
Buffs
- Before running into battle there are some important buffs to be aware of. All of these buffs persist through death. You can gain one of these by talking to the Dragonflight Recruiters.
- Black Dragonflight Pledge Pin: Permanently increases crit by 5% while in the dungeon.
- Bronze Dragonflight Pledge Pin: Permanently increases haste by 5% while in the dungeon.
- Blue Dragonflight Pledge Pin: Permanently increases mastery while in the dungeon.
- Green Dragonflight Pledge Pin: Permanently increases healing taken by 10% while in the dungeon.
- Red Dragonflight Pledge Pin: Permanently increases versatility by 5% while in the dungeon.
Note: You can choose to go left or right at the start of the dungeon. Left will take you to Vexamus and right is the Overgrown Ancient. In this guide I will be starting on the left path.

Area 1
Spellbound Battleaxe
- Severing Slash:
Inflicts heavy physical damage to main target and applies a dot that deals physical damage every second for 6 seconds. Tanks should watch this if multiple mobs are in the pack.
Corrupted Manafiend
- Surge:
Will target a random player and cast Surge on them, this is a basic cast that deals arcane damage.
- Mana Void:
Places dot on random player that deals arcane damage every second for 4 seconds and puts a circle around them. When the dot expires it deals arcane damage to the player and anyone in their circle, and drains 10,000 mana.
Spellbound Specter
- Arcane Rain: Cast that releases a volley of arcane magic, where it will land is represented by a purple swirl. Anyone standing in this when the magic lands will take heavy arcane damage.
Arcane Forager
- Vicious Lunge: Leaps to a random player dealing physical damage to them.
Arcane Ravager
- Viscous Ambush: Targets a random player and puts a circle on them. When the cast ends it jumps to the player dealing arcane damage to them and anyone in their circle, and knocks them back. Then starts casting Riftbreath.
- Riftbreath: Frontal cone that deals arcane damage every 0.3 seconds to players in it.
Unruly Textbook
- Monotonous Lecture:
Channeled cast that targets a random player and stuns them for 8 seconds. Interrupt ASAP. CC and dispels can be used as a backup.

Vexamus
Tanks face frontal away from group
- Players absorb Arcane Orbs so they don’t touch boss
Dispel Oversurge if needed to absorb more Arcane Orbs safely
- Players with Mana Bombs should position away from others to drop their puddles
- Players must constantly move during Arcane Explosion to avoid deadly damage
- Arcane Expulsion:
Frontal that will follow the Tank around and deals heavy arcane damage. Tanks should face it away from the group and stand still.
- Arcane Orbs: Summons 5 Arcane Orbs around the area. Where they will spawn is shown by a purple swirl, and anyone on these swirls will take heavy arcane damage. These orbs slowly move towards the boss and must be absorbed by players. Doing this will deal arcane damage to the player touching the orb. If the orb hits Vexamus it will pulsate arcane damage to all players and give Vexamus 20 energy.
Oversurge:
Players that touch an Arcane Orb will gain a stack of Oversurge. This increases the damage the player takes from Arcane Orbs by 200% for 20 seconds. Each player can absorb 1 orb safely. However this effect can be cheesed with abilities such as Cloak of Shadows or AMS. Healers can dispel this if someone needs to absorb an extra orb.
- Mana Bombs: Puts a dot on 3 players that deals arcane damage every second for 4 seconds and puts a circle around them. When this dot expires it deals arcane damage to the player and anyone in their circle. This also leaves a purple pool of Corrupted Mana behind for 1 minute. Players should watch their positioning so pools are not placed in bad places
- Corrupted Mana: Inflicts arcane damage every second to players standing in it and reduces their movement speed by 30%.
- Arcane Fissure:
At 100 energy Vexamus casts Arcane Fissure. This deals arcane damage to all players and pushes them back. As Vexamus channels the cast it continuously spawns purple swirls that explode for deadly arcane damage at player locations. Players must constantly move to avoid damage.
Area 2 Mobs
*These are mobs you encounter on the way to Crawth
Guardian Sentry
- Storm Slash:
Storm Slash deals heavy nature damage to their main target.
- Deadly Winds:
Spawns a tornado at a random player’s location, this is shown with a blue swirl. Players should move out of the way ASAP. Once the tornado forms it will move around in a small circle. Anyone hit by the tornado will be stunned for 2.5 seconds and take heavy nature damage. Ranged players should stand back to bait tornadoes away from melee. This ability can target melee though so the tank may have to reposition the mob.
- Expel Intruders:
Creates a large circle around the mob. Anyone in this circle when the cast ends will take heavy nature damage and be knocked back. This can easily knock you off the platform. If players want to stand in this mechanic they can position their back against a pillar. However on high keys this ability may do deadly damage. Tanks should bring this mob next to a pillar and melee can LoS the knockback, this is pictured below.

