 8.
the key is channal\lance coordination and timely time stops.
the party is devided to 1 - 4 drakes. the 1 drake pulls with time stop and emediatly uses the channel spell. the 4 drakes fire 2 shots and switch to channel. the 1 drake shoots once and switches to channel etc etc. the 2nd time stop is to be used on 80% health of the boss. you should have the boss tp 60-50% before the first banish phase. it is crucial NOT to use the 3rd time stop in the 1st phase.
when the boss comes out of banish 3rd drake with no time stop cooldown becomes the 1drake. he pulls with time stop and emediatly channels. repeat of phase 1. 4th time stop is to be used on 39%.
when he comes out of the 2nd banish he should have around 20%. 4th drake becomes the 1? pulls with time stp-channel - repeat of phase 1.
ps
the hardes thing is to coordinate 1-4 channel\shoot rotation. have fun guys. its a worthwhile achievement
评论来自
263369
Did Emerald and Ruby void simultaneously tonight on my shaman with a 5 drake amber. One nice trick we found out is that earth shield can be cast directly on drakes and it can help to keep them up during the fight. So, I guess if you're trying to get both achievements done at the same time, the easiest would be 4 shamans specced resto, with an earth shield on 4 drakes.
评论来自
blexmark
I haven't been able to follow many of these explanations so I'm going to give it my best shot.
First major advice:
5 Amber Drakes
--tried a lot of others and haven't been able to get it to work
Strategy:
Player A, B, C, D, E
Phase 1:
Player A Engages by using Temporal Focus while B, C, D, E lance. Player A hits their lance when they get 10 charges. Also Player A starts the Time Stop at anywhere between 10-12 seconds into the fight (use the blizzard stop watch).
Player B,C,D,E all start using Temporal Focus when the time stop goes off from Player A. Player A is lancing building up 10 charges for B,C,D,E. Once B,C,D,E all have 10 charges, they lance.
Player B hits Time Stop as soon as the first time stop from player A is finished (this prevents him from getting whelps off). Everyone continues to alternate the focusing and lancing which means. If player A is lancing then BCDE all should be focusing, and when BCDE are lancing then A should be focusing (this is consistent the entire fight).
This should be enough damage to get you into the Astral Phase.
Phase 2:
When he comes out of his Astral phase, Player C is hitting their time stop (it has to be quick whelps come out fairly quickly). Player D gets the next time stop.
Meanwhile everyone should be pretty sync'd up on the Temporal focus and lancing by now, just have one person calling it out, when they are lancing or focusing so you know to do the opposite or same based on what their assignment is. This is really the hardest part of the fight, this 5 amber strat is all about the maximizing the DPS and burning him down quick into phases.
This should be enough to get you into Phase 3...
Phase 3:
Player E uses time stop, then Player A. If whelps have come out during this, ignore them, and continue to DPS.
This strat took us about an 50 min - 1 hr to get familar with.
Also use buffs (priest/paly/druid) that increase the health of your dragons. I think with paly and priest we had our dragons to ~87k HP.
Good luck! and congrats on your
Emerald Void
AND
Ruby Void Achievements
Plaguechaser/Jedivh
评论来自
oscarucb
With no reds, you have no effective way to handle whelps, so for 5 amber any whelps that spawn are basically an enrage that determine the length of your dps race. As mentioned above the key is to prevent any whelps from spawning by time stopping at the correct moments - basically if whelps manage to spawn before the second banish you're probably going to wipe.
We did it last night (3.0.8) with 5 amber and using /stopwatch from the boss pull to predict the spawns and determine timestops. You pop your first timestop at 0:13 seconds to prevent the spawn at 0:15, then continue the dps rotation described in previous posts. If your dps rotation is 100% perfect (and it must be) then he will banish right before the 0:30 mark (preventing that spawn) and return from banish right before the 0:45 mark - you must pop your second timestop immediately after he comes out of banish to prevent that 0:45 spawn (he's immune while banished). Then pop it again at 0:58 to prevent the 1:00 spawn. The 1:15 should be covered by the next banish if dps rotation is correct. If your reach the second banish with no whelps you're probably going to win, because by then he's nearly dead and any whelps that show up near the end wont have time to kill you all before he dies.
Here's a video of a perfect 5 amber kill
with absolutely no whelp spawn (this video is not us, just something we found and analyzed). Key things to note is the boss dies with zero whelps up, and hence drake health is never a problem. This strategy also critically relies upon escaping the orbs by moving together in a circle around the boss rather than running away in a straight line - moving in a circular manner keeps you in range throughout banish to save precious dps seconds you'd otherwise waste running back in, but more importantly puts you in range to timestop him the moment he comes out of banish.
We spent many hours of attempts to get our dps rotation perfect, the only piece we were missing was correctly timing the timestops to prevent drake spawns - with that key info we were able to kill him in 3 tries and only one drake death at the end. Good luck!
评论来自
oscarucb
Regarding gear on this fight - many groups fight this boss naked, since at first glance your gear has no direct effect and suffers durability damage on each wipe. HOWEVER - through many attempts on
Ruby Void
we realized the drakes have a very high base chance to miss (in rare cases you have to cast temporal rift 3 times for it to hit and start channelling). Healers (who usually run with zero hit rating) are very likely to notice this effect even when fighting the boss in full heal gear.
Furthermore, the drake hit chance DOES appear to be affected by your own equipped gear - so equipping a few pieces of gear with large hit rating (ideally cloak, trinkets or jewelry to still avoid durability damage) can virtually eliminate the possibility of drakes missing the boss (which can be crucial for the void achievements).
It's already been mentioned above that one can and should buff the drakes with kings, fortitude and gift of the wild to increase their health, and the buffer can even buff his own drake as it comes in for a landing by quickly targetting it while mounting. Drakes are also affected by shaman totems dropped on the platform in range of where you fight (flametongue or totem of wrath, wrath of air and healing stream are obvious choices), and can be buffed with heroism - although its unclear how much the shaman buffs help in practice.
评论来自
320686
Hey another big help when attempting the 5 amber drakes method is to have a DK with blood aura on it does in fact heal the drakes and when hitting as hard as they with the 10 stacks you get a significant heal keeping ur health up between time stops.
评论来自
Toez
Just spent over 2 hours attempting to do this with only amber drakes. Was very very tough and took a lot of coordinating with the time shifts. But we finally managed to do it with 2 people dead and 3 very near dead at the end...and he didn't even spawn any whelps I don't think.
评论来自
321629
Just did it tonight using the 5 ember drakes strat, took about 6 or 7 tries but we finally got it down. You need to use a time-lapse rotation, from the moment that you pull the boss you should wait about 7 or 8 seconds before using the first time-lapse. After that start using time-lapse one right after the other with about 2 seconds in between. By the time that the third time-lapse is about to expire, he should/will go into the first shifted-phase. Then fly away from the little exploding and rinse and repeat the phase 1.
There shouldn't be any of the small drakes up nor should he have time to enrage, if he does then you're doing something wrong.
As mentioned in a previous post, you need to pick one person (player A) that is going to be doing the channeled spell while the other four (players B, C, D, E) build up the one debuff stack up to 10. As soon as the debuff stack on the boss reaches 10, the other 4 people (players B, C, D, E) will all need to use the channeled spell on the boss at the same time. The 4 people (players B, C, D, E) will keep channeling until player A builds up 10 stacks of the debuff. The moment player A builds 10 stacks of the debuff, players B, C, D, E will switch immediately to dpsing while player A starts channeling the spell again and players B, C, D, E start building the stack of debuffs again. This will do massive damage to the boss and you basically need to keep the cycle going until the boss dies. On top of all of that, you need to keep the time-lapse rotaion going.
Like i said, wait 7 or 8 seconds after engaging the boss before doing the first time-lapse. After the first time-lapse is over, the next 2 time-lapses need to be done within a couple of seconds (no more than 2 or 3) after each one ends. If done correctly, you'll get into the phases in which the boss becomes immune without the boss ever enraging or little drakes coming out.
A little lengthy, but i hope that is of some help to some of you. It'll take a fwe wipes to get the coordination of things down, but after that it's pretty easy. For the group that i was doing the heroic occulus achievements with, this was by far the one that gave the most problems. Don't get discouraged if you don't get it the first few times :)
评论来自
322370
Successfully completed this achievement using 1 green drake and 4 amber drakes.
The green drakes job is to heal whichever amber is taking dmg, and reapplying touch of the nightmare on the boss when possible. Touch of the nightmare causes the boss to take more dmg, making it easier to burn him down faster.
When doing the 4 person channeling rotation
1. The first amber drake channels.
2. While he is channeling, the other 3 drakes are casting 1 to get the stack up to 10.
3. When the stack hits 10, the pack of 3 drakes all begin channeling
4. Main drake casts 1 to pop the channel
5. Main drake waits til 3 stacks of 10 debuffs on the boss
6. Main drake begins channeling
7. pack of drakes stop channeling and press 1 to pop their debuff
8. pack of drakes begins channeling again
its pretty much a rinse and repeat, and the switching channeling is almost instantaneous.
If you are keeping up a channel you can reapply it if it is running out, it won't dissapear.
Time stops should be done when the Main drake starts his channel in the rotation.
So, when you begin to pull the fight, Main drake is channeling, the boss is aggroed by the pack all casting 1 on him, and one of the pack timestops when the fight starts. Chaining timestop is the key to getting this boss down - when we killed him, only one of our amber drakes died as soon as the boss did, so we practically had everyone alive. Chaining timestops will prevent whelps from spawning in the very beginning, but later they become overwhelming, and timestop is what will save your ass when you get into the third loop of the 'first' phase. Waiting and 'spreading out' the time will not help you.
Our group has been farming these achieves, and the easiest way to do the other 2 amber/emerald is to have a really good healer stand on the little island and heal the cast of all red drakes. The only thing that is tough is keeping yourself alive during phase 2, but, any GOOD healer should not have an issue with it. (We used a tree). Ruby drakes kill all of the whelps instantly, so aggro from those was never a problem, cause they were always all dead.
We tried the original strat with 5 amber drakes at first, but we always got him down to 30% and could not get past that #$%^block... once we added in a green drake it only took 2 attempts. And also, coordinate this $%^& on vent.
评论来自
Tropix
This is really hard. We've been trying all kind of combinations 5 greens, 5 yellows they don't work as mentioned the time stop has been changed, and it doesn't work with 5 greens.
Maybe 3 green 2 yellows?
Has anyone completed this in patch 3.0.9, if so how?
评论来自
296687
Did this on February 14th (after patch 3.0.9) as the last achievement for
Glory of the Hero
.
Our setup was
1 Emerald Drake
, which has the following abilities:
(
Pet Bar Button 1
)
Leeching Poison
(60 yds) - Instant - Poisons the enemy dragon, leeching 1300 to the caster every 2 sec. for 12 sec. Stacks up to 3 times.
