---
title: 'Midnight Season 1 Dungeon Guides for M+'
source: 'https://youtube.com/watch?v=6SEoJZPXyes'
video_id: '6SEoJZPXyes'
date: 2026-06-18
duration_sec: 0
---

# Midnight Season 1 Dungeon Guides for M+

> Source: [Midnight Season 1 Dungeon Guides for M+](https://youtube.com/watch?v=6SEoJZPXyes)

## Summary

This video provides a comprehensive guide to the four new dungeons in Midnight Season 1 for Mythic Plus: Magisters' Terrace, My Saurids' Caverns, Nexus-Point Zenith, and Windrunner Spire. It covers boss mechanics, important trash packs, defensive usage, and healing cooldowns.

### Key Points

- **Magisters' Terrace First Pull** [0:24] — Arcane Magisters cast Polymorph that must be interrupted. Arcane Sentries use Arcane Beam (channeled laser), Ethereal Shackles (tank buster), and Crowd Dispersal (knockback).
- **Library Maze and Pyromancers** [0:57] — Tome provides 5% haste for 30 minutes. Avoid librarians. Pyromancers cast Ignition (permanent rot) and Pyroblasts (one-shots).
- **First Boss: Arcanotron Custos** [1:51] — Arcanotron Custos uses knockback and energy drain phase. Collect orbs to reduce damage, use immunities. Intermission every 50 seconds.
- **Second Boss: Saranal Sunslash** [2:54] — Suppression Zone silences players. Runic Mark dot removed by stepping into zone, but causes group damage. Wave of Silence one-shots outside zone.
- **Second Half Trash Packs** [3:24] — Void Terrors cast Terror Wave (mass fear). Shadow Rift Void Callers spawn adds and AoE damage. Devouring Tyrants have heal absorb tank buster.
- **Boss: Gemellus** [4:05] — Gemellus triplicates twice. Players must remove absorb shields by touching their assigned jellyfish. Avoid being pulled in.
- **Final Boss: De Jentrius** [4:45] — De Jentrius requires splitting group into four quadrants to soak Unstable Void Essence. Tank must take over if a player dies. Disperse tank buster dot carefully.
- **My Saurids' Caverns First Pull** [5:39] — First pull includes head hunters, elephant (roar), berserkers. AoE CC and interrupts needed. Elephant is priority target.
- **Paths and Trash** [6:16] — Free eight prisoners. Soup in huts gives 3% leech and avoidance. Skip hexbound guardians. Bears require kiting. Ritual hexers hex, dread soul eaters throw frogs.
- **First Boss Duo** [7:30] — Murkidan and Nekrax must die simultaneously. Murkidan throws freezing traps and knockbacks. Nekrax uses AoE disease and charge (negate with trap).
- **Undead Trash After First Boss** [8:11] — Undead adds: grim skirmishers (purgeable shield), restless gnarlwood (AoE melee), restless warriors (dread slash, reanimate), tormented shades (spirit realm).
- **Mini Boss: Rokzal** [8:43] — Rokzal has purple avenger and ritual sacrifice (place player on altar). Can be immune or dispelled with root removal.
- **Next Trash Section** [9:01] — Bound defenders have AoE melee, reflecting funnel, tornadoes. Avoid souls (root) and bats (AoE silence). Hollow soul render casts frost nova.
- **Second Boss: Fordragon** [9:25] — Fordragon: Rest Phantoms require ghosts to touch. After even casts, boss jumps to middle for AoE. Break shield to end intermission. Avoid Unmake frontal.
- **Final Section and Boss: Rock Tool** [9:55] — Skip section before mini boss. Mini boss throws orbs that knock off bridge. Final boss Rock Tool uses Crush Soul (totems), Spirit Breaker (knockback), and Soul Rending Roar intermission.
- **Nexus-Point Zenith First Pull** [10:56] — First pull has scrounders (jump to other mobs), shadow guard defenders (armor decrease), arcanists (transference), lingering images (tank buster).
- **Arcane Section Trash** [12:05] — Circuit seers empower barrels to explode—kill barrel ASAP. Flux engineers drop debuff that damages when moving. Don't cross lasers (rogues/engineers can disable).
- **First Boss: Core Right Kaz'raj** [13:05] — Core Right Kaz'raj uses Lay Line Array (remove with Reflux Charge), Flux Collapse (circles), and 100-energy ball (knockback, heal absorb).
- **Void Wing Trash** [14:00] — Void wing: kill smudges to prevent dreadflails from waking. Grand nullifiers (nullify), cursed void callers (creeping void on death), null sentinels (dread bellow).
- **Second Boss: Core Warden Nassarian** [15:02] — Core Warden Nassarian spawns after three waves. Uses eclipsing step, null vanguard. 300% damage amp phase 30 seconds in. Stand in light scar flare for buff.
- **Light Wing and Final Boss: Wraith Scene** [15:47] — Light wing: light rods spam bolts and debuffs. Bats explode on death. Swarms of bugs fixate players. Wraith Scene boss identified by no horns.
- **Windrunner Spire First Pull** [16:55] — First pull includes restless stirs (spirit bolts, dispel debuffs), dutiful groundskeepers (sheer armor), spellguard magus (arcane salvo, 99% damage reduction at 50%).
- **Emberdon Wing Trash** [17:37] — Territorial Dragonhawks use fire spit channel (hard stop needed). Arachne/crab section with poison sprays. Mini boss Apex legs has tank buster and leap.
- **First Boss: Emberdon** [18:18] — Emberdon uses flaming updraft (bait tornadoes to edge) and burning gale intermission (use defensives). Tank buster searing beak leaves dot.
- **Second Wing Trash** [19:01] — Wind runner soldiers (precise cut), ardent cutthroats (poison blades), devoted warbringers (pulsing shriek), flesh behemoth (fetid spew, tank buster).
- **Second Boss Duo** [19:32] — Callous and Latches must die simultaneously. Use Latches' hook to interrupt Callous' debilitating shriek. Latches uses splattering spew and bone hack.
- **Third Boss Wing Trash** [20:36] — Swiftshot archers (small circles), chokewheel riders (break rank charge), spectral axe throwers (bleeds), phantasmal mystics (chain lightning), lingering marauders (beyblade).
- **Third Boss: Commander Kro'lok** [21:13] — Commander Kro'lok uses reckless leaps (furthest player), intimidating shout (stand near another player). Intermission at 66% and 33% health with adds.
- **Final Boss: Restless Heart** [21:54] — Restless Heart uses Squall Leap dot (remove by touching arrow), Bull's Eye Wind Blast (use arrow to get over wave), Arrow Rain (aim at wall), tank buster with knockback.

## Transcript

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