Territorial Eagle
- These mobs are not elites and are in the area when you land on the platform. They also spawn in waves
- Dive Bomb: When they travel to the platform they mark their landing point with a brown swirl. Anyone standing in it will take heavy physical damage.
- Peck: Deals physical damage to main target and applies dot that deals physical damage every 1.5 seconds for 6 seconds. This dot can stack.
Alpha Eagle
- These mobs will also spawn with the waves of Territorial Eagles.
- Dive Bomb: Same as the Territorial Eagle’s ability.
- Gust: Frontal that deals heavy nature damage and knocks back any players in it.
- Call of the Flock:
Enrages all nearby eagles to increase their attack speed by 50% for 21 seconds. Interrupt this or use de-enrage abilities if it goes off.

Crawth
Tanks use mitigation for Savage Peck
Deafening Screech silences casters
Deafening Screech damages all players
- Dodge frontal cone
- Pick up orbs that spawn and take them to a goal
- Right goal will stun the boss and increase damage taken, and rain fire on the platform
- Left goal will cause winds to blow across the platform and spawns tornados. There will also be motes that increase player’s haste and movement speed.
- This is the soccer boss. There are two goals, the one on the left is the Goal of Rushing Winds. The goal on the right is Goal of Searing Blaze. You must throw three balls into a goal to activate its effect. Once you activate a goal, the remaining goal will despawn. The second goal will become active later in the fight, and each goal can only be used once in Mythic.
- Goal of the Rushing Winds: Has a wind orb over it.
- Gale Force: Summons strong winds that blow across the platform pushing all players back while the winds blow. Several motes will spawn in the area. Players who pick these up gain a buff that increases their haste by 45% and movement speed by 50%. Also provides immunity to the pushback from the winds. Currently I think this goal is not worth it (in Mythic) because it only spawns motes when you first activate it, and then you have to deal with annoying winds for the rest of the fight.
On Mythic the winds continue to blow until the fight ends.
- Roving Cyclone: Cyclones are created by the winds and travel around the platform. Any players that touch them take heavy nature damage and get knocked back.
- Goal of the Searing Blaze: Has a fire orb over it.
- Firestorm:
Motes of fire rain down onto the platform multiple times. Where they land is represented by a red swirl. Anyone standing in this when the fire lands will take heavy fire damage and be stunned for X seconds. When the Firestorm is released it will stun Crawth and make her take 75% increased damage for 12 seconds.
On Mythic fire will continue to rain down until the fight ends.
- Firestorm:
- Players will want to save Lust and major CDs for when Goal of the Searing Blaze is activated. This will allow players to get the most out of the 75% increased damage Crawth takes. Below is a picture of the two goals.

- Savage Peck:
Tank buster that deals heavy physical damage and applies a dot that deals physical damage every second for 10 seconds.
- Deafening Screech:
Places circles around all players. When the cast finishes she deals heavy nature damage to all players and additional damage to anyone in their circles. Will also interrupt all spellcasting for 6 seconds, so casters beware!
Sonic Vulnerability: Places a debuff on all players that increases the damage they take from the next Deafening Screech by 50%. this effect stacks. This is removed if players score three points in a goal. However each goal can only be activated once during the fight. Healers be ready for big damage the higher the stack count is.
- Overpowering Gust:
Frontal cone that targets random player’s location. When the cast ends she deals heavy nature damage and knocks back anyone in the cone. This knockback is very strong and will easily knock players off the platform that get hit.
Area 3 Mobs
*Have to kill all the Vile Lashers to make the boss attackable.
Hungry Lasher
- A bunch of tiny Hungry Lashers are around the bosses area. They just do melee hits for now.
Vile Lasher
- Detonation Seeds: Spawns green swirls at all players location. Anyone in these swirls when they explode take heavy nature damage and are disoriented for 6 seconds.
Aggravated Skitterfly
- Darting Sting: Charges at random player dealing heavy nature damage. This can be deadly in high keys if multiple mobs charge the same player.
- Agitation:
Enrage that increases their physical damage done by 25%. Should be de-enraged ASAP to prevent the mob from one shoting players on high keys. Can also use CC to try and lock these mobs down.

