Dungeon Strategies:Auchindoun
-First Boss Corridor: Vigilant Kaathar
Each trash pack in Vigilant Kaathar's room is accompanied by one particularly powerful enemy that is immune to CC effects:
The Sargerei Soulbinder will cast Bend Will, a mind-control effect, on a random player. The affected player can be broken out of the mind control by bringing the player below 50% health. This spell can be interrupted, but it is a very quick cast.
The Sargerei Cleric will cast Void Shell on its allies, shielding them and preventing a large amount of damage for up to 15 seconds. Void Shell cannot be interrupted, but its effects can be removed with offensive dispels (e.g. Purge, Spellsteal).
The Sargerei Spirit-Tender has two healing spells, Void Shift and Void Mending. Void Shift cannot be interrupted and swaps the Spirit-Tender's current health with another enemy's health, and also seems to heal the Spirit-Tender a small amount. Void Mending can be interrupted, and the heal-over-time effect it places on the target can be removed with offensive dispels.
Vigilant Kaathar Tips & Strategy:
-Vigilant Kaathar is a very simple fight. Players must move as Hallowed Ground spawns on them, to avoid triggering the heavy damage caused when Hallowed Ground detonates. The Hallowed Ground starts as a large area, with a correspondingly large trigger radius, but gradually shrinks to a fine point and will only be triggered if a player walks through it.
-Kaathar will channel Consecrated Light, which deals very heavy party-wide damage unless players line-of-sight the effect behind his Holy Shield. Players should not move behind the Holy Shield until Kaathar begins to cast Consecrated Light, since leaving a Hallowed Ground behind the Holy Shield will likely cause a wipe.
-On Heroic and Challenge Mode difficulties, Kaathar gains a new ability, Fate, which allows him to detonate all existing Hallowed Ground effects. Players standing anywhere within the indicated circles - much larger of an area than the radius at which Hallowed Ground can normally be triggered - will take heavy damage. Players should move away from Hallowed Ground when they see these indicators appear.
~Soulbinder needs to die first and has to be interrupted.
~Cleric dies next. Purge the shell off of the Cleric.
~Spirit-Tender dies next. Interrupt void mending.
~ For the boss don't do stupid stuff. Lust will be popped here.
-Second Boss Corridor: Soulbinder NyamiNotable Trash Mobs: The trash in this corridor is not particularly threatening, some of the enemies have abilities that will be used again in the boss fight.
Sargerei Magus's Arcane Bomb ability will deal heavy damage to players who are touched by the Arcane orbs, or when the Bomb buff expires. Their (Spell#157631) does heavy damage to the tank, but can be interrupted.
Sargerei Arbiter's Radiant Fury ability causes the Arbiter to charge forward, leaving Holy projectiles behind that will deal heavy damage to any players they touch. The Arbiters also drop
Arbiter's Hammer, a ground-based AoE effect with a small radius.
On Heroic and Challenge Mode difficulties, the
Malefic Defender adds gain
Crusader Strike, which stacks an increased damage vulnerability debuff on the tank. Healers should dispel the debuff as often as possible. Tank damage will be very high when adds are active, particularly if interrupts are missed. Healers may wish to use their tank CDs during these times.
Soulbinder Nyami Tips & Strategy:
-Soulbinder Nyami will frequently summon the spirits of fallen Auchenai allies to aid her in battle. The summoned adds will have abilities similar to the trash packs players fought in the corridor preceding the boss. Players should kill these adds quickly and then resume dealing damage to Nyami.
-When Nyami summons a Soul Vessel, players should move to its epicenter to avoid taking damage.
-Tanks may wish to avoid the Soul Vessel's epicenter if they are tanking a Twisted Magus, as Arcane Bomb erupting on the entire party is very heavy damage. The tank should use a strong survivability cooldown if staying out of the Soul Vessel.
~Arbiter's Hammer needs to be interrupted.
~Melee need to watch out for arcane bomb.
