[0:00] With the first season of Midnight just [0:01] one week away, now is the perfect time [0:03] to learn the mechanics of each dungeon [0:05] to get a head start for when Mythic Plus [0:06] releases. In this video, I will be going [0:08] over bosses, important trash, when to [0:10] use defensives, healing cooldowns, and [0:12] generally what packs to pull and avoid. [0:14] I go over the four new dungeons that [0:16] will be a part of the rotation in season [0:17] one, those being Magisters' Terrace, My [0:20] Saurids' Caverns, Nexus-Point Zenith, [0:22] and Windrunner's Spire. [0:24] Starting off with Magisters' Terrace, we [0:26] have a nifty new dungeon based in [0:27] Silvermoon City. The first pull in [0:29] Terrace notably has two Arcane [0:31] Magisters, which are adds that reoccur [0:33] throughout the whole dungeon. Magisters [0:34] will cast Polymorph on a random target. [0:36] So, this needs to be interrupted and [0:38] focused down, or the dungeon might be [0:39] over before it begins. You'll also be [0:41] facing an Arcane Sentry, which will cast [0:43] three notable spells. Arcane Beam is a [0:46] channeled laser that will follow the [0:47] target player and leave behind pools. [0:49] Ethereal Shackles is a channeled tank [0:51] buster that also roots. And lastly, they [0:53] have Crowd Dispersal, which is a [0:54] knockback which I'll talk about later. [0:57] In the library maze, there is a tome [0:59] that provides the group 5% haste for 30 [1:01] minutes. So, make sure to pick that up [1:03] since it should last the whole dungeon, [1:04] hopefully. Avoid librarians, which is [1:06] just good advice in general, and make [1:08] your way to the first of many [1:09] pyromancers. Try not to pull this guy [1:11] until the full group is through the maze [1:13] and until all the animated codex are [1:14] killed. These adds will cast ignition, a [1:17] permanent rot damage dot, while also [1:18] throwing out pyroblasts that are one [1:20] shots. So, make sure not to miss these [1:22] kicks. [1:23] In this next area, be hyper aware that [1:25] there are more Arcane Sentries that will [1:26] use Crowd Dispersal, which like I said, [1:28] knocks players back a fair amount, and [1:30] you can accidentally back pull if not [1:31] careful. Additionally, Sunblade [1:33] Enforcers will gain Arcane Blade, [1:35] dealing massive tank damage that should [1:36] be purged if possible. [1:39] Before Arcanotron Custos, the first [1:41] boss, there are these Spellwoven [1:43] Familiars that burst on death, [1:44] increasing damage of nearby enemies and [1:46] dealing AoE damage. This is especially [1:48] dangerous with the nearby pyromancers. [1:51] Speaking of Arcanotron Custos, we are [1:53] now onto the first boss. He will cast [1:55] the same knockback as the Sentries, but [1:57] also leave a pool of arcane damage. Make [2:00] sure to tank him in a corner to spread [2:01] as little of this as possible. This also [2:03] allows you to negate the tank buster [2:04] knockback. He starts at 100 energy that [2:07] drains until it hits zero, at which [2:08] point he will stand still sucking orbs [2:10] closer to him which deal massive AoE [2:11] damage if he touches them. Collecting [2:13] orbs will do increasingly more damage, [2:15] so use immunities and defensives to grab [2:17] as many as possible without offing [2:18] yourself by accident. Collecting these [2:20] orbs will also drop small pools, so be [2:22] aware of crowding the area too much. [2:24] During this intermission, the boss takes [2:26] 20% more damage and the first [2:27] intermission happens about 50 seconds [2:29] into the fight and every 50 seconds [2:31] afterwards, so plan cool downs [2:32] accordingly. [2:34] The section after the first boss notably [2:36] has a new add, rune spellbreakers, which [2:38] will cast a cleave frontal that easily [2:40] topples DPS or healers, so be careful [2:42] not to get hit by this and tanks try and [2:44] face them towards the wall. They also [2:45] leave nasty dots from runic cleave which [2:47] does a little bit of splash damage, so [2:49] pre-spread a bit. After going through a [2:51] few familiar faces, you're on to Saranal [2:54] Sunslash, the second boss. The mechanics [2:56] of this boss mainly revolve around [2:58] suppression zone, an AMZ looking ground [3:00] effect that silences players within. Two [3:02] players will be hit with runic mark and [3:04] need to remove this dot by stepping into [3:06] the zone. When removed, it will deal [3:08] massive group-wide damage, so they [3:10] should be staggered. Wave of silence is [3:12] a long cast that will one-shot players [3:14] outside of the suppression zone when it [3:15] resolves, so make sure to be in the zone [3:17] a few moments before the cast goes off. [3:19] After this boss, channel the table above [3:21] him and start making your way back [3:22] through the dungeon. [3:24] The second half of the dungeon [3:25] introduces entirely new add packs with [3:27] the most notable enemy being void [3:29] terrors who will cast terror wave, a [3:31] mass fear that will almost always lead [3:33] to a wipe if it resolves. [3:35] No, no, no, no, no, no, no. Wait, wait, [3:37] wait wait. [3:38] Wait, wait, wait, [screaming] wait, [3:39] wait. They also put out consuming void [3:41] debuffs. These guys are prio CC, kick, [3:44] and kill targets. Shadow rift void [3:46] callers will spawn adds and deal massive [3:48] AoE damage with consuming shadows. This [3:50] ability can be LoS'd, so if you want, [3:52] you can take him in a corner so your [3:53] group can hide. [3:55] The last big add in this area is the [3:56] Devouring Tyrants, which have a massive [3:58] heal absorb tank buster. They also throw [4:00] out void bombs that deal AoE damage [4:02] around chosen players, so keep a safe [4:03] distance from friends. Once clearing the [4:05] room, Gemellus will appear. This [4:07] oversized jellyfish will triplicate [4:09] twice throughout the fight. Once in the [4:11] three targets at the beginning of the [4:12] fight, and again at 50% health to five [4:15] targets. These adds will occasionally [4:17] put on a massive absorb shield that need [4:19] to be removed by the players with [4:20] Norgannon's link. Each player is tied to [4:22] one specific jelly indicated by a red [4:24] arrow on the floor. Move over to your [4:26] indicated jellyfish and touch them ASAP. [4:28] Usually not good advice. [4:30] The jellyfish will also attempt to pull [4:31] players in, but there's no indication [4:33] which jellyfish will target you, so try [4:35] not to be too close to any of them. [4:37] Headed into the final section, we have a [4:39] nasty pull with two void callers before [4:41] the final boss. Try and mark one to [4:43] focus down to reduce the AoE damage. [4:45] Degenerate, I mean, De Jentrius is the [4:48] final and most punishing boss of the [4:49] dungeon. The room is sectioned off into [4:51] four quadrants. It's important to have a [4:53] DPS in each of three sections and a tank [4:55] and healer in the fourth. Splitting the [4:57] group up is crucial for dealing with the [4:59] main mechanic, Unstable Void Essence, [5:01] which bounces from zone to zone and [5:03] needs to be soaked by the player in that [5:04] area before it drops. Basically, a [5:06] volleyball fight. This boss requires a [5:09] lot of personal responsibility, and if [5:10] someone dies, it is absolutely necessary [5:13] for the tank to take over that player's [5:14] section to continue soaking. [5:16] Additionally, players will spew out [5:18] entropy orbs in the indicated direction. [5:20] So, it's important to try not to snipe [5:22] someone who's soaking. If you do get hit [5:24] by an orb, it's okay. It's much more [5:26] important to not miss the soak. Lastly, [5:28] the tank will receive a nasty dot [5:30] through the tank buster, Hulking [5:31] Fragment, which needs to be dispelled. [5:33] But, since it drops area denial, wait [5:35] until the tank backs up a bit before [5:37] dispelling them. [5:39] Next up, we have My'sara's Caverns, and [5:41] let me tell you, they really did not [5:42] hold back with enemy diversity. There [5:44] are so many different types of mobs, and [5:46] right off the bat, we of course have a [5:48] big lust pull. This first pull is wildly [5:51] chaotic, and things can often get out of [5:52] hand super quickly. There are head [5:54] hunters disengaging to cast hook snare [5:56] and throw spear, and an elephant who [5:58] casts roar, a massive AoE damage button [6:00] that also interrupts and silences [6:01] casters. Additionally, berserkers will [6:04] of course, well, berserk, dealing lots [6:06] of tank damage, which is a good soothe [6:08] target. AoE CC, stuns, interrupts, and [6:11] grips are absolutely needed here, and [6:13] the elephant should be your main prior [6:15] target. [6:16] From this first pull, you can either go [6:17] left or right, with the main goal of [6:19] freeing eight of the prisoners on your [6:20] way to the first boss. [6:22] Both paths have the same adds just with [6:24] different