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"Temple of Ankiraj": tactics of passage

Pumping a character in World of Warcraft can take an inexperienced player a huge amount of time. Especially if a person tries to get all the content up-to-date. Today we will talk about how to pass the instance "Temple of Ankiraj" by a full raid on the 60th level.

Location:

To begin with, we'll figure out where the instance "Temple of Ankiraj" has an entrance. This is due to the fact that many players do not even guess how to get there, and simply inattentive when passing this or that terrain.

So, the location "Temple of Ankiraj" - how to get to the dungeon? First go to the city of Uldum. From there you can fly to the south-west of Kalimdor, into the game zone "Ankiraj: The Pious Kingdom." In the north of the location you will find a field with a summoning stone. Slightly south-west you can find a path. She will take you along a long staircase, at the end of which there will be an entrance to the temple.

Greeting

Knowing where the "Temple of Ankiraj", you can go. Just worth noting that you need to gather in this adventure thoroughly - you will need at least 6 tanking characters and one heal. The other classes are chosen by preference.

The first of the bosses that are waiting for you in this dangerous adventure will be the Prophet Skers. This is a fairly weak opponent, but it can require the tanks to be well-coordinated.

  • If more than four people gather near the boss, he will start distributing massive slaps for 1.5 thousand damage.
  • Periodically deals the same amount of damage to a single target.
  • With a loss of every 25% of health calls for help two copies, which differ only in the number of hp.
  • Periodically teleports to one of the side platforms and back.
  • Control of the mind. From time to time, one random raid member will ramp up, increasing his attack speed and damage.

The tactics of the battle are very simple. The main tank raid is close to the boss and begins to recruit agr. Next to him at this moment there may be another insuring character. The remaining four tanks, mentioned above, are divided into pairs and become near the side platforms so that during teleportation they immediately intercept the agr. When creating copies, the tanks are separated and diluted to the sides.

To protect yourself from the "distraught" comrades, keep the spells of fear at the ready and turning into a sheep, and the battle will pass quickly and easily.

Beetles

The next available raid boss is not required to kill. You are invited to send a trunk of beetles to the other world. Each of them has his own abilities, and together they can cause big trouble to the raid.

  • Princess Yauj is able to heal her allies, and also stun and frighten opponents. Is the primary goal in the battle. After death, he releases a pack of small monsters, which must be quickly killed with massive blows.
  • Vem. Stuns and repels. Also deals increased damage. After death, strengthens the beetles that remained after the princess.
  • Lord Cree has the least amount of health, but after death leaves a cloud, which causes serious damage. In addition, imposes a weak poison on members of the raid, but its effect accumulates, so do not forget to "clean" the characters.

There is no special tactic here, everything was already written. First kill the princess, then the small bugs, and then at will. The only thing from which you will kill the last, will depend on the reward for these three bosses of the instance "Temple of Ankiraj." Wowhead (fan site WWW'a) in a detailed study gives information that good subjects from this trinity still can not get, so that you can go through it in any order.

Guardian

If you decide to bypass the malicious trio of beetles, then go down the stairs to the very bottom. Here you will be waiting for the Battleguard of Sartur. This is one of the simplest bosses in the instance, but it will require a good damage from the raid.

  • In the battle, the boss will be assisted by three minions. They know how to repel characters, so do not stand with your back to the passage leading to the next boss.
  • All opponents are able to use the "whirlwind". In this state, they do not lend themselves to the effects of control, but stand still and cause damage in a small radius.
  • After using the "vortex" the boss discards agr, so the tank should always closely monitor the situation.
  • At 20% health, the guard goes into a rage, increasing attack speed and damage.
  • After 10 minutes of battle, Sartour kills the entire raid.

The tactics are simple. First, small monsters are killed by remote attacks. When Sartura stops spinning, all the melee classes rush to her and cause the maximum possible damage, without taking her out from under the camp. By the time the ranged classes kill the last add-on, the guard should have about 50% health left. After this, the battle continues, as before, only now the damage is inflicted by the entire raid.

Fancriss

This boss is more like a centipede. The entire corridor before him runs without stops and crowds, otherwise the mobs will recover. The boss himself beats weakly, but hangs the debuff, which cuts the incoming healing. Allocate 2-3 of the weakest tanks to it.

