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Dungeon Walkthrough


This section will cover important dungeon strategies for dealing with bosses and most trash as a Hunter.

Atal'dazar


Difficulty: Easy

Important Abilities:
Gilded Claws & Transfusion

Cooldown Usage:
Use cooldowns like normal on pull. Do not use your second set of cooldowns unless it will prevent an additional phase from happening.

Defensive Usage:
Use Exhilaration, Spirit Mend, Health Potions etc during Transfusion.

Detailed Tips:
This is a pretty straight-forward fight and is essentially patchwork for us. Perhaps the biggest thing on this fight is add management. Freezing Trap can be used to permanently CC one of the Spirit of Golds that spawn from the thrown. Make sure to coordinate among your party to properly assign CCs. If you don't have at least 3, you may have to kill one or two. Another major point during this fight is Gilded Claws. Be sure to keep an eye out and purge it as soon as possible. As of a recent patch, Gilded Claws now destroys tanks. The final tip to this boss has to deal with cooldown timings. Blowing multiple sets of cooldowns on this boss is essentially a waste. Unless using your cooldowns will make you skip a phase, Priestess Alun'za kills herself so more DPS doesn't really speed up the fight much. They are better used on the following trash pack.
Difficulty: Hard

Important Abilities:
Reanimate & Noxious Stench

Cooldown Usage:
Use cooldowns like normal on pull. Save your second set of cooldowns for execute range (Killer Instinct, Careful Aim, etc) depending on the week. Vol'kaal kills himself, so typically it's not worth using a second set of cooldowns, but he can be scary with affixes such as Grievous.

Defensive Usage:
Use Exhilaration, Spirit Mend, Health Potions etc once Noxious Stench has been cast to help out healers. Use Spirit Mend as often as possible if you get low. Be diligent with defensives as this is a very healing intensive fight.

Detailed Tips:

Phase 1
Vol'kaal is a pretty straight forward fight as well. The hardest thing is timing the Reanimated Totems properly during phase 1. Since you're a ranged DPS, try to help out with other members that are struggling. Leave your pet on your assigned totem while throwing some Cobra Shots on others to help out. All totems must die at the same time, before they're able to Reanimate!

Phase 2
Once totems die, Phase 2 begins and will start to deal an insane amount of AoE damage. Similar to Priestess Alun'za, Vol'kaal also kills himself so it's typically not worth using a second set of cooldowns. This fight is extremely healing intensive, especially during weeks such as Grievous. Try to use healing cooldowns such as Exhilaration and Spirit Mend as much as possible. Stay relatively clumped together to maximize available space. Toxic Pool targets players and the room will fill up rather quickly if everyone is spread out. If you skipped the pack on the stairs, be sure to end the fight away from them, as they could pull as soon as the fight is over.
Difficulty: Difficulty: Easy

Important Abilities:
Terrifying Visage & Pursuit

Cooldown Usage:
Use cooldowns like normal on pull. Save your second set of cooldowns for execute range (Killer Instinct, Careful Aim, etc). You may get 3 sets of cooldowns, on very high Tyrannical keys, in which case use your second set on cooldown, and your third set in execute range.

Defensive Usage:
You should not take any damage during this fight. Use Spirit Mend on the tank to help out.

Detailed Tips:
Rezan is essentially a patchwork fight, especially for Hunters. Be sure to tank Rezan near a pillar or near the stairs so that you may properly line-of-sight Terrifying Visage. Hunters are able to ignore the fear with Aspect of the Turtle. Hunters are also able to Feign Death Rezan's Pursuit. Pursuit will always target 1 of 2 furthest people away from him, the moment he casts Pursuit (if not enough people are outside of melee range, he will pick someone at random). Make sure you are 1 of the 2 people furthest from him to properly bait out Pursuit. This allows you to Feign Death it every time.


Rezan did recently get a buff, so it's not a cake walk for tanks anymore. That being said, communicate with your tank whether you should kite or Feign Death as using Feign Death inherently causes more tank damage.
Difficulty: Difficulty: Medium

Important Abilities:
Wracking Pain, Echoes of Shadra & Soulrend

Cooldown Usage:
Use cooldowns like normal on pull. Save your second set of cooldowns for execute range (Killer Instinct, Careful Aim, etc). You may get 3 sets of cooldowns, on very high Tyrannical keys, in which case use your second set on cooldown, and your third set in execute range.

Defensive Usage:
Use Exhilaration, Spirit Mend, Health Potions etc after Soulrend. You will take a ton of damage while the adds are alive. Use Aspect of the Turtle to clear Echoes of Shadra if need be.

Detailed Tips:
Yazma is a single phase encounter where you must deal with the Echoes of Shadra. These begin to pile up quickly if the group is not positioned properly. Everyone should always be in melee and the tank should be kiting in a circle around the room. This properly stacks up the Echoes, which will always lag behind the boss if done correctly. The other major mechanic during this fight is Soulrend. The entire party, minus the tank should move as a group, away from the boss to dump Soulrend a sufficient distance from the boss. Try to dump them behind the boss's kiting path. Use Binding Shot and Tar Trap to help out with the adds. If the Echoes of Shadra begin to overwhelm you, Hunters can use Aspect of the Turtle to clear them out, however this may cause more harm then good as clearing them will remove spiders, but leaves a permanent puddle on the ground.

Want to see the full fight? Here's a vod of me doing the entire fight correctly.





Atal'dazar Trash


Augurs, Confessors and Juggernauts - "Human" side of Atal'dazar can be super easy to deal with, or one of the hardest areas, depending on how coordinated your group is. Dazar'ai Augurs and Confessors need to be dealt with efficiently or else this area can be rough. Rogue's can typically solo Confessors so it is generally our job as Hunters to help out with Augurs and Juggernauts. If nothing else, Fiery Enchant needs to be interrupted as top priority, cast by the Augurs. Juggernauts can easily charge and wipe the group. Luckily there are many "snap" spots which ranged can stand in to prevent the Juggernaut from ever charging. Below are some pictures of common snap spots to prevent Juggernauts from charging. Note that everyone else must be in melee range for this to work.

Colossus - In the past, most people have avoided the Colossus, however, recently some higher groups have begin to pull this guy. In general, he's not super hard as long as you deal with his mechanics properly. They cast Soulburn, which you typically need a defensive or external to handle. Luckily Hunters are able to just Feign Death this. When an add dies near the Colossus, it will buff him, increasing damage dealth. This is now purgable as of a recent hotfix. This change makes him much easier to handle.
Skycreamers & Saurids - Skyscreamers are typically very easy to deal with. You're generally alright to pull up to 3 at once as melee can solo interrupt one by themselves (assuming you have two other melee in your group + tank). Saurids on the other hand, can be rough to deal with, especially on weeks such as Bolstering and Raging. It is generally advised to use "Snap Spots" to handle them better. This will prevent them from jumping as long as the tank is in the spot and has aggro. Hunters can use Misdirect to give threat to the tank, helping to snap Saurids to the proper spot. Below is a list of snap spots that most tanks will use.

For BM Hunters, dealing damage in some of these snap spots can be rough. But, it is doable as long as you position your pet properly. It's simply a matter of positioning. Your pet has to approach the spot from exactly a 45 deg angle, or else it gives you pathing errors when attempting to attack. Check out the picture above.

Dinomancer and Crew - These mobs hurt. A lot. However, they reward a ton of percent for killing them so some weeks it may be smart to pull them, especially on Tyrannical weeks. It should also be noted that these mobs are also "snappable" but they can really hurt the tank so be aware. By snapping them, you can effectively ignore T'lonja's Frenzied Charge. Be sure to interrupt Dino Might and if possible, line of sight Deadeye Aim. Hunters are able to Feign Death Deadeye Aim if targeted.
Witch Doctors, Stalkers & Shieldbearers - These guys are typically grouped or pulled together, so it's good to talk about them as a group. The priority between these will always be the Zanchuli Witch-Doctors. They cast both Unstable Hex and Venom Blast. The Hex is top priority as it disables a party member for 5 sec which can quickly wipe your group. The Venom Blast should be interrupted as much as possible as it absolutely destroys tanks. It may be advisable on some weeks to CC one of these until one is dead to make this pull easier. Stalkers will stun your tank when they first approach be ready for that. Hunters can use Flare to draw out Stalkers, preventing their initial stun. Sheidbearers will use Bulwark of Juju every so often. Your party should have a rotation of AoE stuns or knock backs to immediately disrupt the Bulwarks. Use Intimidation if need be to interrupt their shields.

Reanimated Honor Guard - These guys do insane amounts of damage to both tanks and to the entire group. I generally advise avoiding these or pulling them with 1 or 2 other mobs max. They are always linked to Reanimation Totems. The totem must be destroyed before the Honor Guard can be killed, however, once the totem dies, the Honorguard gains Rotting Decay, dealing massive AoE damage. Try to kill these as soon as possible to reduce the risk these guys bring with them.


Freehold


Difficulty: Medium

Important Abilities:
Vile Bombardment, Pistol Shot & Azerite Powder Shot

Cooldown Usage:
Use cooldowns like normal on pull. Save your second set of cooldowns for execute range (Killer Instinct, Careful Aim, etc).

Defensive Usage:
During Phase 1, use Exhilaration, Spirit Mend, Health Potions etc to top yourself from any Pistol Shots. During Phase 2, you should not take any damage if done perfectly. If need be, use your healing abilities to recover from any Azerite Powder Shots or ticks of Vile Bombardment

Detailed Tips:

Phase 1
The first phase lasts until 75% health where he will dismount from his parrot and phase 2 begins. During phase 1, Skycap'n Kragg will cast Pistol Shot. This ability hurts, especially on higher keys. He will always cast 2 Pistol Shots and then charge so he can wombo combo you with two Pistol Shots in a row. Be sure to use Exhilaration or some other defensive if you get hit by the first shot to ensure you don't die to the second.

Phase 2
Once phase 2 starts, he will begin casting Powder Shot and you will have to deal with the bird charging in different directions. As a Hunter, you can make this fight extremely easy for your melee or extremely hard. First off, you can simply out range Powder Shot so you should never get hit by it (this ability will typically one shot you on higher Tyrannical weeks). Secondly, you can control where the Vile Bombardment lands based on your positioning. Often times when a Vile Bombardment goes into melee, that's what causes wipes on this boss. Sharkbait will throw Vile Bombardment on the closest range player to him in the arena when he's flying around in a circle. If there are no range players near him, he will toss it on melee (which we don't want). The pattern is always...Powder Shot > Vile Bombardment x2 > Powder Shot > Sharkbait charge. So as a range, you out range the first Powder Shot, bait the first bombardment, bait the second one, and then quickly get back out of range for the upcoming Powder Shot.

The pictures above show Sharksbait's potential route. His routes are determined by where you bait, and how long it takes you to interrupt Revitalizing Brew. This changes his cast sequencing, which determined if Sharkbait will stay on his current route, or move to the next route. In the pictures above, the red arrow indicates Sharkbait's charge trajectory, while the green X's indicate the area where Sharkbait will drop Vile Bombardment. Below is a short clip where I show you how to bait properly (well, 2 out of the 3 are good)


Any Vile Bombardment spot that is near your melee (typically near the crow's nest) means that you will have to bait in melee range to prevent it from being dropped on your melee. It takes a ton of practice to do it properly, but doing this will make this boss way easier on both you and your team.
Difficulty: Hard

Important Abilities:
Blackout Barrel, Powder Shot, Whirlpool of Blades, Barrel Smash & Grapeshot

Cooldown Usage:
Use cooldowns like normal on pull and on cooldown after that (try to line them up with execute on one of the bosses if possible). Prioritize Eudora is she is active.

Defensive Usage:
If Eudora is active, top yourself off after every Powder Shot and utilize Feign Death and Turtle as much as possible. You should not take any other damage during this encounter. If need be, heal yourself with Exhilaration, Spirit Mend and Health Potions if hit by Barrel Smash or Grapeshot.

Detailed Tips:
These bosses exist on a weekly rotation, and only 2 of the 3 bosses will be up at any one time, once you complete their event. Each week, the member of the council that is inactive will assist you in some way, giving you a buff of some sort.

Eudora
Eudora will cast Grapeshot and Powder Shot, both of which may one shot you on higher keys. Hunters can Feign Death Powder Shot. Similar to Skycap'n Kragg's Pistol Shot, be sure to use a defensive or heal yourself if you're hit by the first Powder Shot, to ensure you aren't wombo combo'd by following Powder Shots.

Eudora's Grapeshot is easily avoidable and will always fire in a clockwise fashion from where she leaps, as shown.

Jolly
Jolly will cast Cutting Surge and Whirlpool of Blades but those are easily avoidable. Whirlpool of Blades only disappears once it returns to Jolly, so if your tank is constantly moving, these can get annoying. Cutting Surge is easy, just move out of the way.

Raoul
Raoul can be nasty between his Blackout Barrel and his Barrel Smashes. Barrel smash is easily avoidable but many players get greedy with buffs and will get him by this. Blackout Barrel can be rough but luckily for us, Hunters can Feign Death this if thrown on you. Abilities such as Hand of Freedom and Tiger's Lust can remove the barrel as well.

Raoul & Eudora
This is perhaps the worst combination. On top of having Eudora, Raoul will be casting Blackout Barrel and Barrel Smash. The issue with this combination are the overlaps of Grapeshot and Blackout Barrel, almost guaranteeing your death depending on positioning. In addition, if you or your teammates are greedy and get hit by Barrel Smash, you can easily get combo'd by Eudora's Powder Shot. During this week, the bartender will throw 3 types of beverages, 2 of which are helpful. He will throw a Critical Strike brew, a Haste brew and a Caustic brew. Anyone in the encounter can obtain these buffs (including the bosses). The goal is for you to stand in the beneficial brews (Crit and Haste) while dragging the bosses in the Caustic Brew. Here is a useful WeakAura telling you which brew is which: https://wago.io/HkBuBO6w7.

Raoul & Jolly
The easy week! No Eudora means this boss is a joke. You just have to deal with Jolly's Whirlpool Blades. You will still have Blackout Barrel's, however Eudora will be helping you with her Chain Shot, stunning either Raoul or Jolly periodically. This means that you will get reduced casts of Blackout Barrel. During this week, the bartender will throw 3 types of beverages in the same fashion as described above. Towards the end of the fight, try to stay in combat by pulling other mobs. Eudora will keep helping you kill things as long as you never drop combat and she obliterates mobs for you.


Since there is no Eudora this week, ranged DPS are able to stand up top on the house, and completely avoid every mechanic. Essentially you move when there's an orange circle under you and stay still for the white circles. This prevents Jolly from casting Cutting Surge due to the lack of path. Whirlpool of Blades will still cast, however it will always go down the stairs using this method. Doing this also helps out your melee as they never have to deal with these abilities. For Hunters, make sure to manually move your pet to the lower area prior to engaging in combat.


Towards the end of the fight, try to keep chain pulling mobs into the boss fight. As long as you remain in combat, Eudora will assist you. Eudora DESTROYS other enemies and periodically stuns them. This will speed up the dungeon drastically if done correctly.

Eudora & Jolly
This is a decent week as you primarily just have to deal with Eudora. You have to deal with Jolly's Whirlpool Blades and Cutting Surge but they're relatively easy to deal with. Unlike the other two weeks, the buff that Raoul gives is Tapped Keg, which simply increases all damage dealt by 15% while standing inside it.

Similar to the week when Eudora is inactive, Raoul also will continue to fight with you as long as you stay in combat. He isn't nearly as useful as Eudora is, but he will continually give the party his Tapped Kegs, still speeding up the pulls.
Difficulty: Difficulty: Medium

Important Abilities:
Shark Toss & Shark Tornado

Cooldown Usage:
Use cooldowns like normal on pull. Save your second set of cooldowns for execute range (Killer Instinct, Careful Aim, etc).

Defensive Usage:
Use Exhilaration, Spirit Mend, Health Potions etc to top yourself from any damage taken while kiting Sharks.

Detailed Tips:

Ludwig Von Tortollan
Ludwig Von Tortollan is a simple single phase encounter. Players simply have to deal with increasing numbers of Shell Bounce throughout the fight. Ludwig also scales with Fortified as opposed to Tyrannical, despite being part of a boss event. He also benefits from affixes such as Raging so be aware. On Fortified weeks he can seriously hurt the tank so be sure to help out with Spirit Mend when possible.

Trothak
Trothak is a patchwork single target fight for us since we're range. Most of his abilities don't really matter to us, with the exception of Shark Toss. Since we are ranged (especially BM Hunters), our job is to deal with the Flailing Sharks. Simply kite the sharks through the blood pools and avoid getting hit by them. They fixate the closest person to them, so you may need to run in to take sharks off of other players. There is a known bug with Paladins and Death Knights that cause the sharks to bug out and behave weirdly so be aware if you run with them.
Difficulty: Difficulty: Medium

Important Abilities:
Cannon Barrage & Swiftwind Saber

Cooldown Usage:
Use cooldowns like normal on pull. Save your second set of cooldowns for execute range, (Killer Instinct, Careful Aim, etc) sub 30% to line up with phase three: Loaded Dice: Man-O-War (increased damage taken).

Defensive Usage:
Use Exhilaration, Spirit Mend, Health Potions etc to top yourself from any damage taken from Swiftwind Saber throughout the fight.

Detailed Tips:
Harlan Sweete is a fairly easy and straight forward fight, assuming your positioning is solid. Phase one lasts until he reaches 60%. Until then, Cannon Barrage and Swiftwind Saber will only target one player. During Phase two Harlan gains Loaded Dice: All Hands! and Cannon Barrage and Swiftwind Saber now target all players and remains this way until the end of the fight. Phase three begins when he reaches 30% health, during which Harlan gains Loaded Dice: Man-O-War. He now has 100% increased attack speed, he casts his abilities more often but he takes 100% more damage. Starting at 60%, the entire party should be grouped up to minimize the area of effect Cannon Barrage consumes. If you skipped the nearby trash, always have your back facing away from those mobs to prevent getting knocked into them. Throughout the fight, Irontide Grenadiers will spawn and fixate a random party member. Use Freezing Trap and Binding Shot to help keep them at bay. If you are targeted by one, you can use Feign Death to instantly blow them up. If you or anyone in your group is wearing an Inkpod, be sure to pause for a second around 30.5% to allow him to cast Loaded Dice: Man-O-War. That way your Inkpod will also benefit from the 100% increased damage he gets. On a side note, Cannon Barrage will deal damage to enemy trash and can be used to kill it. While it is possible, I do not recommend doing this on higher keys as it will destroy the tank and may cause a wipe.



Freehold Trash


Enforcers & Mastiffs - Enforcers and Mastiffs are the hardest hitting mobs in this area. Enforcers will cast Shattering Toss, throwing the tanks towards the furthest range player. Try to stay relatively close to melee so that the tank isn't thrown across the map. Try to also position yourself well so the tank isn't thrown through things such as Sanguine (causing the mobs to walk through it). Enforcers will also cast Burtal Backhand in a cone, facing a random party member. This is almost always a one shot on higher keys so be aware. Finally, Mastiffs buff themselves with Bestial Wrath. This ability can really hurt tanks so be sure to Soothe them as often as possible.

Crackshots, Bonesaws & Corsairs - These guys aren't super difficult, but they can get annoying with certain affixes. Be sure to interrupt the Bonesaw's Healing Balm. If it gets off, purge it off to prevent further healing. Crackshots can be extra annoying because they don't move, especially on Sanguine or Bolstering weeks. Use displacement abilities to push them into the group, or line-of-sight them in order to group them up.
Vermin Trapper - This guy can hurt and has a ton of health. He frequently casts Rat Traps. Rat Traps cast deal an enormous amount of damage should you stand in one. They cast the trap where you were standing at the start of their cast, so they can easily be avoided as long as you start moving when they cast it. Some classes such as Druids and Shamans can clear the Rat Traps without taking damage by shape-shifting. Havoc Demon Hunters can Blade Dance the traps as well. The Trapper can be stunned or knocked while casting Rat Traps, however he will simply recast it.

Duelists & Oarsman - These mobs aren't super hard to deal with as long as you know what you're looking for. Duelists will cast Duelist Dash at a specific location, stunning everything in their path. You can easily disrupt the Duelist while its casting it to prevent the dash at all, or simply move out of it's path. The Irontide Oarsman have a very dangerous cast called Sea Spout. This should be interrupted if possible. If it's not interrupted, simply move out of the way (this can be difficult if in tight quarters). It will almost surely one shot you on higher keys if you're hit.
Knuckledusters & Scrappers - These guys can hurt, especially if you don't deal with their abilities properly. Knuckledusters will cast Shattering Blow, which silences nearby enemies. Try to interrupt it if possible. Scrappers are melee's worst enemy. They fixate on random party members with Blind Rage, dealing increased damage to the target once they reach them. Try to stay a little further away from them. Luckily for us, Blind Rage counts as an enrage, so we are able to soothe it off. If we are targeted by Blind Rage, you can use Feign Death to cancel the pursuit all together.

Harpooners, Buccaneers & Brinescales - These guys suck! Harpooners are a casters worst enemy. They cast Dragging Harpoon which deals a significant amount of initial damage to you and then yoinks you into melee. This can be very deadly, especially when paired with a Buccaneer's Banana Rampage. Banana Rampage does a huge amount of damage in a small AoE around them. It should be stunned or knocked if possible to help melee out, and to prevent any wombo combo's with Harpooners. Brinescales are fairly easy to deal with as long their Frost Blast is interrupted. This is your top priority anytime a Brinescale is in the group.
Irontide Officers - These guys are rough and they are typically skipped. They cast Oiled Blade on the tank, causing them to take decreased healing. That paired with their large health pool, it is often a waste to pull these guys.

Irontide Ravager - Ravagers cast a debuff called Painful Motivation. This should be used to your advantage as it will kill itself plus two other mobs nearby when Painful Motivation is cast. This is typically considered very easy trash percent if done properly. It also will kills emissaries so use this to your advantage.


