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Tazavesh, the Veiled Market

Updated on 7/10/2021, 10:44:19

Welcome to Tazavesh, the Veiled Market! Introduced in 9.1, this dungeon will only be available at base Mythic difficulty for the duration of Season 2. Eventually, it will be split into 2 halves and brought into the M+ rotation.

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Content

    Note About Pathing:

    The path I took during PTR testing was left after the first boss; this may not be the easiest route but is the one that follows the adventure journal boss order. For an alternative strategy please visit the Wowhead guide written by Mandl 

    This dungeon has a LOT of spell casts and potential missed interrupts going off so take note of the (high priority) indication for these mobs to know what you should prioritize. 

    HARD MODE
    Look for these red sections throughout the guide for some additional information on changes for hard mode.

    They will be labeled as either HARD MODE: PREP RUN or HARD MODE RUN as you will have to do at least the first boss of regular non-hardmode Tazavesh first to get the items needed to activate hardmode. You can do this in the same week if you start a fresh lockout on an alt (the alt can leave after starting the group and running in first).

    For more details check out wowhead's hardmode only guide!


    HARD MODE RUN

    If this is your hardmode run DO NOT start the instance normally. After getting to the dungeon, put on your Passably-Forged Credentials and use the "one use" effect of the neck. This will turn you into a broker. Speak with the NPC at the start of the instance named Fe'tajid to initiate hardmode on the bosses. From here, do not clear any of the trash to the first boss; just walk through the mobs (they should be neutral) and once you arrive at the first boss area, both he and the miniboss Zo'honn will be standing together. Speak to Zo'honn to start the encounter and you will need to fight them both at the same time.

    We start off on the main floor of the dungeon with only one way forward, pull ahead and look for the first boss as soon as you reach the first open area to your right.

    Gatewarden Zo'mazz

    • Radiant Pulse - group damage - damage and a short DoT on all party members
    • Proxy Strike - tank hit - summons a weapon that deals extra damage to the tank

     

    Support Officer

     

    Customs Security

     

    Interrogation Specialist 

    • Stasis Beam - interrupt (high priority) - stuns and damages for 6 seconds 
    • Glyph of Restraintinterrupt or magic dispel - DoT and movement speed reduction on a random player 
      • Blessing of Freedom will also remove the debuff
    • Spark Burn - interruptible - deals magic damage to random party members

     

    Armored Overseer

    • Beam Splicer - avoidable damage - summons a white line that rotates; don't stand on it and move mobs away to make it easy to dodge
    • Proxy Strike - tank hit - summons a weapon that deals extra damage to the tank

     

    Portalmancer Zo’honn

    • Empowered Glyph of Restraint - interrupt or magic dispel - DoT and movement speed reduction on a random player
      • Blessing of Freedom will also remove the debuff
    • Rift Blasts - avoidable - will spawn rifts with big lines on the ground, get out
    • Radiant Pulse - group damage - damage and a short DoT on all party members
    • Hyperlight Bolt - interrupt - will deal magic damage to a random party member

    Fighting him will spawn the first boss, back up if you don't want to pull him right away!

    Zophex

    Tazavesh, the Veiled Market - Boss #1
    • Move boss when he drops spinning arms
    • If the rotating shield is between you and the boss it will absorb your attacks
    • Impound Contrabound steals your weapon -- run over it to pick it up
    • Interrogation
    • Targeted player must run away from the boss and the party needs to dps them out of the cell
    • Do not stand in front of the boss during this mechanic

    The most important mechanic to handle correctly on this boss is Interrogation

    • He will target a random party member with it and they have a few seconds to get as far away from him as possible
    • They will be trapped in a cell that they need to be dps'd out of before he reaches them
    • ANYONE standing in front of him while he's moving towards the cell will likely die (including the person targeted if they're still trapped when he reaches them

    He cannot be reset by distance so feel free to run outside of his main area if you need extra room 

    The other major mechanic is Impound Contraband

    • He will take the weapon of a random player (can be the tank) and that player is silenced until they retrieve their weapon
    • You just need to run over it to pick it up; it will have a beam coming out of it and be sitting on as little blue platform 
    • You get a 25% haste buff for 6 seconds after picking it up. 

