Lady Ashvane has unleashed her endgame and set her forces against Boralus. As the city burns, a small group of heroes must quell the rising choas and put an end to Ashvane’s plan to dominate the region.
Siege of Boralus
Dungeon Entrance
Name: Siege of Boralus
Entrance: Tiragarde Sound, Kul Tiras
Zone ID: 9354
Mythic+ Timer: 39 minutes
2 Keystone Upgrade: 31 min 12 sec (7 min 48 sec remaining)
3 Keystone Upgrade: 23 min 24 sec (15 min 36 sec remaining)
Boss 1: Chopper Redhook (Alliance) / Sergeant Bainbridge (Horde)
Boss 2: Dread Captain Lockwood
Boss 3: Hadal Darkfathom
Boss 4: Viq’Goth
Boss Order: Linear
Entrance: Tiragarde Sound, Kul Tiras
Zone ID: 9354
Mythic+ Timer: 39 minutes
2 Keystone Upgrade: 31 min 12 sec (7 min 48 sec remaining)
3 Keystone Upgrade: 23 min 24 sec (15 min 36 sec remaining)
Boss 1: Chopper Redhook (Alliance) / Sergeant Bainbridge (Horde)
Boss 2: Dread Captain Lockwood
Boss 3: Hadal Darkfathom
Boss 4: Viq’Goth
Boss Order: Linear
The dungeon can be found in Boralus, on the Kul Tiras continent. For Alliance, the entrance is on the northeastern docks of Boralus, below the Tradewind District. Horde has their entrance at Plunder Harbor.
Path up to Sergeant Bainbridge/Chopper Redhook
- Kul Tiran Halberd
- Slobber Knocker Dodge!
- Kul Tiran Footman – Flees at low health.
Hindering Cut Healer Alert – Lowers targets’s haste!
- Kul Tiran Wavetender
- Brackish Bolt
Watertight Shell Interrupt/Offensive Dispel
- Kul Tiran Marksman
- Kul Tiran Vanguard
- Heavy Slash Dodge!
Detailed List of Debuffs
Debuff: | Hindering Cut | Heavy Slash |
---|---|---|
Spell ID: | 273930 | 257292 |
School: | Physical | Physical |
Dispel Type: | N/A | N/A |
Mechanic: | N/A | Stunned |
Mistweaver Strategy
The boss does not need to be tanked, he will instead fixate on random targets with Iron Gaze. Kul Tiran Marskmen inflict damage to everyone in the party, while the Kul Tiran Vanguards need to be tanked and faced away from the group, so players don’t get caught in their Heavy Slash.
- The boss will chase random players with Iron Gaze, with increasing movement speed due to the stacking Boiling Rage buff. If he reaches the player, he will deal massive amount of damage and has a chance to knock them back due to his Heavy Hitter passive.
- The fixated player should kite the boss into Heavy Ordnance mines that will be scattered across the arena floor after a wave of Cannon Barrage.
- When Sergeant Bainbridge comes into contact with Heavy Ordnance, he’ll take damage and his speed buff resets. Additionally, the mine will stun him and cause him to take 50% extra damage for 6 seconds.
- If the group fails to kite Bainbridge into the mines, they will explode and cause massive damage to the group. Bainbridge will also start to cast Hangman’s Noose on his fixated target, silencing them and dragging towards him. The victim player should run against the noose, because after 10 seconds, Bainbridge will smash the ground with Steel Tempest, knocking back all nearby player while causing damage to the whole group.
- Leftover bombs should be soaked with an immunity!
The boss does not need to be tanked, he will instead fixate on random targets with On the Hook. Irontide Powdershots inflict damage to everyone in the party, while the Irontide Cleavers need to be tanked and faced away from the group, so players don’t get caught in their Heavy Slash.
- The boss will chase random players with On the Hook, with increasing movement speed due to the stacking Boiling Rage buff. If he reaches the player, he will deal massive amount of damage and has a chance to knock them back due to his Heavy Hitter passive.
- The fixated player should kite the boss into Heavy Ordnance mines that will be scattered across the arena floor after a wave of Cannon Barrage.
- When Chopper Redhook comes into contact with Heavy Ordnance, he’ll take damage and his speed buff resets. Additionally, the mine will stun him and cause him to take 50% extra damage for 6 seconds.
- If the group fails to kite Redhook into the mines, they will explode and cause massive damage to the group. Redhook will also start to cast Meat Hook on his fixated target and drags them towards him. The victim player should run against the noose, because after 10 seconds, Redhook will smash the ground with Gore Crash, knocking back all nearby player while causing damage to the whole group.
- Leftover bombs should be soaked with an immunity!