King's Rest


Difficulty: Medium

Important Abilities:
Spit Gold & Lucre's Call

Cooldown Usage:
Use cooldowns like normal on pull and at the end during execute range. Beast Mastery Hunters can reduce the cooldown of their Aspect of the Wild with Rapid Reload via Animated Gold adds.

Defensive Usage:
Use Exhilaration, Spirit Mend, Health Potions etc while afflicted with Spit Gold. Use Turtle to immune a cast of it.

Detailed Tips:
Golden Serpant is a single phase encounter which primary involves dealing with Spit Gold and managing the Animated Gold adds. Clump up the Animated Gold adds as much as possible (typically located on the throne). Use Binding Shot, Tar Trap, Freezing Trap and even Concussive Shot to help slow them when they spawn. Aside from that, try to help out your healers as much as possible with Spit Gold. Hunters are able to use Aspect of the Turtle to completely ignore an application of Spit Gold. If you get more then one, rotate between Spirit Mend, Exhilaration, Survival of the Fittest and Health Potions to help your healers out. You typically only need one cooldown per Spit Gold. I should mention that you can Feign Death the Spit Gold and it will redirect to some else, however it is not advised as it typically leaves the following DPS and your Healer unprepared to deal with the Spit Gold properly. If you successfully grouped up all of the Animated Golds, towards the end of the fight you will start to accumulate a bunch of them. As BM, You can take advantage of killing them with your Rapid Reload which not only gives you more Aspect of the Wilds for more DPS, but it also gives you more casts of Aspect of the Turtle, allowing you to immune more Spit Golds.

Difficulty: Easy

Important Abilities:
Drain Fluids & Burn Corruption

Cooldown Usage:
Use cooldowns like normal on pull and at the end during execute range.

Defensive Usage:
You should not take any damage on this boss.

Detailed Tips:
Mchimba is a pretty straight forward fight and it's relatively easy for Hunters. It's essentialy patchwork for us. The major abilities you have to watch out for are Burn Corruption and Drain Fluids. Burn Corruption is all about positioning properly. It spawns on a random party member so be in melee or in a good spot to drop the fire. As long as you clump up the fires well, space isn't an issue on this fight as the fire eventually despawns. Drain Fluids is super easy as Hunter. You can simply Feign Death every cast on you. You should communicate with your tank whether or not you should do so however, as this boss melees the tank extremely hard. The last mechanic that you should be concerned with is the Entombs. As a Hunter you can Feign Death the Entomb and it will retarget onto someone else. There's not really any point to doing this though, and to be honest as a range, you're the best person to get selected. As a side note, you can bug this boss out, disabling all of his abilities (it literally beocmes a patchwork fight). You can do this by instantly breaking the first person out of the tomb. Literally within a second. Anything longer and the boss will behave like normal. I suggest assigning all 4 remaining players to a tomb to instantly break the entombed person out.
Difficulty: Difficulty: Hard

Important Abilities:
Barrel Through, Severing Axe, Call of the Elements & Poison Nova

Cooldown Usage:
Use cooldowns like normal on pull. Try to save cooldowns and Bloodlust for Kula the Butcher as she is the most dangerous. It may be worth using cooldowns on Zanazal the Wise, if it means avoiding another phase of Call of the Elements.

Defensive Usage:
Use Turtle to immune Severing Axe. If you cannot immune it, use Exhilaration, Spirit Mend, Health Potions and Survival of the Fittest to help your healers out. Use defenesives if you're hit by any Whirling Axes.

Detailed Tips:
Council of Tribes is one of the hardest dungeon bosses in the game. Their order is on a weekly reset, meaning that which boss comes first, second and third changes each week. The scariest of these bosses is typically Kula the Butcher, however all three can be rough.

Aka'ali the Conqueror
Aka'ali is pretty much a patchwork fight for us. This boss is mainly for the tanks to deal with. The big thing to be concerned with here is the Barrel Through ability he casts. If we are targeted by it, we can use Feign Death to redirect it. You should always aim to do this. First, it's a very long, 10 second cast so it wastes a solid 16-18 seconds when you Feign Death at the last second (He will recast, wasting another 8 ish seconds). Secondly, using Feign Death will desync Aka'ali's cast sequence occasionally, causing the tank debuff Shattered Defenses and Debilitating Backhand to desync (this is WAY less dangerous for tanks).

Kula the Butcher
Kula is definitely the scariest of the bunch due to her Severing Axe. This ability is way over-tuned currently and destroys people. Hunters are able to ignore a single cast of Severing Axe by pre-turtling prior to the application. Unlike most targeted abilities, she will not indicate who she is throwing it to by targeting (i.e your Weak Aura will not work for this). The way you know is by looking at which direction she faces immediately before the cast. Be sure to save as many defensives as possible in case you fail your Turtle. Other than that, be sure to avoid Whirling Axes. These axes have a concentric pattern. As soon as they move outwards, be sure to step in to avoid further contact with that set of axes.

Zanazal the Wise
His major ability you should look out for is Poison Nova. This should be your highest priority during the encounter. It is almost a guaranteed wipe on higher keys. The second ability he uses is Call of the Elements, which summons 4 totems across the room. The priority of these totems is always Explosive Totem > Earthwall Totem > Thundering Totem > Torrent Totem. As soon as totems spawn, stop what you're doing and kill the Explosive totem. If it explodes, its basically a wipe. Deal with the totems and Poison Novas and this guy is pretty easy.
Difficulty: Difficulty: Medium

Important Abilities:
Quaking Leap, Gale Slash & Impaling Spear

Cooldown Usage:
Use cooldowns like normal on pull, once T'zala has spawned, and again in execute range (if you can only get two sets of cooldowns in, save for execute range).

Defensive Usage:
Use cooldowns to recover from any major damage taken from Quaking Leap and Gale Slash tornados.

Detailed Tips:
King Dazar is a 2 phase fight in which he summons raptors to help throughout the fight. Throughout the fight, King Dazar will cast Blade Combo, Gale Slash and Quaking Leap. Gale Slash doesn't really do much initially, but with every cast he spawns a small tornado that circles around the room. Getting hit by one causes a fair bit of damage and places a DoT on you so try to avoid them. Periodically, he will cast Quaking Leap on a random party member. Be sure to run out of range as it deals fall off damage to others. At the last second, use Disengage to quickly move away from his jump location, reducing the damage you take. Below is a quick clip showing the timing of the Disengage.


You are also able to Feign Death this if timed properly however it's not really worth it in my opinion. Depending on where he is in his cast sequencing, he may skip Quaking Leap, but typically he will just re-target someone else. Once T'zala is killed around 40% health, King Dazar will begin the final phase, summoning Impaling Spears from the ceiling. There are two separate patterns that spawn. You should always be tanking King Dazar where T'zala spawns. Doing so will ignore one of the two patterns that spawn.

Reban
At 85% health, in which King Dazar will summon Reban. Reban is like most of the other raptors in King's Rest. He simply casts Hunting Leap and leaps to an area slashing in a fixed direction. Typically Reban is just cleaved down, however this causes more damage for the tank. If Reban is left alive when T'zala spawns, it can be a bit dangerous as you may be feared into Reban's slash so be careful.

T'zala
At 60% health, King Dazar will leap to a specific spot in the room and mount T'zala. While T'zala is alive, all damage done to the King is redirected towards the raptor. In addition, T'zala will frequently cast Deathly Roar, fearing the entire party. Aspect of the Turtle can immune a single cast of the fear, however you will typically get 2 or 3. The fear can be dangerous with all the Gale Winds circling the room and if Reban is left up.



King's Rest Trash


Animated Golems & Purification Constructs - Animated Golems are pretty easy to deal with for us. They cast a single ability called Suppression Slam. It only has a 30 yards range so we can simply out range every cast of it. It also has a conal animation thats visible prior to its cast, so it's very easy to dodge regardless. Purification Constructs are a little harder, but still fairly easy. They will cast Purification Beam, which will rotate either clockwise or counter clockwise at random. As long as you're behind the Purification Construct, you should just be able to walk around him without ever getting him. It is sometimes advisable to avoid these mobs due to their large health pool.

Minions of Zul - These guys can be annoying to deal with, especially if you're on Alliance. They have a buff called Bound by Shadow on them so, when they're dispelled, they instantly die. Use Arcane Torrent, Mass Dispel or even a Rogue's Cloak of Shadows to swiftly purge them. We can purge these guys with our pets if need be as our pets cannot be targeted by their pursuit. If these guys reach any of their targets, they will get feared, potentially pulling other mobs. These mobs do apply things such as Bursting and Bolstering so be careful with these affixes.
Shadow-Borne Witch Doctors - Witch Doctors are probably the scariest mob in this room. They have potential to wipe you if not handled properly. Your priority here is Shadow Bolt Volley. Other than that, try and interrupt as many Deathly Chill's as possible as they can destroy the tank.

Shadow-Borne Champions - Champions melee the tank very hard, especially when they become enraged. Our main concern with Champions is soothing them. The other thing you should be concerned about is Vigilant Defense, a shield cast by the Champions. The shield reflects all damage done except for damage coming from behind the shield. Try to position yourself close to the Champion to quickly get around the shield. As Hunters, our damage is broken up into two segments. Our pets are naturally always behind the mob, due to how pet AI works. Thus, regardless if you are in front or behind the mob, abilities such as Kill Command will always work (Abilities cast by the Hunter such as Cobra Shot or Barbed Shot will be reflected unless behind the shield).
King Timalji & Queen Wasi - Watch out for King Timalji's Bladestorm and don't be in melee. Queen Wasi will cast Seduction on a random non-tank player. Be sure to dump Aspect of the Turtle prior to engaging this duo to prevent using it while mind controlled. Purge the mind controlled person as soon as possible. Other than that, interrupt as many Shadow Bolts as possible.

King Rahu'ai, Guard Captain Atu & Seneschal M'bara - These guys are scary. Luckily there are some things you can do to make them easier. Seneschal is perhaps the easiest. Just be sure to interrupt his Induce Regeneration to prevent healing. King Rahu'ai will cast Channel Lightning, dealing AoE damage in a short area around him. Use any displacement ability (Typhoon, Deathgrip, Engineering Knock) to cancel the channel. The deadliest of the trio is Guard Captain Atu. He should be focused down. His Axe Barrage cast puts a DoT on the entire party that hits super hard. If need be, Axe Barrage can be line of sighted in the previous room so use that to your advantage.

Queen Patlaa & Skeletal Hunting Raptor - The raptor in this pack can basically be ignored and simply cleaved down. Queen Patlaa hurts the tank a bunch so be sure to focus her down quickly. Darkshot will place a puddle on the ground, under a random party member. It has an extremely large slow component so be sure to move out of it. Use disengage if you end up getting stuck.

King A'akul & Bloodsworn Agents - This pack doesn't really do much other than jump around. King A'akul will cast Hidden Blade on a random party member which deals a fair bit of damage, and drops poison puddles behind with every tick. If your healer can't dispel it, simply put the poison off to the side. Other than that, just dodge the Shadow Whirls. Binding Shot can be useful to prevent the Bloodworn Agents from jumping for a short period of time.
Interment Constructs & Embalming Fluids - This trash is pretty easy, especially for BM Hunters. Embalming Fluids simply cast Splash Fluid, leaving goo on the ground around party members. Keep moving around in order to avoid Embalming Fluids from stacking up. Use Binding Shot and Tar Trap to help group up all the adds. Internment Constructs pretty much just melee and cast Entomb periodically. Hunters can Feign Death Entomb, redirecting it to another ally. Internment Constructs will always place the targeted person into the tomb they are standing closest too. You can bait which tomb they go to by positioning the entire group next to a single tomb. This allows you to instantly break out the entombed player.
Spectral Berserkers - These guys are extremely dangerous and can easily wipe groups. The cast Severing Blade, which places a DoT on the highest threat target within 10 yards. Most times this is the tank, however if the tank is kiting it can cast on nearby melee, or even our pets. On higher keys, it is advisable to purposefully taunt the Berserkers so that your pet will take the bleed as opposed to your tank. This will of course kill your pet. Of course, its better that your pet dies than your tank. Below is a clip of me taunting the Berserker to soak the bleed.


It's hard to tell unless you're looking at my pet's frame. Notice how the tank does not get a Severing Blade debuff, and my pet starts to die rapidly. As I do in the video, you're able to heal your pet through one cast of Severing Blade by using Exhilaration at the last second. Be ready to use Mend pet or Revive pet constantly. I do not recommend using Animal Companion in King's Rest due to the bug and how often your pet dies in this hallway.

Spectral Priests and Witch Doctors - These guys should be top priority. Frost Shock will insta gib you and you can't really avoid it. Try to heal yourself and stay topped off while the Witch Doctor is alive. Spectral Bolts and Hex's cast by the Priest is rough, especially on the tank. Interrupt as many of these as possible. Witch Doctors will also cast Healing Tide Totem, healing all enemies within 20 yards of it. Either move the mobs out of range or simply kill the totem as quick as possible.

Spectral Brutes - The big boys. These guys don't really do much except hit hard and cast Ground Crush. Since we're Hunters, just stay out of range of it and pew pew. You can delay Ground Crush, causing it to recast by using displacement abilities on him mid cast.

Spectral Beastmasters - These guys are another top priority, but less so then the Priests and Witch Doctors. They cast two major abilities, Poison Barrage and Dead Eye. Both of these abilities can be avoided by using Feign Death during the cast. If you do not avoid Poison Barrage, make sure to face away from others as its a fairly large cone shape. Similarly, don't have your back towards the bridge if you're targeted by Dead Eye as it pushes you a good distance backwards. Don't get knocked off the bridge!
Shadow of Zul - It's sad but, Zul is probably harder than any mob or boss in the entire dungeon. Zul absolutely destroys tanks, especially on Fortified. You typically want to save Bloodlust for him or at the very least have cooldowns on Fortified weeks. Use Spirit Mend to help heal the tank off cooldown. Zul will also cast Dark Revelation and spawn Pool of Darkness while fighting him. The Pool of Darkness will deal AoE damage to everyone within 10 yards of it, as long as no one is soaking it. Simply move away from the pool. If the pool happens to spawn right next to the tank, quickly get into it to prevent the tank from taking damage. Dark Revelation does a bit of AoE damage and spawns a single minion of Zul. Just run out and purge the minion once it spawns. You may need to use Binding Shot or Freezing trap on the minion. Finally, it is also possible to kite Zul since he will not cast if the tank is max range. This can be dangerous though if the tank loses aggro, so keep Misdirection on cooldown. As of patch 8.3, Zul's health has been nerfed slightly, and the Zul skip is no longer possible.


Shrine of the Storm


Difficulty: Medium

Important Abilities:
Surging Rush & Undertow

Cooldown Usage:
Use cooldowns like normal on pull and during Phase 2 while the adds are split.

Defensive Usage:
Save defensive cooldowns for Phase 2 while the adds are split to help out healers. Make sure to Feign Death Undertow to avoid it's damage. If you're scared of getting hit by Surging Rush in Phase 2, use Turtle to immune all 3 charges.

Detailed Tips:

Phase 1
Phase 1 is pretty simple for range, especially Hunters. Aqu'sirr has 3 main abilities you should be concerned with. Surging Rush is the most important and it's super easy as ranged. You can stand on top of either side of stairs and you will never get hit by Surging Rush. Of course, it's also easy to simply dodge it. Surging Rush always targets someone and goes towards that direction. If you don't want him to charge in a certain direction, don't stand in that direction. Undertow is another ability to be concerned with. Hunters can simply Feign Death Undertow, saving your healer a ton of mana. Finally we have Grasp from the Depths. We can use Feign Death to cancel this as well, but you risk not having it available for Undertow so be careful. The biggest thing to be aware of during Aqu'sirr is your pet positioning. Your pets will always go behind him which can be troublesome due to his abnormally large hit box. Be ready to call your pet back if you did not pull the trash surrounding Aqu'sirr as your pet may pull it. If you're running Chimaera Shot, do not use it while he is near other mobs as it has an insanely large cleave radius.

Phase 2
The intermission phase is exactly the same as the first phase, but he splits into 3. He now does triple everything. Make sure to assign people to each add. If there is no one with threat within their melee range, they will cast Sea Blast, potentially one shotting a random party member. As a BM Hunter, remember that our pet's threat and our threat are split, so it is not a good idea generally for us to take one of the adds (generally tank, healer and a melee). Other than that, be sure to Feign Death the Undertows and stand up the stairs to avoid the Surging Rush.
Difficulty: Easy

Important Abilities:
Slicing Blast & Swiftness Ward

Cooldown Usage:
Use cooldowns like normal on pull and on cooldown after that (Try to line up your 2nd or 3rd set of cooldowns into one of the bosses execute ranges). Prioritize killing Galecaller Faye.

Defensive Usage:
You shouldn't take any damage if this fight is done properly. If need be, heal yourself up from any Slicing Blasts that were missed.

Detailed Tips:
Tidesage Council is probably the worst possible fight for tanks and melee. As ranged though, this fight is a joke. We essentially avoid all of the difficult parts of the fight. The biggest part of this fight is interrupting Slicing Blast, cast by Galecaller Faye. As long as you have a proper interrupt order, the rest of the fight is a joke for us. The other big parts of this fight is the Hindering Cleave cast by Brother Ironhull, and the tornadoes left behind by interrupting Slicing Blast. Both of these we can simply out range by standing just outside the arena as indicated below.


If you're able to, get the haste buff left behind by Swiftness Wards, but don't be greedy! You typically want to focus down Galecaller Faye first as she is the most dangerous. If you're trying to maximize time, it's slightly better to cleave both of them down at the same time.
Difficulty: Difficulty: Medium

Important Abilities:
Void Bolt & Ancient Mindbender

Cooldown Usage:
Use cooldowns like normal on pull and in execute range.

Defensive Usage:
You should not take any damage during this fight, with the exception of Mind Rend casts. Use Exhilaration, Spirit Mend, Health Potions to help out the healer. Use Turtle to immune a cast of Ancient Mindbender.

Detailed Tips:
Lord Stormsong is a fairly straight forward fight and is essentially patchwork. The major mechanic to watch out for is Anceint Mindbender. Luckily, Hunters can immune Ancient Mindbender once per fight. Use Turtle just prior to the Ancient Mindbender cast. It has a 1/4 chance to cast on you. If it would have cast on you and you have Aspect of the Turtle up, you properly ignored the mechanic.


You can also out range it, however the range is about 60 yards and it's not very efficient to do every time. If you do get mind controlled, you can either soak up as many Awoken Voids as possible, get broken out by others or you can jump in the pool and swim under (the pool kills you, so swimming in it until you're low enough will break you from being mind controlled). If you opt to go swimming, be extremely careful not to go too low or stay too long as it can actually kill you. It gets harder to break people out the higher key level you do, as the DPS needed to break someone out scales with key level.
Difficulty: Difficulty: Medium

Important Abilities:
Tentacle Slam, Grasp of the Sunken City & Consume Essence

Cooldown Usage:
Use cooldowns like normal on pull. Communicate with your group to determine which phase you want to use Bloodlust on and make sure you have cooldowns available for that. Typically you always want to use cooldowns during Phase 1, but you may need to use them during Phase 2 to help push adds depending on how many interrupts your party has available.

Defensive Usage:
Use cooldowns during Phase 2. Typically there will always be a cast of Consume Essence that goes through so top yourself off (you always need to use a cooldown if two go off).

Detailed Tips:

Phase 1
The primary mechanic to this phase is the Healer buff, Whispers of Power. It buffs the healer, significantly increasing their DPS but brings them to 10% health. Basically, if they get hit by anything, they die. The entire fight is making sure they survive to output as much damage as possible. Phase 1 is pretty simple for us as DPS. We just DPS the boss and stay far enough away so that we aren't hit by Yawning Gate spawns. Be sure to avoid Tentacle Slams throughout the entire fight. Aside from the initial top phase, there will be adds that spawn called Manifestation of the Deep. When killed, they explode doing AoE damage. This doesn't really matter to us, but it matters to your healer who is sitting at 10% health. They can successfully survive one add exploding, so killing multiple is fine as long as it isn't all at once. Once the boss reaches 100 energy, get sent into intermission phase. Once the healer has the buff in preceding top phases, you can pull eels or or other nearby trash with the healer debuff. The increased damage speeds up the trash. You do run the risk of the healer dying and since you're mid boss fight, you're stuck in combat so be careful.

Intermission
Intermission can be a bit scary, and it's very easy to wipe if interrupts are screwed up. You have two adds across the platform from each other. Assuming you have two melee with you, the standard way to pull this off is to interrupt the melee add (the one you're killing first) twice in a row (wait until the last second for each). As a range, you are in charge of the far add. Typically you wanna let the first cast go off and interrupt the second cast. The tank and healer will typically join you in this realm around the second interrupt. If any of these adds get a cast off after the healer joins you, the healer will die. Focus down one of the adds and move on to the other add to deal with this phase.



Shrine of the Storm Trash

  



Templars, Attendants & Spiritualists - These guys have the potential to wipe you very easily if your coordination isn't on point. Templars have two main things to watch out for. They have a conal AoE, which will deal a good chunk of damage along with a fairly long stun. They also cast both Protective Aura and Tidal Surge on themselves, making them extremely tanky if neither of these are purged. Both Tidal Surge and Protective Aura can be interrupted and purged, so be sure to keep both buffs off of them. The priority is Protective Aura though, as it increases the longevity of the pull. Spiritualists will cast Mending Rapids, healing all enemies around them. Interrupting this is your number one priority when facing these guys. Finally, the Attendants will cast both Water Blast and Wash Away. Ideally, you want to interrupt or stun/displace as many Water Blasts as possible to reduce damage done to the tank. Typically you want to ignore Wash Away, however if you stun/displace an Attendant during Wash Away, it will attempt to recast Wash Away as opposed to Water Blast. This is another way to reduce the number of Water Blasts.

Living Current - You typically want to avoid Living Currents as they have way too much health and deal an insane amount of damage. However, if you do pull it, the main ability you should be concerned with is Rising Tides. You can ignore Rising Tides by line of sighting the cast. Doing so makes Living Currents much more manageable. Typically, Living Currents are skipped via shroud. I made a clip of this shroud skip as it can be a bit tricky sometimes.


