Hey everyone, Tactics here with another plus 20 walkthrough and advanced dungeon guide for Dragonflight season one. This time, we're going through the revamped Temple of the Jade Serpent dungeon in Pandaria. In this video, I'll walk you through how we handled each pool and boss, especially the troublesome packs that people have been struggling with just before the last boss. I'll cover things like lust timing and small root variations that may be useful, as well as other tips and tricks that will hopefully help you get this key timed. I have videos just like this one for several of the other season 1 dungeons already out on my channel, which I'll link in the description. The rest are on the way shortly, so if you're interested in those, be sure to subscribe to the channel and click on that notification bell. Otherwise, let's get into the dungeon.
Trash to First Boss
Right off the bat, players are faced with a decision of whether to go right or left in this dungeon. For the most part, players will need to use the "W" key to kill every trash mob in the dungeon. However, there is one variation. On the right side, there are twin fire torch ads that can be particularly dangerous on fortified difficulty. Players have the option to use a rogue to bypass them and do more trash before the third boss.
In this strategy, we will pull the mobs on the right side and use our bloodlust, then backtrack to fight the boss on the left side before returning to the right side to use our bloodlust again. This is for the purpose of timing our bloodlust for the most effective use.
One thing to note is that these trash packs can be very dangerous, particularly the haunting gaze from the haunting Shaws. This ability was previously not unstoppable, but now it is. It is a high priority to stop and kick both shots of this ability, and if players are unable to do so, they should have a major defensive ready.
After using our bloodlust on the right side, we will move back to the left side of the area to fight the boss, Wise Mari, who is the easiest boss in the dungeon. This will also allow our bloodlust to regen in the process. The packs on the left side can also be dangerous, particularly the corrupt droplets which can cause a lot of damage. Players should be careful when pulling them and group them up in a corner to minimize the additional damage.
It's also possible to start on the left side and bloodlust this pack, but players should be aware that it may make it harder to run back if they wipe. Overall, players should be aware of the dangers of each pack and plan their strategy accordingly.
Then we come to the first boss, Wise Mari. It's not a very difficult boss. I believe it's like a three-kick rotation. We'll get all the kicks here. Warriors can spell reflect if it's on them, so don't kick it if it's ever on a Prop Warrior or DPS Warrior. They get a little bit of extra damage that way. Corrupted Vortex is the usual, get them out.
Trash to Second Boss
Moving forward, we are waiting for the boss, Bloodlust, which is exactly what we want. There are two ways to handle the boss, but I'll discuss that when we reach it. In the meantime, be careful of the lesser Shaw packs as they deal a decent amount of damage when they die, and they tend to die at a similar time due to having less HP. Be mindful of this, particularly during the Raging Fort week. As we wait for some of the kicks to die and the lesser Shaws to die, we'll chain into this bird, which is very nasty with its bleed. For safety, we tend to try and take this guy down alone and not move into the next pack, as that pack is also potentially dangerous for the tank. We'll focus on this guy, making sure to stay out of the territorial display. I probably should have backed up here to reset instead of dying, but it's okay. The Songbird died.
As we move into the next pack, it's important to single target stun and nuke down the golden beetle. This is important for two reasons: the beetle has a stacking tank buster and staggering blow that reduces the tank's max health and the beetle has a shield that deals a ton of damage when it explodes. If you ignore this or don't fully focus on it, the shield will start growing and deaths will occur quickly. Make sure to chain stun it if you have that available to you.
In this pack, we'll start with a big full kidney as soon as the cast begins and chain that into a storm bolt and regular stun. This pack will look like a complete joke if you do this correctly. The important part is making sure you nuke down the Beetle and chain stun it. Once that guy dies, you can jump down early and start killing the book to trigger the RP or wait a bit, but doing it earlier will save 10-20 seconds. Keep this in mind.
That brings us to the boss, where there are two distinct ways to do it: one with higher damage up-time and one with much less healing intensity. We ended up showing off both here by accident.