layouts. Notably, there are [6:26] hexbound eagles with a channeled frontal [6:27] and shredding talons, so make sure not [6:29] to stand in this. This visual is not [6:31] easy to see, so look out for the cast [6:33] and channel bar to help locate the bird. [6:35] Regardless of which side you or your [6:36] tank chooses to go, I recommend [6:38] incorporating these huts in the route. [6:40] Inside, there is soup, which each player [6:42] can drink for 3% leech and avoidance. [6:44] Nice. Likewise, each side has a hexbound [6:46] guardian, which I would recommend [6:47] skipping. They cast magma surge, which [6:50] blasts a fiery beam towards a player and [6:52] anyone in between. They also have an [6:53] aura which blasts out damage constantly, [6:56] and a dispel. [6:58] Bears here will stack damage on the [7:00] tank, so kiting will definitely be [7:01] required at higher levels. Oh, kite [7:03] tanking, when will you ever go away? [7:06] Ritual hexers have, well, a hex cast. [7:09] Hexers hex, berserkers berserk, makes [7:11] sense. Umbral shadowbinders are another [7:13] caster. Didn't they say they were going [7:14] to be less casters? Anyways, these guys [7:17] channel shrink onto a player who will [7:19] get crushed if stepped on by another [7:20] party member. Lastly, there are dread [7:22] soul eaters that will throw out frogs. [7:24] That's right, frogs, that need to be [7:25] avoided. Finally, after going through a [7:28] Super Smash Bros. roster of characters, [7:30] we roll on to our first boss. This duo [7:32] does not share health and must be killed [7:34] at the same time. Murkidan will throw [7:36] out freezing traps at players, so dodge [7:37] these. He will also cast a frontal [7:39] targeted at player, so isolate whoever [7:41] is targeted. Murkidan will also [7:43] disengage and knock back the tank, so [7:45] make sure not to get hit into a freezing [7:46] trap. His bird bud, Nekrax, will throw [7:49] out AoE disease rot damage. Nekrax will [7:51] also cast carrion sweep, in which he [7:53] will charge at a player and knock them [7:54] comically high into the air. [8:04] The main target of this ability can step [8:06] into a freezing trap to negate the hit [8:07] and stun the big dumb bird. Remember all [8:09] those ads we learned about in the first [8:11] section? Forget about them. We have an [8:13] entirely new set of undead ads after the [8:15] first boss. Grim skirmishers have a [8:17] purgeable shield worth half of their [8:19] health, but be careful with mass dispel [8:20] as they do do group-wide damage when [8:22] depleted. Restless gnarlwood does AoE [8:25] damage on each melee hit and has a tank [8:27] buster. Restless warriors will stack [8:29] dread slash and will attempt to [8:30] reanimate upon death, which needs to be [8:32] interrupted. This area is super [8:34] dangerous for your tank, so healers, [8:36] beware. Lastly, there are tormented [8:38] shades which will cast spirit realm, [8:40] which should be interrupted and [8:41] dispelled. We then come across the mini [8:43] boss of the dungeon, Rokzal, who has two [8:45] main abilities. The first is just purple [8:47] avenger, so avoid this, and the second [8:50] is ritual sacrifice, which will place a [8:52] player on the altar and attempt to [8:54] sacrifice them. Brutal. This can be [8:56] immune or dispelled via root removal, [8:58] such as freedom or tyrant's lost. The [9:01] next set of ads includes a new bound [9:03] defender with another insane amount of [9:05] abilities. They have an AoE damage on [9:07] each melee hit and will also cast [9:09] reflecting funnel as well as tornadoes [9:11] that will knock you back in the most [9:12] annoying way possible. In this area, try [9:14] to avoid the souls as they will root you [9:16] in place, as well as the bats as they [9:17] will cast an AoE silence. [9:19] The last enemy we have here is the [9:21] hollow soul render, which will cast [9:22] frost nova that roots nearby players. [9:25] From there, we have the second boss, [9:26] Fordragon, which I will let my good [9:28] friend Blair explain. [9:29] You got to make your ghosts kiss. Not [9:31] all at once. Thank you, Blair. [9:33] Players targeted by rest phantoms need [9:35] to make their ghosts touch each other, [9:37] which applies two dots. Once that falls [9:39] off, the other two targeted players [9:41] touch their ghosts. After every even [9:43] cast of Rest Phantoms, the boss will [9:45] jump into the middle and channel AoE [9:47] damage and throw around balls. Break the [9:49] shield