Hi! I’m Hazel, and this is a guide to the boss
fights in the Tazavesh, the Veiled Market dungeon in Shadowlands. This is available in Patch 9.1 on Mythic Difficulty
onl, it will be split for Heroic and M+ in a future patch. The entrance to this one is in it’s own
little world and to get there, you need to do a short intro questline. You’ll start that at the Idyllia inn in
Oribos once 9.1 is live. Our first boss is Zo’phex, the Sentinel. Their Armed Security spawns these spinning
weapon AOEs in melee, just scootch along to stay clear of that. Rotary Body Armor is a rotating shield that
proves that ranged have problems too. It spins really slowly and absorbs all damage
if it’s between you and Zo’phex so just get yourself to the other side. Impound Contraband is fun, this takes your
weapon out of your hands and chucks it onto the floor. You need to go pick it up so you can do things
again, and you get a nice haste buff to make you feel better after being bullied. Fully Armed buffs the boss’s physical damage
for a bit, that’s a good spot for some tank buttons. And the thing that’s most likely to kill
people is Interrogation. Zo’phex targets someone, pops them into
a cell and starts walking towards them. While the boss is marching, anyone in front
is going to get SHREDDED by blades including the prisoner if the boss gets there. You need to kill the containment cell to free
your friend and save them from a messy death. You can buy more time by having the tank pull
the boss away from everybody before Interrogation goes out. Next up is the Grand Menagerie, a staggered
set of three bosses. You start with blue guy, when that hits 40%
you get the gold guy, and when THAT hits 40% you get the green goblin girl. You can go ahead and finish the low health
boss you already started so you have less drama to deal with. Gluttony is a debuff that goes out at the
start of the fight and sticks around until you’re done. It makes you pulse AOE but lets you eat any
Anima orbs from later in the fight) safely for a stacking damage buff. When your debuff expires, it jumps to the
nearest player. Try to keep that to the DPS. Blue boy’s Grip of Hunger pulls everyone
in and tries to pop them with a 20 yard AOE, you can just run out. Grand Consumption spawns waves of these big
AOE explosions that actually leech, so stay clear of that. They like to overlap so if you must be in
one, be in a fresh one and then get out before it explodes. When blue boy hits 40%, the gold goliath comes
to play. Purification Protocol will put pretty big
AOEs on two players. That can be dispelled, so take it off the
melee and the other player moves out, or Mass Dispel if you’ve got one. Flagellation Protocol is an absorb shield
followed by a very mean damage channel on the tank. DPS off the shield and interrupt, or use a
big cooldown if you can’t. Venting Protocol spits out those anima orbs
for the Gluttony holder to eat. They’ll keep bouncing around until they’re
absorbed so get snacking if you’ve got the debuff. When the goliath reaches 40%, Venza Goldfuse
enters the fray. She’ll put Chains of Damnation on someone,
kill the chains to break them out. Her Whirling Annihilation will drag players
in and then aoe in melee, so fight against the pull for that one. This fight is easier done than said, you just
gotta finish off the low boss so you’re not multitasking for longer than you need
to. Next, we have Mailroom Mayhem. Hazardous Liquids throws out a bunch of these
soak puddles, and any that are not caught will leave messy pools on the floor. Catching one gives you a stacking and dispellable
DoT, and you can catch a couple if you’re fast. To save floor space, soak as many as possible
and the healer can dispel whoever has high stacks. Fan Mail does channeled group damage, you
just gotta heal through that. Money Order is this big golden shared soak,
everyone stack in that to help split the damage unless you got a good immunity to solo it
with. And at 100 Energy, Unstable Goods will drop
into the arena. Run over them to pick them up, and use the
extra action button to throw them into the active Delivery Portal, or else they blow
up. You can throw it to another player, but throwing
it on the floor will detonate it so be very careful if you try to relay it. At this point you need to get into Myza’s
Oasis, but this is a very exclusive establishment and you’ve got some work to do first. This vendor by the club door will sell you
a cheap item, and you need to trade it along a variety of street vendors until you get
the password. For example, we started with an opal, so we
took it to the gem person, who gave us bread which we took to the food person, etc etc. You gotta pick the thing up and waddle it
over manually then drop it with an extra action button inside of the ring, and they’ll spawn
the next thing. One person does that while their group manages
the minor adds in the area. Once you get in, it’s time for the Myza’s
Oasis encounter. This one is weird. You grab an instrument, and you can use your
button to hit note markers on the floor and gain a stacking Haste buff called Jazzy. The drum set gets this directional shockwave
to hit notes with, while the others physically skid the player forward over them. You can get up to a 10 stack of Jazzy. In the meantime, you’re fighting adds on
stage. Avoid ground stuff if you can and CC any disruptive
patrons you see casting Suppression. The Oasis Security will do a heavy Security
