Jin'rokh the Breaker (Jin'rokh the Breaker) is the first boss of the encounter on the Throne of Thunder.
Past
When the Thunder King awoke, he rewarded the most loyal and ambitious Zandalari troll with a power beyond what they could have dreamed of. The rabid Jin'rokh was one of the first to receive the King's blessings, and although Lei Shen's gifts nearly smashed his body to pieces, this troll now possesses the ability to summon the fury of the storm in battle.
Ions: Long-time gamblers may remember this fellow as one of the rabid Zandalari who lived on Yojamba Island in Stranglethorn Vale, far and long ago, when the Zandalari were our friends. Jin'rokh assigned missions in the original 20-player Zul Gurub assault. He was a giant brute to begin with, but the Thunder King blessed him with even more power. Now he crackles with the power of electricity and uses both brute force and channeled lightning to destroy his enemies.
The fight is a DPS race, and it also tests the perception of your gang members.
General Information
Health Values
Difficulty | Jin'rokh the Breaker |
---|---|
10-man | 305M |
25-man | ??? m |
LFR | 541M |
Time to Enrage
It is currently not known what the Rage Strong time is for this fight. But it has a mild Enrage, consisting of the entire room being covered in damage zones, which is about 7 minutes.
Band Composition
Difficulty | Tanks | Healers | DPS |
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10-jug | 2 | 2-3 | 5-6 |
25-jug | 2 | 5-7 | 16-18 |
DPS requirements
Assuming a tank deals half the damage of a DPS and the Enrage time is 7 minutes, the DPS requirements are as follows:
- 10-jug with 5 DPS: 121k DPS;
- 10-jug with 6 DPS: 104k DPS.
Keep in mind that you benefit from the effects of increased damage for a large part of the fight. We will add the values for the 25-man as soon as we can.
Skills
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Fluidity: All players standing in Conductive Water receive Fluidity, granting 40% increased healing and inflict 30% increased damage. However, all players standing in Conductive Water also take 80% increased Nature damage.
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Driving: Many of Jin'rokh the Breaker's abilities travel through Conductive Water, inflicting Nature damage to all players in that Conductive Water.
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Electrified waters: Jin'rokh the Breaker infuses the Conductive Water with storm energies, removing Fluidity and inflicting 35000 Nature damage every second to all players remaining in the Conductive Water. All players standing in Conductive Water still take 80% increased Nature damage.
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Static Burst: Jin'rokh the Breaker performs a quick strike, dealing 95000 to 105000 Nature damage to all players. After 3 sec., this applies Static Wound to his current target.
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Static Wound: Jin'rokh the Breaker statically constricts the target, inflicting 18000 Physical damage per stack when taking melee attacks. This effect stacks but dissipates gradually while not in Conductive Water.
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Driving: Static Wound damage travels through Conductive Water, inflicting 18000 Nature damage per charge to all players in that Conductive Water.
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Focused Lightning: Jin'rokh the Breaker creates an orb of Focused Lightning, which fixes on a player. The Focused Lightning detonates upon reaching that player, inflicting 142500 to 157500 Nature damage to all players within 5 yards. This orb also pulses 38000 to 42000 Nature damage every half second to other players within 5 yards.
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Driving: Focused Lightning Detonation damage travels through Conductive Water, inflicting 142500 to 157500 Nature damage to players standing in Conductive Water.
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Lightning fissure: If the Focused Lightning detonates outside of Conductive Water, a Lightning Fissure forms. This field of unstable energy inflicts 47500 to 52500 Nature damage every 1 second to players within 3 yards.
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Driving: A Lightning Fissure contacts a Conductive Water, removing the Lightning Fissure and inflicting 71250 to 78750 Nature damage to players standing in that Conductive Water.
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Implosion: A Lightning Fissure implodes upon contact with another Focused Lightning, inflicting 237500 to 262500 Nature damage to all players.
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violent detonation: The Focused Lightning detonates violently inside Electrified Water, inflicting 712500 to 787500 Nature damage to all players within 5 yards.
