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The Necrotic Wake

Updated on 21.2.2023, 14:37

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!

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Written by
Sessa#3975

Spell Icons

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). 

Blockable (Paladins and Warriors)

Spell Reflectable (Warriors)

Physical Immunity (Paladins) (non-tank options: Mages, Hunters, Havoc Demon Hunters)

Magic Immunity (Death Knights and Paladins) (non-tank options: Rogues, Mages, Hunters, Havoc Demon Hunters)


Kyrian Covenant Bonus 

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
  • Forgotten Forgehammer - deals damage and stuns a single target
  • 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 Shroud or 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 DoT is applied to enemy mobs as well
    • Do not apply Bursting

 

Stitched Vanguard

  • Seething Rage - enrage (soothe) - stacking attack speed increase
  • Meat Shield - interrupt - gain a shield 
  • Bone Claw - tank hit - physical damage
    • 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

Crunch - tank hit - deals heavy physical damage 

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) 

 

Brittlebone Mage

  • Frostbolt Volley - interrupt - deals party wide damage
  • Death Knights can Control Undead this mob to deal a high amount of damage with it over the course of the dungeon 
    • Brittlebone Crossbowmen and Warriors can also be controlled but the Mage provides the highest damage output

 

Zolramus Sorcerer

  • Shadow Well - interrupt - puts a void zone on the ground that makes you unhealable when you stand in it, also deals damage
  • Necrotic Bolt - low priority interrupt - cast on the tank, deals damage and absorbs healing

 

Zolramus Bonemender

  • Final Bargain - stun/displace - heals a mob to 80% and applies a DoT that makes that mob take 4% of the Bonemender's health every second for 4 seconds 
  • Bonemend - interrupt - heal

Zolramus Bonecarver

  • Boneflay - tank hit (bleed) - can be stunned/displaced; deals damage to the tank, applies a bleed, and reduces maximum health by 15% for 10 seconds

 

Nar'zudah (miniboss)

  • Dark Shroud - purge - becomes immune to physical damage for 12 seconds and deals group damage
  • Grim Fate spread - whoever is targeted needs to spread out
  • Death Burst - void zones 
  • 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

Use the Discharged Anima orb on Nar'zudah and his adds!

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. 

  •  

Skeletal Marauder

  • Rasping Scream - interrupt - fears the party
  • Gruesome Cleave - frontal cone (tank) 
  • 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 
  • Shatter - tank hit - large physical damage hit 

You should aim to be at 68% trash before fighting Amarth and going up to the Necropolis

Amarth

THE NECROTIC WAKE - Boss #2
  • Land of the Dead - summons adds, group them and focus them down
  • Final Harvest - make sure adds are all dead and move away from their corpses
  • Necrotic Breath - large semi-circle moving frontal cone
  • Unholy Frenzy - enrage, can be soothed

Land of the Dead - summons 3 types of adds, don’t stand right on their summon locations

  • Reanimated Warrior - tank can pick these up
  • Reanimated Mage - interrupt their Frostbolt Volley
  • 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

 

30 seconds after casting Land of the Dead, he will cast 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!
  • Mutilate - tank hit - heavy physical damage
    • 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

 

Loyal Creation

  • Bone Claw - tank hit - heavy physical damage
  • Spine Crush - avoidable - deals heavy physical damage and a knockback to anyone within 8 yards
  • Vengeful Rage - enrage (soothe) - increases melee attack speed by 50%

 

When you clear the Necropolis, 2 death gates open that spawn 2 mobs: 

 

Separation Assistant

  • Separate Flesh - tank hit - physical damage
  • 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!
  • Mutilate - tank hit - heavy physical damage
    • This will cast on the closest melee target if the tank is out of range!
  • Gut Slice - frontal cone (avoidable) - heavy physical damage and a bleed

 

Following this, one more set of trash spawns after dealing with him:

 

Rotspew

  • Mutilate - tank hit - heavy physical damage
    • 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. 

 

Stitchflesh's Creation

  • Mutilate - tank hit - heavy physical damage
    • This will cast on the closest melee target if the tank is out of range!
  • Festering Rot - priority target - increases its damage dealt and deals group damage every 3 seconds while it is alive.  

 

When Surgeon Stitchflesh is up on his platform:

 

When Surgeon Stitchflesh is down on the ground:

  • Morbid Fixation - fixate on a random party member - he is slowed so they can kite 
    • If the Creation is alive, use Meat Hook to interrupt this cast
  • Sever Flesh - tank hit - heavy physical damage
  • Stitchneedle - group damage - he will target this cast on the entire group instead of just one person
  • Escape - After 30 seconds of being on the ground he will jump back up onto his platform 

 

Nalthor the Rimebinder

THE NECROTIC WAKE - Boss #4
  • Frozen Binds - make sure everyone is out of the big circle before it is dispelled
  • Comet Storm - void zones that follow everyone for 4 seconds
  • Dark Exile - a dps is chosen to go kill an add downstairs; when they return they will spawn a very large void zone
  • Icy Shard - tank hit

  • Icy Shard - tank hit - deals heavy physical damage
  • 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 Freedom  on 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 cast Dark 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 Cold drops 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