---
title: 'How to Master All 8 Dungeons: Midnight Season 1 M+ Full Walkthrough'
source: 'https://youtube.com/watch?v=DMcpeEK_tHE'
video_id: 'DMcpeEK_tHE'
date: 2026-06-15
duration_sec: 0
---

# How to Master All 8 Dungeons: Midnight Season 1 M+ Full Walkthrough

> Source: [How to Master All 8 Dungeons: Midnight Season 1 M+ Full Walkthrough](https://youtube.com/watch?v=DMcpeEK_tHE)

## Summary

This video provides a comprehensive guide to all eight dungeons in the Mythic Plus season 1 of the Midnight expansion, covering major boss mechanics, trash strategies, and key tips to help players prepare for high-level runs.

### Key Points

- **Dungeon Overview** [01:04] — The four Midnight dungeons for season 1 are Madress of Cherus, Myazra Caverns, Nexus Pointenas, and Windrunner Spire. The non-Midnight dungeons include Algathar Academy, Pasauron, Seed of Triumate, and Sky Rage for Moro General.
- **Madress of Cherus – First Boss** [01:22] — Aronotron Kustos has Repulsion Slam (knockback), Arcane Expulsion (puddles), shackles (dispel/root break), and Refueling Protocol (soak mana orbs). Tank should position boss in corners.
- **Madress of Cherus – Second Boss** [02:45] — Sarinel Sun Lash uses Runic Mark (spread dot), Suppression Zone (remove dot but creates puddles), Hastening Ward (dispel), and Wave of Silence (stand in suppression zone to avoid).
- **Madress of Cherus – Third Boss** [03:48] — Jillis (jellyfish) splits into clones at start and 50% health. Mechanics include Neuralink (run to linked clone), Cosmic Sting (puddles), and Astral Grasp (pull). More clones = more mechanics.
- **Madress of Cherus – Fourth Boss** [05:10] — Gentrius: avoid lines on ground, bounce unstable void essence orbs 4 times (wipe if orb lands), manage entropy debuff, and dispel puddles away from group.
- **Myazra Caverns – First Boss** [06:31] — Dual boss Murin and Necrax. Murin does sleep, flanking spear (bleed), freezing traps, and barrage. Necrax spreads disease (dispel), uses FedEd Quilltorm (dodge), and Carrying Swoop (use freeze trap to stun). Kill them evenly.
- **Myazra Caverns – Second Boss** [08:15] — War Daza spawns phantoms that follow players. CC, kill, or make them collide to remove. Boss channels Necrotic Convergence – DPS shield while dodging orbs.
- **Myazra Caverns – Third Boss** [09:24] — Ratul is a dance boss: tank leap (puddle), totem leap (cleave totems), then spirit realm (CC malignant souls for damage buff). Repeat pattern.
- **Nexus Pointenas – First Boss** [10:40] — Chief Corrite: never touch lines unless you have Reflex Charge (immune, overload lines). Manage lines and dodge Core Spark Detonation.
- **Nexus Pointenas – Second Boss** [11:43] — Warden Nazara: spawns ads (pull together), Eclipse circles (move away), Arm Roll Lash (knockback), and Light Scar Flare (stand in for damage, but hurts).
- **Nexus Pointenas – Third Boss** [12:44] — Lothraxian: frontal cleave, clones (drop circles), Divine Kyle phase – find real dreadlord (no horns) and interrupt. Do not damage other images.
- **Windrunner Spire – First Bosses** [14:01] — Derelic Duo: Latch (big guy) does splattering spew (puddles); Callus (banshee) casts shadow bolt (interrupt), curse of darkness (dispel/CC ghost). Debilitating Shriek + Heaving Yank – stand behind Callus to yank her down.
- **Windrunner Spire – Emberdawn** [15:39] — Simple boss: searing beak (tank), flame updraft (run circles to edge), burning gale (dodge frontal and twisters).
