How to Tank Murozond's Rise in World of Warcraft

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[Music] is Amazon's rise the hardest Mythic plus dungeon of all time is it the worst has there ever been a single dungeon with more frontal cones cast on a tank hi it's Lal and today I'm going to tell you what I do to tank maran's rise I spoke about this dungeon in a recent video it has been nerfed and those Nerfs affected boss and trash damage with a couple of small but welcome Nerfs to some mini boss Health pools despite those Nerfs it's still one of the most difficult dungeons to time compared to most other Mythic plus dungeons because you have to spend so much time traveling through the dungeon I did a little thing that was kind of just for me in the last miran's rise video I don't know if anyone noticed and I thought I would just point it out here after killing tier and entering the gauntlet I tried to mainly use footage of me running between bosses and trash poles riding mounts taking portals watching RP and so on it was so basically 10 minutes of footage from a single dungeon run just running back and forth no fighting just walking and talking Aaron sorcin would be proud no matter how much damage you have you can't make that part of the dungeon faster because of this the timer is extremely tight so it's a difficult dungeon to clear on time especially at higher levels this dungeon's also built like a maze and the in-game dungeon map doesn't help it's built like a different second maze that doesn't correspond to the dungeon it's made for so it's two mazes for the price of one no coupon required this was made even worse by how much damage the dungeons trash and boss's deal which made it way more dangerous than any other dungeon at its key level genuinely a plus 24 atalar feels easier than a plus 20 miran's rise or at least it did pre- Nerf and that is bad the Nerfs lesson the difficulty of staying alive in here but not of timing the key so I would rate this dungeon incomplete final grade incomplete you can do better see me after class with that being said you do have to do this place if you want Mythic plus rating there is some useful gear here here and I don't think it's awful the entire time you're in the dungeon it really only has three segments that I do not like but the rest of the dungeon it's kind of okay not great but fine now for the usual disclaimer before I walk through the route my goal is to talk about what I do to maximize the group's chances of finishing the dungeon easily and relatively quickly and limit the possibility for other players to make mistakes this is specifically oriented toward pug groups and it definitely is not the absolute most efficient route possible and that's totally fine you can pull more aggressively if your group is up to it with that being said this route should be fine all the way from a plus two up to like a 23 to 25 for higher levels I would be more aggressive throughout the entire dungeon and here's my MDT route for this dungeon it's on the screen right now I will put a past bin link to copy the import string into your MDT in the pinned comment I once again recommend using MDT it's a great add-on the first thing you'll notice in this MDT is that I've drawn arrows to indicate the flow through the dungeon this is for two reasons first the dungeon's layout is confusing and the ingame map is extremely unhelpful second the dungeon requires backtracking at multiple points which only adds to the confusion I've used green arrows to indicate the flow through the dungeon and blue arrows to indicate the spots where you have to backtrack the silver lining of this dungeon is that it doesn't actually have that much trash because of the limited trash hitting 100% is pretty easy and while there is one very minor skip all you have to do is walk past some patrols once they move out of the way you don't need shrouder and viz Poots to get past anything not that it doesn't hurt it's just not necessary in the MDT I have a very safe pull at the start but I usually perform a pretty big pull at the start of this dungeon I like to drag the first two mobs that are just at the bottom of the ramp up the ramp to the three mob pack and then I grab the four mob pack from the left as well so nine guys at once you can bring in the two mob Patrol if you're up to it 11 guys doing this is a big pull with N9 or 11 mobs and it is a lot easier to handle on a Demon Hunter Paladin or death knight the Twilight Mages like to cast corroding volley and interrupting those is really important now le sweep and AOE stuns can kind of get the job done okay but Demon Hunter and Paladin really have a huge Advantage just at locking down all of these casters death Knight's main value here is really just that they can grip the pack together very quickly so that other players can crowd control or just cleave them down before they get a chance to cast if it's bolstering weak or if I'm just not that confident in the group's ability to interrupt the corroding volley casts I will split this into two poles that I quickly change from one into the next after dealing with them I go around the platform clockwise I like to clear all the trash on the platform before doing the boss I really don't want any of it to be alive and just get pulled in by accident Spurlock is the first mini boss and he's the most most difficult and important he has a two-part ability in which he charges towards a random player drops the shrouding sandstorm