(
Pet Bar Button 2
)
Touch of Nightmare
(60 yds) - Instant - Consumes 30% of the caster's max health to inflict
25,000 nature damage to an enemy dragon and reduce the damage it deals by 25% for 30 sec.
(
Pet Bar Button 3
)
Dream Funnel
(60 yds) - Channeled - Transfers 5% of the caster's max health to a friendly drake every second for 10 seconds as long as the caster channels.
and
4 Amber Drakes
:
(
Pet Bar Button 1
)
Shock Lance
(60 yds) - Instant - Deals 4822 to 5602 Arcane damage and detonates all Shock Charges on an enemy dragon. Damage is increased by 6525 for each detonated.
(
Pet Bar Button 2
)
Stop Time
- Instant - 1 min cooldown - Halts the passage of time, freezing all enemy dragons in place for 10 sec. This attack applies 5 Shock Charges to each affected target.
(
Pet Bar Button 3
)
Temporal Rift
(60 yds) - Channeled - Channels a temporal rift on an enemy dragon for 10 sec. While trapped in the rift, all damage done to the target is increased by 100%. In addition, for every 15,000 damage done to a target affected by Temporal Rift, 1 Shock Charge is generated.
While the green drake's main job is to heal, it also does a decent amount of damage. The others use a channel-shoot-rotation. We did, however, use a different
Stop Time
rotation as the suggested one from the previous posters.
Using TS or Vent really helps coordinating the time stops (or even the switching from channeling to shooting if you want to have one player announcing that). But a macro should be fine too.
_____________________________________
Here is what the healer (
Emerald Drake
) has to do:
spamming
1
(
Leeching Poison
) at the beginning of the fight until 3 stacks are reached and then maintaining them through the normal phase
spamming
2
(
Touch of Nightmare
) on CD, as long as nobody needs to be healed (is under 75% hp)
Don't worry too much about losing 30% of your hp while using
Touch of Nightmare
, the 3 stacks of Leeching Poison will have yourself healed up within seconds (because of the damage increasing debuffs from the
Amber Drakes
on the boss). The damage reduction of this ability is also one of the key elements to winning this fight (or at least making it way easier). Simply repeat those 2 steps after each of the boss' immunity phases.
The other 4 drakes were divided into two groups: a main drake and the 3 others.
Next thing you will have to do is assigning a
Stop Time
rotation, with the main drake being the first one.
Take off all your gear with durability on it.
Now everything is set up and you are ready to pull.
Let one of the 3 drakes pull the boss.
Main drake immediately uses
Stop Time
. This is important, as we want to have his CD ready after the fourth dragon's
Stop Time
in the next normal phase. This also instantly grants him 5 Shock Charges to start with! The other 3 drakes start spamming
1
(
Shock Lance
)
Main drake starts to channel by pressing
3
(
Temporal Rift
) while the others keep spamming
1
until the main drake has 10 stacks of Shock Charges.
At this time the first
Stop Time
should be about to wear off. This means, that 2 of the 3 drakes will already start to channel while third one uses his
Stop Time
as soon as possible after the first one. (not doing so will end in a pack of small drakes spawning) Then he immediately starts to channel as well.
As soon as the main drake sees all the 3
Temporal Rift
debuffs on the boss, he uses
1
(
Shock Lance
) using his 10 stacks of Shock Charges to deal around ~150k damage. This boosts the 3 Shock Charge stacks of the other drakes to around 9-10.
Now the main drake starts to channel again and the 3 drakes use
Shock Lance
once. Simply rinse and repeat now, always switching back and forth between
Temporal Rift
and
Shock Lance
(don't break the rotation during the normal phase, e.g. the main drake not waiting until all 3 drakes are channeling or vice versa)
After the second
Stop Time
the next assigned drake should wait a few seconds before using his ability (~3 sec iirc, and don't forget the GCD!). If this is timed well, you will reach the first immunity phase without any small drakes! (which is quite important, as they get really annoying^^)
Now simply fly around the platform, as you would usually do, to avoid the bubbles. Now the fourth drake assigned to use
Stop Time
has to be prepare himself.
As soon as the boss switches back to being vulnerable (when he starts moving towards you), use
Stop Time
. Else he will spawn adds.
The drakes now simply repeat what they did in the first phase until the next immunity phase.
You will most likely have some adds spawn at this point, just don't panic. As long as it's only 1-2 packs it's still possible to survive until the boss dies.
Just repeat the steps after the first immunity phase and he should die not to long after moving again.
Oh and as a side note, yes
Stop Time
is affected by diminishing returns. But that's not a big problem, since it resets during the immunity phase of the boss.
It is one of the hardest achievements now imho but if you have some at least decent skilled players, this achievement should be possible within 1-3 hours I guess. It took our group around 10 tries, with several tries around 2-10%. Just don't give up. :)
评论来自
Darkent
Completed this on February 17th (Patch 3.0.9) with 5 Amber drakes.
After wipes and wipes and rewriting my macro lots of times I created perfect macro and if group members follow time stops exactly when macro announces in /rw there will be no adds until 1min20sec of boss fight.
After 1:20 I don't know when adds spawn anymore so you will have to complete this macro if you don't down boss in 1:20.
--------------------------------------------------------------------------------------------------------------------------------------------------------------------
Person 1 is main channeler in 5 Amber drakes tactic which you should be familiar with if you have read posts above.
Persons 2, 3, 4 and 5 is rest of group.
--------------------------------------------------------------------------------------------------------------------------------------------------------------------
Here's the macro:
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
/sw 72
/script Stopwatch_Play();
/rw Time stop!- - - - - - - - - - - - - - - - - -(Person2 opens fight with Time stop, main channeler starts channeling and u trigger macro)
/in 12 /rw <Person1 name>- - - - - - - -(Person1 (main channeler) Time stops here to stop adds at 0:15 from spawning)
/in 28 /rw <Person3 name>- - - - - - - -(Person3 Time stops here to stop adds at 0:30 from spawning - Note: If DPS was good boss will be banished already at this time)
/in 40 /rw Time stop after Banish!- - - -(Person4 must stay at boss during Banish and Time stop immediately when boss is out of Banish)
/in 60 /rw <Person5 name>- - - - - - - -(Person5 Time stops here to stop adds at ~1:03 from spawning)
/in 72 /rw <Person2 name>- - - - - - - -(Person2 who Time stopped on start of fight must now use Time stop to stop adds at 1:15 from spawning)
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
GL, you will need it!
-Isabis (Al'Akir - EU)
评论来自
zerolove
For the purposes of getting Ruby Void and Emerald Void simultaneously, it should be noted that a healing class can purposefully aggro the whelps before they gain the "Infinte Range buff" by doing the folowing:
Mount your amber drake with a very low amount of health. (You can dismount and click off parachute a few times at a moderate height).
Start the encounter (make sure you shock the boss once to get flaggedfor combat)
Fly down fairly far away
Dismount and begin healing yourself to aggro all of the whelps.
Also, remember to make sure that the healer doing this uses their time stop earlier on, as they will not be able to remount and use it.
This should hopefully extend the amount of time your group has to manage their shock rotations enough to outweighh the loss of a 5th Amber Drake.
评论来自
261988
Did this one yesterday after a "few" hours of wiping trying different tactics, setup and getting people comfortable with their respective dragons and abilities.
Tried a tip someone longer up here wrote about timestopping just before every 15sec mark, but we found out that no matter how we did it we got adds after the first banish phase, so we decided to use the stopwatch to figure out exactly when each set of whelps spawn (see timers longer down) throughout the fight.
Setup
:
4bronze
1green
How we did it:
One person start a pulltimer(included in the macro).
One person start with channeling a rift(won't aggro the boss), and when the countdown is over all other bronze dragons start dps'ing until the person channeling have 10stacks, then switching (1dps and ALL the other bronze ones open their rift), but remember to NEVER use ability 1(the attack) until the other person(s) are channeling or you will lose 50% dmg.
With doing it this way you will ALWAYS get 10stacks after the ones dps'ing only do 1spellcast.
Right after you have blown up your 10charges start channeling again letting the others build up 10 new ones.
Kepp this rotation going and you will see him drop fast.
MACRO:
/sw reset
/sw play
/rw 3
/in 2 /rw 2
/in 4 /rw 1
/in 6 /rw Go Go Go
/in 20 /rw "name of person to timestop"
/in 37 /rw "name of person to timestop"
/in 52 /rw "name of person to timestop"
/in 70 /rw "name of person to timestop"
/in 85 /rw "name of person to timestop"
/in 98 /rw "name of person to timestop"
Things to remember:
1. The one using the green dragon must ALWAYS keep 3stacks up on boss to be able to heal the others
2. NEVER blow up your charges(Button 1) before someone else is channeling a rift
3. On banish phase fly to the next platform, this will keep you out of range of the orbs
4. If you fail 1 timestop and get adds it's pretty certain that it will be a wipe
Follow this and you will have this achievement after a few tries and you've gotten used to the rotations and abilities
EDIT: The whole point here is to not get ANY whelps spawned, which won't happen if you do it correct :)
评论来自
Caeke
Did this today after HOURS of trying.
Ok, at first we tried 2 Emerald drakes and 3 Amber, which failed, EPICLY.
Then we tried 1 Emeral and 4 Amber, it worked quiet well, but we couldnt get him past 10%, we refused to use 5 Ambers because without a healer it seemed impossible, this is where we went wrong.
From my hours of experience, i must say, 5 Ambers is the ONLY way this can be done, earning you Emerald Void at the same time. People say the adds can be kited, which is now false. In a recent patch the whelps eventually gain a unlimited range on their spells, so kiting them isnt possible.
Heres my advise on how to do it:
1) Take of all your gear, it doesnt help you in this fight. This will save you a rather nasty repair bill.
2) Mark someone in the party, i will explain why in a second.
3) To stop yourself getting pwned, the plan is to chain 3 timestops together to stop him summoning adds. DONT time stop until the one before has ran out, or it doesnt work and you must timestop the MOMENT the one before yours ends. So set up a order. It should go Timestop>Timestop>Timestop>Boss Shifts to Astral Plains> Time stop (Once he returns)> Timestop>Timestop>Timestop> Boss shifts>Timestop>Timestop, by now he should be dead. Work out a order for time stopping.
4) The plan of attack: One person beguins the fight by channelling with temporal rift (Number 3) Which will give the boss a debuff called Shock Charge (or something). The person that begings the fight channels until the debuff stacks 10 times. While this first person is chanelling the other 4 spam Lance (Number 1) Until they see 10stacks of the debuff on the boss. At this point the person originally channelling uses lance, which will hit for around 140k and the lancers beguin to channel. There should now be 4 people channelling while 1 person lances. When ALL 4 people have put a 10 stacks of the debuff on the boss, they all lance, hitting for 140k(ish) Each and the channeller ressumes lancing.