Windspeaker Heldis - Heldis was recently nerfed so she doesn't hit as hard as she used too. She spawns Minor Swiftness Wards which increase both her Haste and your Haste. Make sure to have an interrupt rotation and move her out of her own wards. She has a ton of health so it's generally advised to pull some other mobs in with her. You're also able to take advantage of her Swiftness Ward this way. If you decide not to pull her, you can simply Shroud or stealth past her using Camouflage. If any members do not have stealth, you can also simply jump past her on a mount as shown here.

Runecarver Sorn - Scorn is another mini-boss with a ton of health. It is generally advised to skip him, not because he's hard but just because he takes so long to kill. If you do decide to pull him, take advantage of his Minor Reinforcing Ward, which reduces all damage you take by 75% (This includes things such as Quaking or other mechanics). Scorn will cast Carve Flesh, which deals an immense amount of damage. Not only do you have the Reinforcing Ward, but Hunters are also able to just Feign Death the Carve Flesh, ignoring it completely. Once again, Scorn is typically skipped due to how long it takes to kill him (generally Shroud of Concealment is used). Hunters are also able to skip him using a combination of Turtle and Feign Death.

Guardian Elemental - Once again, Guardian Elemental is almost always skipped due to how long it takes to kill it, as well as the damage it deals. If you do pull it, make use of Exhilaration and Spirit Mend to help out your healers. Shipbreaker Storm and Electrifying Shock deal a ton of damage, especially on Fortified weeks. Hunters are able to skip him with a combination of Turtle and Feign Death (typically you'll see rogues skip him with cloak and vanish, or a tank pulls and dies).


Ironhull & Galecaller Apprentices - Among all of the mini-bosses, we have a couple packs of Apprentices mixed in. The Ironhull Apprentices will cast Sundering Blow and buff themselves with Lesser Blessing of Ironsides. This can get rough on the tank so stun or knock them back to help your tank out. Galecaller Apprentices will cast Tempest, spawning a tornado at a random location and dealing a ton of damage. Try to interrupt as many Tempests as possible.
Deepsea Ritualists & Dredged Sailors - Dredged Sailors have very little health. They have a shield on them called Reanimated Bones. Simply purge it away to almost instantly kill them, or just DPS the shield off. Ritualists on the other hand, have a ton of health and can take awhile to kill. Most routes tend to skip this area or at least part of it, due to how dangerous and how much health some of these guys have. Ritualists will cast Unending Darkness, dealing AoE damage and leaving a debuff that stacks. Be sure to interrupt as many as possible as letting multiple get off can be dangerous.

Tidesage Enforcers - These guys hurt tanks. A lot. They cast Deep Smash which deals a ton of Frost damage (most tanks hate magic damage). Tanks will typically kite these due to how much damage they deal. Sometimes you're able to pull an Enforcer in with the Tidesage Council fight, once Galecaller Faye is dead.

Drowned Depthbringers & Abyss Dwellers - Once again, the area with two Depthbringers and a bunch of Abyss Dwellers is typically skipped. Unlike the Abyss Dwellers further in the dungeon, these do not spawn until you engage the two Depthbringers. You're able to stealth past these (assuming you killed the trash outside the room) or you can use out of combat CCs (such as Sap and Imprison) and simply walk by them. Engaging in any sort of combat will spawn the Abyss Dwellers. If you opt to pull this room, be sure to interrupt Touch of the Drowned and Rip Mind as much as possible. Make use of Feign Death if multiple Abyss Dwellers are targeting you. Use any AoE stuns you have at your disposal to limit the amount of incoming damage done by the Abyss Dwellers while you quickly AoE them down.
Abyssal Cultists & Colossal Tentacles - Most groups will opt to shroud by one or more of the groups on the bridge in this location. There will be more Drowned Depthbringers, along with Abyssal Cultists and some Colossal Tentacles here. The Cultists can take awhile to kill if you don't interrupt or purge them. Both Detect Thoughts and Consuming Void will reduce their incoming damage and/or heal them in some way. Both Consuming Void and Detect Thoughts are purgable, so use Arcane Torrent or our pet dispel to remove these as much as possible. They also cast Mental Assault periodically so be sure to side step it. Unfortunately, Mental Assault will stun our pets if they happen to be in the AoE. This only happens if the tank abruptly turns the mobs, putting our pets in line of fire. It is also important to note that you should not be in melee when the Colossal Tentacles spawn. They will melee the closest person to them as soon as they spawn so be careful.
Forgotten & Sunken Denizen - These guys are pretty easy as long as you have a proper interrupt order. Burn down one of the Fogotten Denizens to make interrupts easier. The Sunken Denizen really hurts the tank, especially on Fortified so he may need to kite some. Typically, these three mobs are done during an intermission phase of Vol'zith to take advantage of the healer damage buff. If you're doing this, you have to be extra careful to get interrupts as missing one will kill your healer.

Abyssal Eels - These eels don't really do anything to us as ranged. They do however put a DoT on the tank that stacks called Abyssal Strike. Eventually, your tank will have to move away to drop stacks. Use Binding Shot and Tar Trap to help the tank kite. At this point, the eels will then turn to melee the closest target to them. Unfortunately this often means our pet. Your pet may die due to this DoT, which can be unfortunate if you're running Animal Companion. Save Exhilaration and Mend Pet for this moment to keep your pet alive. You may need to pull your pet away temporarily to keep it from dying.


Temple of Sethraliss


Difficulty: Hard

Important Abilities:
Lightning Shield, Jolt, Conduction, Static Shock & Cyclone Strike

Cooldown Usage:
Use cooldowns like normal on pull and on cooldown after that. Prioritize using cooldowns on Adderis. Be aware of the Lightning Shield timings as to not use cooldowns just before a swap.

Defensive Usage:
Try to Feign Death Conduction to avoid damage. If you cannot, use Turtle to immune the damage. Use Exhilaration, Spirit Mend, Health Potions etc to top yourself off after every Static Shock or if you are hit by Jolt.

Detailed Tips:
Adderis and Aspix is a single phase council fight where the group will have to fight both bosses simultaneously. The bosses do not share a health pool and they will cast different sets of abilities depending on if they have Lightning Shield or not. While Lightning Shield is active on a boss, they will gather energy. At 50% energy and 100% energy, each boss will cast a unique ability. After they use their ability at 100% energy, Lightning Shield swaps, forcing you to swap targets. As Hunters, this part of the fight is crucial. We not only have ourselves to worry about, but we also have to make sure our pet swaps targets too. Just before the shield swap, stop attacking the current target and pull your pet off with /petfollow. If you wait too long, you or your pet may die due to lightning shield.

Adderis
There are several major abilities you should be concerned about while Adderis is active. Adderis' major ability is Cyclone Strike. Be sure to look to see which way he is facing and move out of the way. Cyclone Strike will most likely kill you, especially if you're hit by multiple cyclones. While Adderis is active, Aspix will be casting Jolt and Conduction. Be sure to interrupt and many Jolts as possible. I recommend using a mouse over interrupt to avoid accidentally auto attacking Aspix after interrupting him (doing so will most likely kill you due to his Lightning Shield). Aspix will target a random member with Conduction. If you are targeted, you can Feign Death it ahead of time to prevent the cast all together. Doing so makes the healers life much easier so always try to do it. Shortly after, Aspix will reach 100% energy and cast Static Shock, dealing a large amount of AoE damage. Use defensives and heal yourself up prior to it coming out to be safe. Try to use cooldowns on Adderis as opposed to Aspix, since having Adderis alive is much more dangerous.

Aspix
The fight gets much easier while Aspix is active. He will cast Gust which does a moderate amount of damage. It should be interrupted if possible. At 50% energy, Adderis will cast A Peal of Thunder, teleporting to the nearest member, dealing AoE damage in a small area. As a range, you can bait his location as he will always jump to the closest player to him. Stand away from the group yet closest to him to bait his jump away from the group. Do not stand too close to him as he will still melee. At 100% energy, Aspix will cast Arc Dash. Simply move out of the way to avoid it.

Want to see the full fight? Here's a vod of me doing the entire fight correctly. Some things to notice during the fight: When I pull my pets off to deal with Lightning Shield, my Feign Death/Turtle for Conduction, interrupts on Jolt.


Difficulty: Medium

Important Abilities:
Noxious Breath, Blinding Sand & Blinding Sand

Cooldown Usage:
Use cooldowns like normal on pull and during Phase 3. Do not use cooldowns to pad during intermission.

Defensive Usage:
The only damage you should be taking during the encounter is from accidental damage from Toxic Pools. Use healing cooldowns to top yourself off. Likewise, top yourself off if you're hit by Burrow in intermission.

Detailed Tips:
Merektha is a multi-phase fight that gets progressively harder as the fight goes on. Throughout the fight, Merektha will cast A Knot of Snakes on a random party member. Any stun or disorient will break out the player in the knot. Hunters are able to use Freezing Trap prior to the cast. If we are standing on top of the trap and A Knot of Snakes picks us (or any other member on the Freezing Trap), they will instantly be broken out.


Top Phase
The fight is broken up into three up phases and two intermissions. The first phase is rather simple. Merektha will only cast A Knot of Snakes and Noxious Breath. Be sure to point the breath towards the outside of the arena to conserve as much space as possible. At 60%, Merektha will submerge into intermission one. Phase two is also fairly easy. Merektha will no longer cast Noxious Breath, but instead will cast Blinding Sand. Be sure to face away from her. At 45%, phase two ends and she submerges once again. When the 2nd intermission ends, phase 3 begins. Phase 3 is where it can get rough. Merektha will now cast Blinding Sand and Noxious Breath, along with A Knot of Snakes. At some point during this phase, 4 snakes will spawn towards the back of the room, the same snakes you fought during intermission. Two of which are Venomous Ophidians and two of which are Sand-crusted Strikers.


Try to CC the Sand-Crusted Strikers as they will cast Dust Cloud, enveloping other adds and Merektha within the cloud. If this is allowed to happen, the fight can snowball out of control very quickly. Continue to kite Merektha around, while either killing or CCing the adds and finish the fight as quick as possible.

Intermissions (Submerged)
Merektha has two intermissions which begin at 60% and 45% respectively. During both intermissions, Merektha will be submerged and will burrow around the arena. Be careful as she will sometimes turn abruptly and change direction. For the first intermission, you will have to kill 4 Venomous Ophidians. These guys are pretty easy to deal with. During the second intermission, you will have to deal with 4 Sand-Crusted Strikers. These guys can be a bit harder to deal with as they cast Dust Cloud, causing attacks to miss while they are within the cloud. Use AoE stuns or knock backs to prevent Dust Cloud from being cast. I advise against using cooldowns or essences to pad on the snakes as pushing the final phase of the boss is much more important.
Difficulty: Difficulty: Medium

Important Abilities:
Galvanize

Cooldown Usage:
Use cooldowns like normal on pull and in execute range.

Defensive Usage:
Use everything you have at your disposal. This is perhaps the most healing intensive fight in any dungeon. Use Exhilaration, Spirit Mend, Health Potions and Survival of the Fittest essentially on cooldown (ideally every time you are soaking Energy Cores). Turtle can immune stacks of Galvanize and prevent incoming damage if need be.

Detailed Tips:
Galvazzt is a fairly easy fight from a DPS perspective. The thing that makes it hard is the healing requirement and the damage you will take during this fight. Galvazzt takes a good bit of coordination to properly pull it off. You will need to rotate between 3-4 people to soak Lightning Pillars the entire fight, rotating your stacks of Galvanize. Letting even one pillar through will cause Galvazzt to cast Consume Charge, dealing massive AoE damage to the group, effectively wiping the party. While soaking, make use of Spirit Mend, Exhilaration, Health Potions, Survival of the Fittest and even use Feign Death if you have any Survival Tactics traits. Anything you can do to help your healers out is good. If need be, Hunters can use Aspect of the Turtle to soak and immune an entire pillar. While using Turtle, we will not take damage and we will not accumulate any additional stacks. With Turtle, we can essentially soak 3 pillars in a row (first normally, second we pop turtle at 13 stacks, third we soak normally since stacks fell off during turtle).
Difficulty: Difficulty: Hard

Important Abilities:
Rain of Toads, Chain Lightning & Snake Charm

Cooldown Usage:
Use cooldowns when available. Prioritize using cooldowns on Heart Guardians.

Defensive Usage:
This is another very healing intensive fight. Help your healers out and use defensives on cooldown. If you have the Plague debuff, be aware that it reduces healing done (Exhilaration). Our pets (Spirit Mend) are never affected by this. Turtle may be used to soak any stray toads, ignoring the Plague application.

Detailed Tips:
Avatar of Sethraliss is a unique boss that you must actually heal, rather then kill. The fight spans 3 phases, each of which is separated by a small intermission which allows the healer to focus on healing the Avatar.

Phase 1 & 2
Each of the phases, players will have to kill a set of 4 Hoodoo Hexers that are channeling into the boss. The healer cannot heal the boss until each of these have been killed. Throughout the phase, Heart Guardians, Plague Doctors and Plague Toads will spawn to slow you down. The main goal here is to kill the adds while protecting your healer from the toads as much as possible. As a DPS, your primary target is the Heart Guardian. These guys place a stacking debuff on your tank called Heart Attack, increasing the damage they take per stack. Nuke the Heart Guardians as quickly as possible while whittling down the Hoodoo Hexers. Your next priority is defending your healer from toads. Plague toads can be killed or you can simply run on top of them. Getting hit by a toad applies a DoT to you and reduces the healing you do by 50%. Hence why we want to protect our healer. If a healer gets hit, they struggle to not only heal the incoming damage, but they won't be able to heal the Avatar to phase the boss. Your very last priority is to kill the Plague Doctors. Typically you want to try and just CC the Plague Doctors during the phase and just deal with it during intermission while your healer is healing up the Avatar. If you keep breaking the CC, it's okay to drag the Plague Doctor along with you while killing the Hoodoo Hexers, but never focus it down unless you get overrun by them (that only happens if you've messed up something in the fight prior).

Phase 3
Phase 3 is exactly the same as phases 1 and 2 except now, the Avatar comes to help you. He gives you a buff, reducing all damage taken by 99%. During this time, it has become standard practice to run up the bridge (assuming you've skipped the trash or need trash percent still), and pull the remaining trash down to the boss. Since you're taking 99% reduced damage, the mobs can't kill you! Unfortunately, our pets do not gain the buff from the Avatar. If you do pull mobs from the bridge, the Hoodoo Hexers will cast Flame Shock or Lava Burst, both of which have a chance to target our pets, both of which will kill our pets. Be ready to use Exhilaration or Mend Pet if need be during this portion of the encounter.

Want to see the full fight? Here's a vod of me doing the entire fight correctly.





Temple of Sethraliss Trash

  



Dust Devils & Marksman - These guys can be extremely annoying, and can easily kill party members if you aren't careful. Dust Devils will cast Lightning Bolt and Marksman will be casting Power Shot. Lightning Bolt should be interrupted as much as possible and Power Shot should be side stepped. Power Shot will easily one shot you on higher keys so be careful. Dust Devils also cast Healing Surge, healing a random enemy. Be sure to interrupt this as it can be devastating, especially for certain affixes such as Bolstering. Marksman also cast Neurotoxin, which incapacitates you if you move. Simply stand still for 4 seconds. Neurotoxin can be dispelled as it is a poison.

Sandfury Stonefist - These guys aren't very hard to deal with from a range DPS point of view. They simply do a Ground Pound, a small AoE around them. Just stand at range to avoid unnecessary damage from them. They do however have an extremely large health pool, which you should take note of for affixes such as Bolstering.

Shrouded Fangs - These guys can be scary for tanks. They patrol around this area in stealth. When they get close, they stun the closest target with Cheap Shot and cast Blade Flurry, dealing a ton of damage to that target. Make sure you are behind the tank to avoid being stunned and possibly killed. You may need to use Intimidation or Binding Shot while the tank is stunned, to prevent mobs from wailing on other party members. Hunters can also use Flare to draw out the Shrouded Fangs. Below is the location and pathing of these guys. They are typically accompanied by a Krolusk Pup so it's a bit easier to find them. On Teeming weeks, the Shrouded Fang and Krolusk Pup may become desynced so be careful.
Sand-Crusted Strikers - These guys make this area of trash very annoying. They place a Dust Cloud around them, causing all abilities to miss enemies within the cloud. Move enemies out of it and utilize line of sight to out range the Marksman so it will move. Killing the Sand-Crusted Strikers will also remove the cloud.

Scaled Krolusk Riders - The big thing to be concerned about with these guys is their Electrified Scales cast. While on the target, it reflects damage done to the Krolusk Rider. This is a big priority for us as it will damage both you and your pet, possibly killing your pet. It can be both interrupted and purged so do so as your highest priority. These guys also cast Noxious Breath in a large cone in front of them. Avoid this as much as possible as it can easily kill you on higher keys. This typically isn't an issue as the tank should be pointing them away, but be aware in case he needs to kite or move the mobs.

Crazed Incubators & Faithless Tenders - THESE GUYS SUCK FOR HUNTERS. These are the reason your pet dies ALL the time in this area. Both of these guys cast Venomous Spit on the closest target with threat (typically the tank). Unfortunately for us, our pet can be targeted by it and it is not reduced by our pets natural resistances. There is zero way to avoid your pet dying except for healing it with Mend Pet and Exhilaration and hoping it survives. If you have an awesome healer, they may help by healing your pet but 99% of healers don't track pets. These guys are the primary reason why Animal Companion isn't advisable in Temple of Sethraliss for BM Hunters. In addition to the poisons, the Crazed Incubators cast Lightning in a Bottle, which is a ground effect AoE. Just don't stand in it! Finally, these guys commit suicide when they're close to dying. Make sure to be pretty far away from it as the explosion is actually a bit bigger than the visual effect. Tenders will attempt to heal themsevles with Drain and Greater Healing Potion. These should be interrupted as much as possible. They also buff themselves with Embryonic Vigor, healing themselves and increasing their damage. This should be purged as soon as possible.
Agitated Nimbus & Imbued Stormcallers - You need to have a good interrupt rotation for these guys. The Agitated Nimbus will cast Accumulate Charge, increasing its damage, followed by Release Charge periodically, dealing a ton of AoE damage. Accumulate Charge can be both interrupted and purged, which should be done as much as possible. Stormcallers will also cast Shock, which can seriously hurt on higher keys, especially when it overlaps with Release Charge. Be sure to interrupt as many as possible.

Static-charged Dervish - These guys HURT. These guys behave very differently from normal mobs. They have two main abilities, Electrocute and Spark. They typically jump towards the closest target to their hit box with Spark, dealing a small amount of AoE damage. A couple of them will jump to the highest threat target (half work off of threat, half work off of proximity, these guys are very weird). Taunting them out may be useful on Sanguine weeks. Dervishes do not trigger Bolstering when they die, but they do drop Sanguine. For some reason, they are coded as counting for multiple mobs when they die, so they drop a ton of Sanguine at once. Essentially, if another Dervish is inside the Sanguine another Dervish drops, it will be healed to full almost instantly. Be VERY careful on Sanguine weeks. The reason these guys hurt so much is due to their Electrocute. Electrocute targets any player within 35 yards and has a chance to deal a ton of damage to that player. Range DPS are able to out range the Electrocute, however it is generally not recommended. Since Electrocute is a targeted ability, not an AoE, by out ranging it, it will cause more damage to those still within range. Instead of splitting the casts between 5 people, you're now splitting it between 4 people. This can be much harder to heal. Finally, BM Hunters can do a trick with these guys, unique to Hunters. Electrocute and Spark both register as AoE damage for our pets, meaning, our pets essentially don't take damage from either of them. Since our pet generally holds the majority of our threat as BM Hunters, we can solo the Dervishes, without taking damage. The Hunter can stand max range while the pet tanks all of the Dervishes. Our pet takes no damage and we take no damage. Of course, this means that no other party member can be within range and if you happen to lose aggro from your pet, you will die. Is it worth in terms of speed? Generally no, but it can be useful if your group cannot kill them for whatever reason.
Handling the Orbs - The orbs can either be done extremely quickly by an experienced group, or it can take minutes if it's screwed up. Any class with a personal CC can solo an orb, including Hunters. Below is an example of how to solo an orb. The basic concept is that you need to CC the orb guardian on your side (left side is much easier to do, right side has 2 orb guardians). The tank will gather up all of the smaller guys and kite them around. This may need to be done in two rounds with affixes such as Necrotic. If you don't know exactly where the Orb Guardian is, use Flare to draw him out. Then use a Freezing Trap to CC him. Pick up the orb and throw it or use Disengage and carry it to the eye. If you need, use Binding Shot on any stray Orb Guardians or Conscripts. Throwing the orb through any player or mob will halt it's path, so make sure when you throw it there is nothing in the way. If you plan on skipping via death run or battle rez, be sure to break any CC used prior to skipping. If you don't, the Orb Guardian will attack you once the CC is over, most likely causing a wipe. Once we do the orb, we are able to use Feign Death to drop combat so use that to your advantage.

Plague Doctors & Hoodoo Hexers - The Plague Doctors and Hexers on the stairs are generally skipped, typically with a Shroud or death run. If you still need percent, these guys can be pulled during phase 3 of the Avatar of Sethraliss encounter, while the party has the 99% reduced damage buff. Simply have a DPS or Healer run up and aggro both sets of mobs on the stairs and drag them down. Regardless if you pull before or during the boss, these guys have a couple of abilities to watch out for. Snake Charm should be interrupt as highest priority. It will incapacitate a party member, slowing the pull down. Hoodoo Hexer's cast Flame Shock which can unfortunately target our pets. Use Mend Pet and Exhilaration to prevent your pet from dying. During the Avatar of Sethraliss encounter, our pets do not benefit from the 99% reduced aggro buff that the party gets. This means that if you pull the Hoodoo Hexers from the stairs, your pet may still get Flame Shocked, potentially killing your pet during the encounter so be aware.