Overgrown Ancient
Tanks use mitigation for Barkbreaker
- Players should cleave down Hungry Lashers when they spawn
Healers be ready for group wide damage when boss hits 100 energy
Lashers apply stacking poison, should be dispelled to help control stacks if possible. Otherwise Healer should watch player’s HP.
Tank needs to pickup Treant add ASAP
Interrupt Healing Touch cast by Treant
Applies bleed to all players when Treant spawns. To remove it players must kill the Treant and stand on it as it dies. However the boss must not be on the Treant or it will heal!
- Barkbreaker:
Tank buster mechanic that deals heavy physical damage and applies a debuff that increases physical damage taken by 100% for 6 seconds. Tanks must be careful with this because if a bunch of adds are out because they will do a bunch of extra damage.
- Germinate: Channeled casts that spawns several brown swirls in the area every second for 5 seconds. These are where Hungry Lashers will spawn. Anyone standing in the swirls when the Hungry Lasher spawns will take physical damage and be knocked back. The Hungry Lashers will remain in the ground until they are activated and can be damaged. DPS should try to cleave them with the boss as these adds can quickly get out of hand.
- Hungry Lasher: Add that deals physical damage with its melee attacks. Tanks should try to pick them up when they become active, and can start generating threat when they are still in the ground.
Lasher Toxin:
Their melee attacks have a chance to apply Lasher Toxin. This inflicts nature damage every 3 seconds for 9 seconds. This effect stacks. If Healers have a poison dispel they can use it if stacks get to high. Tanks should also keep an eye on how many stacks they have because this can stack very fast.
- Hungry Lasher: Add that deals physical damage with its melee attacks. Tanks should try to pick them up when they become active, and can start generating threat when they are still in the ground.
- Branch Out: Spawns a large brown swirl where the boss will throw an Ancient Branch. When this lands it deals heavy physical damage and knocks any players back. Then a mob called Ancient Branch becomes active.
Splinterbark:
When the Ancient Branch spawns, Splinterbark is applied to all players. This is a bleed that deals damage every 3 seconds for 1 minute and can stack. The boss will always spawn an Ancient Branch before the bleed can fall off so it is basically a permanent stacking bleed. So it will be very important to clear this bleed with Abundance. Healers be prepared for a lot of group damage as this bleed can make it harder to heal through other mechanics.
- Ancient Branch:
This is a treant that the tank should pick up. The mob will try to heal the boss.
- Healing Touch:
Heals the boss, interrupt at all costs!
Abundance:
When the Ancient Branch dies Abundance will activate. A light green circle will appear. Any players or NPCs within this circle will be healed for a large amount and have Splinterbark removed. The Tank needs to make sure to position the boss outside of the circle, but needs to be in the circle to remove Splinterbark. Below is a picture of the circle that appears when the Ancient Branch dies.
- Healing Touch:

- Burst Forth:
At 100 energy the Overgrown Ancient will activate all Hungry Lashers and inflict heavy nature damage to all players.
On Mythic there will be a lot of damage going out during Burst Forth because of Splinterbark and the poison dot the Hungry Lashers apply.
Area 4 Mobs
Algeth’ar Security
- Disrupting Pulse:
Cast that deals heavy physical damage to all players and interrupts spellcasting for 6 seconds. Healers should watch out if multiple casts go off at the same time. They can be CCd to interrupt the cast, but they can cast it again after the CC breaks.
Algeth’ar Educator
- Astral Bomb:
Debuff placed on random player that puts a circle around them. After 3 seconds this debuff explodes dealing heavy arcane damage to the player and anyone in their circle. This is the interrupt players should prioritize.
Algeth’ar Nurse
- Celestial Shield:
Shields an ally absorbing incoming damage and increases the spell haste of the target by 50% for 30 seconds. This is a good spell for Mages to spellsteal.
- Celestial Forbearance: After being shielded by Celestial Shield the mob cannot be affected by Celestial Shield again for 1 minute.
Algeth’ar Enforcer
- Astral Whirlwind: Spins in place dealing heavy arcane damage to all players within 6yds every 0.5 seconds for 5 seconds. Players need to move out of this ASAP. This can be interrupted by CC.

