Darkheart Thicket Keystone Pull Sequence

This pull pattern is also adjusted based on weekly affixes, and a lot of PUG’s will do things different than I do, but this is my most multi-chested dungeon by far, and the following is how I try to pull it every single time.

1) Drop key. Run down the hill and grab the first group of three. Burn them down before grabbing the second group. If you outgear the key greatly then grab both, but the stuns from the birds, and the leaps from the cats make this double pull very challenging without the appropriate gear.

Once those groups are dead (or mostly dead) go ahead and grab the lone bear. Its best to grab him before the 2x casters pat on top of him, you don’t want them at the same time. Kill the bear, and wait for the pat to make it out to the path, or close to it. Basically you just want them far enough out so you can kill them without grabbing the group on the right.

Once the two casters are dead, hug the wall to the left and grab the 3x group with the hippogryphs. Easy group, they charge all over the place but it’s very manageable, just burn them down.

SKIP: STAY TO THE LEFT – and climb up over the log to the left. Do NOT drop through the hole or you will agro and unnecessary group. Once on top of the log you can hop on top of a platform and wait for the cat/caster pat to be in the middle of the walk way. At this point you want to hop down and kill them without moving too much. You need to be VERY aware at this point, as you have groups on both your left and your right, and you need to avoid both in order to optimize time.

Upon killing this group, mount up and navigate your way down the path to the next pat. Kill them in a location of your choice, but be aware that you do not have to pull the 2x group to the left that isn’t on the path. You will not need them for percentage.

Next is the double bears. When you pull the bears, run through them and put your back to the barrier. What this will do is initiate the ‘RP’ for the first boss. Once he’s done talking the wall will come down so you can pull the boss as soon as the bears are dead, or near dead.

Kill the boss. (I typically tank him against the vine wall that spawns behind him. Be sure to step out of the way of the charge he does in his ‘bear form’.

2) For the following pulls until the second boss, Keepers will be your priority, followed by driads, and then the flowers.

Run down the path and kill the group of three. (Driad and two flowers.) Once that group is dead, it’s time to make it past the only challenging portion of the dungeon. This skip is massive and will be the deciding factor of your multi-chest 99% of the time.

SKIP: There is a large group to the left, one of the mobs (Driad) pats a half-lap around the group. For a few brief moments the driad will step into the group, and OFF of the trail. You need to wait until the driad is in there and off the main path. Once he is off, you have less then 3 seconds to make it. DO NOT try to jump the environment on the right side or you will likely get stuck. Be on your mounts and ready. When the driad steps off the path, run along the right side of the path, all the way to the next pat. Everyone in your party needs to be on par with this skip, or someone will face pull and it’s game over.

Grab the pat of 3, and pull them into the bigger group at the entrance of the next path. FOCUS KEEPERS FIRST, THEN DRIADS. You will have to kite this group around the circle to keep party members (and mobs) from standing in mushrooms. The tank can soak these mushrooms one or two at a time, but they will kill a DPS or healer quick, so be wise when soaking them. They will explode and do AoE damage to those in melee range.

Once that large group is dead and you recover from the chaos, mount up and run down the path. There is a pat of 3 along this path. If they are down at the bottom you can skip them by going onto the rocks to the left and navigating your way through the branches. If they are in your way and you cannot get around them, just grab and kill them. It will be faster than waiting on them.

Mount back up, run down, and grab all of the mobs surrounding the boss. (There should be five.) Once they are stacked up, AoE them down. Try to coordinate AoE stuns with your group, as it will keep them from damaging and fearing your team. They are also able to be interrupted, this is necessary in order to take a load off the healer.

Kill the second boss. Tank/Spank. In a higher level stone, or in situations of low iLvl, you may need to burn cooldowns when he picks you up and squeezes you (tank) but the damage is pretty low until you are in 10+ keys.

3) For the next few trash pulls, be sure to avoid the eggs at all costs. Coming in contact with them will cause dragon whelps to spawn. They don’t do a great deal of damage, but they are annoying and will certainly slow your group down. (Bolstering / Necrotic weeks, they may cause wipes.)

Onward to the next set of trash. There will be a small cluster of blobs, go ahead and gather them up and AoE them down. Be careful not to stand on top of them as they die, they do a rather impressive amount of damage to non-tank party members as they die.