Basically, once one of these guys goes to the immune state, they stop dealing damage to anyone, making it easier to heal. You can bounce back and forth, pushing one to immunity, then the next two to immunity, then the other two to immunity. This results in less DPS up-time, as you're not able to cleave them both at the same time and have to wait for a few seconds if they're both immune. But it's way easier to heal and less tank/party damage.
Since the timer is kind of free in this dungeon, if you don't wipe, it's likely that you'll do the latter, just for pure safety reasons. Starting off with the DPS up-time thing, we lost on pull here and started on one (it doesn't really matter which one you pick). Once we get up to seven stacks, we swap, and we can still be cleaving. We can see bleeds on this guy and he's still taking damage, so those dots and stuff aren't ticking him up. This is the extra damage I'm talking about, as you are still able to cleave onto that out a bit while DPSing this add.
We kill this boss significantly faster if we don't push them into immunity, but it is way less time consuming. We can see that the damage we're taking is ramping up once this guy starts ramping up, particularly when we get over to Strifer. Once this guy goes immune, we can see everyone's health bar is starting to get low, but now literally everyone is chilling, as this guy is only dealing a bit of damage. We push this guy to immunity because thisguy is still immune, and as mentioned, we're losing damage, but no one's health bar is moving because we're dancing between immunity. It's a trade-off of a bit of damage loss, but way safer, literally 10 times safer. It really depends on your group how you want to handle this, as both are viable. One is faster, while the other is safer.
we're moving through here um and so this is where you would kind of get to the trash that you would pull if you had skipped the twins the fire torch guys so if you would skip the two fire torch guys in the one ad before them uh you would obviously be pulling this stuff pulling this stuff um but there's this exact same setup this one shambling infester oh me running back to desperately clear thundering ignore that uh but there's this one shambling infester and the patrol of the two guys down here uh the mistweaver and the the guardian that same three packs or three mobs rather exist on the opposite side right after wise Mari there's a door that opens up there and it's the exact same three mobs and those are the guys that you would have to go through uh and grab if you wanted to skip the twin so that's the extra pack you would pull uh if you skip the twins which is way safer straight up uh so again that's why I am telling you I'm leaning towards that twin skip route although it does of course involve either you're invis potting or using a rogue to shroud past them and also quite quite punishing if you ever wipe because they are gonna block your path of course uh so moving on this guy not too much to talk about uh here uh something to know though the misweavers uh very very important you have a curse to spell in this dungeon that touch of karma of course instant cast uh on a random player and it hurts it really does hurt uh having a cursor spell very very very important uh for that otherwise your group is definitely going to be in a little bit of pain uh for sure here so just be aware of that see our Mage is the the D curse here so he's getting that uh ASAP but other than that not too much to talk about but then we do start getting into the the kind of spooky mobs in this next area as you can see that there there's a touch of karma going off uh one shot there uh we get into some of the spooky mobs here that a lot of people I've heard coming into my chat coming the YouTube comments have been struggling with and particularly uh the Shaws of course uh or minions of Doubt rather uh in their dark claw ability now this is another ability here uh this is a terrible angle so I'm going to skip this uh actually I should show you how you pull this so basically uh we do pull this first one back with a range kick and that's just to avoid the patrol here the camera angle sucks I won't lie to you uh it does kind of suck but it is much much safer you get to avoid the pull and the key here is is pull small don't over pull the timer in this dungeon is pretty free uh at a lot of key levels at a lot of key levels so you don't need to over pull here like we missed that path it would have been nice to pull that Pat in uh before or with this mob we missed it oh well not the end of the world don't over pull here I think what we're going to do now is we're going to hit the sky we're going to wait for that Patrol to leave then we're gonna pull this pack in the corner here uh just to get some more cleave onto this boss we're moving in again big thing haunting Shaw uh you either need to be fully prepared for that guy to blast you for a ton of Shadow damage uh with a defensive or make sure that there is a stomp on it minion of doubt the dark claw is a little bit easier because it is backstepable if you remember my video firm Hall's Valor uh there were a ton of abilities in that dungeon that you can backstep The Haunting shots is not one of them you cannot backstep that ability it is a ranged attack so it just kind of blasts you no matter where you are unless you stop it the dark claw is backsteppable I'm also a prop worry here so I do save spell reflect