Hello! Welcome to the Tanknotes Dragonflight Guides! Before we begin, a few disclaimers:
In a change from the SL version of these guides, I've really downsized the information in these guides, both for readability and to make things easier to update down the line. These guides do not have every mechanic explained in detail, nor am I aiming to, especially if it's not relevant to how you would tank a pull. My focus for these guides is to give you a bit of a guideline on how to start thinking about each pull, both from a big-picture PoV as well as how to assign interrupts, group cooldowns, and your own defensives.
DF dungeons also tend to be quite "press W and kill everything you see" in terms of Pathing so I've put things in a pull order based on Trell'sDF Starter Routes with a few of my own tweaks. I am not revolutionizing anything in terms of pathing here and my goal is to make it PUG-friendly regardless of group composition.
I've tried to stay consistent with some formatting to make it easier to read at a glance -- if it gets confusing, feel free to give me feedback on discord and I can add a user guide or make the formatting clearer
I have absolutely no idea what classes that I don't personally play or run with frequently do in these dungeons. I'll add things I see but it is by no means everything -- if you want to help out and suggest an addition I'd be thrilled to add it and credit you! Suggestions can go in our discord or DM me directly at Sessa#3975
The currently rendered guide does not match the live version. An admin has to save the guide as "published" to publish it.
There is dragonriding in this dungeon; I'm not going to insult your intelligence and explain it to you because surely if you've gotten to M+, you can do it.
Boss Order and Bloodlust Timings:
This path assumes going from Granyth -> The Raging Tempest -> Teera and Maruuk because it's the most commonly used path by PUG Groups, but you can also go to Raging Tempest first. The logic being that Tempest is the hardest of the 3 bosses so you can get Bloodlust on cooldown ASAP. I prefer using Bloodlust on Granyth's trash to get it on cooldown even faster and you'll still have it up for Raging Tempest.
Pull 1 - Patrol
Aim to land on the BIG patrol when flying in, use Bloodlust if you need to (Granyth is an easy boss and won't need it), and mow it down with everyone's cooldowns still up. This is the hardest pack in this area and can easily sneak up on you during another pull so it's best to just get it cleared first. You'll know this is the right pack because a) it's massive and b) they travel in kind of a "flying V" formation which makes them easy to spot while in the air.
2 Longbow and a Hornsounder who don't move on their own can make positioning complicated, especially on Sanguine weeks. Displacement abilties (especially grip from Death Knights) are huge here but things are not unmanagable without them as long as you don't try to pull this group into another pack.
Interrupts and Stops
1x Painstomper- Disruptive Shout-25 seconds between casts 1x Hornsounder - Rally the Clan -~15 seconds between casts 1x Beastmaster - Hunt Prey- alternatively assign a class that can soothe on the War Ohuna
Tank cooldown planning
2x Warspears - Pierce bleed can stack up quickly with two of these mobs, use cooldowns once stacks are high
Nokhud Plainstomper
Disruptive Shout
Move away during War Stomp
Nokhud Beastmaster
Hunt Prey - stun or soothe it off their pet
Whoever has the Hunter's Mark debuff will be taking a lot of damage
War Ohuna
Soothe if enraged by the Beastmaster's Hunt Prey
Nokhud Hornsounder
Rally the Clan - PRIORITY stun
Won't move on their own, need to use displacement
Nokhud Longbow x2
Multishot - avoidable tank frontal
Won't move on their own, need to use displacement
Nokhud Warspear x2
Puts bleeds out on the tank (Pierce) and party members (Swift Stab)
Pull 2 - Lancemaster Pack #1
You can interchange this pull for the other patrol that goes around the area (Pull 3) if the timing is good, otherwise you need to start killing the 3 Lancemaster groups in this area to activate the boss. This one is probably the most annoying group because of the 2 Longbow and Hornsounder issue we dealt with in the previous pack. Again focus on displacement and because this group is stationary when you pull it, the archer mobs will shuffle towards you SLIGHTLY on pull so keep that in mind when you're running in.