Slam to the tank that’s worth mitigating, and a kickable Menacing Shout. Kick that. Get your Jazzy buff whenever waves of notes
come around and cleave the adds down. After a while of that Zogron will emerge,
and he’ll continue the slam and the Menacing Shout. He also gets Crowd Control, which deflects
damage coming at him from the front and does a big frontal cone when it ends, sidestep
that. The drummer can get up and leave the drumset,
I just didn’t know that at the time. Suppression Spark will pull players in and
then put an AOE on everyone, you can just spread out for that. Finish off Zogron and you’re done with this
fight. Our second half kicks off with So’azmi. You’ll notice these wandering pillars with
a shape on top- those are teleporters, and running into one will pop you out at the pillar
with the matching shape. Those are important. Quickblade dashes the boss through a few players,
leaving bleeds on anyone in his path, fan out to avoid getting cleaved by that. Shuri spawns an expanding ring of fire, use
the teleporters or a blink if you have one to get to the inside of that. Divide will split the room into halves and
then quadrants, and again you need to use the teleporters to regroup. The divide walls break line of sight, so it’s
really ugly if the party gets split for too long. You cannot just run through these ones, you
gotta use the teleports.. Last, Double Technique is a very dangerous
cast that will do decimating group damage if it gets off. The good news is you can kick it, and the
bad news is that it needs to be kicked twice to prevent the cast. There’s some DPS in the world that are going
to need to dust off their interrupt keys. This combined with the Divides is most likely
to wipe you- if half the group is stuck behind a wall during Double technique and you miss
the kicks, it’s probably over for you. This fight was the hardest out of the whole
dungeon, at least during testing. Moving along we have Hylbrande. Shearing Swings is a frontal attack aimed
at the tank, so noone else be in front. Titanic Crash is a frontal shockwave, just
in case you needed another reason to not be in front. The tank can sidestep out of the Crash. Purged by Fire will target a player and trail
fire behind them, you can run that back and forth to make a neat little puddle. Adds will show up in pairs and channel defense
on the boss, swap to and kill adds as you see them. The exciting bit here is the Sanitizing Cycle. We’ve got four colored orbs, and four panels
in the corners of the room to put them in. There is a correct answer for what goes where,
and to find out what that is someone needs to go check the console at the front of the
room. Only the person on the console can see the
correct positions, so they will need to share with the class. Active adds can block the panels, so kill
any purifiers when the phase starts. For clarity’s sake, we considered the console
to be the front of the room and shared the code in the order they spawn, which is clockwise
starting at front left. This one would be yellow, orangle, blue, purple. You can say it however you want as long as
everyone understands where the orbs go. Getting it wrong will stun you and hurt, and
getting it right will end the phase and let you carry on with your life. The seventh boss is the infamous Pirate Dragon,
Timecap’n Hooktail. She’s got a frontal cone and a tail swipe
like a dragon, so stay on her sides unless you’re tanking. Corsair Brute adds will pour in, and they
will get one-shot if caught in her breath so don't worry about damaging them, just aim
the frontal cone at them and that’ll sort out that. Watch out for her tail, though, while the
tank spins the boss, it’ll getcha. Stay out of the swirls, stay out of the water,
stay away from the tail and it’s pretty smooth sailing from there. At 100 energy she’ll buff her Brutes with
Double Time, so aim to have them cleared up by then. Last, we have a two-phase fight in So’leah. She’ll summon Assassin adds. Stop their Shuriken Blitz with interrupts
or stuns and finish them off when you can. Hyperlight Spark is just damage you have to
heal through in this phase. Collapsing Star spawns an orb with 4 charges. Touching the orb will put a short DoT on the
whole group and kick you back, consuming a charge. When the star expires after 25 seconds, it’ll
explode for the remaining charges so you need to poke it carefully while it’s up to stagger
out that damage. What you don’t want is multiple stacks of
the DoT refreshing the duration, so wait until the dot falls off before you poke again. At 40%, we enter Phase Two. We still get Collapsing Stars but we’re
done with adds now. These Relic thingies spawn, and they protect
the boss while they’re linked to her with these beams. Hyperlight Jolt will do damage in a path between
players. You want to line that up over the relics to
break their boss link, and you want to avoid getting hit twice in the same blast. Energy Fragmentation makes missiles fly out
of a relic, very pretty, very dangerous, dodge those. And Hyperlight Nova puts an AOE ring around
every relic for you to scootch out of. The worst thing you can do in this fight is
ignore the Stars or pop them too fast. You got this. There is a hardmode available for this dungeon,
I’ll link an article in the description with details and if I get a video together
for it I’ll link that too. Thanks for watching and have a wonderful,
wonderful day. Bye!