specifically for dark claw whenever I can but on top of being back sippable it's also just in general now uh stoppable as well so I backs of that one there as you see I took literally no damage from it so it is stoppable as well now similar to The Haunting Shaw ability that didn't used to be stoppable it now is so that's actually been a change to a lot of abilities uh this dungeon I think covered some of it in Halls a lot of no code as well which I'll cover in that video uh later on in the next like week or two when I put that one out lots and lots of abilities where stealth changed to be stoppable that previously in the first like week or two were not so keep that in mind these both of these tank Busters in this dungeon the two very very scary ones have both changed to be stoppable and ensuring you stop them will be a very very important to your survivability that is for sure so here we're finishing off this pack here in either backstabbing stopping uh or see that's what happens when you don't when you miss it there uh it was the shaw back to back with the minion we missed both I didn't backstep the doubt because I was just moving back into the corner for the sanguine and that involved me almost dying because of it so very very important important to be coordinated if you're doing polls like this because now I'm going to go right into this poll right here because it's padding into us and this is kind of the problem right we probably what we should have done is tagged this pack in the corner and pulled it back to the entrance that we did with the previous pull just so that this wouldn't happen so now it gets a little bit spooky we have to pull this pack together here but we're able to get through it not the end of the world but again the big emphasis there minions of Doubt haunting Shaw not just the kicks but these abilities as well there's a double stop there very very good uh definitely would have saved my life because I probably would have died if we didn't double stop that and then we're going finishing off the rest the rest of the trash here is uh relatively easy it's really getting through these like three or four packs right at the beginning though getting absolutely demolished
so let's skip to the boss here because this is uh this is definitely a spicy boss for sure also had a lot of people asking about this boss so there is a neat little Stair Tech that you can use I've seen people misusing it uh as well in in Pub groups uh not really understanding with like I've seen people use it and then Dodge towards the center of the room for example the way this Stair Tech works is basically abusing the z-axis on the waves where they will just go underneath the stairs and so what you can do is you pull the boss to the foot of the stairs and the wave targeting this area will always just go under the stairs so everyone melee tanks can just dodge up this stairs without thinking every time the circle comes out and ranged can just AFK at the top of the stairs and never need to dodge that's how this works so how you do it is pretty simple literally just take the boss over and you want her at the foot of the bottom stairs here you don't want her up here you want at the foot of the bottom stairs here as you can see no there's just like other wave over there but like uh there's actually just no potential hitbox because it's in the stairs so you're using the z-axis uh to your advantage here uh now besides this neat little Tech to make like your ranged make everyone's life easier honestly um let's talk about this second phase uh because as you can see my health is uh getting chunked uh and it is very very very spooky so the key to this phase as a tank surviving that Jade Dot and healing absorb that is really really nasty uh is twofold one need to be on the same page as your healer uh they need to know hey when this dot is on you I am literally spamming you when you alone and two you need to make sure that your cooldowns are planned out and staggered and you don't panic stack them uh because if you panic stack on like one like right here if I'm like oh shoot I'm gonna die and I start popping like another Shield wall or something like that all of a sudden now I'm like okay I get to the next one well what do I have left well I panic popped everything on the last one so nothing and so planning out your cooldowns here is exceptionally important and then just having faith in both your own ability to self-heal uh and the ability of your healer to keep you up very very important rotating in external is very important so I don't think we did it on this poll but uh darkness is a good rotate in uh it can stop a bunch of the ticks from the dot in this specific one we just gs'd me uh you notice I don't overlap it with other cooldowns we go back in uh the next one is probably is it a demo shout and a shield wall what is it let's see let's see what it is this one comes out it's demo shout uh self-heal and a bunch of ignore pain while also being spammed which probably means the next one is going to be a shield wall and that's the thing is I've I have these cooldowns the key is not to stack them so now I still have Last Stand I will have my heel up again for the next one and I'll be able to get a little bit of ignore pain out as well uh coming out and this is probably gonna be the scariest one but it's just yet there we go the heel out the Last Stand and and that's basically it so I I staggered out my cooldowns the very