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