[0:00] Hello guys, how's it going? My name is Y [0:01] and this week, Midnight as an expansion [0:03] got its biggest update yet with the [0:05] Mythic Plus season finally officially [0:08] launching, which opens up players to [0:10] eight dungeons that can give you some of [0:12] the best of the best gear available, as [0:14] well as a Mythic Plus progression system [0:16] filled with rewards, not only gear, but [0:18] also mounts and other collectibles for [0:20] you to obtain. For today's video, I [0:22] wanted to do a full-on guide for all of [0:24] the dungeons you're going to be facing [0:25] up during the season 1 of Mythic Plus [0:28] and go over all of the major mechanics [0:29] that you're going to be encountering [0:30] with a variety of different bosses from [0:32] these dungeons to make sure that you're [0:34] prepared before you even step foot into [0:36] the Mythic Plus progression. I will also [0:38] add chapter marks down below to make [0:40] sure you can go back if you ever want to [0:42] reference this video and reference any [0:44] of the guides and you could just go back [0:45] to the dungeons you're looking at. It's [0:47] a lot of content to get into and I kind [0:48] of want to dive into it as soon as [0:50] possible. As you can see, this video is [0:51] quite long. But with that being said, as [0:53] always, if you guys do want to get [0:54] regular updates regarding Midnight as an [0:57] expansion, be sure to follow the channel [0:58] and subscribe. But otherwise, let's dive [1:02] right in. [1:04] So, as far as the dungeons are [1:06] concerned, I am going to go over them [1:07] starting with some of the more recent [1:09] editions of Midnight and then go over [1:11] the new additions for the season. And [1:13] the four midnight dungeons we have for [1:15] season one is Madress of Cherus, Myazra [1:17] Caverns, Nexus Pointenas, and Windrunner [1:20] Spire. Starting with Madress Cherus, [1:22] which is a pretty straightforward as far [1:23] as bosses are concerned. The first boss [1:26] is going to be Aronotron Kustos, who is [1:28] going to do a number of abilities. As a [1:30] tank, you have to watch out for [1:31] Repulsion Slam because it's going to be [1:32] a pretty hefty knockback. So, you want [1:34] to make sure to clear out a portion of [1:35] the room, big enough area where you [1:37] can't get knocked to various spots. [1:39] Arcane Expulsion is going to be his big [1:41] ability, leaving puddles on the ground, [1:43] which the tank can position the boss [1:44] ahead of time. Try to usually put the [1:46] boss over in the corners away from the [1:48] middle of the room so the rest of the [1:49] group has plenty of space to work with. [1:51] The boss is also going to cast [1:52] periodically shackles. Usually, right [1:55] after he does the arcane expulsion, a [1:57] puddle in the ground. This is dispel [1:59] effect, but also root breaker. So, if [2:00] you have a way to remove roots, this [2:02] would also be very helpful. But, as long [2:03] as you're not getting rooted in a [2:05] puddle, you should be for the most part [2:06] good to go. His big ability is refueling [2:09] protocol when the boss stands still and [2:11] starts consuming mana orbs drawing him [2:13] closer to himself. You basically want to [2:15] make sure none of the mana orbs reach [2:17] the boss because it's going to give him [2:18] a bunch of damage but also it's going to [2:20] do group by damage too. You don't want [2:22] that. But the orbs need to be soaked [2:24] periodically staggered because they will [2:26] build up a damage stack on you. Ideally, [2:28] the tank should have enough defenses to [2:29] soak a bunch of them. But as a player, [2:31] if you want to soak them early and then [2:33] stop for a little bit until the debuff [2:34] drops off, then soak some more [2:36] periodically staggering them. That is [2:37] the best way of going about it. During [2:39] the shadow boss also takes additional [2:41] damage, so if you have any cool downs, [2:42] it might be a good idea to save it for [2:44] that phase. Next boss is Sarinel Sun [2:46] Lash, who has a handful of mechanics [2:48] that are all really pretty easy to deal [2:50] with for the most part. You got yourself [2:52] the uh the dot spread with runic mark. [2:54] Essentially, when you hit him with runic [2:55] mark, you get a red circle under him. [2:57] you want to spray it away from other [2:59] players in order to reduce AOE damage [3:01] taken. The next ability he's going to [3:02] use following up right after is a [3:04] suppression zone. You will actually be [3:06] taking your rune marks into suppression [3:07] zone to remove the dot, but every time [3:09] you do so, it does AOE damage and makes [3:11] a bunch of puddles on the ground. So, [3:13] you want to make sure you stagger the [3:14] removal unless a healer has some kind of [3:16] a big cool down available for this. [3:18] Hastening ward is going to be another [3:19] ability that the boss is going to get. [3:21] Dispel it if you can, otherwise it's [3:23] going to be a decent bit of additional [3:24] damage that the tank has to deal with. [3:26] When the boss casts wave of silence, [3:27] which he'll do after about two runic [3:29] mark spreads, eventually it was going to [3:32] do a ton of AoE damage, silencing all [3:34] players. However, anybody standing in [3:36] suppression zone during wave of silence [3:38] as it goes off is going to be in the [3:39] clear. So, you basically just want to [3:41] dip into the suppression zone when the [3:43] wave of silence goes out and use [3:44] suppression zone to clear off runic [3:46] marks. Jillis is essentially a big [3:49] stupid jellyfish boss. He doesn't really [3:51] do a lot, but he can still be just as [3:54] deadly as any other boss out there. He [3:56] doesn't have like any tank mechanics [3:58] whatsoever. He just kind of floats [3:59] around and does damage passively more [4:00] than anything. His main mechanic is [4:02] triplicate where he splits and creates [4:04] versions of himself that will also um [4:08] share health. He does this at the [4:09] beginning of the encounter and also does [4:11] this again at 50%. All these like clones [4:15] of the boss will share health. So the [4:16] more of them are out, the more cleave [4:17] damage you can do to the boss. But the [4:20] more of these jellyfish are out, the [4:21] more mechanics they're all going to be [4:22] able to do because they copy the boss's [4:24] mechanics. Mechanics such as Neuralink, [4:26] for example, where your player will be [4:27] selected, neural link to one of the [4:29] jellyfish. You got to run to the [4:30] jellyfish to clear the debuff. You'll [4:32] see a big spotlight and a big red arrow [4:34] for the ad or the boss you have to run [4:36] to and just touch them in order to be [4:38] able to clear the debuff. So, the more [4:40] of them you have, the more players need [4:41] to do the mechanic. Cosmic stink is [4:43] another one. One of the jellyfish is [4:45] going to pick a player, sting them, and [4:46] leave a puddle on the ground. The more [4:48] jellyfish they are, the more cosmic [4:49] stings they are. It does more damage and [4:51] makes even more puddles. Astral grasp is [4:54] going to be another ability. After some [4:55] while, the bosses and all the other [4:57] jellyfish are going to pick a player and [4:58] start pulling him closer. You basically [5:00] want to make sure you don't get pulled [5:01] on top of the jellyfish cuz it does a [5:03] lot of damage. But even the pulling [5:04] effect does damage as well. So, you just [5:06] want to run against it. This is going to [5:07] be one of those phases where you may [5:09] need some defensives. The Gentrius is [5:11] going