Kings Rest Mythic+ Dungeon Guide

Kings Rest Instance Breakdown

Instance Timer: 39 minutes
Wowhead Link: Link

 

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Method Dungeon Tools Strings

Classic Path (pictured above)https://wago.io/kingsrest
Advanced Path (difficult skips or specific class requirements): https://wago.io/kingsrestadvanced

 

Bosses

  • The Golden Serpent

    5000 small golden blobs omitted from picture

    Dungeon Journal+

    Spit Gold (Cast every ~10 seconds, break after three casts) Magic Damage Debuff (Heavy DoT, drops Molten Gold pool on expiry)

    Tail Thrash Physical Damage Tank-Only 

    Serpentine Gust Magic Damage Dodgeable (15 yd circle) Knockback

    Lucre’s Call

     

    You should know

    • Put up a raid marker near the gong and then tank the boss at least 20 yards from it. Whenever a player is afflicted by the Spit Gold debuff they’ll run to the marker and drop the golden pool as closely as they can to it. When the boss turns the pools into blob adds with Lucre’s Call you want them to be tightly packed for CC.
    • Use your AoE burst damage and CC on the adds the moment they spawn. They turn into golden puddles again when they die so you want to keep them tightly packed.
    • After they’re dead, anyone afflicted with Spit Gold should aim to drop the puddle off among the others. Keep the puddles together at all times.
    • Obvious Dodge: Serpentine Gust (large blue circle around the boss, 3.5s cast). No excuse here.
    • If Disaster Strikes: If a blob reaches the boss he’ll gain a pretty big shield and a huge damage increase until you burn through it.

     

    Bonus: The “Druids are BiS” Strat

    Have a druid cast Mass Entanglement on the adds after the Lucre’s Call cast. The 30 second CC will hold them in place until the next Lucre’s Call, permanently removing them from the fight. Buy your Druid a beer afterwards. Frost Mages can do this as well for minimal effort. As always, removing the mechanic from the fight is better than having to do it.

     

  • Mchimba the Embalmer

    Does the name Mchimba sound kind of adorable to anyone else?

    Dungeon Journal+

    Burn Corruption Magic Damage Dodgeable (Red swirl, then fire on the floor)

    Drain Fluids Magic Damage Channeled – Leaves Dessication debuff

    Wretched Discharge (Half-Finished Mummy) Magic Damage Debuff (AoE Disease, DoT)

     

    You should know

    • Mchimba here is going to shut one of you in a crypt. Spam your action button to shake your coffin, alerting your party to where you are. Only DPS can be targeted by the ability. Opening the wrong one spawns a mummy. Interrupt its Wretched Discharge or pay the price.
    • Obvious Dodge: The fire that’s pretty much everywhere. You can usually afford to take a tick or two if it’ll get you to the coffin faster.
    • Defensive Cooldown: Drain Fluids. Will leave Dessication on you after the cast which must be healed off. The less damage you take during the Drain Fluids cast the easier it’ll be for your healer. You can pop Invisibility, Feign Death or Shadowmeld when targeted to break his cast.

     

  • The Council of Tribes

    Many tears will be shed at this boss. This is dread.

    Dungeon Journal+

    Kula the Butcher

    Whirling Axes Physical Damage Debuff (Minor Stacking DoT) Dodgeable 

    Severing Axe (Cast every ~20 seconds) Physical Damage Debuff (Strong, 20s DoT)

     

    Akal’ali the Conqueror

    Barrel Through Physical Damage Shared by everyone hit 

    Debilitating Backhand (Cast every ~22 seconds) Physical Damage Debuff (+200% damage taken)

     

    Zanazal the Wise

    Lightning Bolt Magic Damage Interruptable

    Poison Nova (Cast every ~30 seconds, 6 second cast) Magic Damage Interruptable Fatal

    Explode (Explosive Totem) 12s Cast Magic Damage Uninterruptible Fatal

     

    You should know

    • The bosses rotate every week. You’ll always get the same three, but you’ll fight them in a different order.
    • When a boss dies it’ll pop up again throughout the fight to cast its signature ability. They’re as follows:
      • Kula the Butcher: Whirling Axes (Spinny axes that circle the platform).
      • Aka’ali the Conqueror: Barrel Through (Picks a player and runs toward them. Needs to be soaked by the party.)
      • Zanazal the Wise: Call of the Elements (Summons four totems).
    • Let’s tackle every boss in turn:
      • When Kula the Butcher is active: stack in the path of Barrel Through. When the boss is casting Debilitating Backhand the tank should either pop a major defensive or kite the boss away. You’ll be taking triple damage.
        • To buy yourself more time you can consider having the Barrel Through target run to the opposite end of the platform. The boss casts Backhand immediately upon reaching the target so this gives the tank substantial extra kite room.
      • When Aka’ali the Conqueror is active:
        • Pop a defensive if targeted by Severing Axe. This is already stressful for your healer and it can be a high movement phase which makes it even more difficult.
        • Stay near the boss. The whirling blades make their way to the outsides of the platform. This also ensures you don’t outrange your healer. When she conjures up new blades (signified by a big swirl by her feet) move out, and then when the blades pass back in.
      • When Zanazal the Wise is active:
        • This is the most straightforward. Interrupt Poison Nova (I’d recommend assigning this to the tank specifically since they won’t be as distracted by the bosses totems).
        • When the totems spawn. Kill them in the following order: Explosive (will one shot you) > Earthwall > Multi-DoT while going back to the boss. If you have a purge or spellsteal then you can remove the Earthwall buff that way.

     

  • Dazar, the First King

    On Beta you had to kill him twice to get credit which I thought was quite fitting for an undead king.

    Dungeon Journal+

    Gale Slash Magic Damage Dodgeable

    Quaking Leap Physical Damage Partially Dodgeable Avoidance

    Blade Combo (Cast every ~15 seconds) Physical Damage Tank-Only

    Impaling Spear Physical Damage Stun Dodgeable

    Hunting Leap (Reban) Physical Damage Dodgeable

    Deathly Roar (T’zala) Debuff (Fear, 2s)

     

    You should know

    • This is a long fight with a lot of mechanics but compared to the tough bosses that came before him he isn’t too bad.
    • Focus down both dinosaurs as they spawn. They’ll be summoned at 80% and 60%. Reban does the classic “leap and cleave the spot where he lands” raptor attack. T’zala will fear your entire party for two seconds. T’zala actually absorbs any damage the boss takes so cleave them both.
    • Quaking Leap –  Run it out of the party. You shouldn’t need a defensive.
    • Obvious Dodge: A high number of tornados circle around the arena. They really hurt and you’ll end up with so many that they aren’t that easy to dodge either.
    • Tank: Have a defensive up for every Blade Combo. They occur as often as every 15 seconds. You don’t need a major defensive like Shield Wall, but have something.

     

    Positioning for Impaling Spear

    At 40% the boss will call spears down from the roof in two different patterns. If you stand to the north side of the room and move anticlockwise when the rotating pattern appears then you’ll effectively skip it entirely.

     

 

 

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