Haha, all very confusing so far isnt it? :P
5) While this is happening you should be doing the time stop order, beguing the timestop order as he starts to cast his first arcane barage. By the time the third time stop is over, if done correctly, there should be NO adds and he will shift into the Astral Plane,
6) Remember that marked man i mentioned earlier? This is where he comes in. At this point when he shifts EVERYONE must fly away from him, but all in the same direction so you can regroup and resume dps afterwards quickly and efficently. So all follow the marked man. Fly far away from the boss, because he spawns some round ball things that will wtfpwn you if they blow up on you.
7) Once he returns to normall all get back to him asap. about 2 seconds after he shifts back into reality beguin to timestop. Heres where people mess up. The lance/channel rotation must beguin again. 4 people beguin to lance again while the 5th channels up to 10stacks, then lances, etc.
If for some reason your group gets confused and messes up the lance/rotation order the chances of doing it are quiet low. If you mess up the TimeStop and he summons adds, you might as well just sit there and get pwned. Dont fly out if your failing though, you will loose your drake, and if theres respawns, clearing all that trash ins't too fun :/
I'm not going to lie and say this was easy for me, because it wasnt, we failed repeatedly until we tried 5 Ambers and got the TimeStop and lance/channel rotation PERFECT.
Well, this is just how we did it. And it worked. So best of luck to all of you.
评论来自
239168
We did the 5 Amber drakes tactic today.
when executed correctly, its superfast
but it takes a lot of practise.
The only thing i didnt find in the comments was the fact that
since ur on a drake ur gear has no value and is not needed.
It may sound stupid but since practise means wipes
its best to put your gear in your bags.
to bad we found that out when our gear was yellow :-P
hope this helps, Ferili of Sunstrider Alliance
Edit: dont know why iam getting downrated, only trying to help out.
评论来自
Simon123
Can any1 tell me how to use macro's on those drakes?
thanks.
评论来自
Jushak
Here's a clarified 5-amber/bronze dragon strategy:
Phase changes
:
First of all, you choose a platform to start at.
Second, choose which way you rotate.
Every time the boss is "banished" (Planar Shift) you move to next platform to avoid all damage of the orbs he summons.
Party split
:
Form two groups: The "tank" or "puller" and "the rest". The puller flies his dragon a bit away from the other four, who bunch up. The party should stay thusly separated at all times for easier play. Bunching up is
purely to distinguish the single drake from the other 4
, nothing else.
Time stop rotations
:
Dedicate 2 drakes to Time Stop in P1 and another 2 for P2. In P3 you can either have the first 2 Time Stop again, but it shouldn't be strictly necessary.
The fight
:
All of the 3 phases work exactly the same:
1. Lone Drake uses Temporal Rift to pull Eregos.
2. The Others spam Shock Lance until the Lone Drake has 10 charges on Eregos.
3. The Others use Temporal Rift.
4. Lone Drake uses Shock Lance
once
, giving stack of 9-10 to The Others.
5. Lone Drake uses Temporal Rift.
6. The Others use Shock Lance
once
, giving Lone Drake stack of 10.
After this repeat 3-6 until phase change. Use 1-2 Time Stops per phase, depending on how perfectly you do the sequence.
Where it goes wrong
:
1. For us majority of wipes was because puller/tank was a quick shot. Yes, it's a bad pun, get over it.
2. Badly timed Time Stops. Yes, another bad pun. In perfect case you manage your Time Stops so well that no adds spawn at all. Adds in Phase 1 usually leads to a wipe, adds in Phase 2 are manageable.
3. People use Time Stops in wrong order or too fast. Time Stop has Diminishing Returns, and as such using it too quickly leads to Eregos being immune to it. End result is likely a wipe.
4. Using Time Stop when Eregos is not in range. This is mainly problem in P2. If you have adds (from Phase 1 or just spawned before Eregos got in range) wait for them to be close enough too. 1-2 hits from Eregos are nothing compared to the adds nibling you to death.
Good luck, and be prepared a few times to get timing right!
评论来自
Reach
This achievement is stupid.
评论来自
335438
Did it with a different tactic than those described before (might have missed a post though so sry in advance)
We started the fight with 5 amber drakes from which 2 were channeling and 3 were casting bolts to get the stack up to 10,
Then we just pressed (1) whenever each had 10 stacks up, and then back to channeling (3).
Used 1 timestop @ 14 secs after the fight started while we were firing at will whenever our stacks went to 10. - (No voice chat whatsoever)
Went to Phase shift without any whelps and whithout using a 2nd timestop.
After the phase shift (used DBM timer) ASAP used a 2nd timestop and then a 3rd timestop right after the previous ended.
The boss phase shifted once more and we used 1 more timestop right after he came back
No whelps spawned , 1 player dead at the end and Ruby Void achievement PUGed (!) after many nights trying out tactics mentioned here before.
Might have been luck but who cares :)
评论来自
329929
im sure the 5 amber drake method is the best and fastest but its too risky. and because, when in a grp with 5 different ppl, the chance to make a mistake is bigger than making it right, i think 4 amber drakes and 1 emerald is safer.
How did we do it:
4 ambers + 1 emerald
I began channeling for 5 secs (half of cast bar), then shock lanced, then began channeling for 2 secs, then shock lance then time stop.Then continued channeling 2 sec then shock lance repeatedly, until first shift to the astral plane and orbs coming. When i was channeling for 5 secs, the other guys were shock lancing(4-5 shock lances), then they also followed 2 sec channel then shock lance method until the phase of the shift , by also time stopping with order via ventrilo when needed.
i was doing the most massive damage coz of my shock charges, so emerald drake constantly healed me because i had the most aggro.
after orb phase, another guy followed 5 sec channel then shock lance, then 2sec channel then shock lance so he could build aggro and because he had better health (its reccomendable you change the one whos doing that after phase of astral plane because the dmg is always higher than the incoming healing)
one more shift to the plane, then he has very low health so you spam everything u got along with any time stops you have available on him and he dies (2 sec channel and shock lance all the time)
forgive me if i dont sound very scientific on my terms, but at least that way i finally did it. i hope it helps you. good luck. occulus sux ftw.
aphroditi, bronze dragonflight eu
评论来自
Docnsane
http://www.youtube.com/watch?v=tPQM72Bas40
This is our reference video.
Notes: Welps in cycle one are a wipe. Welps in cycle two are probably a wipe, but do able.
Method: 1 Canneler (A) - 4 Lancers (B,C,D,E)
Timeline
Normal Phase
A - Channels, B-E Lances
10 Stacks of the debuff achieved
A - Timestop, B-E Channel
A - Lances twice, 10 stacks of debuff x4 achieved
A Channels, B-E Lances ONCE, 10 Stacks of debuff achieved
B-E Channels, A Lances TWICE, 10 stacks of debuff x4 achieved
B- Timestop (should be 4-5 seconds after the first ends), A Channels, C-E Lances Twice, B lances when GCD is available
10 Stacks of the debuff achieved
B-E Channels, A Lances TWICE 10 Stacks of debuff x4 achieved
A Channels, B-E Lances ONCE, 10 Stacks of debuff achieved
Should hit 60% at about this time and go into planar phase.
Planar Phase
Run out a little bit to avoid the orbs, move radially to minimize distance from boss.
End of Planar Phase, Normal Phase
C - Timestop (
Immediately
) A- Channels, B,D-E Lances, C lances when able.
10 Stacks of the debuff achieved
A - Lances Twice, B-E Channel 10 stacks of debuff x4 achieved
D- Timestop (
Immediately after 3rd wears off whenever it is
)
A- Channels B-E Lance once, 10 stacks of debuff achived
A - Lances Twice, B-E Channel 10 stacks of debuff x4 achieved
E - Timestops (
Immediately after 4th wears off whenever it is
)
A- Channels B-E Lance once, 10 stacks of debuff achived
A - Lances Twice, B-E Channel 10 stacks of debuff x4 achieved
Should hit 20% and go into planar phase
Planar Phase
Run out a little bit to avoid the orbs, and welps, move radially to minimize distance from boss.
End of Planar Phase, Normal Phase
B - Timestop (
Immediately
) A- Channels, C-E Lances, B lance when able
10 Stacks of the debuff achieved
A - Lances Twice, B-E Channel 10 stacks of debuff x4 achieved
A- Timestop (
Immediately after previous wears off whenever it is
)
A - Channels, B-E Lance Once 10 stacks of debuff achieved
Boss should be dead by now, but if not, contiune cycle of A-2 Lance, B-E One Lance and chain timestops. At this point you will no longer be able to save your timestops.
Use them to mitigate welp damage.
The switches between lancing and channeling are very fast. Make sure people know they need to get thier channels up ASAP when it's their turn. Every lance should be doing
120k-140k
damage this way, and you should have no welps till cycle 3. If you are unable to get though cycle 1 with only 2 time stops, your dps rotation is wrong. After every astral phase, you must timestop immediately to prevent welp spawns, and chain it best you can afterwards.
Another helpful hint is to fight over the middle ring and low enough to survive a fall off your drake. A challenging shout on welps or a curse of elements on the boss could mean the difference between a win and a wipe.
评论来自
matjaxon
While many people say the easiest way to do this is the 5 bronze strat, my group found that the 4 bronze, one emerald strat is much more effective as it allows a little wiggle room for lag, whelps, and removes a good chunk of the luck factor. By using our first time stop around 10-13 second in, we pushed close to the point where he spawns the first whelp. From that point on we poppped the next one right after he came out, and then the third one right after he came loose again. All awhile the emerald drake (me in this case) kept poison up on the boss and healed the bronze drake that had aggro. You can easily heal through this damage with the time stops delaying following attacks. We had the bronze drakes on a rift/lance rotation that is used for the normal 5 bronze strat with the single rifter/lancer calling the switches. We had him phased right as he spawned some whelps (our timing could have been a little better), but everyone was at 100% thanks to the emerald's healing. I went around dotting up some whelps while he was phased to give me some extra health regen and the ambers managed to take out most of the whelps. By then we were around 45 seconds in. We had our 4th timestop blown a few seconds after he came out of phase and then just had people blow their stops whenever they were off CD. We got a second batch of whelps right at the second phase shift (again timing was messed up from before) and we were getting bombarded, but i managed to heal through it. We had 2 deaths by the time it was over but we one shotted it with his strat after a dozen tries with 5 bronzes. I strongly recommend trying this strat out of if you dont mind blowing another day for emerald void.
评论来自
414Lokken
We actually 4 manned the entire instance and this achievement using just 4 amber drakes.
1 drake would fly off to the side of the other 3 and open the fight by channeling.
Drake 1 in the group of 3 would time stop a couple seconds in (to ensure the CD would be up after banish)
That would pretty much finish filling the lone drake's charges up. Once this happened the lone drake calls out for everyone to channel. When the group of 3 were all channeling the lone drake would shocklance, then channel and call out for the grouped drakes to detonate. Once they detonated they would all immediately begin channeling again and the lone drake would then detonate. On and On.