to be another boss that has very [5:13] very specific mechanics that need to be [5:14] developed in a very specific way, but [5:16] they're all straightforward. First of [5:17] all, any lines he places on the ground, [5:20] don't ever cross the lines. Just don't [5:21] touch them whatsoever. You just have to [5:23] play around with making sure there's [5:24] enough players on either side of the [5:26] boss arena to make sure to do this orb [5:28] catch. It's called unstable void or [5:31] essence. And he throws out a ball [5:33] essentially, and you got to stand under [5:34] it in order to bounce it. You got to [5:35] bounce it four times in order to remove [5:37] the effect. Each bounce does a bit of [5:39] shadow damage, but if that orb ever [5:40] lands on the ground, it's pretty much a [5:42] wipe. So, this is something that needs [5:44] to be done throughout the encounter. You [5:46] also need to be very, very careful to [5:47] position around during entropy as they [5:49] get the debuff. It does a bit of damage, [5:51] which the healer needs to heal. And at [5:52] the end of it, it shoots out orbs in [5:54] random locations. So, you got to make [5:56] sure you position in decent spot where [5:57] other players are given enough room to [5:59] be able to avoid this orb. Though, that [6:01] also tends to overlap a lot with stable [6:03] void essence. So, sometimes you can't [6:05] really do that. You just basically every [6:07] player in the group has to have keep [6:08] their head on a swivel for this mechanic [6:10] specifically. The take is also going to [6:12] have an extra ability of hulking [6:14] fragment which will deal large AOE [6:16] damage. So you want to position the spot [6:17] where other players are not. There's [6:19] also going to be a dispel mechanic where [6:20] you need to run the debuff out, get [6:22] dispelled, it drops a puddle and you [6:24] want to make sure to manage the puddle [6:25] in a very consistent area away from [6:27] other players the entire fight. [6:31] The next dungeon is Msara Caverns and [6:33] this only has three bosses, but all of [6:34] them have quite a decent bit of [6:36] complexity to them. Every single one of [6:37] them has some uh unique element behind [6:39] the fights. Murin and Necrax are [6:42] basically a dual boss and they have a [6:43] number of abilities. Migin periodical [6:46] will do the sleep ability. Flanking [6:47] spear on the tank which has a knock back [6:49] and a bleed effect. So that's something [6:50] you have to be watch out for. He also [6:52] drops freezing traps which you don't [6:53] want to stay up on at least yet. You [6:55] will want to save them for a specific [6:57] mechanic. The boss also periodically [6:58] cast barrage, picking a random player. [7:00] If he does pick you, you just want to [7:02] make sure the barrage is faced away from [7:03] the group and you'll just take a lot of [7:04] damage while the barrage is on you. [7:07] Necrax also has a set of his own [7:08] abilities such as being able to spread [7:10] diseases which will just deal additional [7:12] damage over time. If you have a dispel [7:14] disease removal, those will be very very [7:16] helpful to reduce the damage here. FedEd [7:18] Quilltorm is all pretty easy to dodge. [7:19] Avoid the big circle and then the little [7:21] circles that follow afterwards. But when [7:23] Necrax uses carry and swoop, he picks a [7:26] player to charge at them to swoop past [7:27] them, you want to make sure that that [7:29] player or somebody in front of him [7:30] stands on the freeze and trap in order [7:32] to be set into a block of ice. So when [7:34] the boss charges through the block, he [7:36] gets stunned, disrupting this whole [7:38] mechanic because otherwise it does a ton [7:39] of damage. Also, Migrain and Necrax, if [7:42] either boss dies first, they do a [7:44] special ability. Mirain will attempt to [7:46] revive his own pet and he'll put the [7:49] bird back up to 35% health. If the bird [7:51] is alive first but Merchant dies, the [7:53] bird goes into beast shell wrath [7:55] enraging doing more damage as the fight [7:56] goes on. So you want to keep their [7:58] health as even as possible. But I think [7:59] the safer kill is probably going to be [8:01] necra if you if you he has a lot of [8:03] health. I think Mergin summoning the [8:05] bird back up and resonate probably is [8:07] really really bad. Unless the bird and [8:08] mer low then just kill the bird first. [8:11] Then play Merin after before he gets his [8:12] cast off. The next boss is war daza. [8:16] This boss will spawn phantoms throughout [8:18] the encounter that can be dealt with a [8:20] number of ways. You can either CC these [8:22] phantoms, but then they'll just linger [8:23] forever. You can kill them in order to [8:25] remove them, or you can have two [8:26] phantoms run into each other as they [8:28] will be constantly following players, so [8:30] you can aim them at one another to [8:32] remove both of them. Though, these [8:33] phantoms will leave puddles on the [8:35] ground when they do pop. Definitely not [8:37] a good idea to have a tank running [8:38] through it. For a short bit of time in [8:40] beta, tanks were doing that, but they [8:42] made sure the tanks do not do that as a [8:43] mechanic. as a tank. If you do have to [8:45] run through one for any reason, make [8:47] sure you have a heavy defensive for it. [8:49] Otherwise, the boss is going to cast on [8:51] make, which is just a dodge frontal [8:52] ability. You can pretty much easily [8:54] avoid it. The big ability that the boss [8:57] is going to do is after about two sets [8:59] of phantoms, they'll channel necrotic [9:01] convergence, placing themselves in the [9:02] middle of the boss arena with a fairly [9:04] heavy shield, creating all necrotic orbs [9:06] around them that will deal additional [9:07] damage and radiating damage to players [9:10] over time, growing in intensity. This is [9:12] where you want to DPS the shield as fast [9:14] as possible. And if you have any cool [9:15] downs for it, that would be the best [9:16] time to send it while dodging orbs [9:19] because the damage ramp up here is going [9:20] to be very very heavy. Otherwise, the [9:22] fight is straightforward. Ratul is a [9:25] dancing boss. He has special abilities [9:27] in a very very specific order that are [9:29] all very pred predictable. At the very [9:31] beginning, RTL is going to do a tank [9:33] leap, which will leave a puddle on the [9:35] ground. The best way for tanks to deal [9:36] with that is to put the tank leap [9:38] towards like a wall and then try to run [9:40] towards the center of the boss arena to [9:42] prepare for the next mechanic. Shortly [9:44] after the tank leap, the boss will [9:45] target three players, leaping on them. [9:47] And you want to make sure you don't take [9:48] those leaps too far out. You can [9:50] actually kind of stay close together. [9:51] Every one of those leaps is going to [9:52] spawn a totem that will begin this [9:54] channel. They'll start drawing players [9:56] to them. The closer the totems are [9:58] together, the faster you can cleave them [9:59] down. After he does that totem leap, [10:02] this is where the tanks wants to [10:03] position again for the next tank leap. [10:05] So it's a very very straightforward. So [10:07] anytime the tank sees the totem leap go [10:09] out, he knows the tank leap is next. [10:10] Every time players see the tank leap, [10:12] they know the totem leap is going to be [10:13] up next. And after about three tank [10:15] leaps, the boss is going to send all the [10:17] players into the spirit realm where [10:19] there you want to run back to the boss. [10:20] On the way there, you