Echo of Doragosa
- Watch Overwhelming Power stacks, at 4 stacks an Arcane Rift drops at the player’s location
- Look out for orbs coming out of Arcane Rifts
- All players run away from boss after being pulled in
- Avoid Astral Breath frontal
Healers should be ready to top off players with Energy Bomb debuff
- Overwhelming Power: Getting hit by any of the bosses’ abilities applies a stack of Overwhelming Power. This increases damage done by 5% per stack. At 4 stacks an Arcane Rift will be created and the buff will fall off.
- Arcane Rift: Creates an Arcane Rift on the ground that will deal arcane damage to anyone who stands in it. Occasionally releases Uncontrollable Energy.
- Uncontrolled Energy: 5 Arcane orbs come out of Arcane Rifts. If these orbs collide with players it will deal arcane damage to them and anyone within 4 yds, as well as apply a stack of Overwhelming Power. How these come out of the Arcane Rift is pictured below.
- Arcane Rift: Creates an Arcane Rift on the ground that will deal arcane damage to anyone who stands in it. Occasionally releases Uncontrollable Energy.

- This fight can quickly get chaotic if there are a lot of Arcane Rifts around the area. The Tank should bring the boss to the side of the room, and move the boss back as needed when Arcane Rifts spawn. Players who are about to hit 4 stacks should position behind the boss, and try to stack the Arcane Rifts together as much as possible.
- Energy Bomb:
Debuff placed on random player for 6 seconds that puts a large circle on them. When the debuff expires it explodes dealing heavy arcane damage to the player and anyone in their circle. Also applies a stack of Overwhelming Power to anyone hit.
- Astral Breath: Faces random player with a frontal cone attack. This deals massive spellfrost damage and applies a stack of Overwhelming Power to any players hit.
- Arcane Missiles: Targets random player and deals heavy arcane damage to them. Also applies a stack of Overwhelming Power.
- Power Vacuum: Pulls in all players and a circle forms around the boss. She starts casting Power Vacuum when players are pulled in. When the cast finishes anyone in the circle takes massive arcane damage, get knocked back, and have a stack of Overwhelming Power applied.
Buffs
- Before running into battle there are some important buffs to be aware of. All of these buffs persist through death. You can gain one of these by talking to the Dragonflight Recruiters.
- Black Dragonflight Pledge Pin: Permanently increases crit by 5% while in the dungeon.
- Bronze Dragonflight Pledge Pin: Permanently increases haste by 5% while in the dungeon.
- Blue Dragonflight Pledge Pin: Permanently increases mastery while in the dungeon.
- Green Dragonflight Pledge Pin: Permanently increases healing taken by 10% while in the dungeon.
- Red Dragonflight Pledge Pin: Permanently increases versatility by 5% while in the dungeon.
Note: You can choose to go left or right at the start of the dungeon. Left will take you to Vexamus and right is the Overgrown Ancient. In this guide I will be starting on the left path.

Area 1
Spellbound Battleaxe
- Severing Slash:
Inflicts heavy physical damage to main target and applies a dot that deals physical damage every second for 6 seconds. Tanks should watch this if multiple mobs are in the pack.
Corrupted Manafiend
- Surge:
Will target a random player and cast Surge on them, this is a basic cast that deals arcane damage.
- Mana Void:
Places dot on random player that deals arcane damage every second for 4 seconds and puts a circle around them. When the dot expires it deals arcane damage to the player and anyone in their circle, and drains 10,000 mana.
Spellbound Specter
- Arcane Rain: Cast that releases a volley of arcane magic, where it will land is represented by a purple swirl. Anyone standing in this when the magic lands will take heavy arcane damage.
Arcane Forager
- Vicious Lunge: Leaps to a random player dealing physical damage to them.
Arcane Ravager
- Viscous Ambush: Targets a random player and puts a circle on them. When the cast ends it jumps to the player dealing arcane damage to them and anyone in their circle, and knocks them back. Then starts casting Riftbreath.
- Riftbreath: Frontal cone that deals arcane damage every 0.3 seconds to players in it.
Unruly Textbook
- Monotonous Lecture:
Channeled cast that targets a random player and stuns them for 8 seconds. Interrupt ASAP. CC and dispels can be used as a backup.