Otherwise this pull has roughly the same amount of things to worry about for the group, but less tank damage intake so you can save some CDs
Interrupts and Stops
1x Lancemaster- Disruptive Shout-25 seconds between casts 1x Hornsounder - Rally the Clan -~15 seconds between casts 1x Beastmaster - Hunt Prey-alternatively assign a class that can soothe on the War Ohuna
Nokhud Lancemaster
Disruptive Shout
Move away during War Stomp
Face away from group -- all of their attacks cleave
Nokhud Hornsounder
Rally the Clan - PRIORITY stun
Won't move on their own, need to use displacement
Nokhud Longbow x2
Multishot - avoidable tank frontal
Won't move on their own, need to use displacement
Nokhud Beastmaster
Hunt Prey - stun or soothe it off their pet
Whoever has the Hunter's Mark debuff will be taking a lot of damage
War Ohuna
Soothe if enraged by the Beastmaster's Hunt Prey
Pull 3 - Patrol
This patrol can also be pulled later if you want OR is the safest opportunity to combine packs with the following Lancemaster pack on Pull 4 -- only do this if you have enough reliable stops to deal with 2 Hornsounderscasting Rally the Clan and enough displacement to get this Hornsounder from this pack into AoE range of the next pull. Also make sure you're only combining this pull with Pull 4 (when looking at the map, on the NE side of the boss) and not Pull 5, otherwise you'll need to deal with 3 Warspears at the same time!
Interrupts and Stops
1x Plainstomper - Disruptive Shout-25 seconds between casts 1x Hornsounder - Rally the Clan - ~15 seconds between casts 1x Beastmaster - Hunt Prey- alternatively assign a class that can soothe on the War Ohuna
Nokhud Plainstomper
Disruptive Shout
Move away during War Stomp
Nokhud Warspear
Puts bleeds out on the tank (Pierce) and party members (Swift Stab)
Nokhud Hornsounder
Rally the Clan - PRIORITY stun
Won't move on their own, need to use displacement
Nokhud Beastmaster
Hunt Prey - stun or soothe it off their pet
Whoever has the Hunter's Mark debuff will be taking a lot of damage
War Ohuna
Soothe if enraged by the Beastmaster's Hunt Prey
Pull 4 - Lancemaster Pack #2
The easiest pull of the area; if you didn't do a double pull here, just handle the mechanics well and your healer can have a little break to regain cooldowns. When making your own path, you can also move this pull to be the last one right before the boss to regain some dps cooldowns as well if you want.
Face away from group -- all of their attacks cleave
Nokhud Hornsounder
Rally the Clan - PRIORITY stun
Won't move on their own, need to use displacement
Nokhud Longbow
Multishot - avoidable tank frontal
Won't move on their own, need to use displacement
Nokhud Warspear
Puts bleeds out on the tank (Pierce) and party members (Swift Stab)
Pull 5 - Lancemaster Pack #3
This pull is easy on the group but can be rough on the tank, with 2 Longbowmen shooting Multishots off, your positioning is extremely important to make sure you don't cleave the group with a frontal while dodging them both; this group doesn't use stops at all to handle mechanics so feel free to use them here to stop Multishots if you're in a bad position. On top of those, you also have 2 Warspears in this pack stacking up a bleed, so being hit by Multishot accidently is extra deadly.
2x Warspears - Pierce bleed can stack up quickly with two of these mobs, use cooldowns once stacks are high
Nokhud Lancemaster
Disruptive Shout
Move away during War Stomp
Face away from group -- all of their attacks cleave
Nokhud Longbow x2
Multishot - avoidable tank frontal
Won't move on their own, need to use displacement
Nokhud Warspear x2
Puts bleeds out on the tank (Pierce) and party members (Swift Stab)
Granyth
Pull 7 - Stormcaller Pack #1
The pack at the top of the waterfall is the hardest of the bunch here so it's often done first because you're coming out of a boss fight + have a stretch of dragonriding to allow cooldowns to come back again. If for whatever reason your group is low on dps cooldowns, do another pack first and come back to this one. 2 Arcblades can be tricky to backpedal reliably, so keep away from melee just in case you get hit anyways or use stops on their Arcing Strike cast since stops aren't as needed in this pull.
