Hello guys, how's it going? My name is Al and the first season of Dragonflight game content has just begun. This season offers three primary paths for gearing your main and all characters: by slaying bosses within raids, participating in rated PVP, or by diving into Mythic Plus dungeons. Dungeon gearing has undergone a significant overhaul in Dragonflight, offering competitive item level upgrades when tackling some of the more challenging content, making dungeons more equal to other forms of end game content.
The Dragonflight season 1 dungeons have also undergone a lot of changes. Each season consists of four of the newest expansion instances, as well as four dungeons from previous eras of World of Warcraft, with new enemies, bosses, and a new seasonal affix to overcome. If you're looking to farm these dungeons for gear, it's best recommended to brush up on basic strategies to be better prepared before diving into the new Mythic Plus content.
In today's video, I wanted to go over everything you need to know in order to succeed in season 1 of Mythic Plus in Dragonflight. But before that, most of you watching these videos are still not subscribed. However, the more of you remind me, the more we do, so let's keep it going - subscribe to the channel, and also the bell if you're watching these videos anyway, especially if you're looking to get regular class and content updates for all future Dragonflight builds.
New Seasonal Affix
Before we go over the new seasonal dungeons, I first want to cover the new seasonal affix, Thundering. Periodically, your dungeon group will be empowered by the Thundering affix, which increases your healing and damage done by 30%. Thundering will last for 15 seconds and will stun your party if the buff is not removed in time. Some members of your group will get a positive charge of Thundering, while others will get a negative charge. Thundering is removed when a positive and a negative charge collide. To avoid being stunned, make sure all players with a negative charge are cleared. Less experienced groups may want to clear Thundering early to be safe, but once you get used to the new affix, try to hold on to those buffs for as long as possible to maximize its combat benefits.
Algeth'ar Academy
First, let's go over the four Dragonflight dungeons available in the pool of Mythic Plus content, starting with the Algathar Academy. The first two bosses of Algathar can be done in any order, but we will cover the Overgrown Ancient first. The Ancient will periodically cast Germinate, which will spawn Hungry Lashers below the player's feet. Try to keep their numbers low. His ability Burst Forth will awaken nearby Lashers, causing them to join in combat and apply a nasty poison on your party. The Ancient will also summon a Branch that will try to heal the boss while damaging party members. This add should be prioritized and interrupted. When the Branch is slain, it releases a heal in its current location. Try your best to keep the boss out of the heal, but make sure all players are standing in the heal to help you recover.
The next boss is Veximus. Arcane Orbs will periodically travel towards Veximus from the edges of the room. These orbs should be intercepted by players, usually the tank, so that the boss doesn't soak any of them. These orbs will apply a stacking debuff, causing players to take more damage from the orb, which can be cleansed by your healer. Your tank will have to face Veximus away from your party as Arcane hits your allies with the Arcane Expulsion frontal. Veximus will attack the group with Arcane Fissures and Mana Bombs, which will leave Arcane Pools and explosions on the ground that should be avoided.
Next, we have Cross. Your tank will take serious bleeding from her Savage attack, so make sure to keep an eye on their health. Make sure to stop casting for the Deafening Screech ability and stay away when the boss turns to you with the Overpowering Gust. Periodically, you will be able to play ball, scoring them at either the red goal or the blue goal. Scoring three points into the red goal will cause fire to rain on the floor, but will also stun the boss, causing her to take 75 more damage. The blue goal causes Winds of Hurricane to disrupt the Boss Arena, but empowers players with movement speed and a large haste increase. This goal mechanic also helps you clear the debuff of Deafening Screech, so be sure to score either the blue goal or the red goal whenever Deafening Screech gains too many stacks.
Finally, we have Echo of Daragos. All of her attacks will cause players to gain an Overwhelming Power debuff, which buffs the damage of your character by three percent per stack. However, if you gain more than 3 stacks at a time, your character will erupt into an Arcane Rift, which will continue to fire off Arcane damage throughout the room. Be sure to avoid the boss's frontal ability of Astral Breath, spread fire energy bomb, and try to run out when she uses Power Vacuum.
Ruby Life Pools
Next, we have the Ruby Life Pools, starting with Melodruis. For the Melodruis fight, you want to avoid all ice attacks by dodging Hail Bombs and running out of the ability Chillstorm far away from the group. When the boss reaches 75% and 45%, she summons wolves to help her in battle. Your group's first instinct will be to attack these adds and focus on them over the boss, but try to prioritize Melodruis instead. Melodruis will cast Frost Overload, which will do a ton of group damage, but can be interrupted after you break her Shield.