Even with just 4 players the damage was enough to get past the first phase with no whelps. timestop cooldowns and diminishing returns were not a concern after the first phase either so the rotation could be repeated 3 times.
It was very tough, and requires VERY tight coordination but it was very satisfying when he went down to just 4 of us.
评论来自
theheap
10 Tries max for your Ruby/Emerald Void. In the End its plain simple. You need:
5 Amber Drakes
Stand in a line on one platform (1,2,3,4,5). (2-5) channel 3 (pre-Pull).
About dps: 1 starts shooting. As soon as your left neighbor shoots, you shoot and then continue channeling (so 1->2->3->4->5->1 shoot, while the others channel)
About timestops: every 15 secs whelps spawn as long as he is not in astral plane or frozen in time. You either time stop him or dps him into astral plane (~57% and ~15%). so:
0:00 1 pulls. immediate time stop by 1
0:11 2 timestops
0:22 3 timestops
0:25 should be in astral plane. move to the next platform, line up. get ready for next time stops.
0:42 4 timestops
0:57 5 timestops
1:12 1 timestops or eregos is in astral plane. move to next platform. get ready for next time stops.
1:27 2 timestops. eregos/you should be dead by now
Here is a macro that might come in handy.. Push it the second eregos is pulled. As soon as a person's name is yelled the person presses the timestop no matter what else.
/sw 90
/script Stopwatch_Play();
/rw Time stop by jaivid
/in 11 /rw modnar
/in 22 /rw caerul
/in 42 /rw iblis
/in 57 /rw elnuevo
/in 72 /rw jaivid
/in 87 /rw modnar
As soon as you got the round robin shooting figured out, he should be dead in no time.
gz to your achievement :-)
评论来自
338319
*edit* Ah bleh fail looks like shaman666 beat me too the strat its also posted in more detail on the Emeral void achievement:
http://www.wowhead.com/?achievement=2045
*Edit*
Get Ruby and Emerald void in the same kill:
First of all read the tool tips closely:
Temporal Rift
http://www.wowhead.com/?spell=49592
Temporal Rift
60 yd range
Channeled
Channels a temporal rift on an enemy dragon for 10 sec. While trapped in the rift, all damage done to the target is increased by 100%. In addition, for every 15,000 damage done to a target affected by Temporal Rift, 1 Shock Charge is generated.
Shock Lance
http://www.wowhead.com/?spell=49840
Shock Lance
60 yd range
Instant
Deals 4822 to 5602 Arcane damage and detonates all Shock Charges on an enemy dragon. Damage is increased by 6525 for each charge detonated.
So my group found another way to get this achievement and emerald void at the same time.
You use 5 bronze drakes and have (Group 1) 3 drakes spam shock lance while the other (group 2) 2 drakes channel temporal rift, because temporal rift stacks on 15,000 dmg both drakes will get to a stack of 10 very quickly.
Heres the key part, then you have group 1 begin channeling temporal rift and group 2 then hits shock lance when they see group 1's beam; this causes group 1's temporal rift to instantly stack to 10 because of how much damage it does 150k~ dmg per 10 stack, then group 2 begins channeling and group one unloads its stack, the 2 groups simply go back and forth. and then when he gains immunity run, then rinse and repeat the entire strat.
Another important thing is the adds can be quite deadly because you have no AOE so you depend on your stop time ability to stop them from being spawned.
1st stop: 13 sec
2nd stop: 28 sec
3rd stop: after immunity
4th stop: ~1:10 or 13 seconds after the immunity.
At first this strat is a bit hard to wrap your brain around but once you understand it its pretty easy we got both achievements on our 4th try.
评论来自
Cornellia
Me and my group did this achievements together with emerald one trought 5 amber drakes aswell yesterday. First it was kinda harder, but since we found out fast, that he spawns adds each 15 secs was quite easier. Point was just to channel rift for like 3 secs and then bolt and repeat. Also each of us had to do time stop like 2-4 secs before reach possible add spawn. Just have someone using stopwatch to tell you when to use. Pretty easy in the end and interesting aswell.
Gl for your tries :)
评论来自
233524
I started with 2WeaK's macro, but the timing in it was incorrect (or else I just misunderstood what it was indicating) so I modified it to be a bit more useful to my group:
/rw STARTING -- Player1 in 13
/in 13 /rw *PLAYER1 STOP* -- Player2 in 15
/in 28 /rw *PLAYER2 STOP* -- Player3 in 15
/in 43 /rw *PLAYER3 STOP* -- Player4 in 15
/in 58 /rw *PLAYER4 STOP* -- Player5 in 15
/in 73 /rw *PLAYER5 STOP*
/in 75 /rw HIT MACRO
If you trust the players to remember the order of the rotation, you can remove the need to manually loop it by shortening it to this:
/rw STARTING
/in 13 /rw *PLAYER1*
/in 28 /rw *PLAYER2*
/in 43 /rw *PLAYER3*
/in 58 /rw *PLAYER4*
/in 73 /rw *PLAYER5*
/in 88 /rw *PLAYER1*
/in 103 /rw *PLAYER2*
/in 118 /rw *PLAYER3*
/in 133 /rw *PLAYER4*
/in 148 /rw *PLAYER5*
I'm not sure why other macros aren't progressing in 15 second increments, but the banish doesn't change the timing of the Time Stops at all, as far as I could tell. We controlled them perfectly with the above timing.
Just replace the player number with the group members names and you're set. Hit the macro as soon as the main amber tank gets aggro (starts channeling) and it will call out when a time stop is needed, who should be doing it, and who is up next. The dps rotation is still a pain, but it becomes much more manageable once you are able to deal with the time stops. The following rotation (quoted from Zykour's strat) works perfectly:
If this is unclear, basically what happens is one person charges, then as soon as that hits 10 stacks you start doing a 1-3-1-3-1-3 sequence. This will allow you to nuke the boss down before the whelps are all summoned.
If you're doing the dps rotation correctly, then Player3 will almost never have to cast his time stop, and so we usually give that spot to the person who is tanking. You should only have to go through the macro twice, so just be prepared to hit the macro when it says "HIT MACRO" and the timing should be perfect.
Hope this helped!
评论来自
pucasgyerek
Well just dont this whit a guld group, wiped 1 hour on it but aftera few tryes we manged to it.
Setup 5 Amber drakes, as others said. Tho we used a macro that helped us alot, in Phase 1 and Phase 2 we had no add spawns so pretty that was a kill.
We used the following macro to have perfect stuns and keep adds from spawning, hope it will help.
/sw reset
/sw play
/rw 3
/in 2 /rw 2
/in 4 /rw 1
/in 6 /rw Go Go Go
/in 20 /rw Group Memeber 1
/in 37 /rw Group Memeber 2
/in 60 /rw Group Memeber 3
/in 78/rw Group Memeber 4
/in 90 /rw Group Memeber 5
/in 103 /rw Group Memeber 1
/in 116 /rw Group Memeber 2
/in 127 /rw Group Memeber 3
/stop
The macro is verry usefull in Phase 1, but it might not be 100% perfect in phase 2, depending on how you keep the stackes up on him, so you might have to shout on vent when to time stop, but make sure you do it after 4-5 sec as he's out of banish, after if wears off use the other one after another 4-5 sec, same whit the 3rd. And that should get you in phase 3, witch is a kill pretty much if you don't spawn any adds in Phase 1 and 2.
GL on this achivement, hardest one
评论来自
340652
Just did this achievement with 5 Ruby Drakes.
Simply have everyone get hit by the arcane barrage around two times, so everyone at least have 2 evasion charges. After that, just have people evasion tank in rotation. When someone is about to die, just use Martyr, pop evasion, and tank. Remember, you can come back if you die, so keep coming back if you die. We did it in around our 3rd try.
评论来自
281169
How did you get "Ruby Void" with 5 Ruby Drakes?
评论来自
325066
We did it with five ambers too just now.
One group of two, one group of three, and just alternated. Teamspeak helped, third try.
评论来自
345568
ok, first of all, this was way easier than imagined, my group got him on 2nd try, with 5x amber drakes.
The trick is to time timestops, and correct dmg/channeling.
The pull: One assigned drake channell, 4 rest dps's. with the rotation, it will go smooth.
1st Rotation:
For the dps drakes(4)
; 1-1-1-3, you hold this channel for around 3 seconds, then follow the next rotation.
the drake which started channeling, goes like this, 2-3(full out)-(wait1-2sec)-1.
at this point the 1st timestop should have ended.
Rotation for the rest of the fight:
1-3(hold channel for 2 sec).
Timestops should be planned correctly.
One at pull, one exactly after the banish phase ends, and another right after, at this point, he should have gone into 2nd Banish phase. if all 5ambers have survived this far, it is a kill. but, when 2nd phase ends, use time stop again, and stunlock the boss while nuking..
These tactics were used for my group, and are quite simply with a ventrilo. we got him down on 2nd try, with only one drake dead at the end. because of miss timed stop:>
评论来自
38832
Some other notes from my hundreds of attempts (ive JUST got it so pleased as hell!)
Initial Setup:
Player TS and Channel.
Group Shoot till 10 stack then channel.
Rotation:
player shoots then channels
group shoots then channels
The faster u do this rotation the less whelps you get.
TS2 is 7 seconds after the end of TS1
TS3 is 8 seconds after TS2 (i think)
This should stop whelps.
Handy Tips:
If you get knocked off your mount early use WHATEVER you can to help.
Heals and Taunts help a LOT
. Gives the drakes 1-2 less hits and therefore more life.
Any dps you can do helps too, DoTs etc.
Any buffs (EG BoP, LayOnHands, etc)... use them!
评论来自
137994
Just watch this video of 5 bronze and you'll see how to execute it properly:
http://www.youtube.com/watch?v=TXSHCupFIeA
评论来自
Healmeplx
Did it last night with guild mates with 5 Amber drakes.
Used a tips from comments , watched some vids and we did it in about 1 hour.
Perfect timing on timestops are crucial (13, 28, 43 seconds on first phase to avoid whelps) and Temporal Rifts have to be well coordinated...
We had no whelps at all when he died, so if u got whelps your timestops are outtimed.
Good luck ;>
评论来自
337936
We actually got both the ruby and emerald void in the same run. We simply did a chain time stop on Eregos for the whole fight. By the time the last party member's time stop was up, the cooldown for the first party member was up. We just ignored adds and blew up boss, and it was pretty simple.
评论来自
Smilomaniac
There's no reason to do the 5 amber drake tactic, especially if you're only missing this one.
Granted, if you have a good group you can do 2 achievements at once, but the easiest tactic is by far to use 3 amber drakes and two emerald ones.
Using the same standard tactic you charge up eachothers shocklances, and 2 healers this becomes very easy.
Just use timestop on enrages and make sure to kill adds during that time.
