Content

Area 1 

Reanimated Ritual Bones

  • Void Cleave: Frontal that deals heavy shadow damage to anyone hit. Tanks should face these mobs away from the group.

Shadowmoon Bone-Mender

  • Shadow Bolt: Cast that deals shadow damage to their main target.
  • Shadow Mend: Heals friendly target for 50% of their max health. Must interrupt this at all costs!
  • Shadow Word: Frailty: Magic dot that deals damage every second and reduces maximum health by 50% for 15 seconds. Healers should dispel this ASAP!

Void Spawn

  • Void Pulse: Inflicts heavy shadow damage to all players. This will be dangerous on the pack of Void Spawn before the last boss. Healers need to be cautious if they cast it at the same time.
  • Void Eruptions:Channeled cast that spawns swirls everywhere that explode for heavy shadow damage. Avoid getting hit by the swirls.

There are purple runes on the ground. Standing on these will make them explode and deal heavy damage to the player.

Shadowmoon Loyalist

  • Shadow Bolt: Cast that deals shadow damage to their main target.

Defiled Spirit

  • So far they just use melee attacks.

Corpse Skittering

  • Non-elite mob that just uses melee attacks.

Sadana Bloodfury

  • Tanks should position boss near the edge of the platform to preserve space
  • Tanks use mitigation when boss has stacks of Deathspike buff
  • DPS slow and kill Defiled Spirits ASAP
  • Healers be ready for heavy group damage during Whispers of the Dark Star
  • All players must stand on white runes during Dark Eclipse
  • Deathspike: Successful melee attacks have a chance to grant three additional melee attacks that deal heavy shadow damage. Tanks should watch when she gets 3 stacks of this buff on her and may need to use active mitigation until the buff falls off.
  • Daggerfall:Summons daggers at random players locations. When they appear a purple swirl shows where they will land. Inflicts heavy shadow damage to any players standing under it when it lands. Then continues to deal shadow damage to anyone within 4yds. Players should make sure to position these away from the middle and away from any runes on the floor. If this is not managed properly players can run out of space.
  • Whispers of the Dark Star: Channeled cast that deals shadow damage every second for 6 seconds to all players.
  • Dark Communion: Grabs a Defiled Spirit and rapidly pulls it towards her. If it reaches her then Sadana is healed for 40% of her max health, and increases her damage done by 20%. This effect stacks and is a permanent buff. Players will need to slow and stun this add to be able to kill it in time.
  • Dark Eclipse: Boss runs to the middle of the room and starts channeling Dark Eclipse. When the cast ends she will deal deadly shadow damage. To avoid this damage each player must stand on a white rune on the floor to gain Lunar Purity. When the cast ends players can step off their runes. You can make more runes available by walking over the purple runes around the area. This will remove corruption from them and make them turn white when Dark Eclipse starts. Just be careful because these runes deal shadow damage to anyone that triggers them.
    • Lunar Purity: Buff players get when standing on white runes. This reduces all damage taken by 80%. Below is a picture of the runes.

Area 2 

Shadowmoon Enslaver

  • Rending Voidlash: Targets a random player and channels this cast, dealing heavy shadow damage every second for 5 seconds. This should be interrupted if possible. Otherwise the Healer will need to focus heal players targeted by this ability. You can CC this but they will start casting again right away.

Subjugated Soul

  • Only does melee attacks for now

Shadowmoon Exhumer

  • Exhume the Crypts: Activates graves within 40yds to spawn Exhumed Spirits to joint the fight.
  • Void Bolt: Deals heavy shadow damage to main target.

