Due to the nature of SL's nonlinear dungeon design and surplus of mobs/paths you can take through most dungeons there is no “perfect path” that can be applied to every group comp or even set of affixes.
As a result, this guide will only make generalized suggestions in terms of pathing and we recommend that you visit Wago.io and check their MDT section to find a route that fits your group and comfort level.
For any feedback on this guide or if you have suggestions for changes, please visit us on our Discord server and let us know!
Some spells will have the following icons attached to them indicating that they can be handled using a specific type of mitigation. This is NOT exhaustive but rather is there to highlight important abilities where you can take advantage of your tank class' unique skills to make an ability easier to handle (for example, we will not flag an easily avoidable low impact mechanic as a "magic immunity" if it would be a waste of that immunity to use it there).
Kyrian players can summon their Steward next to the Malfunctioning Goliaths and ask him to repair them. Once repaired they will spew out 5 Anima Orbs (one for each party member) which gives:
Anima Exhaust- 20% movement speed, and pulsing damage and healing around each person for 1 minute.
It's recommended to use this buff on trash instead of bosses as you'll get more value from it with more mobs around.
Weapons: There are 4 kinds of weapons scattered throughout the dungeon that all provide different buffs:
Bloody Javelin- throws a projectile at a target, dealing damage to all mobs it passes through and causes them to take 20% increased damage for 16 seconds
Discharged Anima - deals damage to and silences mobs in an area for 8 seconds
Discarded Shield- 6 second channel that reduces damage taken of all allies within 8 yards by 50%
You can pick up multiple weapons on one character (as long as they are different types). When you press your extra action button they will be used in reverse order that you picked them up in. (For example if you pick up a Shield first and then a Spear, the first time you press your extra action button it will channel the Spear ability, and the second time you press it, it will cast the Shield ability)
Both the Weapons and Malfunctioning Anima Golems are located in the first half of the dungeon before the second boss; below is a map that outlines all known locations:
Right at the start of the dungeon is a good place to do a large pull since everyone has cooldowns up for it, on Fortified weeks consider using lust. You can run out and gather a lot of mobs and use the gate at the start to LoS since there are a lot of casters who cannot be interrupted.
If you have the means to skip a lot of trash later in the dungeon (with Rogue Shroudor other skips) the area around Blightbone is a great place to get a lot of trash % from relatively easy mobs. It is also best to clear a relatively large area around Blightbone as you need a lot of room for the boss fight -- this is especially important on Tyrannical weeks.
Patchwerk Soldier
Leap- jumps to party members and deals damage; use Displacement, Stuns, and Grips to keep them together for cleave.
Don't underestimate their damage, especially on Fortified weeks. They travel in large packs and deal very heavy tank and group damage, on larger pulls with these mobs consider using the spears for them.
Blight Bag
Disgusting Guts- disease dispel - explode when they die and apply a disease DoT to anyone in range
This will cast on the closest melee target if the tank is out of range!
Corpse Harvester
Drain Fluids - interrupt - channeled damage and stun on a random party member
Throw Flesh- stun - uninterruptable cast that deals physical damage on a random party member
Zolramus Gatekeeper
Clinging Darkness- magic dispel - applies a 30 second DoT that deals more damage each time it ticks
when it is dispelled it will jump to another player for the remaining duration but its stacks will be reset (dispel on cd)
Wrath of Zolramus - group damage - deals party wide damage, unavoidable
Necrotic Bolt - low priority interrupt - cast on the tank, deals damage and absorbs healing
Blightbone
THE NECROTIC WAKE - Boss #1
Clear a large enough area around him (especially along the back of the room)
Heaving Wretch - whoever is targeted face away from group
Carrion Worms - don't get melee'd by them; cc and kill them
Crunch - tank hit
The bulk of this fight is going to be managing the Carrion Worms that spawn every time he casts Heaving Wretch - a frontal cone that targets a random person and follows them
They will fixate on random party members (including the tank!) and try to melee them
Every time they get a successful melee off they gain a stack of Blood Gorge and increase their damage by 50%
At 3 stacks of Blood Gorge (when they have successfully melee’d someone 3 times) they will explode in a Carrion Eruption applying a 30 second long DoT to ALL party members
It is extremely important to slow/cc/displace/kill the Carrion Worms before they can erupt as this DoT can stack and will easily get out of hand.