Also, make sure not to fly too far away during the etheral phase or you will waste a lot of time where the boss will spawn more adds and send a lot of attacks your way.
No reason for the emerald drakes to use their debuff, they only need to leech and heal.
评论来自
370882
Thank you very much for this macro, but mate, how do you click on it where you cannot place it in your action bars? Sorry for the rather "nubbish" question, but im kinda unfamiliar with macros... Is it possible to click it from the macro log?
评论来自
34153
We tried this first with 5 ambers and failed after a long night of wiping. We didn't have the nuke to burn him down before the adds became an issue, and after the 3.0.8 patch they cannot be kited like they used to. We came back another night with 3 Amber and 2 Green, hoping the trade-off in damage would be worth the extra healing, but we ran into the same issue. But then I switched from a green to an amber, making our setup..
4 ambers, 1 green. Here's what we did.
Phase 1
Amber Drake 1:
Pull the boss with Time Stop and immediately start channelling Temporal Rift. When you have gained 10 Shock Charges, immediately shock lance. Timing is critical, you need to get the rotation working as quickly as possible with as few mistakes as possible. As soon as you have used Shock Lance, channel again and fire your Shock Lance when you reach 10 Shock Charge stacks again. Speed is key. Time Stop again as soon as it is off cooldown. This should occour shortly after his first Banish phase.
Amber Drakes 2-4:
When the boss is pulled, Shock Lance until you see that Amber Drake 1 has 10 stacks of Shock Charge. Begin channelling as soon as you possibly can.
As soon as Drake 1's Time Stop wears off, Drake 2 should Time Stop.
After a few seconds of channelling (3 seconds at most), the Drake 1 should have blown his charges, giving you a full 10 stacks. Shock Lance immediately, trusting that by the time it lands, Drake 1 will already be channelling again.
As soon as Drake 2's Time Stop wears off, Drake 3 should time stop.
Emerald Drake:
The Emerald Drake needs to keep the 25% damage debuff on the boss at all times. This compensates for the loss of damage of 4 Amber 1 Green vs 5 Amber. Once this debuff is on, stack 3 poisons and
focus all of your healing on Amber Drake 1
. He will be one step ahead of the other drakes in the rotation, and therefore should have threat on the boss. Do, however, be aware of your own health too, as any whelps that spawn will likely turn to you.
Phase 2 (60%)
IF this goes correctly, with smooth time stop transitions, you should hit the boss's 60% banish phase before he has had a chance to spawn any adds. This is the key to success with this drake setup. IF any whelps are alive, the ambers should focus on taking them to around 70% health while they kite the orbs. Make sure everyone kites together so as not to be too spread out when the boss returns.
Emerald Drake should ensure that nightmare is placed back on the boss as soon as he returns from banish.
Amber Drake 4 should Time Stop the second the boss is free,
as he will enrage as soon as he engages. If there are any Whelps alive, Amber Drake 4 should throw one Shock Lance at each of them, detonating the 5 stacks of Shock Charge generated by the time stop and thus killing them. (This is why we took them to ~70% during the kite phase rather than killing them outright.) If there are no whelps, Amber Drake 4 should instead channel Temporal Rift on the boss, and essentially assume the role of Amber Drake 1 from the first phase. Shortly after Amber Drake 4's Time Stop wears off, Amber Drake 1 should be off cooldown and ready to time stop again.
Diminishing Returns should allow for one more Time Stop before the boss becomes immune, so Amber Drake 3 should save his for returning after the next Banish Phase. The Temporal Rift/Shock Lance rotation should continue until 20%.
Phase 3 (20%)
When the boss Banishes at 20%, you will most likely have 2 or 3 Whelp spawns alive. Use the kiting time to avoid them, focus-fire shock lances and bring them down one at a time if you wish. From here on in, the fight is a desperate nuke phase. The Whelps will serve as an enrage timer for this fight in this setup, but Time Stops should go a long way towards reducing the damage you'll be taking from them. If no drakes have died yet, then you are pretty much home free, and should deal with this banish in much the same way you dealt with the first. The only difference with this one is, instead of focussing on getting rid of any living whelps, you should simply ignore them and nuke the boss with everything you have. Chances are you'll have lost Amber Drake 1 by this point, so you may have to improvise, ventrilo helps.
---
This is without a doubt the most difficult of the Void achievements in my opinion, as it is the only one that wiped our group. We finally made all 3 with these setups:
Ruby Void: 4 Amber, 1 Green
Emerald Void: 2 Red, 3 Amber (Martyr/Evasive Manouvers rotation similar to Razuvious, Time Stop on Enrages and Shock Lance/Temporal Rift rotation as above)
Amber Void: 2 Red 3 Green (The easiest setup I have tried to date, although it does make for a long fight. Full poisons, one emerald assigned to keep Nightmare up, one red using Martyr and Evasive Manouvers as often as possible and the other red using Martyr and Evasive Manouvers when the first red reaches low health.)
Hope that helps.
评论来自
387275
done this cursed archivment last day...was a pain:
first attempt; 5 amber we downed him to 80
second attempt, i suggested party leader 3 amber 2 green and we have been able to down him to 30
third attempt, still3 ambers 2 emerald; we did it
here how we did it
following wowhead tip i told my group m8s to use time stop 1 sec b4 whelps spawn (12;13 - 27;28 etc) adds spawned once and for me and my friend healer was a pain, since they was attacking us and we had to use spell number 2 (touch of nightmare) which gives a usefull debuff to the boss. when/if adds spawn u gotta target as much as psossible and use the poison spit spell, so u ll have a mega health regeneration.
btw 2 ambers drake should keep 2 temporal rift while other guy spam lance shock.
just rotate and green's drake debuff will help u alot.
every can do this archiv, just get a group of friends that dont care of wipes etc... try also to take cass like druid, priest etc, which increase your drake's heath
(drake's healerz must be pro or it s fail)
评论来自
peeka
did they change how the /in command works? none of these macros work
评论来自
33985
More tips:
1.
At the start, it will help if you
mark the Puller
and stay in a formation like the following to help you see the Rifts easier:
| ||||
Puller Other
2.
Communication Trial and error: We've found out that its most effective to call when the 4 DPS drakes should cast the Shock spell.
Here's a sample map of the sequence WITHOUT the time stops:
Abbreviations:
Puller = G1
All Other Ambers = G2
Start of battle:
G2 :: Rift (without aggroing boss)
G1
:: Shock, Time Stop, Shock, Shock.
Then the sequence below
Sequence:
G1
:: Rift +
SHOUT in vent (I shouted "Shock!")
G2 :: Shock, Rift
G1
:: Wait for all rifts, Shock
G1
:: Rift +
SHOUT in vent
G2 :: Shock, Rift
G1
:: Wait for all rifts, Shock
G1
:: Rift +
SHOUT in vent
Rinse and Repeat
Further Notes:
i.
It's
critical
to wait for the other group's rift(s) to be up before casting shock! Be patient and accurate.
ii.
If the caller in Vent was the puller (which I recommend), and if you're calling for the Shock try to call it
as you start casting the rift
. It'll be easier for you and will bring better DPS to the board.
iii.
As others may have mentioned: If you have adds on Phase 1 you're likely to wipe. If you have no adds at all by the end of Phase 2 you'll most likely succeed.
iv.
Our setup was 4 Ambers and 1 Emerald Drake. The Emerald Drake was healing the puller and using
Touch of Nightmare
whenever he could.
v.
Without patience and trust (in the force) you'll never succeed. Good luck!
评论来自
Ingek
Finally got this after about 8 attempts yesterday. Really recommend having a group of people who all know what they are doing. The strategy that worked best for us was having person A use their rift and everyone else shock lances until person A has 10 stacks. Everyone else then puts their rifts up, and then person A fires a shock lance, immediately giving everyone else 10 stacks. After person A's first shock lance he should time stop. This should prevent drakes from spawning the first time.
The above repeats, with person A using their rift again and getting 10 stacks immediately as someone's shock lance hits. Another player, person B, should use their time stop right as person A's wears off. The two time stops alone will prevent the party from taking too much damage. There's no reason Eregos shouldn't be in his first orb phase at this point.
This is the part where it gets tricky, after the orb phase, it's back to the rest of the fight. However, it can be difficult to get organized again, people panic. The best thing to do is circle around Eregos counter-clockwise until the orbs blow up. This will result in the group being close to Eregos still, and thus will waste less time when going back to DPS him.
At this point we switched up who is using the first rift for time stop reasons mainly. Person C immediately uses their time stop when Eregos pops out of his orb phase, and then starts their rift. After this person D should use their time stop when the initial one wears off, and then followed by person E's. With this method there should be very few drakes if any at all. Once again, Eregos should be in his second orb phase after the time stops.
Assuming everyone in your group has a fair amount of health at this point, the last 600k of Eregos' health isn't even a problem. Circle counter-clockwise once again, Person A uses their time stop and begins rifting once again. Follow up with whoever can time stop, and Eregos should drop soon enough.
This really is a difficult achievement, we did terrible our first few attempts, it's all about coordination. If people start to panic, shock lances will go off too soon and damage won't be maximized, which will result in a wipe. Take your gear off, buff the drakes beforehand, and most importantly, don't get frustrated.
评论来自
357904
Just completed using the macro listed above with 4 Amber Drakes and 1 Emerald. No deaths and did it on 3rd try after we got the timing down. I would highly recommend 4 Amber and 1 Emerald as long as you are not going after both achievements in one go.
评论来自
Concker
Ok i just did this whit a pug and its not realy that hard when you find the timing when to do what. if you do what i type here you shud be able to get it whitout alot of whipes.
Ok first off setup:
Disc priest
Rogue
Frost Dk
Paladin
Ele Shaman
Now what we found out whit this was that drakes get buffs.
So first off we did this, we placed some totems on the platform. This includes wrath totem, healing stream.
Just fly few yards over the platform and the drakes will get healed by totem and get more dmg from wrath.
Drakes:
4 amber
1 ember
What to do:
Ok this is realy simple once the group knows what to do. the first ember, in this case out priest pulled the boss, then started damaging whit the spells: 3 : 3 : 1, repeat.
Ok so the tank, (puller) use timestop when boss is close to 85% (we did 88%)
Then next one (assigned) here our rogue let the priest timestop run out, let boss flap wings down and up. then times stops. when hes run out we got out dk to let him flap wings down, then stop.
At this time he shud enter phase 2. (he enters at 60%) so the goal is to get the boss to phase 2 whitout welps.
Asoon boss invis thingi runs out. we had the paladin to do timestop. (this timestopp will have full duration)
so we are still dpsing and still there isent any welps up by this point.
So when first 3 or 4 welps comes, we had the priest to timestop. then when that timestop was over we had rogue to let him flap down and up again, and stop. then dk let flap down and stop
and by this time the boss was dead ;) and we did not take any serious dmg.