Next, we have Blaze Hoof. Before fighting her, however, you'll need to clear out the Primal forces on the second floor. Some of the enemies you will fight will be Thunderheads, dangerous Primal enemies that have a nasty frontal attack and will debuff your allies. Periodically, your healer is meant to dispel these debuffs in a staggered fashion, as every one of the dispels will do massive group damage. Also, watch out for Flame Gullet, which also has a nasty breath frontal and group damage that ramps up over time. Afterwards, you can fight Blaze Hoof. All of Blaze Hoof's abilities will leave lava pools on the ground, but you can use the entire upper area of this dungeon in order to drag this boss around. Blaze Hoof will summon a Firestorm Elemental, which needs to be interrupted and prioritized, but be sure to back away when you slay them in order to avoid the fiery explosions. Also, watch out for the Molten Boulders, which the boss will target at one of your party members, allowing your group members to bait this ability mechanic.
Finally, we have Karaka and Arkhart. Arkhart is a shaman who will try to Storm Slam your tank with increasing damage, which can be dispelled. Arkhart will summon Wounds, which will push your party in a random direction, and will use Interrupting Cloudbursts against your casters. Karaka will provide air support, raining fire upon the party. Any players hit by her attacks will gain stacks of Inferno Core, which shortly explodes into flaming Embers. These Embers can also be affected by the winds as well, making them sometimes difficult to avoid.
The Azure Vault
Next, we have the Azure Vault. When you first enter the Vault, try to avoid all sides of the Whelplings, otherwise they'll call for backup to overwhelm your party, which can quickly ruin your dungeon experience early into your Mythic Plus run. The first boss is Laymore, who can summon magical Roots spread around the Boss Arena. These roots can be cleaved with Eruption Fissure, a frontal ability that you should aim. The ability Explosive Brand will also help clear those roots. The possibility of Consuming Stomp will do increasing damage for every Arcane root active, so try to clear the room as best as you can or brace for impact.
Then we have Azureblade, a blue dragon who summons Illusions to aid them in combat. Be sure to focus down on any Draconic Illusions whenever they're active and dodge any Arcane Bombs when the boss casts Overwhelming Energy. Try to slay all Illusions quickly while dodging the Arcane Orbs as best as you can. Also, watch out for the tank's frontal ability which will cleave onto nearby allies.
The third boss of this dungeon is Greywing. You should try to position his Frost Bombs ability towards the edges of the room and try to keep them together to conserve space for your party. Clear away from all party members when focused in by the Icy Devastator ability to not splash the damage on allies, and hide under Shields when the boss casts Absolute Zero.
Finally, we have Umbraksull, which will punish your party, causing Miasma to build up whenever you move, so be very careful when it comes to positioning throughout this encounter. When Umbraksull drops to 75%, 50%, and 25% of his health, his brittle scales erupt into Detonating Crystals, which will apply big group wide damage if not dealt with immediately. Otherwise, avoid Arcane Orbs throughout the room. Brace for impact when he uses Unleashed Destruction knockback and his Crystalline Roar frontal.
The Nokhud Offensive
Next is the Offensive. This dungeon allows the use of dragon riding to get around the large open spaces, and the first three bosses can technically be done in any order. First, let's cover Granite, which is a simple boss where your healer will need to manage the periodic group damage of Shards of Stone, and back away when he starts using his Tectonic Stomp ability or risk a knockback. When the boss casts Eruption, it needs to be interrupted with the nearby lands, which players have to interact with in order to stop the boss from attacking. But the No Good submaterials will try to dismantle them, so be sure to stop them in their tracks.
The next boss is Regent Tempest. The main mechanic you want to watch out for is the Lightning Orbs throughout the fight. You're playing Pac-Man, so can these orbs before they reach the boss, with every orb granting a new surge of power, increasing your damage and healing for 15 seconds. Spread away when targeted by Lightning Strikes, which can also be used to help create your own nearby Lightning Orbs in the area. And try to save your defenses for the Electrical Storm ability in order to help out your healer.
Next, we have Tyra and Marook, which need to be kept together at all times, otherwise they grow stronger apart. Tira will leap around and fire Gale of Arrows, creating tornadoes. Make sure to spread out to make dodging them a little bit easier and be sure to interrupt her when she casts her Guardian Wind ability. Marook will primarily focus on the tank with his Relentless Onslaught and will constantly attempt to fear all of your nearby allies. And try to avoid his Earth Splitter attack at all costs.