to end the intermission, and the [9:51] only other mechanic is Unmake, which is [9:52] a frontal, so make sure to avoid it. [9:55] For this next part, I recommend skipping [9:56] as much of this section as possible, as [9:58] the mini boss at the end of the bridge [10:00] throws down orbs that can easily knock [10:02] you off. [10:03] WHAT AN IDIOT. [10:06] GOD DAMN IT. ONCE YOU GET CLOSER TO HIM, [10:09] he'll deal massive sonic damage, so kill [10:10] him quickly. Afterwards, we are on to [10:13] the final boss, Rock Tool. Rock Tool [10:15] deals passive damage and spawns circles [10:17] throughout the fight. His main mechanic [10:18] is Crush Soul, in which he will leap to [10:20] three targets quickly to drop three Soul [10:22] Bind Totems, which will channel damage [10:23] into players and drag them closer. Make [10:25] sure to drop these close enough to [10:27] cleave down. Tanks deal with Spirit [10:29] Breaker, which will knock you back and [10:31] drop a massive area denial. Make sure to [10:33] drop this in the corner to both prevent [10:35] the knockback and keep the area open. [10:37] The intermission of the fight happens [10:39] when he casts Soul Rending Roar, which [10:40] deals increased damage for each alive [10:42] totems, making them even more of a prio [10:44] kill. You will be sent, once again, back [10:46] across the bridge. Interrupt adds along [10:48] the way to clear the way and gain a [10:50] speed buff and damage buff. Rush back to [10:53] the boss and blow him up. [10:56] Next up, we have Nexus Point Xenix, [10:57] which starts in a big open room, and [10:59] that's it. You guessed it, a great first [11:02] pull up. [11:03] This strangely shaped dungeon is split [11:05] into Arcane, Void, and Light. And the [11:07] first pull has representatives from all [11:08] three. The Void enemy is Scrounders, [11:11] which are incidental adds that will jump [11:12] onto another mob at half health, [11:14] granting them an absorb shield, and can [11:16] be removed via CC. For our Arcane [11:19] representatives, we have Shadow Guard [11:20] Defenders, who will stack armor decrease [11:22] and heal absorbs with each melee through [11:24] Null Sunder. These stacks can be removed [11:26] by healing off the absorb, so healers [11:28] might need to pay a special attention to [11:30] their tanks in this first pull. right [11:32] Arcanists have a super important cast, [11:34] transference. This will cause all [11:36] healing done to a player to be [11:37] redirected to the Arcanist, which is [11:39] obviously very bad. Not being able to [11:41] heal the affected player means they [11:43] might need external defensive {slash} [11:45] absorbs. Lastly, we have our light [11:47] representative, the lingering images, [11:49] aka mini Aluraxion. These guys throw out [11:52] dots and a really dangerous tank buster. [11:54] This can be especially dangerous with [11:56] stacks of null sunder, so make sure to [11:58] plan defensives accordingly. From this [12:00] first room, you can either head left or [12:02] right first, but you'll need to go both [12:03] ways eventually, so let's just head left [12:05] to the arcane section for now. We have [12:07] our familiar defenders and Arcanists [12:09] from the first pull, but also a new [12:10] lieutenant add, the circuit seers. These [12:13] guys will cast core spark overload, [12:15] which will empower a nearby barrel to [12:16] explode after 10 seconds, almost [12:18] guaranteeing a wipe. This barrel needs [12:20] to be killed ASAP, as it cannot be CC'd [12:23] or interrupted in any other way. They'll [12:25] also channel AoE damage with arcing [12:27] damage, that's what it's called. Nope, [12:30] that's not what it's called, it's called [12:31] arcane mana. Whatever, I'm keeping it [12:33] in. The other new notable mob in this [12:35] area are the flux engineers, who drop a [12:36] debuff that deals damage when the player [12:38] moves. So, if you have this, stand [12:40] still. They also drop barrels. The last [12:43] notable part of this section before [12:44] moving on to the boss is don't cross [12:46] these lasers, obvious, but less obvious [12:48] is that warlock gateways don't work. [12:50] However, rogues and engineers can [12:52] disable them permanently, so that could [12:55] vary up the route. [12:56] These core sparks deal massive damage if [12:58] you stand in them and grant haste, but [13:00] straight up they are not worth it, as [13:02] they'll just kill you before you get any [13:03] meaningful buff. [13:05] Core right