To try and stimulate some discussion of trinity comp strategies, here are my notes from my initial Mythic +0 run of Temple of Sethraliss. I use a blood dk/resto druid/BM Hunterx3 composition.
This dungeon takes the award for "Dungeon I thought was going to be a nightmare when I initially read the dungeon journal, but turned out to be okay, actually".
Adderis and Aspix: I group up the party on top of the tank to split the damage from Adderis' Arcing Blade. When he uses cyclone strike, the entire team sidesteps. When Aspix uses Conduction, I use a hotkey to split the following team in four directions, manually running the tank in a safe direction. I then recombine the team asap after the cast goes off. Static shock will be a nasty hit on high tyrannical keys: mercifully, everybody on my team has a personal damage reduction cooldown I can use to mitigate it. Or, in the worst case scenario, I can use turtle.
When Aspix takes over tank duties, you might as well interrupt every gust cast, as there's nothing else to interrupt. When she uses Gale Force... Its actually completely manageable. This is not a Dresaron-esque knockback that's going to cause chaos. Indeed, if everybody is on follow, the entire team automatically just keeps up with the tank without pushing a single button. Aspix should be tanked away from Adderis so that a Peal of Thunder misses, then you need to notice when Adderis approaches 100 energy and spread the team out beforehand to reduce the damage from Arc Dash. Easy fight.
Merektha: Another reasonably straightforward fight that can be managed by clumping up and following the tank. Its simply a case of dodging the noxious breath, then keep on moving after its done to minimise the damage from toxic pool, then run the party directly away from the boss when he uses Blinding Sand. The intermission phase is also pretty easy: AoE nuke down the snakes while running around dodging the burrow. As long as you can do damage on the move, there's nothing particularly troubling for a multiboxer.
The only but that worries me is A Knot of Snakes. These guys need to be killed QUICKLY: It does a lot of damage and the toon in the snakes will be vulnerable to getting hit by other boss abilities. I use Ironbark to help mitigate the damage. I haven't tried seeing what Aspect of the Turtle does to it: it might be helpful if it stops the damage.
Galvazzt: This is going to be the bottleneck on Mythic+progression in this dungeon. This is almost inevitably going to be a crazy damage race on high keys: Bloodlust is going to be great here, for the healing benefits as well as the offensive benefits. Aspect of the turtle is also going to be fantastic, though it of course comes at a price of less damage.
I spread the team out evenly around the boss on the pull,then spend all my time manually positioning allies into the lightning beams.You definitely have to see them coming in advanced: The pillars emerging from the ground is well telegraphed. The fight is going to be a plate-spinning exercise: Juggling the characters into beams without having them be in there too long. You ABSOLUTELY need to soak the beams: You can't let one go, the boss charges his energy VERY quickly on Mythic, and as soon as he uses the first AoE damage knockback, its all downhill from there.
The Gauntlet: I assumed this was going to be a nightmare: a blood DK carries the team through this bit and makes it pretty easy. When I saw Death's Advance was coming back, I thought "Oh, that'll be nice. I always liked the flavour of that ability." What I didn't realise was that not being able to be pushed below 70% move speed was going to be INVALUABLE on a number of encounters in the expansion. Being able to run through the lightning bridge at near full speed (or at full speed, if you use Death's Advance actively) makes it pretty tame for the blood dk. What I do is park the entire team at the entrance to the lightning gauntlet, run the blood dk all the way to the end and death grip the channeler, then run all the way back to the beginning. Sadly, this doesn't get rid of the first part of the gauntlet, but it enables you to kill the mob in a safe location then have a completely stressless jog across the bridge.
I see no way to get through the mario-style lightning spinners other than sending the team through one by one, which is going to be quite slow. Warlock portals would make this easy, though I don't recommend bringing one over a BM hunter. It might be possible to do some swapblaster stuff to get some party members across, particularly if you have something like a mistweaver who can use transcendence to immediately get back. Life grip would also help. This fundamentally just improves speed, though: everyone will get through eventually.
The orb carrying section is, again, handled easily by a blood dk who can move at almost full speed while carrying the thing. You'll have to wipe out most of the trash before doing it, however. Stuns should be used on the orb carriers when they steal the orb to stop you losing ground. If you don't have a blood dk, this might be a slow, complicated experience. I'll try it out when I level a non-blood dk tanked team and see what its like.
Avatar of Sethraliss: Here's how to view the boss: it isn't a healing boss like Valithria Dreamwalker, where the healers are constantly pouring spell casts into the boss, its a three-phase multitarget encounter with intermissions where the healer spam heals. Don't focus on constantly healing the boss: wipe out all of the adds first, both the hoodoo hexers and the adds that are actually fighting the party. Once everything is dead, pick up the orb the heart guardian drops and spam heal the boss. The boss has break points: no new hexers spawn until certain HP thresholds are crossed.When the boss reaches 30% and then 70%, all the adds basically spawn. So,essentially, in the "healing phase", you are just looking to get the boss over this threshold. Nothing actually damages the boss, so you don't have to worry about keeping the healing up during the actually fighting with the adds: I only bother healing the boss when the area is clean and the orb is up.FYI, as nothing spawns once the area is cleared, on high keys if you need the healer to regen mana, you can just wait around and let it regen. Other than interrupting the chain lightning from the plague doctor, there are no combat mechanics her to worry about: just have the team follow the tank.
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