want to make sure [10:22] to crowd control malignant souls with [10:25] interrupts, stuns, blinds. Any CC works [10:27] on them really. CC and these will give [10:29] you a big damage buff so you can run up [10:31] to the boss and do a heavy bit of damage [10:33] to him while he is stunned before the [10:35] fight resumes and the mechanics repeat [10:36] until the boss is eventually dead. [10:40] The next dungeon is Nexus Point Zenus [10:42] with Chief Corrite. With Chief, for the [10:45] most part, his main mechanic is going to [10:47] be creating lines that go across the [10:48] boss arena. Never touch the lines at any [10:51] point. There's only one way that you [10:53] want to touch the rind, and that is when [10:55] the boss applies reflex charge on a [10:57] player, which will do some dot damage. [10:59] But while the reflex charge is on a [11:00] player, they can actually stand in [11:02] between the lines cuz they're immune to [11:03] them. And if they stand long enough, [11:05] they overload them, removing them. You [11:06] ideally want to wait with reflex charge [11:08] and use it when you have a bunch of [11:10] lines criss-crossing over a spot to [11:11] remove a bunch of them in bulk to give [11:13] your team as much room to function with [11:15] while the fight goes on. So, that is [11:17] something you'll want to handle [11:19] throughout the encounter. boss is also [11:21] going to leave a lot of puddles on the [11:22] ground. So, there's going to be a lot of [11:23] movement, but the better you are at [11:24] magic in the lines, the better this part [11:26] is going to be. Also, the boss is going [11:28] to use at some point core spark [11:30] detonation, which you want to dodge. Has [11:32] a slight knock back, but the cleaner the [11:34] room is, the easier it is for you to [11:35] position for the knock back to make sure [11:37] you don't get knocked into one of the [11:38] lines, but line management for that [11:40] fight is like the most important part. [11:43] The next boss is called Warden Nazara. [11:45] For this boss, she's going to spawn ads [11:46] periodically, which needs to be pulled [11:48] together. So if you have a way to [11:50] redirect threat or knock the ads towards [11:52] the tank, help them out because that's [11:53] going to be amazing here. Some of those [11:55] ads do have cast from afar, so they can [11:57] be very, very annoying to manage. The [11:59] boss is also going to place two big [12:00] circles on two players with eclipse and [12:02] step. Simply take the circles away from [12:04] the group when the cast is about to go [12:06] off. The take is also going to hit get [12:08] hit with the arm roll lash, which has a [12:10] knockback effect and will take make you [12:11] take more damage. So as a take, you'll [12:13] have to be very very careful with this. [12:15] After some time, a leftover image of [12:16] Lthroxian will leap into the arena, [12:18] flash under the boss, leaving a light [12:20] scar flare, which creates this light [12:22] area where players want to stand in. [12:24] While standing in the flare, you do [12:26] insanely high amounts of damage to the [12:28] boss. This is where you want to save all [12:29] your cooldowns to pump the damage into [12:31] the boss as much as possible. Though, [12:33] standing in flare hurts you a lot. So, [12:35] as a healer, you want to make sure to [12:36] stand in there, too, to pump as much [12:38] healing as you can. It's going to be a [12:40] burst heal and a burst damage phase for [12:42] everybody involved. The final boss is [12:44] Lothraxian, which has a number of fun [12:46] mechanics. In fact, for the most part, [12:48] he's going to do a frontal tank ability, [12:50] searing rend. It's a frontal cleave that [12:52] also leaves a puddle on the ground. You [12:54] just want to make sure to face us away [12:56] from the group. He also creates [12:57] brilliant dispersions where he basically [12:59] essentially makes clones of himself. [13:01] You'll start those out as circles on [13:03] players, which you'll want to drop as [13:04] far away from the room as possible or [13:06] just in a safe spot. These images, [13:08] however, will flick around and move from [13:10] time to time in the arena. So, you want [13:11] to make sure to dodge the circles, but [13:13] also dodge the lines that the ads are [13:14] going to create. After the boss creates [13:16] enough of these images on the floor, [13:18] he'll cast Divine Kyle, disappearing [13:20] into one of those images in the boss [13:21] arena. During this mechanic, do not just [13:25] attack images. You only need to [13:27] interrupt one of them. Otherwise, don't [13:29] hit him with any other ability. Just [13:31] look for the right image to reduce the [13:33] amount of group by damage that you can [13:35] do. This is a part I think is going to a [13:36] lot of players are going to mess up in [13:38] bug content. Do not do damage during [13:40] this mechanic. However, to find the real [13:42] Lothraxian, he is the only dreadlord [13:45] amongst the images that doesn't have [13:47] horns on his head. These light horns. [13:49] So, just look for his shiny bald head to [13:52] find the real dreadlord. Interrupt him [13:54] and then the boss fight continues as it [13:56] was with him controlling images over [13:57] time until boss is dead. [14:01] The final midnight dungeon is going to [14:02] be winrun spire. And the first two [14:04] bosses can be done in any order. I will [14:06] go over derelic duo first. It's a dual [14:08] boss, so there's a mer bunch of [14:10] different mechanics that is going to [14:11] overlap between two bosses. You have [14:13] Latch, which I'm going to call the big [14:15] guy. He's going to slap the tank with a [14:16] bone hack. Callus, which is the banshee. [14:19] She's mostly going to cast shadow bolt [14:20] that needs to be interrupted. Outside of [14:22] that, Latch is going to use the big guy [14:24] is going to use splattering spew. You [14:25] just want to move it out to the edges of [14:27] the arena to drop puddles. You have [14:28] quite a bit of room to work with here, [14:30] like the center as well as the edges of [14:32] the room. So, you have quite a bit of [14:34] place to work around with. The uh [14:36] banshee is going to put a curse of [14:37] darkness which you can dispel if you can [14:39] remove a curse. But if you can't after [14:41] the curse is gone, it's going to conjure [14:43] a ghost that will chase that cursed [14:44] player. Crowd control can deal with them [14:46] easily. Just CC them and move away from [14:48] them. Hunters can drop a freezing trap. [14:51] Pretty sure mages could just nova and [14:52] walk away from those things or you can [14:54] kill them if you want to, but they don't [14:55] really need a lot of investment to deal [14:57] with them. The big ability is going to [14:59] be when two bosses overlap. debilitating [15:01] shriek, which is going to be this [15:02] building stacking AOE damage that is [15:05] going to continue to ramp up while the [15:07] big guy is going to use a hook for a [15:09] heaving yank ability. You want to [15:11] basically stand behind Callus to make [15:13] sure she's targeted by the heaving yank [15:15] and you'll know that you're targeting [15:16] Callus when she has a big arrow, red [15:18] arrow above her head. When you have that [15:21] secured, then that yank is definitely [15:23] going to get callous. Make sure you do [15:24] not stand in between the two bosses to [15:26] not get yanked to make sure that the [15:28] banshee does go down every time. You [15:30] also want to make sure to kill these [15:31] bosses pretty closely together, [15:32] otherwise both of them are going to [15:34] enrage