I Lost a Wow Quest the Highlords Return. How Do I Find It Again?

Hey, Blizzard Lookout two.0, it's hammer time! Since nosotros first saw it in Legion beta, Protection Paladins coveted the Crest of Holy Burn, the subconscious Artifact appearance which turns our sword into a flail like the Diablo 3 Crusader. The Crest of Holy Fire is our challenge appearance awarded by vanquishing Highlord Kruul. Sorry, Kruul, but when it comes to being the Highlord, there can be but one.

Fifty-fifty subsequently numerous nerfs to the encounter, they might have undersold the difficulty.  A claiming is helping my teenage girl with her math homework. Kruul is more like a Tough Mudder. Sure, you can do it, but you're non hoping off your couch and completing it without preparation and training.

You first learn of Kruul during the quest line to open up your Empowered Antiquity traits. Similar the other Artifact challenges, Kruul is just available when the Mage Tower is up.  Your first try is free, merely each subsequent try costs Nethershards. I suggest you save upwardly. You are going to need many, many attempts.

The Fight

At the most basic level, this is a two phase encounter with interrupts and add direction. Velen joins you lot equally well, along with demon hunter, Kor'vas Bloodthorn. Velen is at least somewhat useful and will put downwardly wards in the fight that heal you lot and stun all enemies. Kor'vas, however, gets put in a Legion chimera 5 seconds into the fight. I estimate he didn't cede enough.

Similar most evil overlord types, Kruul offset sends a lackey to deal with your little intrusion into his lair. You'll open the fight against Inquisitor Variss. Variss has an aura around him that places a debuff on yous that reduces your maximum health. He chain casts either a hard hitting Heed Rend nuke or a channeled Drain Life. Variss brings friends to the party with Tormenting Orbs, Nether Horrors and Smoldering Infernals.  The Infernals will lose health and fall to pieces all on their own only to reform once again a few second later.

When Variss falls, Kruul joins the fight. The Nether Horrors keep coming and the Infernal continues his Sisyphusian routine. The Orbs no longer spawn, instead purple beams volition try to push y'all off the platform.

Kruul has three mechanics himself.  Mishandling any of them leads to a quick defeat. Twisted Reflection puts a debuff on you that heals Kruul when he hits you.  With Netherstomp, Kruul jumps to you lot and puts a patch of fel down that ticks damage every 2nd you are in it. Annihilate does impairment and puts a stacking debuff on that makes the next Annihilate do more damage.  If you didn't want to kill Kruul for the advent, kill him for teaching Annihilate to Spellblade Alueriel.

The designers balanced the run into around a 920 item level. Paladin @driassetto completed the challenge at 915. My own attempts at 898 have been less successful.

Shopping

Y'all should recall of the fight as a mini raid encounter and ready as well. Be sure you have all your gear gemmed and enchanted. Phase 1 is heavy magic damage, but I yet use Mark of the Heavy Hide. Some guides recommend Versatility gems and enchants, but for this encounter, I recall Haste is more useful for the ring enchants and the gems, along with a Binding of Forcefulness for the cloak.

For temporary buffs,  Drums of Fury gives you lot admission to Heroism, and its recommended yous save them for phase ii. Prepot with a Potion of the Old War or a Potion of Prolonged Ability.Use your standard raid flask, Flask of the Countless Armies and a Defiled Broaden Rune.

For food, there is some contend between Koi-Scented Stormray, Azshari Salad, Lavish Suramar Feast or  Bear Tartare. Mobility is critical in this fight and you've always got Under Horrors that you lot can kill to proc Bear Tartare, only I went with the salad because the Haste helps you get through stage 1 and also because I'thou watching my dwarvish effigy.

paladin under effect of seraphim

Talents

Conforming a skill challenge for Protection Paladins, at progression item levels (910-920) this fight requires proper management of Seraphim.