Heart Guardians - Heart Guardians don't really matter too much for DPS, they're more of a concern for tanks. Heart Guardians cast Heart Attack, increasing the damage the tank takes from all sources by 20% per stack. These guys should always be your priority when they're pulled, whether it's prior to the boss or during the boss encounter as they can destroy tanks if left unchecked.


Siege of Boralus


Difficulty: Medium

Important Abilities:
Iron Gaze, Hangman's Noose (Meathook) & Heavy Ordnance

Cooldown Usage:
Generally you hold cooldowns for about 15 sec until the just before the first bomb goes off. Use your second set of cooldowns in execute range after the boss hits a bomb.

Defensive Usage:
Use Exhilaration, Spirit Mend, Health Potions etc to heal yourself up from any damage done by the Marksman via Molten Slug or if a bomb goes off.

Detailed Tips:
This is the only boss in any dungeon that has a slight variation between Horde and Alliance. They're virtually the same, but their abilities differ slightly. In both encounters, each boss will randomly target a ranged player and pursue them with Iron Gaze. Holy Paladins and Mistweaver Monks are not considered range, so you may be the only range in your group (be prepared to get every fixate). The goal is to kite the boss into a Heavy Ordnance to stop his pursuit. The bomb stuns him and increases damage done to him by 50% for 6 sec. Make sure to have cooldowns running during this. It is worth to delay abilities such as Kill Command slightly in order to get multiple within this window. The key to doing this properly is knowing where the bombs will spawn to be in the proper position. Below is a picture showing you how the bombs spawn, and where you should position yourself ahead of time, just before the bombs appear.


The red arrow indicate where the bombs will spawn. As you can see, the circles where the bombs will spawn are clear, while the others have a blue swirly inside. You should be positioning yourself ahead of time, prior to the bombs even spawning.

In addition to the pursuit, 2 adds will continuously spawn throughout the fight - a Kul Tiran Vanguard and a Kul Tiran Marksman. Both of these adds can either be CC'd or tanked and killed. Sergeant Bainbridge/Chopper Redhook have a weird aggro table due to their pursuit. Both bosses don't need to be tanked due to their continuous fixate, however after running into a bomb, they will attempt to melee the highest threat target quickly, then continue to pursue. Some tanks taunts don't work so the boss may melee your pet if this is the case. Paladins and Bear's taunts don't work so if you have one as your tank, be prepared to withdraw your pet temporarily to avoid it from getting killed. There are two main differences for each boss. Below are the differences in each faction

Alliance
First, the hook that Chopper Redhook throws is called Meat Hook. On Alliance, he will attempt to throw the hook in a straight line, towards a random range DPS or healer. Simply side step the hook and proceed as normal. If you are hit, you will be stunned, dragged in and will die to his Steel Tempest ability. On Alliance, using Feign Death or Aspect of the Turtle will immune his Meat Hook all together. The second major difference for Alliance is the add spawns. Unlike Horde, CC'ing the proceeding waves of adds does not stop the adds from spawning. All adds must be killed on Alliance.

Horde
The first difference is Sergeant Bainbridge's Hangman's Noose ability. Unlike Alliance, this ability cannot be dodged. It will always land and attempt to drag the range DPS or healer inwards. While hooked, you will take massive damage until it ends or until you are dragged towards him. It is generally easier to simply run towards him. Unlike Alliance, you are not stunned, but will have a couple seconds to attempt to escape his Steel Tempest ability. You will need a speed boost (Aspect of the Cheetah) or to use Disengage to successfully avoid the ability. You may use Aspect of the Turtle or Feign Death to prevent the cast of Hangman's Noose, however I advise against it. Doing so will ignore the noose, but he will later cast Steel Tempest without any notice, almost certainly killing any melee DPS. The second difference is the add spawns. On Horde, the proceeding waves of Marksman and Vanguards can be CC'd (Freezing Trap, Blind, etc). Doing so will stop future waves of adds from spawning.
Difficulty: Easy

Important Abilities:
Gut Shot, Dread Volley & Broadside

Cooldown Usage:
Only use cooldowns during phase one! Don't ever waste cooldowns to pad on the adds during intermission. Generally hold cooldowns until after the first wave of adds since Captain Lockwood will immediately jump into intermission after 10ish sec.

Defensive Usage:
You should not take any damage during this fight. If a Gut Shot goes off (this means no one is slowing Captain Lockwood) use Exhilaration, Spirit Mend, Health Potions etc to help your healer out as this ability destroys non-tanks.

Detailed Tips:
Captain Lockwood is fairly easy for DPS, especially Hunters. The fight is broken up into two phases. This boss can take forever, especially on Tyrannical. It is worth using Bloodlust on this boss if doing so will shave off a phase off the encounter. If not, it is worth saving for the following trash.

Phase 1
You want to save all of your cooldowns for this phase. Pushing Captain Lockwood during this phase is the key to potentially reducing the amount of phases. During this phase, she only casts two abilities, both of which aren't much of a concern for us as Hunters. She casts a small cleave in melee range, and then she will jump and cast Gut Shot (this will easily kill someone on a higher key) on a random party member. To prevent Gut Shot from being cast, simply maintain a slow on her throughout the phase. Generally we aren't the best for this, but we can use both Tar Trap and Concussive Shot to maintain the slow. Doing so will prevent her from both jumping and from casting Gut Shot.

Phase 2
The intermission phase will spawn three adds from her ship. Ashvane Deckhands can be CC'd while on the ship using targeted CC's such as Freezing Trap or Imprison. If they are CC'd on the ship, they will not spawn further adds in the proceeding phases (as long as they remain CC'd). Generally you don't want to do this anymore, since a lot of classes such as Outlaw Rogue benefit from having more adds alive. For Hunters, we are able to proc our AoE by having 3 adds available, so it's a benefit for us as well (Rapid Reload, Trickshots, Bomb CDR). During this phase, Unstable Ordnance will be cast. Simply avoid it while killing the adds. Killing the Cannoneer will drop a cannon. Shooting the cannon will end the phase early. I advise against using cooldowns in this phase and to save them for phase 1. Focus on killing the Cannoneer (or getting AotW back up in BM's case).
Difficulty: Difficulty: Easy

Important Abilities:
Break Water, Tidal Surge & Crashing Tide

Cooldown Usage:
Use cooldowns like normal on pull. Save your second set of cooldowns for execute range (Killer Instinct, Careful Aim, etc) depending on the kill times of the boss. Sometimes it's worth to save your cooldowns for Viq'goth who follows immediately.

Defensive Usage:
Use Exhilaration, Spirit Mend, Health Potions etc to help your healer out after every Break Water. Turtle can immune the damage from Break Water.

Detailed Tips:
Hadal is a pretty simple tank and spank fight, especially for DPS. He has three abilities that you need to be concerned with: Break Water, Tidal Surge and Crashing Tides. Break Water is the big thing to be concerned about. Every time he casts this, he targets a few players and after a few seconds will place a Brine Pool under them. Try to stack these up as much as possible, and try to place them in corners (generally easier to stand in melee to cluster them up as much as possible). Avoid placing them perpendicularly behind the fountain in the middle. Break Water also does a huge amount of damage every cast. Use Exhilaration, Spirit Mend, Survival of the Fittest and even Turtle to top yourself off or to ignore the damage completely. Tidal Surge is super easy to deal with, especially since we're ranged. Don't be on the edge of the arena when it's about to spawn to avoid being instantly killed. Finally, Crashing Tides should be pointed towards the outside of the arena, however sometimes there are overlaps that you cannot avoid. It will occasionally be cast towards the group, directly after dodging the Tidal Surge, so be aware. Depending on your strategy and timings, it may be worth holding your second set of cooldowns to use on the following boss, which comes directly after. Finally, there is one last difference that Alliance players have to deal with compared to Horde. Once Hadal has been defeated, Alliance players must sit through a ~25 second role-playing phase before the gate to Viq'Goth will open...play Horde 🙂
Difficulty: Difficulty: Hard

Important Abilities:
Putrid Waters & Slam

Cooldown Usage:
Save cooldowns for a fresh tentacle. Using cooldowns on this fight depends entirely on your group's strategy. The general strategy is to use cooldowns on the initial Demolishing Terror, on the 2nd platform's Gripping Terror (to phase with zero Demolishing Terrors), and on the third platform on its Gripping Terror (once the initial Demolishing Terror has been killed).

Defensive Usage:
Use Exhilaration, Spirit Mend, Health Potions etc to help your healer out after every Putrid Waters. Do not waste cooldowns if your healer plans to dispel you (communicate with your healer!!).

Detailed Tips:
Viq'Goth is a pretty simple boss as long as you know how to deal with the tentacle timings. The major ability that you need to be concerned with, aside from the tentacles, is Putrid Waters. This ability targets 2 of the 5 players at once, deals an insane amount of initial damage, then does ticking damage until you're dispelled. Communicate with your healer! You will need to rotate between externals and personal cooldowns, and knowing if you're getting dispelled instantly or not helps to not waste any. As for the tentacles, the timings differ slightly per platform, but for every platform these things hold true. On any platform, there is only a maximum of 5 Demolishing Terrors. If you kill the Gripping Terror, prior to spawning 5, no more Demolishing Terrors will spawn on that platform. Demolishing Terrors will also cast Slam, dealing damage to the entire party if no one is in melee range of it. Tentacles can be stunned so make sure of Intimidation to delay the Slam, giving the tank time to get to it. You may also need to tank a tentacles with your pet, or with Turtle at some point during the fight so be aware. The first platform is pretty straight forward since the tentacles are already spawned when you arrive so I'll only discuss the 2nd and 3rd platforms.

Platform 2
The second platform is actually extremely easy, and most groups mess up the timing. The first Demolishing Terror spawns when you shoot the cannon. The timer for the proceeding Demolishing Terrors DOES NOT START UNTIL YOU ENGAGE THE GRIPPING TERROR. You can also start the timer by proximity to the Gripping Terror. This means that as long as you stay close to the initial Demolishing Terror and do not attack the Gripping Terror at all, no other Demolishing Terrors will spawn. Use this to your advantage to fully kill the initial Demolishing Terror. Once it's dead, make sure everyone is ready and then engage the Gripping Terror. Typically groups will use Bloodlust on this platform to destroy the Gripping Terror, making this platform very quick and easy (especially if you're able to burn the gripping without any other Demolishing Terrors spawning).

Platform 3
Platform 3 is perhaps the hardest and is where many groups wipe. Even getting to the third platform can be annoying, especially for Hunters. First off, make sure to set your pet to passive, prior to crossing the wooden planks towards the final platform. As of patch 8.2.5, pet pathing was somewhat fixed on the actually platform, but if you forget to set your pet to passive prior to traveling to the 3rd platform, your pets can still bug out and get stuck underwater (especially when using Animal Companion).


To be safe, set your pet to passive and switch it back once you're on the platform. If for whatever reason your pet is bugged, dismiss it and resummon it. Additionally, stay as far away as possible from Viq'Goth when crossing the planks. Occasionally he will melee you (one shot) if you get too close. As for the tentacles, similar to the second platform, the proceeding Demolishing Terrors WILL NOT SPAWN UNTIL YOU ENGAGE THE GRIPPING VIA DAMAGE OR PROXIMITY. Kill the initial Demolishing Terror, then engage the Gripping. The initial Demolishing Terror on this platform has way more health then other Demolishing Terrors so this is even more important.



Atal'dazar Trash


Halberds & Vanguards - Halberds and Vanguards both do frontal AoEs. Halberds have a small conal effect while Vanguards slam in a straight line. The tank should be pointing both away from you, but you should be aware of both in case he needs to kite or re-position the adds. Both slams can be stunned and knocked back as an option.

Marksman & Powdershots - These guys hurt! Both of their shots chunk players, especially on Fortified, Bolstering and Raging weeks. Shots can be Feigned, which should be done on cooldown. Make sure you're topped if you are targeted by using Exhilaration, Spirit Mend and health potions, or use Survival of the Fittest and even Turtle to reduce damage taken. Ideally you want to focus these guys down quickly, especially on Sanguine weeks considering it's very difficult to move them without a knock back.

Wavetenders & Waveshapers - These guys need to be interrupted as much as possible. Watertight Shell can be both interrupted and purged if it gets off so be sure to remove it if it's let through. The priority here is interrupting Brackish Bolt, which can essentially one shot players if it gets off.

Raider, Pack Master, Hounds, Shredders & Bombers (Alliance) - Unfortunately for Alliance players, they get the short end of the stick in Siege. Horde luckily never has to face any of these guys (except the raider which can be avoided), however Alliance players are forced to deal with these. The most annoying of these mobs are the Raider and the Shredders. Similar to the first boss, Raiders will cast Iron Hook, locking onto a player and dragging them in. Once inside, they will cast Savage Tempest. Everyone should stay out of melee range during Savage Tempest. Hunters are able to Feign Death the Iron Hook cast, ignoring some damage and the initial drag in. Shredders will cast Singing Steel, which deals damage to players in a frontal cone and can easily be side stepped.. Shredders and Bombers also cast Iron Ambush and Fire Bomb respectively, which should be side stepped as well. The difficulty in this pack comes in when the Hounds cast Clamping Jaws, rooting players in place, making it difficult to avoid some of these abilities. Luckily, Hunters can use Feign Death or use Disengage (with Posthaste) to remove the snare, making dodging these a breeze.

Footmen (Horde) & Marauders (Alliance) - Once again, Alliance is unlucky. While not a major difference, Alliance gets to deal with a ton of Marauders while Horde gets to deal with Footman. Both can suck, but Marauders are a bit worse. They essentially do the same thing: Footman cast Hindering Cut while Marauders cast Cursed Slash. Both are cast on the nearest enemy to them within melee range, so never get near these guys (this can happen unexpectedly when they run away, they will recast Hindering Cut and Cursed Slash when running back in). Hindering Cut reduces Haste by 35% per stack, while Cursed Slash increases damage taken by 15%. Be sure to quickly kill these off as soon as possible to help your tank out.
Ashvane Spotters - Spotters are what make Siege. They essentially make the latter half of the dungeon a breeze (depending on affixes). They cast Sighted Artillery, targeting a random player. This AoE not only damages players, but enemy units as well (aside from larger units such as Commanders, Demolishers and the Spotter itself). Some tips to using Sight Artillery to your advantage. First, everyone should try to be in melee of the mobs you're trying to drop Sight Artillery on. If you are standing in range, you may waste the first or second tick of Sighted Artillery simply trying to get into range. Secondly, be aware of the affixes. While Sighted Artillery is amazing in most scenarios, it can royally screw you on some weeks such as Bolstering. If you have a Commander in the pack, Sighted Artillery will kill all other mobs but the Commander, bolstering him very high unintentionally. Finally, Sighted Artillery scales with Raging and Bolstering! You can enrage or bolster your spotter, making Sight Artillery literally one shot other mobs (and you of course). This is very risky but can speed up the dungeon tremendously!

Footmen Across the Bridge - There are some Footman located across the bridge that are super easy count. Hunters are able to get all four so make sure you include it in your route.


Ashvane Commanders - These guys can be pretty annoying. As stated above they are not affected by Sighted Artillery and have a ton of health. These guys have two big things to be concerned with, Trample and Bolstering Shout. Trample is pretty annoying as it targets a random player, charges at that location, deals damage and stuns anyone hit for a couple of seconds. You have a couple of seconds to move so its generally easy if you're paying attention to it. Bolstering Shout needs to be purged as soon as possible as it reduces damage enemies take by 45%. You can sometimes use this to your advantage on Bolstering weeks to prevent the lower health mobs from dying too early from Sighted Artillery (relative to the Commander).

Ashvane Cannoneer - The Cannoneer is pretty simple to deal with. It just does a frontal conal attack called Broadside towards the tank. If you get hit you die! So make sure to know where it's pointing.
Bilge Rat Buccaneers, Tempests & Pillagers - These guys are pretty easy for ranged, but there are a lot of things you can do to help out tanks and melee with these mobs. Buccaneers will cast Banana Rampage, dealing a ton of AoE damage in melee range and throwing out a ton of bananas. Stepping in one stuns you for 2 seconds which is extremely annoying. Use Intimidation or another displacement ability to interrupt the Banana Rampage to help out your melee. Tempests will cast Choking Waters and Revitalizing Mist. Try to interrupt as many as possible, especially the latter which will heal mobs. Pillagers are perhaps the most deadly mob in all of Siege, especially for tanks. They cast one ability in a frontal cone called Viscous Slobber, dealing an insane amount of magic damage to anyone hit and slowing you by 65%. They also run away at low health, so the cone may not always be facing towards the tank. This ability can be stunned or knocked back if need be. Finally, all of these mobs are affected by Sighted Artillery, so use that to your advantage.

Bilge Rat Demolishers - These guys are not affected by Sighted Artillery so be aware for affixes such as Bolstering. These guys cast two abilities that are super easy for ranged DPS to deal with. The first is Terrifying Roar, an AoE fear cast in a 10 yard radius around them. The second is their Crushing Slam, which deals a great deal of damage and stuns (almost always kills you on higher keys) in a straight line in front of them. This should be pointed away by the tank.

Ashvane Destroyers & Invaders - These guys don't really matter much for us as DPS, but they destroy tanks between Ferocity and Stinging Venom Coating respectively. Ferocity can be purged so do so to help your tanks out. Make use of Binding Shot and Intimidation to help reduce the damage your tank is taking. Both of these are affected by Sighted Artillery.


M.O.T.H.E.R.L.O.D.E!!


Difficulty: Medium

Important Abilities:
Footbomb Launcher, Shocking Claw & Static Pulse

Cooldown Usage:
Save cooldowns and Bloodlust for the first set of Footbomb Launchers (~15-20 sec into the fight). Try to overlap cooldowns while he's affected by Blazing Azerite (50% increased damage taken). It may be worth holding and delaying cooldowns to sync with the vulnerability window (they occur approximately every 40-45 sec).

Defensive Usage:
Use Exhilaration, Spirit Mend, Health Potions etc to to yourself off after every Static Pulse. Turtle can fully immune the damage and DoT of Static Pulse.

Detailed Tips:
The Coin-Operated Crowd Pummeler is a pretty easy boss for DPS in general. There are three major mechanics that Hunters should be aware of. The most important one is the Throw Bombs ability. Periodically he will cast 3 bombs in random directions around him (sometimes they can overlap so be careful). The party must kick the 3 bombs into the boss, before they explode. Doing so, gives the boss a vulnerability window for 30 sec. Each bomb extends this duration so try to hold the final bomb until just before the bomb will explode to give the maximum time for the boss's vulnerable phase. They key to this boss is using your cooldowns efficiently. You want your cooldowns, Bloodlust, potions and everything to be running during one of the vulnerable phases. For BM for example, it is worth to save Bestial Wrath to line it up with each vulnerable phase (MM and SV should strive to line up each of their cooldowns with a vulnerability phase as well). While kicking bombs in, be aware of the Static Pulse timings. It deals massive AoE and knocks everyone backwards. Be sure to use Spirit Mend, Exhilaration, Survival of the Fittest to help healers out for every Static Pulse. It can seriously hurt, especially if the tank allowed any coins to be picked up. Aspect of the Turtle can fully immune a Static Pulse. His final ability is Shocking Claw. Shocking Claw only targets melee members so have them bait towards the outside of the room while you stand in the middle area. If they do it properly, you should never have to deal with Shocking Claw, but still be aware of it as it will typically one shot you if you're hit.
Difficulty: Easy

Important Abilities:
Raging Gaze, Resonant Quake & Tectonic Smash

Cooldown Usage:
Use the first set of cooldowns on pull. Try to overlap proceeding cooldowns while Earthragers are alive, or save for execute range.

Defensive Usage:
Use defensive cooldowns if you are hit by Earthragers and have multiple stacks of Jagged Cut or if Resonant Pulse isn't stopped properly.

Detailed Tips:
Azerokk was buffed fairly recently. He's still relatively easy for any ranged DPS compared to melee. This boss is a nightmare for melee. There are two main mechanics to this boss. The first of which is a frontal cone called Tectonic Smash. This should simply be avoided. The main mechanic to be concerned with are the Earthragers he summons throughout the fight. After killing the initial 4, he will spawn an additional 2 every minute or so. Earthragers will target random party members with Raging Gaze, fixating on them. If they reach their target, they place a stacking DoT - Jagged Cut - on the target. Typically anymore than 4 stacks is unhealable. Luckily, this mechanic is super easy as Hunters as we can just run in circles without losing much DPS. Utilize Binding Shot, Intimidation and Tar Trap to help yourself and melee out. In addition, Azerokk will periodically cast Resonant Pulse, causing all existing Earthragers to cast Resonant Quake. This deals massive AoE damage to everyone within 20 yards. It can be stopped via stuns or disorients so AoE stuns and fears should be saved for this moment. As a Hunter, simply stand far away from them and help to stun them with Intimidation or knock them with Bursting Shot.
Difficulty: Difficulty: Medium

Important Abilities:
Chemical Burn & Propellant Blast

Cooldown Usage:
Use cooldowns like normal on pull. Save your second set of cooldowns for execute range (Killer Instinct, Careful Aim, etc).

Defensive Usage:
Use defensive cooldowns if you are hit by excess Searing Reagent or if Chemical Burn is not dispelled off of you. Turtle can be used to immune a single application of Chemical Burn.

