Good notes for Other Side

So for a long time, I avoided doing mythic keys. Two things held me back: fear of screwing up the run and the other was laziness on watching dungeon guides. I figured the best thing to do was watch those and take notes that I could always look up to remember boss mechanics. Thing is, the guide I watched for Other Side, I just couldn’t figure out how. It felt like the explanations were so complex that I couldn’t keep up with it. Could anyone help me out on good notes to have for the bosses in mythic + Other Side? I’d appreciate it. I have notes for every other dungeon, save that one.

DoS = Don’t Overpull Stupid

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First off, this is a great resource for starting out.

https://www.tanknotes.com/mythic-plus

I think one thing a lot of people new to m+ seem yo gloss over is that learning the trash is just as important as learning the bosses. What can and can’t be pulled together. Like the guy above me said, it’s 100% possible to pull too much and die in ardenweald. Or pull too many of the oil bots together in mechagon and take a million years to kill anything because of the hit penalty.

Take stock of the group. The biggest thing that gets dps are what I call the “yeet checks”. There are 2 mobs and a miniboss that will toss you into the void if you stand in their frontal. And the masked spirits, those things stomp. I was in one earlier today (you can see the log probably, I was live logging). We racked up a lot of deaths on the inner ring trash to DPS and healer positioning.

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I just wanted to add that if you have three dps with specs that don’t enjoy 2-target cleave, like almost all of them except Destro and Arms, do not pull two oil bots together in a pug. Especially if you don’t have a shaman or MDPS in the group. It is not worth it, save yourself the stress and ST both.

It’s going to vary wildly based on pull structures, but some of the sprigguns drop silence bubble on the tank, be prepared for them to move a lot when those are pulled and plan your covenant ability accordingly. The giant elk is causing the swirls all over the ground, if he’s bolstered, you cant ignore them. The shimmermoth causes a curse that forces you to jump before you reach 10 stacks or you’ll sleep through the pack.

The hatchling, “frightened cries” pulls the matriarch which is inefficient count and can easily murder your tank, it’s always priority and stun its cast if you can.

The driller is a simple los mechanic, the pipe in that room is los. The lubricator can only be los’d on the right side of the doorway and you should los them on pull for the first one.

Interrupt everything the slimes do, they can’t be kited and don’t really care about the tank, getting triple targeted can be a 1 shot for any non tank.

The devoteds need to be stunned before their prayer goes off. It’s a 7s cast, don’t get froggy about it. The hexers cast a lot of stuff, the most important one is healing wave. It’s basically lay on hands for any of the mobs, by comparison “heal” is a 20% heal. If you have to choose, stop healing wave, it can’t be stunned and the priest can. The tank may want to kite those pulls due to a stacking bleed.

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https://mythictrap.com/dungeons/deOtherSide

For bosses specifically:
Hakkar

  • bring adds to melee for cleave
  • avoid the small red swirls they debuff your damage

Manastorms

  • stand in the purple pylon beam
  • if you get an arrow on you be on the opposite side of other person with arrow and boss between you
  • if you get shadowfury make sure boss is in it

Ardenweald

  • if you get bomb use jump trap
  • use jump trap near end of her long cast or turtle

Final Boss

  • pick a portal to go (there are 4)
  • use 1 minute CDs at start of fight as portal phase takes 1 min to get to
  • pop all CDs to blow up your portal miniboss
  • ACTIVATE THE TOTEM

and then move out of the zigzag line before it erupts