Temple of Sethraliss Mythic+ Dungeon Guide

Instance Breakdown

Instance Timer: 36 minutes
Wowhead Link: Link



Temple is stuffed with more trash than we need so we're going to pop an early invis pot and skip the first three packs - some of the most dangerous in the instance.
If you popped an invis potion then hurry your way through. The mobs don't see through invis so don't worry about your path.

If you're shrouding on the other hand this is much trickier. In the first pack you need to sap the Marksman on the right and hug the wall as you run past. In the second pack you need to sap the Krolusk Pup on the left and then walk through it. This is very tight because there are stealthed mobs flanking your left and right. If you're not pushing ultra high keys I strongly recommend just using an invisibility potion here because there's no chance of misplaying it and killing your key before it even begins.
Your invis pot should end around the same time you see the Stonefist's ugly mug. Casters should stand as far from him as possible without backing up into the pack behind you. He does a little mini-interrupt on casters within 30 yards. There's a stealthed mob nearby. Pick it up before you fight the boss.

Key Interrupt: Healing Surge (Charged Dust Devil, medium ST heal)
While you cross the bridge you'll be pelted from above (they're the large brown swirls). These come hard and fast and will 1-2 shot you. Pull the mob to the other side of the bridge and use your mobility to cross quickly.

The Krolusk Rider has two frontal cleaves. Noxious Breath is a large cone that poisons anyone hit and the tank themselves can sidestep this once the cast starts.
Pull these back a little so that you don't pull more than you need. The Sand-crusted strikers are your priority target and they'll need to be dragged out of the sand cloud that they drop. 

The Marksman will pelt random players for pretty high damage and will pause occasionally to cast Power Shot - a straight line dodgeable attack that'll melt you if you get hit. Keep an eye on them. Lastly, the Venomous Ophidian stack a DoT on their primary target. If you can dispel poisons then you should do so.
Pull as few of these at a time as you can since they heal. The Crazed Incubators also self-destruct when on low health with Pyrrhic Blast. Move away from them and let them die.

Priority Interrupts: Greater Healing Potion (Faithless Tender, big ST heal), Stoneshield Potion (Crazed Incubator, big ST damage reduction)
After killing Merektha head down the tunnel behind her. Purge or interrupt the Accumulate Charge buff to keep incoming AoE damage low.
These packs aren't very scary so long as your healer is paying attention. Make sure you dodge the blue lightning swirls.
More of the same. The Static Charged Dervish will beam random party members for moderate damage. The boss will spawn once the trash is cleared. This is all on your healer and they shouldn't have a problem with it.
Make it past the orb maze. If you're reading this while being shunted back to the beginning for the fourth time I have just one tip for you. You don't have to always be moving forward. If you find yourself staring at a lightning ball brick wall then move backwards through the gap behind you. Space will open up if you're patient. If you have high latency then auto-run through and hope for the best.

Grab the Stormcaller and avoid the blue lightning circles. They'll actually one shot you on higher keys.
This mini-game is a massive time sink and you'll need to make use of your high mobility classes to complete it quickly. There are two pedestals on either side of the room with an orb. You need to pick the orb up and run it to the giant snake skull at the end of the room. The catch? The conscripts will knock it out of your hand and the Orb Guardians will flat out steal it and run away.

Use your AoE CC, excellent tanking skills and cheesy mobility spells to run the orb home. Here are some highlights:
- Shamans in Ghost Wolf form won't be slowed when holding the orb.
- Monks are particularly good since Chi Torpedo / Roll, Transcendence and Flying Serpent Kick (WW) make quick work of the orb.
- Warlocks can drop a portal to give the orb carrier a significant shortcut.
- Druids can Wild Charge to an ally standing near the skull to save 25 yards.
- You can have a druid go Travel form and have someone pick up the orb and ride them in.
- Death Knights can.......... nevermind.
Heart Guardians are a verified tank killer, stacking a big damage taken debuff on whoever they hit. Fortunately we're going to skip them here anyway with a Shroud or Invis Potion. The game here is that we're going to summon the boss and get through to the last phase. That'll give us -90% damage taken and a huge haste buff which we'll use to pull this extra pack. Not only does this save time but it also skips the entire last Reaping set.
The boss won't engage until you talk to him in the middle so clear this trash at your own leisure and then let your healer get back to 100% mana. Remember to pull the pack behind you when the boss gets to 100%. You'll lose the buff when you kill all boss adds so make sure you clean up the trash first.