  • Blessed Hammer – I tried Holy Shield at start to mitigate Variss' Listen Rend and because much of phase ane is magic impairment. I switched to Blessed Hammer considering the Orbs are immune to Hammer of the Righteous' concrete harm, but non allowed  to Blessed Hammer'southward magic (Holy) damage. I also needed the AoE, and another hazard to proc Yard Crusader for interrupts.
  • First Avenger – Phase 1 is every bit much a DPS race as it is a tanking claiming.
  • Repentance – I used this to help keep Variss under command while I gathered adds.
  • Cavalier – At some signal in the fight, I mess up the Orbs and become knocked dorsum. As long as I didn't go over the edge, Divine Steed gets me back in the action. This is also the primary way I deal with Netherstomp.
  • Hand of the Protector – Shorter cool down on Light of the Protector and you can cast it on Velen if you can go some procs form your T19 iv piece.
  • Retribution Aura – This is my standard DPS talent and information technology also helps if the Horrors become a couple of swings on Velen.
  • Seraphim – This is your flux capacitor talent. Information technology'due south what makes your strategy possible. You need to manage Seraphim to become maximum uptime, and make sure you lot'll accept a Shield of the Righteous up for each Annihilate.

"Requite me five minutes, then hit 'em with everything you lot got." – Some Like It Hot, 1959

The Strategy

While the start phase feels similar a DPS race, each mechanic tests an aspect of tank skill. The Tormenting Orbs exam your situational awareness. To counter their event, you accept to look at them like the Inquisitor Tormentorumin fight in Vault of the Wardens. With the Infernals, you are using your kiting skills.{Lead}

Your add together pick up skills are exercised past the Nether Horrors. You'll need to lock them downwardly before they get eat Velen. If he dies, you lot lose. Thank you for playing, we have some lovely departing gifts for you, and the domicile game.

Open up the fight by going all out on Variss with Avenging Wrath, Seraphim, and Potion of Prolonged Ability. After nearly eight stacks on the health reduction debuff, hit Variss with Repentance and work on adds. Once the debuff drops off, bring the adds to Variss and cleave off of him. Remember that if you interrupt Variss (like you will every time you striking him with Avenger'south Shield), he will follow you and take his debuffing aura with him which will make it harder for you to drop stacks.

While away from Variss, y'all still have to go along an centre on him to interrupt Drain Life, peculiarly if he casts it on Velen. I made Variss my focus target then I could run across what he was casting and saved Avenger'due south Shield (and any Grand Crusader procs) to interrupt him. The employ of a focus macro is recommended.

Macro:

#showtooltip #showtooltip
/cast [@focus,exists] Repentance; [@mouseover,harm] Repentance /bandage [@focus,exists] Repentance; [@mouseover,impairment] Repentance

At that point, it's a affair of juggling all the mechanics. Dance in and out of the aureola to manage your stacks, selection up loose Horrors, contrivance Infernals and look at the Orbs. Aren't they pretty?

Epitome via Wowhead

Stage ii

The transition is a great fourth dimension to pop one of Velen's wards. You'll still have stacks from Variss and the stun should give them time to fall off. Twisted Reflection tests your ability to interrupt because clearly Variss' Drain Life didn't cover that well enough in stage one. If he gets it off, you might as well say 'the victory is yours' and concede. Netherstomp tests your mobility.  You need to Divine Steed out of there as fast equally you tin.

Annihilate tests your cooldown usage. Its useless to interrupt it because he but casts it again, plus y'all need to save your interrupts for Twisted Reflection. You'll need to have planned out cooldown rotation to cover each Demolish. Eventually, you'll run out of tricks which serves as a soft enrage for the encounter. I use the cooldown strategy posted by Liminara, creator of TankChat, and moderator of the Paladin Discord.

Each Annihilate is countered with a Shield of the Righteous. That'll get you through the get-go one only afterward that yous'll need more. Combine Shield of the Righteous with Heart of Tyr for the next one, then Guardian of Ancient Kings, and and then Ardent Defender. At present you're down to the Chimera (Divine Shield). Later that, its game over, man, game over. You can't use Guardian of Ancient of Kings in phase 1 considering it won't exist back up in phase 2. Ardent Defender should exist okay depending on how many points yous put into Unflinching Defense force.

I know many of the guides talk nearly which Legendaries to use, merely I don't find that helpful. You lot've got the ones you've got. I would be remiss, however, if I didn't mention how helpful the new legendary band coming in 7.2.5, Soul of the Highlord would exist for this fight. If it turns out to exist a reputation item, I would prioritize acquiring it.

At item level 910 and above, y'all can defeat Kruul if you have amazing skills. For the residue of the states, do a couple of attempts each time the Mage Tower is upward to learn the mechanics, but wait until you've got some Tomb of Sargeras gear to put in a serious amount of attempts.

rutterthansin1968.blogspot.com

Source: https://blizzardwatch.com/2017/06/07/lightsworn-conquering-highlords-return/

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