Interrupts and Stops
1x Stormspeaker - Tempest - 20 seconds between casts 1x Unstable Squall - Surge - they basically spam cast this, it's interruptible but a better strategy is to stun them and kill them ASAP as this cast is dangerous if left unchecked.
Tank cooldown planning
Both the Stormcaller and Stormspeaker spam Stormbolt on the tank; if your group is low on interrupts and can't get these very often, you will want to use a cooldown or two during this pull as combined with the Arcblades, there can be a lot of incoming magic damage that is difficult to mitigate.
Stormcaller
Stormbolt - interrupt
Burst down the Stormsurge Totem before Totemic Overload
Storm Surge Totem
Kill ASAP before the Stormcaller casts Totemic Overload
Summons orbs that buff you like the boss (DPS players have prio on these)
Void zone when dead - position mobs slightly away
Primalist Arcblade x2
Backstep the Arcing Strike -- stand 8 yards away from melee just in case you miss it
Primalist Stormspeaker
Tempest
Stormbolt - interrupt with any spare interrupts
Summon Squall - low priority interrupt
Unstable Squall
Surge
Explode on death -- move out of puddle
Pull 8 - Patrol
Since this pack is a patrol that circles the boss arena, check and see if you have a good opportunity to pull it now by hopping down the waterfall
Primalist Thunderbeast
Thunderstrike
Thunderclap - move away, can be hard to see in water
Stay spread 10 yards apart for Chain Lightning
Primal Stormshield x2
DPS down or Purge Stormshield or it damages the party on expiry
Their melees do magic damage -- may need some extra defensives
Primal Gust x4
Purge their shield off to kill them faster
Pull 9
By and large the easiest pack you'll see in this dungeon
Stormcaller
Stormbolt - interrupt
Burst down the Stormsurge Totem before Totemic Overload
Storm Surge Totem
Kill ASAP before the Stormcaller casts Totemic Overload
Summons orbs that buff you like the boss (DPS players have prio on these)
Void zone when dead - position mobs slightly away
Primalist Arcblade x2
Backstep the Arcing Strike -- stand 8 yards away from melee just in case you miss it
Pull 10
Stormcaller
Stormbolt - interrupt
Burst down the Stormsurge Totem before Totemic Overload
Storm Surge Totem
Kill ASAP before the Stormcaller casts Totemic Overload
Summons orbs that buff you like the boss (DPS players have prio on these)
Void zone when dead - position mobs slightly away
Primalist Arcblade
Backstep the Arcing Strike -- stand 8 yards away from melee just in case you miss it
Primalist Stormspeaker
Tempest
Stormbolt - interrupt with any spare interrupts
Summon Squall - low priority interrupt
Unstable Squall
Surge
Explode on death -- move out of puddle
Pull 11
Stormcaller
Stormbolt - interrupt
Burst down the Stormsurge Totem before Totemic Overload
Storm Surge Totem
Kill ASAP before the Stormcaller casts Totemic Overload
Summons orbs that buff you like the boss (DPS players have prio on these)
Void zone when dead - position mobs slightly away
Primal Stormshield
DPS down or Purge Stormshield or it damages the party on expiry
Their melees do magic damage -- may need some extra defensives
Primalist Stormspeaker
Tempest
Stormbolt - interrupt with any spare interrupts
Summon Squall - low priority interrupt
Unstable Squall
Surge
Explode on death -- move out of puddle
The Raging Tempest
Pull 13
Soulharvester
Death Bolt Volley
DPS and healers may be unavailable to interrupt because of Shattered Soul
Ukhel Beastcaller
Desecrating Roar - stun
Heavy Slash - tank hit
Desecrated Bakar
Is a good boy
Desecrated Ohuna
Rotting Wind - avoidable tank frontal
Flying ones will aggro if you're on the hill
Pull 14
Ukhel Beastcaller
Desecrating Roar - stun
Heavy Slash - tank hit
Desecrated Ohuna
Rotting Wind - avoidable tank frontal
Flying ones will aggro if you're on the hill
Desecrated Bakar X2
Is a good boy
Ukhel Deathspeaker
Grasp of the Dead
Decurse Grasp of the Dead if interrupt is missed
Chant of the Dead - Stun or soothe mobs if missed
Risen Warrior
Mortal Strike - stun if possible, applies 30% healing debuff to tank
Scary to pull multiples of these
Risen Mystic
Swift Wind
Purge mobs if Swift Winds is missed
DK can control undead so you get the buff instead!