    Other minor mechanics:

    • Armed Security - avoidable damage - he will detach his arms and they’ll spin on either side of him; move the boss away from them
    • Fully Armed - tank alert - deals 25% more damage when he has all of his arms 
    • Rotary Body Armor - important - if the armor rotating around him is between you and him, it will absorb all of your attacks (it looks like a glowy white hexagon)

    HARD MODE RUN

    On hardmode you will be fighting both Portalmancer Zo'honn and Zophex together. 
    - Kill Portalmancer Zo'honn first so you don't have too many overlapping abilities going on
    - Make sure you are being efficient with your space -- because you didn't kill any trash (and it's now hostile), the arena space is much smaller than it normally is

    HARD MODE: PREP RUN

    After killing the first boss, head outside, go down the stairs and go all the way to the right against the building until you see a Questionable Trader. Purchase the Fraudulent Credentials from him. -- head to the Oasis (keep right), do the mini event and enter the Oasis to find your next trader but there is no need to kill any more bosses 

    Once you're done with him, keep going in the direction you were heading before until you get outside again. Once at the start of the market, head to the left towards the bridge. There will be a mini boss on the bridge waiting for you, as well as various animals activating as you go along. Don't go too quickly through here as some have longer RP and you can get overwhelmed. 

    Keep hugging the left (no need to pull all the mobs in the middle of the courtyard area) and go through the first area on the left hand wall to get to the next boss room.

     

    Tracker Zo'Korss

    • Beam Splicer - avoidable damage - summons a white line that rotates; don't stand on it and move mobs away to make it easy to dodge
    • Chain of Custody - tethers the group to him, can make it hard to dodge the splicers so move the boss away from traps (this wasn't working properly during my testing on PTR)
    • Lockdown - group damage - roots everyone within 40 yards and puts a small DoT on them, heal through it 

     

    Ancient Core Hound

    • Ancient Dread - interrupt (high priority) & curse - applies a curse to all party members that reduces cast speed and attack speed for 1 minute, if you miss an interrupt use curse removal and immunities to remove it 
    • Lava Breath - interrupt & frontal cone - point away from group in case it gets off
    • Ground Stomp - will stun everyone within 45 yards, not avoidable unless ranged sacrifice dps (which defeats the point of avoiding it)

     

    Enraged Direhorn

    • Wild Thrash - group damage - deals damage to everyone within 8 yards of it -- not scary enough that melee would need to move out
    • Frenzied Charge - deals damage and stuns, don't stand between the direhorn and the main target

     

    Frenzied Nightclaw

    • Grievous Rip - bleed - jumps on random party members and applies a bleed that will only be removed if they are healed past 90%
      • Careful if you pull all 4 of these at once as they cast it almost immediately on pull and may cause your healer to fall behind 

     

    The Bazaar

    Tazavesh, the Veiled Market - Boss #2
    • Alcruux
    • Run away from him during Grip of Hunger
    • Dodge Grand Consumption orbs by remembering their fall pattern
    • Achillite
    • Whoever has Gluttonous Feast debuff can absorb the orbs he makes
    • Flagellation Protocol dps the shield and interrupt, heavy tank damage
    • Spread out if you have the big circle around you
    • Venza
    • Don't get pulled into her and dps party members out of Chains of Damnation

    You'll be fighting 3 different bosses during the course of this fight. When you bring one down to 20% health, the next one will begin activating and join the fight. Always make sure you prioritize finishing off the lower health boss to avoid bad ability overlaps.

    Alcruux:

    • Gluttony - immediately applies to whoever is closest to him; ignore this for now as it won't be used until the next boss comes down.
      • after 21 seconds it jumps and reapplies to the next nearest player
      • do not stack with the player that has this -- it is a big blue swirly around them
    • Grip of Hunger - get out of the big blue circle around him
    • Grand Consumption - big circles will spawn on the ground, covering the whole arena. Keep track of the order they show up in so you can move into a safe place after the first ones land. 

    Achillite 

    It's time to use the Gluttony debuff we got on the last boss! He will cast Venting Protocol which spews out little orbs in all directions around him. 

