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  1. #1

    Default Temple of Sethraliss

    To try and stimulate some discussion of trinity comp strategies, here are my notes from my initial Mythic +0 run of Temple of Sethraliss. I use a blood dk/resto druid/BM Hunterx3 composition.




    This dungeon takes the award for "Dungeon I thought was going to be a nightmare when I initially read the dungeon journal, but turned out to be okay, actually".

    Adderis and Aspix: I group up the party on top of the tank to split the damage from Adderis' Arcing Blade. When he uses cyclone strike, the entire team sidesteps. When Aspix uses Conduction, I use a hotkey to split the following team in four directions, manually running the tank in a safe direction. I then recombine the team asap after the cast goes off. Static shock will be a nasty hit on high tyrannical keys: mercifully, everybody on my team has a personal damage reduction cooldown I can use to mitigate it. Or, in the worst case scenario, I can use turtle.


    When Aspix takes over tank duties, you might as well interrupt every gust cast, as there's nothing else to interrupt. When she uses Gale Force... Its actually completely manageable. This is not a Dresaron-esque knockback that's going to cause chaos. Indeed, if everybody is on follow, the entire team automatically just keeps up with the tank without pushing a single button. Aspix should be tanked away from Adderis so that a Peal of Thunder misses, then you need to notice when Adderis approaches 100 energy and spread the team out beforehand to reduce the damage from Arc Dash. Easy fight.


    Merektha: Another reasonably straightforward fight that can be managed by clumping up and following the tank. Its simply a case of dodging the noxious breath, then keep on moving after its done to minimise the damage from toxic pool, then run the party directly away from the boss when he uses Blinding Sand. The intermission phase is also pretty easy: AoE nuke down the snakes while running around dodging the burrow. As long as you can do damage on the move, there's nothing particularly troubling for a multiboxer.


    The only but that worries me is A Knot of Snakes. These guys need to be killed QUICKLY: It does a lot of damage and the toon in the snakes will be vulnerable to getting hit by other boss abilities. I use Ironbark to help mitigate the damage. I haven't tried seeing what Aspect of the Turtle does to it: it might be helpful if it stops the damage.


    Galvazzt: This is going to be the bottleneck on Mythic+progression in this dungeon. This is almost inevitably going to be a crazy damage race on high keys: Bloodlust is going to be great here, for the healing benefits as well as the offensive benefits. Aspect of the turtle is also going to be fantastic, though it of course comes at a price of less damage.


    I spread the team out evenly around the boss on the pull,then spend all my time manually positioning allies into the lightning beams.You definitely have to see them coming in advanced: The pillars emerging from the ground is well telegraphed. The fight is going to be a plate-spinning exercise: Juggling the characters into beams without having them be in there too long. You ABSOLUTELY need to soak the beams: You can't let one go, the boss charges his energy VERY quickly on Mythic, and as soon as he uses the first AoE damage knockback, its all downhill from there.


    The Gauntlet: I assumed this was going to be a nightmare: a blood DK carries the team through this bit and makes it pretty easy. When I saw Death's Advance was coming back, I thought "Oh, that'll be nice. I always liked the flavour of that ability." What I didn't realise was that not being able to be pushed below 70% move speed was going to be INVALUABLE on a number of encounters in the expansion. Being able to run through the lightning bridge at near full speed (or at full speed, if you use Death's Advance actively) makes it pretty tame for the blood dk. What I do is park the entire team at the entrance to the lightning gauntlet, run the blood dk all the way to the end and death grip the channeler, then run all the way back to the beginning. Sadly, this doesn't get rid of the first part of the gauntlet, but it enables you to kill the mob in a safe location then have a completely stressless jog across the bridge.


    I see no way to get through the mario-style lightning spinners other than sending the team through one by one, which is going to be quite slow. Warlock portals would make this easy, though I don't recommend bringing one over a BM hunter. It might be possible to do some swapblaster stuff to get some party members across, particularly if you have something like a mistweaver who can use transcendence to immediately get back. Life grip would also help. This fundamentally just improves speed, though: everyone will get through eventually.


    The orb carrying section is, again, handled easily by a blood dk who can move at almost full speed while carrying the thing. You'll have to wipe out most of the trash before doing it, however. Stuns should be used on the orb carriers when they steal the orb to stop you losing ground. If you don't have a blood dk, this might be a slow, complicated experience. I'll try it out when I level a non-blood dk tanked team and see what its like.