Fetid Gas- void zone - puddles that spawn every time a Carrion Worm dies, this will eat up space quickly so move as a group and stay on the edge of existing puddles to overlap them
After killing Blightbone and heading up the stairs, you can skip the vast majority of the mobs up until the miniboss (Nar'zudah) by just hugging the left hand side as shown below. You will only be able to skip Nar'zudah with invisibility or the use of cc on the far left add in his pack (such as a Priest's Mind Soothe) -- if you are planning on fighting him, using the Discharged Anima orb on him and his adds will help minimize the damage of the encounter a lot.
Zolramus Necromancer
Grim Fate- spread - whoever is targeted needs to spread out
Undying Minions- priority target - he controls the Brittlebone skeletons around him and as soon as he dies, they will too
Necrotic Bolt- low priority interrupt - cast on the tank, deals damage and absorbs healing
The best way to make any pull with these mobs SIGNIFICANTLY safer is to cc the Brittlebone Mages and only focus the Necromancer down with ST damage (or control them if you have a DK)
Necrotic Bolt- low priority interrupt - cast on the tank, deals damage and absorbs healing
While this is low priority, while his adds are up, they will ALL be casting this ability as a filler -- enough stacks of this and the tank will be unhealable for a long time so be careful
Once you get to the bridge, if you don't have access to invisibility, kill the 2 Skeletal Marauders at the end and hug the right hand side of the path for as long as you can to skip the majority of the trash without the use of class abilities.
Boneshatter Shield - priority target - will shield itself for 8 seconds; if you deal enough damage to break the shield before it expires, the Skeletal Marauder takes a large amount of damage (usually enough to kill itself)
Skeletal Monstrosity
Reaping Winds - important - pulls enemies in and at the end of the channel casts:
Chill Scythe - deals heavy physical damage to any enemy within 16 yards
Reanimated Crossbowman - priority target - casts shoot at random people
Your easiest bet for add pick up is to grab the 2 Warriors, drag the boss to the Crossbowman and have someone interrupt the 2 Mages so they move into melee. Once the adds are dead, move the boss away from their bodies for Final Harvest.
If any skeleton is left alive he will kill them and do group-wide damage.
For any skeletons that are dead, they will only do damage to anyone within 8 yards of their corpse
After casting Final Harvest he gains a buff that causes him to pulse damage to everyone in the party every 3 seconds for 30 seconds
Any Skeletons that are HARD CC'D at the end of the Final Harvest cast will not deal damage to the group and they will instantly die. Turn Evil, Repentance, Frost Trap, Control Undead, Shackle Undead all work
Necrotic Breath - frontal cone (avoidable)- the dragon he is riding will face a random direction and do a semi circle frontal breath attack. It applies a DoT and reduces your healing taken for 10 seconds.
Unholy Frenzy- enrage (soothe) - increases its attack speed by 50% for 16 sec
After killing Amarth and taking the Kryrian up to the Necropolis, there is not much pathing left to do. You need to kill everything in the Necropolis to activate the next boss so just make your pulls according to your group's cooldowns (do bigger pulls when they are available).
Kyrian Stitchwerk
Tenderize - priority target - deals physical damage and applies a debuff to the tank increasing damage taken by 15% (stacks)
Especially on higher keys, make sure this debuff falls off before pulling another pack as it can be deadly with multiple stacks
This will cast on the closest melee target if the tank is out of range!
This will cast on the closest melee target if the tank is out of range!