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Thunder Throw: Jin'rokh the Breaker throws his current target at a distant Mogu statue, breaking the statue and inflicting 243750 to 256250 Physical damage. Additionally inflicts 190000 to 210000 Nature damage to other players within 14 yards of the point of impact, stunning them for 9 sec. Conductive Water erupts from the broken statue, forming a pool on the ground.
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Lightning storm: Jin'rokh the Breaker commands a fierce Lightning Storm, inflicting 66500 to 73500 Nature damage to all players every second for 15 sec.Furthermore, the Lightning Storm electrifies Conductive Water.
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[AP] Lightning Strike: [PH] Lightning Strikes several spots in the room during the storm. These hurt. Each strike diffuses lightning throughout the room, which deals nature damage upon contact. Dodge them.
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Ionization: Jin'rokh the Breaker ionizes enemy players, attracting storm energies over 24 sec. Upon removal, he inflicts 0 Nature damage to players within 8 yards.
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Driving: Ionization damage travels through Conductive Water, inflicting 500000 Nature damage to players standing in Conductive Water.
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Botín
Armor
Name | Armor | Box | Main Attributes |
---|---|---|---|
Fabric | Shoulder pads | Intellect / Strike | |
Fabric | Hands | Intellect / Strike | |
Fabric | Legs | Intellect / Strike | |
Fabric | Front | Intellect / Spirit | |
Leather | Dolls | Intellect | |
Leather | Head | Agility | |
Mesh | Feet | Intellect | |
Mesh | Shoulder pads | Agility | |
Mesh | Legs | Agility | |
License plate | Front | Intellect | |
License plate | Front | Strength / Mastery | |
License plate | Dolls | Force | |
License plate | Belt | Strength / Mastery |
Weapons
Name | Type | Main Attributes |
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Sword | Intellect / Spirit | |
1H Sword | Force / Hit |
Capes, Rings, and Beads
Name | Type | Main Attributes |
---|---|---|
Cover | Intellect / Spirit | |
Ring | Intellect / Strike | |
Ring | Intellect / Strength / Dodge | |
Ring | Agility | |
Trinket | Expertise / Agility |
Summary of the fight
The match against Jin'rokh the Breaker It is a one-phase, single-target fight. The main mechanics of the fight revolves around large damage zones called Conductive Water. During the course of the fight, Jin'rokh will summon 4 of these damage zones, one at a time, at regular intervals. Each zone will eventually cover a quarter of the room, so when the fourth zone is launched, the entire room will be flooded. However, small parts of the room seem not to affect them.
Each Conductive Water is initially of benefit to the members of the raid who stand on it, increasing the damage done and the healing received (but also causing these members to take a large amount of damage in the event that certain mechanics of the fight are unavoidable .
After one minute of the damage zone being created, Jin'rokh will engage it (turning it into
Electrified waters), causing it to grant no buffs, and in return deals permanent damage to anyone on them.
Since the room at the end will be filled with these damage zones, this is a gentle rage mechanic for the fight.
In addition to this, the boss launches other abilities that your band must take care of.
Details of some Skills
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Thunderous launch It is an ability that Jin'rokh casts at his current target 30 seconds after starting the fight, and every 4 minutes after the fight. Jin'rokh will cast this ability 50 times during the fight. It launches its current target at a distant mogu statue (typically it appears to be thrown at the statue directly behind them), breaking the statue for 200000. of physical damage. Additionally, it inflicts 14. Nature damage to other players within 9 yards of the point of impact, stunning them for XNUMX sec. A Conductive Waterappears in this location.
- Conductive Water damage zones are created every time you cast
Thunderous launch, then there will be a maximum of 4 damage zones in the fight. Each damage zone starts with a small room size. Players standing within Conductive Water are affected with
Fluency, a buff that increases healing by 40% and damage dealt by 30%. However, all players who remain in Conductive Water also take 80% more Nature damage. Additionally, two of Jin'rokh's abilities (discussed below) will deal damage to everyone standing on Conductive Water,. In this sense the waters are literally conductive of electricity (nature damage) from Jin'rokh's spells.