Method Dungeon Tools Strings

Classic Path (pictured above)https://wago.io/templeofsethraliss



  • Aspix and Adderis

    Please get your DPS a Lightning Shield weak aura. It will hurt you. You will die.

    Dungeon Journal+


    Jolt   Magic Damage   Interruptible

    Conduction   Magic Damage   Debuff (damage on expiry)

    Static Shock   Magic Damage   Avoidance

    Gale Force   Annoyance



    Arcing Blade   Magic Damage   Shared

    Cyclone Strike   Magic Damage   Dodgeable

    A Peal of Thunder   Magic Damage   Dodgeable   Fatal

    Arc Dash   Magic Damage   Dodgeable


    You should know

    • This fight has a bunch of different ways to kill you and while they’re all reasonably easy to avoid you will need to do so.
    • Let’s start with the most obvious. Lightning Shield. One boss at a time will have it and if you hit them with anything it’ll really really hurt you. A little of this is fine but it chunks hard so if you want to remain on speaking terms with your healer then hit the right mob. There’s an in-depth look at the Lightning Shield mechanic below.
    • Alright, next big thing that’ll one shot you is the Arc Dash that Adderis will cast on 100 energy. When he begins the cast he’ll mark out big white lines on the floor between himself and each player. This is his path and in a few seconds he’s going to rip up anyone standing in that path. You avoid it by all taking a couple of steps backwards outside of the path.
    • Obvious Dodge: A Peal of Thunder is a big lightning zone on the floor. Don’t stand there. Cyclone Strike also belongs on this list. It’s often easier to watch where Adderis is facing when he begins the cast and to simply rotate around the room rather than trying to weave through the cyclones themselves.
    • Pop your defensives when you have Conduction or when Static Shock is about to hit. If you pop your defensive late in the Conduction debuff then it should cover both damage events. Your healer will be popping some big healing cooldowns here too but you need to not get one shot.
    • Interrupt Gust / Jolt as much as you can. They’ll only hit the tank but there’s nothing else to interrupt and it’ll keep the overall damage levels down so the healer can focus on the rest of the party.


    Lightning Shield in Detail

    Here’s an in-depth list of what will and won’t proc it.

    • Direct Damage, including cleaves and AoE attacks? Yep.
    • Autoattacks? Yep.
    • DoTs? Yes if they have a direct damage portion (Moonfire, Shadow Word: Pain) but it won’t proc it if they’re purely a DoT (Sunfire cleave, Rip, Corruption).

    Lightning Shield also has a two second internal cooldown so if you rapid fire a bunch of abilities into one then you’ll still only get hit once. It’s tough to take advantage of this in any way.


  • Merektha

    A relaxing experience compared to the other three bosses in the instance

    Dungeon Journal+

    Noxious Breath   Leaves Pools

    Blinding Sand   Physical Damage   Debuff (Disorient)

    Burrow   Physical Damage   Dodgeable   Knock Back

    A Knot of Snakes   Physical Damage   Debuff (Stun)

    Cytotoxin (Venomous Ophidian)   Magic Damage   Debuff (Poison, DoT)


    You should know

    • A Knot of Snakes will stun the target until they’re broken out. You can DPS them but most of the time you’re better off breaking them out with a stun of your own. The following all work:
      • Single target and AoE stuns (like Mighty Bash and Leg Sweep).
      • Incapacitates (like Incapacitating Roar, Blind).
      • Long single target CC’s that hit beasts (Hibernate, Imprison, Frost Trap, Fear).
      • CC breaks like Ice Block and Blessing of Protection.
    • The boss will burrows on a timer but she’ll only ever do it twice. This is fantastic design because it avoids the Legion Helya problem where you could easily spend half of a high key just waiting on her Submerges.
    • Healer: Dispel the Cytotoxin at two stacks.
    • Face away during Blinding Sand. You’ll take the same damage either way but you’re going to look really silly if you get hit by it.


