Next up in our Heroic Dungeon Guide series is heroic Shadowmoon Burial Grounds! As usual check for the guide in text after the break!
Hey guys I’m Mezzy from WoW Weekly and welcome to this warlords of draenor dungeon quick guide. Today we’ll be taking a look at the boss encounters in the heroic Shadowmoon burial grounds
First up is Sadana Bloodfury. A key thing to note initially about Sadanas room is that there are purple runes glowing on the floor. These should not be stood in as they deal about 45% of your health in damage, which can cause some issues for the healer.
When pulling the boss the first ability you will encounter is Daggerfall. This is a giant dagger above random (ranged prefered) players heads, which also is indicated by a black swirl on the ground underneath them. It is important that you move out of this before the dagger impacts the floor, as it deals damage and stays, pulsing damage if you’re within range of it. The range is small however so you shouldn’t need to move far.
Note that Sadana will get a buff randomly which grants her 3 attacks dealing 20k each. This isnt avoidable however it doesn’t place the tank in any great danger either, its just something to watch out for.
Next up is Whispers of the dark star which is an aoe the boss will channel, the damage is fairly high, although it wont deal more than around 50% hp, however it can get difficult to stay on top if people take damage from other sources
She will spawn an add at the furthest possible point away, and channel, whilst it slowly moves towards her. Its important this add dies ASAP and that you stun it (preferably not in one of the fallen daggers). If the add reaches her/channel finishes she will gain a damage increase. Not only that but she will also heal for 20% of her health.
Finally, Dark Eclipse is her final ability, where the entire room will turn to darkness and you must find a white rune to stand on somewhere in the room. it is very important you are still avoiding the purples ones at this point and the white ones do stand out pretty well. Not standing on a white rune at any point will cause you to take pretty high damage once the cast finishes and the room is completely eclipsed.
Nhallish is the second boss, and straight forwards in terms of what to do. The first ability is a conal aoe cast at the tank. This does a fair bit of damage, so noone should be standing behind the tank.
Planar shift will be cast next which will teleport the boss to a random location/player, at that point he will cast Void Vortex, dragging players towards him and dealing damage the closer you get to the boss. This is very easily avoidable with any blinks/teleports/speedboosts and you can simply walk out of it as well but that is a bit slower.
Nhallish most notable ability is soul steal, where he will send you into a spirit realm alone where you will have to kill your severed soul, a ghost attached to you and running away. If you successfully kill it and click it, you will gain a damage and healing buff, if not then you simply leave the room after a duration.
Finally, after this Nhallish will channel void devastation which will shoot purple orbs into the sky landing in random positions around the room. These are very easy to spot and very easy to move out of, and you should take 1-2 ticks maximum. The damage of these ticks is very manageable.
Bonemaw will be next, which is a boss that can be a bit frustrating depending on your setup (melee not favoured). The key ability to note is Bodyslam, similar to the slam you will have seen on the trash, black/purple marker on the floor will indicate where you need to move out of. If you do get hit or somehow fall off the platform, the tornadoes available in each sector will also take you back to the platform if you merely swim into them.
He will throw Necrotic Pitch, which are black puddles on the floor, the location of their spawn is signaled by a purple swirly cloud. These deal minor damage over time and slow by a large amount, and will be used for another ability, mentioned next.
Bonemaw will inhale, slowly drawing in party members, increasing the speed of the draw as the channel keeps going. This is where the black puddles in the room come in, as you just stand in them to avoid getting sucked into the boss. If you do happen to get sucked in, you will take a fairly large amount of damage and end up in the water, getting back to the platform is just swimming to the tornadoes.
At around 40% 2 carrion worms will spawn at either side of the entrance. You can pretty much ignore them as they deal they deal isnt very high so long as you are not within melee range of them and kill the boss. You can kill them if you wish however the tank can’t tank them all and letting the boss free on the group is not a good idea as the damage will get a bit out of control. These worms also slam however you get penty of time to move into a safespot.
Ner’zhul is the final boss. This boss can be fairly challenging depending how much burst potential you have.
The boss should be tanked facing away from the group as he casts Malevolence, which is a large frontal cleave, which does a moderately large amount of damage and also lowers damage dealt by 50%, which is a pretty big deal.
Omen of death is a purple beam which almost looks like a purple warlock demonic portal (not the gateway). This will spawn on a random ranged party member, so its definitely advisable to keep ranged far from where the boss/melee are. The further you are away from the omen the less damage you take.
Finally, Ritual of bones, a line of skeletons will spawn with a huge purple wave behind them dealing huge damage. It is pretty much impossible to run through this. To deal with this you must kill one skeleton which will clear a small space enabling the group to run through. It is at this point you want all your dps to swap to a marked skeleton (usually one around the centre) generally the tank avoids helping at this point , especially if you have melee, otherwise you potentially stand a chance to cleave the entire group as the run through or just the melee while they try to help kill the add.
After running through, its pretty much a rinse and repeat, fairly straight forward, just a case of handling the skeletons well. Which is pretty much all you need to know to get through this dungeon.
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