Corpse Collector
Drain Fluids- interrupt - channeled damage and stun on a random party member
Throw Flesh - stun/disrupt - uninterruptible cast that deals physical damage to a random party member
Goresplatter - interrupt - deals party wide damage and applies a DoT to anyone within 40 yards
Flesh Crafter
Repair Flesh - interrupt - channels a heal on a nearby Loyal Creation
Throw Cleaver- targets a player and throws a projectile at them dealing physical damage. If another player or mob stands between the caster and the target, they will take the damage instead
Ideally you want the person targeted by this to move so that another mob intercepts this hit
Throw Cleaver- targets a player and throws a projectile at them dealing physical damage. If another player or mob stands between the caster and the target, they will take the damage instead
Ideally you want the person targeted by this to move so that the Stitching Assistant (other mob) intercepts this hit
Morbid Fixation- fixates on a random party member but gets a slow, kite it if fixated
Stitching Assistant
Drain Fluids - interrupt - channeled damage on a random party member
Throw Cleaver- targets a player and throws a projectile at them dealing physical damage. If another player or mob stands between the caster and the target, they will take the damage instead
Ideally you want the person targeted by this to move so that the Separation Assistant (other mob) intercepts this hit
Throw Flesh - physical damage on a random party member
Immediately after killing them another group of trash will spawn in the room:
Goregrind
Tenderize- priority target - deals physical damage and applies a debuff to the tank increasing damage taken by 15% (stacks)
This will cast on the closest melee target if the tank is out of range!
This will cast on the closest melee target if the tank is out of range!
Spew Disease - avoidable damage - targets a party member leaving a void zone in their location that will deal plague damage
Stitchflesh’s Creation will spawn when the entire Necropolis is clear -- engaging him will start the boss fight!
Surgeon Stitchflesh
THE NECROTIC WAKE - Boss #3
Aim the Creation's Meat Hook towards Surgeon Stitchflesh to bring him down
Mutilate and Sever Flesh - large tank hits
Morbid Fixation - fixate on a party member, kite him or stop it with Meat Hook
Stitchneedle- When Surgeon Stitchflesh is down, he will apply bleeds to everyone
The main mechanic of this fight will be using Stitchflesh's Creation to grab Surgeon Stitchflesh down from his platform using the ability Meat Hook
Meat Hook- puts a target circle and arrow towards a random party member, once he “locks in” he will throw a hook at that location.
It is very important to make sure whoever is targeted moves themselves to be between the Creation and Surgeon Stitchflesh
As soon as the Creation “locks in”, the party member needs to move out of the way quickly so that the hook grabs on Surgeon Stitchflesh and pulls him off of his platform.
Frozen Binds- magic dispel - targets a random player, immobilizing them and dealing damage. When it is dispelled or falls off, it will apply to anyone within 16 yards of the player
Anything that removes snares will also remove this affect, but will still cause the AoE application for anyone within 16 yards
You can precast Blessing of Freedomon the person being targeted and the ability will not apply to them
Comet Storm - avoidable damage - summons void zones that follow each player for 4 seconds
Any melee players should stack on the tank and move around the boss in a circle together
Ranged can make their own circles in separate areas of the platform
Icebound Aegis- periodically shields himself and deals damage to players every 3 seconds while it’s up
Periodically he will target a random dps and castDark Exile, sending them to a lower wing of the platform
They will have 50 seconds to escape or they will die
Frigid Cold- slow - reduces their movement speed every 6 seconds
Their goal is to run down a path, kill a Zolramus Siphoner at the end of the path, and click a Kyrian to return to the group
When they return back to the platform, once Frigid Colddrops off, they will drop a void zone that scales in size based on how many stacks they gained
Players need to make sure they move right into the corner of the room and drop them in a way that maximizes space on the platform
Champion's Boon - They will also get 100% increased critical strike for 40 seconds upon their return
If you are running a coordinated group: The most efficient way to deal with this mechanic is to save up your battle rez charges for this boss and sacrifice whichever player is chosen to go down. They jump off, their body spawns on the platform and you resurrect them to continue fight as normal; this increases overall dps on the boss and negates the puddle formed by Frigid Cold.