Pull 15
Ukhel Beastcaller
Desecrating Roar - stun
Heavy Slash - tank hit
Desecrated Bakar X2
Is a good boy
Risen Warrior
Mortal Strike - stun if possible, applies 30% healing debuff to tank
Scary to pull multiples of these
Risen Mystic
Swift Wind
Purge mobs if Swift Winds is missed
DK can control undead so you get the buff instead!
Pull 16
Soulharvester
Death Bolt Volley
DPS and healers may be unavailable to interrupt because of Shattered Soul
Risen Warrior
Mortal Strike - stun if possible, applies 30% healing debuff to tank
Scary to pull multiples of these
Risen Mystic
Swift Wind
Purge mobs if Swift Winds is missed
DK can control undead so you get the buff instead!
Ukhel Deathspeaker x2
Grasp of the Dead
Decurse Grasp of the Dead if interrupt is missed
Chant of the Dead - Stun or soothe mobs if missed
Pull 17
Ukhel Beastcaller
Desecrating Roar - stun
Heavy Slash - tank hit
Desecrated Bakar X4
Is a good boy
Ukhel Corrupter x2
Death Bolt - interrupt but not priority
No need to interrupt Necrotic Eruption, just move out of bad
Ukhel Deathspeaker
Grasp of the Dead
Decurse Grasp of the Dead if interrupt is missed
Chant of the Dead - Stun or soothe mobs if missed
Risen Warrior
Mortal Strike - stun if possible, applies 30% healing debuff to tank
Scary to pull multiples of these
Risen Mystic
Swift Wind
Purge mobs if Swift Winds is missed
DK can control undead so you get the buff instead!
Pull 18
Ukhel Deathspeaker
Grasp of the Dead
Decurse Grasp of the Dead if interrupt is missed
Chant of the Dead - Stun or soothe mobs if missed
Risen Warrior x2
Mortal Strike - stun if possible, applies 30% healing debuff to tank
Scary to pull multiples of these
Risen Mystic x2
Swift Wind
Purge mobs if Swift Winds is missed
DK can control undead so you get the buff instead!
Ukhel Corrupter x2
Death Bolt - interrupt but not priority
No need to interrupt Necrotic Eruption, just move out of bad
Pull 19
Soulharvester
Death Bolt Volley
DPS and healers may be unavailable to interrupt because of Shattered Soul
Ukhel Beastcaller
Desecrating Roar - stun
Heavy Slash - tank hit
Desecrated Ohuna
Rotting Wind - avoidable tank frontal
Flying ones will aggro if you're on the hill
Ukhel Deathspeaker
Grasp of the Dead
Decurse Grasp of the Dead if interrupt is missed
Chant of the Dead - Stun or soothe mobs if missed
Risen Warrior
Mortal Strike - stun if possible, applies 30% healing debuff to tank
Scary to pull multiples of these
Pull 20
Soulharvester
Death Bolt Volley
DPS and healers may be unavailable to interrupt because of Shattered Soul
Risen Warrior
Mortal Strike - stun if possible, applies 30% healing debuff to tank
Scary to pull multiples of these
Risen Mystic
Swift Wind
Purge mobs if Swift Winds is missed
DK can control undead so you get the buff instead!
Ukhel Corrupter x2
Death Bolt - interrupt but not priority
No need to interrupt Necrotic Eruption, just move out of bad
Pull 21
Ukhel Corrupter x2
Death Bolt - interrupt but not priority
No need to interrupt Necrotic Eruption, just move out of bad
Risen Warrior
Mortal Strike - stun if possible, applies 30% healing debuff to tank
Scary to pull multiples of these
Risen Mystic
Swift Wind
Purge mobs if Swift Winds is missed
DK can control undead so you get the buff instead!
Teera and Maruuk
Pull 23
Balara
DPS and Healers stand against the fence to bait Vehement Charge