and they start to hit pretty hard [15:36] throughout the encounter. [15:39] Emberdawn is the other boss that you can [15:40] do out of the first two. It's a really [15:41] simple boss. It's going to mostly hit [15:43] the tank with a searing beak doing a lot [15:44] of fire damage. Otherwise, it's going to [15:46] play circles on players with flame [15:48] updraft. You want to basically run those [15:50] to the edge of the room as best you can. [15:52] It will create a little burning gale [15:53] there for a while. So, you want to just [15:55] got to keep those away from the group. [15:57] Periodically, the bosses are also going [15:59] to cast a burning gale as a big ability [16:01] where it's going to create a bunch of [16:03] winds. Use the fire breath frontal, [16:04] which you need to dodge. And those [16:06] twisters that are left by the circles [16:08] from earlier, they'll start to move [16:10] around the boss arena more rapidly. So, [16:12] you'll want to basically dodge twisters, [16:14] dodge the boss frontal, and deal with [16:16] the knock back of the wind effect that's [16:18] going to be happening throughout the [16:19] arena. Otherwise, it's a rinse and [16:22] repeat. A fairly simple boss with not [16:24] too many mechanics, but very, very [16:25] deadly mechanics if you get hit by them. [16:28] Next boss is Commander Krug, who also is [16:31] a dance boss. He has a very, very strict [16:33] set of abilities he's going to use. At [16:35] first, he's going to hit the tank with a [16:36] rampage, which is going to do a ton of [16:38] damage. Then, he'll pick target that's [16:40] furthest away for a reckless leap. When [16:42] that does, he also cause these crashing [16:43] circles on the ground. You want to avoid [16:45] the puddles. He'll do that leap twice [16:47] and then immediately follows up with [16:48] intimidating shout. So you want to make [16:50] sure to dodge all the uh circles of [16:52] rubble and then stack together for [16:54] intimidating shout to make sure you [16:56] don't get feared. So it's a very very [16:58] simple stay away to two leaps then stack [17:00] together for the fear effect. Usually at [17:02] the boss you can stack with the tank and [17:03] the melee at about 65% and 35% which is [17:07] a rough number. It seems the boss has [17:09] like a a cast sequence of when he uses [17:12] the ability and he doesn't really [17:13] interrupt the reckless leap or [17:14] intimidating shout for this. But at [17:16] about those health in thresholds, he [17:18] will use rallying below. Well, the boss [17:20] essentially becomes immune and starts [17:22] chasing players with blaztorm. And if [17:24] that happens, you want to just face the [17:25] boss away from the group and just kite [17:27] that uh fixate away from everybody. [17:30] During this phase, he'll summon a bunch [17:31] of ads. You need to interrupt the [17:33] mystic, take all the other ads on top of [17:35] axth. So you see ax thrower if you want [17:37] to limit some of the bleed damage, but [17:38] you want to blast these ads as quickly [17:40] as possible, mostly focusing on the [17:42] mystic at the start. And the boss will [17:43] basically stay in this immune bladestorm [17:45] phase until all the ads are dead while [17:47] the he returns to all the base abilities [17:49] until he's dead. The last boss of that [17:52] instance is restless heart, which will [17:54] put a dot on players as she sprays [17:56] arrows periodically from time to time. [17:58] And that is going to be something that [17:59] everybody's going to have to deal with [18:01] either with defenses [music] or finding [18:02] a way to clear. One of the easiest way [18:05] to clear is when she casts a bullseye [18:07] wind blast, which will create this wave [18:08] that radiates from a target location. [18:10] During that time, you'll want to take [18:12] one of those arrows on the ground, which [18:13] jumps you up in the air, letting you [18:15] leap over the uh the wave, but it also [18:18] helps you clear your debuff, leaving a [18:20] storm spirit on the ground. So, this is [18:22] summon that you can use either to clear [18:24] your DOT while dodging the wave, but [18:26] technically you can pick up arrows early [18:28] to make sure you're clearing the debuff [18:29] earlier. If your healer is struggling [18:31] with the amount of damage taken, or if [18:33] you have a class that just doesn't have [18:34] good cell survivability, you may need to [18:36] start clearing those arrows just a [18:38] little bit more rapidly throughout the [18:40] encounter. That will leave more spirits [18:42] underground for you to deal with, which [18:44] will give you less room to work with. [18:46] But that is a mechanic that players did [18:48] utilize a lot during the beta testing. [18:50] Another ability the boss is going to do [18:52] is a combo ability. Temper slash on the [18:54] tank, which is going to be a big heavy [18:55] knock back. It's easier to get knocked [18:57] back into a wall so you don't go flying [18:59] all over the place. Afterwards, the boss [19:01] is going to follow up with a temper with [19:02] a gust shot, which will place an AoE [19:05] circle on everybody else in the group [19:06] that isn't the tank. You want to spread [19:08] and you also want to make sure to hit as [19:09] many stormy spirits as possible with [19:11] this just to help clear the room. It [19:13] helps, but not really mandatory or [19:15] necessary like it used to be back in the [19:17] day. The boss is also going to pick a [19:19] target with a bolt gale. When he picks a [19:21] target, it will have a slow push back [19:23] and a conal attack at the target. You [19:25] essentially just want to try to face the [19:26] boss away from everybody when that [19:28] happens. Ideally towards a wall. So, you [19:30] don't really need to be running against [19:32] uh against towards the boss so you reach [19:34] it. The tank positioning the boss near a [19:36] wall at all times usually helps with [19:38] this mechanic. So, you pretty much don't [19:39] have to worry about it except for the [19:41] damage that it does. [19:44] Now, as for the non-midnight dungeons, [19:46] we have the dungeons of Algathar [19:47] Academy, which is a fan favorite from [19:49] the expansion of Dragonflight. And I'll [19:51] go over the bosses for this dungeon cuz [19:52] technically the first three can be done [19:54] in whatever order, but I'll just go over [19:56] them in the order that you're most [19:57] likely going to be facing them when [19:58] you're doing your mythic plus runs. [20:00] Starting with the overgrown ancient. His [20:02] main ability is germinate. Will he spawn [20:03] a lot of little ads which need to be [20:05] cleaved down? These ads don't wake up [20:07] immediately, but they there is something [20:10] that you'll need to do just just DPS him [20:12] down at all times to make sure to limit [20:14] them because eventually he is going to [20:15] try to wake him up once his energy hits [20:17] max. Branch shadow is going to be [20:19] another ability. Not only is he going to [20:20] summon little lashers, but also a tree [20:22] which is you need to DPS it as quickly [20:24] as possible. It tries to heal the boss [20:26] and will spread bleeds to everybody. So, [20:28] you want to DPS it. It'll create a [20:30] healing circle. You want to stand in the [20:31] healing circle to remove the bleed in [20:33] order to be able to manage that dot [20:35] damage. But if you have another way to [20:36] remove bleeds, like a class that could [20:38] do, so that could also be helpful if you [20:39] do miss the circle. Bark Breaker is [20:42] going to be an ability slapped on the [20:43] tank, it's going to do a lot of damage [20:45] and make the tank take more damage. [20:47] Getting hit by the boss while this [20:48] effect is active is not bad, but the [20:50] ads, I think, could be really, really [20:52] dangerous. At 100 energy, the boss will [20:54] cast burst forth, and any lashes that [20:57] are not dead, that are dormant, are now [20:59] awake. They also do poison damage and [21:01] the tank is going to be it's going to be [21:03] mandatory for the tank to pick up these [21:04] ads as soon as possible because they [21:05] will quickly overrun your group. The [21:07] tank should be able to deal with them. [21:09] But if you have the barb breaker debuff, [21:11] they're going to be very very painful. [21:12] So you want to CC those ads, nuke them [21:14] down, AoE them as quick as possible. So [21:16] the better class you have for ad [21:17] management and just padding on ads, the [21:19] better this fight is actually going to [21:21] be. Next boss is the bird boss, who has [21:24] a handful of abilities. Not too bad [21:26] really. Deafening screech is which is an [21:28] AoE and a silence if you're midcast. [21:31] Savage peck on the tank which is a [21:32] pretty big bleed damage. An overpowering [21:35] gust where the boss will face a random [21:36] player attempted to knock him off the [21:38] platform which is pretty to dodge. [21:39] Pretty easy to dodge. The boss by itself [21:42] would have been a very very [21:42] straightforward fight. But whenever it [21:44] drops to 75% and 45% it does this big [21:47] cast that will do insane amounts of [21:49] damage to the group knocking them back. [21:51] You want to make sure to interrupt it. [21:52] And the only way you can do so is by [21:54] playing ball. You'll have these balls [21:56] appear on the outside of the boss arena [21:58] and you'll want to take them to either [21:59] the blue goal or the red goal. Either [22:02] one of those is going to give you a [22:03] buff, but also a debuff to work with for [22:05] the rest of the encounter. Ideally, most [22:07] players are going to want to go with the [22:08] blue goal first, which will create these [22:10] haste orbs around the area, gives you a [22:12] significant damage window, but it also [22:14] create these tornadoes will constantly [22:16] move around the room. So, it's going to [22:17] just give you a lot more clutter to work [22:19] with. Tornadoes move fairly slowly, so [22:21] they're not impossible to dodge, but [22:23] they are pretty annoying. and this is [22:25] going to be someone you'll have to [22:25] manage for the rest of the encounter. [22:27] Then you'll want to use the red goal for [22:30] the next time to break up the boss cast [22:32] which will give the boss a searing blaze [22:34] effect. The boss during that effect will [22:36] be stunned and will take additional [22:37] damage which is going to be a huge [22:39] window for you to do damage but then the [22:41] boss is going to get a debuff where it [22:42] constantly radiates fire damage. This is [22:45] why the best way of going about this [22:46] fight is at first to do the blue gold to [22:48] get the haze buff plus also the annoying [22:50] tornadoes and then for the later fight [22:52] later part use the red gold in order to [22:54] deal with the fire damage later. [22:56] Otherwise, your healer may run out of [22:58] mana a little too early if you're [22:59] dealing with a fire buff from the get- [23:00] go as it can be very very heavy. So, [23:03] you'd rather deal with it as the boss is [23:05] in execute range when you're trying to [23:06] finish it off. The next boss is Veximus [23:09] and he has a handful of abilities that [23:11] all need to be dealt in a very specific [23:12] way. First of all, throughout the [23:14] encounter, it's going to counter arcane [23:16] orbs, which will move slowly to the [23:18] boss. You want to make sure to touch the [23:19] orbs before they reach the boss. The [23:22] orbs will leave a debuff on you, so you [23:24] can't take too many of them at a time. [23:25] You will need dispels, or you'll just [23:27] need to stagger how many of those you [23:29] pick up at a time. Usually, the tank can [23:31] pick up two of these orbs and then get [23:32] dispelled by the healer, and then they [23:34] can pick up more if they want to. So, if [23:35] the tank is positioning and is quick [23:37] enough, you can actually grab a bunch of [23:38] them. And if you have coordination with [23:39] the healer, that could work. Otherwise, [23:41] everybody should just pick up an orb and [23:43] then the healer should just try to [23:44] dispel players whenever possible. Arcade [23:46] Expulsion is going to be a frontal that [23:48] the tank will want to face away from the [23:50] group. So, you want to make sure to keep [23:51] the boss towards like an edge of the [23:52] arena as best as you can to make sure [23:54] you're not just cleaving through the [23:55] rest of your group all that easily. Mana [23:58] bombs where two players are going to be [23:59] targeted by an ability. It's going to be [24:01] a circle around you and when the circle [24:02] drops, it'll leave a puddle underground. [24:04] This will do a lot of damage, so you [24:06] want to make sure you have a defensive [24:07] or you're near you're a healer so they [24:09] can handle you. But you will want to [24:11] drop those away towards the outside of [24:13] the boss arena and then move in right [24:14] after. Arcane fissures is going to be [24:17] someone the boss is going to do. Knock [24:18] players back a little and then just [24:20] continuously making these fissures all [24:22] over the place. It's a big dodge angle [24:24] and sometimes it overlaps with all the [24:25] mechanics, but it's not that bad as long [24:27] as you get decent bit of movement speed [24:29] and not standing in a circle when it [24:31] goes off. The final boss is Echo of [24:33] Duragosa. Her main major mechanic here [24:36] is overwhelming power. As the boss deals [24:38] damage to players, it builds up a buff [24:40] called overwhelming power, which grants [24:42] you a haze buff, which is actually not [24:44] that bad. It does deal some damage over [24:46] time, but the haze buff is pretty worth [24:48] it. It's 5% per stack. Unfortunately, at [24:50] three stacks, it creates an arcane rift, [24:52] and the boss is going to be creating [24:54] those pretty regularly, either through [24:55] players getting the debuff stacks to [24:57] three or the start of the encounter. [24:59] These arcane rifts will continuously [25:01] shoot out arcane orbs in every [25:03] direction, which will give you a lot of [25:05] things to dodge. It's not that bad when [25:06] you only have a handful of those rifts, [25:08] but as more players get debuffs, as more [25:10] players create more rifts, as you get [25:11] hit by more abilities, you're creating [25:13] so many rifts that it's pretty much [25:14] impossible for you to dodge every one of [25:16] them, which is how this boss is going to [25:18] probably take down a lot of players that [25:19] are not all that careful. So, for the [25:21] most part, when you can, you want to [25:23] dodge most abilities that the boss is [25:25] going to do as best as you can and only [25:27] take what you can't avoid. Astral blast, [25:30] where the tank where the boss will [25:31] target a player to blast him with a [25:33] bunch of arcane powers. So you want to [25:34] make sure to avoid the frontal as best [25:36] as you can. Power vacuum is where the [25:38] boss is going to grip players on top of [25:39] her to do arcane damage AOE. So you want [25:41] to make sure you got movement speed to [25:43] run out of it as quick as possible. And [25:45] the boss is also going to plink at [25:46] players