around himself and channels binding grasp on one of your party members as the tank this is your job to deal with now anybody technically can interrupt it but really I think you're best doing this as the tank as soon as he charges you follow him and immediately interrupt The Binding grass then you drag him out of the sandstorm and you just repeat that until he's dead pretty simple the other two mini bosses are even simpler lorai pulses damage to the the group and shoots out orb that you will want to dodge if it hits you it does a pretty long stun and a lot of damage it boomerangs out it heads straight out and then comes back to the same spot so you want to try to drag her away from there after she sends it out if possible she does like to stand still and cast immediately after throwing the orb out so that isn't always doable she deals a lot of damage so don't mistake her Simplicity for being easy she definitely can kill people but it's very uninteresting damage it's just damage that's it valow uses temporal strike which punches the ground at the point where you were standing when he started the cast so you just move slightly to the side and this mechanic does nothing he also casts Titanic bull workk which drops a massive damage reduction Shield move him and the rest of the trash out of it pretty straightforward stuff for higher level Keys you will have to pull some of these mini bosses together specifically valow and lorai the overlap of Titanic bull workk onto the other mini bosses is really really lame so I prefer not to do that and I have not recommended that in the MDT but it will speed this section up slightly if you're trying to really get through this faster at a higher level after you've killed the mini bosses you fight tier he has about 35 seconds of RP before he spawns which is more than enough time to remind the group to bait cones toward the outside of the room Mega Chicken fish left a comment on the last video recommending that you can kill the three mini bosses to start this RP and then clean up the remaining side packs of trash while the boss is talking and that's a great suggestion that can definitely save you 30 seconds and given how tight this dungeon's timer is that's pretty huge if you have any time left over you can spend it I don't know reflecting on the life choices that brought you into miran's rise once you've dealt with your existential crisis and killed tier you face a pretty nasty two mob pull at the top of the stairs I immediately drag them down the stairs so that their mechanics are easier to dodge and I focus and interrupt the Marauders displac Chrono sequence which applies a huge Shield to it if it goes off once those two guys are dead you're off to the first bad part of this dungeon The Gauntlet you have to run all the way to the other side of this area without touching any of the enemies in here and without getting hit by any of their balls or cones I find running around the outsides of the rooms makes dodging the balls a little easier compared to cutting straight through the middle they had extremely terrible hit detection early on in in the patch but I think blizzard maybe made some changes to fix them without saying anything because they aren't as decent sync now as they had been early on in this dungeon's life cycle this section is terrible but once it's done you're on to deal with some more terribleness the Double Dragon pole you want to immediately run forward and spawn these guys once you get through the gauntlet then you want to come back and channel on the portal to the left so that other players who are struggling can teleport through be sure to call out in party chat once the portal is finished spawning one positive note here this is the new respawn point if anybody dies and releases The Gauntlet is behind you now this Double Dragon pull is worth blood lusting if it's available the diversionist deals massive group wide damage so you do want to kill it first make sure to skull it even so that people will focus it the sabure does a very deadly frontal cone on the tank so point it away from the group The Graphic from the tank cone is the exact same color as the Timeless curse the big bronze swirly stun circles that both dragons like to cast and it will overlap so that you can't see the stun circles this pull is terrible on tanks just try not to get stunned best of luck try not to kill anybody with the frontal cone try not to die to it yourself there's really no sugar coating blizzard did a very bad job with this pull one of the worst of all time once these guys are dead you're on to my actual least favorite part of the dungeon the sand pit this area is filled with very dangerous sand the way you clear it is by killing teeny tiny little Trash mobs near the sand pools when they die they explode and that clears out a small section of sand you basically have to clear this area by Chain pulling mobs and carving a path to the direction you want to go which is the Northwest teleport it's in the back left of the room if you're just walking in from the normal entrance bear roads are actually really good in this section that is the one tank I would say I had no problems in here uh at all on because pulling mobs from range on a bear is super easy you just tap them with Moonfire most of the rest of the tanks have a really tough time monk is definitely the worst I have to tap Mobs with crackling Jade lightning it's a nightmare in order to get out of this e evil area you need to