Introduction
Hey everyone, and welcome to The Wraithtide Vault dungeon guide for Fellowship’s Early Access release! In this guide I’ll be going over the abilities used by the trash mobs found inside, strategy tips and tricks for the boss encounters, as well as a recommended route that is both simple to execute and PUG friendly.
Some background on myself, my name is Tactyks and I am an avid M+ player in WoW, where I’ve achieved the 0.1% M+ title in every season it has existed. I also create Dungeon, Raid, and Tank guide content over on my YouTube and Twitch channels, so if that’s something you’re interested in make sure to stop by and say hi!
Video Guide
First Mate Marrow Trash
Right at the start of the dungeon you’ll have the choice of moving left towards Deathless Katrine, or right towards First Mate Marrow. Both paths have slightly different trash mobs, though the dungeon is a large loop so you’ll eventually face the mobs from the path you opted not to go down. My general recommendation is to go right and head towards First Mate Marrow as your initial boss.

Saltsworn Scallywag
- These mobs will occasionally use Salted Blade on a random ranged player, leaping to them and applying a stacking bleed. Note that if you stack in melee they will not use this ability, so do this whenever possible to reduce your group damage intake.

Tide Witch
- Sunken Gale shoots a tornado in a line towards a random player, use an interrupt or CC to stop the cast or avoid the projectile if it fires.
- Dreadwater Bolt targets the tank, use any spare interrupts on this.

Soulpowder Buccaneer
- Soulpowder Shot debuffs a random target, exploding in an AoE around them after a couple seconds, be ready to use an interrupt or CC this cast to stop it.

Bleachbone Brute
- This mob is immune to CC.
- Stay away from your tank when fighting these mobs as their melee swings splash to anyone within 4yds of the target.
- Rupture Earth aims a frontal at a random player, make sure you step out of the effect.
After a few pulls you’ll come across some watery shortcuts infested with Sharks. Be careful not to get hit by these as they will jump out of the water and latch on to you, dealing heavy damage until killed.

Scuttlejack Cannoneer
- Shackle Blast chains a random player until destroyed, make sure to use an interrupt or CC this cast.
- Make sure to dodge the circles created by the Bombs Away! channel and if you can use a CC to stop it entirely.
- Blunder Boom targets a random player, use spare interrupts or CCs on this to stop it.

Bilgerat
- Make sure to interrupt or use a CC on the Vermin Tide channel, and avoid any of the Gunpowder Rats it spawns who run at players and do an AoE with Explosive Death.

First Mate Marrow Boss Fight
First Mate Marrow Abilities

Marrow targets the Tank with a large frontal cone, dealing high damage on impact, also reducing the target's Movement Speed (70%) and Haste (30%).

Marrow begins the intermission by tossing his anchor into the centre of the arena. Marrow will then attempt to drown players who are not tethered to the anchor with rising tides.

Marrow begins the intermission by tossing his anchor into the centre of the arena. Marrow will then attempt to drown players who are not tethered to the anchor with rising tides.

Marrow summons two Saltsworn Scallywags and a Tide Witch to aid them in combat. Also grants Marrow a stack of Reinforced, increasing the number of Scallywags spawned each cast.

