Arcway Mythic+ Guide

Instance Breakdown

Recommended Comp for high keys: Bring multiple low cooldown interrupts to Arcway to deal with the numerous caster mobs. Bringing a Hunter, Shaman or Druid can enable a very powerful skip if you get the right-hand door.
Highest Tyrannical key done in time: 23
Highest Fortified key done in time: 22
Instance Timer: 45:00
Average # Mobs per pack: 3.9

 

Trash

Left Door

Click the arrows to navigate through the trash path.

Unstable Amalgamations are worth percentage, but the extra blobs that spawn when they multiply on death are not. So, mark the two amalgamations pictured and then when both are dead have your entire party run out of the instance and then zone back in. The result is both oozes dead, and no extra blobs to deal with. This is usually only necessary on higher keys where the smaller blobs can be incredibly deadly and slow to kill.
This is quite a difficult skip but the pack is slow to kill and not worth much. Stick closely to the wall and remain there until you're comfortably past the mobs. You can pop an invisibility potion if it's necessary (but it shouldn't be). 

If your buddy Frank ends up pulling them anyway, focus down the Acidic Ooze and then repeat the reset trick once the amalgamations are down to avoid the smaller blobs.
The Dreadborne Seer has two spells:
- Eye of the Beast will summon a small eyeball that'll beam random party members. You can't dodge the beam, however you need to be spread out so that each beam only hits one person. 
- Prophecies of Doom hits all targets within 40 yards for heavy shadow damage. This can be outranged, and line of sighted. 

These mobs are pretty rough, and you should save healer cooldowns to get through them smoothly. They are immune to stun, however you can interrupt their casts with Death Grip.
Jump off the stairs to the left and pull the small Scavenger pack. Give the tank half a second to grab some threat since they deal heavy single target damage by throwing various objects.

Next, grab the triple Chaosbringer pack to the left. These are easily killed, but should be locked down. They have four abilities:
- Chaos Bolt: Heavy single target damage. Can be spell reflected.
- Brand of the Legion: Always cast on another mob in the pack. Can be spellstolen, purged or interrupted.
- Portal: Argus: Summons a pack of imps. This should be interrupted.
- Demonic Ascension: This puts a buff on the mob and if they die with it they'll transform into a much larger, very dangerous demon. You must interrupt or purge this.
Chaosbringers can be Enslaved by Warlocks, which gives you access to the Brand of the Legion buff for the entire instance!!

Finally, grab the Priestess of Misery. Don't stand in her whirlwind and she's easily killed. You can grab the subsequent Felblades at the same time if the patrol timing is good.
The Wrathguard Felblades will teleport to random party members and inflict them with Searing Wound which must be healed through. Use your defensive cooldowns to lessen the load for your healer. The Felguard destroyer mostly just deals heavy tank damage and should be stunned if they're buffed by one of the Chaosbringer's Brand of the Legions.
You can line of sight the Seer on the side of the wall.
Watch out for the patrolling mobs when you pull the Seer.
The Enchanted Broodlings are harmless until they die at which point they explode. Pick up all three packs and bring them back to the hallway to AoE them down. The manafang packs will drop down as each pack dies so you don't want to be in the room when the Broodlings die.
The first pack of Manafangs that drop down will contain 3 mobs, the second 4 and the third 5. Pull them one pack at a time since Devour is difficult to deal with if you have too many mobs. Their single cast is Devour which roots the target in place and deals a moderate amount of damage. You can interrupt the channel by stunning them, or shapeshifting.
Neither of these mob types are very dangerous though Siphon Essence is best dispelled. Avoid the purple clouds.
Behind you you'll find another set of Fiends. These are easy trash percentage.
More of the same. The Manawraith pats back and forth and we won't be needing to kill him.
These packs contain two, very dangerous types of mobs:
- Reclaimers, who'll drop a large haste zone on the floor that the mobs must be moved out of (make sure you stand in it yourself) and Eye of the Vortex which if not interrupted will quickly kill off your party.
- The Spellswords are much less dangerous. They'll put up a shield from time to time but otherwise can just be AoE'd down.

Your priority is to kill the Reclaimer as soon as possible (but let him drop a haste zone first).