    Avatar of Sethraliss: Here's how to view the boss: it isn't a healing boss like Valithria Dreamwalker, where the healers are constantly pouring spell casts into the boss, its a three-phase multitarget encounter with intermissions where the healer spam heals. Don't focus on constantly healing the boss: wipe out all of the adds first, both the hoodoo hexers and the adds that are actually fighting the party. Once everything is dead, pick up the orb the heart guardian drops and spam heal the boss. The boss has break points: no new hexers spawn until certain HP thresholds are crossed.When the boss reaches 30% and then 70%, all the adds basically spawn. So,essentially, in the "healing phase", you are just looking to get the boss over this threshold. Nothing actually damages the boss, so you don't have to worry about keeping the healing up during the actually fighting with the adds: I only bother healing the boss when the area is clean and the orb is up.FYI, as nothing spawns once the area is cleared, on high keys if you need the healer to regen mana, you can just wait around and let it regen. Other than interrupting the chain lightning from the plague doctor, there are no combat mechanics her to worry about: just have the team follow the tank.
    Last edited by MiRai : 09-16-2018 at 12:17 PM Reason: Formatting - Automatic Text Color

  2. #2

    Default

    My experience is on a 5x prot pala team, haven't tried switching one to healing, seems unnecessary on this dungeon.


    Temple of Sethraliss
    Trash: should be easy, just be careful with the swirls on the ground. (use a move all forward key instead of relying on follow!)- twins

    clear the room of adds and focus on staying alive. the nova is the killer here, just CD and top yourself right before it hard casting heals, then follow it with Hand after the cast. once one dies the other is a cake.

    - Spider dude

    incredibly frustrating. but doable. the trick is using a rotation of blinding light to prevent the THIRD spider spawn from casting their AOE dust storm. if you have to deal with them and the boss mechanics you will get overwhelmed fast. so stay calm and rely on blinding rotation. it should give you a good 30 secs on the last phase which should be more than enough.

    bait the patches so you have one side of the room clean and move there on last phase.

    -Gal

    pull with taunt and no CDS, do a star spread with alts so boss ends up surrounded with alts, then simply rotate taunts to have him attack an alt thats not currently taking the debuff. use your main to take the debuff when alts arent in the correct position. DONT ever move alts or he will start moving too much and its a wipe. he should be in the center with alts around changing facing as he is taunted.

    bubble and magic buble can be used to reset stacks.

    - Avatar
    Kill the spider dude that spawns and debuffs you with extra damage. that's the only place CDs should be used. stun the CC the hexer tries to do. stay the hell out of the swirls, as soon as healing phase starts do Lay of Hands on boss then some healing and its done. ignore toads and cleanse on CD.

    if your damage is too low, don't end the healing phase until all buffs are up again. (there's no enrage and toads are easy to deal with, so you can stay on that phase forever.)

  3. #3

    Default

    Quote Originally Posted by RedSorc View Post
    Merektha: Another reasonably straightforward fight that can be managed by clumping up and following the tank. Its simply a case of dodging the noxious breath, then keep on moving after its done to minimise the damage from toxic pool, then run the party directly away from the boss when he uses Blinding Sand. The intermission phase is also pretty easy: AoE nuke down the snakes while running around dodging the burrow. As long as you can do damage on the move, there's nothing particularly troubling for a multiboxer.
    I'm having trouble with this guy. Running 4 Tank 1 Healer comp (specifically 4 Vengeance DH and Holy Priest) and in the late stages of the fight, nearly the entire ground in the cave is covered in green goo, meaning I can't get out of the DoT. I suspect my problem is DPS-related, as my ilvl is still very low (less than 300 lol, just dinged). Any suggestions?
    World of Warcraft - Bronzebeard (Horde)
    Primary team - 4 Blood DK, Disc Priest (110, ilvl 880-ish)

  4. #4

    Default

    Downed Merektha last night, better geared. I wiped several times but finally scraped together a win. I don't think that Sethraliss will be on farm unless I get the hand of Merektha. That is hard for my comp/skill.
    World of Warcraft - Bronzebeard (Horde)
    Primary team - 4 Blood DK, Disc Priest (110, ilvl 880-ish)

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