Finally, we have Balakar, who has two phases. In phase one, he will target one player with a spear, then charge towards them through the spear's location. Try to aim the spear towards a wall, away from other players. Be sure to move if you're hit by Upheaval and watch your tank when they take increased physical damage. When the boss reaches 60% health, he'll transition into an intermission, where nearby Stormcasters enter combat. These should be interrupted and grouped together in order to be cleaved down. After the adds are dealt with, the fight moves on into phase two, where all of the boss's attacks are empowered. Static Spear will pull all nearby allies to its location, but should be handled roughly the same. Crackled Upheaval should also be avoided, and the tank will need to be dispelled by the healer once slammed by Conductive Strikes.
Court of Stars
Next, we'll go over the dungeons outside of the Dragonflight expansion. The first one is the Legion Court of Stars. In this dungeon, certain classes and professions can gain bonuses, benefits, and even mechanic skips based on your party composition. Be sure to interact with all items before facing the first boss, Gerdo. Try to disable all of the beacons, or else guards will join Gerdo in combat during the encounter. To defeat Gerdo, avoid his frontals and Arcane blasts, and start jumping when affected by the Arcane Lockdown ability. You can also ask for a dispel from a friendly healer. When Gerdo's health gets low, he will try to drink the Flask of Solomon Knight, which increases his haste and damage by 30%. However, if you have a rogue in your party or an alchemist, you can poison the flask before the fight, which will cause the fight to end once Gerdo drinks it.
Before facing the second boss, Flame Wreath, you'll need to deal with her lieutenants first. These can be summoned by either slain enforcers or interacting with certain elements found in the outdoor areas of the dungeon. Flame Wreath will empower herself with Burning Intensity, which makes the fight more painful the longer it goes on. She will also cast Withering Souls, which should be interrupted regularly. Avoid Infernal Eruptions or take fire damage, and these eruptions will summon Infernal Imps to aid Flame Wreath. Try to stack all of these eruptions together and then move out before they explode to keep the imps under control.
Next, we have Melandros. Before you can access his boss arena, you'll need to find the spy hiding amongst the crowd of Nightborne nobles. Some partygoers will give you clues about the spy's appearance, with a total of five clues. Classes like paladins and demon hunters can make finding the spy easier. Once you've found the spy, you'll need to slay it, grab the keys, and open the door to the boss arena. If you manage to do this, Melandros is pretty simple to defeat. Try to bait his Blade Surge into corners away from the group. This usually targets range party members or healers and creates a copy of Melandros. Avoid Enveloping Winds and Pierce and Gale's ground strikes, and save your defensive cooldowns for Slicing Maelstrom, which does bonus damage to targets in close proximity where the boss's images mimic all of his attacks.
Halls Of Valor
The next dungeon we'll cover is Halls of Valor.
First Boss - Hymdall
The first boss in this dungeon is Hymdall. This one is pretty straightforward.
Just avoid the dragons and the spinning sword on the ground, and make sure the tanks don't bleed out.
Second Boss - Hersha
The next boss is Hersha, who will either call upon the storm or the light depending on which side of the arena she is standing on. The longer she spends on one side, the more powerful her abilities become. During the lightning phase, jump onto the shield and use your defenses to help your healers survive the encounter. In the holy phase, avoid getting hit by any of her swirlies, which can be very unforgiving. Your tank can use their frontal and knockback ability to quickly shift to either side.
Third Boss - Fan Rear
Next, we have Fan Rear, who will periodically cleave all targets near him, with the damage being split amongst party members. Make sure to huddle close and interrupt his casting, and watch out for the wolves he'll summon in combat after the boss drops below half health. When the boss uses ravenous leap, spread out to limit the number of blades that hit the party. If the boss fixates on you with scent of blood, start running.
Fourth Boss - Scovold
When fighting Scovold, be sure to wield the ages of Aggramar, which is usually handled by the tank at all times. Once Scovold casts Ragnarok, use the shield to protect your allies. Afterwards, Scovold will use his show for himself to summon flames of Woe, which should be focused down quickly and lightly spread out to avoid cleaving into one another with the fell Blaze Rush ability.