Exhumed Spirit

  • These mobs only do melee attacks, and can hit pretty hard the more there are

Nhallish

  • All players avoid stepping on graves around the boss room
  • Tanks face Void Blast away from players and use active mitigation for it
  • All players attack their Souls ASAP when phased and pick it up for an amazing buff
  • All players be ready to run away from boss during Void Vortex
  • All players avoid standing in purple ground effects
  • Around the bosses’ area there are piles of dirt with an eerie glow. If a player steps on these then it will spawn a Defiled Spirit. Players need to avoid stepping on these graves.   
  • Void Blast: Channeled frontal cone that follows the main target and deals heavy shadow damage every second for 3 seconds. Tanks must face this away and use active mitigation for the damage.
  • Soul Steal:Splits all player’s souls from their bodies and phases them away from other players. Players must kill the Possesed Soul and then reclaim their soul to be unphased and get a nice buff. While in this phase the player’s Soul will be channeling Soul Shred.
    • Soul Shred: Does shadow damage every second for 20 seconds while the Possessed Soul is alive. If the player kills the soul and reclaims it they gain Returned Soul.
    • Returned Soul: Increases damage and healing done by 40% for 20 seconds.
  • Planar Shift: Teleports to a random player within 150yds. Then starts casting Void Shift.
  • Void Vortex: Starts to pull players in and puts a swirl around the boss. Anyone inside this takes heavy shadow damage every second.
  • Void Devastation: Channeled cast that shoots out bolts of Void Devastation every second. Where these will land are shown by purple swirls. Anyone standing in these when it lands takes heavy shadow damage. Then a pool of void energy forms at that location. Anyone inside will take deadly shadow damage every second.

Area 3 

After boss there are some more Shadowmoon Enslavers, Shadowmoon Exhumers, Subjugated Souls, Exhumed Spirits, and Corpse Skittering.

Monstrous Corpse Spider

  • Death Venom: Deals heavy nature damage every two seconds for 8 seconds. If this cast goes off Healers need to spot heal the person with the dot and dispel it if possible. This dot can be applied multiple times to the same player if multiple spiders are pulled. Should always be interrupted.
  • Necrotic Burst: Deals heavy nature damage to all players, and puts a dot on players that deals damage every second and reduces healing received by 25% for 5 seconds. This can be deadly if multiple spiders are pulled because they could deal massive damage to the group and the Healer will not be able to heal anyone. 

Plagued Bat

  • Plague Spit: Puts disease on main target that deals nature damage when applied, and applies a dot that deals nature damage every second and reduces movement speed by 50% for 12 seconds. This effect stacks. Can be interrupted if there is nothing better to interrupt. 

The water in the next area is special. If you fall off the platform you will be silenced while in the water. To get out you must swim to a water spout to jump out. 

Carrion Worm

  • Fetid Spit: Inflicts nature damage to their main target. If no players are in melee range then the mob will start spitting uncontrollably. 
  • Body Slam:Frontal cone that is represented by a purple ground effect. Anyone standing in it when the cast ends takes heavy shadow damage and gets knocked back. 

Bonemaw

  • Tanks should always be in melee range of boss
  • All players stand in Necrotic Pitch during Inhale
  • Avoid Body Slam frontal so you don’t get knocked off the platform
  • DPS kill Carrion Worm adds ASAP
  • Fetid Spit: Deals heavy shadow damage to main target. Tanks may need to use active mitigation for this.
  • Corpse Breath: Deals shadow damage to all players every second for 5 seconds. 
  • Necrotic Pitch: Bonemaw randomly throws down boulders at random players. Where they will land is shown by a purple swirl. Anyone standing in it when it lands takes heavy damage. Leaves behind a Necrotic Pitch. Players inside will take shadow damage every second and have their movement speed reduced by 75%. You will need to use this mechanic to avoid Inhale.
  • Inhale: Starts sucking in all players with great force for 9 seconds. Players must stand in Necrotic Pitch zones to prevent being sucked in. If a player does get sucked in they take deadly nature damage and are spit off the platform. If they survive, the player must swim to the water spout to get back on the platform. 
  • Body Slam: Frontal cone that is represented by a purple ground effect. Any players in this when the cast finishes takes heavy shadow damage and gets knocked back.
  • Carrion Worm: Bonemaw will summon Carrion Worms throughout the fight. DPS should switch to these ASAP when they spawn. They will spam cast Fetid Spit on random players until someone is in melee range of them. They will also cast Body Slam which can be tricky to dodge when 3 mobs are using this ability at the same time.