First Mate Marrow cleaves as they attack, dealing damage to any players within 4 yards of its target.
Boss Strategy
Once you’ve cleared through the ground level of the pirate encampment you’ll be able to take on First Mate Marrow, which alternates between the boss phase with adds and an intermission where you need to dodge sharks.
Starting with the boss phase, beware that Marrow’s attacks cleave just like the Bleachbone Brute you encountered earlier, so all non-tank players will want to make sure they don’t move in front of the boss. This can be slightly awkward depending on the positioning of the Wavestomp random target frontal, so watch the tank’s position and quickly move away from them before the boss begins to melee again.
Positioning is made a bit more complicated by the Cannonball Troops cast, which spawns 2 Saltsworn Scallywags and 1 Tide Witch randomly around the room, all with the same abilities that we mentioned previously. Since spawn positions are random here it can be a bit awkward for the tank to get aggro on all of them without cleaving players in melee, so do your best to stack close to the boss after these mobs spawn so they’re in range of your tank and keep an interrupt rotation on the Tide Witch. Every time Cannonball Troops is cast it also grants the boss a stack of the Reinforced buff, increasing the number of Saltsworn Scallywags spawned by the next cast of the ability by 1, so the longer this fight goes the more of these mobs you’ll need to deal with.
Outside of that, there's also 2 soak circles created by the bosses Keelhaul cast that you’ll want players to step into, as if they’re missed it applies a stacking magic DoT and healing reduction to the group. Beware that these soakers will still get a stack of that previously mentioned magic debuff, so try not to oversoak and make sure healers are ready to dispel them quickly, or if you have a Mass Dispel relic you can use that to remove the debuff from both soakers immediately.
Eventually Marrow will throw down his Anchor in the centre of the room and begin his High Tide intermission, becoming stationary next to it while he fills the arena with water and attempts to sweep players away. Your group will need to quickly click on the Anchor to tether themselves to it, forming a conga line in the order players clicked. During this phase you’ll need to avoid the sharks that swim in lines across the room, but moving too far from the anchor or the players you are tethered to will cause you to snap back, so I recommend stacking as a group right next to the anchor and circling it together to prevent that from being a problem.
Also note that for the 20s this intermission lasts the boss does not use any other abilities, instead just pulsing for group damage every couple seconds. This damage is relatively high, so you’ll want to be ready with group defensives and healing cooldowns when this phase begins, especially considering the heavy movement required. If anyone in your group does get hit by a shark, make sure they use a defensive and you swap to it ASAP to try and kill it before it kills them. Once High Tide ends the water recedes and you return to the boss phase as previously mentioned.
Bael’Aurum Trash
After defeating First Mate Marrow, you can make your way up through the encampment and into the jungle towards Bael’Aurum, which has all the previously mentioned mobs as well as a few new ones.

Jungle Stalker
- Stalker's Bite targets the tank, beware of this extra damage intake and use defensives or CCs to stop casts as needed.

Ruins Lasher
- Avoid the random target Acidic Sap puddles these mobs create.

Barbarous Lasher
- This mob is immune to CC.
- Crush Armor targets the tank, reducing armor by 10% for 12s, so watch your damage intake when this is active.
- Beware of the Wicked Thorns passive, which reflects 25% of all damage taken back at the attacker.

Gravescythe
- Dark Cleave shoots a frontal cone at the tank, make sure to point these mobs away from your group.

Greedspawn Sentinel
- Greed's Embrace applies a stacking DoT and haste buff to all nearby enemies and players while also reducing the damage the mob takes by 80%, I recommend using an interrupt or CC to stop it ASAP as the downsides outweigh the benefits.

Greedbound Prism
- Mindrender Barrage deals heavy damage to the entire group, be ready to use an interrupt or CC to stop this dangerous channel.

Bael’Aurum Boss Fight
Bael'Aurum Abilities

Bael'Aurum channels, dealing powerful party-wide damage over 8 seconds.

Bael'Aurum channels Hoard, consuming all of the remaining Cursed Treasure in the arena and healing. Also consumes the Ball of Bael'Aurum, dealing damage to Bael'Aurum based on the amount of Cursed Treasure it contains.

Summoned by Bael'Aurum and can be moved by players attacking it. Consumes Cursed Treasure when rolled over the top of it.

Consumed by players rolling the Orb Of Bael'Aurum over it or consumed by Hoard.

Bael'Aurum repeatedly casts Temptation at random targets throughout the fight, dealing minor damage. Also grants Bael'Aurum the Deepening Shadows buff, increasing Haste is increased by 1% per stack.

Bael'Aurum aims a powerful frontal at a random player, dealing high damage upon impact.