~Dont' be stupid with the boss. -Third Boss Corridor: AzzakelNotable Trash Mobs:
Blazing Tricksters wander aimlessly through the corridor, cannot be aggroed, and do not deal any direct damage. However, if a player and a Trickster cross paths, the player will be afflicted with
Conflagration, dealing heavy damage and disorienting the player. The disorient immobilizes the player, highly increasing the chance that they will again encounter the Trickster and refresh the effect. Ranged DPS should kill the Tricksters while melee DPS and the tank focus on other enemies.
Cackling Pyromaniacs cast a very slow, but extremely powerful
Felblast at random targets (even when tanked). These should be the kill priority in any mixed group, and players should prevent as many Felblasts as possible using interrupts, stuns, and crowd-control abilities.
Felguard's deal heavy damage to the tank and have a
knockback ability. Tanks should engage Felguards with their back to the wall or other obstacles to prevent being knocked back into a Trickster.
Most of the trash in this section of the dungeon is susceptible to Enslave Demon. This is particularly powerful with the pack of five Pyromaniacs, which is the most difficult trash pull in the instance.
Azzakel Tips & Strategy:-The Azzakel encounter has two phases, which it cycles through until Azzakel is dead. During the first phase, players engage Azzakel directly. Tanks will be knocked back frequently by Fel Lash, and other players may be targeted by Curtain of Flame so should remain spread out.
-In the second phase, Azzakel is immune to damage and summons the three demons you have just fought in his room: Felguards, Blazing Tricksters, and Cackling Pyromaniacs. Players must quickly kill Cackling Pyromaniacs and prevent as many of their Felblasts as possible, by using interrupts, stuns, and crowd-control abilities. Blazing Tricksters should not be killed, just avoided.
-As two Pyromaniacs spawn, players should coordinate interrupts before the fight begins. Though the demons spawn in random locations, red and green swirls indicate the location at which Blazing Tricksters and Cackling Pyromaniacs will spawn, respectively. This gives players a few moments to adjust positioning. Ideally, players should focus their DPS on one Pyromaniac at a time, while still interrupting Felblasts from the other Pyromaniac.
-On Heroic and Challenge Mode difficulties, additional Blazing Tricksters and Cackling Pyromaniacs will spawn. There are three Pyromaniacs per adds phase on Heroic difficulty, and four Pyromaniacs per adds phase on Challenge Mode difficulty. Coordination of crowd-control and interrupts is extremely important to complete these phases. Warlocks are excellent for this encounter as they can Banish one Pyromaniac and use Enslave Demon on another.
-Additionally, Azzakel's Fel Pool ability will spawn Fel Sparks, radiating lines of flame that will heavily damage any player passing through them. Avoid moving through these lines, but it is better to take Fel Spark damage than to allow a Pyromaniac to cast Felblast.
~When the inferno spawns, bring it towards the first pyromanic, so the dps can cleave.
~Interrupt/Stun the pyromanics.
~Ignore the adds after the phase with Azzakel. Focus on killing him quickly.-Fourth Boss Corridor: Teron'gorNotable Trash Mobs:
Durag the Dominator is a Demonology Warlock with an Imp pet, Zipteq. Durag will cast
Chaos Wave, which players should sidestep to avoid taking heavy damage. Kill Zipteq first, and ignore Khatuun, the Felhound that Durag later summons.
Gul'kosh is an Affliction Warlock with a Felguard pet, Shaadum. Players should kill Shaadum first; melee should be careful to avoid
Wrathcleave, and the tank must position Shaadum so that this ability does not knock the tank off the platform. All players should avoid Shaadum while he is using
Wrathstorm. Gul'kosh will attack random players with
Drain Life, which should be interrupted, and
Unstable Affliction, which healers should not dispel.
Grom'tash the Destructor is a Destruction Warlock. Though he begins with a pet, he sacrifices it immediately to gain Grimoire of Sacrifice. Players shouldinterrupt and move out of
Rain of Fire, and the healer should dispel the
Immolate damage-over-time effect.
The demon minions are susceptible to Enslave Demon.
Teron'gor Tips & Strategy:-Teron'gor is a complex fight with a randomized element; once players damage Teron'gor to 75% of his health, he assumes the abilities of one of thethree warlock specs, by draining the soul of a nearby Draenei ghost. The spec he chooses cannot be controlled by players.