    • Whoever has the Gluttony debuff will be immune to the damage they deal and can run around absorbing them 
      • Each orb you absorb give a stacking 5% damage buff
      • Prioritize trying to pass Gluttony between dps players so they can take advantage of this
    • If you touch an orb without the debuff you will take damage and get a stacking 5% damage reduction debuff for 1 min
    • The orbs will bounce off walls and will not despawn unless absorbed, so whoever has the debuff needs to strike the balance between absorbing orbs and dpsing the boss so the fight does not drag on for too long
    • His dead body will continue spawning orbs so your group will continue needing to absorb the orbs for the rest of the fight

    He has two other mechanics:

    • Flagellation Protocol - tank hit and interrupt - shields himself and starts beating on the tank, dps the shield down and interrupt him
    • Purification Protocol - magic dispel - creates a big circle around 2 party members, anyone in it will take damage and anyone who is not the targeted player will have their dps reduced by 5%
      • The healer can prioritize dispelling melee dps so that they can stay on the boss

    Venza:

    • Whirling Annihilation - does a pull with a damage aura around her (7 yards), fight it
      • this can be very dangerous if there are a lot of orbs around; whoever has Gluttony should aim to clear them up before this mechanic as much as possible
    • Chains of Damnation - roots someone in place until they are dps'd out (don't forget, it's only a root and you can damage your own chains too!)

    HARD MODE RUN

    On hardmode the bosses will spawn a certain amount of time after the encounter begins. This can lead to very messy overlaps of mechanics so the more dps the better here!

    Achillite - spawns roughly 30 seconds after the encounter begins
    Venza - spawns roughly 1 minute after the encounter begins


    Head out of the boss room and keep following the wall to your left. You'll need to come back here for the second half of the dungeon so you might as well clear it out now since we need to make it to the other side anyways. Your next stop is the POST Office on the other side of the courtyard from the boss room you just came out of.

     

    Market Peacekeeper

    • Quelling Strike - targets someone in ranged, leaps to them and interrupts them
      • If everyone stacks within 10 yards of this mob, they won't cast it
    • Phalanx Field - stun - reduces their damage taken by 75% and reflects magic damage during their channel

     

    Vetern Sparkcaster

    • Scintillate - interrupt  - deals damage to a random party member and increases their damage taken by 10%
    • Hyperlight Salvo - targets a player and fires bolts at them
      • they can be intercepted by someone else (by pets too!)

     

    Commerce Enforcer 

    • Power Kick - tank hit - deals damage and has a knock back; position yourself with your back to the wall 
    • Force Multiplier - enrage/soothe - increases damage dealt by 20%. Applied to themselves and all other mobs within 15 yards

     

    Commander Zo’far
    (you can kill him now or later, you’ll need to kill him eventually to go up)

    • Power Kick - tank hit - deals damage and has a knock back; position yourself with your back to the wall 
    • Lethal Force - links 2 people and tries to move them together, do not touch! Lasts 8 seconds
    • Shock Mines - avoidable damage - triggering the traps deals damage and stuns (very easy to trigger them during Lethal Force, pre-position yourself in a good place)

     

    Head Inside the POST Office once you're on the other side

    Something in this room puts down a big pink bubble (I have not found what casts it exactly in logs). It gives a haste buff to you AND the mobs so keep your group in it and the mobs out of it!

    P.O.S.T. Worker 

     

    Overloaded Mailemental 

    • Junk Mail - deals random physical damage to group members
    • Spam Filter - interrupt (high priority) - applies a shield to another mob, reducing damage taken by 50%

     

    Defective Sorter

    • Will open cages letting out Smuggled Creatures and Chickens which run around micro-stunning anyone it hits in the area
    • Mail Shoot in theory this should be cast but it did nothing on PTR

     

    Smuggled Creature

    • Pounce - spread out - leaps on a random player and deals splash damage
    • Feral - enrage -  increases damage done by 50%

    Mailroom Mayhem

    Tazavesh, the Veiled Market - Boss #3
    • Heal through the Fan Mail damage
    • Stack to split damage on Money Order (big yellow circle)
    • Stand in Hazardous Liquid purple circles before they land to absorb them
    • Throw Unstable Goods into the active delivery tube before they explode

    Most of this boss' mechanics are fairly straight forward and shouldn't pose too many issues for your group:

    • Fan Mail - group damage - a 5 second channel of physical damage to the entire group
    • Money Order - stack - targets a player for heavy physical damage, stack in the big yellow circle with them to split the damage 
      • Immunities or heavy damage reduction like Blessing of Protection/Divine Shield, Aspect of the Turtle, Zen Meditation, Ice Block etc all work so the person can solo it 
    • Hazardous Liquids - soak the puddles - stand on the purple circles on the ground before they land
      • If the puddle lands, it will create a spreading void zone; too many of these will severely limit your movement in the room
      • Catching them adds a stacking DoT but it’s dispellable by the healer

    The most impactful mechanic of this fight is Unstable Goods 

    • When the P.O.S.T. Master reaches 100 energy, 5 packages with bombs will land in the room
      • Your group will need to pick them up and use their extra action button to throw them into whichever portal is active before they explode (you have 30 seconds)
      • The active portal will have blue lights on either side of it, see the picture below for more details
      • You can throw it to each other, but if it doesn't land on another player or the active portal, it will explode 
      • Slows you by 50% while holding it 
        • Movement abilities and movement speed immunities like Blessing of Freedom or Shapeshifting work here

    HARD MODE RUN

    On hardmode picking up Unstable Goods will root you! Make a plan beforehand on how you're going to chain your throws and where you want to position your group so that you can still get all 5 packages dealt with before they explode. 


    Come out of this room and head to the left to begin the Broker Minigame to get into Au'myza's Oasis

    Trading Mini Game

    The goal of this part of the dungeon is to "trade up" a grey item enough times until you receive the password to give to the bouncer at the big door

    1. Wait for the RP next to the big door 
    2. Talk to Xy’darid and buy the grey item 
    3. Once you "buy" it, someone will need to pick it up off the ground and carry it to the appropriate trader.
      • A map of all of the trade locations is in the picture below
      • Bazaar Strongarms will spawn periodically and will fixate on the player carrying the item, the group should follow along killing/stunning them while the player carrying the item keeps running
      • Druids are great candidates for carrying the trade items as they can do it in shapeshift form. Otherwise any class with good movement speed/abilities is a strong option
    4. Repeat this process several times until you get the password; run to the big doors and speak the correct password to the bouncer

     

    Bazaar Strongarm

    • Static Mace - deals extra magic damage and adds a stacking slow when it melees

     

    Note: This may have changed since PTR -- the items are random every time so if there are any changes this image will be changed. If you get an item not indicated by the below image feel free to ping me in discord and I can add it!

    HARD MODE: PREP RUN

    Once you're in Myza's Oasis go to the left hand side and sitting in one of the booths is Au'manal. Trade your Fraudulent Credentials for Passably Forged Credentials (you need to be wearing the neck for the dialogue to appear). Then accept the "Tazavesh: A Hard Bargain" quest from him and you'll be ready to go for Hardmode in the next reset! 

    Myza's Oasis

    Tazavesh, the Veiled Market - Boss #4
    • Phase 1: Adds
    • Interrupt Suppression cast by Disruptive Patrons
    • Interrupt Menacing Shout cast by Oasis Security
    • Phase 2: Zo'gron
    • Don't stand in front of him during his frontal Crowd Control
    • Run away from him during Suppression Spark -- use your instruments here too if you can!

    Go up onto the stage and wait for the RP; while you're waiting you can go stand next to the instrument you want for the fight -- you're the entertainment and it's time to learn how to play your new instruments!

     

     

     

     

    Successfully hitting notes gives you a stacking 1% haste buff. When you reach 12 stacks of his buff you gain a 25% damage and 25% haste increase for 40 seconds -- doing this well is going to make the fight drastically easier!

    Throughout the fight Unruly Patrons from the sidelines will throw Rotten Food at you - don’t stand in the impact locations

    Phase 1: Summons various adds (this repeats 2 times)

    Rowdy - soothe - If any of the adds reach 100 rage, their damage done is doubled. 