Next is the big elemental. I suggest pulling him back onto land, away from all the eggs. Kill him quickly and avoid the orb that drops down from the sky. If you are in melee range when this orb hits the ground, it will do a great deal of damage and knock you back. (This is a problem if you get knocked into the eggs.) Once the big elemental dies, he breaks down into four smaller elementals. They need to be AoE’d down quickly, or they will reform into a bigger elemental and you will find yourself in an annoying loop.

After killing the first big elemental, get on your mounts. Tank will go first, and the melee will follow behind. (10yds is my rule of thumb.) Once on your mounts, move up the path as far as possible, without face-pulling the blobs. Wait for second big elemental to pat to the left. You will SKIP that elemental in order to optimize time. In order to do this, you will wait for the Ele to pat to the left, once he is towards the shore on the left, ride through both groups of blobs and pull them into the boss room.

Once gathered inside the boss room, burn down the blobs and any whelps you likely picked up. Peek over your shoulder and make sure your group didn’t accidently pull extra. Once everything is dead and you are good to go, grab that boss. I usually tank him where he stands, facing the exit of the room. This gives the DPS and Healer plenty of room to navigate, countering the winds and avoiding the rock fall. Step to the left or right when he casts his Corrupted Breath, it will do a TON of damage in higher keys.

4) You’ve killed the dragon, it’s time to push toward the final boss. Mount up, and run into the log. Drop in and immediately pull the group of 3. You want him separate from the second group, but if they are stacked then take advantage of it and hope your DPS is on their ‘A’ game. Interrupt as many casts as you can, and stun accordingly. IF you have to pull the pat separate from the group, that is fine, just slightly slower. Not a big issue though.

Once the group is almost dead, go ahead and run up to the bats. Your DPS can finish off the imps/demons while you set agro on the bats. As a tank, be prepared to use CD’s if you are in a higher level key, they are nothing crazy, but they’ll wake you up if you aren’t ready.

POSSIBLE SKIP: Once the bats are dead you will move up to the final trash group. This group is often skipped in high level keys through the use of Invisibility Potions. If every member of the group does not have one, just go ahead and burn this group down with AoE.

After that group is dead, you are in the final boss room. Kill him and collect your loot!

Maw of Souls Keystone Pull Sequence

Maw of Souls is able to be pulled many different ways, the following is my personal preference.

The first pull is important. But the way you handle this will depend on the weekly affixes, the keystone you are working on, and your group composition. The lower your iLvl, the more gently you will want to be.

Enter the dungeon, drop the key. Everyone should be mounted. DPS/Healer needs to stay a good distance behind the tank (10 yards or so to avoid any face agro). The tank should run up the hill, across the bridge, break to the right, up to the really big group, and then back toward the bridge. Once all mobs are in a generally tight group, your tank needs to swipe/stomp/consecrate in order to set the agro on all of these mobs. An intelligent hunter/rogue will really help with this through the use of Misdirection/Tricks. Once the group is mostly dead, go ahead and grab the boss. (You can grab the boss right away with all the trash if you would like, but make sure your group is prepared to use Heroism/Drums, and make sure you healer is prepared to use cooldowns.)

Alright – So the first boss is dead. You’ve clicked the horn and you are inside the boat. Give your group a few seconds to get, and then it’s time for the tank to make his money. What I do is charge in and grab the first two, set agro, and then step into the ‘T’, at which point I grab the three mobs to the right, and the two mobs to the left. I step back into the room before the ‘T’ so the groups stack up semi-nicely and the group can burn them down.

There is a healer in the group to the right, so go ahead and throw a skull on this mob to burn it down first, or at least make sure it is tended to for interrupts.

Time for the dogs and the Mariner. I do this a couple different ways based on affixes and group comp, but my preferred method is as follows:

Grab the Mariner, the big group of dogs, and the three dog patrol that walks around the boat all at once. Your group should stack on top of you so that you can quickly and effectively cleave down the dogs while burning the mariner down. Remember the dogs do not maintain agro the way we want, and the mariner does heavy AoE damage. Your healer will likely be a bit testy if you perform this pull in a 7+ and he doesn’t have his cooldowns.

Once the dogs are dead and the mariner is at 50% or lower, go ahead and grab the big ugly giant. He will spew green nonsense all over the place, dodge it as you kill the two mobs left standing. After they are dead, run up stairs to the next two mobs.