-Initially, Teron'gor has only a handful of abilities - Shadow Bolt, Corruption, Drain Life, and Rain of Fire. His ability list completely changes once hetransitions into the second phase. Teron'gor will speak, and emote into the /yell channel, the name of the Draenei soul whose powers he is assuming:
-Demonology: "Iruun, you battled demons in life ... In death, your power will feed them!" Teron'gor gains Curse of Exhaustion, Demonic Leap, Chaos Wave, Doom and Touch of Chaos, and retains Corruption.
-Destruction: "Joraa, paragon of order ... I shall twist your soul to power destruction!" Teron'gor gains Chaos Bolt, Immolate, Conflagrate, and Incinerate, and retains Rain of Fire.
-Affliction: "Elum ... lifetime of healing. Now, you shall fuel disease and decay!" Teron'gor gains Agony, Curse of Exhaustion, Seed of Malevolence, and Unstable Affliction, and retains Shadow Bolt and Drain Life.
-On Heroic and Challenge Mode difficulties, Teron'gor has one additional ability, Summon Abyssal, which he will use throughout the entire fight. The Felborne Abyssal will Fixate on a random target and chase them for approximately 12 seconds before acquiring a new target. It is helpful to dispel Curse of Exhaustion or Conflagrate from any player kiting an Abyssal.
-Abyssals have too much health to kill easily, so players must kite them the entire fight. The Abyssals are susceptible to snares, knockbacks, roots, andstuns. Druids can keep the Abyssal rooted indefinitely with Entangling Roots.
-Also in these difficulties, when Teron'gor has Affliction powers, his Seed of Malevolence spell will leave a Bloom of Malevolence ground effect behindwhen the debuff falls off of a player. This Bloom of Malevolence persists for 5 minutes, so players must position it wisely so it does not conflict with Abyssal kiting.
-On Challenge Mode difficulty only, Teron'gor gains some of the abilities of all three specs during phase 2.
~Pets need to die for each warlock and then the warlock can be focused.
~For Gul'Kosh, interrupt the drain life asap. Tank position the felguard away from the raid when it starts spinning.
~Lust on Teron'gor and interrupt necessary abilities. Shadowmoon Burial Grounds-First Boss Corridor: Sadana BloodfuryNotable Trash Mobs:
Void Spawns have a very strong party-wide AoE called
Void Pulse. This cast should be interrupted to prevent heavy party-wide damage.
On Heroic difficulty, there is an extra Void Spawn in the trash pack just before Sadana Bloodfury.
While the pack can be avoided by waiting for their patrol to take them into a small alcove, or with Shroud of Concealment, this is risky.
If these Void Spawns are engaged, it is very likely that at least one Void Blast cast will occur, if not more - healers should be prepared to use strong party heals and possibly even CDs to heal the group through this damage.
Note that the most popular path through this dungeon avoids several trash mobs by dropping down through a hole in the floor. Players with pets MUST dismiss their pet before doing so, to avoid pulling extra trash.
Sadana Bloodfury Tips & Strategy:-The Sadana Bloodfury encounter is a hectic fight that requires awareness and fast target-switching skills.
-The most important mechanic is Dark Communion, which summons a Defiled Spirit that rushes toward Sadana. If the Defiled Spirit reaches Sadana, she heals and gains a damage buff. Players should swap to the Defiled Spirit as soon as it spawns and slow its progress with snares and stuns (it is immune to roots).
-The encounter area is ringed with purple runes which, when walked over, will deal near-fatal damage.
Players must be sure to avoid walking over these runes when beginning the encounter or when moving to damage the Defiled Spirit.
This is especially important for the tank, as Sadana begins the fight with a buff to her tank damage, and healers may find it difficult to restore a tank's health under these circumstances.
-There are no additional mechanics on Heroic or Challenge Mode, but defeating the Defiled Spirit in time to prevent Sadana from healing becomes much more difficult and will require significant coordination of stuns and snares.
-Additionally, while only one Daggerfall spawns on Normal mode, two spawn on Heroic difficulty and three on Challenge Mode difficultys. This makes strategic placement of the Daggerfall effect more important.