     

    Brawling Patron x2

    • Throw Drink - group damage - deals physical damage to random group members

     

    Disruptive Patron x1

    • Suppression - interrupt (high priority) - channeled damage and slow on a group member
    • Hyperlight Bolt - interrupt - will deal magic damage to a random party member
    • Teleport - will periodically teleport away, ranged interrupt them to bring them back

     

    Speakeasy Security x1

    • Menacing Shout - interrupt (high priority) - deals AoE group damage and interrupts casts
    • Security Slam - tank hit - deals heavy physical damage

    Phase 2: Zo'gron

    • Suppression Pulse - spread - pulls everyone into him; if anyone is within 4.5 yards of each other they take a lot of magic damage
    • Security Slam - tank hit - deals heavy physical damage
    • Menacing Shout - interrupt (high priority) - deals AoE group damage and interrupts casts
    • Crowd Control - frontal cone - will deflect all spells and attacks if you are in front of him, when it ends it will deal damage with a knockback in front of him 

     

    HARD MODE RUN

    On hardmode instead of getting 2 waves of the adds, the second one is replaced by new mobs! They will fixate on you based on the instrument you chose: 

    Horn: Evaile - interrupt his Dischordant Song
    Trumpet: Dirtwhistle - no special mechanics
    Sax: Verethian - move out of the Infectious Solo circle
    Guitar: Vilt - dodge the frontal cone from Rip Chord <-- TANK SHOULD TAKE THE GUITAR ON HARD MODE (he does a ton of damage)
    Drums: Hips - deals some light AoE damage with Drumroll

    Head out and go back to the center platform where Commander Zo’far was, kill him now if you didn’t before and click on the console to head up. Going straight into another boss fight here!

    So'Azmi

    Tazavesh, the Veiled Market - Boss #5
    • Relocators will teleport you to the other one with the matching shape above it
    • Use relocators to move into the middle of the Shuri circle -- don't touch the edge!
    • Use relocators to stay together when he divides the room
    • Double Technique needs two interrupts back to back

    This fight has deceptively few mechanics that all combine to a very challenging fight. Do not underestimate it! For a visual representation of all the mechanics, see the picture below.

    If you are in voice chat, be as vocal as possible about what shapes you are going through to make sure the party stays together. 

    This fight revolves around the use of relocators to teleport around the arena to avoid mechanics or chase the boss when he moves away.

    • There are 3 sets of 2 relocators that have matching shapes. Running on top of one will teleport you to the one with the matching shape
    • As the fight progresses, it is going to start to be necessary to make multiple "jumps" to get to where you need to go. Take a second and plan your path out in your head before you leave so that you don't end up getting trapped somewhere unsafe. 

    The mechanics you'll be using the relocators for are:

    • Shuri - spawns a ring that slowly expands across the entire arena. Touching the edge of it will deal damage and apply a DoT
      • Your goal is to use the relocators to move INSIDE of the Shuri circle
    • Divide - as the fight progresses, So'Azmi will divide the room in half first and then into quadrants on her second cast
      • These lines can ONLY be traversed using the relocators, you cannot run through them
      • They also break line of sight so you cannot dps the boss or target other players in different sections of the room; it is VERY important that everyone sticks together for healing
    • Double Technique - interrupt - after casting divide, the boss will teleport away and start casting this; needs to be interrupted twice (back to back) to stop it within 10 seconds, otherwise it will deal HUGE group damage
      • There is no benefit to waiting till near the end of her first cast to interrupt, whatever duration she has left on her first is what she will use for her second (potentially making you miss it if you cut it too close)

     

    HARD MODE RUN

    On hardmode her Double Technique is now a Triple Technique! You'll need 3 interrupts in a row to stop her (but you still only have 10 seconds to do it). 


    Head through the portal into murlocland! Start heading to the left hand side (aim for the building entrance on the back-left of the zone. 

    Be careful as the pulls can get pretty big in here -- there is HIGH potential of pulling too much or wiping. Especially if it's your first or second time in here, just take it slow and give yourself lots of room. All of the murlocs run away at low health so always be ready with stuns or quick damage swaps to make sure they die before pulling something else. 

     

    Murkbrine Shorerunner 

    • These are just non-elites that don't have any mechanics! 

     

    Murkbrine Fishmancer

    • Waterbolt - interrupt - magic damage to tank
    • Volatile Pufferfish - interrupt / void zone - can let this cast go through and just move out of the swirly it puts on the ground

     

    Murkbrine Shellcrusher

    • Shellcracker - tank hit -  deals damage and knocks the tank back a little
    • Cry of Mrrggllrrgg - stun & enrage - enrages all murlocs and makes them deal 50% more damage

     

    Murkbrine Wavejumper 

     

    Murkbrine Scalebinder

    • Invigorating Fish Stick - priority target & stun (high priority) - totem it summons will make all nearby murlocs take 25% less damage and heal them
    • This mob has the highest potential to make a pull go very badly. If you don't stun the original cast or leave the Fish Stick up for too long, the entire pull can heal back up and leave you struggling. Prioritize it above all else!

