Master Mythic+ in The War Within Season 1: Tips and Tricks by a 2800+ Resto Druid

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Dominate Mythic+ in The War Within Season 1 with these dungeon-specific tips from a 2800+ Resto Druid, covering positioning, interrupts, and class abilities.

The tips in this article come from Reddit user Magdanimous and others mentioned in the round-up.

Ara-Kara Dungeon Tips

First Spider Boss

  • The spider boss will only eat adds when they reach its hitbox. The tank can stand near the eggs while the DPS and healer should stand between the adds and the boss. This positioning ensures the tank doesn’t need to run to the opposite side of the platform. The adds will fixate on a non-tank party member and don’t do any relevant damage unless they’re out for a long time. This gives way more uptime on the boss since the DPS won’t have to run everywhere.
  • Death Knights can cross webs without slowing using Death's Advance iconDeath’s Advance.

Second Beetle Boss

  • Tanks should position themselves on the right side of the big circle when facing the boss to create more space for DPS and healers. This ensures 90% of the cone frontal goes into a no-go area.
  • Blood Death Knights can pre-cast Anti-Magic Shell iconAnti-Magic Shell to negate the insect swarm.

Third Puddle Boss

  • There’s a short period (1-1.5 seconds) between the moment you get pulled to the boss and the explosion damage. If you get pulled in, use abilities like Transcendence,
  • Wild Charge, and Blink, or Fel Rush, to avoid dying.
  • Hunters can Disengage to counter the pull-in if timed right and with enough distance, as shown in the video linked below.

City of Threads Tips

First Orb Debuff Boss

  • Death Knights and Warriors: Use Anti-Magic Shield or Spell Reflect to prevent the orb debuff.

Second Boss (Twins)

  • Tanks: Position the boss near walls after ice sickles to prevent excessive movement.
  • Healers/DPS: Aim blue frontals at walls to avoid unnecessary boss repositioning. Remove ice sickle debuffs with Mass Dispel or Diffuse Magic.

Third Slime Boss

  • Warriors: Use Second Wind to safely collect orbs during no-damage phases.
  • DPS should use immunities like Aspect of the Turtle or bubble to collect orbs during Orb + AoE overlaps.

Fourth Orb-Tossing Boss

  • Warriors can help healers by spell-reflecting Splice.
  • Death Knights can use Anti-Magic Shell to mitigate the Splice and root debuff by pre-casting AMS.
  • Paladins with double freedom, help out your Priest, Evoker, Rogues, and basically every class without a root removal, by casting freedom on them.
  • Stacking and moving with the tank to create predictable orb movement is helpful.
  • Leaving the middle area clear when the tank buster comes out allows tanks to move closer to the center of the room, allowing DPS to continue DPSing since the boss doesn’t move during that and the circle-of-tank-buster-death is centered don’t he tank.

Dawnbreaker Tips

Trash Tips

  • All Roles: Focus on interrupting Ensnaring Shadows to avoid its snare effect. This debuff looks like an orb. Use snare removals like Tiger's Lust iconTiger’s Lust or shapeshift if the healer’s dispel is on cooldown.

Mini Boss Before the Last Boss

The mini-boss before the final boss on the ship puts two dots at a time. If your full party is alive, the two dots will never be put on the tank and the second set of dots will always be on the two-party members that didn’t get the first set. The targets reset after the second set, so the third set can be on any two, and then the fourth set will be on the two that did not get the third set. This is useful to know if you need to pre-HOT (heal-over-time)

Second Big Exploding Orb Boss

The fourth orb explodes and immediately after you can expect big AoE pulsing damage. Use your defensive to help your healer and yourself not to die.

Third Big Insect Boss

During Phase 2, if a Rogue gets the circle debuff that places a web, they can drop down behind/below the boss and then Shadowstep iconShadowstep. Shadowstep will place the Rogue in front of the boss. This can save time, which is helpful with a melee-heavy group composition. Enhancement Shamans can use Feral Leap iconFeral Leap to achieve the same result.

Grim Batol Tips

First Line and Circless Boss

  • You can drop target using Feign Death, Shadowmeld, Greater Invisibility and Vanish when you get the circles out and the circle will disappear, saving a ton of space. Especially, if Hunters consistently get the circle.

Third Boss (Big Dragon + Little Fire Guys)

  • Avoid dropping targets with abilities like Feign Death, Shadowmeld, Greater Invisibility, Vanish, if you are fixated by the add. It will automatically retarget another party member which can cause a wipe if that party member is a melee that is trying to kill it. Rogue’s Cloak of Shadows will make the add drop and retarget, so you need to exercise caution! This tip, however, applies only when your tank is doing the standard cheese strategy of tanking the boss in the little corner to have the adds spawn in the boss’s hitbox. You can completely negate the knockback by placing your back next to the rock that is on the left of where the boss is tanked. The fire tornadoes don’t usually reach this spot and you can do it for every set as long as you don’t have an add fixated on you.