Detailed Tips:
Rixxa is a fairly easy fight for Hunters since we don't really have much to counteract her Chemical Burn ability, which is her main damaging ability. Other than dealing with her Chemical Burn, the difficulty of this fight is simply positioning. Chemical Burn will always target the two closest players inside of Rixxa's hit box. With every cast, two Chemical Burns are sent out and since healers can only dispel one, someone in the group will always have to deal with at least one. The application can be immuned or vanished away so positioning is crucial in order to properly bait out each Chemical Burn. Hunters can immune a single Chemical Burn with Turtle, but typically rogues and tanks are able to get every one (Rogues rotate between Vanish and Cloak). If you are assigned to immune one, make sure you're standing on top of her just prior to her Chemical Burn cast while Turtle is active. As for positioning, she will always cast two sets of Searing Reagent, spreading gunk across the platform, followed by two casts of Propellant Blast in order to clear the platform. She follows this pattern like clock work so be sure to bait the first two Searing Reagent casts towards the outer edge. Afterwards, make sure to bait the Propellant Blasts towards any existing Searing Reagent (position yourself between Rixxa and the goop) to clear the area. Finally, you need to watch out for the pipe which will randomly spew additional Searing Reagent across the platform. The pipe will always shoot stuff out right after the second Searing Reagent casts. Make sure to see where it's pointing and re-position if necessary as to not trap yourself in a bad area.
Difficulty: Difficulty: Hard

Important Abilities:
Gattling Gun, Homing Missile, Drill Smash & Micro Missiles

Cooldown Usage:
Use cooldowns like normal on pull. Save your second set of cooldowns for either the adds during intermission, or for once you return to phase 1 (on higher Tyrannical keys you can get three sets of cooldowns). Generally using cooldowns and Bloodlust on the intermission adds is safer, however using cooldowns and Bloodlust on the boss is generally quicker.

Defensive Usage:
During phase one, use defensive cooldowns if you are hit by Gattling Gun or to top yourself off after every Homing Missile. During intermission, use Survival of the Fittest or Turtle to reduce damage taken by Drill Smash and use Exhilaration, Spirit Mend, etc to top yourself off after getting hit by Azerite Heartseekers

Detailed Tips:
Mogul Razdunk is a two-phase encounter. Phase one the group will have to deal with Gatling Gun, Homing Missile and Micro Missiles cast by B.O.O.M.B.As hovering around the arena. Upon reaching 50% health, Razdunk will gain 3 stacks of Configuration: Drill. Players will have to bait his Drill Smashes onto pillars laced with Dynamite. This will remove a stack of Configuration: Drill. Phase two will end when all stacks have been removed. Additionally, during phase two, the party will have to deal with two Venture Co. Skyscorcher adds. Once phase two has ended, Razdunk will return to phase one.

Phase 1
The major mechanic people have issues with is Alpha Cannon which consumes half of the platform with every cast (getting hit is almost guaranteed death on higher keys). The pattern of damage is indicated by the B.O.O.M.B.As location on the edges of the room. There will always be one cast in the horizontal plane (x-direction) and one in the vertical plane (y-direction). You should position yourself accordingly, based off of the B.O.O.M.B.As location. What most people don't know, is that there are a ton of "safe" points throughout the area. This means that in these specific locations, regardless of what pattern of bombs it is (even if they're right on top of you), you will never get hit. I've made a chart with most of them depicted below.

The two left most spots you must stand directly on that spot. Anywhere below the stairs (outside the arena) is safe. The right most spot is inverted in that, everywhere around that spot is safe in a doughnut shape.

While these safe spots are nice, the difficulty comes with the overlap of the Alpha Bombs and his Gatling Gun. Tanking the boss right on top of one of these safe spots generally helps but it can still be a bit sketch at times. Gatling Gun and the Homing Missile are the other major mechanics to be concerned with on this boss. Gatling Gun is cast in a frontal cone, and then rotated 360 deg around him. He will always start casting towards the tank. Make sure to stay behind him. Being in melee range makes this ability very easy to dodge. If you happen to be caught out of place, and you'll be hit by Gatling Gun, simply run through the area of effect. Never run WITH the Gatling Gun. It typically won't kill you if you simply run straight through it except on extremely high Fortified keys (Gatling Gun scales with Fort). The final mechanic in this phase is the Homing Missile he casts. Homing Missile will fixate and chase a non-tank member, prioritizing ranged DPS (be aware that if you have a MW Monk or H Pally you may get every single one). There's a lot going on in this phase but luckily for us, it happens in a pattern that's pretty easy to remember. Homing Missile always comes out directly after the Alpha Bombs are dropped on the group. So the ensuing pattern becomes: Stay in melee to deal with Gatling Gun and avoid Alpha Bombs, Alpha Bombs drop, Disengage away to bait Homing Missiles, return to melee to deal with Gatling Gun and Alpha Bomb - rinse and repeat. Once you get the pattern down, the boss becomes relatively easy to deal with, especially as a Hunter.

Phase 2
When phase 2 begins, Razdunk will fly up and become immune. He will then send out two Venture Co. Skyscorchers to deal with, in addition to dealing with his Drill Smashes. Using Bloodlust in this phase is typically a bit slower, however it makes it safer as this phase can deal a ton of damage until the Skyscorchers are dead. The big mechanic during this phase is that you will need to remove his stacks of Configuration: Drill by baiting his Drill Smashes onto a Big Red Rocket (pillar). He will continue to cast Drill Smash until all three stacks are consumed so be in position! As soon as the phase starts, try to focus down one of the Skyscorchers. Their Azerite Heartseeker ability is what hurts during this phase. Try to allow the tank to soak as many of these as possible. Using Feign Death unfortunately doesn't cancel it, but rather causes it to cast instantly. The scary part of this phase is the potential overlap of an Azerite Heartseeker with a Drill Smash. Be sure to save Aspect of the Turtle for one of the Drill Smashes to help your healer out. Make sure to use Exhilaration, Spirit Mend and any other defensives to survive during this phase. Finally for Hunters, Azerite Heartseeker can target our pets, so be aware that our pet could die during this phase and try to keep an eye on it.



M.O.T.H.E.R.L.O.D.E!! Trash




Mech Jockeys & Peacekeepers - Typically when a Mech Jockey is pulled, it will attempt to run to the nearest Mechanized Peacekeep to activate it. Stunning or knocking the Jockey will cancel it's channel, preventing it from activating the Peacekeeper. However, it is generally advisable to allow the Jockey to get into the Peacekeeper. Why allow it to get in? A couple reasons. First, a Peacekeeper (with Jockey inside) yields more than double the percent of the single Mech Jockey (and the Jockey dies while inside the Peacekeeper). Second, dealing with the Peacekeeper is fairly easy, as long as the tank moves away from Charged Claw. Third, Mech Jockeys left alone (outside a Peacekeeper) will cast Grease Gun. This ability will often one-shot depending on the key level, and it provides no warning or method of interrupting it, making it extremely deadly. Peacekeepers can be rough to deal with for tanks and may be an issue on Bolstering weeks so be careful. It is generally not advisable to pull more than 2 or 3 at a time.

Refreshment Vendors & Assassins - These guys hurt if they're left alone. However if you're able to control these guys, they're relatively easy to deal with. Hired Assassins can be deadly if they're able to get both Toxic Blades and Hail of Flechettes off. Typically disrupting one or the other is enough, but preventing both is ideal. Toxic Blades should always be interrupted and Hail of Flechettes should be knocked or stunned as it's cast (you can use Intimidation or Bursting Shot to interrupt this). Letting the Hail of Flechettes go off by itself typically isn't deadly, but paired with Toxic Blades it's almost surely a wipe. Refreshment Vendors can also be deadly due to their Iced Spritzer. This is the top priority as letting an entire cast go through deals a ton of damage and causes Brain Freeze, stunning a party member for 6 sec. Vendors will also cast Kaja'Cola Refresher periodically, attempting to heal enemies. Use an interrupt rotation on Vendors. If Iced Spritzer is cast on you, Feign Death will cancel the channel.

Addled Thugs - Aside from interrupting Vendors and occasionally helping out with Assassins, a Hunters job is to deal with the Addled Thugs. Thugs will cast Inhale Vapors, causing them to enrage. Since we're able to soothe, we should be soothing them as much as possible. Thugs will cast Clothesline, charging a random member dealing a large amount of initial damage and stunning them for 2 sec. If they're enraged, the initial damage may one shot someone so it's crucial that these guys stay soothed. You can also make use of Binding Shot to prevent their charge while they're snared.
Earthshapers, Mine Rats & Sappers - The big thing to be aware of in this trash is the Earthshapers. They will cast Rock Lance on the highest threat target within range, dealing an insane amount of magic damage. Interrupt these as much as possible. These guys will also periodically cast Earth Shield, reducing the damage they take and healing themselves a bit. It's generally not worth to waste interrupts on Earth Shield as it can just be purged (make sure to purge these!). Mine Rats and Sappers don't really do much except melee the tank pretty hard. Sappers will explode on death so don't stand in the explosion. Make sure to use Binding Shot, Intimidation and any other AoE stuns/knock backs among the party to deal with these guys efficiently.

Stonefuries & Shalebiters - These guys are typically pretty easy to deal with, but they can be dangerous if left unchecked. Stonefuries will cast Tectonic Barrier and will then proceed to cast Furious Quake, dealing a ton of AoE damage within 20 yards. Tectonic Barrier prevents the Stonefuries from being interrupted so be sure to either interrupt the cast or to purge it off prior to the Furious Quake cast. Additionally, save any knock backs or stuns for the Furious Quake to prevent any major damage from going out.

Taskmaster Askari - This is the only mini-boss located in the Motherlode. He's not really very hard himself, but he's surrounded by a ton of Earthshapers and Sappers which can be pretty deadly. His only major ability is Cover, reducing enemies within the area of effect damage taken by 50%. Taskmaster's damage is also reduced by 75% while Cover is active. Essentially Cover just prolongs the fight making it fairly dangerous due to the Earthshapers and a bit of a waste of time due to how long this pull takes. Most groups generally skip this pack, however sometimes it's efficient to pull this group with Azerokk towards the end of the fight on Tyrannical weeks (since there's not much to do during the end of that fight).
Don't pull anything in this area 🙂 It is extremely over-tuned and it's not really worth the time and percent it gives. You are much better off front loading all of your percent in areas 1 and 2 above.


This skip can be performed anywhere, but this is a primary reason why having Engineering is so beneficial in Mythic+, especially as a Hunter. In regards to the trash if you do pull this area, here are the major guys you need to be concerned with.

Venture Co. Masterminds - These guys are generally not worth pulling ever, as they have an insane amount of health and deal ridiculous damage with Energy Lash. Luckily, Hunters are able to Feign Death this so it's not a big deal to us. They also cast Azerite Injection, which can heal themselves or nearby enemies. Be sure to interrupt this. If it's cast successfully, our pets can purge it.

Weapons Testers - Force Cannon hurts! It will point towards a random party member and fire a large cone, dealing damage and knocking you back. Try not to ever have your back facing other mobs while in combat with a Weapons Tester in case you get hit. They can easily cause you to wipe.
This area is also typically skipped, however it is better to pull a couple packs here to make up percent, as opposed to section 3. The trash in this area isn't hard per say, but it's just a bit inefficient in terms of time and percent.

Venture Co. War Machines and Crawler Mines - The War Machines don't really do much except deploy additional Crawler Mines. Crawler Mines will fixate on a random party member and explode once they reach them (typically killing anyone within it's area of effect). You can survive mines with defensives generally and can immune their explosion with Turtle. They have a small amount of health so it's fairly easy to kill them as well. At the very least, be sure to tag each mine before it explodes as each one gives a small bit of count.

Skyscorchers and Technicians - Technicians don't really do much with the exception of casting Repair on War Machines. Simply interrupt the channel or use any knock back. Skyscorchers can be deadly on the other hand. They will cast Azerite Heartseeker which can seriously hurt paired with some of the other outgoing damage. Try to allow the tank to soak as many of these as possible. Using Feign Death unfortunately doesn't cancel it, but rather causes it to cast instantly.


Underrot


Difficulty: Easy

Important Abilities:
Blood Bolt, Creeping Rot & Blood Mirror

Cooldown Usage:
Use cooldowns like normal on pull. Save your second set of cooldowns for execute range (Killer Instinct, Careful Aim, etc).

Defensive Usage:
You should not take any damage on this boss (if you do you will most likely die from the mechanic).

Detailed Tips:
Elder Leaxa essentially has one major ability - Blood Bolt. She is relatively easy, assuming you have a proper interrupt order. As of patch 8.2, Elder Leaxa's Blood Bolt's were nerfed so luckily there is a bit of leeway if one or two casts slip through the cracks. Throughout the fight, an add will spawn, replicating all of the abilities of Elder Leaxa. Be sure to focus the adds and don't get flustered on interrupts while both are out. You will also have to deal with Creeping Rot and Sanguine Feast during the encounter, but those can simply be side stepped. Creeping Rot can be hard to notice sometimes so be aware of its spawn and the direction it will travel, especially while an add is alive.
Difficulty: Hard

Important Abilities:
Indigestion, Charge & Tantrum

Cooldown Usage:
Use cooldowns like normal on pull and again during execute range. You may get 3 sets of cooldowns depending on the key level.

Defensive Usage:
This is one of the most healing intensive bosses in the game. TALK TO YOUR HEALERS and know what cooldowns you should use and when. Make sure to not overlap cooldowns with the healers. If your healer is going to use Tranquility or Wings this Tantrum, don't blow Turtle for example. If you have any Avoidance pieces, it helps to reduce the incoming damage slightly. Generally save and rotate between all cooldowns for each Tantrum.

Detailed Tips:
Cragmaw is one of the hardest bosses in any dungeon due to the immense amount of damage output and coordination it requires. You will have to deal with three main abilities during the fight - Charge, Indigestion and Tantrum. Every ability will spawn Blood Ticks after being cast. Blood Ticks need to be stepped on before they "hatch." This should be your top priority, especially as a BM Hunter. Cleaning up the Blood Ticks every time makes this fight a fair bit easier. Charge is pretty easy as he will target a random player and charge to that direction. If Cragmaw runs into an edge or the nearby bone corpse, he will stop his charge prematurely, lowering the radius of which he spreads the proceeding Blood Ticks (this isn't needed but makes it a bit easier to step on Ticks). Indigestion is a tank mechanics and spews a frontal conal AoE towards the tank. As a Hunter, just be sure to not be in front of Cragmaw at any point of the fight. You will still need to help step on Ticks once Indigestion occurs. The final and most deadly ability is Tantrum.

Throughout the fight, he will run across the room in random directions, spewing out Blood Ticks everywhere. In addition, he does massive pulsing AoE that will easily kill you if you don't use defensives. Tantrum takes a ton of coordination in both positioning and in defensive usage. Talk to others in your group and make sure you know where everyone is going. I recommend sending the three DPS towards the start (towards first boss), towards the exit (towards the 3rd boss) and the last DPS to the far side of the room. It's generally easier for the tank and healer to remain near where the boss was being tanked as both, especially the healer, most likely won't be moving much during this phase. As Hunters there are a couple of things to keep in mind on this boss. First, our default Talent setup is Camouflage. Hunters are relatively slow outside of Aspect of the Cheetah without Posthaste. If you're struggling it may be worth to use Posthaste over Camoflauge. Secondly, if you're playing BM, it is very easy for your pet to get out of range of Spirit Mend (25 yrds) if Cragmaw is running the opposite direction of where you're supposed to soak. Just be aware of your pets proximity, especially if you're relying on the heal during the Tantrum.

Want to see the full fight? Here's a vod of me doing the entire fight correctly.

Difficulty: Difficulty: Medium

Important Abilities:
Festering Harvest, Upheaval & Shockwave

Cooldown Usage:
Use cooldowns like normal on pull and again during execute range. You may get 3 sets of cooldowns depending on the key level and group composition (more melee generally slows this boss down).

Defensive Usage:
Use Exhilaration, Spirit Mend, Health Potions etc to to yourself off after every Festering Harvest or if you are hit by excess Volatile Pods. Turtle can fully immune the damage and application of any .

Detailed Tips:
Sporecaller is relatively easy for Hunters, but it takes a bit of coordination to pull off well. The fight is pretty simple. Every 100 energy, Zancha will cast Festering Harvest, causing all existing spores to explode. For each spore that explodes, the group will gain 1 stack of Decaying Spores, dealing massive damage over time. Throughout the fight, Zancha will target 2 of the 3 DPS with Upheaval and the tank with Shockwave. The goal is to use both of these to clear as many spore pods as possible. Getting hit by Upheaval and getting hit by more than one Decaying Spore generally means death, so avoid those as much as possible. Decaying Spores is a poison, so classes that can dispel poison have a slight advantage on this fight. As a Hunter, you want to try to save Disengage for every upheaval. Upheaval has a travel range so if you drop it right next to the boss, you won't have any time to get out of it. Try to drop it away from the boss to allow more time to get out of it (especially without Disengage). If you mess up your Upheavals or Shockwaves, immunities such as Turtle or Cloak can be used to clean up multiple spores at once. Other than the coordination aspect of the fight, this fight is essentially tank and spank for us.
Difficulty: Difficulty: Hard

Important Abilities:
Putrid Blood, Vile Expulsion & Cleansing Light

Cooldown Usage:
Use cooldowns like normal on pull and again during execute range.

Defensive Usage:
Use Exhilaration, Spirit Mend, Health Potions etc to to yourself off when your stacks of Putrid Blood get higher.

Detailed Tips:
Unbound Abomination is a very different fight compared to most other bosses. During the fight, he will have a Blood Barrier so DPSing him doesn't actually move his health bar. It does however cause two Blood Visages to spawn after you've put enough DPS into the boss. Killing these will siphon a portion of the Unbound Abomination's life away. A total of 6 adds must be killed to complete the fight. Throughout the fight, he will spew Vile Expulsion in a large cone towards a random party member. The group will gain stacks of Putrid Blood which must be cleared by Cleansing Light every so often. Be sure to always be in the aura from Cleansing Light to remove stacks of Putrid Blood. Missing a cast is very dangerous (each cast of Cleansing Light is determined by how much damage you deal via his Blood Barrier. DPSing him too quickly may skip casts of Cleansing Light). Be sure to use Spirit Mend, Exhilaration and other defensives when you reach high stacks of Putrid Blood (typically 3 or more).


Here is a clip showing proper positioning when facing the Unbound Abomination. This fight can get out of hand quickly if the group's positioning is bad. Try to use the positioning described below to efficiently gather the Vile Expulsion and keep the room relatively clean. Finally, as the fight progressing, Rotting Spores will continually spawn. Running into one essentially one shots you so avoid them at all costs. BM Hunters can Multi-Shot them to reduce the cooldown of Aspect of the Wild, but in general you don't need to actually kill them unless to clear the area a bit.



Underrot Trash



Chosen Blood Matrons - These guys SUCK. They have two abilities to be concerned with. The first ability is Savage Cleave. It cannot be interrupted however you can knock the Matron to interrupt it's cleave. You generally have plenty of time to move away unless you're rooted. Getting hit by this ability is basically a guaranteed one-shot. If need be, you can use Turtle prior to the cleave to ignore it's damage and the application of the DoT. Additionally, just before casting Savage Cleave, Matron will always charge towards the target dealing an insane amount of initial damage. She ALWAYS targets the furthest person away if everyone else is standing in melee range. This means that you can have someone bait out the initial damage (preferably a Druid with bear form or another tanky class). The second ability Matrons have is Warcry. Warcry will cause all nearby allies to enrage, giving all enemies 100% Haste. Luckily Hunters have a soothe 🙂 In this area, the order of soothing is always Maggots > Matron > Headhunter > Priestess. Finally, if you're having issues with the Savage Cleave and Net overlap, it may be worth taking Posthaste to remove the snare.

Fanatical Headhunters & Blood Priests - Headhunters have two abilities, Hooke Snare and their Barbed Spear which can hurt a lot, especially on Fortified weeks. Try to soothe of Warcry if they're affected it if possible. Hooke Snare will root you in place, dealing damage to you for the duration. This cannot be removed with Feign Death but it can be removed with Posthaste. Generally it's not needed but it can cause some nasty overlaps if you pull a Matron with it. Blood Priests have three abilities - Blood Bolt, Dark Reconstitution and Gift of G'huun. The highest priority is Dark Reconstitution to prevent the priest from healing enemies. Gift of G'huun shouldn't ever be interrupted as we can simply purge it off which ever enemy it's cast on. Gift of G'huun slightly boosts that enemies damage and prevents them from dying so as long as it's removed before they die it's fine (although ideally you want to as soon as possible). Finally interrupt as many Blood Bolts as possible to help reduce incoming damage for the tank.

Underrot Ticks - It's generally advisable to avoid pulling these most weeks. When they die, they cast Blood Burst, exploding and dealing an insane amount of damage to everyone. They also seriously hurt the tank with their Blood Maw. They can be pretty scary, especially if they all die at the same time. Aspect of the Turtle immunes the damage from Blood Burst.

Befouled Spirit - These can be rough to deal with if their Dark Omen is allowed to cast freely. Luckily, a skilled rogue can solo control the Befouled Spirit between Gouge, Blind, stun, etc. If you don't have someone confident enough to lock down the Befouled Spirit, I suggest skipping this pack as it can easily cause a wipe. The Befouled Spirit should be focused down if pulled. Hunters can Feign Death the Dark Omen cast if it's on us.
Feral Bloodswarmers - If anything could wipe you in this dungeon, it's these guys. Like the Matrons, these guys absolutely destroy you, especially on Fortified. Whenever a Bloodwarmer is in the group, it is 100% the top priority. Bloodswarmers will cast Sonic Screech periodically, dealing AoE damage and silencing you if you're casting during it. The real damage comes from their fixate and basic melee attacks. A couple of tips to dealing with guys. First, Binding Shot is your best friend. Place it down (even for melee players) and simply move a couple yards out of its range. It won't be able to move for the duration, effectively preventing any damage it deals for about half it's lifespan. Of course any stuns or knock backs such as Ring of Peace also help. Secondly, druids can spam hibernate a Bloodswarmer during the Sonic Screech cast. Hibernating it will cause it to attempt to recast Sonic Screech, and ignoring it's melee attacks (reducing damage taken significantly). The final tip for these guys, DO NOT RUN AWAY FROM THEM. Running is the absolute worst thing you can do. They charge you so running doesn't do much good and by running, you're kiting them out of the area (melee range) where all the damage is occurring, thus prolonging their lifespan. There is a "dead zone" in which you can kite them and they will not leap to you. It's about 5-10 yards, just outside of melee range. Going too far will cause them too jump and too close they will melee you. Try to use this dead zone and kite in a circular pattern around melee as to keep everything grouped up.