     

    Coastwalker Goliath

    • Tidal Stomp - priority target - deals group damage and increases damage taken from subsequent casts by 100%
      • This makes pulling 2 at once, or even 2 back to back (before the debuff runs out) VERY dangerous, don't do it if you can help it
    • Boulder Throw - avoidable damage - dodge void zone, deals damage and knocks you down

     

    Stormforged Guardian 

    • Crackle - avoidable damage - turns to face a random player and puts a lightning line down, don’t stand in it 
    • Charged Pulse - avoidable damage - makes a big circle around themselves; deals nature damage to everyone within 15 yards + a knock back

     

    Once you make it inside the building, at the intersection, head left to get to the boss.

    Hylbrande

    Tazavesh, the Veiled Market - Boss #6
    • Keep boss faced away from group and side step Titanic Crash
    • Keep laser beam from covering too much room
    • Kill Vault Purifiers when they spawn
    • Sanitize
    • One person checks the main console at the back of the room and calls out position of the orbs
    • Slot the orbs into the correct spot before he finishes his cast

    DPS should never be in front of the boss, he does 2 main frontal attacks:

    • Shearing Swings - tank damage - a heavy physical damage attack on the tank
    • Titanic Crash - a frontal cone that the tank can side step as well

    He will also periodically:

    • Summon 2 Vault Purifiers 
    • Purged by Fire - targets someone with a laser beam, try and keep the puddles it leaves behind from blocking off the edge of the room/consoles

    At 100 energy he will channel Sanitizing Cycle and becomes immune to damage.

    • 4 colored orbs will spawn, everyone should grab one
    • Whoever doesn't have an orb needs to check the console at the back of the room to get the color pattern for the orbs
      • Only they will see the display panel
      • Use voice coms or world markers to direct your group on which color goes where
      • See picture below for more details
    • He will slowly begin covering the room with a golden ground effect, you don't have much time until it covers the edges of the room 
    • Putting them in with the wrong order will damage and stun the whole group

     

    HARD MODE RUN

    Hardmode introduces a new add: The Stormbound Breaker. He will need to be interrupted when he casts Lightning Nova, and will increase general group damage intake with a Purifying Blast ability (minimize your damage from other sources as much as possible as your healer will be quite taxed here). Kill him as soon as possible. 

    Hop into the new portal and off we go to yet another zone. Once you arrive just follow the path to the right and clear the boss area. 

    Burly Deckhand

    • Disruptive Shout - group damage - deals group damage to everyone within 40 yards
    • Super Saison - enrage - buffs their damage by 100%; you can stun it but they recast it immediately afterwards

     

    Hourglass Tidesage

    • Brackish Bolt - interrupt - deals magic damage to the tank
    • Tidal Burst - avoidable damage - puts swirlies where people are standing, dealing damage and knocking them up, just move out of them

     

    Corsair Officer

    • Sword Toss - avoidable damage - faces a random direction and channels damage in front of them, group needs to dodge it

    Timecap'n Hooktail

    Tazavesh, the Veiled Market - Boss #7
    • Group should be in standard "Dragon Combat Stance" -- only tank in front, no one by the tail
    • Infinite Breath frontal cone will instantly kill any adds it hits
    • Tank can side step frontal once it locks in
    • Dodge swirlies on the ground

    This fight is all about testing your ability to manage adds and move around an arena efficiently.