  • Galvazzt

    Name pronunciation guide not included

    Dungeon Journal+

    Galvanize   Magic Damage   Debuff (+Galvanize dmg taken)

    Consume Charge   Magic Damage   Avoidance   Dangerous

    Induction   Magic Damage   Avoidance


    You should know

    • Coordination is the name of the game. If you’re an organized group on voice then have a leader call out the name of who they want to soak the next pillar. That lets the healer start prepping to heal them, keeps stacks spread out and improves your control over the fight.
    • If you’re in a pug then take on as much responsibility as you can yourself. Soak a pillar to 10-12 stacks, let them reset and then seek out another pillar. The more mechanics you handle yourself, the less your party has to do and you trust yourself more than the people you just met.
    • Ultimately this fight is a hard DPS / HPS check and even with perfect mechanics you may not kill him. Make sure you saved your 3 minute cooldowns and Bloodlust. You’ll need them.
    • The boss getting a Consume Charge cast off is doom. That’s what you’re racing against. He doesn’t gain any energy naturally so you can still him indefinitely with good pillar control (until your healer runs out of mana).


    Healing Galvazzt

    DPS will seldom realize how tough this fight is for you and even with perfect play you’re going to be pushing more throughput than anywhere else in BFA Mythic+. In general:

    • Stay mana efficient. You’ve been told mana doesn’t matter much in Mythic+. Tyrannical Galvazzt is a whopping exception. If you think you’ll need a strong mana trinket before the run starts then use one. Make heavy use of your efficient spells like Efflorescence and Essence Font.
    • Prepot with an int pot. The first 30 seconds of the fight isn’t too intense but there isn’t a downside and it’ll also boost any DPS you can contribute early on. Use either a second int pot or a dirty mana pot later in the fight.
    • Add DPS – especially at the start. The fight is a DPS check. Yes you’ve got an incredibly amount of healing to do but the quicker the boss dies the sooner you can stop healing and take a deep sigh of relief. As the fight ramps up you can stop and focus on your healing but that 2k DPS you add over the fight can be the difference between a wipe and a kill.
  • Avatar of Sethraliss

    A good healer really does carry this entire instance

    Dungeon Journal+

    Pulse   AoE Magic Damage   Avoidance

    Cardiac Shock   Magic Damage   Dodgeable (Swirl)

    Plague (Plague Toad)   Magic Damage   Debuff (Disease, Stacks, -Healing Done)

    Heart Attack (Heart Guardian)   Magic Damage   Debuff (+20% damage taken, Stacks)

    Chain Lightning (Plague Doctor)   Magic Damage   Interruptible

    Snake Charm (Plague Doctor)   Debuff (Magic, Incapacitate)


    You should know

    • DPS priority: Heart Guardian > Plague Toad > Hexer / Plague Doctor. You can multi-DoT pretty much everything but the Heart Guardian is going to kill your tank through Heart Attack stacks if you don’t take it out quickly. Plague Toads just can’t be allowed to reach your healer since they have a nasty -50% healing debuff. You can even run into them and “soak” them if you have to.
    • Tank: Try and keep the Heart Guardian on top of a Plague Doctor and Hexer for better cleave / AoE damage.
    • Obvious Dodge: Cardiac Shock (blue swirl). Your healer is suffering enough in this instance. Don’t make it harder on them.
    • Hybrids: You’re going to spam heal the Avatar in between phases.
    • When the Heart Guardian dies it drops a green sphere that increases the healing the boss takes from all heals. Don’t stand on this until the boss is healable or you can waste the entire thing.


    Healing the Avatar

    • After the 8.1 changes you only have to heal the Avatar up twice. She starts on 25% health and you’ll heal her from 25 -> 70 and then 70 to 100%. This makes it much easier to plan out your healing cooldowns.
    • The Avatar can be hit by floor effects like Efflorescence and Healing Rain. She won’t proc anything that requires damage like Cenarion Ward so save those.
    • You’re basically going to use your maximum single target rotation here and hope that the group basically looks after themselves for the 20-30 second window. For a Druid that might look something like prehotting with Rejuv, Lifebloom, Efflorescence and Wild Growth and then spamming Swiftmend into Regrowth. You’ll use Innervate for the first and hopefully have enough mana to spam without it for the second.
    • For Monk it’ll look something like Essence Font before she becomes healable (For the mastery boosting HoT) into Soothing Mist -> Enveloping Mist -> Vivify spam. Refresh Enveloping Mist whenever it falls off.
    • You’ll also want to sync any on-use trinkets with the phase.


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