with arcane missiles which does [25:48] immediate damage and applies [25:50] overwhelming power. This is going to be [25:52] the uncontrollable element. So you're [25:54] just going to want to be very very [25:55] careful to be positioned correctly. If [25:57] you are sitting at two stacks of [25:58] overwhelming power in case you do end up [26:00] dropping a rift, you kind of want to [26:02] keep them all clustered together. and [26:03] maybe as far away from the boss if at [26:05] all possible. Next boss, next dungeon is [26:08] actually going to be Pasauron where you [26:10] have three bosses from Wrath that have [26:12] actually been reworked in major ways. [26:14] Starting with Forge Master Garon, which [26:16] a lot of players played first uh during [26:18] beta. His main mechanic is going to be [26:20] to throw Saronite. He'll pick two [26:22] players and after a bit of time, he'll [26:23] throw Saronite at their location. You [26:25] want to position one of those Sonite [26:27] ores kind of far away and one you can [26:29] kind of keep closer to the middle that [26:31] will create a puddle, however. So, [26:33] ideally towards the edge of the room is [26:34] better, but as long as they're a decent [26:36] distance apart from each other, that's [26:38] going to be all fine. The tank is going [26:40] to need one of those or throw son in [26:42] order to break apart the orb breaker [26:45] ability. Otherwise, the take is going to [26:47] get hit with a pretty hefty stun and [26:49] most likely die with the boss's auto [26:50] attacks afterwards. But you basically [26:52] want to take orb breaker on top of those [26:54] sorite ores. This will create a puddle, [26:56] but it will help the tank live the stun [26:58] effect. Shortly afterwards, the boss is [27:00] going to do a glacial overload where you [27:02] can actually drag the boss next to one [27:03] of the sirenite ores. You'll overload [27:05] one of the um forges and it's going to [27:08] create a line between the forge and the [27:09] player. You want to hide behind the [27:11] block of sonite to avoid it. And you can [27:13] keep DPSing the boss as a melee if the [27:14] tank positions the boss correctly near [27:16] the other senite ore. Afterwards, the [27:19] bosses go into cryo stomp, shattering [27:21] the other siren ore, debuffing to [27:23] players so they take more frost damage. [27:24] So, healer wants to be very, very [27:26] careful with the spells on this one. or [27:28] if you need a defensive, you should use [27:30] it. But otherwise, try to avoid as much [27:32] damage as possible. During every time [27:34] one of those sonite ores shatters, it [27:36] creates a lot of swirlies for you to [27:38] dodge. So try to be very, very careful [27:39] with your positioning. But otherwise, [27:41] it's a very straightforward fight. You [27:42] just might run out of room if it takes [27:44] so long with those senite ores kind of [27:47] creating too many puddles on the ground. [27:50] The next boss is a duo of Ick and Crick. [27:52] Both of them pretty much share health, [27:54] so doing damage to one deals damage to [27:55] the other. So cleaving those two is [27:57] going to be huge. Ideally, Ick is going [27:59] to be the only boss that needs to be [28:00] tanked. Crick kind of just does his own [28:02] thing, cast spells it randomly. So, the [28:04] tank is going to want to position [28:05] around. Pretty early on, the boss is [28:08] going to do an ability called chade [28:09] shift where crick splits into three. [28:12] He'll still keep his own version of [28:13] himself, casting deathbolt, which needs [28:15] to be interrupted, but also create two [28:17] Asda will use shadow lance that also [28:19] needs to be interrupted and DPS as [28:20] quickly as possible. Whenever this [28:22] happens, the best way of dealing with [28:24] this from what I've seen is the tank [28:26] should take Ick near the real crick. The [28:29] tank should use their interrupt, which [28:30] is short enough in cooldown to interrupt [28:32] deathbolt every single time while also [28:35] moving away whenever blight smash is [28:38] about to happen. So you could drop a [28:40] disease puddles as far away from the [28:42] boss arena as possible. During that [28:44] time, the DPS should be DPSing the ads, [28:47] taking them down as quickly as possible [28:49] before you get overwhelmed. But doing [28:51] this with the tank interrupting Crick [28:53] does mean that his deathbolt won't be [28:55] oneshotting players and the only ads you [28:57] really have to deal with are the ads [28:59] from Crick that are being handled by the [29:01] healer and the DPS. After some time, [29:04] usually when the ads die, the two bosses [29:06] are actually going to stack together [29:07] with Crick jumping on top of and Crick [29:10] will command I to use the ability of get [29:12] him where he will fixate on a random [29:14] player slowly waddle into them but doing [29:16] a ton of damage when he reaches them. So [29:18] when you are getting fixated by Ick, you [29:20] should avoid them. Certain immunities [29:22] like blessing of protection that can [29:24] actually nullify the physical damage or [29:25] like a rogue evasion or any other [29:27] classes that have physical reductions [29:29] can technically use those in order to [29:31] avoid the damage, but only if your class [29:33] has an actual immunity. Otherwise, I [29:35] would avoid it as best as possible. [29:37] During that time, it is also going to [29:39] create more plague explosions, leaving [29:41] even more disease puddles. So, it's [29:42] going to be a lot of watching your feet [29:44] and trying to avoid those as best as [29:46] possible. [29:47] The final boss is going to be Scourge [29:49] Lloyd Tyrannis. The main mechanic of [29:51] Scourge Lloyd Tyrannis that needs to be [29:53] absolutely handled with care is whenever [29:56] a player gets targeted with a blue [29:58] circle, you want to move those to a [30:00] glowy pile and place a circle on top of [30:03] it, definitely place it on the one that [30:04] glows, but you could also hit all the [30:06] other ones that are not glowing around [30:07] it as well. This is going to be the most [30:09] important mechanic. It'll happen a [30:11] handful of times, but ideally by the [30:13] time the boss uses his big ability of [30:15] Army of the Dead, you should only have a [30:17] single glowing pile. Limiting the amount [30:20] of those glowing piles you have on the [30:21] floor is going to be incredibly helpful [30:23] in making this encounter easier. So, if [30:25] you get targeted by a circle, make sure [30:28] to run those to a glowy pile outright. [30:30] Do not stand, do not worry about the [30:33] boss, just do the mechanic as it's going [30:35] to make the rest of the fight much, much [30:36] easier. So outside of that, the boss is [30:40] mostly going to be using abilities that [30:42] you can usually dodge. There's going to [30:43] be a knock back on the tank, which isn't [30:45] super deadly. The tank just needs to be [30:47] very, very careful with it. And after [30:48] some time, usually after a couple of the [30:51] circles from the dragonfly above Rhyme [30:54] Fang go out, the boss is going to cast [30:56] Army of the Dead, summoning up all those [30:58] piles and turning them into ghouls. [31:00] However, the glowy pile is going to be a [31:03] caster gold that needs to be [31:04] interrupted, which is why you want to [31:06] limit to only have one of those because [31:07] they're very deadly. Everybody needs to [31:09] DPS those down, CC it, crowd control it, [31:11] stun it, whatever you can to interrupt [31:13] its cast. And during that time, you'll [31:14] need to dodge even more