Area 4

There are no new mobs in this area. You will find Monstrous Corpse Spiders and Plagued Bats. But the most difficult mobs will be the Void Spawn.

Important Note!

  • Before Ner’zhul’s room are two Void Spawn mobs. This is the deadliest pack in the dungeon and is a good place to use lust if it is not needed for the boss. Players will want to use cooldowns here to kill the mobs as fast as possible. Healers try to save your big CDs for later in the pull. The reason for this is because the longer the pull goes on the more damage there is going out. What makes this pack so deadly is that both Void Spawns cast Void Pulse, which makes this hard hitting dot stack up incredibly fast. 

Ner’zhul

  • Ranged players should place Omen of Death away from the group
  • All players stay as far as possible from Omen of Death
  • Players avoid purple frontal cone
  • DPS focus one Skeleton add to kill when a wall of Skeletons spawn
  • Omen of Death: Ner’zhul will summon a purple rune circle at a random player’s location. This constantly pulses shadow damage to nearby players, and does more damage to players that are close to it. To manage this ranged players should always bait this ability away from the group, and move away from it when it spawns. This ability seems to prioritize hitting ranged DPS. 
  • Malevolence: Ner’zhul faces a random direction to release a frontal cone attack. The area of effect is represented by a purple effect. Players should move out of this before the cast finishes. Anyone inside will take heavy physical damage and have their damage reduced by 50% for 10 seconds.
  • Ritual of Bones: Summons a line of skeletons that slowly walk forwards. They are linked together and behind them are deadly shadows. If players cross the threshold they will take deadly shadow damage and have a dot applied that deals shadow damage every second for 15 seconds. In order to survive all DPS must focus down one skeleton and kill it. This will create a safe zone through the wall of death. 


Area 1 

Reanimated Ritual Bones

  • Void Cleave: Frontal that deals heavy shadow damage to anyone hit. Tanks should face these mobs away from the group.

Shadowmoon Bone-Mender

  • Shadow Bolt: Cast that deals shadow damage to their main target.
  • Shadow Mend: Heals friendly target for 50% of their max health. Must interrupt this at all costs!
  • Shadow Word: Frailty: Magic dot that deals damage every second and reduces maximum health by 50% for 15 seconds. Healers should dispel this ASAP!

Void Spawn

  • Void Pulse: Inflicts heavy shadow damage to all players. This will be dangerous on the pack of Void Spawn before the last boss. Healers need to be cautious if they cast it at the same time.
  • Void Eruptions:Channeled cast that spawns swirls everywhere that explode for heavy shadow damage. Avoid getting hit by the swirls.

There are purple runes on the ground. Standing on these will make them explode and deal heavy damage to the player.

Shadowmoon Loyalist

  • Shadow Bolt: Cast that deals shadow damage to their main target.

Defiled Spirit

  • So far they just use melee attacks.

Corpse Skittering

  • Non-elite mob that just uses melee attacks.