first one was spell reflect and guardian Spirit uh the second one there as we saw was demo shouting pending Victory and a full ignore pain the third one was Shield wall and the fourth one was also impending Victory and Last Stand so not stacking those abilities spreading them out being smart with how you're using your defensives is the key to this boss and then of course being able to just not think about how you're dodging the waves at all and always just dodging the same direction up the stairs helps take a lot of that other brain power out of the fight so you can focus solely on Surviving also note I was in defensive stance this entire boss as well not in battle Santa another note at least as a prop Warrior there in terms of how to manage your cooldowns for this boss notice also we don't have bloodlust up yet so 45 seconds on that timer we end up using this on the last boss I think but now let's get to that trash that everyone is very worried about so this first pack uh this was always here uh there's not so much to talk about this is like an easy one the first two packs are quite easy but I'm gonna specifically talk about the third and the fourth pack so same rule applies here relax take a breath pull slowly very very dangerous pulls in particular if you chain uh this one with the left one you probably can pull this with the the right pull here because there's only one extra kick in that right pole the problem will become cursed to spells you won't want to do that if you don't have access to tourist spells which we don't obviously otherwise this is just a misweaver and two Guardians focus them down uh not too much to talk about here very simple it's the next two let's fast forward a little bit here Okay so scary pack number one this one is scary because it will kill everyone but uh and why I say that is because the water speakers both uh require two melee kicks and a stop in order to keep them kicked fully and then of course the misweaver will also require either a kick or a stop of some kind to keep them from channeling people and of course that channel does nuke very very hard so it is pretty scary and very very high priority the water speakers you're trying to stop the random Target damage and the bursts from going off so basically this pack has three mobs but like 50 million kicks and that's really the difficulty in this pack here so we're gonna just go we have marks uh just confirming our kicks here for a second filling out not a big deal and then we're going in pulling this pack double spell reflect there lines up very nicely so keep that in mind the problem goes in first they can get a double spare reflect uh ideally using AOE stops there on the title burst very very nice and then otherwise using other kicks or stops particularly on the mistweaver because that is a channeled spell so it is possible to stop the Miss Weaver which gives you more kicks on this other mobs here another AOE stop there and that's basically how you would handle this pack lots of lots of kicks lots of stops unfortunately get stuck in some saying one there but that's how we deal with this pack now let's talk about the pack after this uh which is very very scary for your tank uh like I mentioned uh earlier minions of Doubt haunting Shaw by far the two most dangerous mobs in the dungeon for your tank they each have tank Busters uh the three dark claws in this pack plus The Haunting shots of glare there's a lot a lot of Shadow damage uh similarly with the spot reflect if you're able to sync them up that's nice so what I would recommend if you have a monk in your party you can sweep them uh early on like two or three seconds into the pool and that'll sync up their dark claws if you want to do something like that but otherwise it's kind of another situation where AOE stops and backstepping are very very important because as I mentioned first week these weren't stoppable it didn't appear to be but now they are so they've been fixed to be stoppable abilities and it's really really high priority that you stop because you have four of them in this pool now something you can do is you can actually take this very slowly you can CC this minion of doubt you can see see this menu no doubt and you can pull only these three mobs in the middle back uh nuke The Haunting Shaw because like I mentioned that's definitely the scariest one because you can't backstep it it has that group like fear and just in general is kind of annoying so you can nuke that mob down and then as you're able to kind of defeat the minions of doubt you can add another one in another one in you can take this poll really really slowly if you want we're not going to do that though we're just going to pull it all uh and so basically what ends up happening here is going to group them up we're going to try and sync up the dark clause and fail I believe yeah because immediately right off the bat the dark claws are desynced and so we're just focused then on stopping the haunting Shaw and I'm focused on mitigating and backstepping the dark claws instead also is spell blockable which is why you see my spell block here very very good spellblock dungeon if you're a prop Warrior so I commit that before needing to actually kite things and of course spell reflecting whenever possible on CD not able to actually sync them up to get the double spell reflect but still able to just kind of generally kite this pack in a circle have good up time for the melee keep it out