Bael'Aurum will spawn tornados on random players throughout the encounter, dealing heavy damage to any players they come into contact with. Blocks the path of the Orb of Bael'Aurum.
Boss Strategy
That brings us to the Bael’Aurum encounter, which is unique in that it doesn’t actually require a tank, as the boss doesn’t melee and instead just spams Temptation at a random target for a small amount of damage. Notably this also causes the boss to gain the Deepening Shadows buff, increasing haste by 1% per stack, causing the encounter to ramp up in speed as these stacks build.
Don’t worry though tanks as you have a special job on this encounter, ball duty! Every so often the boss will call down an Orb Of Bael'aurum, which can be attacked by players in order to push it around the room, with the goal of rolling it over as many piles of Cursed Treasure. The reason this is important is because when the boss channels Hoard he will consume any available treasure piles to heal himself, but he will also consume the Orb of Bael’Aurum, which deals damage and stuns the boss based on how many treasure piles you rolled over.
Notably these piles of Cursed Treasure are baited near players, so I recommend having all the non-tank players stay relatively close together to bait these piles in one area, then move out of the way to give the tank room to shoot the ball through them, as if any players get hit they’ll take some damage from Crushing Orb.
To make aiming the orb a bit more difficult, you’ll also need to watch out for the Coalescing Avarice tornados that the boss spawns on random players throughout the encounter. These not only deal heavy damage to players they touch, they will also block the Orb if it hits them, making it harder and harder as the fight progresses as these will continue to bounce around the room until the boss is killed.
On top of this, you’ll also need to watch out for the Erupting Envy frontal, which is aimed at a random player and takes up roughly a quarter of the room. Aside from that, the only other thing to worry about is the Shadowgreed Eclipse channel, which deals heavy pulsing damage to the group over the 8s duration, so this is where you’ll want to be ready with group defensive or healing cooldowns.

Deathless Katrine Boss Fight
Deathless Katrine Abilities

Deathless Katrine fills the arena with dangerous puddles, creating a soak zone under the boss that players must get in, in order to split the damage.

Deathless Katrine spins, dealing damage to nearby players and firing off line attacks that apply Soulpowder Shot to any players hit. Soulpowder Shot will cause an AoE explosion after a few seconds.

Deathless Katrine targets a non-tank player and sends them back to the start of the ship to run the gauntlet again.

Deathless Katrine sends the entire party through a gauntlet of souls and beams.

Deathless Katrine fires off 7 bullets at random non-tank players throughout the duration of the ability, dealing moderate damage.
Boss Strategy
When you’ve defeated Bael’Aurum you’ll be able to fight your way to Deathless Katrine’s ship, which is defended by a combination of all the mobs we’ve already discussed.
On pull you’ll notice the boss is joined by 2 Scuttlejack Cannoneers, who have all of the previously mentioned trash mob abilities, which as you can imagine makes this initial phase much more difficult.
I recommend immediately dragging the boss on top of one of these Cannoneers and focusing it down while keeping as many interrupts and CCs on both of the mobs as possible, as once they are both defeated the boss fight becomes much easier. If you have a knockback available you can also use that to push the Cannoneers together for better cleave, or if you have someone with a Chicken relic you can use that on one of the Cannoneers to immediately remove them from play, making the start of this fight significantly easier.
In terms of the actual boss abilities, the main source of damage on this encounter is Quick Draw, which fires off 6 bullets at random players over the duration, which can be quite scary if combined with a Blunder Boom! cast, so you’ll want to make sure you are on top of interrupts when this channel begins.
Outside of that, Soulpowder Cyclone causes the boss to spin and deal damage to nearby players while also firing off line attacks that will apply Soulpowder Shot to anyone hit, causing them to explode in an AoE around them after a few seconds, so do your best to avoid these. This is obviously impossible to do if you are chained by the Cannoneer’s Shackle Blast, so it's important to always prevent that cast. At the same time, it’s actually quite easy to dodge the Cannoneer’s Bombs Away! circles since you’re already moving so much to avoid the lines, so this ability becomes less important to stop.
The final boss ability of this first phase is No Quarters!, which fills the arena with dangerous puddles, creating a single safe zone under the boss who teleports randomly away during the cast. Players will need to be quick and get to the safe area to avoid the damage, just be careful not to go too quick as the safe area is a void zone before the cast completes, so wait on the edge of it until that disappears.
Once you bring Katrine down to 0 health the fight actually isn’t over, as instead she’ll resurrect with full health and use Thwart The Mutiny to send the entire party to the opposite end of the ship, where you must run through a gauntlet of hostile souls and beams to get back to the boss arena safely.
Upon reaching the boss again the fight is fairly similar, with both Quick Draw and Soulpowder Cyclone continuing to happen, however now instead of having the No Quarters! soak, Katrine will now intermittently debuff all players with Touch of Death, which drops a slowing puddle underneath them on expiration. You’ll want to be careful where you drop these, ideally placing them along the outside edge of the ship or even on top of existing puddles to maximize space.
Other than that, the boss gains a new ability in Sever Soul, which targets a random non-tank player and sends them back to the start of the ship to run the gauntlet again. Beware that this can happen to your healer, so you may need to be ready to commit group defensives or health pot relics if you need to survive a Quick Shot without your healer in the arena.