Kaz'raj, the first boss, will [13:07] section off the area quickly with lay [13:09] line array, which needs to be removed by [13:11] whatever player gets the reflux charge [13:13] debuff. When active, the debuff player [13:15] will see the pink lines change to blue. [13:17] If you're color blind, [13:19] um [13:21] I don't know. [13:23] Good luck. [13:24] Make sure to hit the most amount of [13:26] lines possible, so stand in the [13:27] intersection of any lines. [13:29] Flux collapse will also shoot out [13:31] circles underneath the targeted player [13:32] and leave behind arcane spill, so move [13:34] out of these as they spawn underneath [13:36] you. Once the boss reaches 100 energy, [13:38] he will throw a massive ball at a [13:40] player, so try and bait this into a good [13:42] spot as it will knock all players back a [13:44] significant amount and you want to avoid [13:46] anyone getting hit into the lasers. It [13:48] will also leave a huge heal absorb on [13:50] players, so healers plan accordingly. [13:52] After the boss is downed, players need [13:54] to channel the conduit behind the boss [13:55] to be returned to the first room where [13:57] you can start heading to the next wing, [13:58] the void wing. [14:00] In this section, when some ads die, they [14:02] will spawn smudges that will inch [14:04] towards dormant dreadflails and channel [14:06] whatever health they have remaining into [14:08] them. You do not want these guys to wake [14:10] up, so kill the smudges ASAP. Grand [14:12] nullifiers are the main casters in this [14:14] wing who will cast nullify that will [14:16] chunk DPS, so make sure to kick it. They [14:18] also spawn these circles that will, hmm, [14:21] let me see. Oh yeah, fear you. Hence the [14:24] giant fear symbol. Cursed void callers [14:26] burst upon death with creeping void. [14:29] Dust crate herald will post dark [14:30] beckoning which sends out tiny void [14:32] walkers that float outwards dealing [14:34] damage upon contact with players. They [14:36] also channel damage with entropic leech [14:38] which can be ended early if the healing [14:40] absorb is removed. Null sentinels will [14:41] cast dread bellow which is an AoE damage [14:44] curse and a knockback, so make sure not [14:46] to get knocked in the nearby packs. They [14:48] also have a tank buster. The last enemy [14:50] is a dreadflail and you'll see why we [14:52] don't want these Hades looking Mfers to [14:53] wake up. All melees are frontals and [14:56] flail storm turns him into a beyblade [14:58] that hits a player and is definitely not [15:00] a melee friendly mechanic. After three [15:02] waves of enemies, core warden Nassarian [15:04] will spawn with 60% health. She will [15:06] cast eclipsing step which does damage in [15:08] a huge radius, so run this out of the [15:10] group. Additionally, she will use null [15:12] vanguard that spawns a dreadflail and a [15:14] nullifier. This is especially dangerous [15:16] since the boss also has a tank buster [15:18] that will leave you vulnerable. There is [15:19] a massive 300% damage amp phase 30 [15:22] seconds into the fight and every 1 [15:23] minute afterwards, so plan accordingly. [15:25] This happens when the wraith scene [15:27] attacks the boss. Do not stand in this [15:29] initial hit as it'll disorient and [15:31] damage you, but stand in the light scar [15:32] flare afterwards for the buff. This also [15:35] does a ton of damage so healers might [15:36] need big cool downs here. After the boss [15:38] is dead, channel into the same conduit [15:40] but don't hold your breath as you will [15:42] immediately have to channel into another [15:44] conduit. Oh yeah, gameplay. In this [15:47] section you pretty much go from mini [15:49] wraith scene to mini wraith scene with [15:51] the most notable new ad being the light [15:52] rod. These guys spam bolts like crazy [15:55] and should be interrupted at any chance [15:57] you get. They also throw out two magic [15:58] debuffs which should be dispelled and [16:00] healed. There are also these bats that [16:02] blow up upon death dealing damage to [16:03] players and healing enemies in the [16:05] circle. Additionally, swarms of bugs [16:07] will fixate players and melee them, so [16:08] try to kite them through the pack. [16:13] Once the two lingering images are killed [16:15] on the platform, the real wraith scene [16:17] will spawn. The main mechanic of this [16:19] fight revolves around brilliant [16:20] dispersion that spawns two fractured [16:22] images on three different