Remember you do not want welps up untill he is atleast 40%
so if you do this as we did, and whit some tryes you will get him, its not that hard whit this dragon setup, and if you bring a shaman you will get alot of more damage aswell.
So get your timestops correctly and you will not get welps into phase 2. and this will be a piece of cake ;)
Good luck! some patiense will help you good on this boss! ;)
-Conckêr @ Grim batol
评论来自
Chekan
Just did it on 5 AMber drakes... really hard. Need perfect coordination and brains. And we were all dead in the end )))
Tacts were - guy 'A' channels, 4 other guys dps and make 10 stacks, then 'A' blows and starts channeling asap, then others blow (note that other4 guys shouldnt blow until first one starts to channel again, thats very important). And go on like this. First Time stop should be used after 11-12 secs after the fight starts (this will prevent whelps to spawn before orb phase). ANd always stick together. After orb phase continue like this.
It took us about 2 hours of tries cz it was half pug.
Gl in this peeps.
评论来自
301476
did this today for about 6 hours(ppl leaving, and having to train new ppl sucks)
did 5 ambers, followed alot of the strat/ideas on here... we figured out after the initial pull(and each astral phase) the "1" guy channels, while other 4 blast him to 10 stacks, then the 4 dps use their rift, and the "1" blasts his shock lance to buff the 4 dps to 10 stacks... once you get here, you can literally "bounce" the charges back and forth...what i mean is, at this point, the "1" guy would have his rift up and the 4 dps with their 10 stack charges would blast the "1" guy, and immediatly put their rift up, waiting for "1" to use his lance, and he also would make sure all 4 have rift up before he blasts... and keep that up till he goes to astral phase...
also make sure to keep a time-stop rotation up... pretty much set up the order, then do first stop 12 seconds in, and just do another timestop 3-4 seconds after he comes out of previous one...
hope this helps... got me my red proto finally!
评论来自
138056
I just finished doing this with 5 amber drakes and after that i just had to come here and post :
1) To say thanks to the above posters for their helpfull comments.
2) To say that for me this is the best 5 man fight in WoW. Gear is irrelevant. It requires skill, coordination and knowledge of the fight mechanics.
3) To post some things i noticed while trying to complete this achievement, that could be helpfull :
a) Find a leader that you trust and follow every single word he says or if you wanna lead, take your time to see videos in youtube and read everything relevant to this fight. If you wanna lead you have to be able to communicate and explain perfectly well and clear your ideas to the others.
b) Ventrilo isnt that helpfull. It caused some confusion to my group due to some delay issues.
c) I was under the impression that there was a tight rotation to follow in order to beat the boss. That's absolutely not true. There's a small margin for delays. (small though, dont overdo it : )
d) I found extremely helpfull this : Dont do the 1st timestop immediately. Wait for 7-8 seconds after the pull.
e) If any small drakes spawn during the 1st phase it's a wipe and it's also a sign that you're doing something wrong. It took us 7-8 wipes to master the 1st phase and not let Eregos spawn any adds. It took us another 6 tries to kill him in.
The feeling when finally everything went according to the plan and the boss died was RLY nice xD There should be more fights like this one in the game and with better rewards than just a silly achievement but that's just my personal opinion. Again good luck to those who will try it in the future : )
评论来自
243202
After many attempts with 5 ambers, we just one-shot it with 4 ambers, 1 emerald. The main issue we had was that even with huge DPS, the boss's main tank damage was too high and we would die regardless of time stops, etc. Even with 0 whelp spawns, we still had deaths.
The single emerald drake gives the debuff on the boss to reduce his total damage, and the heals are just enough to keep everyone topped off. We used the macro posted above by Mordili (omg ty ty) but adjusted for 4 ambers, since each time stop is 15 seconds apart to stop whelps anyway, cooldowns are never an issue. We used another macro to give a drumbeat-like rhythm for the rift-shoot alternation, which made life easier for the caller.
My red proto drake is very pretty. Time to help the rest of my guild get it, now :)
评论来自
434202
Did this today using 5 amber with pug group. Co-ordination is key here. Vent or something similar is crucial.
Tactic was chain cast 3 time stops between each phase. We used the 4 rift 1 lance, 1 rift 4 lance tactic learnt from wowwiki.
took us about 30mins to perfect it. Once u learn the rotation it's actually fairly easy.
Was last achievement i needed for my proto :)
good luck those attempting it
评论来自
quiztic
Anyone who has done this in 3.2 ?
评论来自
Thortok2000
I pugged this with a variation of the 5 Amber Drakes strat. Probably the hardest achievement to pug so far that I've done.
I used mordili's macro to do the timestops. (Assign the macro to one of your non-main bars and give it a keybinding; you'll be able to use it while on a drake.) Timestop #3 usually had to be right after the first phase shift, and timestop #4 right after #3 fades, other than that, we stuck to the macro and did not start the fight with a timestop (waiting until the macro fired to do the first one.)
Two people were assigned to 'rift' at the start (ability 3). The other three were to 'shock' at the start (ability 1). This is the only time ability 1 was ever 'spammed', and only by the three assigned people.
Once the two 'rifters' got to ten stacks each (which everyone should be able to see), we start the FAWR (Fire At Will Rotation). Here were the rules to the rotation (very simple)
1: Do ability 3 until you have 10 stacks.
2: Do ability 1 as fast as possible, if and only if you see someone else is doing ability 3. Only do ability 1 ONCE.
3: Instantly go back to doing ability 3.
4: Interrupt whatever you're doing to do your assigned timestop (see above.)
The two rifters are basically doing the rotation the entire time, it's only the three shockers who have the extra step of waiting until the rifters get 10 stacks before doing ability 3 for the first time. Rifters have to make sure they wait until they see debuffs from non-rifters before they do ability 1, and after that, it's 'fire at will' with no real planned swapping of any kind. DPS was insane.
The boss phase shift's at 60% and 20%. Using mordili's macro, you should have zero adds at 60%, and maybe a couple adds at 20% but they'll be timestopped most of the time anyway so shouldn't be a problem. Because of timestop going off at its assigned times, you won't take much damage from the boss or adds; your main source of damage is actually the BUBBLES when he's phase shifted. Take absolutely NO damage from them or you'll fail. You have to do this twice during the fight.
AFTER a phase shift, it's like you start over, with the same two assigned 'rifters' and 'shockers', and just like the beginning, this is the only time ability 1 gets spammed, and again by only those three people, and only until the two rifters get 10 stacks and then it's the 'fire at will' rotation.
Fight naked to avoid repair bills while you practice until you are able to have 3 or more members survive through the second phase shift by bubble-dodging and everyone time stopping at the appropriate times. Then, if you don't down him that attempt, do attempts with gear on because it slightly adds to the hp of the drakes. Buffs will work on drakes, or at least power word: fortitude did. I cast that on all my group's drakes, then mounted my own, and I just had to go without the buff. Dismounting removes any buffs on your drakes.
For reference, here's the macro (replace with names of your group members, and trigger it the instant the boss aggros):
/in 12 /rw Timestop #1 NAME1
/in 27 /rw Timestop #2 NAME2
/in 42 /rw Timestop #3 NAME3
/in 57 /rw Timestop #4 NAME4
/in 72 /rw Timestop #5 NAME5
/in 87 /rw Timestop #6 NAME1
/in 102 /rw Timestop #7 NAME2
/in 117 /rw Timestop #8 NAME3
评论来自
Lucero
Just did this and Emerald Void at once using five ambers. We did it in two tries, and one of our five DCed on the first attempt. The macro found on page one of the Emerald Void comments was extremely helpful. I'm not sure if we are supposed to be able to keep him from doing his immune phase, but we weren't and it's important to note that the macro does not account for this. This means that when you re-engage from dodging those balls he sends at you your timing will probably be a little off. However, we were able to bring him to 17% before a couple of us died. From then on it went a little slower and those left alive just hit a time stop when they had it available. Two left standing at the end. I'm two achievements from my red proto drake >.<
评论来自
365871
this was easy with 4 amber 1 emerald, requires some coordination but yes is easy as of 3.2
评论来自
299935
Got Ruby Void today with 4 amber drakes, 1 green drake.
Green drake poisons Eregos and makes sure he always has Touch of the Nightmare on him.
Amber drakes - 3 are always channeling, 1 is always attacking. When a drake gets 10 shockcharges, attack once to make them explode and then switch back to channeling.
I figured out that he spawns whelps around the following times:
8 seconds after start
27 seconds after start
38 seconds after start
His timer resets whenever he goes into an invisible phase. using /timer and resetting it after every phase can be helpful.
If you can time your Time Stops to around those times, you should be able to keep any whelps from appearing. If your DPS is good enough (be sure to burn 10 shockcharges as often as you can), you can take him into an invisible phase after about 2 time stops.
This seems to be the best way to do it. It's a lot like the 5 amber strat, but the debuff from the green drake and the healing makes it a little more forgiving for pugs. We managed to pull this off after about 6 attempts (hour, hour and a half). No vent, just typing and working out the timing.
评论来自
Mikachu
One tip for dpsing this guy down fast: Time Stop won't aggro the boss, but it'll still put 5 static charges on him, which last 30 seconds. So, have Person D and E use it, and wait until their charges only have 10 or so seconds left before falling off. Then Person A can channel while D and E attack, and instantly give Person A 10 stacks. Then the rotation can go as normal. Definitely speeds up dps at the start.
评论来自
Felreaper
I did this achievment yesterday, and it took us four attempts to get the strategy down, but it was pretty easy in the end. We used the five amber drake strategy.
Strategy:
To start the fight we had three people channeling Temporal Rift, (which doesn't agroo the boss) and once there were three Temporal Rifts up, the other two people would start spamming Shock Lance until the people rifting had ten charges. Once those people have ten charges, the two people who were Shock Lancing previously would switch to channeling Temporal Rift. The members who had the ten shock charges would then fire one Shock Lance, (which would deal a ton of damage) and then give ten charges to the people who were currently channeling. This is pretty much the whole fight and it goes by very fast. The only other thing you need to do is use your Time Stops.
Time Stops:
If you do this right you should have the boss timed stopped or almost time stopped the whole fight with no whelps spawning. We made a Time Stop Rotation in the group that would begin as soon as we engaged the boss. Then as soon as the first Time Stop wore off, person two would then use their Time stop. If you did everything correctly, then the boss should go into his Ethereal Phase after two time stops with no whelps spawned. Person three should use their time stop as soon as he comes out of his immunity. Then person four should use theirs after person three's wears off. By then you should have him in his second Ethereal Phase. When he comes out, just have anyone time stop him and finish him off. We finished the fight with everyone around 80% health.
Tips:
1.) Give the drakes buffs before you fight him, it helps a lot with the extra health.
2.) Make sure you're aware when you have ten charges, because if you fire your Shock Lance too early it can mess up the group.
