Siege of Boralus Mythic+ Dungeon Guide

Instance Breakdown

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




The Kul Tiran Halberd has a frontal cleave. Face him away from the party. You'll find another one patrolling up and down the bridge. Pull him when you see him and AoE everything down. The Kul Tiran Footman are harmless (but be careful of their low health pools on Bolstering weeks).
Key Interrupt: Watertight Shell (AoE damage reduction, AoE damage on expiry).
The Marksman will attack random players. They aren't particularly dangerous.
You shouldn't need these for trash percentage but they're already low health and it'll fill in a gap if you miss a mob somewhere else.
This pack does so little your healer could solo the four of them. Test it later, we're on a timer here.
There's quite a lot going on here so you're going to prioritize the Wavetender and keep it interrupted. Keep the Halberd facing away from the party.
A couple of freebies.
The Kul Tiran Vanguard has a dangerous cast called Savage Tempest. You need to move away from him when he starts the cast since it's a small-radius AoE. He'll also hook in random players. This pack can be a little tough on Fortified weeks so feel free to use DPS cooldowns here. You won't need them for the boss.
Priority Target: Kul Tiran Wavetender
The Horde and Alliance paths converge here and are the same from here until the end of the dungeon. The marauders are another harmless mob. The Commander has a charge ability called Trample that'll target a random player and then stun everyone hit. Watch where he's facing and move to the side. The targeted player can dodge it too.
When you approach the mobs at the end of the walkway will start firing. Have everyone but one person hide behind the barrels to the right. Send your tank or a high-mobility DPS with a defensive down the pathway to aggro the mobs at the end. You can also wait for them to stop and walk down as a party but we're on a timer here.
The Powdershots still aren't very dangerous but this many in one pack can be heavy on your healer so make sure you're using your defensives.
Once the pack is clear run across the bridge onto the ship. Ignore the pack on the left.
Run up the bow of the ship and jump back onto the platform. Clear the pack in front of you.
Juicy pack. If you have a long root effect like Entangling Roots then cast it on the Ashvane Spotter. We don't want him to be fully CC'd, just unable to move. He'll call down cannon barrages on a player that'll leave big circles around them that explode a few seconds later. These circles actually damage the enemy mobs as well so the targeted player can run through the trash pack and save you a substantial amount of time.

The Spotter will jump back if not slowed or snared so if you don't have the root then at least keep him slowed.
This is the same game as last time, except this time the mobs at the end of the firing range will run away when approached. Don't worry - you'll get a chance to kill them later in the instance. Same strategy as last time - send the tank or a high-mobility DPS up the ramp and have everyone else follow when the firing stops.
The Demolisher is an incredibly dangerous mob with two key abilities:
- Crushing Slam will fire a long-range projectile in front of the mob. It'll kill you on a decent key so be nowhere near the front of the mob.
- Terrifying Roar is an uninterruptable AoE fear that can be line of sighted or outranged (30 yards).

We need to talk about something. There are bananas scattered all over the zone. If you stand on one you'll get stunned for a few seconds and feel pretty stupid but it happens to the best of us. Watch carefully where you're walking and take the path of least.... bananas.

The Pillagers have a frontal cleave. The tank will need to face them away from the party.
Grab the big guy and the pack to the right. They're a little tricky to pick up together since the tank will need to line of sight the AoE fear while keeping the cleaves faced away but it's possible.
Hug right to avoid the packs on the left. You won't need them for trash percentage.
The Bilge Rat Cutthroats stack a healing debuff on the tank. It's a disease so dispel it if you can. The pack isn't otherwise too dangerous IF YOU DODGE THE BANANAS. Pull the Demolisher separately, and pull it back to the house so you can line of sight the fear. Ranged DPS / healers should just stand at maximum range instead.
Hug right and we'll leave these monkeys be.
The Snipers target random party members and they like to all pick the same one and string them up. If they're giving you the stink eye pop your defensive to buy your healer more time to get you through it. The Spotter is identical to the one fought earlier, and you can use the same trick with their bombing circles to kill the snipers.
The boss will patrol clockwise around the room. Accidentally pull him? Run out and he'll despawn. HOWEVER, pulling him also pulls all trash in his room and they won'tdespawn so avoid getting too close.

Pull the trash a pack at a time out the gate where you came from to avoid any accidents.
You'll have to dodge a bombing run when you're running down toward the last boss. The blue swirls hit quickly and they'll one shot you on higher keys. This is worse than slipping on a banana so take your time.



Method Dungeon Tools String - Horde

An Alliance string will be provided when the addon adds the map since the mobs before the first boss differ in pack size and type.




Coming Soon.