In the course of the battle, worms will appear. And they are much more dangerous. Keep them on their should have the most dressed tanks in the roadstead. As soon as the worm appears, the "damgers" switch all damage to it. Actually, there is no need for special tactics, everything will depend on the level of the group's equipment.

Sludge

Optional opponent for the passage of the dungeon and at the same time quite complicated in mechanics. To overcome it, the raid must have two components:

  • As much as possible (by the number of) cold attacks;
  • Great damage per second.

Depending on the number of attacks caused by cold, the boss passes several stages and is completely frozen. After that, you need to deal about 75 melee attacks to break it. After that, it will fall apart into a lot of bubbles, which will try to assemble together. They need to have time to kill as much as possible. Repeat these phases several times, and victory will be yours.

A princess

This time her name is Khuhuran. An unpleasant opponent, will require the raid of maximum survival and good othila.

  • Periodically hanging on the tank, a dripping poison.
  • Furious. In this state, imposes dumbness and poison on the random character.
  • Goes into the berserk state. Every three seconds causes a lot of damage to 15 nearest raid members.
  • Causes the characters in a certain area. When debuffing, it deals damage.

Let the heals prepare the cans for mana and prepare to heal the raid. In this case, the people should not be in groups, otherwise they will simply fall asleep or be killed by poison. The closest thing to the boss are tanks, heals and people with maximum protection against poison. These 15 suicide bombers must absorb all the damage from the berserker mode, which includes 30% of the boss's health.

Two Emperors

Two brother-acrobat, having a lot of different attacking abilities, but not of particular danger. One of them has immunity to physical attacks, and the second to the magic ones. Divide the raid into physical and magical dd. Let them inflict as much damage as possible. The lives of the bosses are common, so that there will be no big problems if you, for example, have weak magicians. The main thing is do not let players attack the "non-profile" enemy.

Ouro

The last optional and weakest boss in the raid of the Second World War is the "Temple of Ankiraj." Calls for bugs to be thrown into control. The Hills and the Damagers stand as far as possible, the tanks, on the contrary, are agressing with all their might, so that it does not hide under the ground. At 20% will become enraged, so you will only have to flood it with damage.

K'Toon

Finally, you got to the final boss of the instance "Temple of Ankiraj." The passage should take you about 30-40 minutes as part of a strong and played group. But now the most interesting and fun begins. After all, to pass the "Temple of Ankiraj", the tactics will require a mind-blowing. If you raid is not played, then you can spend many hours on unsuccessful attempts to kill the boss.

Everything starts from the first phase. Your opponent will stand in the center of the room and not move, and do not really beat. But he will start using the following skills.

  • Green ray. Shoots at random player. If there is another player nearby (closer than 10 yards), the beam will spill over to him and deal double damage. And so on, until he kills the entire raid.
  • Red beam. After a little preparation, he starts a stream of deadly energy in a random direction and begins to turn up to 180 degrees. Anyone in the reach zone with a 99% chance will be instantly killed.
  • Calls for tentacles. They do not hurt painfully, they have little health, but when they appear, they repel the nearest members of the raid. If you are unlucky and at that moment a green ray will be launched, it will lead to several victims.

Tactics are both simple and complex at the same time. The raid is divided into groups of five people and becomes around K'Tuna, while maintaining a distance with each other. When a red ray appears, the raid begins to move away from it synchronously, until the turn is completed.

The second phase will be a little easier. The boss will stop beating the eye out of the eye and climb out to the surface. Now he will call for several kinds of tentacles:

  • Small. They do a little damage, but 8 are immediately called. They kill easily and quickly.
  • Giant Spoiling tentacles. At occurrence repellent and cause damage. Also beat in close combat. If they run away from them, they will disappear and appear in a new place. They need to be tanked and drained first.
  • Giant Tentacular Tentacles. At occurrence also repel and cause damage. But they beat more seriously - they start a green ray, similar to the first phase. So at the appearance of sending them to the machine and quickly kill, otherwise the chance of wipe raid is high.

Every 10 seconds, K'Tun will swallow an occasional raid member. Once in the stomach, he must quickly swim to the "island" and from there beat the tentacles inside the abdomen. After killing tentacles, the boss becomes vulnerable to damage, and the raid can easily demolish it to half health. Once in the stomach (if necessary heal) should stand exactly in the center of the black circle on the islet. Then they spit it out.

That's all. If you have not lost your nerve and you have overcome the last boss of the instance "Temple of Ankiraj", you can safely receive your reward.

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