Fourth Tentacles and Shadows Boss

  • For the tentacles, Warriors can use Spell Reflect and clear tentacles for the full 5 seconds. Spell Reflect won’t be consumed by the first tentacle. Death Knights with Anti-Magic Shell / Icebound Fortitude, Paladins with bubble, Hunters with Aspect of the Turtle, Evokers with Deep Breath iconDeep Breath, can all clear tentacles if needed. Pallies with Blessing of Spellwarding iconBlessing of Spellwarding can give that to someone to clear tentacles.
  • Death Knights can use Anti-Magic Shield when you’re all in the small circle for safety. If they get the swirling damage circle debuff, it won’t be applied and only one swirling damage circle will appear during this part of the fight. Then they can clear any tentacles in the small area with AMS up.

Mists of Tirna Scithe

Trash Tips

The spiteclaws at the start of the dungeon jump and put a Bleed on someone, but there’s a minimum distance of 10 yards. This means if everyone’s stacked in melee range, they won’t jump to anyone and apply the bleed. Getting multiple stacks of that Bleed is deadly. Evokers can use Cauterize to remove the debuff.

The villager casts a channel that will stun its target for 5 seconds with an attachable root if it finishes its channel. Shaman can talent into Jet Stream iconJet Stream which makes Wind Rush Totem iconWind Rush Totem remove snares, but it will also prevent the stun mechanic. Just wait for the big tree villager to start its cast and drop down the totem on its target. You can reset the totem’s CD in case the tree villager casts it again.

Warriors can use Spell Reflect the villager’s 5-second stun. Use the spell before the cast/channel finishes. Any target drop will also cancel the villager’s channel. This includes Feign Death, Shadowmeld, Greater Invisible, and Vanish.

Third Big Worm Boss

  • Death Knight tanks can pre-Anti-Magic Shell the mind link. The lines will still appear to connect the tank to the party members, but there won’t be any damage.

Necrotic Wake Tips

First Belching Boss

  • Warrior Tanks can Intervene iconIntervene the first boss’s belch/frontal target. The attack is considered physical damage, so it can be dodged (Rogue’s Evasion + facing the boss / Monk Dodge) to fully avoid damage.
  • Paladins can select the Righteous Protection iconRighteous Protection talent that makes Blessing of Sacrifice iconBlessing of Sacrifice also grant its target immunity to Poison/Disease damage. The spit mechanic on this boss is completely immuned by this, and can be used on every second spit (1-3-5-7).

Fourth Banish Lich Boss

  • Any Paladin with Freedom can pre-Blessing of Freedom iconBlessing of Freedom the icy chains root and that will completely negate the mechanic. The best way is to hover over your target of target when the boss’s root ability comes back up and press it as soon as the boss’s target changes from the tank to the party member.
  • Warriors can Spell Reflection iconSpell Reflect the root but need to be fast and predict the cast.
  • Death Knights can pre-Anti-Magic Shell iconAnti-Magic Shell the icy chains root.

Siege of Boralus

Trash Tips

Snipers can target anyone in front of them. if the tank turns them away, and the DPS/healer are behind the snipers, they won’t get shot. This can help avoid situations where all the snipers are shooting the same DPS/healer at the same time, one-shotting them.

Second Boss (Bombardment Cannon Pirate Queen)

  • Every second big DoT debuff overlaps with the bombardment mechanic (the one where you stack in melee and move after every 2 circle drops). The boss can be knocked up to delay the cast by a few seconds, allowing the healer to plant their feet and heal instead of having to dodge swirlies. Shaman Thunderstorm and Evoker knock-ups are of great use here.
  • Death Knights can AMS the ricochet debuff to prevent its application.

Fourth Boss (Kraken/Tentacles)

  • Non0demo locks can summon their imp and use their imp’s friendly dispel to trivialize the damage coming out on this fight.
  • DKs can pre-AMS the DoT with the circle and it won’t be applied to them. This can be easily identified as a projectile flying towards your location.

Stonevault Tips

Trash Tips

  • The pre-first boss golems’ big AoE can be outraged. For the charging trash dwarves that put out a line, people should be baiting the lines toward close walls so the trash isn’t charging far away.

First Boss (Spikes and Lasers)

  • Death Knights can AMS to prevent the debuff application from destroying the spikes.

Last Boss (Dots and Portals)

  • When Death Knight pre-cast Anti-Magic Shell, the void corruption dot won’t apply to them.
  • Evokers can rescue a party member with void corruption to one of the “portals” It will clear both the Evoker’s and the rescued party member’s debuffs. This can be done every second set of debuffs.