kill all four infinite Rift Mages to unlock the portals out of this Zone when they die they create teleporters that connect to each other so you can space out their desk to make skipping through this area safe or whatever it's a pretty cool idea but it absolutely just not land in the context of just doing random pugs in this one room of this dungeon two of the rift Mages are on the left side of the room one is patrolling the front and one is over on the right side sort of the back right so I like to clear the room on the left side and sort of just a straight line of the portal we're going toward opening up space in case anyone dies so that they can quickly run to that left-and portal to get back to us we're talking later on in the dungeon I tried to clear out all the patrols that could get in the way as well you don't need to clear all the way over to the lone Rift Mage that's channeling on that right side you just need to pull it from range and kill it all you really need here is four dead Rift Mages and a safe path to the left portal and you're good to go once you go through the portal there's one trash pull you want to kill on its own you face the the Chron axi away from the group and sidestep its chronal eruption casts help interrupt the time beams that these guys cast kill them you're done Once you walk through the time gate you enter the final bad section of this dungeon the infinite Battlefield this area is filled with constantly fighting hord and Alliance and PCs if someone dies here resing them is pretty difficult because these mobs like to pulse players into combat all the time they spawn axes like volcanic too they also eat Avenger Shield divide toll bounces it's just an awful awful room another terrible job by blizzard in this dungeon I I mean I'm glad that they managed to gather all of the Badness up into one place at least so it's easy to point at and hate and I'm usually not this openly critical but there's really not a positive way to say that they did a bad job and that is what happened here anyways here's how you deal with it sometimes you fight H NPCs in this area sometimes you fight Alliance the difference between the two factions is totally cosmetic the first Trash mob in the section is a giant tank if you didn't use blood lust on the Double Dragon pole and you have it here you should use it the tank only has two skills but they are insanely dangerous it uses a mortar which drops a bunch of fire around and on top of one player there is a small opening in the ring of fire so they should try to walk out of it without walking through the Flames it can Target the tank like you or at least players who are standing on top of you so you should be prepared to deal with this mechanic too the other ability summons a bunch of Dwarven suicide bombers and and you just want to CC and AOE these little guys down be Druids are pretty good here again because they can drop rosol's Vortex where the dwarves are spawning and then they basically just get locked in jail and burned to a crisp the second poll here is a three M pull with two supports and a lieutenant the lieutenant spam cast area denial circles on the ground if it's an alliance Paladin then the consecrations look pretty cool if it's The Horde Shaman the earthquakes look kind of lame either way you just want to step out of them it will also try to heal when any of the mobs in this pole are at low health so be sure to interrupt that the supports cast rally and cry on themselves and try to attack you with a stun cone just sidestep the stuns and cleave down the supports once they are dead the boss will spawn after you kill them you want to leave this area and you don't want to go back the way you came you will need to skip the three trash poles of flying mobs they patrol around the bridge out of here and they're not too difficult to skip you just have to wait for an opening I always hold up a bit once I get to the portal just to make sure that none of the DPS have accidentally walked into them because then they won't be able to take the teleport if they're in combat once the group has gotten through the skip just ride straight through into the next area be sure to avoid the balls they won't do anything to you if you touch them but they will explode on a delay and that explosion knocks back anyone they hit which will launch them off the platform and kill them if you're the last person through you can ride through them all I guess I technically speaking if everybody gathered up and rode together all at the same time you could just ride through all of them but I've never seen a pug group that organized in my life so I can't imagine uh that you'd be able to pull that off it seems like quite a tall order harder than doing the rest of the dungeon I'd say once you're in Mor's room you just have to pull one trash pack as long as you stun or in some way crowd control both of the time lost aerobots casts which are Electro Juiced gigablast and bombing run and you focus interrupt the infinite time Bender dizzying Sands this pull doesn't really have a lot going on you basically just AOE it down that's it now if you let those casts go off then this pull is pretty dangerous it's very important just to lock those casts down and cleave everything down then you fight morchi once you kill morchi head back out the same way you came in and when you hit the fork in the road take a right once you go through that portal your respawn Point moves here in this snowy area there's