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Black Rook Hold Mythic+ Dungeon Guide in Season 3 Dragonflight

Dragonflight Season 3 Dungeon Guide: Updated Tactics for Mythic+ Mode

In the third season of Dragonflight, which begins with the 10.2 update, developers have updated all 6 ancient dungeons specifically for Mythic+ mode, including the Black Rook Hold from Legion. We have prepared concise tactics to counter the most dangerous creatures in the dungeon, as well as all the bosses, along with various nuances of certain mechanics that are worth knowing.

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Here, tactics will be listed as a cheat sheet for each role, so a player can quickly refresh the most important points a few minutes before the start of a run. It is also worth considering that a solid portion of the points may (and will) be literally repeated between roles, but sometimes there are different formulations for different roles regarding the same mechanics.

This guide is primarily intended for an audience of 15-20 level keys without tactics for closing 25-30+ levels difficulty. Therefore, it is not assumed that every player in each role should perform the task of all other roles, which is why, for example: tanks will not have points for focusing damage on a specific target (their task is to tank and be responsible for control); healers will also not be required to deal damage and pay increased attention to control effects (their task is to keep the health value of party members above 0% and dispel important mechanics), and so on.

Tactics for Black Rook Hold in Mythic+ mode

As with another Legion dungeon in DF season 3, Black Rook Hold is a linear dungeon without any choice for players in terms of route. Compared to the fresher dungeons of the 3rd season (BfA and above), BRH has received pinpoint changes designed to change the approach to its passage; in particular, the first part of the dungeon up to the first boss has been reworked so that both passages (left and right) are now open, and many enemies have become less dangerous (for example, Ghostly Councilor no longer use Dark Mending, which significantly simplifies battles with them).

This was done so that players would less often resort to the tactic of skipping all or almost all enemies through invisibility, which was popular in Legion; but you can still do this, as there is no “eye” here. Along with this, the readability of many abilities of ordinary enemies has significantly improved, including the display of various “cleaving” abilities.

In two places in the dungeon – the 1st short staircase and the 2nd long staircase after the second boss – boulders will be dropped onto the left or right side of the staircase. They will continue to be applied until any one player reaches the top of the staircase. To speed up the passage of the second staircase, one of the players (dd or healer) can go up in advance, while the rest of the group deals with the remaining enemies when they have less than 40-30% health.

Tank

Enemies at the Beginning

Until the first boss, the only thing you can and should interrupt is the Soul Blast of the Ghostly Councilor.

When the Ghostly Protector casts Sacrifice Soul (interruptible with CC), stop any area damage attempts and urgently finish it with single-target damage.

The regular enemies on the left and right routes are the same (except for their number), but each side has a unique boss – decide which one is easier for your group if you don’t skip them:

1st Boss: Amalgam of Souls

Always face the boss away from the group – Reap Soul targets the tank.

Avoid Swirling Scythe (they move!), Soul Echoes (not in the description, but they cause fear) of other players and under no circumstances get hit by Reap Soul

When the boss uses Call Souls at 50% health, it’s not necessary to kill all ghosts – just apply a long-term control effect (undead), and when Call Souls ends (about 40 seconds later) the remaining ghosts will disappear. Just prevent them from Soulgorge to avoid strengthening Soul Burst!

Trash between 1st and 2nd Bosses

Don’t die from Rook Spiderling at the moment of their death, and use personal defense if the healer ignores removing Soul Venom from you (or if the spiderlings are still alive at the first dispel).

To cluster enemies together, use walls and columns – several types of enemies between the 1st and 2nd bosses ignore threat and stand in place.

Always keep Soul-Torn Champion away from the group to avoid hitting them with Bonebreaking Strike – and don’t forget to move out of this cone yourself! Generally, until the 2nd boss, don’t stand with other players.

Risen Arcanist must be interrupted or hit with CC in each (or every other) Arcane Blitz

Always interrupt Knife Dance of the Risen Scout with a control effect!

2nd Boss: Illysanna Ravencrest

While the boss is active, she inflicts severe damage to the tank with Vengeful Shear!

Don’t position the boss right in the center of the arena – stay closer to the railings!

Rarely, the tank may be targeted for Dark Rush – just move to the side where 2 other players are.

All mechanics are performed by damage dealers and healers, but don’t forget to generate threat on the warrior on the right if he enters the arena, and only then on the mage on the left. When the transition phase ends, be sure to generate threat on the boss, as it resets!