- **Windrunner Spire – Commander Krug** [16:28] — Dance boss: rampage (tank), reckless leap (dodge circles), intimidating shout (stack). At 65% and 35% health, rallying below – immune, fixates player, spawns ads (interrupt mystic).
- **Windrunner Spire – Restless Heart** [17:52] — Sprays arrows (dot), bullseye wind blast (use arrows to leap over wave and clear dot). Temper slash (tank knockback into wall), gust shot (spread, hit spirits), bolt gale (face away).
- **Algathar Academy – Overgrown Ancient** [19:44] — Germinate (cleave ads), branch shadow (DPS tree, stand in healing circle), bark breaker (tank debuff). At 100 energy, burst forth awakens dormant lashers.
- **Algathar Academy – Bird Boss** [21:23] — Deafening screech (silence), savage peck (bleed), overpowering gust (knockback). At 75% and 45% health, use balls to interrupt – blue goal first (haste orbs + tornadoes), red goal later (stun + fire damage).
- **Algathar Academy – Veximus** [23:08] — Arcane orbs (soak before boss, stagger debuff), arcane expulsion (frontal), mana bombs (drop puddles away), arcane fissures (dodge).
- **Algathar Academy – Echo of Duragosa** [24:32] — Overwhelming power (haste buff but at 3 stacks creates arcane rift). Dodge orbs, avoid frontal, run out of power vacuum. Manage rifts to not get overwhelmed.
- **Pasauron – Forge Master Garon** [26:08] — Throws Saronite ores – tank uses one for orb breaker (stun), hide behind ore for glacial overload, then cryo stomp (frost damage).
- **Pasauron – Ick and Crick** [27:50] — Share health. Crick splits into three (interrupt deathbolt, DPS ads). Ick fixates a player (avoid). Tank interrupts Crick and moves away from blight smash.
- **Pasauron – Scourge Lloyd Tyrannis** [29:47] — Blue circle – place on glowy pile to limit piles. Army of the Dead turns piles into ghouls – interrupt caster ghoul. Manage piles with dragon's breath.
- **Seed of Triumate – Zural the Ascended** [31:33] — Decimate (void sludge), void slash (tank), ooze and slam (spawn ads – CC or kill), crushing void (draws ads – use CC to stop).
- **Seed of Triumate – Sapish** [32:50] — Hunter with two pets (share health). Stack void bombs close together, clear with phase dash circles. Avoid overload (heavy dot).
- **Seed of Triumate – Viceroy Nazar** [34:25] — Mind blast (interrupt), gates of abyss (dodge orbs), umbra tentacles (DPS), mass void infusion (heal). At 100 energy, collapsing void – run to boss for safe zone.
- **Seed of Triumate – Lura** [35:25] — Notes of despair – use discordant beam to silence them. Disintegrate (dodge beams). After all notes silenced, boss stunned and takes 200% more damage – burn phase.
- **Sky Rage – Rangit** [36:55] — Wind boss: dodge wind chocks, gala surge (place whirlwind away), chock vortex (dodge moving winds).
- **Sky Rage – Archnath** [37:46] — Center boss. DPS/healers soak energized beams between constructs and boss. Tank faces boss away and dodges fiery smash. Supernova (heal through).
- **Sky Rage – Rook** [38:52] — Summons sun wings (birds) – kill them, but they respawn as eggs. Keep eggs separate to avoid chain reignition. Tank stands in melee to prevent screech, dodge steering quills behind pillar.
- **Sky Rage – High Sage Relics** [40:25] — Solo blast (interrupt), scorch and ray (heal through), lance flare (aim beam away), zealots (CC/kill to prevent being carried off).

### Conclusion

Mastering these eight dungeons requires understanding each boss's unique mechanics, from soaking orbs and managing adds to precise positioning and cooldown usage. Practice and coordination are key to success in Mythic Plus season 1.

## Transcript

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