You should pull Corstilaxx immediately after the trash is dead so you can make use of the Haste Zone. It is possible to keep a Reclaimer up during the boss however this is very dangerous because a missed Eye of the Vortex can lead to a quick wipe.
Interrupt Arcane Reconstitution as priority since it's a full heal. Phase Breach deals heavy AoE damage and should be interrupted if possible. It can also be outranged and line of sighted.

The Mana Wyrm pack is best pulled and then Line of Sighted around the corner of the wall. You can then AoE them down easily.
Line of Sight the left Mana Wyrm pack on the bridge to bring them together. You won't need the pack to the right unless you've avoided all Forgotten Spirits. Grab them if you still need more than 6.1% trash after the left side is clear.
The mobs here will disappear once you hit 100% trash.

 

Right Door

Click the arrows to navigate through the trash path.

Unstable Amalgamations are worth percentage, but the extra blobs that spawn when they multiply on death are not. So, mark the two amalgamations pictured and then when both are dead have your entire party run out of the instance and then zone back in. The result is both oozes dead, and no extra blobs to deal with. This is usually only necessary on higher keys where the smaller blobs can be incredibly deadly and slow to kill.
This is quite a difficult skip but the pack is slow to kill and not worth much. Stick closely to the wall and remain there until you're comfortably past the mobs. You can pop an invisibility potion if it's necessary (but it shouldn't be). 

If your buddy John ends up pulling them anyway, focus down the Acidic Ooze and then repeat the reset trick once the amalgamations are down to avoid the smaller blobs.
The Acidic Bile will jump to random allies periodically and you should keep your distance.

The Plagued Rats are an awful pack with the rats attacking enemies at random and stacking Black Plague. Stun them, and try and kill them before they start attacking things. Most of their damage comes from Black Plague which can be removed by some healing classes. Keep yourself alive.
The Withered mobs aren't very dangerous though Siphon Essence is best dispelled. Avoid the purple clouds.

Next up, pull the double Warp Shade pack. Interrupt Arcane Reconstitution as priority since it's a full heal. Phase Breach deals heavy AoE damage and should be interrupted if possible. It can also be outranged and line of sighted.

The Arcane Anomaly isn't too dangerous, though you need to kill off the Astral Sparks very quickly before they annihilate your melee (they pulse AoE damage). Getting hit by Arcane Slicer is quite a silly way to die (but we've all done it).
The Mana Wyrm pack is best pulled and then Line of Sighted around the corner of the wall. You can then AoE them down easily. Both sides will pull together.
Line of Sight the left Mana Wyrm pack on the bridge to bring them together. Grab the pack to the right if you're doing the Demon Hunter / Stealth skip later in the instance.
 
These packs contain two, very dangerous types of mobs:
- Reclaimers, who'll drop a large haste zone on the floor that the mobs must be moved out of (make sure you stand in it yourself) and Eye of the Vortex which if not interrupted will quickly kill off your party.
- The Spellswords are much less dangerous. They'll put up a shield from time to time but otherwise can just be AoE'd down.

Your priority is to kill the Reclaimer as soon as possible (but let him drop a haste zone first).

You should pull Corstilaxx immediately after the trash is dead so you can make use of the Haste Zone. It is possible to keep a Reclaimer up during the boss however this is very dangerous because a missed Eye of the Vortex can lead to a quick wipe.
You'll only need this pack if you're doing the Demon Hunter / Stealth skip later in the instance. Make sure you grab the Manawraith with the fiends. It's a patrol.
While none of these mobs are particularly dangerous, pulling both packs at once is often too much.
This is easy trash percentage.
The Enchanted Broodlings are harmless until they die at which point they explode. Pick up all three packs and bring them back to the hallway to AoE them down. The manafang packs will drop down as each pack dies so you don't want to be in the room when the Broodlings die.
The first pack of Manafangs that drop down will contain 3 mobs, the second 4 and the third 5. Pull them one pack at a time since Devour is difficult to deal with if you have too many mobs. Their single cast is Devour which roots the target in place and deals a moderate amount of damage. You can interrupt the channel by stunning them, or shapeshifting.
The Chaosbringers should be locked down. They have four abilities:
- Chaos Bolt: Heavy single target damage. Can be spell reflected.
- Brand of the Legion: Always cast on another mob in the pack. Can be spellstolen, purged or interrupted.
- Portal: Argus: Summons a pack of imps. This should be interrupted.
- Demonic Ascension: This puts a buff on the mob and if they die with it they'll transform into a much larger, very dangerous demon. You must interrupt or purge this.
Chaosbringers can be Enslaved by Warlocks, which gives you access to the Brand of the Legion buff for the entire instance!!