Enemies between 2nd and 3rd Bosses

At all costs, use CC on Brutal Assault of Wrathguard Bladelord, or brace strongly – massive damage to the tank even after debuffs, which is further amplified under their Enrage (dispellable) after dropping their health to 25%!

When Wyrmtongues receive potion effects, their danger significantly increases. Distribute mass control effects and apply them AT THE MOMENT of potion use… or avoid their abilities: Indigestion Bowled Over! and Frenzy Potion

Enemies after the last boulders don’t do much if you carefully beat them – too many Fel Bat Pup under the effect of Sic Bats from Felspite Dominator along with their Fel Frenzy (interruptible and dispellable) can kill your healer and/or dd, as they ignore threat. Bats keep coming until the last Dominators are killed.

3rd Boss: Smashspite the Hateful

Brutal Haymaker (applied at 100 energy) inflicts huge damage – use personal defense on each!

Cover an ally if they are targeted by Hateful Gaze and already have 1 effect of Hateful Charge – the tank can “absorb” the rush under 1 and even 2 effects (with strong defensive abilities) of Rush. Otherwise, any other “clean” player should cover.

Enemies between 3rd and 4th Bosses

Try not to keep enemies before the last boss on the stairs – it’s terrible to see the radius of Raven’s Dive of the Risen Lancer. And don’t get hit by them yourself!

Use everything you have and CC to not die from a bunch of Coup de Grace from Risen Swordsman.

4th Boss: Lord Kur’talos

Unerring Shear hurts a lot during the 1st phase.

Don’t get hit by Whirling Blade – it can target any player and will spin back and forth in a straight line. You can move the boss away from the blade to make it easier for the group.

Don’t get hit by Dark Blast (huge purple line), or it’s death – there will be A LOT of them during the transition phases.

Use personal defenses under the very first Shadow Bolt Volley because without Legacy of the Ravencrest you will take huge damage!

Don’t get hit by the wandering Cloud of Hypnosis (magic, dispellable)!

Help an ally kill Stinging Swarm on them!

Healer

Enemies at the Beginning

1st Boss: Amalgam of Souls

  • Reap Soul targets the tank.
  • Avoid Swirling Scythe (they move!), place and escape others’ Soul Echoes (not in the description, but they cause fear) and under no circumstances get hit by Reap Soul
  • When the boss uses Call Souls at 50% health, it’s not necessary to kill all ghosts – just apply a long-term control effect (undead), and when Call Souls ends (about 40 seconds later) the remaining ghosts will disappear. Just prevent them from Soulgorge to avoid strengthening Soul Burst (press personal defense just before the explosion)!

Enemies between 1st and 2nd Bosses

  • Don’t die from Rook Spiderling at the moment of their death, and be sure to dispel Soul Venom (magic) from the tank when most spiderlings are dead (or if the number of effects exceeds 20-30).
  • Don’t stand with the tank up to the 2nd boss, or you might get hit by Bonebreaking Strike!
  • Don’t stand in the Arrow Barrage of the Risen Archer!
  • Don’t stand with other players and prioritize healing players with the effect of Bloodthirsty Leap (jumps only to ranged characters), otherwise random Shoot can finish them off.

2nd Boss: Illysanna Ravencrest

  • While the boss is active, she deals a lot of damage to the tank with Vengeful Shear!
  • If you are the target of Dark Rush – just move to the side where 2 other players are. Don’t clutter the center of the arena!
  • During the transition phase, you can manage to throw a long-term control effect on the warrior (undead, comes out on the right) until he “jumps over” the closed passage – stand right in the center of the railings for this.
  • During the transition phase, you may become the target of Eye Beams – at all costs, lay the beam at the left or right edge of the arena, or from the entrance side, and don’t clutter the center of the arena.

Enemies between 2nd and 3rd Bosses

  • Enemies after the last boulders don’t do much if you carefully beat them – too many Fel Bat Pup under the effect of Sic Bats from Felspite Dominator along with their Fel Frenzy (interruptible) can kill your healer and/or dd, as they ignore threat. Bats keep coming until the last Dominators are killed.

