The Motherlode Mythic+ Dungeon Guide

Instance Breakdown

Instance Timer: 39 minutes
Average # Mobs per pack: Coming Soon



The Laborers are harmless. Feel free to pull both marked packs at once here. 

Key Interrupts: Iced Spritzer (channeled stun, DoT), Kaja'Cola Refresher (HoT). Both are cast by the Refreshment Vendors. The refresher HoT can be purged / spellstolen if you're low on interrupts.

After both packs are dead hug the left hand side and follow the arrow around the back of the house.
You only need the green pack for percentage but your AoE / cleave is almost certain to pull the Revelers so the tank can just pick them all up at the same time to keep the pull clean.

The Addled Thug will charge random allies and stun them. They also have an enrage effect that can be soothed or Tranq shotted. If you didn't bring a druid or hunter then make sure you're hitting the tank with big heals.
Hug the left so you don't pull any of the mobs to the right. Grab as many revelers as are nearby. Just be very careful on Bolstering weeks. Don't feed the Addled Thugs multiple stacks. 

When dead, continue hugging left and head down the ramp.
Grab the laborer / Off-Duty Laborer pack and drag them to the left. You can pick up the Mechanized Peacekeeper whenever it's convenient for you. 

The Peacekeeper will throw down Tear Gas clouds that disorient and will occasionally block all attacks from one direction with Energy Shield. There's a big where the goblin inside the Peacekeeper has a different threat table and can't be picked up. The healer should expect random hits on melee sometimes.
We're clearing every pack on the left here, including the pack behind the house. The Hired Assassin is a particularly dangerous mob that has a two part combo you need to interrupt. It'll start by poisoning its daggers with Toxic Blades, then follow with an AoE Hail of Flechettes cast that'll apply poison to the entire party. You can stun both casts, and should do so. Knockbacks work too.
The Mech Jockey mobs will run to nearby machines and become Mechanized Peacekeepers if not CC'd or displaced.
Sometimes it feels like we're sticking left through the entire instance. It's no different here and each pack can be pulled back into the bosses room for safety.

The Wanton Sappers will cast "Final Blast" when on low health. You can move out of it, or knock back / stun the mob to prevent the cast. This is actually a one shot on most key levels so take it seriously.
The patrol in the middle is an easy accidental pull but we'll grab it on the way through.

The Earthshaper mobs cast Earth Shield which will give them some annoying damage reduction. Interrupt the cast. Make sure you're moving out of any big red swirls as well - a WoW fundamental.
If you've got some great interrupts you can pull a few Stonefury packs at a time. The Shalebiters are harmless, but you'll need to interrupt the Stonefury's Furious Quake (big AoE) and Tectonic Barrier (interrupt immunity, Damage reduction) casts.
Here's where the instance gets a little tricky. We'll be clearing the pack on the left, the patrol and then cutting through the middle of the area. This minimizes the number of awful trash packs we need to pull but does require some fine tuned movement. There's more than enough room, but you can't be lazy with your positioning. 

The Test Subjects get stronger as they fight so AoE them down quickly. They're not overly dangerous. 

Key Interrupts: Transmute Enemy to Goo (Venture Co. Alchemist, 10s Polymorph); Transfiguration Serum (Feckless Assistant)
Frontal Cone: Feckless Assistant (Blow Torch).
Tank the Test Subject pack where they stand. Watch your positioning. It's acceptable to grab the Mastermind patrol to your right if you want to make the trip safer. He can be avoided, but you might not trust your party to do so.

When the Test Subjects are dead, check for any patrols before moving as a party to the Alchemist pack. Pull them behind where they stand so you have some distance between yourself and other packs.

Finally, run to the double Mastermind pack before the boss. The Masterminds are horrific mobs that'll channel Energy Lash on random targets (usually the tank, but it can vary). They'll need heavy spot healing. They also send out a purple orb that'll damage anyone it hits and heal him for the same amount. Prioritize the Masterminds before the other mobs. 

Key Purge or Spellsteal: Azerite Injection (+dmg, heal)
It's usually safest to grab these as two packs. The War Machines deal heavy tank damage. The Expert Technicians will repair the war machine and give it a huge haste buff - both of which are interruptable casts. Consider letting the Overcharge cast go through if you have a Mage since it can be spellstolen. 

Prioritize the Expert Technician. 

The Ordnance Specialists will conjure some red swirls for you to dodge. You can also interrupt the cast if your interrupts are better than your dodging skills.
Continue up the right. The Venture Co. Skyscorcher will target a random target with a red laser that'll fire several seconds later. It can be intercepted by anyone in the party and deals pretty heavy damage. It also leaves a -healing debuff so avoid soaking it with your tank if you can help it.
Prioritize the Expert Technician, and then the Skyscorcher. If you've missed a pack and are below 100% still then grab the Expert Technician below you.

Method Dungeon Tools String




Coming Soon.