of the sanguine and not die in the process and otherwise uh you know it's really just the stops and making sure that they're either uh not able to dark claw you uh because of those stops or because they're not in range of you and that's the big thing there is is using range to your advantage but not going crazy with your kiting right you want the pack to still be grouped you want melee not to have to run across this entire room here and still have up time but you also don't want to die right so it is a fine line between staying in when you have the mitigation available to you using your stops when you're doing so or kiting and backstepping that dark claw to prevent it from even hitting you in the first place then we go straight into the boss here uh there's plenty of ways to kind of handle this one very very important thing particularly for higher tyrannical Keys is having access to either a master spell or an impetus spell from a warlock are either of these mandatory no you'll see Keys timed up to 20 21 22 probably more without either of those things doesn't require way more work on both your healer and defensive cooldown planning 100 so having one of those and this is definitely probably going to be like a warlock Medici for pushing high high keys because strictly of this last boss in the aim to spell value but it's certainly possible without it now uh how we handle this boss initially uh we just lost on pull and we start blasting so last us through the first ad phase uh as well and in terms of how we do the ad phase here I think uh we don't fully do it initially on the first one but really as long as your group is stacked and facing the same direction or generally stacked uh then you will get ads stacked up so right now just one person is out slightly and it was a little too slow but you can see everyone that was on top of each other these ads literally went right on top of each other just behind us like it doesn't matter where in the room you do this as long as you are somewhere stacked facing the same direction uh when that cast goes out all your ads will spawn on top of each other very easy to AOE see them slow them nuke them down very quickly so keep that in mind doesn't matter where you are just stack face the same direction that's the important thing then we come in the touch of nothingness management very very similar to The Necromancer boss in theater Payne uh lesser degree The Menagerie boss in streets it's basically just two magic debuffs you need to manage that kind of pump uh the people that are on also because it splashes to nearby players we do have this kind of loose spread here but notice we're not too spread because we do want to be able to fit in that Master spell that just went off here so we want to be spread so we're not cleaving each other uh but close enough that we fit inside a master's spell now Mass about only does cover every other Touch of nothingness so what we have to do here is instant dispel one person and then I have another person commit a defensive there so he's Mage popping theirs there we also have the Rogue available to cloak later on ice block later on all those kinds of things well but we're able to get rid of every other one very very quickly because of that Mass to spell if you had a warlock here you'd be able to get everyone the Warlock would dispel one person with a ramp the Healer would display the other with their healing the spell and this would essentially be a non-mechanic uh every single time so quite strong there and the real scary part of this fight comes uh particularly if you only have one magic to spell the person with the dot is kind of always in danger from taking a tick from the random Target hit the shot does and so that's really what you're worried about those are the players that are in danger so if you don't have access to these disc spells you really want to make sure that you're rotating through a defensives uh if you're the person that still has that debuff on them and as the Healer as well you want to try and make sure that hey the Mage used their defensive last time I left it up on them it picked the Mage again along with someone else that other person hasn't gotten in a while they have defends it up dispel the Mage that other person can commit defend right those there's a lot of communication on this fight becomes a lot more difficult if you don't have access to that double dispel or that Master spell so that's why it's definitely recommended particularly for Higher and Higher and Higher keys but like I mentioned you can totally do it without that stuff it just is a bit more work for you otherwise this fight does just kind of rinse or be here see fully stacked there it is five ads right on top of each other uh right behind us don't have to move anywhere do that anywhere in the room doesn't matter where you do it but there it is guys that is this walkthrough as always if you enjoyed it if you learned something be sure to leave a like And subscribe to the channel I really do appreciate the support got plenty of videos just like this one on the way from Mythic plus and I also have some Mythic raid boss guides coming as well so be on the lookout for those if you have any questions about tanking about this dungeon please do leave those down in the comments below you can always also stop by my twitch Channel at tactics and ask me there as well otherwise thanks everyone so much for watching and I'll see you in the next video