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).
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.
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.
Disgusting Guts- disease dispel - explode when they die and apply a disease DoT to anyone in range
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.
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)
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)
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).
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!
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.