I did 3 runs of this yesterday. This was probably my worst just with the bad start. I think I was 22 seconds off doing a +3 on my last run through.
Mythic Dungeon Tools string in next post.
There are a lot of pulls here. As I indicate in the video I try to focus on making small pulls. In this dungeon things can get out of control pretty quickly. It's not a very difficult/long dungeon, but if you lose control, a lot of time will get wasted and there aren't many opportunities for salvaging if you pull too much.
1 - AoE the ticks down as quickly as possible. I don't pull these with the matron. While they don't do bolstering, they do apply a dot when they die to the tank. I'd rather just not deal with the consequences of doing that wrong although I might play around further with pulling them with the matron. I do believe they apply bursting.
2 - Matron is easy. Pull in dependently, quickly dps her down. Keep ranged stacked, strafe ranged group to the side when she charges, make sure you don't run into the other ticks.
3 - This pack is easy. I typically will burn the priest ASAP with some AoE thrown in and deal with the bolstering. Interrupt G'huun. If G'huun gets off, make sure you dispell it. The bat is nice for this.
4 - For bolstering, I try not to immediately blow up the priest, but I do take it low, before moving onto the matron. In non bolstering, I'd blow up the priest. Again, strafe when the matron charges.
5 - Hardest pull in the dungeon in my opinion. 2 Matrons, a Befouled Spirit and a priest. Blow up the Befouled Spirit. BS casts a spell that will focus a player and deal splash damage. If you pull with the tank, it will always be on the tank first. Since there isn't much room to move and you will need to move your ranged away from the matrons when they charge, it's important to kill the BS before the second cast goes off.
6 - Boss is very easy. Kill the add when it pops, keep your tank in the middle of the platform, move your ranged team around the circle dodging the boss' abilities.
7 - Always blow up the Maggot first. The room is kind of tight at this point so dodging the spew can be difficult. The spew on higher keys will drop your team like a sack of potatoes. The ticks won't bolster, and the maggot WILL bolster the ticks, but I'd rather deal with the ticks than the maggot.
8 - Keep your ranged team moving for wave of decay. Moving as a group will control where it goes. Be sure not to pull the groups around it.
9-16: Typically organized groups will pull half this room and deal with the mechanics individually. While you can get away with doing SOME of that, the abilities like stun and the Bloodswarmers focusing individual characters makes this not a great idea. Bolstering also makes that strategy less appealing.
17: As I cover in the video, this is the hardest boss in this dungeon, and if I'm being honest, I don't think I handle the tick ability well at all. When he casts abilities: Charge, Indigestion, and Tantrum, he drops ticks. You can stomp them out, but after a period of time they will manifest into things you have to kill. He drops A LOT of them during Tantrum. It's important you stomp them out during charge and indigestion. It's also important when he charges you do not get hit by him. I typically will take one character (my healer or any other character with a movespeed boost), and stomp them out. When tantrum happens, I blow the boss up. I lust on this boss. Ideally the boss is at 20% when tantrum happens. If he is that low, and I've managed to not get any ticks prior to that, it's a win. Otherwise, I'm probably going to get overwhelmed by ticks during Tantrum. He also does a lot of groupwide damage during tantrum. Personal defensive cooldowns are good here. I don't turtle because that's a dps loss. I DO cast Exhilaration to keep hunters topped off, and I will pop defensives on the tank and MD the ticks to the tank to keep it as clean as I can.
18: I typically just focus the Deathspeaker and do some AoE dps. You can dispell the bone shield. This group probably won't kill you, but they will slow you down.
19: Kill the worm, interrupt Death Bolt, don't get more than 1. if you get something else, focus down the worm.
20: If the defiler gets a totem down, run away. Otherwise, it's a pretty easy kill. The deathspeaker will spawn a guardian if you don't pay attention. The defiler is more dangerous.
21: worm
22: Two defilers. In non bolstering weeks just focus one down, probably won't see a totem. If you do see a totem, just run away. Keep your ranged group far if that's an option.
23: This boss is easy if you know how to cheese it. He'll shockwave, so keep your tank faced away from the group. You can move out of shockwave if you want, I typically eat it. He puts a bunch of mushrooms around the circle. If these aren't removed prior to Festering Harvest, they explode, dealing a dot to everyone in the group. There are two options to destroying the mushrooms: run over them, when you get Upheaval on you, the upheaval damage will destroy the mushrooms. Typically my strat is to take 1 hunter, pop turtle, run around the circle and grab as many of them as I can. If that hunter gets upheaval, I move it to more mushrooms to take them out. If not, I try to get another character in position for the upheaval. If there are still a number up, I will bubble on my healer, and divine steed the mushrooms out. Any more than 4 or 5 mushrooms up will likely wipe you. You can also turtle/bubble the Festering Harvest. If you get a second Festering Harvest, bubbling/turtling the Festering Harvest on the first one will likely mean a wipe since you won't have any way to clear the shrooms. One other thing I just learned is that the Shockwave will destroy mushrooms as well. I might try to incorporate that, but honestly, my cheese strat works.
23: Faceless corruptor. I explain this well in the video. He has two abilities you need to watch for. Abyssal Reach is a cast. He'll surround your characters with tentacles. Move your characters out of tentacles before they kill you. Maddening Gaze is like a shockwave fear. If he faces your group, move them. Otherwise you're likely to pull more stuff. The fear lasts a long time and does tend to scatter your characters widely.
25 - 34: worm / defiler / worm / Faceles Corruptor / more worms / Faceless Corruptor / can't believe it's more worms
35: Two faceless corruptors. I don't care what the affixes are. I'm blowing one of them up. It's very easy for the cast timers on maddening gaze to get off and you have two fear shockwaves headed in separate directions. Not good. Hard to tell where they're going, even harder to tell where you need to move to. If you get feared managing the Abyssal reach can become harder. Overall this isn't really a wipeable pull. At this point there will be no other mobs in range in the event you do get feared ,but you can lose some time here if you're not paying attention.
36: Last boss is rather simple. keep everyone stacked up, focus boss, kill the visages when they spawn if you want, the NPC will help you otherwise. Fill boss' rage 3 times, you win the fight. Sometimes I have lust up for this boss, other times I don't.
Connect With Us