-Second Boss Corridor: NhallishNotable Trash Mobs:
Shadowmoon Enslavers come in pairs with
Subjugated Souls.
While the Souls themselves are not dangerous, the Enslavers buff the
Souls with Domination, which can be very dangerous to tanks if more than one of the Subjugated Souls is thus empowered.
Additionally, the Enslavers cast
Rending Voidlash at their target, which deals very heavy damage.
Players should use long-lasting single-target CC on packs with multipler Enslavers so that only one is active at any time.
Interrupting Rending Voidlash is ideal. Healers should be aware that tank damage on these packs will be very high, and that if an Enslaver breaks out of CC or is not being tanked, random party members may be targeted with the Voidlash and take heavy damage.
In Nhallish's encounter area, there are a large number of very faint ghostly barrows sprinkled around the room.
Stepping on or near these barrows releases Exhumed Spirits. While these are not dangerous enemies, they can be difficult to deal with while fighting Nhallish.
Players should clear the Exhumed Spirits from the entrance to Nhallish's room, and then attempt to avoid stepping on these barrows during the Nhallish encounter.
Nhallish Tips & Strategy:-Nhallish is a repeating two-phase encounter, during which players will be transported to a void realm and must recapture their soul by defeating a Possessed Soul.
-This is an individual phase, so each player - including the healer - should attempt to defeat their own soul, and loot its corpse, before the 20-second window expires. Successfully doing so will grant the player a Returned Soul buff.
-Note that the Souls are affected by vulnerability to Holy and Nature damage so healers are not too disadvantaged by this mechanic.
-There are no additional mechanics on Heroic or Challenge Mode, but it becomes far more important for players to avoid the Void Vortex so healers can keep the party on full health before the party is afflicted by Soul Steal.
-Third Boss Corridor: BonemawNotable Trash Mobs:
Monstrous Corpse Spiders deal moderate party-wide damage with
Necrotic Burst and heavy tank damage with
Death Venom. Players should prioritize their interrupts on Death Venom, and healers should be prepared to use CDs such as Ironbark or Life Cocoon on their tank.
Plagued Bats will target the tank with
Plague Spit, leaving behind a Disease that stacks up to 5 times. Pulls with both Monstrous Corpse Spiders and Plagued Bats will require extreme tank healing. If possible the healer should dispel Plague Spit when it reaches 5 stacks (only Monk, Paladin, and Priest healers can dispel Disease effects).
Carrion Worms will rise up from the water as players cross the bridge to Bonemaw's platform. These enemies will perform a
Body Slam, and any player caught in its effect will get knocked back and take heavy damage, and is likely to be knocked into the water. While in the water, players are Pacified; there are several water jets placed around the area which will return you to land when you swim through them.
Bonemaw Tips & Strategy:-The Bonemaw encounter is fairly straightforward. Players must dodge Bonemaw's Body Slam ability to avoid getting knocked off the platform and into the water; if this occurs, there are water jets near the bridge to Bonemaw's platform that will return you to the encounter area.
-The trickiest mechanic in this fight is Inhale.
- Bonemaw will begin to suck players toward him, and will eat - heavily damaging or outright killing - any player who does not resist the suction.
- Players can resist the suction by standing in the Necrotic Pitch pools during Inhale.
- Outside of Inhale, players should avoid the Necrotic Pitch, since standing in it applies a snare and deals damage, but stay close to the boss so that pools of Pitch spawn close enough for tanks and melee DPS to reach before being eaten.
-Bonemaw occasionally dives into the water and resurfaces at a different location on the platform. Players should be aware that the direction of the Inhale will change as the boss's position changes.
-After the first Inhale, the two Carrion Worms you fought on the bridge will join the fight, appearing to the left and right of that bridge.
-Fourth Boss Corridor: Ner'zhul
Notable Mobs:
They are avoided because of
Invisibility Potion.
Ner'zhul Tips and Strategy:-The Ner'zhul encounter is simple in design but can be unforgiving; small mistakes can easily lead to a player's death.
