Darkheart Thicket Mythic+ Guide

Instance Breakdown

Recommended Comp for high keys: AoE stuns are useful for Cats / Birds but Darkheart Thicket has no strong comp requirement otherwise.
Highest Tyrannical key done in time: 22
Highest Fortified key done in time: 22
Instance Timer: 30:00
Average # Mobs per pack: 3.7

 

Trash

Click the arrows to navigate through the trash path.

Start the instance by picking up the double cat pack. It can optionally be pulled with the bird pack around the corner but this is not recommended unless you have exceptional coordination and CC since the cats are absolutely lethal. Allies hit by Grievous Rip need to be healed above 90% immediately and the healer should keep the party topped off to avoid being one shot. Target one of the cats with a single target stun to desync the two leaps.

For the second pack, utilize stuns and disorients to prevent the birds from getting an Unnerving Screech cast off since a disoriented tank never ends well.

The Festerhide Grizzly sits in the middle of the patrol path of two Dreadsoul Ruiners. On high keys you will want to pull them separately so check the coast is clear before you pull. The Bears most lethal attack (Maddening Roar) has a range of 30 yards and your healers and ranged DPS should never be closer than that. It's also reduced by avoidance.
Pick up the patrolling night elf duo (remember to dodge Star Shower) and then knock over the Hippograph pack. Pulling the entire set as a group of 5 is a reasonable decision if you're feeling the heat of the timer but melee in particular will need to be aware of the Razorbeaks Propelling Charge.



Make your way up the rocks, following the arrow above. Once on the branch, jump directly down. You'll be surrounded by trash packs you don't want so proceed with care.
Here we are going to pull just the double cat + night elf pack. There are packs to either side of us and a Bear behind us so utmost care must be taken to not pull extra (tell your Boomkin to sheathe his Starfall for a few minutes). Stun the cats for as much of the pull as possible.
The first pack here shouldn't cause too many issues so long as Star Shower is being avoided, and Nightmare Toxin is being dispelled (if possible, spread out for it otherwise).

The double bear pack however can be one of the most challenging in the instance. On a fortified week this is a decent time for your first Bloodlust. Ranged need to stand more than 30 yards from the pair and it's often a good decision to burst one down quickly to avoid Maddening Roar stacking too quickly. On higher keys, melee will need to pop defensive cooldowns, wear Avoidance gear or run out to avoid being one shot. You can CC / knock back the corruption spawns to help control the amount of space available to you.
With the first boss down, proceed to the Dryad / double Blossom pack. Keep an eye out for any AoE's on the ground but otherwise this is an easy pack.
Skipping the pack on the left is highly recommended. The blossoms heal, the packs big and we just don't need the percentage. Watch that the Dryad doesn't bounce into you while you're sneaking down the right. 

The Dryad + 2 blossoms pack is technically skippable but we're going to clear it so we can skip a meaner pack later. You'll want to fight it roughly where it's shown in the picture above to minimize the risk of pulling anything else with it.
Focus down the two keepers first to stop any Blossom healing and to stop the Mushroom casts. This can get a little uncomfortable space-wise so you might want to pop some DPS cooldowns to burn it down as quickly as possible. "Died to a Mushroom" doesn't look great on a tombstone so take care not to walk into any.
The dryad + 2 blossoms pack patrols up and down the pathway and should be taken at any point that it doesn't overlap with a Nightmare Dweller.

Speaking of, there are five nightmare dwellers spread across the space and we want to kill all five. You can take them in sets of 2 and 3, or in one big group. You need to stun / interrupt the Tormenting Eye cast so pulling the whole family is only recommended if you're running heavy AoE CC.
The Slimes won't cause any issue, though make sure you're not standing on top of them when they die.

The Bloodtainted Fury is next and it has two abilities you need to be wary of. Blood Bomb, which is a giant red ball that'll slowly fall to the ground, and Blood Assault which'll see the mob charge forward after a few second cast time. Both are high priority dodges unless you want to get one shot or punted into whelps. Speaking of whelps, the hitbox for the eggs that line the sides of the corridor are much larger than the models. If you put a toe anywhere close you'll get a little dragon and an exasperated sigh from your party.
Here your objective is to clear both Slime packs while avoiding the Bloodtainted Fury which patrols back and forward across the entrance to Dresarons pit. You can pull both packs together, and also pull them through to Dresaron's room if the Fury is in a favorable spot. The Fury can also be immobilized without being put in combat which can make things a little nicer.
These packs can be particularly nasty on Fortified keys but it's nothing we can't handle. Interrupt any shadow bolts the Summoner tries to cast, and either dispel or spread out for the Curse of Isolation. Stun the imps as you please but they aren't particularly dangerous if the Satyr's are being controlled.

For the second pack, the summoner is joined by a Taintheart Stalker who'll cast Dark Hunt every 10 seconds or so. This has no cast timer and can easily one shot squisher allies on high keys. This mob must be focused and burned down as quickly as possible.

Lastly, clear the pack of four diseased bats. These will focus different targets but should be kept together as much as possible for efficient AoE. If your healer can cleanse diseases then they should do so since it's a leech mechanic that'll slow their demise.
You should have 100% trash at this point and I'd recommend popping an invis pot to get through this last pack. If you must kill it then CC the Taintheart Deadeye if possible and then burn the Stalker like the previous pack.

