M+ Mechanics Series: The Dawnbreaker

  • Nightfall Curseblade
    • Darkblade 1s cast (Soothe/Spellsteal?)
      • Deals damage to the tank and gives the unit a stacking 10% attack speed buff for 15s.
  • Nightfall Ritualist Lieutenant
    • Tormenting Ray 2.5s cast (Interrupt)
      • Deals damage to multiple targets every 1s for 5s.
    • Stygian Seed 1.5s cast (Dispel)
      • Places a debuff on a player that damages then every 1s for 6s.
      • When the mark is dispelled or expired it will explode dealing damage in a 8yd AoE and knocking back.
        • Players with the mark should move away from the group and use a personal defensive.
  • Nightfall Shadowmage
    • Ensnaring Shadows 2.5s cast (Interrupt/Decurse)
      • Deals initial damages and applies a DoT dealing damage ever 1s for 15s. Also reduces movement speed by 30%.
  • Nightfall Commander Lieutenant
    • Abyssal Howl
      • Absorb shield for 15s and deals damage to all players within 30yds.
  • Sureki Webmage Lieutenant
    • Bursting Cocoon 2s cast (Priority Interrupt)
      • Targets a random player and deals damage every 1s for 6s. After 6s, the target explodes dealing damage in a 5yd AoE.
  • Speaker Shadowcrown Boss
    • Burning Shadows 2s cast (Dispel)
      • Targets a player and deals DoT damage every .5s for 15s. When dispelled, applies Shadow Shroud debuff to 4 players.
    • Shadow Shroud
      • Absorbs healing and deals DoT
    • Obsidian Beam (Tank Buster)
      • Deals initial high damage to the tank and lesser damage to the rest of the party. After the initial hit, beams extending outwards from the boss will rotate.
        • Tank should mitigate the damage with a defensive and also position the boss so players have a safe way to go around the beams.
        • Boss will “snap” to the tank if the tank moves out of range. This can be very helpful if the boss needs to be repositioned to avoid Collapsing Night overlap.
    • Collapsing Night 1.5s cast
      • Targets 2 players that will drop puddles at their feet that will grow to 15yds.
      • *Players should be positioned in a way that they will drop the puddles along the edge of the ship so it doesn’t get in the way of Obsidian Beam. There will be a total of 4 15yd puddles on the ship at one time while having to dodge beams.

    • After the first boss the dungeon is non-linear, but you will need to defeat 3 mini-bosses in any order. I personally like to go to the church first.
  • Ixkreten The Unbreakable Miniboss
    • Terrifying Slam 3s cast (Tank Buster)
      • Deals damage physical and shadow damage to the tank and knocks them back. Also damages anyone within 15yds of the tank and fearing them for 2s.
        • Tank should be fighting inside the church against the wall/corner. When the miniboss starts the cast, melee DPS needs to run out. Ranged DPS and Healers should be positioned at least 15yds away so they don’t need to move.
    • Abyssal Blast (Interrupt/Dispel)
      • Targets a random player dealing initial damage and a DoT for 9s. Stacks.
  • Nightfall Tactician
    • Tactician’s Rage (Soothe)
      • Enrages dealing 100% increased damage, but reduces movement speed by 70% for 9s.
  • Nightfall Darkcaster
    • Umbral Barrier 2.5s cast (Interrupt)
      • Gives the unit a magic absorb. If the absorb expires before it breaks from damage, then the remaining amount is added to the unit’s health pool.
  • Sureki Militant
    • Silken Shell 3s cast (Interrupt/Spellsteal?)
      • Buffs enemy units reducing damage taken by 30% for 12s.
    • Tacky Nova (Interrupt)
      • Deals AoE damage to all players within 20yds and immobilizes for 6s.
  • Ascendant Viscoxria Miniboss
    • Abyssal Blast (Interrupt/Dispel)
      • Targets a random player dealing initial damage and a DoT for 9s. Stacks.
  • Deathscreamer Ikentak Miniboss
    • Dark Orb 4s cast
      • Targets a random player and turn towards them while casting. At the end of the cast, an orb will go out in a straight line and explode when it hits something.
      • Deals damage to all players based on how far the orb is when it explodes. Also applies Dark Scars.
        • Players must bait the orb so it goes far without hitting a building, fence, ect.
    • Dark Scars
      • Stacking debuff that deals DoT damage every 1s for 15s.
    • Abyssal Blast (Interrupt/Dispel)
      • Targets a random player dealing initial damage and a DoT for 9s. Stacks.
  • Anubikkaj Boss
    • Dark Orb 4s Cast
      • Same deal as with Deathscreamer Ikentak
    • Terrifying Slam 3s cast (Tank Buster)
      • Hits the tank for physical and shadow damage while also knocking them back. Any other player within 15yds will take damage andget feared for 3s
        • The tank should position himself so his back is up against something. I like to tank the boss against the water fountain. There are certain spots where you will not get knocked back.

  • Nightfall Dark Architect Miniboss
    • Tormenting Eruption 2.5s cast (Interrupt)
      • Deals damage to multiple targets for 6s and a 5yd AoE around the targets every 1s.
  • Rashanan Boss
    • Rolling Acid 3s cast
      • Random players will be targeted and will have to position themselves so the wave doesn’t hit other players.
        • You can tell which direction the way will go based on the icon above the target’s head. The wave starts at the target player’s location and goes outwards in the direction of the icon.
    • Arathi Bombs
      • In phase 1, on the ship, Bombs will appear in the back of the ship that have a 20s timer. Players need to pick them up and throw them at Rashanan.
        • If the 20s timer expires, the entire group will take damage and a 10s stacking DoT.
    • Tacky Burst
      • The boss will start hitting the group with a stacking DoT if there is no melee in range.
        • The tank needs to make sure they are in range at all time.
    • When Phase 1 is over, players need to make their way to the 2nd arena. You can follow the Boss or you can head west following the path along the bridge.
    • Spinneret’s Strands
      • Boss will target 2 players who will drop a puddle and tether anyone within 10yds.
        • Targeted players need to move out and drop the puddles away from the group along the edge/outside.