Windwalker Notes
- Seargent Bainbridge (Horde Encounter)
- If targeted by Iron Gaze, kite the boss into Heavy Ordnance mines.
- If the boss casts Hangman’s Noose on you, run against the pull to avoid getting hit by Steel Tempest.
- Kill the Kul Tiran Marksmans and Kul Tiran Vanguards, while avoiding Vanguards’s frontal cone Heavy Slash.
- Chopper Redhook (Alliance Encounter)
- If targeted by On the Hook, kite the boss into Heavy Ordnance mines.
- If the boss casts Meat Hook on you, run against the pull to avoid getting hit by Gore Crash.
- Kill the Irontide Powdershots and Irontide Cleavers, while avoiding Cleaver’s frontal cone Heavy Slash.
Brewmaster Notes
- Seargent Bainbridge (Horde Encounter)
- You can’t tank the boss, so pick up the adds and face the Vanguards away from the party.
- If targeted by Iron Gaze, kite the boss into Heavy Ordnance mines.
- If the boss casts Hangman’s Noose on you, run against the pull to avoid getting hit by Steel Tempest.
- Kill the Kul Tiran Marksmans and Kul Tiran Vanguards, while avoiding Vanguards’s frontal cone Heavy Slash.
- Soak any leftover Heavy Ordnance mines with a defensive.
- Chopper Redhook (Alliance Encounter)
- You can’t tank the boss, so pick up the adds and face the Cleavers away from the party.
- If targeted by On the Hook, kite the boss into Heavy Ordnance mines.
- If the boss casts Meat Hook on you, run against the pull to avoid getting hit by Gore Crash.
- Kill the Irontide Powdershots and Irontide Cleavers, while avoiding Cleaver’s frontal cone Heavy Slash.
- Soak any leftover Heavy Ordnance mines with a defensive.
Path up to Dread Captain Lockwood
- Kul Tiran Footman – Flees at low health.
Hindering Cut Healer Alert – Lowers tank’s haste, stacking.
- Kul Tiran Waveshaper
- Brackish Bolt
Watertight Shell Interrupt/Offensive Dispel
- Irontide Powdershot
- Dockhound Packmaster
- Feral Bond
- Feral Charge Dodge! – Stand spread so the charge doesn’t hit more than one player.
- Snarling Dockhound Priority Kill
- Clamping Jaws – Stun to interrupt!
- Riptide Shredder
- Singing Steel Dodge!
- Iron Ambush Dodge!
- Irontide Raider
- Iron Hook
- Savage Tempest Dodge!
- Blacktar Bomber
- Fire Bomb – Spread out to avoid damage on multiple allies.
- Burning Tar Dodge!
- Irontide Marauder
Cursed Slash – Stacking DoT.
- Ashvane Commander
Bolstering Shout Offensive Dispel
- Trample Dodge!
- Ashvane Spotter
- Evasive
- Sighted Artillery – Move out of the group if targeted by this ability.
- Ashvane Deckhand
- Crimson Swipe Dodge!
Detailed List of Debuffs
Debuff: | Cursed Slash | Trample | Cover | Iron Volley | Sighted Artillery |
---|---|---|---|---|---|
Spell ID: | 257168 | 272874 | 272144 | 272140 | 272421 |
School: | Arcane | Shadow | Physical | Physical | Arcane |
Dispel Type: | Curse | N/A | N/A | N/A | N/A |
Mechanic: | N/A | Stunned | N/A | N/A | N/A |
Debuff: | Hindering Cut |
---|---|
Spell ID: | 273930 |
School: | Physical |
Dispel Type: | N/A |
Mechanic: | N/A |
Mistweaver Strategy
- Phase One – Facing Boss
- Dread Captain Lockwood is slippery boss that don’t like melee particularly much. Her Evasive passive allows her to Bounding Retreat when hit by melee, and shooting Gut Shots from range. Snares/roots allow melee to damage her.
- Keep away from her frontal cone Clear the Deck to avoid the damage and knock back.
- At 100 power, she will jump on the ship and you enter phase two.
- Phase Two – Facing Adds, Boss on Ship
- You will face Ashvane Deckhands and Ashvane Cannoners, while the Lockwood bombards you with Dread Volley, which should be dodged.
- Avoid Deckhands frontal cleave Crimson Swipe, and Cannoneer’s Broadside shot that targets the tank.
- Kill Cannoneers to be able to pick up their Unstable Ordnance cannon, shooting the boss to force her back to the arena and cycle back to phase one!
Windwalker Notes
- Phase One – Facing Boss
- Dread Captain Lockwood is slippery boss that don’t like melee particularly much. Her Evasive passive allows her to Bounding Retreat when hit by melee, and shooting Gut Shots from range. Keep Disable up on her to make it easier to hit her.