Diseased Lashers & Fetid Maggots - Lashers are fairly easy to deal with as long as interrupts are assigned. Generally you can pull up to 3 at a time (assuming you have tank + 2 melee in group) since they require a melee kick to get everyone. Their Decaying Mind is a poison, so any class that can dispel poison is extremely useful against these. Likewise, Maggots will simply cast Rotten Bile in a frontal cone, towards a random party member. If you get hit by this, its almost guaranteed death so be aware of where they're facing. Rotten Bile cannot be interrupted, but it can be stunned or knocked to prevent it's cast. Use Intimidation, Bursting Shot, Death Grip, Ring of Peace, Gouge, etc to stop it's cast. Take note of the Maggots diminishing returns as stunning it too many times in a row will require a knock rather than a stun. Finally, if you pull a Maggot with a Matron in the starting area, soothe the Maggots as soon as possible. Enraged Maggots will instantly cast Rotten Bile, making it almost impossible to dodge.
Deathspeaker & Reanimated Guardians - As a Hunter, we have very important jobs with these mobs. First, we're typically in charge of interrupting Raise Dead cast by the Deathspeakers as it's on a long 24 sec cast (lines up perfectly for us). Secondly, Reanimated Guardians will cast Bone Shield on themselves, prolonging the pull. This can be either interrupted or purged off of them, so be sure to do both. If you're Horde, make sure to rotate Arcane Torrents here. Perhaps our biggest job in this group though, is dealing with the Deathspeaker's Wicked Frenzy. Many people don't understand this ability so let me explain it. When cast, Wicked Frenzy buffs the Deathspeaker and give it 100% Haste AND it cause's whichever enemy unit that is buffed to apply a DoT dealing Shadow damage to the tank (reapplies every auto attack). This means that you have to both soothe the mob, and the healer must dispel the tank. If either of them are left, the tank will take some serious damage. In regards to Hunters, our job is to soothe whichever enemy has the Wicked Frenzy buff as soon as possible. Wicked Frenzy can be stunned or knocked back in order to delay it's cast so take advantage of this.

Bloodsworn Defilers and Grotesque Horrors - These guys aren't particularly hard to deal with, both of them just require an interrupt rotation. Defilers have 3 abilities, two of which Hunters need to be concerned with. The first ability is Shadow Bolt Volley which deals massive damage if cast successfully so just be sure to interrupt it. The Defilers other abilities are Withering Curse and Summon Spirit Drain Totem. Withering Curse should also be interrupted, however, if it's let through, it places a channel on everyone that stacks, reducing the damage players deal and damage taken by 10% per stack. Since it's a channel, Hunters are able to Feign Death it. You will always take the intial application stack as it's unavoidable. The third ability - Summon Spirit Drain Totem - is a major nuisance for Hunters and their pets. While this totem will never kill your pet, if it's hit by the explosion, it will stun your pet for a LONG time. Use Pet Follow prior to it's explosion to get your pet out of there to avoid this (obviously you shouldn't be hit either!).

Faceless Corrupters - These guys have two abilities - Maddening Gaze and Abyssal Reach. Abyssal Reach is simple, just avoid the tentacle boys. it may be beneficial to stack in melee and move side to side to clump up the tentacle spawns. As for the Maddening Gaze, just dodge it! Getting hit does massive damage and if you survive it will fear you, potentially pulling other mobs.


Tol'Dagor


Difficulty: Medium

Important Abilities:
Sand Traps, Upheaval & Enrage

Cooldown Usage:
Typically save your first set of cooldowns and Bloodlust until after the first Upheaval (comes about 20 sec into the fight). Use proceeding cooldowns off cooldown or in execute range. Beast Mastery and Marksman Hunters will get multiple sets of cooldowns (Rapid Reload, Calling the Shots, etc).

Defensive Usage:
You should never get hit by Upheaval as a Hunter. Turtle can be used to immune it if necessary. Use your defensive cooldowns during Sandstorm, or if any Buzzing Drones melee you.

Detailed Tips:
The Sand Queen can be a rough boss, especially on Tyrannical weeks. While most classes struggle with this boss, as Hunters, this boss is super trivial for us. Positioning is key for this fight and makes it way easier. Everyone should be stacked near melee and should move as a group in a circular pattern. Throughout the fight, The Sand Queen will summon Buzzing Drones and Sand Traps. Moving around the room and stacking in melee makes it easy for the tank to pick up the drones and allows for a clear area to avoid Sand Traps. The Sand Queen gains a stack of Enraged for every Buzzing Drone that dies around her. As a Hunter, it is our primary job to soothe her as much as possible as the Enrage increases damage done to the tank and damage done by her Sandstorm. The big thing you need to worry about is soothing The Sand Queen just before she casts Upheaval. The Enrage snap shots when she burrows, increasing the damage that Upheaval does. Which brings us to Upheaval. Hunters make Upheaval a joke as we have multiple ways to ignore it's damage. Turtle of course works to immune the damage completely. Disengage also works but it's extremely hard to pull off correctly (don't recommend even trying it). And finally, Feign Death works! Feign is the easiest out of the three options and it'll be available for every Upheaval.


When you Feign, cast it as soon as it targets you and stay down until she resurfaces. If you Feign Death (or Rogue Vanish) The Sand Queen will reappear exactly where she went down, and will not do any damage upon returning. This makes Feign Death the safest and easiest option we have. Occasionally the Upheaval will overlap with a Sandstorm and if you're out of position, the Sandstorm may blow you into a Sand Trap while feigned. I like to save Turtle in case this scenario occurs. The final tip for the Sand Queen is her hit box. For things such as Rapid Reload, try to cleave off of the Drones as opposed to the Sand Queen as cleaving off of her, may not reach all of the adds due to hit box sizing.
Difficulty: Medium

Important Abilities:
Flashing Daggers, Howling Fear & Vicious Mauling

Cooldown Usage:
Use your first set of cooldowns on pull. Use your second set of cooldowns in execute range after Jes has released all of the prisoners and Bobby has spawned.

Defensive Usage:
You shouldn't really take any damage during this encounter, aside form the occasional Criplling Shiv (which can be dispelled).

Detailed Tips:
For the Jes Howlis encounter, you will have to deal with both Jes and his brother Bobby. Jes Howlis is a two-phase encounter in which the group will need to deal with Jes Howlis, his brother Bobby and the prisoners along the cell block. You typically want to position Jes as shown in the picture below. Try to position them next to a wall in order to line-of-sight Flashing Daggers. In addition to avoiding Flashing Daggers, the group must deal with Howling Fear. At 70% health, Jes will stun the party as he runs to open the prison cells. As Jes Howlis runs around the room, his brother, Bobby Howlis, will emerge. Once Jes reaches the end, he will cast Motivating Cry. Motivating Cry can be soothed, however he should be interrupted as soon as possible since he takes 90% reduced damage while channeling Motivating Cry. Interrupting him begins phase two. Now Bobby will mimic both the Flashing Daggers and the Howling Fear. This fight is pretty simple assuming you have good interrupt assignments. Typically you need to assign 4 interrupts: 2 melee for Jes' Holwing Fear casts, and 2 interrupts to interrupt Bobby's Vicious Mauling (a back up is needed in case the assigned person is stunned), which he will cast periodically. Contrary to popular belief, you do NOT have to DPS any sort of shield on Bobby prior to interrupting him. Interrupt as soon as you see Vicious Mauling. Bobby generally runs away to cast his Flashing Daggers and Howling Fear so you typically just want to line-of-sight his abilities. Finally, the adds that are opened during this encounter have some weird interactions. If you ignore the cages and let Jes open them during the encounter, they do not give percent. However, if you open the cages prior to the encounter, they give percent. Keep this in mind when planning the route. Additionally, it may be worth opening the cages prior to the fight depending on the affixes (think Necrotic).
Difficulty: Difficulty: Medium

Important Abilities:
Burning Arsenal & Cinderflame

Cooldown Usage:
Use cooldowns like normal on pull. Save your second set of cooldowns for execute range (Killer Instinct, Careful Aim, etc). If you plan to skip directly to Overseer Korgus, it might be worth holding cooldowns or potions for him, as he is more deadly.

Defensive Usage:
You shouldn't really take any damage during this encounter, aside form the occasional Fuselighter (which should be dispelled). Turtle can immune any hits from Burning Arsenal or Cinderflame if need be.

Detailed Tips:
Knight Captain Valyri is a super easy fight assuming your healers and tanks do the barrels properly. The entire premise of the fight revolves around moving barrels to prevent Burning Arsenal chain reactions. You will have to move barrels to avoid her casts of Ignition and Cinderflame. MOVING BARRELS IS A PRIORITY. This fight is either super easy, or super hard depending on barrel movement so don't be afraid to help! Ideally, you want to move the barrels on top of each other in one corner of the room to isolate the barrels and to limit the chain reactions throughout the room. You can use some abilities such as Disengage while carrying barrels, but you cannot attack. If Fuselighter is cast on you, use defensives to help the healer out (healers can also cleanse this). If you're out of position for whatever reason, Turtle can immune a Burning Arsenal explosion. Finally, towards the end of this boss, you may want to zone out to swap to single target talents (think Beast Mastery Killer Cobra and Animal Companion) for the final boss - Overseer Korgus. If you plan to do this, leave your party at about 20% health remaining on the boss. After a minute, you will zone out allowing you to swap Talents, Essences, Azerite, etc to setup for Korgus. Once you're done, rejoin the party and zone back in to join the others in Captain Valyri's room. Typically you will have to deal with a bit of cannon trash right after which we're not really needed for so, the party typically won't miss you while you're zoning out.
Difficulty: Difficulty: Hard

Important Abilities:
Azerite Rounds: Incendiary, Azerite Rounds: Blast, Cross Ignition, Azerite Rounds: Incendiary, Explosive Burst, Deadeye & Heartstopper Venom

Cooldown Usage:
Use cooldowns like normal on pull. Save your second set of cooldowns for execute range (Killer Instinct, Careful Aim, etc). On higher Tyrannical keys you may get 3 sets of cooldowns.

Defensive Usage:
This is one of the most healing intensive fights in the game. Save your defensive cooldowns for any double casts of Explosive Burst that may occur. Ideally your party has a Demon Hunter to fully negate any damage from Deadeye, however you may need to top yourself off after any Deadeyes. Turtle can fully immune the initial damage and DoT from a single cast of Explosive Burst. Coordinate with your healers to make sure not to overlap cooldowns. It may be worth taking pieces with Duck and Cover or using Stamina flasks on very high Tyrannical keys (the initial hit of Explosive Burst will one shot you). Try to equip any Avoidance pieces you have to reduce incoming damage.

Detailed Tips:
This guy SUCKS. He is probably one of the hardest dungeon bosses currently. He does an insane amount of damage, prevents you from moving and is 100% rng 🙂 Korgus will switch between Azerite Rounds: Incendiary and Azerite Rounds: Blast, either causing his abilities to inflict extra damage or to knock back enemies (he may have both at times). The party will also have to deal with Cross Ignition and frequent damage from Explosive Burst and Deadeye. To make matters worse, Korgus applies Heartstopper Venom to all party members, forcing you to limit your movements or get stunned for a large amount of time. First, I suggest using the positioning as described below. Doing so will limit the knock backs from his abilities and help to deal with the Heartstopper Venom throughout the fight. Secondly, the key to surviving Korgus is using defensives properly for Explosive Burst. Here-in lies the RNG part of the fight. Depending on his cast sequencing, Korgus will either cast a "single" Explosive Burst or a "double" Explosive Burst. A single Explosive Burst almost one shots you on higher Tyrannical keys so a double is extremely hard to survive. You typically only want to use defensives for doubles as a single (assuming you live the initial hit) is heal-able. Alternate between Exhilaration, Spirit Mend, Survival of the Fittest, Health Potion and even Feign Death (if you have any Duck and Cover). Turtle can fully immune the initial damage and DoT application from an Explosive Burst so communicate with your healer so he knows to focus on others while you have Turtle up. Finally, Hunters can Feign Death the Deadeye cast. Contrary to popular belief, Feign Deathing his Deadeye does NOT 100% cause doubles. It has to deal with his cast sequencing. To avoid doubles, you want to only Feign Death the Deadeye while he has Azerite Rounds: Blast active (white buff). By feigning with only Azerite Rounds: Blast active, Korgus will always follow up your Feign Death by casting Azerite Rounds: Incendiary - causing a single Explosive Burst. If you Feign Death while he already has Azerite Rounds: Incendiary active (red buff) he will default into casting Explosive Burst, insuring a double cast. Thus: white = good, red = bad (note he can have both red and white at the same time, he cannot have red at all to properly Feign Death it).



Tol'Dagor Trash

  

  


Vicejaws & Silt Crabs - Typically a fairly big pull occurs with these guys at the start of Tol'Dagor, depending on affixes. For Hunters, this trash is fairly easy. This trash mostly gives tanks and melee issues but it's good to be aware of them as it can affect us as Hunters. Sewer Vicejaws just cast Massive Chomp on the tank, lowering their maximum health. Silt Crabs will continually cast Squeeze on random party members (including the tank). Hunters are able to remove the snare with Feign Death (or Disengage + Posthaste if you've taken this). The big thing to be aware of is the tank. Between the combo of multiple chomps and getting squeezed by the Silt Crabs, tanks can easily fall over. If the tank dies, your pet is one of the first things to die. For Beast Mastery Hunters for example, running Animal Companion may be a bad idea here. If need be, it may be worth running a Ferocity pet for the initial pull to avoid your pet from dying (if the pull is large enough, the ferocity pet can essentially keep itself alive through Leech). Make use of Exhilaration and Mend Pet if need be.
Irontide Thugs - Thugs are relatively easy to deal with. The big thing to be concerned with from these guys is interrupting their Debilitating Shout cast which reduces damage you deal by 50%.

Strikers & Arsonists - These guys will cast Throw Rock and Torch Strike respectively. Both of these can hurt on higher keys. Strikers typically won't move so be sure to line-of-sight them or use knock backs to re-position them if need be (think Sanguine weeks). Both of these mobs will run away as soon as they reach 30% health. Make use of Binding Shot to keep them in melee range, killing them more efficiently.

Bilge Rat Looters - These guys are super easy to deal with but they can hurt the tank. They buff themselves with Darkstep, increasing their Haste by 50% and teleporting behind their target (typically the tank). These guys also run away when they reach 30% health. They can be extremely annoying on Necrotic or Sanguine weeks.

Getting the Buffs - Let's talk buffs. There are 4 buffs on this floor of Tol'Dagor, some of which are extremely useful for that latter half of the dungeon. By freeing certain prisoners, you get buffs. Unlocking all of these gates can be useful but takes some time. The location of each prisoner is random every time, however, the buffs received correspond to the race that you set free:

Orc/Dwarf - 10% Attack Power
Blood Elf/Gnome - 10% Intellect
Tauren/Draenei - 1% Mana/Health every sec
Undead/Human - 10% bonus Stamina


Typically this is the Rogues job, however if you have any Scroll of Unlockings from Inscription, you can also unlock these cages. Here is an awesome video that Dratnos made showing how to unlock the cages properly (pass this on to your rogue if he is clueless).
Bilge Rat Seaspeakers - These guys are what make this hallway difficult. They have two abilities: Salt Blast and Watery Dome. Salt Blast should be interrupted as much as possible because it destroys the tank. Watery Dome however is your priority. If Watery Dome is successfully cast, it shields all nearby enemies, reducing their damage taken by 70% and giving them a small shield. Interrupt this if nothing else. It is also purgable so things such as Arcane Torrent are a god send. As Hunters, we are able to purge a single Watery Dome. If you have to choose, always purge the Watery Dome off of the Seaspeaker itself, which enables the party to kill it quicker.

Block Warden - This guy destroys tanks and should be focused down as quick as possible. On higher keys, the tank can actually taunt out the Block Warden and he can be killed separately from the rest of the group. The party cannot deal any damage to any other mob in that group else they will also pull. Sometimes, the mob will continue to attack the Block Warden so it appears as if they pulled so be wary. This takes a bit of time but is much safer.

Irontide Raiders and Scallywags - These guys are locked in the cages prior to the Jes Howlis encounters. If you open the cages containing these adds during the encounter, they do not give percent. However, if you open the cages prior to the encounter, they give percent. Keep this in mind when planning the route. Additionally, it may be worth opening the cages prior to the fight depending on the affixes (think Necrotic).
Officers & Jailers - Officers and Jailers will cast Handcuff and Riot Shield respectively. Both of these can be annoying and slow the pull down. Try to interrupt Handcuff if possible as it will silence and slow whoever it's cast on. If it's cast on you, you can simply Feign Death it off. Try to use Intimidation or any knock back on Riot Shield as it reduces all damage taken by 75% and redirects spells towards it while it persists.

Marines & Flamecasters - These guys are fairly easy to deal with. They do a fair bit of damage passively between Shoot and Blaze respectively. Marines will cast Suppression Fire doing a large amount of damage in a frontal cone, so watch out where the tank is facing them. Flamecasters will cast Fuselighter, causing an area of effect to explode after a short time. Simply move out of the area.

Ashvane Wardens & Priests - The wardens don't really do much aside from Lockdown, which does a ton of damage and roots the person hit. It's only a couple yards big so just don't be in melee range. Priests on the other hand, can be very annoying. Priests will cast Inner Flames, healing nearby enemies and placing a HoT on them that stacks. DO NOT LET THIS GO OFF. This can easily wipe you or prolong the pull. It should be interrupted every time. If it does go off, we can purge a single stack off.

Cannons - As of patch 8.2.5, cannons now only have 5 shots. This means that it is very important to make the most out of every shot. Unlike before, you never want to use cannon shots to group up mobs. You want to delay the cannon shots until all of the mobs you're attempting to group up are nice and clumped. make use of Tar Trap, Binding Shot, Intimidation and even Engineering knock back to position mobs properly. Below is a good example of how to properly setup mobs for cannons. Typically you will want Rogues to get into cannons as their Tricks of the Trade have a weird interaction. Essentially, their Tricks of the Trade buff isn't consumed until they physically melee a mob and it lasts for 30 sec. This means they can pop Tricks, hop in the cannon and redirect the cannon's threat to the tank for 30 sec at a time. Unfortunately, our Misdirection doesn't work the same way. It only lasts for 8 sec, regardless if we attack something or not. So while we can do it, it's much safer for a Rogue to do it.


Above is an example of a clean cannon kill. You should be able to kill everything with 5 shots. Be patient and don't rush using the cannons. Wait until everything is grouped up!


Waycrest Manor


Difficulty: Hard

Important Abilities:
Focusing Iris, Soul Manipulation, Unstable Runic Mark, Jagged Nettles, Aura of Apathy, Aura of Dread, Aura of Thorns

Cooldown Usage:
Use your first set of cooldowns on pull. Use your final cooldown off cooldown. If you're struggling with a certain witch, it may be worth holding cooldowns for that particular one.

Defensive Usage:
There is a ton of passive damage throughout the fight due to Soul Bolt, Ruinous Bolt and Bramble Bolts. Use healing cooldowns whenever you're low. Turtle can immune both Unstable Runic Mark and Jagged Nettles. If you cannot immune Unstable Runic Mark, try to use a healing cooldown to help your healers out. Additionally, remember that healing by players is reduced while Sister Solena is active via Aura of Apathy so using Exhilaration and Health Potions are less effective, however, Spirit Mend is not reduced since our pet is not considered a player.

Detailed Tips:
This boss has one of the highest DPS checks in the game. I recommend always having Bloodlust. Prior to pulling this boss, make sure everyone uses their CCs. If any of the witches reach full energy, they will cast Dire Ritual, essentially wiping the entire party (this ability can be immuned). You may be able to survive with an external or Survival of the Fittest depending on key level.

Sister Solena
Sister Solena will cast Soul Manipulation to mind control a random DPS. If you communicate ahead of time and trust your tank, tell them to stun you as soon as you get mind controlled. This allows you to save your Turtle for the following mechanics (if you don't want to risk it, just use it before pull). Casting Aspect of the Turtle while mind controlled, prevents your party from breaking you out for 8 sec, causing her to gain a massive amount of energy, most likely causing a wipe. Prior to getting mind controlled, make sure to face the wall and use Disengage to prevent the AI from Disengaging into mobs while mind controlled (it's also easier to break you out if you remain in melee).

Sister Malady
Be sure to keep moving or jumping while Sister Malady is out. Use Spirit Mend, Exhilaration and Survival of the Fittest during Unstable Runic Mark to survive and help others. If you kept Turtle, you can pre-immune the application of Unstable Runic Mark.

Sister Briar
Sister Briar will cast Jagged Nettles on a random party member. It deals a massive amount of initial damage and deals damage every sec until that party member is healed to 90% health. Use Survival of the Fittest to reduce the initial damage if you are targeted. Use Spirit Mend and Exhilaration to help heal you or other party members affected by Jagged Nettles. While Sister Briar is active, Aura of Thorns is present, dealing damage to attackers. This in combination with Jagged Nettles can be lethal. It is recommended to stop attacking until Jagged Nettles has been healed off. Luckily, our pet's damage does not count towards this. Jagged Nettles can be completely immuned with Turtle, prior to the application. You can also redirect the cast of Jagged Nettles to another party member using Feign Death. I generally do not recommend doing this unless taking Jagged Nettles will either kill you, or you're about to phase her (meaning by using Feign Death, she will not be able to recast due to the phase shift). Generally healers will pre-external you or pre-HoT you if they know you will be targeted by Jagged Nettles so using Feign Death may throw your healer off unless you communicate properly.

Want to see the full fight? Here's a vod of me doing the entire fight correctly.


Difficulty: Medium

Important Abilities:
Burning Brush, Soul Thorns & Burning Fists

Cooldown Usage:
Use cooldowns like normal on pull. Save your second set of cooldowns for execute range (Killer Instinct, Careful Aim, etc).

Defensive Usage:
Use defensive cooldowns during Burning Brush. Turtle will fully immune incoming damage during Burning Brush. Pet abilities such as Spirit Mend or Survival of the Fittest still work while incapacitated by Soul Thorns.