-Tanks must point Malevolence away from the party at all times, ranged DPS must move away from Omen of Death quickly to avoid taking heavy damage, and melee DPS must be careful while attacking the Ritual of Bones to avoid taking fatal damage from the Ritual of Bones effect.
-Ritual of Bones can spawn from any of the four cardinal directions, and advance to the opposite side of the room over 30 seconds. Players must quickly choose one of the Ritual of Bones enemies to focus their damage on; when it dies, it creates a clear space in the advancing shadow wall, allowing players to pass through unharmed. It is helpful if one member of your party, ideally a ranged DPS, marks the Ritual of Bones kill target with a raid marker.
-There are no additional mechanics on Heroic or Challenge Mode difficulties, but the positioning of Omen of Death becomes more important as it deals more damage, and the damage required to breech the Ritual of Bones increases as well.
Iron Docks-First Boss Encounter: Fleshrender Nok'garNotable Mobs:
The most dangerous trash in this section of the dungeon are accompanied by three mini-bosses.
Champion Druna will order the
Grom'kar Flameslingers on the walls of the Docks to fire their
Barbed Arrow Barrage and
Burning Arrows abilities on the players.
- This creates very heavy party-wide damage, and healers should be prepared to use minor CDs to heal through it.
- The other two enemies in this pull, the Grom'kar Footsoldier and Grom'kar Incinerator, are simple and unthreatening trash mobs; Druna should be killed first.
Siegemaster Olugar patrols very near the Champion Druna pack, so players should be careful not to engage him when pulling or fighting Druna.
- He has two abilities that will cause moderate party damage; Gatecrasher, which can be avoided if players move when Olugar throws his weapon at them, and Shattering Strike, which damages the tank and melee.
The third mini-boss,
Pitwarden Gwarnok, is accompanied by a
Grom'kar Deadeye and a
Grom'kar Technician.
- Gwarnok deals very heavy tank damage and will occasionally Chain Drag a ranged player into melee range; players affected by this should move away to avoid taking Bladestorm damage.
Fleshrender Nok'gar Tips & Strategy:-Initially, Fleshrender Nok'gar is mounted atop Dreadfang, and players must defeat Dreadfang before they can attack Nok'gar. This phase of the encounter is simple, as Dreadfang only deals melee damage while Nok'gar is mounted.
-Once dismounted, Nok'gar will call for his archers to attack players with deadly volleys, and will occasionally buff himself with Reckless Provocation, causing players who attack him to suffer from Intimidated.
-Note that while effects like Fear Ward and Tremor Totem partially counter the Reckless Provocation ability, players will still be briefly feared/interrupted with each attack they perform.
-On Heroic and Challenge Mode difficulties, Fleshrender Nok'gar will dismount when Dreadfang reaches 50% health, rather than upon Dreadfang's death.
-Second Boss Encounter: Grimrail EnforcersNotable Trash Mobs:
Ogron Laborer:- Ogron Laborers deal very heavy tank damage with Flurry, and tanks should use a strong survivability cooldown whenever the Laborer begins to channel this attack.
- The Thundering Stomp ability deals moderate to heavy party damage, but healers have a lot of time between Stomps to heal the party back to full, and can afford to prioritise tank healing.
Following two Laborers, there are three Iron Stars which players can use to quickly eliminate the dozens of trash mobs in the area.
- A vehicle mount indicator should appear when mousing over the Iron Star; click to enter, and then turn the camera to aim the Iron Star down the concourse.
- A yellow arrow will indicate the direction your Iron Star will roll.
- Press the Launch Forward button (by default, bound to 1) to unleash hilarious destruction upon the enemies in your path!
After the Iron Stars, players must defeat a few packs of
Grom'kar Deckhands,
Grom'kar Chainmasters, and an
Ogron Laborer;
Chainmasters are the top priority as they buff their more dangerous allies with
Iron Warcry.
The remainder of the trash to the
Grimrail Enforcers is part of a gauntlet.
Skulloc, from the bow of the warship, will begin to rain a
Cannon Barrage down on one of three regions of the dock. Players struck by Cannon Barrage will suffer very heavy damage and are likely to die. However, players standing behind shipping containers will be safe. The party must wait until the Cannon Barrage is no longer firing on the area immediately in front of them, then run quickly to the next set of shipping containers and hide behind them while fighting trash mobs.