Trash ERT Note

Copy and paste this into the Exorsus Raid Tools Notes section. You can share it with your group.

|cffffff00Darkheart Thicket Trash Path|r
Pull cat pack
Pull bird pack
Pull night elf patrol
Pull bear
Pull Hippogryph pack
Jump up on tree branch via rocks. Drop down to the right.
Pull cat / night elf patrol
SKIP mobs to the left and right. Take care.
Pull double night elf patrol
Pull double bears. Ranged / Heals stand 30yds.
{skull}|cff8788eeArchdruid Glaidalis|r{skull}

Pull Blossom / Dryad pack
SKIP the big pack to your left
Pull double blossom / dryad patrol
Pull big double keeper pack
Pull Dryad / Blossoms patrol
Pull all five Nightmare Dwellers
{skull}|cff8788eeOakheart|r{skull}

Pull slime pack
Pull Bloodtainted Fury
Begrudgingly kill whelps your hunter pulled
Pull slime packs
SKIP Bloodtainted Fury (Root / Distract if needed)
{skull}|cff8788eeDresaron|r{skull}

Pull Summoner packs
Pull Bats
Invis pot / Conceal five pack at end of tunnel
{skull}|cff8788eeShade of Xavius|r{skull}

|cffffff00Questionablyepic.com/mythic-plus|r

Bosses

  • Archdruid Glaidalis

    Thankfully casts no Resto Druid spells

    Darkheart Thicket: Glaidalis

    Dungeon Journal+

    Grievous Tear   Single Target   Physical   Debuff (DoT)

    Nightfall   AoE   Shadow   Dodgeable

    Primal Rampage   AoE   Physical     Avoidance   Dodgeable

     

    You should know

    • Grievous Tear will 100% of the time target whoever is furthest from the boss. Designate your tankiest ranged DPS or healer to stand near max range and take all of them. This is much easier to heal and makes the fight much more predictable.
    • On Tyrannical keys it’s a smart idea to keep the Nightmare Corruption adds under control by CC’ing and killing them as priority. You just want to make sure you don’t run out of space.
    • Everyone, including the tank, can dodge the Primal Rampage however the tank shouldn’t move until the ability is cast. Unintentionally rotating him toward your ranged party is only funny once.

     

  • Oakheart

    Seems the Nightmare has a sense of humor

    Darkheart Thicket: Oakheart

    Dungeon Journal+

    Nightmare Breath   AoE   Fire   Debuff   Avoidance   Dodgeable (except tank)

    Crushing Grip   Single Target   Nature

    Shattered Earth   AoE   Nature   Avoidance

    Strangling Roots   AoE   Physical   Dodgeable

     

    You should know

    • The tank is going to get absolutely melted during Crushing Grip and you’ll want to coordinate your defensive cooldowns so that you have one up for each grip (they hit almost every minute). Remember that it’s magic damage.
    • At the end of Crushing Grip the tank will get dumped on a random allies position at the start of the cast. It’s important this person moves out to avoid damage. It’ll also prevent a volcano from popping up on volcanic week and ruining your tanks day.
    • Shattered Earth can technically be out-ranged (50 yards) but it’s seldom worth the lost DPS time.
    • Stack up before the Strangling Roots cast and then run through them to eliminate any little flowers spawning. You’ll take a bit of damage doing this so an immunity is recommended.
  • Dresaron

    “I swear I didn’t touch any eggs” – Man with many whelps behind him

    Darkheart Thicket: Dresaron

    Dungeon Journal+

    Breath of Corruption   AoE   Nature   Dodgeable

    Down Draft   AoE   Nature

    Earthshaking Roar   AoE   Nature

     

    You should know

    • Tank the boss toward one side of the room, so that you have more room if you need to move the boss from falling rocks.
    • The Down Draft pushback is stronger the further you are from the boss. You need to be stacked directly underneath him when the cast starts and you cannot stop to cast until the very end. This way even the slowest bastard in your group has no chance of clipping an egg. As soon as the draft ends you need to spread immediately for the incoming Earthshaking Roar.
    • If you move immediately after the roar you can take no damage from Falling Rocks.
    • A recent hotfix eliminated tanking the boss up near the wall and it’s usually easiest to just kill him in the middle of the room now.
  • Shade of Xavius

    Often more difficult than Mythic Xavius was

    Darkheart Thicket: Shade of Xavius

    Dungeon Journal+

    Nightmare Bolt   Single Target   Shadow  

    Feed on the Weak   Single Target   Shadow

    Festering Rip   Single Target   Nature   Dispellable

    Induced Paranoia   Single Target   Debuff

    Apocalyptic Nightmare   AoE   Fire   Avoidance

     

    You should know

    • Apocalyptic Nightmare is cast when Shade hits 50% health and deals horrifying damage. On high keys you need to make sure you have some kind of damage reduction for this. The healer needs to pump out a healing cooldown as it hits since he often follows it up with a very dangerous Feed on the Weak.
    • Keep Xavius out of the purple circles on the ground since he’ll gain +5% damage from any that hit him. A couple of stacks can be enough to push Shadow Bolt / Feed on the Weak into one shot territory.
    • This fight is already pretty stressful for your healer so if you’re targeted by Feed on the Weak, pop a defensive cooldown.
    • [Hunters]: You can Feign Death the second he targets you for Feed on the Weak, killing his cast.