3.) Don't be afraid if a group of whelps spawn, they'll be time stopped most of the time anyway. Just try not to get too many groups too spawn because they may kill one of you during an Ethereal Phase.
4.) Lastly Ventrillo helped a lot telling the group the strategy and reminding people whose turn it was to time stop during the fight.
All in all this is an easy fight that just takes some patience and coordination.
评论来自
260523
Alright I have a question.
I did the Emerald Void and Amber Void in one kill because everyone choose a red drake and me (decently geared resto shaman) stood on the platform off my drake and healed my party members drakes (worked perfectly). So I'm wondering if this is possible with all amber drakes, just dps the hell out of the boss and I just heal through the damage, or does he hit too hard to keep up with the damage they take?
Thanks
评论来自
27308
the stats (hp and damage coefficient) of your drake is effected by the average item level of your equipped gear.
hence, people running this in high end gear have a significant advantage.
our group had no problem with the timestops, but were failing on rotation. in the end we got him down with 2 flying drakes, two dead and a mage nuking from below having lost their drake.
all got the achievement.
we used 5 ambers, but in hindsight could have saved us the few wipes we had with the 4 ambers + 1 emerald combo.
the hardest learning curve seemed to be the shock charge swapping, which was easy to pick up for some, and less easy for others.
we accidentally ran this through on normal before doing on heroic, which actually helped in preparing ourselves for the fight for real thing.
it is definitely possible to get the "make it count" achievement simultaneously to this one (we missed it by 2 minutes after wiping for the third time on eregos).
i would highly recommend that if you have a sufficient number of competent players who know how the fight is supposed to go, that the timestop caller is not the same as the one calling the dps rotations (remember that whoever time stops at the start of the fight (or after a banish phase) should be the one who is swapping charges with the rest of the entire group - to maximise dps).
also, the player with the highest average iLvl should probably be the one doing the first shock charge switching as they will most likely have the highest threat throughout the fight, and can take more punishment from eregos as they have higher levels of hp due to the scaling.
best of luck to everyone after this achievement!
评论来自
kaushik
We did this on Oct 26th, 2009.
Prot pally, Surv hunter, holy priest, ele shammy, combat rogue
Kaushik, Mkaila, Skazou, Stormcaller, Husala - tichondrius Horde.
We had all other Oc achievements, except ruby void. It was easy to get emerald void and amber void and also the 20 minute first boss to last boss achv with just 5 ruby drakes. So we decided to play it safe for the ruby void and take 3 amber and 2 emerald drakes. 5 Amber was too risky sounding.
You need vent, and please disable the push to talk feature. it helps. Just concentrate on hitting the right keys and moving.
You will also need the stop watch built in to wow.
Step 1: When the abilities of your drakes have been full opened up (meaning they have 3 cast buttons instead of 2, happens when Eregos is the last one remaining), ask your people to carefully read all the tool tips.
Temporal rift needs to be chanelled by one amber while 2 other ambers are shock lancing. When 10 stacks happen, the first guy waits till the 2 other 2 ambers go to temporal rift chanelling and then he shock lances once and then the other 2 get instant 10 stacks and then first guy goes back to chanelling and other 2 back to lancing. Rinse and repeat.
Your amber drakes need to watch for the "shock charge" debuff on the boss. If they see 10 stacks they need to change from chanelling to lancing or vice versa. Period.
Step 2: Boss summons whelps at 15 second intervals. So you need to stop time at 13, 28, 43 seconds and so forth. Ruby drakes burn the whelps...but since this is ruby void, you will need to time stop to prevent the boss from summoning whelps.
Note: assign time stop 1, 2 and 3 numbers to the 3 amber drake riders. Eg. I had 1, hunter 2, rogue 3. We switched constantly.
After the boss becomes immune, and then reappears, the timer needs to be reset to 0 and start the 13, 28, 43 second time stops.
In case whelps do appear, emerald drakes will need to dot them up. Ambers need to channel and lance.
Step 3: When the boss becomes immune, go around the boss in a circle to stay within striking distance immediately after he comes out of that phase. Dont just fly off very far. Remember, the lightening balls can do some nasty damage if they catch up to you, also the whelps, so keep moving. Also, this is a good time to kill any loose whelps.
This is not hard. We got this at our 2nd try. And some of us barely had experience of this place.
Other points of interest:
1) Wear gear with highest rating for max drake health.
2) After mounting up, buff the drakes. Eg. after 3 of us mounted, priest gave all the drakes fortitude, then mounted up, then as a prot pally I gave them blessing of sanc for increased hp and reduced dmg. Our riders had 130k hp.
But since I was the last to mount, I didnt have buffs.
3) After you mount, you can strip naked, but even then ur drake will have its same HP as when you were geared. Thus now if you die, no repair bills.
Good luck, Good hunting.
Kaushik, GM Randoms, Prot Paladin, Tichondrius Horde.
评论来自
Stinnenich
I've created a tutorial which shows you how to complete
Emerald Void
and
Ruby Void
at the same time and with only four group members.
I hope it's helpful! :D
http://www.youtube.com/watch?v=ZwQJekSXB8Y&hd=1
评论来自
496771
Finally got this achievement during 3.3. This is one of the more difficult Glory of the Hero achievements to get, since it requires coordination, and it requires you to find a group willing to do Oculus. I highly recommend the 5 bronze drake strategy, you can even accomplish it with some inexperienced people as long as they are willing to use vent and they can follow directions. Have one person that understands the five drake strategy really well announce the dps rotations as well as be the one that starts the dps rotation, then have someone else call out timestops.
For anyone who doesn't understand the five drake strategy, note that bronze drakes have a channeled ability that gives a stacking debuff on the target as damage is done to it, and the debuff increases the damage of the next shock lance. Therefore, to start out a huge dps rotation, one drake channels, and the other four lance repeatedly to get him quickly up to 10 stacks of this debuff. He then announces that the other four drakes should start channeling, and once they are, he uses his shock lance to immediately get them to 10 stacks. The announcer then starts channeling and then tells them "shock lance and immediately channel." Once he sees them all channeling, he lances and channels, and repeats. During Eregos's 2nd phase the chain will be broken and you'll have to do the same method to get started up again.
Timestop rotation is much more obvious, just try to keep him timestopped as much as possible, obviously this doesn't work during the second phase.
评论来自
185117
For everyone wondering how the /in macro's work, you need the function library (addon)
Chronos
as the /in command is not a default function of WoW.
评论来自
363450
Completed this achievement today, together with the emerald void achievement, as a 4-group.
4 Amber Drakes
rotating
Stop Time
. At the end of each immunity phase fly out from the boss and let the timers for Stop Time reset a little.
2 Amber Drakes keep up a stack of
Shock Lance
, while the other 2 Amber Drakes keep up
Temporal Rift
. When both stacks hit 10, the group casting Shock Lance switches to Temporal Rift and vice versa, let the stacks go up to 10 again and switch. Rinse and repeat.
A very simple but effective tactic that let us grab 2 achievements in one run. If you've got another Amber Drake it will probably go alot smoother, but you'll have to be fortunate enough to find people for it :)
评论来自
295083
Guys.. wait up..
The best thing to do here is get 5 amber drakes,
All do a rift on the boss, and wait till it hits 10 stacks,
when you háve 10 stacks, fire a shock lance immidiatly!
If you do this quick enough, Ley-Guardian Eregos is too slow to spawn adds, and goes into Astral Phase quick.
Good luck trying guys. :)
评论来自
Fripomanic
Since patch 3.3 the potency of the drakes now scale with the item level of your gear, so it would be advisable not to un-equip, but rather put on your highest item-level gear (even high-end PvP gear should give you a boost if it has a higher item-level than your regular PvE gear).
Vehicle scaling on the drakes based on the rider's item level has been increased to make them more powerful.
Archived on WoWWiki
评论来自
544507
I just did it with 5 emerald drakes, and it was really easy..
Well...we started with everyone firing #1 skill at the boss, until he summons the adds...then, we kept changing target (from the boss to the adds) and firing 3 times #1 skill on them...
Each 3 debuff stack heals 10k...we got about 5 stack per player...almost impossible to die
it took us about 5 minutes to kill Eregos...no one died during the fight.
I think this was the easiest way to do it...and we also got amber drake achievement
评论来自
Bernivik
easiest tactic for this is 5 amber drakes. one or two shooting flames and rest channeling temporal shift. and you must rotate stop time. easy when before fight you talk about who is first, second etc. my group done this at second time! (one wipe). i think its a good result.
good luck :)
评论来自
562466
Just did this with a random group from the dungeon finder, one of the people had never even been in oculus before.
The person that was new to oculus got on the emerald drake, and the rest of the group was on amber drakes.
There was no planning other than time stop assignments.
We all basically just did the normal rotation starting out with temporal rift followed by shock lance at 10 stacks.
ended the fight with 4 drakes still alive and a player standing on the platform with the loot chest.
评论来自
672356
Did this And Emerald Void at the Same Time on my hunter, some things to consider;
For Ruby Void, You have No Damage Mitigation; Those Riding Emerald Drakes need to be on their A-Game, Recommended Setup is 3 Amber Drakes, 2 Emerald.
Assign 2 Amber Drakes As Tanks
Assign One Emerald Drake to each of the Tanks
Have The Third Amber Drake start off by Channeling While The 'Off Tank' Time Stops
After Casting Time Stop The Off tank should channel as well to build up shock Charges, While The 'Main Tank' spams Shock Lance
When the Off tank and Third Drake reach Ten Charges, Have the Off Tank take Over, Preferrabally After A Phase Shift
Remember to Cycle Time Stop Cooldowns
Having a Ventrilo or Teamspeak Server is a Huge Plus for this achievement, Communication in case something doesnt go according to plan is a huge plus
If you choose to try for one of the other Voids along with this one, just remember it makes it that much more difficult, and Communication that much more Important, if a Drake dies, try to keep the drakeless party member in the fight.
Having a healer to help keep the other drakes up actually makes this much easier, however Melee classes become next to useless for this achievement without a Drake to ride, Keep all this in Mind when deciding on your group, on my Attempt, Myself and the Healer were knocked out of the fight, though i survived to the end, i landed on the bottom ledge of the central platform and was unable to do anything to help
Ill post the video to go along with this as soon as possible, on my attempt there was no Voice server we could use, and things were pretty chaotic.
Good luck for all of you attempting!
评论来自
417931
I didn't see any comments in regards to doing this achieve post 4.0 so I figured I would throw in my 2 cents worth as it was one of the last 2 achievements I needed for the Glory of the Hero. Instead of forming a group specifically for this task I decided I would use the specific dungeon tool and hope that the PUG that was magically formed would feel up to the task.
Before pulling the first boss I asked if Ruby Void would be okay to attempt to pull off. A couple of guys in the group said that they wanted to do Emerald Void instead. I suggested we do both at the same time because I didn't want to scare off willing participants.