Detailed Tips:
Soulbound Goliath is essentially patchwork for us. You typically want to have Bloodlust prior to engaging him due to how long he takes and how much damage the tank suffers. As Hunters, we should be concerned with two major mechanics - Burning Brush and Soul Thorns. Soul Thorns simply incapacitates you if you're chosen, until others break you out. Try to save Kill Commands or empowered Arcane Shots as Soul Thorns is coming up to quickly break others out. The tank will have to clear his debuff periodically, causing Burning Brush to occur. Make sure the tank clears after a Soul Thorns goes out to avoid overlapping Burning Brush and Soul Thorns (if your healer is incapacitated during Burning Brush it's a wipe). Burning Brush can output some major AoE damage. Be sure to use Spirit Mend, Exhilaration, Survival of the Fittest, Health Potions and Turtle during it. Turtle will completely immune the incoming damage. Burning Brush spawns Burning Souls, which typically target the healer. If you're using any sort of healing during Burning Brush, be aware that you may pull healing aggro from the Burning Souls. They melee extremely hard if they reach you so try to stay away from them if possible.
Difficulty: Difficulty: Easy

Important Abilities:
Rotten Expulsion, Tenderize & Bile Explosion

Cooldown Usage:
Use cooldowns like normal on pull and on cooldown after that. Beast Mastery Hunters and Marksman Hunters should expect to get multiple sets of cooldowns due to their CDR (Rapid Reload, Calling the Shots, etc).

Defensive Usage:
You should not take any damage during this fight, if done properly. Use Exhilaration, Spirit Mend, Health Potions, etc to top yourself off if you get hit by any Rotten Expulsion or Tenderize casts.

Detailed Tips:
Raal is a pretty easy fight for the most part as long as you manage adds properly. The big things to be concerned with on this fight is Tenderize and Rotten Expulsion. Tenderize should be dodged as much as possible. Use Aspect of the Cheetah and Disengage to move about the room. Be aware of puddles left behind by Rotten Expulsion which slow you down. Rotten Expulsion will simply target a random party member and spew pools of poison, accompanied by some Bile Oozelings. The adds themselves are fairly harmless, but the initial landing of the Bile Oozelings deal a ton of damage, so be clear of their landing spots. Raal also summons Wasting Servants periodically which move slowly inwards. If any should reach him, he will cast Consume Servant, eating them and increasing his damage for the rest of the fight. This also increases the damage of Tenderize and Rotten Expulsion so be careful, especially at higher stacks (We're Hunters so we should never be hit!). Use Misdirection to redirect Bile Oozelings towards the tank. Make use of Binding Shot and Tar Trap to slow down the Wasting Servants. This fight can get a little scary for tanks on Necrotic weeks, so be sure to kill the adds as quickly as possible. Hunters are also able to Feign Death the Rotten Expulsion cast. Doing so cancels the entire ability, Bile Oozelings included. Finally, if you're using Rapid Reload, you can take major advantage of all the adds that spawn throughout the fight. Something to note though, when casting Multi-Shot, be sure to cleave off of the adds as opposed to cleaving off of Raal. Raal has a very weird hit box and you basically won't get credit for Rapid Reload unless the adds are on top of him. However, if you cleave off of the adds, you will hit the adds and him, increasing your cooldown reduction for Rapid Reload.
Difficulty: Difficulty: Medium

Important Abilities:
Virulent Pathogen, Discordant Cadenza & Wracking Chord

Cooldown Usage:
Use cooldowns like normal on pull. Save your second set of cooldowns until Lady Waycrest jumps down to the platform. The tank typically takes a ton of damage while both are active so the quicker you kill one or the other, the easier it becomes on them.

Defensive Usage:
There is a ton of passive damage throughout the fight. Use defensive cooldowns often to help out healers. If you cannot avoid Virulent Pathogen via Feign Death or Turtle, be sure to use Exhilaration or Survival of the Fittest to help your healer out.

Detailed Tips:
This fight is insane on healers and tanks. For us however, it's primarily patchwork. The damage intake increases throughout the fight with each cast of Putrid Vitality. This fight has two abilities Hunters should be aware of. The first is Discordant Cadenza, which should just be dodged while it's happening. The second is Virulent Pathogen. This ability is cast on a random party member, slows you and deals serious damage while it persists. If it expires and someone is within the area of effect, it will spread. Be sure to move away from the group and use Exhilaration, Spirit Mend or any other defensive to help your healers out. Hunters can Feign Death Virulent Pathogen if we are targeted by it (You should do this whenever possible as it avoids a ton of incoming damage). This ability is also a poison, so any class with a poison dispel can remove it.


Difficulty: Difficulty: Medium

Important Abilities:
Dread Essence, Alchemical Fire, Death Lens & Darkened Lightning

Cooldown Usage:
Use cooldowns like normal on pull and on cooldown after that.

Defensive Usage:
Generally save defensive cooldowns for casts of Dread Essence. You may need to use additional cooldowns due to Death Lens and Dark Leap if adds get out of control.

Detailed Tips:
Gorak Tul is all about managing adds properly. Once again, this boss is essentially patchwork for us as DPS. There are a couple caveats though. Throughout the fight Gorak Tul will spawn Deathouched Slavers. The Slavers will cast Death Lens on random party members, stunning them and dealing damage to them. The goal is to not let any of these go off. Your group must organize a rotation of stuns and knock backs to disrupt all of these casts. After killing the adds, you must use Alchemical Fire to burn their corpse, or Gorak Tul will resurrect them with his Dread Essence ability. As Hunters (especially BM) it is very easy for us to manage the Alchemical Fire. This allows healers to efficiently heal and DPS some. Unfortunately as Hunters, our only ability that works on the Deathtouched Slaver is Intimidation. You can also use Engineering Belts. If you are targeted by a Deathtouched Slaver, prior to the cast you can Feign Death it, causing it to re-target to someone else. Be sure to use defensives or help heal yourself up for every Dread Essence cast as it deals a fair bit of damage. Use Aspect of the Turtle to fully immune the damage from one of the casts.



Waycrest Manor Trash

  


Thistle Acolytes & Blight Toads - Blight Toads have very little health and will explode upon death, so be sure to be out of melee range. Thistle Acolytes are pretty easy to deal with. They cast Drain Essence on random party members. Hunters are able to cancel the channel with Feign Death.

Runic Disciples - Disciples can be pretty deadly if they're not interrupted. The major ability to interrupt is their Spellbind, which silences your healer or other range for 4 sec. They also cast Spectral Talisman, buffing a enemy, reducing their damage taken by 25%. This can be both interrupted and purged. Finally, Disciples will eventually cast Ascension Ritual. If successfully cast, they will transform into a Heartsbane Runeweaver. These guys currently have a bug related to their Ascension Ritual. If they successfully transform, they will become a Mythic 0 mob, meaning it's extremely easy to kill. Unfortunately, doing this means you will not receive percent from the Disciple, but, it makes this pull tons easier. Use this to your advantage if you need to make this pack easier for whatever reason.

Captains & Guards - These guys are super scary for tanks. They are perhaps the hardest hitting trash out of any dungeon. Guards cast Shadow Cleave, a small frontal AoE that obliterates tanks. Try to focus one of the guards down to help your tank out. Captains also hit fairly hard, but not nearly as scary as Guards. As Hunters, we should be concerned about controlling the Captain's casts of Spirited Defense. Spirited Defense reduces the damage they take by 35% so it should be interrupted and purged as much as possible.
Maddened Survivalists - Survivalists are a pretty scary mob, especially when paired with other mobs in this area. Survivalists alternate between casting Freezing Traps and Explosive Traps. Due to this, it is recommended to fight them in an open area (try not to fight in hallways). After a short period of time the traps will disappear. Hunters can use Turtle to clear the traps if need be. They also cast Severing Serpent on random party members which deals an insane amount of damage over time. Try to interrupt this as often as possible.

Crazed Marksman - These guys hurt. The constantly cast Shoot which does a steady stream of damage. The also cast Tracking Explosives, which targets random party members and deals AoE damage around them. Be sure to stay spread out to avoid unnecessary damage from Tracking Explosives. Hunters should be using Feign Death as much as possible to avoid as many Shoots as possible.
Infected Peasants & Devouring Maggots - Maggots cast Spit which hurts. A lot. Help your healers out by using Spirit Mend, Exhilaration, Health Potions and anything you can do to stay alive. Maggots also cast Infest, spawning more maggots if it goes uninterrupted. Peasants don't really do much, but when they die they spawn more maggots! This hallway is a nightmare for certain affixes such Sanguine. Don't be afraid to take this hallway slow some weeks.

Palid Gorgers - Gorgers make this hallway pretty difficult to deal. Luckily, they act like the Juggernauts in Atal'dazar. Gorgers will always cast Ravaging Leap and jump to the furthest person away and standing in certain spots (anywhere where there is no path available) will prevent the Gorger from leaping altogether. Their other major ability - Retch - is a frontal cone in front of them. The tank should be point this away, but often times he will need to kite or move mobs so be aware of it.


Stewards, Revelers & Piglets - Revelers and Piglets don't really do much. Likewise, Stewards don't really do much except cast Dinner Bell. Dinner Bell will silence players within the area of effect so try to interrupt this.
Thornshapers & Thornguards - There are three abilities to be concerned with among these mobs. The first is Infected Thorn. It deals a ton of damage. Having multiple on you at once is very scary, so be sure to pop defensives or heal yourself with Exhilaration or Health Potions. The second ability here is Effigy Reconstruction cast by Thornshapers. If you pulled a Thornshaper with any Thornguards or Jagged Hounds, Effigy will heal them to full if it's left uninterrupted. Interrupt this as top priority. If you only pulled Thornshapers by themselves, you can ignore Effigy altogether as the heal only works on Thornguards and Hounds. Finally, Thornguards will cast Enrage on themselves. This should be soothed as often as possible. One last note, both Thornshapers and Thornguards take damage from the fire that spawns randomly throughout this room so try to position them in the fires nearby.

Jagged Hounds - There's nothing special about these guys, but they do trigger on death effects. Since they are lumped with Matron Bryndle and Thornshapers in this area, be careful on Bolstering or Sanguine weeks.

Matron Bryndle - Matron Bryndle is super simple for DPS players, but she trucks the tanks. Help your tank out with Spirit Mend as much as possible. Side step her casts of Splinter Spike. She also takes damage from the fire that spawns randomly throughout this room so try to position her in the fires nearby. It can be difficult to move her due to her constant casting.
Matron Alma - Matron Alma was recently changed and now gives a ton of percent. Depending on your route, it may be easier to pull her as opposed to some trash up top. Alma will cast Ruinous Volley, dealing party-wise damage if not interrupted. Be sure to interrupt it as top priority. She will also cast Dread Mark, dealing damage to everyone within 6 yards of you. Be sure to move away from others. Other than that, she just does a ton of damage to tanks.

Marked Sister, Soulcharmer & Diviner - The Soulcharmer in this area is the exact same mob that has a chance to randomly spawn throughout the dungeon. Just be sure to interrupt it's Soul Bolts and Soul Volleys. Marked Sisters will cast Runic Mark on random party members, dealing a ton of initial damage and casuing them to explode after a short time, dealing additional shadow damage to nearby players. Try to interrupt Runic Mark but if not, be sure to spread out to limit additional damage. Finally, these mobs will buff themselves between the Diviner's Consume Fragments and Soul Fetish. Purge these off as quick as possible, especially if any mob has 5 stacks of Soul Fetish.

Gloom Horrors - Gloom Horrors act similar to the Gorgers from earlier. They will always leap to the furthest target and if that target does not have a proper path, they won't jump at all. There are a couple of areas where a range or healer can stand to make these guys way easier. The easiest spot is shown below.


By avoiding the jumps, the tank will be taking a ton of extra melees so try to help him out with Binding Shot, Intimidation or Spirit Mend.
Throughout the dungeon, each area has a chance to spawn a witch. Which witch that spawns is randomized (1 of 3 possibilities) and each spawn point changes per week. If you plan on doing a serious Waycrest key, I recommend doing a quick base mythic to determine the locations of the witches that week. Witches can change some pulls to an extent so it's good to know where they are ahead of time. All of these witches cast Warding Candles, placing a small area of effect on the ground. Move mobs away from candles as it reduces damage taken from all enemies within the circle.

Heartsbane Runeweaver - Runeweavers are the easiest of the three options. They do a fair bit of extra damage to the tank, but their only ability is Etch. Etch will target a random party member and deal a small bit of damage to them. With the current tuning, I advise against interrupting Etch as the channel is significantly less damage than what the tank would receive. Hunters are able to Feign Death the channel if need be, but as stated above, typically you want to let it go through.

Heartsbane Vine-Twister - Vine-Twisters are the hardest of the three options in my opinion. They have the least amount of health, but they will continually cast Grasping Thorns. Grasping Thorns does a ton of initial damage and stuns the target for 4 sec. Since you generally have other mobs with the witch, the 4 sec stun often means death, especially if it's on a healer.

Heartsbane Soulcharmer - Soulcharmers aren't too bad as long as people are getting interrupts. Soulcharmers have two casts - Soul Bolt and Soul Volley. Both need to be interrupted, but Soul Bolt (especially on higher keys) is the priority. Soul Bolt does about twice the damage as a Soul Volley and it nukes a single party member as compared to Soul Volley which does moderate damage to the whole party. Typically you're able to survive a Soul Volley cast but a Soul Bolt will more often then not one shot you on higher keys.


Mechagon: Junkyard


Difficulty: Medium

Important Abilities:
Toxic Fumes, Toxic Goop & Sanitizing Spray

Cooldown Usage:
Use cooldowns like normal on pull and towards the end.

Defensive Usage:
Use Exhilaration, Spirit Mend, Health Potions etc as needed throughout the fight. Toxic Fumes does a ton of passive damage throughout the fight so use personals as needed.

Detailed Tips:
Gunker is a pretty straight forward fight. During the fight, players will have to stand inside of Squirt Bots to prevent themselves from getting gooped. If you happen to not be standing within the Squirt Bot during Coalesce or Toxic Wave, you may be gooped. Periodically, Gunker will cast Splatter, potentially gooping the Squirt Bots your party is standing in. If a fellow party member or a bot gets gooped, break them out as soon as possible. Other than that there is a ton of passive damage via Toxic Fumes so use personals liberally throughout the fight. Gunker is an easy fight for DPS but is very healing intensive so try to help your healer out as much as possible.
Difficulty: Easy

Important Abilities:
Road Kill, Taze & Mega Taze

Cooldown Usage:
Use cooldowns like normal on pull and towards the end. Try not to use cooldowns just before Mega Taze is going out in case you are targeted (Hiding in the Smoke Cloud prevents you from dealing damage, wasting part of your cooldowns).

Defensive Usage:
Use Exhilaration, Spirit Mend, Health Potions etc if you are hit by Taze.

Detailed Tips:
Trixie and Naeno is a fairly easy fight as long as your group is on point with interrupting Taze. Interrupt as many casts as possible to reduce damage. Taze applies a hard hitting DoT that lasts 20 seconds. If one or two is let through, healers are typically able to heal. Any more than 1 or 2 on party members gets rough so make sure to interrupt properly. If you are targeted by Taze, hunters are able to Feign Death the cast if need be. Periodically, Naeno will hop into his mechacycle and charge across the room. Simply avoid getting hit. Other than that, the other major ability Trixie casts is Mega Taze. This ability will one shot you unless you hop into the Smoke Cloud caused by Naeno’s Burnout. You cannot Feign Death this so be sure to step into the cloud. Be aware that you cannot deal damage nor get healed while inside the cloud. If you have a Taze DoT on you or an affix like Grievous, your healer cannot help you so try to limit the amount of time you’re in the cloud. Finally, make sure to kill Trixie and Naeno at the same time. Otherwise, Trixie will gain 100% Haste, increasing her cast rate of Taze drastically and Naeno will deal pulsing damage to all players in the party.
Difficulty: Difficulty: Medium

Important Abilities:
Charged Smash, Electrical Charge & Rumble

Cooldown Usage:
Use cooldowns like normal on pull. Save your second set of cooldowns for execute range (Killer Instinct, Careful Aim, etc).

Defensive Usage:
Use personal cooldowns reactively during Rumble.

Detailed Tips:
King Gobbamak is essentially a single target fight if done properly. Periodically during the encounter, the tank will be targeted by Charged Smash. All five players will need to soak to help split the damage. Doing so will cause everyone to become Electrically Charged. Throughout the area, there are four shock coils and a stolen scrapbot laying around. Run to one of the five options to dump your charge into the coils or the robot. In doing so, the coils and robot will help you to kill the swarm of Scrapbone Grunters throughout the fight. Make sure to use Misdirection for as many waves of Grunters as possible. During Rumble, simply dodge the falling rocks. Use healing cooldowns to help your healer out. Finally, depending on the affixes, additional grunters (not ones that spawn during the encounter) can be pulled in. When activated, the scrapbot will kill any grunters, including outside grunters not native to the encounter.
Difficulty: Difficulty: Hard

Important Abilities:
Static Discharge, Fulminating Zap, Cannon Blast & Vent Blast

Cooldown Usage:
Bloodlust and cooldown timings will differ on this boss based on the key level, the affixes and your group composition. You typically always want to have cooldowns available for phase 3, however phase 1 is the most dangerous so be smart. If you will not skip a phase, it is not worth Bloodlusting phase 3. Phase 1 maybe be a better choice to Bloodlust if you know you’ll get two phases regardless.

Defensive Usage:
Use Exhilaration, Spirit Mend, Health Potions etc after getting hit by Fulminating Zap. If need be, help your Tanks out with Wreck by Spirit Mending them as this ability destroys tanks, especially on Tyrannial.

Detailed Tips:
HK-8 will rotate between three different phases and lasts until you kill the boss.

Phase 1
During phase 1, players will have to face off against Tank Buster MK1. This phase is the hardest part of the encounter. Throughout this phase, players will have to deal with Walkie Shockie X1 bots that leave behind Static Discharge. Make use of Freezing Trap and Binding Shot to limit the movement of the bots. Letting the bots walk freely can severely restrict the amount of space you have to deal with other mechanics, especially on Tyrannical. Tank Buster Mk1 has two primary abilities you have to deal with. Fulminating Zap does a ton of damage so help your healers out if its cast on you by using personal cooldowns. Finally, Cannon Blast is cast down the middle of the arena at a random direction. Simply dodge it.

Phase 2
To kill the boss swiftly, players must be able to efficiently navigate the obstacles presented in phase 2. Once you have killed Tank Buster MK1, electricity will run through either the left or right platform. Quickly move to that platform to avoid taking damage from Annihilation Ray. Once on the platform, navigate past the traps on the overcharge station. For Hunters in particular, I recommended commanding your pets to stay on the ground. Having your pets run up with you can cause a big delay after the phase is over.

- First, players will have to jump over the Vent Blast. Standing on the grates while Vent Blast is active will cause big damage and will stun you for a short period.

- In addition to the Vent Blast, players will have to weave through the Sentry Array. Getting hit by the array will teleport you to the start. Some classes such as Warriors and Demon Hunters can dash or leap over the beams easily. However, if timed right, all classes can jump over the beams! Below is a video of me jumping over the beams as a Hunter. If you’re not precise with the timing, it is very easy to mess this up and die so be careful. If you’re not confident, simply take the long way around.

- Finally, once you get past the Sentry Array, you will encounter some Sentry Bots. Getting hit by a bot will again teleport you to the start of the maze. Simply weave in and out of the bots and proceed to the charging station.

Once at the Overcharge Station, simply click it to remove energy from it. When the overcharge station reaches zero, phase 3 will start. I suggest getting hit by a Sentry Bot on purpose once you're almost finished charging the Overcharge Station. Let your healer or tank finish off the charge while the DPS get into position. Below is a clip of me doing phase 2 as efficiently as possible.


Phase 3
Once phase 3 starts, the HK-8 Aerial Unit will go Haywire, causing it to fall to the ground and take triple damage. Use cooldowns and Bloodlust here to quickly burn the boss as much as possible. Typically on Fortified you can one phase. Most of the time on Tyrannical you will always have to do two phases.

Mechagon: Workshop


Difficulty: Medium

Important Abilities:
Vents Jets, Platinum Plating, Whirling Edge & Maximum Thrust

Cooldown Usage:
Use cooldowns like normal on pull. Depending on key level, your second set of cooldowns should come up as Gnomercy is dying. Use them to finish him off and to quickly swap to The Platinum Pummeler.

Defensive Usage:
Use Exhilaration, Spirit Mend, Health Potions etc during Vents Jets. Turtle can be used to fully immune an entire Vent Jet.

Detailed Tips:
Tussel Tonks is a counsel fight where you will have to fight both Gnomercy and the Platinum Pummeler. As a DPS, our primary concern is dealing with Gnomercy. There are a couple of environmental mechanics to dodge, including the Buzzsaws and Lay Mines cast by the Platinum Pummeler. When the fight starts, don’t touch the Platinum Pummeler. He will start the fight with 3 stacks of Platinum Plating, receiving 99% reduced damage (33% for each stack). Around the room, there are 4 piston smashers. It is the tanks job to kite the Platinum Pummeler to 3 of the 4 smashers to break the Platinum Plating. Once a piston smasher has been used on the Platinum Pummeler, it breaks. However, you can use the piston smasher to damage Gnomercy! This is why paying attention to Maximum Thrust is crucial. As Maximum Thrust is about to happen, the entire party should position themselves in line with one of the available pistons. Doing so makes sure that Gnomercy will charge in that direction. If done properly, you can position him directly under a piston smasher. He will then get smashed by the piston, dealing a fair bit of damage to him (everyone should be doing this at the very start of the fight as well for his initial cast of Maximum Thrust).