only one trash left and it's very similar to the trash pole after tier except it has two of the guys that force you to run in a circle and interrupt their Shield cast also the dragon in this area will hit you with frontal cones deal with that and try to focus one of them down quickly so your healer isn't forced to run around while healing the damage from the big dragon be sure to keep that dragon face away so that nobody gets hit with the frontal cones and once you're done with this pack you're off to an extremely painful boss and then that's the end of the dungeon it's it's not great now let's cover the best blood lust points I prefer to use blood lust on the first pull and I chain into the second pull as quickly as possible once that opening pull is dead I also want to lust the Double Dragon pull after tier if it's up that is a very difficult pull especially on fortified weeks now if it's not available then I just want to use the second lust on The Horde SL Alliance tank in the Timeless Battlefield again that's another extremely dangerous trash mob after that I want to use the final blood lust on chronol Lord dios now let's let's talk about bosses and we'll start with tier tier is a boss that's really straightforward when the group handles him correctly but it can go downhill fast if they don't bit cones into the correct place or if anyone messes up soaks he can be a bit of a group killer which is annoying but he usually gives you a good indication of how the rest of the dungeon is going to go and if a group killer is going to be in a dungeon it's kind of better that it's in the first 5 minutes than at the very end tier has five skills Titanic blow is a frontal Coney cast on the tank this is the main source of tank damage in the fight and it is what you want to use defensive cooldowns to mitigate it will hit players behind you in a super long cone so you want to make sure the boss is facing away from the rest of the group whenever this is coming out he tracks you with this cone too so you can't Sid step it it also knocks you back so you want to make sure you're not getting knocked off the platform and finally just in case there wasn't enough going on with this it leaves a line on the ground in the direction he hit you so you will want to reposition him slightly after each cast so the players have space to move move around him in terms of dealing with the knockback on monk I use Transcendence on Warrior DH and Druid I charge or fly back on DKI Des advance and on Paladin I just get knocked back don't get knocked off the platform infinite Annihilation is tier's other cone attack the one he points at non- tanks in the group and it absolutely can be sidest stepped it needs to be it deals damage but you just dodge out of it that's fine the real danger is that it also leaves behind a pulsing ground AOE that you don't want to stand in now because you're going to be standing near the pillar later in the fight and you want the players in the group to be between the boss and the outside of the room so that when he turns to slam them he's turning toward the outside of the room and painting the edges of the room with that cone dividing strike is tier's first soak mechanic he slams a circle around him dealing damage split among all players inside the circle he then leaves behind a circle of burning AOE it deals damage over time blah blah blah blah blah blah blah blah blah again Ed pull him away from that pull after the slam this is all of the mechanics in this fight basically he has to hit at least two players with the slam or he gains a permanent 33% damage buff so you really want to be uh sure that at least one DPS is soaking the slam along with you it splits the damage so the more people are in it the less it does to each person this is the point where I use group cooldowns like Darkness rally and cry anti-magic Zone and so on spark of tier is a dispellable debuff it deals AOE damage while it's active and it does a group wide burst of damage when it's dispelled or when it expires it's a lot for the Healer to manage generally speaking the way the healer is going to deal with this is they will dispel one pretty much instantly and then they'll let the other expire there are a lot of other mechanics like this that's all pretty normal the main interaction here is that this debuff comes out right before the dividing strike so if someone still has this debuff on them they really shouldn't help soak the dividing strike they will probably die unless they have some sort of major defensive cool down rolling at that time finally fin tear cast siphon o Stone when his energy hits zero he Shields himself and summons a bunch of balls around the room this is the other soak mechanic they all Zoom toward the pylon in the middle of the room and if you catch them they give you a 10% haste buff that sacks up to five times if any orbs hit the pylon they deal damage to the group and add to tier Shield so you really want to grab every single one of the orbs even if you already have the maximum of five Stacks it's more important to over cap on orbs and not let one hit than to try and let someone else get a stack so there it is two cones two soaks a lot of repetition in this fight in terms of tanking it I always start out by tanking tier sideways and I tell the group to bait cones toward the outside of the room I don't face tier towards the middle or the outside of the platform I try to keep him perpendicular to the outside and walk him around