3rd Boss: Smashspite the Hateful

  • Brutal Haymaker inflicts huge damage on the tank – heal/use protective abilities on them!
  • Sometimes you may get hit with Fel Vomit (green arrow with a beam) – you need to lay the beam so that it goes along any of the walls – don’t clutter the center of the arena with pools!
  • Earthshaking Stomp deals significant group damage – everyone should be at 100% health before each stomp! It also knocks back, so don’t get knocked into a pool!
  • Cover an ally if they are targeted by Hateful Gaze and they already have 1 effect of Hateful Charge and you are free from effects.

Enemies between 3rd and 4th Bosses

4th Boss: Lord Kur’talos

  • Unerring Shear hurts the tank a lot during the 1st phase.
  • Don’t get hit by Whirling Blade – it can target any player and will spin back and forth in a straight line.
  • Don’t get hit by Dark Blast (huge purple line), or it’s death – there will be A LOT of them during the transition phases.
  • Raise the group’s health to 100% and use powerful protective abilities under the very first Shadow Bolt Volley because without Legacy of the Ravencrest you will take huge damage!
  • Don’t get hit by the wandering Cloud of Hypnosis (magic, dispellable)!
  • Help an ally kill Stinging Swarm on them, and if it’s on you – go under the boss!

Melee Damage Dealers

Enemies at the Beginning

1st Boss: Amalgam of Souls

  • Reap Soul targets the tank.
  • Avoid Swirling Scythe (they move!), place and escape others’ Soul Echoes (not in the description, but they cause fear) and under no circumstances get hit by Reap Soul
  • When the boss uses Call Souls at 50% health, it’s not necessary to kill all ghosts – just apply a long-term control effect (undead), and when Call Souls ends (about 40 seconds later) the remaining ghosts will disappear. Just prevent them from Soulgorge to avoid strengthening Soul Burst (press personal defense just before the explosion)!

Enemies between 1st and 2nd Bosses

  • Don’t run ahead of the tank and don’t die from Rook Spiderling at the moment of their death.
  • Don’t stand with the tank up to the 2nd boss, or you might get hit by Bonebreaking Strike!
  • In any situation, the priority target is the White Elemental, and second in priority for killing are the Risen Arcanist, which must be interrupted or hit with CC in every (or every other) Arcane Blitz
  • Don’t stand in the Arrow Barrage of the Risen Archer!
  • Don’t stand with other players to avoid area damage from Bloodthirsty Leap – applies only to ranged characters!
  • Always interrupt Knife Dance of the Risen Scout with a control effect!

2nd Boss: Illysanna Ravencrest

  • If you become the target of Dark Rush – just move to the side where 2 other players are (you can converge at one point with one of the players). Don’t clutter the center of the arena!
  • On the transition phase, kill the mage first (left), and only then the warrior if he hasn’t been controlled before.
  • During the transition phase, you may become the target of Eye Beams – at all costs, lay the beam at the left or right edge of the arena, and don’t clutter the center of the arena.

Enemies between 2nd and 3rd Bosses

  • Enemies after the last boulders don’t do much if you carefully beat them – too many Fel Bat Pup under the effect of Sic Bats from Felspite Dominator along with their Fel Frenzy (interruptible and dispellable) can kill your healer and/or dd, as they ignore threat. Bats keep coming until the last Dominators are killed.

3rd Boss: Smashspite the Hateful

  • Sometimes you may get hit with Fel Vomit (green arrow with a beam) – you need to lay the beam so that it goes along any of the walls – don’t clutter the center of the arena with pools!
  • Earthshaking Stomp deals significant group damage and knocks back, so don’t get knocked into a pool!
  • Cover an ally if they are targeted by Hateful Gaze and they already have 1 effect of Hateful Charge and you are free from effects.

Enemies between 3rd and 4th Bosses

4th Boss: Lord Kur’talos

  • Don’t get hit by Whirling Blade – it can target any player and will spin back and forth in a straight line.
  • Don’t get hit by Dark Blast (huge purple line), or it’s death – there will be A LOT of them during the transition phases.
  • Use personal defense under the very first Shadow Bolt Volley because without Legacy of the Ravencrest you will take huge damage!
  • Don’t get hit by the wandering Cloud of Hypnosis (magic, dispellable)!
  • Help an ally kill Stinging Swarm on them, and if it’s on you – go under the boss!