- Keep away from her frontal cone Clear the Deck to avoid the damage and knock back.
- At 100 power, she will jump on the ship and you enter phase two.
- Phase Two – Facing Adds, Boss on Ship
- You will face Ashvane Deckhands and Ashvane Cannoners, while the Lockwood bombards you with Dread Volley, which should be dodged.
- Avoid Deckhands frontal cleave Crimson Swipe, and Cannoneer’s Broadside shot that targets the tank.
- Kill Cannoneers to be able to pick up their Unstable Ordnance cannon, shooting the boss to force her back to the arena and cycle back to phase one!
Brewmaster Notes
- Phase One – Facing Boss
- Dread Captain Lockwood is slippery boss that don’t like melee particularly much. Her Evasive passive allows her to Bounding Retreat when hit by melee, and shooting Gut Shots from range. Snares/roots allow melee to damage her.
- Face away the boss away from the party, and dodge her frontal cone Clear the Deck.
- At 100 power, she will jump on the ship and you enter phase two.
- Phase Two – Facing Adds, Boss on Ship
- You will face Ashvane Deckhands and Ashvane Cannoners, while the Lockwood bombards you with Dread Volley, which should be dodged.
- Face away the Deckhands frontal cleave Crimson Swipe from the party.
- Bait Cannoneer’s Broadside shot away from allies.
- Kill Cannoneers to be able to pick up their Unstable Ordnance cannon, shooting the boss to force her back to the arena and cycle back to phase one!
Path up to Hadal Darkfathom
- Ashvane Spotter
- Evasive
- Sighted Artillery – Move out of the group if targeted by this ability.
- Ashvane Sniper
- Bilge Rat Buccaneer
- Banana Rampage Dodge! Healer Alert
- Bilge Rat Pillager
Viscous Slobber Dodge!
- Bilge Rat Demolisher
- Terrifying Roar WARNING!
- Crushing Slam Dodge!
- Bilge Rat Tempest
Water Spray
Choking Waters Interrupt/Dispel
Revitalizing Mist Interrupt – Enemy heal!
- Bilge Rat Cutthroat
Rotting Wounds Dispel
- Ashvane Commander
Bolstering Shout Offensive Dispel
- Trample Dodge!
- Ashvane Invader
Stinging Venom Coating Healer Alert Stacking tank DoT.
- Ashvane Destroyer
Detailed List of Debuffs
Debuff: | Cover | Iron Volley | Viscous Slobber | Banana Rampage | Terrifying Roar |
---|---|---|---|---|---|
Spell ID: | 272144 | 277432 | 272834 | 274942 | 257169 |
School: | Physical | Physical | Nature | Physical | Physical |
Dispel Type: | N/A | N/A | N/A | N/A | N/A |
Mechanic: | N/A | N/A | Snared | Stunned | Fleeing |
Debuff: | Rotting Wounds | Choking Waters | Sighted Artillery | Stinging Venom | Trample |
---|---|---|---|---|---|
Spell ID: | 272588 | 272571 | 272421 | 275836 | 272874 |
School: | Nature | Frost | Arcane | Nature | Shadow |
Dispel Type: | Disease | Magic | N/A | Poison | N/A |
Mechanic: | N/A | Silenced | N/A | N/A | Stunned |
Mistweaver Strategy
- This fight is all about dodging waves and placing Brine Pools away from the space you need for movement.
- Hadal should be faced away from the encounter area so that his frontal cone Crashing Tide can easily be avoided. The frontal cone also leaves Brine Pools for a long stretch of space, which you don’t want in the middle of the room.
- Players should not stand near the statue in the middle of the room, since Hadal will mark all players with Break Water, which will explode after a short moment, knocking players back, and leave behind another Brine Pool. This ability also inflicts unavoidable damage to the entire party, so be ready by keeping up as many Renewing Mists as you can and cast Vivify once the damage hits.
- The reason for keeping the middle of the room clear is because when Hadal casts Tidal Surge, a large wave will spawn at the side of the room that will sweep the entire arena. The only way to dodge the wave is to hide behind the large statue in the middle. It will require some rapid movement and any Brine Pools can cause delays and extra damage.
- Hadal can also cast his frontal cone Crashing Tide mere moments after the Tidal Surge wave has passed, making it vital that you pay attention and react quickly by moving away from the statue as quick as possible.
Windwalker Notes
- This fight is all about dodging waves and placing Brine Pools away from the space you need for movement.
