is definitely one of the more punishing M+ dungeons. Its timer has been extended a few times since its debut on beta (originally 30:00, now 36:00), and it’s had a few of the trash mobs nerfed (the Berserker bleed and Shadow of Zul), but it’s still got some very dangerous trash in it and bosses that aren’t pushovers.
First, some general tips for the dungeon. It will help a lot to have a poison dispel in your group. Most healers can cover this, but priests and shamans cannot, so if you’re running with a priest or shaman healer and you don’t have a hybrid class (monk, paladin, druid) that can cover your poison dispels, there will be a few trash packs that are noticeably more difficult. It will also help to have an offensive dispel to break Seduction
from Queen Wasi and a soothe to remove Ancestral Fury
from the Shadow-Borne Champions.
Now for the bosses. The Golden Serpent is a relatively straightforward boss: it casts Spit Gold
on players which leaves a DoT, and when that DoT expires it will drop a pool of gold. Serpent will spawn an add from each pool of gold when it casts Lucre's Call
. The goal for this fight is to drop all the pools in roughly the same spot, and then CC the adds with movement-impairing effects (e.g., Mass Entanglement
) so that they cannot reach the boss and you don’t waste time DPSing them. If an add does manage to get loose, just kite the boss away. On high Tyrannical keys, the Spit Gold
DoT will do a ton of damage, so you’ll want to have personal defensives up as much as possible when you get the DoT, and the healer needs to be prepared to do a lot of single target healing.
Mchimba has several mechanics but is probably the easiest boss in the dungeon. He will periodically cast Burn Corruption
which leaves a large flame patch on the ground that hurts quite a bit. On its own, Burn Corruption
isn’t a big deal, but Mchimba also channels Drain Fluids
on a player which damages the player and leaves a debuff, Desiccation
, on the target that slows the target until they are healed above 90% HP. The slow from Desiccation
will frequently overlap with Burn Corruption, making it difficult to get out of the flame patch quickly, so the healer needs to be prepared to heal the Drain Fluid target asap to restore mobility. Mchimba will also Entomb DPS which places them in one of the four tombs in the room, but it isn’t difficult for the group to spread out and quickly figure out which tomb is the real one by watching for the shake effect.
Council of Tribes features three bosses, and the order you fight them rotates each week. Aka’ali is the simplest of the bosses and has two abilities. The first places a mark on one party member indicating Aka’ali will charge that member and deal a lot of damage. The damage is dealt is split by any party member that stands between Aka’ali and the target, so you want to stack up between them. The second ability places a massive damage-taken debuff on the tank, and the tank needs to start kiting until the debuff wears off. Kula’s two abilities are Whirling Axes
which place rotating axes on the ground that need to be avoided and Severing Axe
which places a debuff on a random party member that will require a LOT of healing. Severing Axe
is the most dangerous ability in this fight and your healer needs to be ready to pump when the DoT comes out. Finally Zanazal casts Poison Nova
which places a huge DoT on the group and simply needs to be interrupted and Call of the Elements
which places four totems around the room, the most important of which is Explosive Totem that needs to be killed asap or it will do massive group damage.
The final boss is Dazar. Mostly this fight is about avoiding Gale Slash tornadoes and making sure to run Quaking Leap
away from the group. His rotating spear phase always starts at the north end of the room, so try to pull the boss there when the fight starts to make the spears easy to avoid.
As for trash, there are some notable mobs. Shadow-Borne Champion gains a 100% damage buff from Ancestral Fury
. If you have a soothe, remove the enrage. If not, your tank will probably need to kite. The minibosses after the first boss are all somewhat rough but not necessarily tricky. Be sure to interrupt Rahu’ai and M’bara’s casts, kite out Timalji’s Bladestorm
, and be ready to purge Wasi’s Seduction
. Be ready to do big healing for Severing Blade
from the Spectral Berserkers. If the Spectral Beastmaster successfully casts Poison Barrage
, try to make sure the target is standing by themselves so they don’t hit multiple group members with it. Shadow of Zul will maul the tank with Shadow Barrage so both tank and healer need to be ready to use cooldowns, and the healer needs to be prepared to heal party members that soak Zul’s pools around the room.
Even knowing all these tips the dungeon is rough, so don’t be too hard on yourself or your healer if things go south.