the room in a circle as he fills up this space with his ground effects each time tier casts infinite Annihilation I drag him about 20 yards forward so that the range DPS will follow him forward and that's basically all you really have to do in the fight if your DPS don't move in position you can ping where they should be standing again between the boss and the outside of the room and that usually gets them to move over time lost Battlefield is the second boss in this dungeon it's probably the simplest but it does have some hidden mechanics I've already voiced my complaints about this room itself I feel like I could do an hour long video about that I really don't care for it so I won't reiterate that but I will say this is a deceptively deadly boss that is mechanically simple you may fight a horde or an alliance boss but they're the same other than the skin and the ability names the boss has five abilities but they're significantly less complicated than the other bosses in this dungeon mortal strike is the first ability it is the main tank attack it deals a huge amount of physical damage but more importantly it reduces your healing taken by 75% for 5 seconds this is very easy to deal with on a monk Celestial Brew absolutely demolishes this mechanic but for other tanks like blood DK it can be really spooky my main recommendation here is to use defensive cool Downs during the cast so you mitigate as much of that hit as you can and honestly if you see the timers about to go up and you aren't at full health health pot or health stone beforehand if you do that and you manage your active mitigation well you won't have too much trouble really the biggest thing here is just having a full health pool before you get hit by the Mortal strike shock wave is the next ability the boss casts several shock wve cones in random directions you dodge them that's it the third mechanic is for the alliance or for The Horde this deals damage and summons three trash mobs that you will need to pick up there are three types of trash mobs a melee guy a caster and an Archer the three that you get seem to be randomly chosen basically you just pick them up and cleave them down as quickly as you can you want to drag the melee guy to the Archer you want to interrupt the caster and drag it to the Archer pretty normal trash mob stuff as soon as the boss summons the ads he will follow up with Bladestorm and he jumps up in the air toward a party member cast Bladestorm and chases after them he's heavily slowed during during the Bladestorm so it's really not all that dangerous as long as they make a point to run away but it is pretty deadly for non- tanks if they just stand in it now as a tank it's not so bad I stand in it all the time don't do that if you're dealing with ads or you're worried about your health at any point but just know that the main danger for tanks in this fight is the Mortal strike and the rest of the mechanics are relatively forgiving the final boss ability is a passive called battle senses when he kills an enemy the boss gains a stacking buff that makes him deal party wide damage with each Auto attack unfortunately killing an enemy includes all of the horde NPCs in the room if it's an alliance guy or vice versa and there isn't really anything you can do about that I've tried tanking the boss more toward the sides of the room so that a shock wave isn't directly in the middle of the room hitting everything and that helps slightly but not really he still shockwaves ads he still blad storms through ads and kills them there's just not all that much you can do attack speed slows are very valuable for this mechanic so a rogue with coming poison a warlock using curse of weakness or a death knight with Insidious chill are all going to massively reduce this boss's damage with battle senses and those attack speed slows all stack with each other so having a warlock and a rogue can cut this boss's group damage by more than 40% which is Buck Wild so in terms of tanking the boss I start off by pulling him away from the wall just a little bit so that the group has room to maneuver around him for the shock waves I don't drag him to the middle of the room really just slightly away from the edge I immediately prepare for the Mortal strike as that is the big Tank Killer of the fight and that's basically all there is to the fight really Dodge the shock waves pick up the ads ucds on Mortal strike simple stuff hard-hitting but not that complex the only nasty AIX overlaps on this fight are storming and entangling as they both can interfere when you're trying to deal with the moving out of shock waves or or the Bladestorm if I'm on a paladin and someone in the group is struggling with the Bladestorm I will often just bop them but that's not really been an issue anymore since the Nerfs now let's talk about morie she's my favorite boss in the dungeon I think she's legitimately very good I think her abilities and voice lines are all really like I'm on board with them she also has a mechanic that really just test your ability to look around and see what's happening in game and those are always a good change of pace from the usual mechanic of reading an add-on or managing an ability timer or just the boss randomly does damage more has four main mechanics sand blast is once again a frontal cone pointed at the tank if you need to keep morie pointed away from the rest of the group throughout the fight that's pretty much all there is to it it deals physical damage