The Wrathguard Felblades will teleport to random party members and inflict them with Searing Wound which must be healed through. Use your defensive cooldowns to lessen the load for your healer. The Felguard destroyed mostly just deals heavy tank damage and should be stunned if they're buffed by one of the Chaosbringer's Brand of the Legions.
Here the path diverges into two depending on if you have a Shaman (Elemental / Resto), Hunter (BM / SV) or Druid (any).
Skip option 1: A Shaman uses Gust of Wind to get from the stairs to the small pylon (pictured). 15 seconds later they jump to the left and then Gust of Wind over to Xakals platform. The rest of the party pulls some mobs and dies and then the healer mass resses everyone up on the platform. The shaman skip is easy to repeat but does take some practice to get it right the first time.
Skip option 2: A Druid or Hunter stealths through the trash from here to Xakal and then resurrects from his platform. This is slower than having a Shaman, but still faster than actually clearing through the trash. The skip is always recommended if you have the composition to do so. The Hunter will require a pet with a res and it'll have to be off cooldown.

You can no longer Swapblast in instances which makes the old Demon Hunter skip impossible.

Either way, kill the Seer first. It has two spells:
- Eye of the Beast will summon a small eyeball that'll beam random party members. You can't dodge the beam, however you need to be spread out so that each beam only hits one person. 
- Prophecies of Doom hits all targets within 40 yards for heavy shadow damage. This can be outranged, and line of sighted. 
If you skipped, then clear the pack in front of you. We don't need to clear the tunnel patrol but watch out for it during the boss fight. After Xakal is dead, proceed to Advisor Vandros. You can skip to the final trash slide.

If you didn't skip, more to the next slide.
This slide assumes that you were not able to use the Demon Hunter / Stealth skip and so will clear to Xakal.

The Dreadborne Seer has two spells:
- Eye of the Beast will summon a small eyeball that'll beam random party members. You can't dodge the beam, however you need to be spread out so that each beam only hits one person. 
- Prophecies of Doom hits all targets within 40 yards for heavy shadow damage. This can be outranged, and line of sighted. 

After the seer is dead, take either the left or right path and watch your positioning. Another Seer waits for you on the staircase.
Pull the small Scavenger pack. Give the tank half a second to grab some threat since they deal heavy single target damage by throwing various objects.
The Felguard destroyer mostly just deals heavy tank damage and should be stunned if they're buffed by one of the Chaosbringer's Brand of the Legions.

Next, grab the Priestess of Misery. Don't stand in her whirlwind and she's easily killed. You can grab the subsequent Felblades at the same time if the patrol timing is good.
 
You can line of sight the Seer on the side of the wall.
You'll need both of these packs if you did the Demon Hunter / Stealth skip and they're pretty easy percentage.

 

Bosses

  • General Xakal

     Like all the other fel lords… except for that VOICE

     Arcway: General Xakal

    Dungeon Journal+

    Fel Fissure   Ground   Shadow   ✔Dodgeable

    Wicked Slam   AoE   Physical   ✔Avoidance   

    Shadow Slash   AoE   Shadow   ✔Dodgeable

    Bombardment (Dread Felbat)   AoE   Shadow   ✔Dodgeable

    Thirst for Blood (Dread Felbat)   Single Target   Physical

     

    You should know

    • Make sure there’s no Fel Fissures around you when Wicked Slam hits. It’ll knock you back and you don’t want to get punted into anything.
    • Wicked Slam has no range, but can be dodged (like, with your dodge stat) for some reason. It’s pretty hard to take advantage of this unless you’re a Rogue (evasion), Demon Hunter (Blade Dance) or tank.
    • You’ll want to use defensive cooldowns for Wicked Slam on high keys since it does reach one shot territory.
    • [Necrotic] Consider CC’ing / kiting the bats instead of having the tank pick them up. They add a lot of stacks, and don’t really hit that hard so it’s ok if a ranged DPS takes a hit.
  • Nal’tira

    … Itsy bitsy?

