Archimonde TBC Classic Guide (Strategy & Loot - Battle for Mount Hyjal)
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Archimonde TBC Classic Guide (Strategy & Loot - Battle for Mount Hyjal)
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Today we’ll be looking at how to take down archimonde, the fifth and final boss of the mount hyjal raid.
When the fight starts you’re going to want to spread out and take positions somewhat like this. You’re going to want to be spread out because Archimonde casts Air Burst: 1500 nature damage 15 yard AoE centered on a random target. All affected players are tossed very high in the air (over 100% fall damage) 6 sec cooldown, used randomly. In order to prevent dying from falling damage you’ll need to use Tears of the Goddess right before you hit the ground. This item is obtained from Tyrande Whisperwind in the night elf encampment and is reusable. It has a 10s cooldown and persists as long as you don't leave the instance. It will not disappear if you run back from the graveyard. If you release spirit and then get rezzed – it will disappear, so be mindful of that. You can also use levitate as a priest and slow fall or blink as a mage. Make sure to watch out for trees and again, time your abilities right so you don’t die or take too much damage from this.
In each group you’re going to want to have at least 1 decurser – so a mage or a druid. The reason for this is Archimonde’s next ability: Grip of the Legion. This does 2500 damage per 2 sec for 5 minutes, curse, dispellable, 60 yard range. This is the easiest mechanic of the fight, just make sure your druids and mages are dispelling this curse. Also since it does only have a 60 yard range you won’t get cursed while airborne from Air Burst, but you could get it right before getting air burst, so that’s why it’s important to have a decurser nearby in your group who also will be in the air with you.
All melee DPS will also want to be away from the tank because if they get Air Bursted and there are no targets in Melee range of Archimonde he will cast Finger of Death – this does 30,000 shadow damage on a single target and will most certainly cause that target to die.
And if someone dies for any reason throughout this fight Archimonde gets a Soul Charge which he can use once at a random time. Depending on which character class created the Soul Charge, the following effects apply to the entire raid on its use:
Priest, Mage, Warlock: ~4500 fire damage plus 4 sec silence.
Warrior, Rogue, Paladin: ~4500 physical damage plus 4 sec damage taken increased by 50% debuff.
Druids, Shamans, Hunters: ~4500 nature damage over 8 seconds plus 2250 mana burn.
If someone does die, a good strategy is to call out that you died and what class you are, so everyone knows what’s coming, and can prepare accordingly. Main tank can use defensive cooldowns, everyone can prepare to use a Healthstone or healing potion, healers can prepare for the silence, etc.
This mechanic can snowball out of control because if someone dies from the Soul Charge effect, well then you now have to deal with another soul charge, and so on.
Another feature of Archimonde is that he never deals crushing blows, and swings for about 9000-10,000 on a full T5 tank.
Archimonde also has a 1.5 second cast 8 second raid-wide fear. This fear has about a 40 second cooldown and should be cast consistently throughout the encounter. However, it is never used while players are still airborne from Air Burst.
You can and should consider using your PvP trinket to get out of this if you’re going to run into a doomfire or there is no tremor totem nearby.
Doomfire is a trail of fire moving on the ground away from Archimonde. Players entering it get a non-dispellable debuff which deals initially 2400 fire damage every 3 seconds, which is reduced by 150 per tick. As long as the player remains in the trail of fire, the debuff is renewed, and ticks for the full 2400 fire damage every second. Can be removed with Cloak of Shadows. This is a really nasty debuff so you’ll definitely want to steer clear of these. If you’re in the ranged group you’ll want to run away from them instead of sidestepping them, since they can loop back around to the melee group. If you’re melee doomfires will never spawn on top of you, always behind, but be on the lookout for looping doomfires that are coming back towards you. Watch the fear cooldown and make sure you’re not near a doomfire for when fear gets cast, and if you do get hit by doomfire call out for extra heals, especially if a Soul Charge is about to go out.
Archimondes final ability is Hand of Death – instantly kills all enemies. This is only used 9 minutes after archimonde is engaged if you’re taking too long to kill him, or if he reaches...