so it's really not all that dangerous to the tank but it will absolutely One Bank non tanks so you really really need to make sure that you don't hit anyone else with it frontal cones what a concept morie second mechanic is more problems she splits into a bunch of clones of herself that are all wearing different hats this is important it's fun but it is important the Clones all spread around the outside of the room and they all start casting dragon's breath when they finish casting all of the Clones will disappear the original Mory turns into a dragon and she fans the room with dragon's breath which deals a massive amount of magic damage and applies a big long Dot and it's basically lethal for non- tanks unless they have an immunity like Divine Shield or spell Waring it's pretty dangerous for tanks too so I would use defensive cool Downs if you get hit by it I mean just really don't get hit by it the way you deal with this mechanic is by looking at all the mories when she splits finding the one that's not wearing a hat running behind it before she finishes the cast ping the real morchi when you see her too so that your party members know where to run Mor's third mechanic is time traps she summons a bunch of circles around the room and if the players run into them they will root the they will root you for 30 seconds wow that's so long they also deal a bunch of damage to the party and apply a stacking dot it's a bit like bursting you want to manage that dot the root is dispellable but the dot is not you don't want to touch these traps at all but you do use them to neutralize the fourth and final mechanic which is familiar faces familiar faces summons clones of all the players in the group including you the Clones fixate on their real self and they pretty much just run up and start Auto attacking this would be fine but they also deal damage over time to enemies within a 5 yard radius so they're kind of like a mobile sanguin patch and I think I just realized I've uh given blizzard the worst idea of all time you can run these mobs into the time traps and that will stun them until the next time she casts familiar faces so let's talk about how you tank Mori I start out by establishing threat and facing her away from the group I usually face her toward the wall but really I just make sure that she's facing away dealing with the more problems split is all about looking for Mor's hair find the real morie find her hair hide behind her ping her as you're running to her and that's about it you can cut Corners if you need to she breathes does her breath across the room in a wide cone so there is some safe room out to the sides as well as directly behind her managing familiar faces and the time traps is really the hard part of the fight you want to crowd control all the ads with traps you want to get rid of the traps and the ads you can move the ads around with grips knock them with ring of piece and typhoon or hard CC them with skills like paralysis and polymorph but they will still pulse damage around them the whole time that they're cced so you really are better just shutting them off entirely with the Trap that also clears the Trap so you have more free space to move around and deal with the more problems casts there's just one other problem the dot you can't dunk all the ads at once you have to let the dot fall off at least once during the process or else it's kind of like extending bursting Stacks someone is going to die since you're the tank having an ad following you and stacking on the boss pulsing damage around the boss is really bad if you have melee DP s in your group because of this you want to dunk your ad quickly if you can so that the rest of the group can deal with their ads accordingly now if other players already dunk their ads and you're at three or four Stacks just hold until the debuff drops and then dunk your ad as long as you can manage the ad up times quickly and without killing anybody by stacking the debuff up too high this fight's actually pretty good and it feels fun challenging but I like it it's kind of out of place from the rest of this dungeon but I'll try to just put a positive spin on on it and say I really like this fight I think it's pretty decent and I think the character and The Voice work is fantastic all right now it's time for pain kronol Lord dios is the final boss in miran's rise and he is a monster his tank damage was nerfed a second time but he still shreds he is a two-phase fight with ads and several mechanics that overlap in ways that make them all really difficult to deal with his first ability is infinity orb and he castes periodically throughout the the entire fight the cool down is shockingly short too 18 seconds Infinity orbs spawns two orbs that slowly drop toward the ground they have a sand colored swirly Circle underneath them standing in the circle slows the orb when one hits it debuffs the group causing them to take 75% more damage from Infinity orbs for the next 4 seconds you want these explosions to be spread out so that the increased damage doesn't wipe the group and so that the Healer has time to catch up in between the hits it's not just enough for them to be split by 4.1 seconds you want them split as much as you possibly can basically before you start the fight because you're going to be sitting there waiting for RP before you start the fight you have a conversation an assigned one range player preferably a range DPS to stand in one Circle and then everyone