swirlies [31:16] underground. But DPSing and eliminating [31:18] that ad as quick as possible is going to [31:20] be of utmost importance. And otherwise, [31:22] as long as you're managing all the piles [31:24] and freezing them with the dragon's [31:26] breath attack, then you should be mostly [31:28] good to go, which helps limit the amount [31:29] of damage that goes out throughout the [31:31] encounter. [31:33] The next dungeon is Seed of Triumate, [31:35] and all these bosses are going to have [31:36] fairly straightforward mechanics, but [31:39] there's like some real weird overlaps [31:41] that need to be handled outright, [31:42] otherwise the bosses are going to be a [31:44] little overwhelming. First one is going [31:46] to be Zural the ascended who does a [31:48] number of things from decimate which [31:50] will be targeted on the player. You [31:52] ideally want to take those towards the [31:53] outside of the boss arena as it will [31:55] spawn a void sludge which you do not [31:57] want to stand in. The boss is also going [31:59] to use void slash which is a huge hit on [32:01] the tank that will deal physical and [32:03] shadow damage for the second hit. So [32:04] that's going to be someone to prepare [32:06] for. Ooze and slam will be a big AoE [32:08] ability that is a ton of damage and also [32:10] spawns two ads that need to be DPS down [32:13] or crowdcontrolled. As long as those ads [32:15] do not reach the boss, that'll be good [32:16] to go. Crushing void, however, will draw [32:19] all those ads towards the boss. So, [32:21] it'll make it much harder for you to CC [32:23] them. However, using stuns, roots, and [32:25] any other CC does stop the push back [32:28] effect or the drawing effect to the [32:29] boss. So, as long as those ads don't [32:31] reach the boss, you're good to go. [32:33] Majority of the time, just DPS in those [32:34] ads as soon as they're up is the safer [32:36] play. But if you have a class like a [32:38] druid, for example, with a root that can [32:40] keep those ads rooted for a while, that [32:42] is another way of dealing with it. It [32:43] just gives you more time to DPS the [32:45] boss, but that will only be good in [32:46] really coordinator groups. In most [32:48] cases, just DPS those ads. Next boss is [32:51] Sapish, who is a hunter who has two pets [32:54] with him. Those pets are going to do a [32:55] number of mechanics, but another [32:57] mechanic here or two is the pet and [32:59] Sepish. All of them share health. So, [33:01] you should try to stack them together [33:02] and cleave them down in order to make [33:04] this boss a little bit easier to deal [33:05] with them. So, the pets do only two [33:07] abilities. Dark Fang uses a shadow [33:10] pounce, which is a blade for the healer [33:11] to manage. You'll just port to a random [33:13] player and bite them. Shade wing will [33:15] swoop to a target location and will do a [33:17] cast of dread scream which needs to be [33:19] interrupted. But that's about it. And [33:21] the boss himself periodically is going [33:23] to create void bombs on player [33:25] locations. Ideally for this fight, you [33:27] kind of want to stack close together as [33:29] players. You don't want to have somebody [33:30] super far away. You kind of want to make [33:32] sure that alo all those void bombs are [33:35] close together. And even after the first [33:36] set of void bomb spawns, you don't want [33:38] to run too far out because he's going to [33:40] create like two, if not three waves of [33:42] these void bombs. So the closer they are [33:43] stacked together, the easier it's going [33:45] to be for all of you to clear them out. [33:47] You could break these bombs by running [33:49] into them. And the tank may want to do [33:51] that if they're not taking too much [33:52] damage. Just clearing them out maybe one [33:54] at a time as long as the debuff isn't [33:56] too bad on them. But the main way you're [33:58] going to be clearing it is through phase [33:59] dash where the boss is going to create [34:01] circles around players and you want to [34:02] take those circles on the void bombs to [34:04] clear them. The better you are at [34:05] stacking the location of void bombs, the [34:07] easier it's going to be for you to clear [34:09] them. But otherwise, if any of the bombs [34:11] are active and the boss uses an [34:13] overload, it's going to leave the [34:15] everybody with a pretty hefty dot [34:17] damage. And the damage output for this [34:19] effect is going to be kind of heavy. So, [34:21] you want to try to avoid that as best as [34:23] you can. Viceroy Nazar has very simple [34:26] abilities that all need to be dealt in a [34:28] very, very simple way. Cast Mind Blast, [34:30] which needs to be interrupted. He casts [34:32] gates of abyss which creates orbs for [34:34] you to dodge. They're kind of terror [34:36] where the orbs are going to fly so you [34:37] can preposition in order to be able to [34:39] avoid them. Umbra tentacles is going to [34:41] create tentacles that do AOE damage. You [34:43] just want to DPS them. Position the boss [34:45] next to tentacles if you can just to [34:46] make cleaving them down even easier. And [34:49] then at some point the boss is going to [34:50] use mass void infusion which will dot [34:53] players. Please heal them as a healer. [34:55] That's really about it. His big ability [34:57] at 100 energy is collapsing void where [34:59] Nazaro teleports to the center of the [35:01] room knocking everybody back and will [35:03] start to build up with the repulsing [35:04] force until he counters a void storm. [35:06] Basically just run towards the boss [35:08] because he'll create a safe area around [35:10] him. He'll still take some AoE damage [35:12] but the area near the boss is the [35:14] safest. So it's just going to be rush to [35:16] the boss. Make sure the ads are cleared [35:18] out before that tomb. So the technical [35:19] ads are going to be high priority to [35:21] make sure you don't have those up while [35:22] the void storm is happening. The last [35:25] boss of this instance is Lura, who also [35:27] has very, very simple yet strict [35:29] mechanics, very similar to some of the [35:31] other late bosses of other dungeons. His [35:33] main mechanic is going to be the note of [35:34] despair, where she'll create fragments [35:36] around the room that need to be [35:38] silenced. Whenever a player is targeted [35:40] by discord and beam, you want to make [35:42] sure to aim that beam at the notes of [35:44] despair. It's a lot more important for [35:46] you to make sure that the accuracy of [35:48] those uh discordant beams is more [35:50] important than damage on the boss here. [35:52] silencing those discord uh notes of [35:54] despair as early as possible is going to [35:56] make this fight easy. The longer this [35:58] fight goes on, the more damage the [35:59] players are going to take from those [36:01] nodes. So, focusing on making sure that [36:03] they get hit by the beam is of outmost [36:05] importance. Disintegrate is going to be [36:07] another ability. Simple dodge. Boss is [36:09] going to create void beams and they'll [36:11] rotate around the boss. Just make sure [36:13] you're not getting clipped by the void [36:14] beam and you're good to go. Once all of [36:17] the nodes are silenced, Alria will stun [36:19] the boss. making Lura take 200% more [36:23] damage. This is a perfect opportunity [36:24] for you to have all your cooldowns saved [36:26] for this phase specifically. This is why [36:28] I said earlier it's a lot more important [36:30] to do the mechanics of the boss than [36:31] damaging because there's going to be a [36:32] massive damage window anyway. Then since [36:35] you can't are going to be able to get [36:36] the most impact on the boss during that [36:38] window, focusing on mechanics to get out [36:40] of the phase into that invulnerability [36:42] phase as early as possible is going to [36:44] be of outmost importance. Missing any [36:47] notes of despair. This makes the fight [36:48] harder for the healer because the damage [36:49] is going to ramp up, but it also delays [36:51] the time that you'll have inside of that [36:53] big burst damage window. Last dungeon on [36:55] the list is Sky Rage for Moro General. [36:57] Again, it has a bunch of bosses that [36:59] have very, very straightforward [37:00] mechanics for the most part. First of [37:02] all, being Rangit, which is basically a [37:05] wind boss. All of his attacks are going [37:07] to be wind themed. You'll throw out wind [37:09] chocks, which you'll simply need to [37:10] dodge. Phantol blades, which will be a [37:12] bleed to heal. Gala surge, which will [37:15] pick a player, putting a uh a whirlwind [37:18] on the on the target, knocking the [37:19] player back. You basically just want to [37:21] place those away from other players, but [37:23] also be careful for the knock back. And [37:25] you want to make sure you're not [37:26] touching that wind again because it'll [37:28] do a ton of damage. Just a straight up [37:29] area to avoid. The big ability for the [37:32] boss is going to be chock vortex, which [37:33] will create a bunch of winds that'll [37:34] move around the room. [music] [37:36] It's a big dodge fiesta here. You're [37:38] just dodging winds at all times. So if [37:40] there's a wind mechanic or a frontal or [37:42] a chakrum, you're dodging them as best [37:44] as you can. [37:46] Archnath is going to be a interesting [37:48] boss that stands in the center of the [37:50] arena. So it's not like you can really [37:51] move them, but positioning on this boss [37:53] is going to be extra important [37:54] throughout this fight. There's going to [37:56] be these energized beams happening from [37:59] the outskirts of the arena that will go [38:01] into these constructs that will rechanle [38:03] the beam back to the boss. The DPS and [38:05] the healers want to make sure you're [38:06] standing in between the beams and the [38:08] boss to soak him. Only the DPS and the [38:10] healer should be doing this, not the [38:12] tank. The tank will have a whole another [38:13] mechanic together. The tank will have to [38:16] face the boss away with a fiery smash. [38:18] You want to make sure to aim it, but [38:20] when the boss starts casting fiery [38:21] smash, you want to dodge it. So, the [38:22] tank is always making sure that he's [38:24] facing it away from other players that [38:26] are soaking the beams at all times. [38:28] Players soaking beams should also be [38:30] ready to move because after the beam [38:32] soak is completed, those constructs on [38:34] the outskirts will do heat exhaustion. [38:36] So, it's going to be a lot of dodging [38:37] for everybody involved, but everybody's [38:39] going to be doing their own dodging and [38:41] aiming and mechanics at the same time. [38:43] Another ability you're going to have to [38:45] deal with is supernova. That's mostly [38:46] going to be for the healer to deal with. [38:47] It does big damage to heal, but majority [38:50] of the fight is just positioning heavy. [38:52] Rook is going to be the next boss, and [38:54] majority of his mechanic is going to be [38:55] summoning sun wings, which will create a [38:58] bird that needs to be taken down as [38:59] quickly as possible. However, defeating [39:01] the bird does not eliminate it. It just [39:02] places it back into an egg. The [39:05] smoldered eggs ideally should be placed [39:07] on the outskirts edges of the room. The [39:09] birds will also fixate a player, so try [39:11] to position them on the outside edges of [39:13] the room rather than in the center. And [39:15] try to place the birds away from each [39:17] other. The big mechanic here is if you [39:19] have a smoldering egg and another bird [39:21] dies on top of it. As it dies, it [39:23] reignites all other eggs around its [39:25] local area. This is why you want to make [39:27] sure these birds are separate from each [39:28] other. these eggs are as far away from [39:30] each other as possible to make sure the [39:32] birds are not dying on each other, [39:33] resing each other back to back to back [39:35] because it just does a ton of overall [39:37] damage. So, the faster you can take down [39:39] these birds, the better. Otherwise, for [39:41] the most part, Rook Red is going to have [39:43] the screech ability, so the tank is [39:44] going to want to stand in the boss's [39:46] melee at all times. The tank is not [39:47] DPSing the ads at all. You can taunt him [39:49] anyway. Maybe like you could stun him, [39:51] but you're mostly going to be standing [39:52] next to the boss to prevent it from [39:54] doing a screech while also getting hit [39:55] by burning claws, which does a ton of [39:57] fire damage. The only other ability [39:59] where everybody is going to avoid it, [40:01] the boss, even the tank, is steering [40:02] quills. The boss will move to an area [40:04] letting out a bunch of flaming quills, [40:06] which you'll want to stand behind the [40:08] pillar in the center of the boss arena [40:09] to dodge it. As soon as the quills are [40:12] gone, Tank needs to rush over to the [40:13] boss to interrupt screech and make sure [40:15] that the boss does not use any other [40:17] abilities whatsoever. Otherwise, that's [40:20] essentially the fight is just managing [40:21] ads and then making sure the tank is in [40:23] a boss's position at all times. [40:25] The final boss is going to be High Sage [40:27] Relics. Another fairly simple boss with [40:30] a very core mechanic that needs to be [40:31] intro avoided or dealt with as quickly [40:34] as possible. He'll cast a solo blast, [40:36] which is a simple interrupt ability. [40:38] Scorch and Ray will heal beam three [40:40] players dealing some immediate fire [40:42] damage and a dot damage over time. You [40:44] just have to heal through it. Lance [40:46] flare will heal pick up player and with [40:47] a beam that follows the player. That [40:49] beam will also leave a blazing ground in [40:51] its wake. So, you want to make sure to [40:53] aim this away from the group and kind of [40:55] put it towards the outside edge of the [40:56] boss arena, away from other players, not [40:59] running that beam all across the boss [41:00] arena. Periodically, the boss will [41:02] summon a zeala to try to grab a player [41:05] and will slowly fly him off the edge of [41:07] the room boss arena to drop Mau down. [41:10] You essentially want to say those [41:11] zealots as soon as they're up, stun [41:13] them, slow them, do everything you can [41:14] in order to limit their ability to take [41:17] uh your your group members out of the [41:19] boss arena. And as long as you can deal [41:21] with those ads and as long as you can [41:23] deal with the beams being away, the boss [41:25] is generally straightforward. [41:27] But with that being said, as always, I [41:29] do want to thank all of you guys so much [41:30] for watching and I hope you guys enjoyed [41:32] this video. If you did enjoy this guide [41:33] update or found it informative, go ahead [41:35] and give this video a like as it would [41:37] very much appreciate it. Be sure to join [41:39] our Disc community. Link to that is in [41:41] the description of every single one of [41:42] our videos. Let me know your thoughts in [41:44] the comment section down below. And as [41:46] always, I'll see all of you guys in the [41:48] next one.