- Hadal should be faced away from the encounter area so that his frontal cone Crashing Tide can easily be avoided. The frontal cone also leaves Brine Pools for a long stretch of space, which you don’t want in the middle of the room.
- Players should not stand near the statue in the middle of the room, since Hadal will mark all players with Break Water, which will explode after a short moment, knocking players back, and leave behind another Brine Pool.
- The reason for keeping the middle of the room clear is because when Hadal casts Tidal Surge, a large wave will spawn at the side of the room that will sweep the entire arena. The only way to dodge the wave is to hide behind the large statue in the middle. It will require some rapid movement and any Brine Pools can cause delays and extra damage.
- Hadal can also cast his frontal cone Crashing Tide mere moments after the Tidal Surge wave has passed, making it vital that you pay attention and react quickly by moving away from the statue as quick as possible.
Brewmaster Notes
- This fight is all about dodging waves and placing Brine Pools away from the space you need for movement.
- Hadal should be faced away from the encounter area so that his frontal cone Crashing Tide can easily be avoided. The frontal cone also leaves Brine Pools for a long stretch of space, which you don’t want in the middle of the room.
- Players should not stand near the statue in the middle of the room, since Hadal will mark all players with Break Water, which will explode after a short moment, knocking players back, and leave behind another Brine Pool.
- The reason for keeping the middle of the room clear is because when Hadal casts Tidal Surge, a large wave will spawn at the side of the room that will sweep the entire arena. The only way to dodge the wave is to hide behind the large statue in the middle. It will require some rapid movement and any Brine Pools can cause delays and extra damage.
- Hadal can also cast his frontal cone Crashing Tide mere moments after the Tidal Surge wave has passed, making it vital that you pay attention and react quickly by moving away from the statue as quick as possible.
Path up to Viq’Goth
After defeating Hadal, it’s just a short stretch of road to the last boss. While on the path, you will be bombarded with water bolts that you must quickly dodge. Once any player has reached the encounter area, the bombardment stops.
Mistweaver Strategy
- While the boss can be damaged with ranged attacks, the point of this fight is to free Kul Tiran Engineers from the boss’s grip so that they can repair the three available cannons. Using each of the three cannons will defeat the boss.
- Due to Terror From Below, you shouldn’t spend too much time in the water, or a Constricting Terror will latch on to you and cause massive damage with Crushing Embrace.
- Avoid the torrents of water the boss spews over the area with Call of the Deep.
- Only Detox allies afflicted by Putrid Waters when they’re a safe distance from the group (about 10yds), to avoid causing damage and knock backs to nearby players.
- Gripping Terrors holds the engineers you want to free, while the Demolishing Terrors will cause massive damage with Hull Cracker unless tanked.
- Demolishing Terrors will also Slam the ground in front of them, which should be avoided.
- All the Terrors should be killed off before one player jumps into the cannon and Blasts the boss. The cannon will then be destroyed by Eradication and you need to move on to the next cannon.
Windwalker Notes
- While the boss can be damaged with ranged attacks, the point of this fight is to free Kul Tiran Engineers from the boss’s grip so that they can repair the three available cannons. Using each of the three cannons will defeat the boss.
- Due to Terror From Below, you shouldn’t spend too much time in the water, or a Constricting Terror will latch on to you and cause massive damage with Crushing Embrace.
- Avoid the torrents of water the boss spews over the area with Call of the Deep.
- Move away from allies if afflicted by Putrid Waters, until you’ve been dispelled by the healer.
- Gripping Terrors holds the engineers you want to free, while the Demolishing Terrors will cause massive damage with Hull Cracker unless tanked.
- Demolishing Terrors will also Slam the ground in front of them, which should be avoided.
- All the Terrors should be killed off before one player jumps into the cannon and Blasts the boss. The cannon will then be destroyed by Eradication and you need to move on to the next cannon.
Brewmaster Notes
- While the boss can be damaged with ranged attacks, the point of this fight is to free Kul Tiran Engineers from the boss’s grip so that they can repair the three available cannons. Using each of the three cannons will defeat the boss.
- Due to Terror From Below, you shouldn’t spend too much time in the water, or a Constricting Terror will latch on to you and cause massive damage with Crushing Embrace.
- Avoid the torrents of water the boss spews over the area with Call of the Deep.
- Move away from allies if afflicted by Putrid Waters, until you’ve been dispelled by the healer.
- Gripping Terrors holds the engineers you want to free, while the Demolishing Terrors will cause massive damage with Hull Cracker unless tanked.
- Demolishing Terrors will also Slam the ground in front of them, which should be avoided.
- All the Terrors should be killed off before one player jumps into the cannon and Blasts the boss. The cannon will then be destroyed by Eradication and you need to move on to the next cannon.