Olá galerinha do fórum, comecei a fazer M+ recentemente, e estou gostando muito, como eu vejo que tem muitos coleguinhas que não ajudam nos afixos da semana eu resolvi procurar por ae e encontrei algumas informações úteis, então resolvi compartilhar com a comunidade aqui, espero que ajude alguém. Lembrem-se que se vocês querem fazer pedra alta, é bom aprender certos detalhes. Por exemplo o CC do DK, control undead faz com que o afixo ataque os mobs, maravilhoso né? Toda ajuda é bem vinda. Se você pode por um talento de classe (da barra esquerda) para ajudar os coleguinhas, coloque, exemplo: druida feral com remove corruption, paladino dps, com cleanse etc… são opções de talentos que economizam o tempo dos healers onde vc só precisar dar um instant cast em sí mesmo ou em outro colega para aliviar o dano que o grupo toma e a mana que o healer consome.
Incorporeal is an affix which must be dealt with using cc and interrupts. Every 45s the game will spawn 0, 1, or 2 Incorporeals for the party to deal with. They all use an 5s cast which reduces all party damage and healing by 50% stacking to 100%. They are immune to damage meaning that spells like Polymorph which break with damage cannot be undone. AoE crowd control abilities will not work, and the monsters die after either 20 seconds or you leave combat.
All classes Ccs for help with Affix on M+
+) (1/13) Paladin: (Plate)
- Turn Evil (15s), Repentance (15s). Repentance has a 30yd vs Turn Evil's 20yd range. Tanks should use these as a last resort: you can't block/parry while casting.
+ (2/13) Death Knight: (Plate)
- Control Undead (0s) DK's went from the worst class for Incorporeal to the best. After controlling them, they will cast their damage and healing reduction on enemies, albeit at 10% of its original effectiveness.
+ (3/13) Warrior: (Plate)
- Shattering Throw (3m) Removing Incorporeals immunity causes them to die, or be killable. Haven't tried it yet, but I will tomorrow and report back. Can only be used every 4th spawn of Incorporeal, so use Storm Bolt and Pummel to assist while it's unavailable.
+) (4/13) Hunter: (Mail)
- Scare Beast (0s), Freezing Trap (30s). Freezing Trap may have issues hitting the wrong target if Incorporeal is surrounded by other mobs. Be aware, and save it for wayward Incorporeals while using Scare Beast on those that are in the fray.
+ (5/13) Shaman: (Mail)
- Hex (30s, 15s talented)
+ (Classe 6/13) Evoker: (Mail)
- Sleep Walk (15s). Has range limitations like all Evoker Spells.
+) (7/13) Monk: (Leather)
- Paralysis (45s, 30s with talents) Has range limitations.
+) (8/13) Demon Hunter: (Leather)
- Imprison (45s)
+ (9/13) Druid: (Leather)
- Hibernate (0s), Cyclone (0s) Don't Cyclone except in emergency, it prevents other party members from using their permanent CC abilities. Hibernate can be used in Bear Form, but this should be a last resort as you can't dodge while casting.
+ (10/13) Rogue: (Leather)
- Blind (2m). Since Blind can only be used every 3rd wave, Rogues will need to rely on Cheap Shot, Kidney Shot, Gouge, and Kick to assist their team when Blind isn't available.
+ (11/13) Priest: (Cloth)
- Shackle Undead (0s)
+ (12/13) Mage: (Cloth)
- Polymorph (0s)
+ (13/13) Warlock: (Cloth)
- Banish (0s), Fear (0s)