Final Boss - Odin
Finally, we have Odin, who needs to be brought down to 80% health in order to defeat this encounter. Odin will summon Spears of Light, which will expel glowing fragments that should be avoided. Periodically, he will shatter all Spears, spawning even more fragments for you to dodge. Odin will also summon a stone Forge obliterator, which should be interrupted and focused down. At roughly the same time, he'll use the radiant Tempest, which will wipe out anyone caught in its radius. When Odin marks a target, be sure to use your defenses to survive the encounter with runic brand and try to find the runes associated with your marker. There are five runes which can be found on the floor in the boss arena. Matching the correct runes empowers your character, increasing their damage and healing done by 50%.
Shadowmoon Burial Grounds
In the Shadow Burial Grounds of Warlords of General, we'll start with the Sadhana Blood Fury Charter. When fighting this boss, position Sedana away from any daggers to mitigate group damage to your party. You can either focus on defeating any spirits or shooting down summons quickly before they reach the boss and heal her, or control them to keep the boss away from her location. The boss's ability, Dark Eclipse, will engulf your party in darkness, causing an immediate wipe unless you stand in the lunar raise on the ground, which reduces damage taken momentarily.
The next boss is Knowledge, whose main mechanic involves going into the void. He'll send you into the void, where you have to defeat your soul and then click on the light shimmer to get put back into combat. Besides that, avoid everything void-related, like his Planar Shift ability, which will draw you closer in, or the voided projectiles from Void Devastation. Your tank should be careful of his Void Blast frontal, in order to not aim it at nearby allies.
Next, we have the Carrion Worm of Bone Mom. The boss will use its Body Slim ability to knock you off the platform. The boss will also cast Inhale, which will draw players closer so they can be chewed up and spit out, causing the boss to have to swim back to the platform. But the boss also uses the Corpse Breath ability, which leaves Corpse Breath puddles on the ground. You should stand in Corpse Breath puddles whenever the boss uses Inhale to stop yourself from moving. Throughout the fight, the boss will also summon two Carrion Worms, which should be prioritized by DPS players. Just have a player next to the worms to prevent them from using group-wide abilities. These worms can technically be avoided or focused down depending on your difficulty with the boss.
Finally, we have Ner'zul. First things first, avoid his Malevolence frontal ability and try to position the boss away from many Omens of Death to help reduce damage taken by your party. Focus on taking down one enemy at a time to create a break before being covered in the miasma of ritual bones.
Temple of the Jade Serpent
In the Jade Temple, you'll face several bosses. First is Wise Marty, who has a few abilities to watch out for. Avoid standing on water and try to run out of the corrupted Vortex when he casts the "Wash Away" ability. Be sure to dodge the beam at all costs, as it can be deadly. If you're careful, you'll find that the center of the arena is clear for movement.
Next is the low worker encounter, Trial of Yongol. This boss fight involves two targets, but you should only focus on one at a time. As you attack one of the monstrous bosses, they build up intensity, becoming more aggressive and immune to damage for a short period. To finish the encounter faster, it's recommended to focus on one boss until they have around seven to eight stacks, then hard swap to the other target, causing the initial boss to lose all of their stacks. Be aware of players affected by the "Superiority" debuff, which makes them stronger but also causes them to take more periodic damage.
After that, you'll face Flame Heart. When she casts her "Serpent Kick" ability, try to back away, and dispel any allies affected by "Serpent Strike" when Flame Heart reaches 70 health. She'll then transform and cast a "Jade Serpent Dance," which empowers all of her attacks with Jade Fire. The tank can't be dispelled with Jade Fire at this point and will need some assistance to survive her attacks. Fire abilities will also be more effective, leaving green puddles on the ground. At 30% health, Yulon will be released to defend Flame Heart. They'll primarily focus on fire breath frontals, which can be dodged, and Jade Fire ground attacks, which should be avoided with movement. All of the Jade Fire attacks will leave a burning puddle on the ground, so try to manage your space and keep the boss on the outer ring of the arena.
Finally, you'll face the Shah of Doubt. This boss will infect two targets with "Touch of Nothingness," causing nearby allies to take shadow damage over time. Try to isolate yourself with this debuff active and call for dispels. The Shah will also periodically cause players to face their own doubts, spawning ads in the image of your party. These ads will fixate on the related player, so stack them together to cleave them down and take care of them more quickly.
