The War Within expansion for World of Warcraft is a new opportunity to earn name and fame but only those who are skilled and disciplined enough will be able to conquer the pinnacle of challenging endgame content in WoW.
Do you have what it takes to face the mightiest foes in both brand-new and returning WoW dungeons and survive to tell the tale?
Without further ado, here are some essential tips that will help you to successfully complete each of the dungeons in Season One Mythic in World of Warcraft: The War Within.
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New Dungeon: Ara-Kara, City of Echoes
In this spider-themed dungeon, you’ll have to face three mini-bosses, and 3 proper ones.
Each of the mini-bosses, Ixin, Nakt, and Atik, has a unique ability. The bosses will make your life harder by invoking fear, dealing big AoE damage, and spawning poison clouds, respectively, so prepare your cleansings and interrupts, and be mindful of your steps.
Avanoxx is the first big bad guy you’ll face here and possibly the most annoying to deal with. It will be regularly casting Gossamer Onslaught that spawns swirlies under players and covers the area with a debuff that will stun you for 10 seconds at 5 stacks. Try to stay close together and move as one, so the swirlies spawn in one place, rather than being scattered around the entire area. Also, make sure to kill all the adds that will spawn from eggs; if they reach the boss, it will gain a massive buff.
Anub’zekt has one mechanic you need to know. At 100 energy it will cast Eye of the Storm, creating a large degen field in the arena, except for a small circular safe zone that will slowly move around. Let the tank face the boss; the rest of you should stick to the opposite edge of the circle to avoid collateral damage.
The final boss, Ki’katal the Harvester, will start pulling you toward itself at 100 energy. You can stand in black-blue puddles to prevent this. Hitting the adds will create more puddles.
New Dungeon: City of Threads
In the City of Threads, 4 powerful bosses await the challengers.
First, Orator Krix’vizk. There’s a purple circle around the boss – stay within it. You’ll be occasionally emitting purple balls from you that will hurt other players, so spread around the boss to make dodging them easier.
The boss will cast Vociferous Indoctrination; when it ends, it will spawn a growing puddle at the boss’ location – the tank should be ready to lure the boss further away, so you’re out of the puddle’s reach.
Fangs of the Queen is a simple one. Avoid beams and puddles. There will also be icicles that deal significant damage and leave a DoT – let the healers do their job. When the tank gets a blue circle around them, get inside.
Coaglamation is also a rather straightforward one; avoid the puddles and eat the balls but be mindful of a debuff from the balls; it prevents healing. Other than that, prepare for Dark Pulse – it’s a big AoE explosion.
Izo, The Grand Splicer serves as the final test. Keep killing the adds and the roots. During the Process of Elimination, move away from other players and don’t stand in the boss circle, unless you’re a tank.
New Dungeon: The Dawnbreaker
Third on the dungeon list, we have The Dawnbreaker with 3 bosses.
During the Speaker Shadecrown fight, you may get affected by Collapsing Night. If you do, you’ll spawn a portal shortly; you want to get to the edge of the boat before that happens, so the portal drops away from other players.
Dispelling Burning Shadows will mark the entire party with healing absorption. Additionally, at 50% and 0% health, there will be a huge explosion, so you’ll have to take a flight away from the boat.
Fighting Abun’ikajj will require you to pay close attention to positioning. Terrifying Slam will deal huge AoE damage, so if you’re targeted, move away from the others. There’s also Dark Orb that’s easy to avoid as it moves slowly in one direction after launch. You should, however, try to position yourself in such a way, that when the orb gets fired at you, it won’t accidentally hit anyone on its way.
Rasha’nan is the final boss of this dungeon. It casts a poison wave; one player will be targeted but everyone can be hit. You’ll see a green, rectangular area that indicates where the wave will appear.
If you look closely, one side of that area will have a thick line of a stronger, brighter green color. This marks the starting line of the wave, which then will move toward the remaining green area. So, to avoid it, just make sure that everyone stands on the opposite side of the bright green line before the wave appears. Later, the boss will fly away; chase him, and collect golden orbs along the way.
New Dungeon: The Stonevault
This is the final of the new season one mythic dungeons.
When fighting E.D.N.A, try to break the spikes as they appear; the more spikes remain, the more it will hurt when the boss casts a slam, which happens at 100 energy.
Occasionally, the boss will point red arrows at players. Shortly after, a laser will be shot in the direction of each arrow; you can position yourself behind the spike, so the laser will destroy it when it’s fired.
During the Skarmorak fight it’s important to take care of the adds, but try not to kill them all at once, as each one of them deals damage and debuffs players when slain.
Skarmorak will consume the remaining adds to create a shield; you can break it faster if you pick one of the shadow orbs, which provides extra healing and damage. Don’t be greedy though.
The biggest gimmick of the Master Machinists duo is that you need to kill both bosses at the same time. Leaving one alive will cause it to enrage, making it much more difficult, if not impossible, to kill. Also, avoid standing in the middle of the arena.
