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Solo Mythic Spires of Ascension Cleared by Prot Paladin Chitor
11/12/2020 alle 16:47
Leontii's solo clear of Mythic Sanguine Depths
has inspired the Protection Paladin Chitor to
clear Mythic Spires of Ascension
The dungeons trash packs are sometimes more dangerous than the bosses themselves, featuring mixed packs of melee, ranged, healers, and debuffs to manage, though offset by the ability to kill off targets even during a wipe. Protection Paladins also have the advantage of a lot of cooldowns to cycle, as well as numerous interrupts and strong kite potential, which was necessary to survive while whittling the targets down one by one. Some required tricks such as tanking
inside the swirling black anima fields to keep them from ever running out of anima, thereby never gaining an absorption shield from
, while other packs depended on the Kryian
Fiala della Serenità
to remove bleeds which would otherwise make some trash pulls incredibly dangerous. The
Scaglia Schizzata di Sangue
and the Kryian covenant ability
rounded out the Protection Paladin's powerful baseline toolkit, providing extra damage absorptions shields, synergies with
Baluardo della Giusta Furia
, as well as an extra AoE silence.
unavoidable cleave can't be mitigated every 8 seconds, and unlucky timing with other sources of damage made the fight extremely deadly. After many attempts, planning out cooldowns for each unmitigated hit, pooling Holy Power for heals in between, respeccing for improved Holy Power generation and building for maximum avoidance finally secured the kill.
tank damage is fairly low, but the
on the ground promised to make the fight much more difficult as time goes on, turning it into a DPS race before there are simply too many projectiles to dodge. As it turns out though, the boss can can only have a maximum of four wells up at a time, making the fight much easier than anticipated.
took the longest due to a quirky mechanic: the boss alternates between spending energy on
, and taking extra damage while regenerating energy during
, but as it turns out, the amount of energy spent is dependent on the number of players marked, meaning those increased damage taken phases became very few and far between with only one player present. This turned it into a very long and repetitive, though seemingly not overly difficult fight.
The last stage of the dungeon begins with three unique forsworn who aren't very difficult on their own, but gain additional abilities as each one dies, making the final one extremely deadly with
all active at the same time. While regular groups can use cooldowns to push through the last target quicker, that isn't really an option when going alone. The long saved
spear was supposed to make this easier by stunning the target long enough to allow stacks to drop off, but that strategy failed miserably, requiring good cooldown management and brute force to eventually prevail.
The final boss,
, is really not designed for one player to do alone, particularly the second phase which requires collecting moving orbs and depositing them in the center of the room, all while dealing with the stacking
and moving void zones. While Paladins do a lot of things very well, mobility isn't one of them, and the constantly stacking DoT makes spending extra time in that phase extremely deadly, though mobility conduits instead of damage ones made it a little easier. At the same time, one of the things Protection Paladins do very well is self healing... but only if they have a target to hit, which they don't during that phase. The trick then became to extend the repeating first phase long enough to have all cooldowns available again for the next phase 2, and once realizing that he could survive that long, it simply became a matter of not making any mistakes.
The video closes with Chitor's live reaction of of the success, a plea to Blizzard not to nerf Protection Paladins which will surely fall on deaf ears, and a shoutout to Rextroy as an inspiration.
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