Grimrail Enforcers Tips & Strategy:-The Grimrail Enforcers encounter is a council fight; the suggested kill order is Ahri'ok Dugru, then Makogg Emberblade, and then Neesa Nox.
-Ahri'ok will place Sanguine Sphere on the most injured enemy - herself, if you follow the suggested kill order above. This effect absorbs a set amount of damage.
-If players break the shield by dealing enough damage to the affected enemy, all enemies will heal 15% of their health. It is very important for players to be aware of the Sanguine Sphere pre-cast and switch targets until Sanguine Sphere expires.-
-There are no additional mechanics on Heroic and Challenge Mode difficulties, but because every ability deals more damage, it becomes far more important to eliminate Ahri'ok as quickly as possible and to ensure that Abrupt Restoration is never triggered. Players must switch off of enemies affected by Sanguine Sphere immediately.
-Third Boss Encounter: OshirNotable Trash Mobs:
Monster Priority Order:
Rylaks>
Dudes>
Clefts; Meele be careful.
The final pack of trash in the dungeon, just before Oshir, contains a mini-boss named
Siegemaster Rokra. Rokra's abilities are identical to Siegemaster Olugar's abilities from the pre-Nok'gar trash. This pull will deal heavy tank damage.
Oshir Tips & Strategy:-Oshir is a simple fight that requires frequent target-switching to control adds.
- The central mechanic of the encounter is Time to Feed; Oshir pounces on a random player and deals very heavy damage to that player for 20 seconds or until he is broken out of his Feeding Frenzy by taking a certain amount of damage (on Normal mode, this is 5% of his health).
- Players who are targeted by Time to Feed can still use abilities and deal damage, and should help to break the Feeding Frenzy effect. Certain classes may break the effect with immunities or abilities that drop threat (examples: Divine Shield, Greater Invisibility).
-Occasionally, Oshir will leap to one of the cages around the platform and release Ravenous Wolf or Rylak Skyterror adds, which players should kill quickly.
-The only new mechanic added to Heroic and Challenge Mode difficulties is the Strength of the Pack buff that Ravenous Wolf adds receive if they are held close together. It is still advantageous to group up the wolves so that players can kill them more effectively with cleave and AoE abilities, but the healer should be aware that party damage may get high during this time, especially if players do not kill the wolves quickly.
-In addition, Feeding Frenzy becomes harder to break, requiring players to deal 8% of Oshir's maximum health as damage in order to break Time to Feed.
-Fourth Boss Encounter: SkullocSkulloc Tips & Strategy:-Skulloc is accompanied by Koramar and First Mate Zoggosh, and the encounter is most difficult while all three are active. Players should kill Skulloc initially, then focus their damage on Koramar, while avoiding Zoggosh's Rapid Fire attacks.
-If players kill Koramar quickly enough - before Skulloc's first Cannon Barrage - they will only have to deal with one of his three mechanics - Berserker Leap. If Koramar is still alive for the first Cannon Barrage, he will chase players and begin using Shattering Blade and Bladestorm. This can be very dangerous while players are dodging the Cannon Barrage.
-Zoggosh will jump out of the Blackhand's Might Turret when Skulloc's health gets low, but he can be safely ignored since all he will do is melee the tank, and he will have more health than Skulloc currently does. It is much better to simply finish killing Skulloc and avoid another Cannon Barrage.
-Skulloc's only mechanic is the Cannon Barrage; he will knock players back to the opposite end of the ship and then pelt the ship with cannon fire, just like the trash gauntlet between Fleshrender Nok'gar and the Grimrail Enforcers.
- Players must line-of-sight the cannon fire behind boxes and barrels on the ship's deck while moving forward between breaks in the barrage - staying at the back of the ship leaves players vulnerable to deadly Backdraft.
- Skulloc will stop barraging the ship when a player re-engages him.
Grimrail Depot
-First Boss Encounter
-Second Boss Encounter
-Third Boss Encounter