players for a [16:24] total of six images per cast. These ads [16:26] will occasionally use flicker to dash [16:27] towards a player indicated by a circle [16:29] and running into these images at any [16:31] point in the fight will cause them to [16:32] claw at you dealing damage and knocking [16:34] you back. The intermission causes all [16:36] fractured images to channel AoE damage. [16:38] You must find the boss hidden within the [16:40] images. The boss is the only one without [16:42] horns. Additionally, hunters mark will [16:44] stay on the real boss, but this might be [16:46] patched out. Don't interrupt any of the [16:49] fake bosses as interrupting the wrong [16:52] one will cause massive AoE damage. [16:55] Our last dungeon is my favorite of the [16:57] four, Windrunner Spire. The initial room [16:59] is a big open space perfect for a lust [17:02] ball. [17:03] The main casters in this pool are the [17:05] restless stirs. They throw out spirit [17:06] bolts as well as two dispel debuffs at a [17:08] time. Dutiful groundskeepers will slowly [17:11] build up sheer armor stacks with each [17:12] melee. Spellguard Magus channel arcane [17:14] salvo for AoE damage and at 50% they [17:17] drop 99% damage reduction AoE effect. [17:20] This is what can really stop DPS in [17:22] their tracks as damage effectively [17:24] cannot be done as long as enemies are in [17:26] it. Use pushes, grips, and kite the pack [17:28] out of these ASAP. We once again have a [17:30] choice for which boss to go to first. [17:32] Almost every group I've run with has [17:34] gone to Emberdon first, so I'll go over [17:35] that wing. [17:37] Territorial Dragonhawks are the mob you [17:39] need to know about and spread the word [17:41] about. Fire spit channel will target one [17:44] player and basically mark them for [17:45] death. CC and kill these ASAP. This can [17:48] only be stopped with a hard stop, not an [17:51] interrupt. The next section is [17:53] Arachnophobia/Crab [17:55] Central with lots of poison sprays going [17:57] out at once. There's also a mini boss in [17:59] this section, the Apex legs, who has a [18:01] tank buster and will leap to players [18:03] dealing splash AoE damage, so loosely [18:05] spread. Next, there is the mushroom [18:06] section where little lashers are hidden [18:08] around the bushes and make for a super [18:10] fun high damage pull. Notably, there is [18:12] a big bloated lasher that has a big AoE [18:14] spore dispersal that buffs the nearby [18:16] lashers. Soon enough, we're on to our [18:18] first boss, Emberdon. This fight [18:20] revolves around flaming updraft in which [18:22] players will be targeted to drop flaming [18:23] tornadoes after location after a few [18:26] seconds. Bait this to the edge of the [18:28] room and then move the second it comes [18:29] out. This is important for the [18:31] intermission for when the boss casts [18:33] burning gale, pulling players towards [18:35] him, pulsing heavy AoE damage, and [18:36] rotating like a sausage to cast four [18:38] fire breaths. This is where you need to [18:40] use defensives, big healer cooldowns, [18:42] and whatever you need to survive. Other [18:44] than that, this boss has a tank buster [18:46] with searing beak that leaves a dot, so [18:48] be prepared for that. It's also worth it [18:49] to mention that if you need to release [18:51] any point before this, there's an item [18:53] to click in the beginning that will give [18:54] you a speed boost to get back. After [18:56] Emberdon is defeated, click the portal [18:57] to be sent back to the beginning and [18:59] head down the other wing. [19:01] In this next section, we have a few new [19:02] adds. Wind runner soldiers will cast [19:04] precise cut reducing healing done, so [19:06] blood death knights beware. Ardent [19:08] cutthroats will cast poison blades that [19:10] cause them to stack poison on the tank [19:11] and a nearby player, so make sure to [19:13] interrupt this. The second interrupt [19:15] target is the devoted warbringers who [19:16] will cast pulsing shriek, which gives [19:18] them a big absorb shield while they [19:19] pulse heavy AoE damage. [19:21] Break the shield and kick this channel [19:23] ASAP as healers can't keep up with this [19:24] damage. Lastly, there are flesh behemoth [19:27] who will drop fetid spew to drop puddles [19:28] of area denial and also have a tank [19:30] buster. Soon enough, you're at the [19:32] second boss, a duo encounter that once [19:34] again does not share health, so make [19:35] sure to