- Conductive Water damage zones are created every time you cast
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Focused lightning Creates a focused Lightning Orb that locks onto a player (seemingly every 15 seconds or so). Focused Lightning detonates upon hitting a player for 150000. Nature damage to all players within 5 yards.
This orb also pulses for 40000. Nature damage to other players within 5 yards. The orb is not attachable, so it cannot be slowed or killed. Focused Lightning has several properties.
- While active, the orb deals nature damage every half second to all players within 5 yards.
- When it hits the player it was targeting, the orb detonates and deals a massive amount of nature damage to all players within 8 yards. If the explosion happens in one of the Conductive Waters, then everyone standing on it takes a large amount of nature damage (in addition to the increased damage they take from the component
Fluency).
- After he detonates an orb of Focused Lightning, he leaves behind a
Lightning Rift, small lightning bolts on the ground that persist for a long time (possibly until the end of the fight), dealing nature damage every second to players within 5 yards. The Lightning Rift is removed if it comes into contact with Conductive Water (due to the zone expanding all the way to the rift), dealing a moderate amount of damage to all players within the Conductive Water.
- If a Focused Lightning Bolt comes into contact with a Lightning Rift, then a
Implosion happens. Focused Lightning is detonated, dealing a large amount of Nature damage to all members of the raid, and increasing the damage taken from subsequent Implosions by 10%.
- If a focused Lightning bolt explodes (hitting its target) within compromised Conductive Water (called
Electrified waters), then everyone within 8 yards will die from taking a massive amount of nature damage.
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Static burst it is an attack that Jin'rokh regularly launches. Causes everyone in the raid to take moderate nature damage, and also applies 10 stacks of
Static wound to the current tank. Static Wound causes the tank to take stacking nature damage every time it takes melee attacks from the boss, and one-third of Static Wound's damage is passed to raid members. During PTR tests, if the tank is affected by Static Wound and was standing on Conductive Water, the damage from Static Wound was also transmitted to other players standing in the same Conductive Water, but this aspect has disappeared from the Dungeon Log. .
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Lightning storm It is a spell that Jin'rokh casts every 90 seconds. This effectively marks the end of a Conductive Water being useful, shortly after it casts a Lightning Storm Jin'rokh converts the most recent Conductive Water created into
Electrified waters, which now permanently deals damage to all players who stand on them every second, and will not grant
Fluency. The Lightning Storm itself is a channeled spell that lasts 15 seconds, during which the entire raid takes moderate nature damage every second.
Strategy
The strategy for the fight can be summarized as described below:
- Have two tanks alternating with Jin'rokh so that when affected by
Static wound Don't be tanking the boss's melee attacks.
- Have all the DPS and healers inside the Conductive Water unencumbered (most recently created) until Jin'rokh begins casting
- Make sure all DPS ranks and healers are near the ends of the Conductive Water, and that everyone is ready at any time to move away in case they are selected by
Focused lightning. Players selected by Focused Lightning should attempt to kite the orb to a designated location in the room, away from any Conductive Water.
- Gather in the center of the room (away from any Conductive Water, compromised or not) whenever Jin'rokh casts Lightning Storm, and use the raid CDs to survive.
For better understanding and execution, the fight can be divided into four "Lightning Storm" cycles. Each cycle begins with the
Thunderous launch that creates a Conductive Water. This zone lasts 90 seconds, during that time your raid must make use of the damage and increased healing it offers. After this, the cycle ends with Jin'rokh casting Lightning Storm, which then a new Thundering Cast occurs, and so on.
Before looking at the specifics of how to execute the strategy, we should mention that the fight must be over by the time the fourth Lightning Storm is launched. This is because almost the entire room will be filled with compromised Conductive Waters, and the rest will probably have to be used for kiteboarding.
Focused lightning and locate the
Lightning Rift. If this doesn't act as a soft rage wiping your band, we imagine a hard rage will be around this time.
Focused lightning
As the fight begins, the first thing your gang will notice is that the boss throws
Focused lightning to a random gang member. This is something that you will have to take care of throughout the fight, so it is important that everyone knows how to do it right.