We totally half-assed the attempt and still pulled it off. Our drakes ranged in health from 75,000 to 145k. I attempted to buff them with fortitude by hopping off on a platform prior to the boss pull, but that trick no longer works. I advised them to gather up close to the platform and if the battle got heated I would dismount and heal from the ground. We got off maybe 2 time stops with absolutely no coordination involved and a wave of whelps spawned and pretty quickly focus fired my drake down to around 35% very early in the fight. The other 4 nuked away whilst I dismounted and as a Disc Priest spammed Prayer of Healing. This drew the full fury of the massive amounts of whelps gathering, so I alternated in some self targeted Flash Heals and PW:Shields. It would be tough to say exactly how hard I was getting hit for since it all happened so fast, but pushback didn't seem to be a problem at all. I never got to fire off Pain Suppression which probably would have allowed me to survive the fight, but they finished off the boss about 20 seconds after I finally succumbed to the whelps. I never deselected myself to target heal any of the drakes, but a couple of them took damage down to around 50% while the other 2 remained steady at 100%. I think we only succeeded at 3 fully utilized timestops.
We had a very melee-heavy group so they wouldn't have been much help dismounted. All in all the encounter wasn't nearly as difficult as other have made it sound in previous notes. I don't think much has changed in regards to mechanics in patch 4.0, but perhaps some changes have made this easier. With vent or a moderate amount of pre-planning (including a leader willing to set off raid warnings for a time-stop rotation) this should be very easy for any group regardless of gear level.
If I had not been healing from the ground we still would have pulled it off with maybe a couple more deaths, but I'd feel confident saying that an all Amber "nuke and pray" approach is a viable tactic for pulling off both Emerald and Ruby Void simultaneously.
评论来自
447611
My (pug) group did this with absolutely no problem and on the first try. We went ahead and got nothing but bronze drakes so we can knock out the Emerald Void achievement as well. Basically, we took turns stopping time, one of us channeled the lance, and the rest of us spammed our attack. Whoever used their time stop notified the group so we know when it was our turn. Everyone says "Pay attention so you know when it is your turn" but getting caught up in the fight it is easy to forget exactly whose turn it is. A simple "I went. _____'s turn" doesn't hurt.
Overall, two easy achievements to get at the same time and two steps closer to your Glory.
评论来自
305281
For 5 ambers, just have one person spam shock lance for the whole fight. The others can then rift up to full and lance, then repeat. Then just cycle the time-stops like normal.
评论来自
749876
On a pug, Have 4 ambers.. and the healer on one of those floating rocks (not on a drake).. pull boss near that area, just enough so that healer can reach the drakes.. go with the usual time stop each time boss enrages, and killing the whelps so they don't get on the healer.. should be easy esp with cata greens around..
评论来自
huldu
People need to realize that timestop is affected by diminish returns. The first one lats 10 sec, the 2nd one 5 sec, the third one only a sec, the fourth is useless. You need to wait 15-18 seconds or somewhere around there to get past the "diminish" return.
评论来自
197012
We just Duo'd this today, with two green drakes.
two Level 85 druids, in tier 11 gear.
Main attack was 1300 hps on my tooltip (stacking to 3900)
The main attack of the green drake is enough to keep you topped up, its just slow going. Our strat was to have one person full time on the main boss, and one person tabbing through the whelps to work them down (and keep them healed.
DON'T use the second and third attacks. The damage they do to you scales with gear, but the amount of HP your drake has does not, so you can suicide very easily.
The whelps started to overwhelm us at the end, but we made it through by the skin of our teeth. Having both drakes dotting the boss might have made the fight go faster, and therefore have less drakes. maybe dot a few of them as possible just to keep them from getting too many.
评论来自
Yorker
I second the double Emerald Drake if you're two-manning it. If you have both people just tab through and dot up everything with your first attack (never using your 2nd or 3rd attacks, ever) and make sure the triple stack never drops off the boss, it will be cake. The drake won't even overwhelm you.
Also make sure you have your highest item level gear equipped before you mount your drake.
评论来自
369164
Guild group of five of us got all three voids at once the other day. We did the dungeon like normal up until Ley-Guardian Eregos, then we all jumped off our drakes on the little rock where the treasure is, and pulled him on foot. You'll have to get right on the edge of the platform to reach him, but it can be done.
Be warned, only ranged will be able to hit him, making it a slow battle, and our healer said the damage was "not insignificant" (meaning rough-ish). Also, you won't get any credit for Experienced Drake Rider, if you still need that.
It was a pretty fun little challenge, but I don't think the melee with us were as happy with it. XD
评论来自
frriction
This is very good video
http://www.youtube.com/watch?v=TXSHCupFIeA&feature=related
评论来自
Souliepiekin
we just did this pretty easily with four emeralds, ridden by 85s
1 drake is designated as the "Touch the Nightmare" drake and will hit that when it's up and their health is full
2 drakes designated as healers for touch the nightmare drake
1 drake is off-heals + pewpewing whelps as much as possible, while keeping their DoT up on Eregos
you all must dot up whelps and eregos.
run from the big rainbow bubbles :P when he shifts planes.
not too hard.
EDIT: I should note, only 2/4 emeralds knew the fight and only 1/4 emeralds had used an emerald in any extensive amount.
The 1/4 emeralds (me on my heals paladin) who both knew the fight and had played the emerald extensively came up with the plan and talked the others through it.
评论来自
peachi
@lvl85
Drakes hp&damages scales with ilvl.
One RUBY + One EMERALD (ilvl 380+373) :
easy
Two AMBER (ilvl 380+373) :
doable, i managed to wipe @2.5% hp while dualboxing the two drakes.
Three AMBER (ilvl 380+373+376) :
very easy, a friend came to help me afterall and we nuked the boss first pull.
评论来自
SeaOfHoles
I two manned this with 2 Emerald Drakes, so you could get the
Amber Void
achievement also.
It's a constant click fest. Get a dot off on each and every GCD. Focus 2-3 dots on the whelps and try to keep a couple dots on Eregos. Your health should remain pretty much 75%+
评论来自
si1ver2
Duo'd this (patch 4.2.2) with a shadowpriest and a resto druid using
NO
drakes.
We both had firelands regular/heroic gear. Pulled the boss and nuked him, mind sear the little adds when they build up. He does not seem to cast his planar anomaly orbs when no one is on a drake so you can use that time to take down the remaining adds. The damage was pretty meager and we stacked up 20 of his adds along with an enrage before aoe'ing them down.
Got all 3 achievements in one blow which was pretty cool.
评论来自
Wolfpaw
It *is* possible at level 85 to obtain all three "void" achievements at the same time.
The party must have a healer as I found out today. Tank is not completely necessary as Ley-Guardian does not come in melee range so this will be easier with a team of casters.
When you reach Ley-Guardian, you need to
destroy
(out of your bags) the drake mount. So you will not have it on your character during the battle. Range-tank Ley Gaurdian Eros down and you will get all three achievements for all three Voids.
Source:
Did it today out of curiosity.
Wolfpaw - Bladefist
评论来自
LorB
3 manned with 2 amber, 1 emerald. As long as you manage to avoid the sparkly balls and alternate time stops, not too hard.
评论来自
83571
i did this achievement recently on 4.3.2 as all of the other comments are outdated, i thought this one might still be tough, given i hadnt tried it since wrath at 80. I recruited a few people from trade and we went and killed it, first try, not only was it wayyy faster and easier than i had remembered, but we took all green drakes, simply just spammed 1 key and occisonally 2 key, but yeah none of us died, and the last boss just didnt do much damage to us, none of our health even dropped much
The only problem we had was after boss was dead, whelps were still up and killing us, 1 dps died standing on platform because we couldnt reach the whelps they just kept bolting us till we died, kinda lame, but i guess you just have to hearth out once you get the achievement done.
So dont be afraid to do this one at 85 thinking its still hard, because its extremely easy, tonight i am going to go back and do all reds, and i'll be all done.
Also note that all the mobs at the start of instance are all skinnable, and easy to kill, if you are a skinner can make a killing by clearing to the portal, then running back out reset, its a LOT of leather for that short run.
评论来自
725641
You can
solo
this while also obtaining
Amber Void
by using a single Emerald Drake. I was the first to post this strategy under the Eregos page comments. Some people were unbelieving, but others tried out the strategy and replied that they were successful. To help people out, I also created a
video guide
:
http://www.youtube.com/watch?v=RLYAm6prTps&context=C3baffa3ADOEgsToPDskIgzC3bFJTNvngxPWtMvLlB
If you don't want to watch the video, here is the general idea:
*Having enemy health bars visible will be essential to this strategy
1 - Start the fighting by Stacking 3 (#1 Leeching Poison) on Eregos and then hit him with (#2 Touch the Nightmare).
2 - Keep spamming #1 until he spawns the first drakes
3 - For me, each drake took 2 stacks of #1 to kill them. Also, one (#2 Touch the Nightmare) will instantly kill a drake, you must have poisons on constantly to heal through the self-inflicted damage. Target a full health bar, hit #2, then rotate through the remaining 3 whelps using #1 a single time on each of them
4 - Switch quickly back to Eregos and #1, if the original poisons are still ticking you will only need to hit #1 a single time and it will refresh all 3 stacks of poison
5 - Quickly go back and use #1 a single time on each of the whelps to refresh the poison, this will kill them
Basically, by hitting each drake with #1 twice, and insta-killing a drake with #2 whenever it is refreshed, you can keep ALL of the drakes killed. It takes some practice rotating between targets, but just keep your priority killing the drakes, if the poison wears off Eregos it's okay, you can quickly stack 3 when you have two poisons on every drake. If you get efficient enough at killing drakes, you can blow an extra #2 on Eregos for added damage.
By keeping the 3 poisons on Eregos and an extra #2 every once in a while, his HP will consistently drop. It isn't fast at first, but once you get the rotation down, it was much faster.
Happy Solo'ing friends!
评论来自
979962
2 manned this for all 3 void achis (druid tank, Disc healer). Using our drakes we agro'd him so he lands by flying bit further than the little rocks on the side. Then my friend just dps him down as bear (12k ish dps) and I healed my ass off. It got kinda rough when the little adds spawn but should be np to heal through. Agro from little adds won't reset I found out after bout 2 Fades they kept on poking me so Binding Heal worked its charms. GL to everyone still doing this will not save you time on getting the meta but if u have experienced drake rider already this will definitely save u time.
评论来自
1049653
If you kill her without using drakes, then you'll get all 3 archievs at one run! Did this today like 5 mins ago as elemental shaman.
评论来自
Vims
Very easy to solo and get all 3 achievments. Simply fly up in range of her and attack. She will die from one attack.
I did this as a priest using Levitate. Not sure if you die from fall damage without this, but who cares? You get the achievments anyway.
链接
红玉虚空
在你的小队中无人使用红玉幼龙的情况下,击败魔环中的魔网守护者埃雷苟斯(英雄难度)。
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