Introduction
Hey everyone, and welcome to the Eco-Dome Al’dani dungeon guide for season 3 of The War Within! In this guide I’ll be going over the abilities of all the trash mobs and bosses throughout the dungeon, as well as how I recommend you handle them. I’ll be focusing on the mythic and M+ versions of the dungeon, but most of this article will apply to both normal and heroic difficulties as well. I’ll also be including my recommended, PUG friendly route via the Mythic Dungeon Tools addon for anyone interested.
Some background on myself, my name is Tactyks and I am an avid M+ player, achieving the 0.1% M+ title in every season it has existed, as well as competing in The Great Push in season 4 of Shadowlands. I also create M+, Raid, and tank guide content on my YouTube and Twitch channels, so be sure to stop by and say hi!
Socials:
- YouTube: https://www.youtube.com/@Tactyks
- Twitch: https://www.twitch.tv/tactyks
- Twitter: https://twitter.com/tactyks
If you are using the Mythic Dungeon Tools addon, you can import my recommended route using the following link: https://wago.io/PDNb8hG9p
Video Guide
Azhiccar Trash
Invading Mite
- Will leap to random players with Engorge and leech health, try to play close to the pack to help with uptime
Overgorged Mite
- Gorge targets a random player and grants a stack of Overgorged, interrupt as many of these casts as possible
- On death applies a DoT to the group for each stack of Overgorged, healers be prepared if stacks are high
- Will leap to random players with Engorge and leech health, try to play close to the pack to help with uptime
Ravaging Scavenger
- These mobs will constantly heal themselves thanks to the Consuming Strikes passive
- Gain the Hungering Rage buff below 50% health, use a soothe if you have it otherwise tanks be aware of the extra damage intake
Voracious Gorger
- These mobs will constantly heal themselves thanks to the Consuming Strikes passive
- Gorging Smash deals a hit of group damage and spawns circles to avoid, use a defensive if this overlaps with any other damage
Ravenous Destroyer
- This mob is immune to CC
- Gluttonous Miasma debuffs a random player, use a personal if targeted and stay away from allies to prevent cleaving them
- Volatile Ejection aims a line at a random player, stand still with this so other players can easily avoid you
Azhiccar Boss Fight
This fight alternates between a boss phase and an add phase, where during the boss phase tanks will want to make sure they are always in range of the stationary boss to prevent Thrash from triggering.
Twice per boss phase Azhiccar will use Invading Shriek, dealing a hit of group damage and spawning 6 Frenzied Mites from set locations around the room. These are similar to the Invading Mites you faced earlier, however they instead attack random targets and will gain a stacking 10% damage increase whenever they use Engorge, so you’ll want to defeat them before they get too powerful. I recommend having the group stay together to bait the mobs to one spot, then use things like AoE stuns to mitigate their damage output while you cleave them down.
To make things a bit more difficult the boss will occasionally target 2 players with Toxic Regurgitation, applying a shadow DoT in an AoE around them and creating a puddle of Digestive Spittle. In general you’ll want keep these puddles grouped towards the nearby edge of the arena, as this will help to give you more space during the add phase, plus if you place them on the set add spawn locations the puddle will slow the adds, which is very useful for the Devour intermission.
Speaking of that, when Azhiccar reaches 100 energy he begins to channel Devour, killing any player who gets too close to him while also dealing ticking shadow damage and pulling players in for 18s. When this happens the boss spawns 6 more of the Frenzied Mites, however instead of attacking players they just try to walk straight into the boss. If they (or players) get too close he will use Feast, healing himself and gaining a stacking damage buff for 90s. This means you’ll want to use slows, knockbacks, and other CCs on the Mites in this phase to prevent them from reaching the boss while you cleave them down. You’ll also need to make sure you kill all 6 before the channel completes, otherwise he will Feast on them anyways.
After the channel finishes all the Digestive Spittle puddles disappear and the boss phase repeats. In this phase the boss won’t melee or attempt to cast Thrash, so tanks are free to assist with the Mites as well.
Taah’bat and A’wazj Trash
Overcharged Sentinel
- This mob is immune to CC
- After losing it’s shield you’ll need to deal with constant damage and puddles from Unstable Core, so healers be prepared and use defensives as needed
- Arcane Slash targets a frontal at the tank, keep this away from your group and use a defensive for each hit
Tamed Ruinstalker
- Beware of the random target line attack from Warp and either avoid it or use a CC to stop the cast
Wastelander Farstalker
- Stay loosely spread to avoid cleaving allies with Farstalker’s Leap
- Make sure to interrupt every cast of Arcing Zap
Wastelander Ritualist
- Arcane Bolt targets random players, use spare interrupts on this cast
- Arcing Energy debuffs a random player, loosely spread to avoid cleaving allies and use a Magic dispel to remove it
Wastelander Phaseblade
- Occasionally buff themselves with Alacrity, use a purge if you have one otherwise tanks be aware of the extra damage
Taah’bat and A’wazj Boss Fight
To start this encounter you’ll fight A’wazj, with Taah’bat unattackable on their back. During this phase Taah’bat will throw out Binding Javelin on 2 random players, doing an 8yd AoE around them and binding anyone hit to spears. I recommend overlapping these circles in a venn diagram shape, then dragging the boss between them once they land to maximize cleave on them so you can free the tethered players ASAP.