Vexamus
Tanks face frontal away from group
- Players absorb Arcane Orbs so they don’t touch boss
Dispel Oversurge if needed to absorb more Arcane Orbs safely
- Players with Mana Bombs should position away from others to drop their puddles
- Players must constantly move during Arcane Explosion to avoid deadly damage
- Arcane Expulsion:
Frontal that will follow the Tank around and deals heavy arcane damage. Tanks should face it away from the group and stand still.
- Arcane Orbs: Summons 5 Arcane Orbs around the area. Where they will spawn is shown by a purple swirl, and anyone on these swirls will take heavy arcane damage. These orbs slowly move towards the boss and must be absorbed by players. Doing this will deal arcane damage to the player touching the orb. If the orb hits Vexamus it will pulsate arcane damage to all players and give Vexamus 20 energy.
Oversurge:
Players that touch an Arcane Orb will gain a stack of Oversurge. This increases the damage the player takes from Arcane Orbs by 200% for 20 seconds. Each player can absorb 1 orb safely. However this effect can be cheesed with abilities such as Cloak of Shadows or AMS. Healers can dispel this if someone needs to absorb an extra orb.
- Mana Bombs: Puts a dot on 3 players that deals arcane damage every second for 4 seconds and puts a circle around them. When this dot expires it deals arcane damage to the player and anyone in their circle. This also leaves a purple pool of Corrupted Mana behind for 1 minute. Players should watch their positioning so pools are not placed in bad places
- Corrupted Mana: Inflicts arcane damage every second to players standing in it and reduces their movement speed by 30%.
- Arcane Fissure:
At 100 energy Vexamus casts Arcane Fissure. This deals arcane damage to all players and pushes them back. As Vexamus channels the cast it continuously spawns purple swirls that explode for deadly arcane damage at player locations. Players must constantly move to avoid damage.
Area 2 Mobs
*These are mobs you encounter on the way to Crawth
Guardian Sentry
- Storm Slash:
Storm Slash deals heavy nature damage to their main target.
- Deadly Winds:
Spawns a tornado at a random player’s location, this is shown with a blue swirl. Players should move out of the way ASAP. Once the tornado forms it will move around in a small circle. Anyone hit by the tornado will be stunned for 2.5 seconds and take heavy nature damage. Ranged players should stand back to bait tornadoes away from melee. This ability can target melee though so the tank may have to reposition the mob.
- Expel Intruders:
Creates a large circle around the mob. Anyone in this circle when the cast ends will take heavy nature damage and be knocked back. This can easily knock you off the platform. If players want to stand in this mechanic they can position their back against a pillar. However on high keys this ability may do deadly damage. Tanks should bring this mob next to a pillar and melee can LoS the knockback, this is pictured below.

Territorial Eagle
- These mobs are not elites and are in the area when you land on the platform. They also spawn in waves
- Dive Bomb: When they travel to the platform they mark their landing point with a brown swirl. Anyone standing in it will take heavy physical damage.
- Peck: Deals physical damage to main target and applies dot that deals physical damage every 1.5 seconds for 6 seconds. This dot can stack.
Alpha Eagle
- These mobs will also spawn with the waves of Territorial Eagles.
- Dive Bomb: Same as the Territorial Eagle’s ability.
- Gust: Frontal that deals heavy nature damage and knocks back any players in it.
- Call of the Flock:
Enrages all nearby eagles to increase their attack speed by 50% for 21 seconds. Interrupt this or use de-enrage abilities if it goes off.