Sadana Bloodfury

  • Tanks should position boss near the edge of the platform to preserve space
  • Tanks use mitigation when boss has stacks of Deathspike buff
  • DPS slow and kill Defiled Spirits ASAP
  • Healers be ready for heavy group damage during Whispers of the Dark Star
  • All players must stand on white runes during Dark Eclipse
  • Deathspike: Successful melee attacks have a chance to grant three additional melee attacks that deal heavy shadow damage. Tanks should watch when she gets 3 stacks of this buff on her and may need to use active mitigation until the buff falls off.
  • Daggerfall:Summons daggers at random players locations. When they appear a purple swirl shows where they will land. Inflicts heavy shadow damage to any players standing under it when it lands. Then continues to deal shadow damage to anyone within 4yds. Players should make sure to position these away from the middle and away from any runes on the floor. If this is not managed properly players can run out of space.
  • Whispers of the Dark Star: Channeled cast that deals shadow damage every second for 6 seconds to all players.
  • Dark Communion: Grabs a Defiled Spirit and rapidly pulls it towards her. If it reaches her then Sadana is healed for 40% of her max health, and increases her damage done by 20%. This effect stacks and is a permanent buff. Players will need to slow and stun this add to be able to kill it in time.
  • Dark Eclipse: Boss runs to the middle of the room and starts channeling Dark Eclipse. When the cast ends she will deal deadly shadow damage. To avoid this damage each player must stand on a white rune on the floor to gain Lunar Purity. When the cast ends players can step off their runes. You can make more runes available by walking over the purple runes around the area. This will remove corruption from them and make them turn white when Dark Eclipse starts. Just be careful because these runes deal shadow damage to anyone that triggers them.
    • Lunar Purity: Buff players get when standing on white runes. This reduces all damage taken by 80%. Below is a picture of the runes.

Area 2 

Shadowmoon Enslaver

  • Rending Voidlash: Targets a random player and channels this cast, dealing heavy shadow damage every second for 5 seconds. This should be interrupted if possible. Otherwise the Healer will need to focus heal players targeted by this ability. You can CC this but they will start casting again right away.

Subjugated Soul

  • Only does melee attacks for now

Shadowmoon Exhumer

  • Exhume the Crypts: Activates graves within 40yds to spawn Exhumed Spirits to joint the fight.
  • Void Bolt: Deals heavy shadow damage to main target.

Exhumed Spirit

  • These mobs only do melee attacks, and can hit pretty hard the more there are

Nhallish

  • All players avoid stepping on graves around the boss room
  • Tanks face Void Blast away from players and use active mitigation for it
  • All players attack their Souls ASAP when phased and pick it up for an amazing buff
  • All players be ready to run away from boss during Void Vortex
  • All players avoid standing in purple ground effects
  • Around the bosses’ area there are piles of dirt with an eerie glow. If a player steps on these then it will spawn a Defiled Spirit. Players need to avoid stepping on these graves.   
  • Void Blast: Channeled frontal cone that follows the main target and deals heavy shadow damage every second for 3 seconds. Tanks must face this away and use active mitigation for the damage.
  • Soul Steal:Splits all player’s souls from their bodies and phases them away from other players. Players must kill the Possesed Soul and then reclaim their soul to be unphased and get a nice buff. While in this phase the player’s Soul will be channeling Soul Shred.
    • Soul Shred: Does shadow damage every second for 20 seconds while the Possessed Soul is alive. If the player kills the soul and reclaims it they gain Returned Soul.
    • Returned Soul: Increases damage and healing done by 40% for 20 seconds.
  • Planar Shift: Teleports to a random player within 150yds. Then starts casting Void Shift.
  • Void Vortex: Starts to pull players in and puts a swirl around the boss. Anyone inside this takes heavy shadow damage every second.
  • Void Devastation: Channeled cast that shoots out bolts of Void Devastation every second. Where these will land are shown by purple swirls. Anyone standing in these when it lands takes heavy shadow damage. Then a pool of void energy forms at that location. Anyone inside will take deadly shadow damage every second.

Area 3 

After boss there are some more Shadowmoon Enslavers, Shadowmoon Exhumers, Subjugated Souls, Exhumed Spirits, and Corpse Skittering.

Monstrous Corpse Spider

  • Death Venom: Deals heavy nature damage every two seconds for 8 seconds. If this cast goes off Healers need to spot heal the person with the dot and dispel it if possible. This dot can be applied multiple times to the same player if multiple spiders are pulled. Should always be interrupted.
  • Necrotic Burst: Deals heavy nature damage to all players, and puts a dot on players that deals damage every second and reduces healing received by 25% for 5 seconds. This can be deadly if multiple spiders are pulled because they could deal massive damage to the group and the Healer will not be able to heal anyone. 