Breaking this tether fast is important, as shortly after it goes out A’wazj will target a random player with Warp Strike, dashing at them after a short delay and applying a stacking DoT to anyone in the path. It can be very dangerous if you get this ability while tethered, so be ready to use a defensive if this happens.
For tanks you’ll want to use a cooldown on every cast of Rift Claws, which is a large arcane hit followed by a small bleed.
When A’wazj reaches 100 energy he’ll begin Arcane Blitz, which causes Taah’bat to dismount as A’wazj becomes unattackable and repeatedly casts Warp Strike. In this phase Taah’bat deals constant ticking damage to the group with Arcane Overload, and is immune to damage thanks to the Incorporeal buff. To remove this buff you’ll need to hit the boss with Warp Strike 6 times, so have the targeted players move their line through the boss while also trying to avoid the attacks of other players. If you ever get multiple stacks of the DoT you’re in danger, so use a defensive.
Once breaking all 5 stacks of Incorporeal both Taah’bat and A’wazj are Destabilized for 15s, allowing you to cleave both bosses for bonus damage thanks to them sharing health from the Beastmaster’s Bond passive. After the stun ends Taah’bat remounts A’wazj and phase 1 starts again.
Arcane Siphon and Enchanting Buff
In the ruins following the second boss you’ll find several Arcane Siphons scattered about, which players can interact with to power up. The more players that interact with it the faster it gains energy, and when fully powered it will give all nearby players the K’areshi Surge buff, increasing haste and movement speed by 10% for 30s, so these can be nice to pick up quickly right before going into some of the dangerous trash in this area.
On top of this, also in the ruins is a single Arcane Conduit that players with 25 Khaz Algar skill can shatter using an extra action button. This does a 4s channel that stuns all nearby mobs for 10s upon completion, so it can be quite useful if you do a big pull near it, though preferably this comes from a non-tank player as it can be quite dangerous to channel into the conduit while tanking mobs.
Soul-Scribe Trash
Wastelander Pactspeaker
- This mob is immune to CC
- Healers be prepared for the Erratic Ritual group damage and use defensives as needed
- DPS make sure to swap to the add during Consume Spirit to prevent the mob from gaining a large shield
K’aresh Elemental
- Embrace of K’aresh shields a random mob, use a purge to remove it if you have one
Wastes Creeper
- This mob is immune to CC
- Gloom Bite targets the tank, use a defensive for each cast and be ready to sustain through the healing absorb it applies
- Burrowing Eruption targets a random player, make sure to avoid the circle it creates
Also in this area you’ll see burrowed creatures patrolling which you’ll want to avoid.
Burrowing Creeper
- This mob is immune to CC
- Stinging Sandstorm deals heavy group damage over time, use healing CDs as needed
- Make sure to avoid the circles created by Earthcrusher and be ready to defensive or health pot if your health is low during the cast as it usually follows Stinging Sandstorm
- Burrow Charge hits a random player, stand still so other people can easily avoid the target
Soul-Scribe Boss Fight
Throughout this encounter the boss will use Whispers of Fate, damaging all players and shattering an echo of them somewhere in the room. Players can run over their own echo to gain the stacking Fatebound buff, however if a boss ability hits the echo before it can be collected the player is instead debuffed with Wounded Fate, so don’t wait too long!
In terms of what abilities the boss uses to kill echoes, the first is Ceremonial Dagger, which aims a line attack at all 5 echoes that fires after 5s. This is the easier one to deal with, so just identify which echo is yours and grab it before the cast finishes. The second ability is Dread of the Unknown, which puts a 9yd AoE around all 5 players that explodes after 4s, so players need to quickly find their echo and then spread out to avoid cleaving allies.
When the boss reaches 100 energy she’ll use her ultimate ability Eternal Weave, creating 3 echoes of each player while she fires off cones of arcane energy that rotate clockwise around the room every 6s for 24s. If you’re looking to optimize your Fatebound buff you can wait until a frontal is aimed at your echo before picking it up, but if you want to play it safe just grab all 3 as soon as you can.
On top of these abilities, the boss also deals constant damage to the group throughout the fight with the Echoes of Fate passive.