cleave down evenly. Callous will [19:37] cast curse of darkness, which is a curse [19:39] dispel causes ghosts to fixate two [19:41] players at a time. Kite this away and [19:43] dispel if you can, otherwise CC these [19:45] adds. She also spams bolt, so interrupt [19:47] this when possible to prevent [19:48] unnecessary damage. At 100 energy, she [19:51] will channel debilitating shriek, which [19:52] does increasingly more AoE damage. The [19:54] only way to stop this cast is to bait [19:56] the hook from the other boss to hit her, [19:58] similar to necrotic wake. The player [20:00] targeted will need to make sure to stand [20:02] behind the boss and line up the arrow. [20:04] And the tank should make sure the two [20:05] bosses are close enough together going [20:07] into the intermission. Anyone else in [20:09] the path of the hook will intercept the [20:11] hook. So, if you're not targeted, stay [20:13] clear of the arrow. Latches other [20:15] ability is splattering spew. Ew, gross. [20:18] Which will drop puddles at player [20:20] locations after a few seconds. So, bait [20:22] these around the area. He also uses bone [20:24] hack, a channeled tank buster, so make [20:26] sure to have defensives for the duration [20:27] of the cast. After the duo is defeated, [20:30] click the portal once again to head [20:31] back. Seriously, I feel like I'm playing [20:33] Super Metroid with all this [20:34] backtracking. Now, there'll be a new [20:36] path open to the third boss. Swiftshot [20:38] archers will shoot players in small on [20:40] circles to avoid. The failings breakers, [20:42] also known as chokewheel riders, will [20:43] charge players with break rank, so take [20:45] note of which way they are facing in [20:47] order to dodge this attack. They also [20:48] cast interrupting screech, which, you [20:50] guessed it, will interrupt you. The next [20:52] section has more ghosts, but now they're [20:54] red, so you know they're angry. There [20:56] are spectral axe throwers who will throw [20:58] axes to apply bleeds. Phantasmal mystics [21:00] will cast chain lightning, a must kick, [21:02] and also attempt to cast blood lost at [21:05] at [21:05] health. Lastly, there are lingering [21:07] marauders who will bayblade and might [21:09] need to be CC'd if they're too much for [21:11] your group. We are then on to our third [21:13] boss, Commander Kro'lok. He will cast [21:15] two reckless leaps back-to-back [21:17] targeting the furthest player from him [21:19] each time. This leaves a dot as well as [21:21] a ton of debris circles around the area. [21:23] Overlapping with the second leap circles [21:25] is intimidating shout that will fear [21:27] players not standing with other people. [21:29] You only need to be near one other [21:30] person, so ranged can go with ranged and [21:32] melee with melee. At 66 and 33% health, [21:35] the boss will go into an intermission [21:36] with rallying bellow that does initial [21:38] AoE damage and summons four haunting [21:40] grunts, a phantasmal mystic, and a [21:42] spectral axe thrower. During this [21:44] intermission, the boss is immune and [21:46] will fixate a player with bayblade. [21:47] Killing the adds ends the intermission, [21:49] so focus them down. Afterwards, you are [21:51] sent right to the final boss, the [21:53] restless heart. [21:54] This boss revolves around managing the [21:56] permanent dot of squall leap, which is [21:57] removed by touching an arrow. Touching [21:59] an arrow will fling you up into the air [22:01] and leave a puddle at your feet, which [22:02] can be removed later with gust shot. You [22:04] should remove one stack of squall leap [22:06] right away and use the arrow to remove [22:08] another when bull's eye wind blast is [22:10] cast so that you can get over the wave. [22:13] Additionally, the boss will channel [22:14] arrow rain, which follows a player, so [22:16] aim this at a wall. There's also a tank [22:17] buster with a large knockback, so make [22:19] sure you are also hit into a wall so you [22:21] aren't accidentally knocked into an [22:22] arrow. [22:24] So there you have it. Those are the four [22:25] new dungeons coming up in Midnight [22:26] Season 1. If you have any questions, [22:28] feel free to leave a comment down below. [22:30] Once the season launches, I'll be coming [22:31] out with a ton of new content as well as [22:33] a new zero to hero series. So make sure [22:35] to subscribe and turn on notifications [22:37] so you don't miss a thing. Thanks so [22:38] much for watching.