    Arcway: Nal'tira

    Dungeon Journal+

    Blink Strikes   AoE   Arcane   ✔Dodgeable

    Nether Venom   Ground   Arcane   ✔Dodgeable

    Tangled Web  Two Targets   Arcane   

    Devour (Vicious Manafang)   Single Target   Physical

     

    You should know

    • Vicious Manafangs can mostly be cleaved / multi-dotted but you’ll want to clear the room of any prior to Blink Strikes.
    • Pop defensive / movement cooldowns during Tangled Web. The healer needs to be prepared to channel heavy healing into both targets and they should be topped off before the debuff goes out. You need to be 30 yards apart to break the web.
    • If you are already moving when Blink Strikes begins you should never be hit by it. She’ll cast it twice in a row on random targets. She always appears behind her target’s back.
  • Corstilax

    If the haste buffs are cookies, then I’m the Cookie Monster

    Arcway: Corstilax

    Dungeon Journal+

    Suppression Protocol   AoE   Arcane   Partially Dodgeable

    Quarantine   Single Target   Arcane   Debuff (Stun, Removed via clicking Quarantine Crystal)

    Energy Burst   Player Buff (+Haste)

    Cleansing Force   AoE   Arcane   ✔Dodgeable

     

    You should know

    • Stack your ranged and melee in groups before Quarantine is cast to make it easy to click. It isn’t too dangerous but you don’t want to lose any DPS time on the boss.
    • The haste puddles are significant, and almost always worth picking up.
    • This guy is probably one of the easiest dungeon bosses of the expansion and so long as you don’t lose anyone to the Quarantine or Cleansing Force abilities you can’t really go wrong.

     

  • Ivanyr

    Slightly less threatening than his trash

    Arcway: Ivanyr

    Dungeon Journal+

    Arcane Blast   Single Target   Arcane   ✔Interruptable   

    Volatile Magic   3 targets   Arcane   Spread (8 yards)

    Nether Link   Debuff

    Overcharge Mana   Buff (+Haste, +Dmg)   ✔Interruptable

    Charged Bolt   Ground   Arcane   ✔Dodgeable

     

    You should know

    • Minimize the space taken up by the Nether Link pools by coordinating an ally to blink / sprint towards. Make sure you don’t drop any pools on the boss since he’s a bit of a pain to move.
    • Overcharge Mana should be interrupted as absolute priority. Any Arcane Blasts you can interrupt are bonuses.
    • [Healer] Most of the incoming damage is going to be on the tank and it’s often bursty. Keep them topped up.
  • Advisor Vandros

    Elisande Jr over here

     Arcway: Advisor Vandros

    Dungeon Journal+

    Accelerating Blast   Single Target   Arcane   Buff (+Haste, +Dmg)   ✔Interruptable   ✔Purgeable

    Force Bomb   Ground   Arcane   Partially Dodgeable (Jump or blink the waves)  

    Chrono Shard   Ground   Arcane   ✔Dodgeable   (Move away from the charms)

    Banish in Time   Phase Transition   Debuff (Stun)

    Breach (Timeless Wraith)   AoE   Arcane   ✔Avoidance   ✔Dodgeable (15 yard radius)

    Time Lock (Timeless Wraith)   Single Target   Debuff (Magic, Stun)   ✔Dispellable   ✔Interruptable

    Unstable Mana   Ground   Arcane   ✔Dodgeable

     

    You should know

    • Interrupt Accelerating Blast and kite the boss clockwise around the room to stay clear of the floating chrono shards which will explode 8 seconds after being summoned. On a high key you only need to get hit by a couple of them to die so utmost care must be taken.
    • Avoid standing on top of the Force Bomb when it explodes. You can use blink abilities to easily reposition through the force fields.
    • You can usually reapply DoTs to the boss as he casts Banish in Time. Other times he’ll stun you during the cast.
    • The following picture demonstrates the best path to take during the intermission phase.
    • If you’re low on health, avoid standing within 15 yards of the Timeless Wraith to greatly reduce the damage you’re taking during the phase.
    • Stay spread out during the second phase to avoid kiting Unstable Mana into any allies. It will always target a DPS if one is alive so tanks / healers needn’t move.