Conclusion
And this should be everything you need to know about every single dungeon for season 1 in order to help you get started. I want to thank you all so much for watching this video and I hope you guys enjoyed it. Let me know all your thoughts in the comments below. What do you think about this new format of Mythic Plus for season 1, where half the dungeons are of dragonflight and the other half are from a whole another expansion? So far, out of the 8 dungeons available, which one is currently your favorite? Let me know all your thoughts in the comments below.
As per usual, if you guys enjoyed this video or found it informative, go ahead and give it a thumbs up. I would very much appreciate it. And as always, in the description of every single livestream and video, we have a link to our Discord community channel. It's probably the best place to reach out to me directly in case you want to let me know what you thought about this video or discuss with the other members of the community what you think about the upcoming changes. Join our Discord to become part of the community.
But otherwise, thank you guys so much for watching. I do hope you guys enjoyed it. Let me know your thoughts, and as always, I'll see you guys in another video.
In the Shadow Burial Grounds of Warlords of General, we'll start with the Sadhana Blood Fury Charter. When fighting this boss, position Sedana away from any daggers to mitigate group damage to your party. You can either focus on defeating any spirits or shooting down summons quickly before they reach the boss and heal her, or control them to keep the boss away from her location. The boss's ability, Dark Eclipse, will engulf your party in darkness, causing an immediate wipe unless you stand in the lunar raise on the ground, which reduces damage taken momentarily.
The next boss is Knowledge, whose main mechanic involves going into the void. He'll send you into the void, where you have to defeat your soul and then click on the light shimmer to get put back into combat. Besides that, avoid everything void-related, like his Planar Shift ability, which will draw you closer in, or the voided projectiles from Void Devastation. Your tank should be careful of his Void Blast frontal, in order to not aim it at nearby allies.
Next, we have the Carrion Worm of Bone Mom. The boss will use its Body Slim ability to knock you off the platform. The boss will also cast Inhale, which will draw players closer so they can be chewed up and spit out, causing the boss to have to swim back to the platform. But the boss also uses the Corpse Breath ability, which leaves Corpse Breath puddles on the ground. You should stand in Corpse Breath puddles whenever the boss uses Inhale to stop yourself from moving. Throughout the fight, the boss will also summon two Carrion Worms, which should be prioritized by DPS players. Just have a player next to the worms to prevent them from using group-wide abilities. These worms can technically be avoided or focused down depending on your difficulty with the boss.
Finally, we have Ner'zul. First things first, avoid his Malevolence frontal ability and try to position the boss away from many Omens of Death to help reduce damage taken by your party. Focus on taking down one enemy at a time to create a break before being covered in the miasma of ritual bones.
In the Jade Temple, you'll face several bosses. First is Wise Marty, who has a few abilities to watch out for. Avoid standing on water and try to run out of the corrupted Vortex when he casts the "Wash Away" ability. Be sure to dodge the beam at all costs, as it can be deadly. If you're careful, you'll find that the center of the arena is clear for movement.
Next is the low worker encounter, Trial of Yongol. This boss fight involves two targets, but you should only focus on one at a time. As you attack one of the monstrous bosses, they build up intensity, becoming more aggressive and immune to damage for a short period. To finish the encounter faster, it's recommended to focus on one boss until they have around seven to eight stacks, then hard swap to the other target, causing the initial boss to lose all of their stacks. Be aware of players affected by the "Superiority" debuff, which makes them stronger but also causes them to take more periodic damage.
After that, you'll face Flame Heart. When she casts her "Serpent Kick" ability, try to back away, and dispel any allies affected by "Serpent Strike" when Flame Heart reaches 70 health. She'll then transform and cast a "Jade Serpent Dance," which empowers all of her attacks with Jade Fire. The tank can't be dispelled with Jade Fire at this point and will need some assistance to survive her attacks. Fire abilities will also be more effective, leaving green puddles on the ground. At 30% health, Yulon will be released to defend Flame Heart. They'll primarily focus on fire breath frontals, which can be dodged, and Jade Fire ground attacks, which should be avoided with movement. All of the Jade Fire attacks will leave a burning puddle on the ground, so try to manage your space and keep the boss on the outer ring of the arena.
Finally, you'll face the Shah of Doubt. This boss will infect two targets with "Touch of Nothingness," causing nearby allies to take shadow damage over time. Try to isolate yourself with this debuff active and call for dispels. The Shah will also periodically cause players to face their own doubts, spawning ads in the image of your party. These ads will fixate on the related player, so stack them together to cleave them down and take care of them more quickly.