In the PTR, it was only the DPS ranks and healers who were targeted for this ability, so we will work on this assumption. The raid leader should designate one or more locations where the focused Lightning bolts should be detonated, ideally away from the areas where the Conductive Water will be ahead. Basically, you want to drop these near the ends of the room's walls. Alternatively, it is possible to leave them at the location of the Conductive Water that has not been created yet (basically in front of the mogu statues located around the room).
If you locate the
Lightning Rift near the walls outside the room, the idea is to keep them out of the way of your band during the entire fight, so they don't have a problem. If you place them where a Conductive Water appears, then the idea is to detonate them and make them disappear as soon as they are created. Note that in later cases, anyone inside the Conductive Water will receive a great nature damage, so it is better to place them where the Conductive Water will appear (remember that it starts small and then expands) so to detonate them immediately, during that moment your band can wait outside the area to avoid damage.
The moment the game is focused by the Focused Lightning Orb, make sure it doesn't do this:
- be with you when you are in Conductive Water (be it compromised or feasible);
- that comes into contact with a Lightning Rift.
Conductive Water
As long as there is not good control of the Conductive Water of your band, there will be several things that you must take into account.
First of all, move quickly to the newly created Conductive Water. They are small when they appear, and can easily be overlooked, but it is a huge loss of DPS not to benefit from them in the first place.
Second, always be aware of the fact that you are selected by the
Focused lightning (unless you are tank or DPS melee). To give you a better chance of getting away from the Conductive Water before the orb reaches you, make sure you are near the end of the Water zone. Also keep in mind that the area expands as time passes, so you need to adjust your position as it expands.
Third, melee DPS can rest assured that Jin'rokh's massive hit box allows them to hit him from far away, so standing over the area and attacking the boss at the same time shouldn't be a problem (though tanks should try hard of keeping the boss relatively close to the water areas).
Thunderous Launch and Tank Worries
Tanks will have to taunt each other's boss regularly due to the
Static wound. As we mentioned earlier, it was the case in the PTR that if the tank affected by Static Wound was standing in the Conductive Water zone, the damage would transfer to all players standing there. This has been removed from the Dungeon Journal, and we will clear it up as soon as the patch is out.
Thunderous launch will launch the tank at a mogu statue, dealing damage to it and other players at the statue's location. As a tank, keep in mind that it appears that Jin'rokh will throw you at the statue behind you. The location where you are thrown is also where the Conductive Water appears, so if your leader has advised a particular order for where these areas appear, you must be careful in the position you are in.
Lightning storm
For
Lightning stormEveryone should gather in the center of the room, at the boss's location. Defensive and healing CDs should be used for this tough phase.
Everyone should make sure to leave the Conductive Water zone as soon as the Lightning Storm begins, because nature damage increased by
Fluency It will make them unable to cure you.
Finally, you must remember that shortly after a Lightning Storm begins, the newly created Conductive Water will be compromised, and standing in it at that time is extremely damaging.
Optimizing Band DPS
Standing on Conductive Water grants a large increase in DPS, it is important to save your offensive CDs for these times. Therefore, it is not recommended that you use any CDs when starting the fight, and make sure from then on always save them so that they are available during the moment you are in the Conductive Water. Doing this properly will increase the DPS considerably that may be necessary to defeat the boss.
When to use Heroism / Bloodlust / Time Warp
We recommend using
Temporal Distortion while the gang is in the third or last zone of Conductive Water, as this not only allows you to benefit from the increased DPS, but also allows most of the gang members to have their long offensive CDs available again
Learning the Fight
The first thing your members must learn is how to properly handle the
Focused lightning. Failing to do so will probably be the biggest source of wipes while learning the match. In the interest of mastering this quickly, DPS ranks and healers must focus primarily on reacting immediately to being targeted by the Focused Lightning, and ensuring that it is detonated in a safe location. Once everyone understands precisely what they need to do and how important it is that they get it right, then they can begin to focus more carefully on their current role.
Apart from this, the second factor that contributes to killing him quickly is that all DPS take advantage of the increased damage granted by
Fluency saving your offensive CDs for this.
The rest of the tasks your gang members will have to perform should present no problems, and they should get used to them while mastering the two important problems mentioned above.
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