Plagued Bat

  • Plague Spit: Puts disease on main target that deals nature damage when applied, and applies a dot that deals nature damage every second and reduces movement speed by 50% for 12 seconds. This effect stacks. Can be interrupted if there is nothing better to interrupt. 

The water in the next area is special. If you fall off the platform you will be silenced while in the water. To get out you must swim to a water spout to jump out. 

Carrion Worm

  • Fetid Spit: Inflicts nature damage to their main target. If no players are in melee range then the mob will start spitting uncontrollably. 
  • Body Slam:Frontal cone that is represented by a purple ground effect. Anyone standing in it when the cast ends takes heavy shadow damage and gets knocked back. 

Bonemaw

  • Tanks should always be in melee range of boss
  • All players stand in Necrotic Pitch during Inhale
  • Avoid Body Slam frontal so you don’t get knocked off the platform
  • DPS kill Carrion Worm adds ASAP
  • Fetid Spit: Deals heavy shadow damage to main target. Tanks may need to use active mitigation for this.
  • Corpse Breath: Deals shadow damage to all players every second for 5 seconds. 
  • Necrotic Pitch: Bonemaw randomly throws down boulders at random players. Where they will land is shown by a purple swirl. Anyone standing in it when it lands takes heavy damage. Leaves behind a Necrotic Pitch. Players inside will take shadow damage every second and have their movement speed reduced by 75%. You will need to use this mechanic to avoid Inhale.
  • Inhale: Starts sucking in all players with great force for 9 seconds. Players must stand in Necrotic Pitch zones to prevent being sucked in. If a player does get sucked in they take deadly nature damage and are spit off the platform. If they survive, the player must swim to the water spout to get back on the platform. 
  • Body Slam: Frontal cone that is represented by a purple ground effect. Any players in this when the cast finishes takes heavy shadow damage and gets knocked back.
  • Carrion Worm: Bonemaw will summon Carrion Worms throughout the fight. DPS should switch to these ASAP when they spawn. They will spam cast Fetid Spit on random players until someone is in melee range of them. They will also cast Body Slam which can be tricky to dodge when 3 mobs are using this ability at the same time.

Area 4

There are no new mobs in this area. You will find Monstrous Corpse Spiders and Plagued Bats. But the most difficult mobs will be the Void Spawn.

Important Note!

  • Before Ner’zhul’s room are two Void Spawn mobs. This is the deadliest pack in the dungeon and is a good place to use lust if it is not needed for the boss. Players will want to use cooldowns here to kill the mobs as fast as possible. Healers try to save your big CDs for later in the pull. The reason for this is because the longer the pull goes on the more damage there is going out. What makes this pack so deadly is that both Void Spawns cast Void Pulse, which makes this hard hitting dot stack up incredibly fast. 

Ner’zhul

  • Ranged players should place Omen of Death away from the group
  • All players stay as far as possible from Omen of Death
  • Players avoid purple frontal cone
  • DPS focus one Skeleton add to kill when a wall of Skeletons spawn
  • Omen of Death: Ner’zhul will summon a purple rune circle at a random player’s location. This constantly pulses shadow damage to nearby players, and does more damage to players that are close to it. To manage this ranged players should always bait this ability away from the group, and move away from it when it spawns. This ability seems to prioritize hitting ranged DPS. 
  • Malevolence: Ner’zhul faces a random direction to release a frontal cone attack. The area of effect is represented by a purple effect. Players should move out of this before the cast finishes. Anyone inside will take heavy physical damage and have their damage reduced by 50% for 10 seconds.
  • Ritual of Bones: Summons a line of skeletons that slowly walk forwards. They are linked together and behind them are deadly shadows. If players cross the threshold they will take deadly shadow damage and have a dot applied that deals shadow damage every second for 15 seconds. In order to survive all DPS must focus down one skeleton and kill it. This will create a safe zone through the wall of death.