Crawth
Tanks use mitigation for Savage Peck
Deafening Screech silences casters
Deafening Screech damages all players
- Dodge frontal cone
- Pick up orbs that spawn and take them to a goal
- Right goal will stun the boss and increase damage taken, and rain fire on the platform
- Left goal will cause winds to blow across the platform and spawns tornados. There will also be motes that increase player’s haste and movement speed.
- This is the soccer boss. There are two goals, the one on the left is the Goal of Rushing Winds. The goal on the right is Goal of Searing Blaze. You must throw three balls into a goal to activate its effect. Once you activate a goal, the remaining goal will despawn. The second goal will become active later in the fight, and each goal can only be used once in Mythic.
- Goal of the Rushing Winds: Has a wind orb over it.
- Gale Force: Summons strong winds that blow across the platform pushing all players back while the winds blow. Several motes will spawn in the area. Players who pick these up gain a buff that increases their haste by 45% and movement speed by 50%. Also provides immunity to the pushback from the winds. Currently I think this goal is not worth it (in Mythic) because it only spawns motes when you first activate it, and then you have to deal with annoying winds for the rest of the fight.
On Mythic the winds continue to blow until the fight ends.
- Roving Cyclone: Cyclones are created by the winds and travel around the platform. Any players that touch them take heavy nature damage and get knocked back.
- Goal of the Searing Blaze: Has a fire orb over it.
- Firestorm:
Motes of fire rain down onto the platform multiple times. Where they land is represented by a red swirl. Anyone standing in this when the fire lands will take heavy fire damage and be stunned for X seconds. When the Firestorm is released it will stun Crawth and make her take 75% increased damage for 12 seconds.
On Mythic fire will continue to rain down until the fight ends.
- Firestorm:
- Players will want to save Lust and major CDs for when Goal of the Searing Blaze is activated. This will allow players to get the most out of the 75% increased damage Crawth takes. Below is a picture of the two goals.

- Savage Peck:
Tank buster that deals heavy physical damage and applies a dot that deals physical damage every second for 10 seconds.
- Deafening Screech:
Places circles around all players. When the cast finishes she deals heavy nature damage to all players and additional damage to anyone in their circles. Will also interrupt all spellcasting for 6 seconds, so casters beware!
Sonic Vulnerability: Places a debuff on all players that increases the damage they take from the next Deafening Screech by 50%. this effect stacks. This is removed if players score three points in a goal. However each goal can only be activated once during the fight. Healers be ready for big damage the higher the stack count is.
- Overpowering Gust:
Frontal cone that targets random player’s location. When the cast ends she deals heavy nature damage and knocks back anyone in the cone. This knockback is very strong and will easily knock players off the platform that get hit.
Area 3 Mobs
*Have to kill all the Vile Lashers to make the boss attackable.
Hungry Lasher
- A bunch of tiny Hungry Lashers are around the bosses area. They just do melee hits for now.
Vile Lasher
- Detonation Seeds: Spawns green swirls at all players location. Anyone in these swirls when they explode take heavy nature damage and are disoriented for 6 seconds.
Aggravated Skitterfly
- Darting Sting: Charges at random player dealing heavy nature damage. This can be deadly in high keys if multiple mobs charge the same player.
- Agitation:
Enrage that increases their physical damage done by 25%. Should be de-enraged ASAP to prevent the mob from one shoting players on high keys. Can also use CC to try and lock these mobs down.

Overgrown Ancient
Tanks use mitigation for Barkbreaker
- Players should cleave down Hungry Lashers when they spawn
Healers be ready for group wide damage when boss hits 100 energy
Lashers apply stacking poison, should be dispelled to help control stacks if possible. Otherwise Healer should watch player’s HP.
Tank needs to pickup Treant add ASAP
Interrupt Healing Touch cast by Treant
Applies bleed to all players when Treant spawns. To remove it players must kill the Treant and stand on it as it dies. However the boss must not be on the Treant or it will heal!
- Barkbreaker:
Tank buster mechanic that deals heavy physical damage and applies a debuff that increases physical damage taken by 100% for 6 seconds. Tanks must be careful with this because if a bunch of adds are out because they will do a bunch of extra damage.
- Germinate: Channeled casts that spawns several brown swirls in the area every second for 5 seconds. These are where Hungry Lashers will spawn. Anyone standing in the swirls when the Hungry Lasher spawns will take physical damage and be knocked back. The Hungry Lashers will remain in the ground until they are activated and can be damaged. DPS should try to cleave them with the boss as these adds can quickly get out of hand.
- Hungry Lasher: Add that deals physical damage with its melee attacks. Tanks should try to pick them up when they become active, and can start generating threat when they are still in the ground.
Lasher Toxin:
Their melee attacks have a chance to apply Lasher Toxin. This inflicts nature damage every 3 seconds for 9 seconds. This effect stacks. If Healers have a poison dispel they can use it if stacks get to high. Tanks should also keep an eye on how many stacks they have because this can stack very fast.
- Hungry Lasher: Add that deals physical damage with its melee attacks. Tanks should try to pick them up when they become active, and can start generating threat when they are still in the ground.
- Branch Out: Spawns a large brown swirl where the boss will throw an Ancient Branch. When this lands it deals heavy physical damage and knocks any players back. Then a mob called Ancient Branch becomes active.
Splinterbark:
When the Ancient Branch spawns, Splinterbark is applied to all players. This is a bleed that deals damage every 3 seconds for 1 minute and can stack. The boss will always spawn an Ancient Branch before the bleed can fall off so it is basically a permanent stacking bleed. So it will be very important to clear this bleed with Abundance. Healers be prepared for a lot of group damage as this bleed can make it harder to heal through other mechanics.
- Ancient Branch:
This is a treant that the tank should pick up. The mob will try to heal the boss.
- Healing Touch:
Heals the boss, interrupt at all costs!
Abundance:
When the Ancient Branch dies Abundance will activate. A light green circle will appear. Any players or NPCs within this circle will be healed for a large amount and have Splinterbark removed. The Tank needs to make sure to position the boss outside of the circle, but needs to be in the circle to remove Splinterbark. Below is a picture of the circle that appears when the Ancient Branch dies.
- Healing Touch:

- Burst Forth:
At 100 energy the Overgrown Ancient will activate all Hungry Lashers and inflict heavy nature damage to all players.
On Mythic there will be a lot of damage going out during Burst Forth because of Splinterbark and the poison dot the Hungry Lashers apply.
Area 4 Mobs
Algeth’ar Security
- Disrupting Pulse:
Cast that deals heavy physical damage to all players and interrupts spellcasting for 6 seconds. Healers should watch out if multiple casts go off at the same time. They can be CCd to interrupt the cast, but they can cast it again after the CC breaks.
Algeth’ar Educator
- Astral Bomb:
Debuff placed on random player that puts a circle around them. After 3 seconds this debuff explodes dealing heavy arcane damage to the player and anyone in their circle. This is the interrupt players should prioritize.
Algeth’ar Nurse
- Celestial Shield:
Shields an ally absorbing incoming damage and increases the spell haste of the target by 50% for 30 seconds. This is a good spell for Mages to spellsteal.
- Celestial Forbearance: After being shielded by Celestial Shield the mob cannot be affected by Celestial Shield again for 1 minute.
Algeth’ar Enforcer
- Astral Whirlwind: Spins in place dealing heavy arcane damage to all players within 6yds every 0.5 seconds for 5 seconds. Players need to move out of this ASAP. This can be interrupted by CC.

Echo of Doragosa
- Watch Overwhelming Power stacks, at 4 stacks an Arcane Rift drops at the player’s location
- Look out for orbs coming out of Arcane Rifts
- All players run away from boss after being pulled in
- Avoid Astral Breath frontal
Healers should be ready to top off players with Energy Bomb debuff
- Overwhelming Power: Getting hit by any of the bosses’ abilities applies a stack of Overwhelming Power. This increases damage done by 5% per stack. At 4 stacks an Arcane Rift will be created and the buff will fall off.
- Arcane Rift: Creates an Arcane Rift on the ground that will deal arcane damage to anyone who stands in it. Occasionally releases Uncontrollable Energy.
- Uncontrolled Energy: 5 Arcane orbs come out of Arcane Rifts. If these orbs collide with players it will deal arcane damage to them and anyone within 4 yds, as well as apply a stack of Overwhelming Power. How these come out of the Arcane Rift is pictured below.
- Arcane Rift: Creates an Arcane Rift on the ground that will deal arcane damage to anyone who stands in it. Occasionally releases Uncontrollable Energy.

- This fight can quickly get chaotic if there are a lot of Arcane Rifts around the area. The Tank should bring the boss to the side of the room, and move the boss back as needed when Arcane Rifts spawn. Players who are about to hit 4 stacks should position behind the boss, and try to stack the Arcane Rifts together as much as possible.
- Energy Bomb:
Debuff placed on random player for 6 seconds that puts a large circle on them. When the debuff expires it explodes dealing heavy arcane damage to the player and anyone in their circle. Also applies a stack of Overwhelming Power to anyone hit.
- Astral Breath: Faces random player with a frontal cone attack. This deals massive spellfrost damage and applies a stack of Overwhelming Power to any players hit.
- Arcane Missiles: Targets random player and deals heavy arcane damage to them. Also applies a stack of Overwhelming Power.
- Power Vacuum: Pulls in all players and a circle forms around the boss. She starts casting Power Vacuum when players are pulled in. When the cast finishes anyone in the circle takes massive arcane damage, get knocked back, and have a stack of Overwhelming Power applied.