If you get a purple circle around you during the Void Speaker Eirich fight, run away from the others, as it will create a puddle after a short while. If you get Void Corruption, you can clear it by getting closer to one of the void portals. Just make sure to not touch it – it will one-shot you.
Returning Dungeon: Mists of Tirna Scithe
Ingra Maloch consists of two bosses, Maloch, and Oulfarren who’s being mind mind-controlled. Focus your efforts on Oulfarren; dealing enough damage will break mind control and turn them into your ally who’ll stun Maloch and make them take more damage.
When fighting Mistcaller, blue arrows will appear around the boss, indicating the direction of missiles that will be launched soon. Avoid them. Tanks should be on their guard and pop their interrupts whenever Patty Cake starts being cast; it deals a lot of damage that can be easily avoided with a well-timed interrupt.
Also, run away from the wolf if you get a freeze tag. At certain points, Mistcaller will create clones; each clone will have a symbol above its head. Quickly kill the clone that has a symbol that doesn’t match the others. If you kill the wrong one, it’s a wipe.
In the final fight with Tred’ova, run away from the others if you get a mind link to break the link. Interrupt Parasitic Incapacitation, kill the adds, and don’t stand in the puddles.
Returning Dungeon: The Necrotic Wake
Blightbone is the first boss in this dungeon. Heaving Retch deals a lot of damage, so if you’re being targeted, prepare your defenses and position yourself in such a way that it won’t hit other players. Beware of worms, take them out. Also, try to overlap the puddles whenever possible to save space and have more breathing room.
Amarth the Harvester may cast Necrotic Bolt – you want to interrupt that. The same goes for Frostbolt Volley from the mages. Kill all adds; preferably, there should be no adds when Final Harvest is cast. It will hurt a lot otherwise.
Surgeon Stitchflesh is out of reach at the beginning and you’ll be fighting his creations instead. If you get targeted by Meat Hook, position yourself between Stitchflesh and the caster; the idea here is to trick the caster into grabbing Stitchflesh instead and bringing him onto the arena. Once done, focus damage on Stitchflesh but keep a safe distance if you’re being targeted with Morbid Fixation.
Finally, Nalthor the Rimebinder. On Frozen Binds, everyone should move away from the target. The targeted player should dispel it only when there’s no one around; otherwise, dispelling will spread the freeze to the nearby allies.
Returning Dungeon: Siege of Boralus
Once again, you’ll be facing 4 dungeon bosses.
In the first boss fight against Chopper Redhook, when you’re targeted with On the Hook, lure the boss toward one of the bombs scattered around the arena to stun him. It’s recommended for the tanks to either soak the leftover bombs or lure the adds onto them.
When fighting Dread Captain Lockwood, the tank should stick close to him and go behind to make him turn around so he’s not facing the rest of the group.
When he casts Mass Bombardment, circles will appear under the players, indicating an incoming strike; consider sticking together to overlap the circles as they appear – this will make the Bombardment less chaotic and less likely for someone to be hit by a random bomb spawned by someone else.
Next is Hadal Darkfathom. It’s rather straightforward; just remember to hide behind the statue in the middle when Tidal Surge comes. There will be two waves, one after another – change your positioning so you’re always behind the statue when the wave hits.
Viq’Goth is the final boss. Kill the tentacles and try to focus on Demolishing first. Kill the other one to free the engineer and use the freshly unlocked cannon. Avoid water; swimming for too long will kill you.
Returning Dungeon: Grim Batol
In the last dungeon, we’ll face General Umbriss first. If you see Commanding Roar being cast, move to the clear part of the room to avoid an incoming strike. You’ll occasionally be targeted by a spike; move to the edge with it, so when it spawns, it won’t get in the way and you’ll have more room to fight.
Forgemaster Throngus uses different weapons throughout the fight. If he wields a mace, you’ll want to kite him around for a while, until he switches back to something else. Mace does a lot of melee damage, so tanks will be grateful.
When fighting Drahga Shadowburner, kill the adds. When the boss is brought down to 0 life, he’ll jump onto a dragon and the second phase will begin, which is played pretty much the same as the first one. Face the boss away from the group when he uses Devouring Flame.
The final encounter will be against Erudax, the Duke of Below. Avoid tentacles and stand inside the safe circle zone when the whole arena gets covered in abyssal energy. Some players will be marked with a purple circle around them – you can dispel it, but make sure there’s no one else in the circle’s range first.
Conclusion
Season One Mythic in World of Warcraft: The War Within is a perfect opportunity to get back to WoW and start mastering your skills and strategies to outplay the competition.
With the help of our simple dungeon guide, you should have a better idea of what to expect in each dungeon, and how to deal with the most common and deadly threats. There’s no time to waste, hop right into the game and put your newly acquired knowledge to practice.