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Twitch ?
SUB ON YOUTUBE ?
Click ?
Today we’ll be looking at how to take down archimonde, the fifth and final boss of the mount hyjal raid.
When the fight starts you’re going to want to spread out and take positions somewhat like this. You’re going to want to be spread out because Archimonde casts Air Burst: 1500 nature damage 15 yard AoE centered on a random target. All affected players are tossed very high in the air (over 100% fall damage) 6 sec cooldown, used randomly. In order to prevent dying from falling damage you’ll need to use Tears of the Goddess right before you hit the ground. This item is obtained from Tyrande Whisperwind in the night elf encampment and is reusable. It has a 10s cooldown and persists as long as you don't leave the instance. It will not disappear if you run back from the graveyard. If you release spirit and then get rezzed – it will disappear, so be mindful of that. You can also use levitate as a priest and slow fall or blink as a mage. Make sure to watch out for trees and again, time your abilities right so you don’t die or take too much damage from this.
In each group you’re going to want to have at least 1 decurser – so a mage or a druid. The reason for this is Archimonde’s next ability: Grip of the Legion. This does 2500 damage per 2 sec for 5 minutes, curse, dispellable, 60 yard range. This is the easiest mechanic of the fight, just make sure your druids and mages are dispelling this curse. Also since it does only have a 60 yard range you won’t get cursed while airborne from Air Burst, but you could get it right before getting air burst, so that’s why it’s important to have a decurser nearby in your group who also will be in the air with you.
All melee DPS will also want to be away from the tank because if they get Air Bursted and there are no targets in Melee range of Archimonde he will cast Finger of Death – this does 30,000 shadow damage on a single target and will most certainly cause that target to die.
And if someone dies for any reason throughout this fight Archimonde gets a Soul Charge which he can use once at a random time. Depending on which character class created the Soul Charge, the following effects apply to the entire raid on its use:
Priest, Mage, Warlock: ~4500 fire damage plus 4 sec silence.
Warrior, Rogue, Paladin: ~4500 physical damage plus 4 sec damage taken increased by 50% debuff.
Druids, Shamans, Hunters: ~4500 nature damage over 8 seconds plus 2250 mana burn.
If someone does die, a good strategy is to call out that you died and what class you are, so everyone knows what’s coming, and can prepare accordingly. Main tank can use defensive cooldowns, everyone can prepare to use a Healthstone or healing potion, healers can prepare for the silence, etc.
This mechanic can snowball out of control because if someone dies from the Soul Charge effect, well then you now have to deal with another soul charge, and so on.
Another feature of Archimonde is that he never deals crushing blows, and swings for about 9000-10,000 on a full T5 tank.
Archimonde also has a 1.5 second cast 8 second raid-wide fear. This fear has about a 40 second cooldown and should be cast consistently throughout the encounter. However, it is never used while players are still airborne from Air Burst.
You can and should consider using your PvP trinket to get out of this if you’re going to run into a doomfire or there is no tremor totem nearby.
Doomfire is a trail of fire moving on the ground away from Archimonde. Players entering it get a non-dispellable debuff which deals initially 2400 fire damage every 3 seconds, which is reduced by 150 per tick. As long as the player remains in the trail of fire, the debuff is renewed, and ticks for the full 2400 fire damage every second. Can be removed with Cloak of Shadows. This is a really nasty debuff so you’ll definitely want to steer clear of these. If you’re in the ranged group you’ll want to run away from them instead of sidestepping them, since they can loop back around to the melee group. If you’re melee doomfires will never spawn on top of you, always behind, but be on the lookout for looping doomfires that are coming back towards you. Watch the fear cooldown and make sure you’re not near a doomfire for when fear gets cast, and if you do get hit by doomfire call out for extra heals, especially if a Soul Charge is about to go out.
Archimondes final ability is Hand of Death – instantly kills all enemies. This is only used 9 minutes after archimonde is engaged if you’re taking too long to kill him, or if he reaches...
#tbc #wow #guide
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