    As the tank your main focus on this fight is going to be using the boss' Infinite Breath hit to keep the adds under control:

    • Corsair Brutes come out of the water almost consistently throughout the entire fight. 
      • These adds can be displaced with Grip, Ursol's Vortex, Typhoon, Ring of Peace, etc for easier control
    • They can be one shot if Hooktail hits them with her Infinite Breath
    • The better you do with killing the adds, the more your group can focus on getting the boss down quickly
    • She will follow you with her breath for 1.5 seconds and after that, she "locks in" so you can run out of it and not get hit yourself

    In addition to the above mechanic

    • Cannon Barrage - the boat will be shooting at you throughout the fight, avoid the swirlies and the void zone they leave behind
    • Hook Swipe - does a tail swipe, dealing damage and grabs players and Corsair Brutes
    • Double Time - cast at 100 energy, increases the movement speed (+200%) and damage (+100%) of Corsair Brutes 

    In theory Anchor Shot is supposed to happen but was not activating during PTR testing

    HARD MODE RUN

    Hardmode adds a new area denial effect in this fight -- Slowed Time bubbles! If you run into them you'll get a stacking movement speed decrease so you'll need to avoid them as you move the boss around to hit the adds


    Hop through the portal and off we go to the final boss area! Clear the big area, you will need all of the space available for the final boss

    Adorned Starseer

    • Drifting Star - avoidable damage - turns to face a random player and shoots off a big white orb in their direction, don't stand in it
    • Wandering Pulsar - priority target - will summon a little add that moves around dealing group damage -- this needs to be killed ASAP as it deals a lot of damage to the group!

     

    Devoted Accomplice

    • Energy Slash - tank hit - deals physical damage to the tank and applies a stacking debuff increasing the damage of subsequent hits by 25%
    • Reinvigorate - interrupt (high priority) - heals themselves for 50% HP and applies a haste buff

     

    Focused Ritualist 

    • Unstable Riftinterrupt (high priority)- deals heavy group magic damage
    • Hyperlight Bolt - interrupt - will deal magic damage to a random party member

    So'leah

    Tazavesh, the Veiled Market - Boss #8
    • Trigger the Collapsing Star by running into it -- it has 4 total charges
    • Phase 1:
    • Interrupt the Shuriken Blitz cast by the So'Cartel Assassins
    • Phase 2: 40% health
    • Hit all 5 relics with Hyperlight Jolt
    • Dodge the projectiles from the runes during Energy Fragmentation
    • Run away from the boss and runes during Hyperlight Nova

    This fight is broken into 2 Phases, and Phase 2 will trigger at 40%.

    The only mechanic that persists between both phases is Collapsing Star:

    • Summons a large white glowing orb that has 4 charges
    • Running into it will apply a 3 second DoT to the party and remove a charge
    • You have 25 seconds to stagger out removing charges safely (don't overlap the DoT) before it expires after 25 seconds

    Phase 1:

    • Hyperlight Spark - group damage -  unavoidable group damage, just needs to be healed
    • So’Cartel Assassins are summoned in groups of 2
      • Shuriken Blitz - interrupt (high priority) - will deal group damage and apply a bleed to all players if not stopped

    Phase 2:  (she will heal to 100%)

    • Power Overwhelming - she links up with 5 relics and reduces her damage taken by 99%; to counter this you need to use:
      • Hyperlight Jolt - connects players together; use the red arrows as a guide and hit the relics with your jolt to disconnect them from her.
      • There is an image below showing this mechanic in action
      • She will keep recasting Hyperlight Jolt until all 5 links are broken
    • Energy Fragmentation - dangerous - explodes the relic and it starts to shoot projectiles, getting hit by several of these can easily kill you
    • Hyperlight Nova - anyone within 14 yards of her or the relics take a bunch of magic damage
      • this overlaps with Collapsing Star so be careful to go right back to getting the stacks off of it when this mechanic ends


    HARD MODE RUN

    Hardmode changes 2 of her main abilities:

    Collapsing Star
    - Whoever triggers it will get a damage taken debuff as well as the DoT. Plan out an order you pull; ideally tanks or people with good defensive should be early in the order as they'll take more damage. Try to leave your healer out of the rotation so they can heal everyone up without worrying about movement. (Don't let the 4th stack go off naturally as it'll put the debuff on everyone)
    - It also does a pull-in effect whenever it is triggered, make sure no one is close enough to accidently make 2 stacks go off at once.

    Phase 2 Relics
    - You need to hit all 5 with the same Hyperlight Jolt, otherwise they'll be reset! Use the picture above as a guide on how to best position your group and make sure everyone communicates during this!

     

    Affixes

    All Tanks icon All Tanks
    Blood icon Blood
    Brewmaster icon Brewmaster
    Vengeance icon Vengeance
    Protection icon Protection
    Protection icon Protection
    Guardian icon Guardian