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Ranged damage dealer

Enemies at the Beginning

1st Boss: Amalgam of Souls

  • Reap Soul targets the tank.
  • Avoid Swirling Scythe (they move!), place and escape others’ Soul Echoes (not in the description, but they cause fear) and under no circumstances get hit by Reap Soul
  • When the boss uses Call Souls at 50% health, it’s not necessary to kill all ghosts – just apply a long-term control effect (undead), and when Call Souls ends (about 40 seconds later) the remaining ghosts will disappear. Just prevent them from Soulgorge to avoid strengthening Soul Burst (press personal defense just before the explosion)!

Enemies between 1st and 2nd Bosses

  • Don’t run ahead of the tank and don’t die from Rook Spiderling at the moment of their death.
  • Don’t stand with the tank up to the 2nd boss, or you might get hit by Bonebreaking Strike!
  • In any situation, the priority target is the White Elemental, and second in priority for killing are the Risen Arcanist, which must be interrupted or hit with CC in every (or every other) Arcane Blitz
  • Don’t stand in the Arrow Barrage of the Risen Archer!
  • Don’t stand with other ranged characters to avoid area damage from Bloodthirsty Leap – it targets only ranged characters!
  • Always interrupt Knife Dance of the Risen Scout with a control effect!

2nd Boss: Illysanna Ravencrest

  • If you become the target of Dark Rush – just move to the side where 2 other players are (you can converge at one point with one of the players). Don’t clutter the center of the arena!
  • On the transition phase, kill the mage first (left), and only then the warrior if he hasn’t been controlled before.
  • During the transition phase, you can manage to throw a long-term control effect on the warrior (undead, comes out on the right) until he “jumps over” the closed passage – stand right in the center of the railings for this.
  • During the transition phase, you may become the target of Eye Beams – at all costs, lay the beam at the left or right edge of the arena, or from the entrance side, and don’t clutter the center of the arena.

Enemies between 2nd and 3rd Bosses

  • Enemies after the last boulders don’t do much if you carefully beat them – too many Fel Bat Pup under the effect of Sic Bats from Felspite Dominator along with their Fel Frenzy (interruptible and dispellable) can kill your healer and/or dd, as they ignore threat. Bats keep coming until the last Dominators are killed.

3rd Boss: Smashspite the Hateful

  • Sometimes you may get hit with Fel Vomit (green arrow with a beam) – you need to lay the beam so that it goes along any of the walls – don’t clutter the center of the arena with pools!
  • Earthshaking Stomp deals significant group damage and knocks back, so don’t get knocked into a pool!
  • Cover an ally if they are targeted by Hateful Gaze and they already have 1 effect of Hateful Charge and you are free from effects.

Enemies between 3rd and 4th Bosses

4th Boss: Lord Kur’talos

  • Don’t get hit by Whirling Blade – it can target any player and will spin back and forth in a straight line.
  • Don’t get hit by Dark Blast (huge purple line), or it’s death – there will be A LOT of them during the transition phases.
  • Use personal defense under the very first Shadow Bolt Volley because without Legacy of the Ravencrest you will take huge damage!
  • Don’t get hit by the wandering Cloud of Hypnosis (magic, dispellable)!
  • Help an ally kill Stinging Swarm on them, and if it’s on you – go under the boss!

What changes have been made to dungeons in Dragonflight Season 3?

In Dragonflight Season 3, coinciding with the 10.2 update, developers have revamped all 6 ancient dungeons specifically for Mythic+ mode. This includes significant updates to dungeons like Black Rook Hold from Legion, with adjusted mechanics and enemy configurations.

What is the focus of the tactics provided in this guide?

The guide offers compact, role-specific tactics to counter the most dangerous creatures and bosses in the dungeons. It emphasizes the nuances of various mechanics and essential strategies tailored for different roles (tank, healer, melee, and ranged damage dealers).

Is this guide suitable for high-level key runs?

Primarily, this guide is targeted towards players running 15-20 level keys. It does not include tactics for extremely high-level keys (25-30+ levels), focusing more on general strategies rather than advanced nuances.

Are there different tactics for different roles in this guide?

Yes, the guide includes role-specific tactics. While some points may be repeated across roles, unique strategies and formulations are provided for tanks, healers, melee, and ranged damage dealers to address specific challenges they face in each dungeon.

Will the guide require players to perform tasks outside their roles?

No, the guide does not expect players to undertake tasks beyond their roles. For example, tanks focus on tanking and control, without the need for targeted damage; healers concentrate on keeping party memebers health above 0% and dispelling critical mechanics, without the requirement to deal damage.

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