Mythic+ Nokhud Offensive - Boss Tips and Tricks
09/01/2023 à 15:28
One of the hardest dungeons in the Dragonflight Season 1 Mythic+ pool is The Nokhud Offensive. All the trash is punishing, and the bosses should not be underestimated either. In this guide, we'll be taking a look at ways to save some time around the dungeon by making each boss easier.
About the Author
Hi, my name is
. I am an avid Mythic+ player, and am a raider in one of the top NA guilds, poptart corndoG of Tichondrius. You can find me on
, or on my
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is a boss which has very few mechanics, but each one does a lot of damage. The main mechanic of the fight is
, which you stop by using the ballistas around the area when he starts to cast it. However, these ballistas are on a set timer from when the add spawns, meaning that you can launch them whenever. This can be used to your group's advantage, as you can use it to stop the second
Éclats de pierre
cast of each phase. This will significantly lower the amount of damage he does to your group, as it will not recast. This will allow your healer more free time to spend dealing damage, and your team will have to worry less about dying.
The Raging Tempest
is a boss that relies heavily on the orbs that travel into the center of the boss. Each one gives a stacking buff that grants 5% damage and healing, up to 10 stacks. The hardest part of this mechanic is actually chaining the stacks long enough to get all the way to the maximum reward, and then holding it for as long as possible.The two ways to improve the stacks your team receives are:
Avoid hitting them with
, as this renders them useless. However, this can be good for catching up if your team doesn't soak enough balls, or a lot are about to hit the center. At the time of this article, the balls are scaled to do baseline mythic damage, so soaking a lot in a row isn't a huge deal. However, if or when this gets fixed, it will be important to manage them better.
Arguably the more important way to control the balls is to play goalie with them. This means standing in melee range, and only soaking them right before they're going to enter the hitbox of the boss. By utilizing this, you will be able to much more easily maintain 10 stacks of the debuff through the entire fight. Using this strategy, you should be able to easily hold your 10 stacks all the way to the third
Not to mention, stacking around the boss will make your healer's life easier and you will be more likely to survive the storm.
Teera and Maruuk
's random shots and
's area denial, this fight can become very difficult very quickly. Factoring in the damage buff from
when the two are away from each other, you can quickly be one shot if this fight goes poorly. One way to help keep your space clear and your team together for healing are to stack for
Flèche de vent
. The damage instance only happens when the tornadoes land on you personally, with a couple seconds of grace before they'll deal damage again. This means your team can stack and essentially only have 4 tornadoes if they're stacked tight enough, instead of 4 each. I recommend pressing a defensive for every Gale Arrow if you're able, as the shots after can quickly combo you.
Another miscellaneous tip for this boss is that the
does not deal damage; the indicator is only an indicator. This means you can pre-position into the area she is leaping to without being punished in any way.
A tip to help with finishing this key is going through the back door of Nokhudon Hold. Instead of going through the front door and having to dodge multiple patrols, as well as the two Defenders at the door, you can just fly in through the southern area and avoid everything with ease, as shown in this clip:
Early on, you would be shot down by the lightning if you veered too far left, but that has since been changed, making this the faster and easier way to get into the Hold.
During the boss fight, the most threatening mechanic is the spear, specifically the one in phase 2,
. This is because this one deals two instances of damage: one for the spear, and one for the pull that it causes. You should always use a personal defensive on this if you're able to. Rogues, Mages, Hunters and
Elfe de la nuit
can cancel this ability by using
Feindre la mort
Camouflage dans l'ombre
, by using their respective ability as the boss is casting the spear (
when it is applied, but when the cast actually begins), as shown in this clip:
If you're unable to cancel the spear, try to aim it at the wooden posts against the cliff face at the "back" of the room. This will prevent the boss from charging far out, increasing your group's uptime and lowering the duration of the fight. Alternatively, you can aim it at the small rock in the back area of the room, as shown in the clip below. The advantage of using the rock is you don't have to dodge the charge afterwards, making it a lot less likely to get punished if you have no movement.
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