Finally, there are two main abilities during the fight that you should be concerned with aside from the positioning stuff mentioned above – Vent Jets and Whirling Edge. The most dangerous ability, especially on Tyrannical is Vent Jets. Vent Jets deals a massive pulsing AoE to the entire raid. Think Cragmaw’s Tantrum in Underrot. You need to save every cooldown you have for Vent Jets. Coordinate with your healer so you don’t overlap cooldowns. Aspect of the Turtle can fully immune a cast of Vent Jets so use that to help your healer out. Whirling Edge is cast by the Platinum Pummeler periodically. Simply move out of the AoE if you happen to be near melee range. As a special note, despite the animation of Whirling Edge, only the initial spin of it will deal damage (it is safe to go back into melee range even though the animation continues).
Difficulty: Easy

Important Abilities:
Explosive Leap & Venting Flames

Cooldown Usage:
Use cooldowns like normal on pull and towards the end. Try to use cooldowns right after a cast of Venting Flames so you aren’t forced to line of sight during cooldowns.

Defensive Usage:
If you do this fight properly, you shouldn’t really take much damage. Use Spirit Mend to help your tank out. Otherwise, use personal cooldowns when necessary.

Detailed Tips:
K.U.J.O is perhaps the easiest boss in Workshop. Throughout the fight, players will have to hide behind Junk Cubes to avoid damage from Venting Flames. Additionally, K.U.J.O will jump to random players via Explosive Leap, dealing a fair bit of damage to anyone hit. The fight is rather simple but there are a couple of things to min/max on this fight to help improve your DPS and to limit things others have to deal with. First, let’s talk about Explosive Leap. It should go without saying, but you should never position yourself next to a Junk Cube. If K.U.J.O jumps onto a Junk Cube, it will break, ruining your only line of sight spot for Venting Flames. Secondly, K.U.J.O will mark random players prior to using Explosive Leap. Of the players marked, he will always jump to the furthest person first. Thirdly, if timed properly, Hunters and Rogues can Feign Death and Vanish the Explosive Leap respectively, preventing following jumps from occurring. So, all these things combined means we can literally ignore this mechanic completely if we are chosen. Simply run out and make sure you are the furthest person in your party. As he leaps, use Feign Death to cancel the leap. You just saved your healer some work!


Next let’s talk about Venting Flames. Typically, you hide behind boxes and AFK until K.U.J.O is done casting, then proceed like normal. If you want to play it a little riskier, casters can quickly step, cast an instant spell and go back to line of sight in between every Venting Flames pulse. There’s an even better way to do this. Depending on K.U.J.O’s positioning, players can sit at the very corner of the Junk Cube and actually hit him through the box (while still ignoring damage from Venting Flames). The spot is very tiny and it can be risky, but learning the spot will help DPS a ton. You can do this from any side of the box, but it’s much easier to locate when K.U.J.O is positioned along the long side of the box as shown below.


Difficulty: Difficulty: Hard

Important Abilities:
“Hidden” Flame Cannon, Blossom Blast & Self-Trimming Hedge

Cooldown Usage:
Use cooldowns like normal on pull. Save your second set of cooldowns for execute range (Killer Instinct, Careful Aim, etc). You may get 3 sets of cooldowns, on very high Tyrannical keys, in which case use your second set on cooldown, and your third set in execute range.

Defensive Usage:
Use personal cooldowns reactively to help the healer out. If played perfectly you should take little damage, but this fight can be hectic.

Detailed Tips:
Machinist Garden is a very simple fight in terms of abilities but is perhaps one of the hardest and most hectic fights in any dungeon at the moment. Periodically he will activate an Inconspicuous Plant in a random corner of the room. It will target a random player with Blossom Blast. If we are targeted, we can simply Feign Death the barrage. Quickly swap to the plant and kill it. Throughout the fight, Marchinist will spawn Self-Trimming Hedges, which bounce throughout the room. As the fight goes on, more and more of these will spawn, making it super hard to dodge them. Additionally, their bounce patterns aren’t exactly intuitive, so you need to be extra careful. You’ll also have to dodge Roaring Flames and Discom-BOMB-ulator swirlies on the ground which potentially one shot you if you’re hit. On top of all the dodging you have to do, when Machinist gets full energy, he spawns the deadly “Hidden” Flame Cannon. The Flame Cannon spawns from the center of the room, indicated by little spouts that protrude from the pillar. If you are hit by the Flame Cannon, you receive an immense DoT which will almost surely kill you on higher keys. While this fight seems simple, Machinist has a ton of health, especially on higher Tyrannical keys. This can cause the fight to get crazy towards the end. This fight is awful for casters and healers. Luckily, we’re Hunters so we don’t have too many issues with this fight compared to some classes (have fun Marksman Hunters!).
Difficulty: Difficulty: Hard

Important Abilities:
Plasma Orbs, Giga-Zap, Cutting Beam & Magneto-Arm

Cooldown Usage:
Use cooldowns like normal on pull. Save your second set of cooldowns for execute range (Killer Instinct, Careful Aim, etc). You may get 3 sets of cooldowns, on very high Tyrannical keys, in which case use your second set on cooldown, and your third set in execute range. If you plan on Lusting during phase 2, make sure to have cooldowns available during lust.

Defensive Usage:
Use Exhilaration, Spirit Mend, Health Potions etc after getting hit by Giga-Zap or to help your healers out during Magneto-Arm in the final phase.

Detailed Tips:
King Mechagon is a very hard fight on both Fortified and Tyrannical. On Tyrannical its an extremely long fight and healers run the risk of running out of mana. On Fortified, abilities such as Plasma Orb hit extremely hard. It is best to always have Bloodlust at some point during this fight.

Phase 1
King Mechagon starts out in his Aerial Unit R-21/X. During phase 1, King Mechagon will do 3 different abilities: Giga-Zap, Cutting Beam and he will manipulate his Plasma Orbs. Throughout the fight, King Mechagon will recalibrate 4 Plasma Orbs. Players can get hit by the orb itself, or by the path of the orb while its being Recalibrated. If hit, the orb will deal a fair bit of damage and knock you back a bit. Getting hit by the orb near the edge can knock you off the platform so be careful! Cutting Beam is more of a melee mechanic. He will fixate a random party member, emitting a beam right under him. Simply don’t stand under him. Finally, he will cast Giga-Zap which deals a ton of damage and applies a DoT on the player. Getting hit by additional Giga-Zaps will deal 100% additional damage (this doesn’t matter during phase 1). If you’re going to use a personal cooldown, use it for Giga-Zap.

Phase 2
Once you kill Aerial Unit R-21/X, King Mechagon will jump into the Omega Buster. Phase 2 has most of the same abilities as Phase 1, with a couple of exceptions. You will no longer have to deal with Cutting Beam, but instead have to deal with Magneto-Arm. Periodically, King Mechagon will detach his Magneto-Arm and throw it towards the center of the arena. All Plasma Orbs will be drawn to the arm and the party will take massive ticking damage for 9 seconds. As Magneto-Arm occurs, move to the front of the room since the damage taken from it is reduced by distance. During Phase 2, Giga-Zap will now zap 3 people consecutively. Getting hit by multiple will one shot you. Use cooldowns to help your healers out after getting hit by a Giga-Zap or when getting low during a Magneto-Arm. It’s very hard for healers to recover if you get hit by unnecessary damage such as Plasma Orbs during this phase to play extremely carefully. Use Turtle to fully immune a Giga-Zap on you.

Phase 3
After defeating the Omega Buster, King Mechagon ejects into the arena. He has no mechanics similar to the final boss in Motherlode.



Mechagon: Workshop Trash

  



Bomb, Strider & Rocket Tonks - The only real mob to worry about in this first pack are the Bomb Tonks. Be sure to assign interrupts to these keys and make sure to interrupt their Detonate. If Detonate goes off, it will most likely kill some people, especially on higher Fortified keys. Striders will cast Flying Peck and Rocket Tonks will cast Rocket Barrage, both of which you simply dodge.
To quickly kill this group of mobs, make sure to position them under the nearby piston stamper. All of these mobs will die within one or two stamps so don’t waste your cooldowns on this pack, let the piston kill them.
Waste Processing Unit & Junkyard D.0.Gs - As a ranged DPS player, neither of these really effect you. Waste Processing Units will periodically cast Process Waste in a frontal cone on the tank. Process Waste will cast in the direction the tank is facing at the end of its cast, so be careful for tanks that move during the charge up. Processing Units will also cast Mega Drill, which is a large AoE around itself. The ground effect can be hard to see something so just stay at range to avoid it. Finally, the Junkyard D.0.Gs cast Flaming Refuse on random party members and Metallic Jaws on your tank, neither of which are very concerning abilities to deal with.

Living Waste - These guys can be dangerous if you don’t know how to handle them. Living Wastes don’t do anything while alive, but upon death, they cast Volatile Waste and explode after a short time, dealing massive damage to anyone in line of sight (not quite sure on the range but it seems to be 100 yrds). The typical strategy is to group them up (hold DPS while doing so), bring them to a nearby pillar, kill them, and then have everyone line of sight around said pillar. They take a bit of coordination to do properly but aren’t to scary if done correctly.


Above is a picture of some good line of sight spots in the area that you should use for the Living Wastes.
This entire area of trash is a gauntlet. There will be three waves of mobs that the party must deal with before moving on.

Wave 1: Mechagon Tinkerers & G.U.A.R.Ds - The first wave is pretty easy to deal with. The GUARDs don’t really do much. Tinkerers you simply need to interrupt Giga-Wallop which is essentially a chain lightning. The big thing you need to worry about any time you see a Tinkerer are their Anti-Personnel Squirrel they send out periodically. It will fixate a random person and detonate after a short period of time. Make sure to stun it to prevent the explosion or simply move out of the area of effect.

Wave 2: Defense Bot MKI and MKIII - This wave can be dangerous due to the amount of damage output by the MKIII. Both bots will cast Arcing Zap which by itself is a hard-hitting DoT. The real ability you should be concerned about, especially on Fortifed keys, is MKIII’s Short Out ability which he will cast once or twice. Short Out deals a ton of pulsing damage for a short period of time. Use cooldowns during it to help healers out. Be sure to Focus the MKIII bot to reduce the number of Short Outs that occur.

Wave 3: Blastatron X-80 - Blastatron has two primary abilities that you should be concerned with. The first and most dangerous is its Sonic Pulse. If you’re hit, you will take a ton of damage and be silenced for 8 seconds. Luckily for Hunters this doesn’t hurt us much, but it hurts a ton if a cast or healer is hit. The other major ability to watch out for is Capacitor Discharge. For this ability I recommend staying in melee range. Blastatron will cover 3/4s of the room, 3 consecutive times so standing in melee will help to dodge more easily.

Detect-o-Bot & Steam Vent Maze - Don’t do it 😊 There’s an obelisk just before the maze so it’s always more efficient to skip it.
Mechagon Mechanics and Defenders - The Mechanics and Defenders are new mobs introduced in this area that will typically be surrounded by more Tinkerers and MK bots. Defenders simply put a bleed on the tank. Mechanics introduce two new abilities to watch out for – Overclock and Tune Up. Overclock should be interrupted as top priority here as it gives all surrounding mobs 100% haste. Overclock can be purged if it happens to go off, but make sure to get rid of it as soon as possible. Tune up places a HoT on an enemy which should also be interrupted to prevent enemies from healing.

Spider Tanks - Spider Tanks are essentially an identical mob to the Blastatron encountered earlier, minus the Capacitor Discharge (AoE in the room). Spider Tanks will still cast Sonic Pulse which again deals massive damage and silences enemies hit. If you decide to pull both Spider Mobs together, be sure to always kill the far back one first to proc the role playing earlier.


Seasonal Affix: Awakening

The Awakening affix will place 4 Black Empire obelisks in the dungeon at various points. When interacting with an Obelisk, you will cross into N’zoth’s realm and be attacked by the Obelisk’s Defense Lieutenant. When the Lieutenant dies, a portal will appear on its corpse, allowing you to return to reality. While you’re in N’zoth’s realm, you are completely phased from the rest of the dungeon and are immune and invisible to everything in reality. You’re able to use these portals to skip whatever you want, as long as you kite the Lieutenant to where you want to exit. If you don’t defeat all 4 Lieutenants prior to engaging the final boss, they all charge you!


This is an example of the Obelisk placement throughout a dungeon and what one of the mini-bosses look like. It currently seems to be on a rotation, similar to previous affixes.


Awakening Lieutenants


Each of the Lieutenants are placed in predetermined locations throughout the dungeon. While obelisk placement is set per dungeon, Lieutenants are on a biweekly rotation. Be sure to check which obelisk is associated with which Lieutenants before starting your key as it may change your routing a bit. Below is an in depth description of each Lieutenant with tips and tricks on how to deal with each one!


Difficulty By Itself: Easy

Difficulty With Final Boss: Easy

Voidweaver Mal’thir guards the Cursed Spire of Ny’alotha. He alternates between casting Crippling Poison and Lingering Doubt. When Mal’thir casts Armies of N’zoth, he spawns 5 Explosive Scarab which melee the primary threat target and cast Volatile Rupture, killing themselves. It also applies a Poison that deals mild damage to everyone. Mal’this is perhaps the easiest Lieutenant to deal with, assuming you maintain interrupts on him. It can easily be pulled with the final boss.

Tips & Tricks
  1. Crippling Poison is a Poison and Lingering Doubt is a Disease. Know which one your healer can dispel and prioritize the opposite one.
  2. As Hunters, we are able to Feign Death his casts. If you are targeted and do not have an interrupt, be sure to Feign it.
  3. Crippling Poison and Lingering Doubt can be line of sighted or out-ranged if your group is short on interrupts. Make sure to be in position if you know you’ll need to do this.
  4. Avoid using crowd control on the Scarabs if possible. Sometimes stunning, slowing or rooting them cause them to bug out. If this occurs, they will not explode and you’ll have to kill them manually (this can waste some time, especially if you’ve kited a long ways).
  5. Voidweaver Mal’thir is the easiest Lieutenant to snap. He will not snap while casting, so make sure to interrupt or out-range his current casts.
  6. Be very careful when scarabs are exploding on different terrains such as stairs. The explosion can be difficult to see sometimes.


Difficulty By Itself: Medium

Difficulty With Final Boss: Easy

Blood of the Corrupter guards the Defiled Spire of Ny’alotha. Blood of the Corrupter only has a single ability called Defiled Ground. One puddle will always target the tank, while the other chooses a random party member. When Blood of the Corrupter casts Armies of N’Zoth, it summons 4 Mindrend Tentacles. Tentacles channel Mind Flay, slowing party members by 65% and dealing a small amount of damage.

Tips & Tricks
  1. The bulk of the damage stems from Defiled Ground, not the Mindrend Tentacles. Try to stack on the tank or place puddles out of the kiting path.
  2. Mindrend Tentacles always initially target the closest party member to them. If targeted, Hunters can Feign Death the Mind Flay.
  3. Defiled Ground has a slight delay in dealing damage so speed boosts such as Aspect of the Cheetah or leaps such as Disengage help a ton if you need to cross it. Using Aspect of the Turtle prior to entering Defiled Ground allows you to ignore damage completely.
  4. Tentacles will teleport to a random party member if no one is in range or if everyone is line of sight. Take advantage of nearby line of sight spots to group up tentacles easier.
  5. Blood of the Corrupter does a hybrid of shadow damage and physical damage so it can hit tanks fairly hard on higher keys.



Difficulty By Itself: Medium

Difficulty With Final Boss: Medium

Samh’rek is probably the most annoying out of all the lieutenants. Sanh’rek guards the Entropic Spire of Ny’alotha. He casts one ability, Cascading Terror. This ability places a magic debuff on 3 players of varying length (it can be dispelled). When it expires, it fears everyone inside the area of effect for 3 sec. When Samh’rek casts Armies of N’zoth, he spawns 5 Ravenous Fleshfiends that melee the primary threat target. They also cast Tear Flesh stacking a nasty bleed on the tank. Kill the Ravenous Fleshfiends as soon as possible and whittle down Smah’rek in between the continuous fears. This mob causes the most disruption out of all the lieutenants. I highly advise against pulling Samh’rek with the final boss.



Difficulty By Itself: Medium

Difficulty With Final Boss: Hard

Urg’roth is in charge of guarding the Brutal Spire of Ny’alotha. Urg’roth is fairly easy for range DPS as both his abilities only effect the melee and tank. He has two abilities: Spirit Breaker and Dark Fury. Dark Fury is simply a cast that melee must run out of. Spirit Breaker is a physical tank buster that increases damage taken by 100% for 8 sec. Urg’roth’s Armies of N’Zoth is pretty easy to deal with, just a tad annoying. He summons multiple Malicious Growths which spread Vile Corruption around them. The area of effect slows you by 65% and deals mild damage. The Malicious Growths act similar to the growths on G’huun, having very little health. They can be killed to clear the area. This mob is relatively easy when pulled solo, but it can be extremely difficult when pulled with the final boss. I suggest against pulling Urg’roth with the final boss due to his Spirit Breaker.



Core Affixes

Level 2 affixes alternate per week. All other affixes (Level 4 & 7) are on a weekly rotation. You will always have a single affix from Level’s 2, 4 and 7. Once you reach keystone level 10, the seasonal affix is tacked on, as mentioned above. Below is a description of each affix, followed by some tips in regards to Hunters.


Tyrannical

Difficulty: Medium
Boss enemies have 40% more health and inflict up to 15% increased damage.

On Tyrannical weeks, you want to lean towards a more single target mindset, considering most bosses are single target. Try to use cooldowns on important bosses rather than overusing them on trash as bosses are often much harder than trash. Tyrannical typically means pulling bigger in between bosses to make up for extended boss fights. When you get into the realm of higher keys, certain bosses require you to play defensively, wanting more Avoidance, defensive Azerite traits and even wearing a Stamina Flask to survive.

Fortified

Difficulty: Medium
Non-boss enemies have 20% more health and inflict up to 30% increased damage.

Fortified typically means you may want to pull trash cautiously since packs will live longer and deal quite a bit more damage. Use cooldowns as often as possible on trash. Be sure to use potions often, as trash will be more difficult than bosses typically. Sometimes it is recommended to use Bloodlust on major trash pack rather than on bosses.


Bolstering

Difficulty: Medium
When an enemy dies, it empowers nearby allies, increasing their max health and damage by 20%.

Try to kill enemies around the same time to avoid buffing surrounding mobs. Be careful around small adds that are linked to larger adds. If possible, try to pull similar health mobs together. If possible, make use of Freezing Trap and other CC to separate mobs. Be sure to kill enemies 30 yards away from Freezing Trap to prevent Bolstering (Sap and Imprison do not have this requirement).

Bursting

Difficulty: Medium
When an enemy dies, all players suffer 14% of their max health over 4 sec. This effect stacks.

Treat Bursting as the opposite of Bolstering. You want to kill everything separately while not refreshing stacks. If you plan to kill everything at once, be sure to communicate with your healer to make sure they have cooldowns. Aspect of the Turtle can be used to ignore a high stack Bursting dot.

Raging

Difficulty: Easy
Enemies enrage at 30% health, dealing 100% increased damage until defeated.

Hold Binding Shot and Intimidation for when mobs get below 30% health to help the tanks with the increased damage output. Hunters can also use Spirit Shock from pets, to soothe mobs when they become enraged.

Sanguine

Difficulty: Medium
When an enemy dies, it drops a pool of ichor that heals their allies and damages players.

Be careful when using Intimidation and Binding Shot as to not stun/snare mobs as they're about to die. Strive to kill mobs around the same time to limit the amount of healing and to limit the amount of kiting required. Pull enemies to open areas if possible. Plan for the next pull ahead of time to make sure there will be space.

Teeming

Difficulty: Medium
Additional enemies are present throughout the dungeon

More mobs! Sometimes the mobs that are duplicated make the pack exponentially worse so be careful.  Keep in mind that more pulls may be necessary to finish Enemy Forces for the dungeon.


Volcanic

Difficulty: Easy
Enemies periodically cause gouts of flame to erupt beneath the feet of distant players.

Use Disengage to maximize your damage when dealing with Volcanic. This affix should never be an issue due to our unlimited mobility.

Skittish

Difficulty: Easy
Significantly reduces threat generation from tanks.

Misdirection is your best friend. Use it as much as possible at the start of each trash pack and on each boss. If the tank is kiting a large group of adds, more then likely they will start to lose aggro, don’t be afraid to use it again. Your pet will often die on Skittish weeks since it will often steal aggro. Be ready to use Mend Pet and Exhilaration to keep it alive, and Feign Death if you have to.

Necrotic

Difficulty: Hard
All enemies' melee attacks apply a stacking DoT that also reduces healing received.

Necrotic is rough on tanks. Use Tar Trap, Intimidation and Binding Shot to help tanks drop stacks once they accumulate high stacks.

Grievous

Difficulty: Hard
Players below 90% health will suffer increasing damage over time until healed above 90% health.

Use Exhilaration and Spirit Mend as often as possible to help out healers. You will often need to pause in between pulls to let your healer catch up.

Explosive

Difficulty: Medium
While in combat, enemies periodically summon Explosive Orbs that will detonate if not destroyed.

BM Hunters are fairly good at killing orbs due to our instant cast spells. Use Kill Command and Cobra Shot to kill orbs quickly. Try to maintain Beast Cleave while killing orbs. Unfortunately, we will lose a bit of DPS due to Focus limitations. Ideally, a Demon Hunter, Rogue or your tank will kill the majority of the orbs and you will handle ranged orbs or help when they begin to compound. Line of sighting Explosive orbs or using Aspect of the Turtle when they explode will prevent damage. Note that you can Multi-Shot the Explosives and it will splash to other mobs, but Multi-Shot will not hit the orbs if not targeting them.

Quaking

Difficulty: Medium
Periodically, all players emit a shock wave, inflicting damage and interrupting nearby allies.

Quaking is nerfed as of patch 8.3! The change makes it so that you are not damaged nor interrupted by your own quake, however, you now deal 40% (up from 20%) health in damage when you hit others with your Quake. Essentially it's a super easy affix if you play good, and can punish those that play badly. Luckily, Hunters are not affected by the silence so we just have to worry about the damage portion. Just be sure to stay spread out from your other party members. Quaking can still be an issue in confined areas when fighting bosses such as Gunker or Harlen Sweete where you typically stack as a group. Check out the Quaking WeakAura to help with timings.





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