else agrees to stay out of the other Circle the entirity of the fight you let the one Circle hit as fast as it possibly can you delay the other one as much as you can and doing this in phase one is pretty easy in phase two it can be difficult because dios covers the ground in sand that deals damage over time and sometimes that can overlap with these swirlies Doo the second ability that he uses throughout the fight is temporal breath and it is yet another frontal cone that deals a bunch of damage it's pointed at the tank of course and it deals a big upfront hit and a huge dot over the next 10 seconds you will want to use defensive cooldowns on this breath effect it's very deadly it has been nerfed but it's still nasty you also want to point it away from the rest of the group naturally once again frontal cones what a concept ccept Dio's third and final ability in phase one is summon infinite keeper this summons an ad that runs across the room and opens a portal that summons more ads the infinite Keepers will always run across the room before summoning ads it's very weird so you need to move the boss over to them to cleave them down to close their portal they spam cast Infinite Blast which deals a lot of damage and can't be interrupted so killing them quickly will reduce damage taken by a lot the boss summons the infinite Keepers immediately before casting temporal breath so be sure to hold him still for the breath keep it face toward a wall and then move him over to the ads after two sets of ads and orbs and breaths Your Dragon allies Will Blast dios down to around 50% Health he then summons two infinite keepers at once this starts as transition phase he flies up into the air and you have to burn the keepers down one after the other be sure to pick up all of the ads as they spawn once you kill both of the ads phase two begins in phase two dos stops summoning infinite Keepers entirely and starts casting infinite corruption infinite corruption spawns Sands where players are standing over the course of 4 seconds each time he cast this you want to slowly spread the sand out in a small area kind of Stutter Step it and then move the boss away so that the group has room to maneuver this cast happens immediately at the start of phase 2 so you want to start out by by once you've killed the ads stacking up as a group and dropping the sand against a wall then moving the boss around the room in a circle moving away every time he casts infinite corruption stacking up against a wall as soon as you kill the final ad is critically important for making that Phase 2 doable a lot of groups have a tendency to just stand in the middle of the room when Phase 2 is about to start and that fills the middle of the room up with sand at the start of the phase it like completely cuts the room in half it massively reduces the amount of space that you have to maneuver for the rest of the fight which is really really bad the sand will despawn eventually but that's just a really bad way to start off a very difficult phase so with all that being said it's kind of a scripted fight he forces you to stand still and face breasts away from the group then he forces you to move either to stack up the boss with ads or to get out of the sand it's on one of your group's members to stand in Infinity orb circles ultimately and it's on the rest of the group to not stand in the other Circle the the hardest part of phase two is making sure the orbs are soaked correctly they will overlap with infinite corruption cast and that can be really dangerous if it's not handled right this is not an easy fight but if you do a good job of setting that first infinite corruption sand against the wall in Phase 2 it is a lot less difficult best of luck with it and that's meron's rise so I want to end with a couple of questions here if you like this dungeon why no judgment I'm being sincere what makes you like this dungeon I would genuinely like to know maybe you'll change my mind for everyone else where does this dungeon fall for you is it the worst of all time I said I thought it was in the last video and then I got asked IFI had forgotten about King's rest which I must have because man that is a real contender in the worst dungeon of all time contest I'm sure there are even more that I've blocked from my memory I think there's a world in which this could have been a good dungeon but the timer is still too tight you have to spend so much time in the dungeon running around riding taxis and waiting on Portals to transfer you from one area to another it's built like a maze in the endgame map is actively unhelpful it's the worst dungeon this season by a mile and I really hope it doesn't come back in season 4 even with the recent Nerfs to how much damage it deals it's still not great I like morchi and I don't think the entire dungeon is awful but the bad parts are really brutal and there are so many of them oh well at least this is the worst that's going to get this season and there is the Silver Lining I guess I'm try to be positive here this is not so great but it makes everything else feel better by comparison all right that's it thanks for watching [Music] bye
Info
Channel: WoW at Night
Views: 3,859
Rating: undefined out of 5
Keywords: wow, world of warcraft, gaming, df, dragonflight, murozond's rise, mr, tank, 10.2.5, nerfs
Id: TQj9SY3LJpM
Channel Id: undefined
Length: 34min 57sec (2097 seconds)
Published: Fri Feb 02 2024
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