It is important to note two things here. 1) The giant is too big and cannot be pulled up the stairs, you will have to kill him before moving forward. 2) The two mobs at the top of the stairs both cast an interruptible fear. Be sure to interrupt this. I like to mark on mob with a skull, let the DPS focus and kill that while I interrupt the off target and maintain threat.

Now kill the second boss.

The second boss is dead, it’s time to finish the trash on the way to Helya. The first mob you will encounter casts a fear like you say earlier. I typically pull him with the group of three mobs that are standing behind him.

You will be fighting 2x Healers , 1x Screamer (fear), 1x Melee jerk that ghosts out and is just annoying.

The tank should be the only one interrupting the fear, and thats all he should have to worry about. The DPS (and healer if he’s a beast) should make sure the healers are interrupted. ONLY interrupt ‘***** Of Souls’ and ‘Rejuvinating Waters’, the rest is just damage that the tank can mitigate just fine.

Once this group is dead, go ahead and grab the next group of two, and deal with them accordingly. DPS burn and interrupt the healer, tank will hold agro and interrupt the fears.

The next pull is heavy. You will grab the two to the left, the two to the right, AND the mini boss. Stack up in the middle and cleave them all down together. When the big guys do their swinging blade move, just step out of the way and save your healer the headache. Get as many interrupts as possible on the mini boss, to also help out your healer.

IMPORTANT: As long as you kill the 4 big guys, and the mini boss, you will be at 100% of required trash, and you can jump down to helya immediately, leaving anything else left alive. It will not follow you down. (All that should be left alive is the little ghouls.)

Kill Helya, collect loot. Congratulations on your three chests.

Note: During Necrotic and Bolstering weeks, you will want to change these pull patterns. Bolstering and Necrotic really change things up.

Keystones In a Nutshell

+4-6 +7-9 +10-??
Week 1 Raging Necrotic Fortified
Week 2 Bolstering Overflowing Tyrannical
Week 3 Sanguine Volcanic Fortified
Week 4 Teeming Necrotic Tyrannical
Week 5 Raging Volcanic Tyrannical
Week 6 Bolstering Skittish Fortified
Week 7 Sanguine Overflowing Tyrannical
Week 8 Teeming Skittish Fortified
  • Overflowing – Healing in excess of a target’s maximum health is instead converted to a heal absorption effect.
  • Skittish – Enemies pay far less attention to threat generated by tanks.
  • Volcanic – While in combat, enemies periodically cause gouts of flame to erupt beneath the feet of distant players.
  • Necrotic – All enemies’ melee attacks apply a stacking blight that inflicts damage over time and reduces healing received.
  • Teeming – Additional non-boss enemies are present throughout the dungeon.
  • Raging – Non-boss enemies enrage at 30% health remaining, dealing 100% increased damage until defeated.
  • Bolstering – When any non-boss enemy dies, its death cry empowers nearby allies, increasing their maximum health and damage by 20%.
  • Sanguine – When slain, non-boss enemies leave behind a lingering pool of ichor that heals their allies and damages players.
  • Tyrannical – Boss enemies have 40% more health and inflict up to 20% increased damage.
  • Fortified – Non-boss enemies have 20% more health and inflict up to 40% increased damage.

M+2: +8% Health & Damage
M+3: +17% Health & Damage
M+4: +26% Health & Damage
M+5: +36% Health & Damage
M+6: +45% Health & Damage
M+7: +59% Health & Damage
M+8: +71% Health & Damage
M+9: +85% Health & Damage
M+10: +100% Health & Damage
M+11: +116% Health & Damage

Level Dungeon Chest Class Hall Chest
Regular Mythic 840 N/A
2 845 850
3 845 855
4 850 860
5 850 865
6 855 865
7 855 870
8 860 870
9 860 875
10 865 880
11 870 880
12 870 885
13 875 890
14 880 895
15 885 900

Neltharion’s Lair Keystone Pull Sequence

Drop in in the beginning. Pull the scorpion, the two gators to the left, up to the double snake. Kill all that. Once dead, hop in the water and pull the lone gator onto the doc with the other 3 mobs. Kill and drop down to the boss. Don’t drop until dead or you will bug them.

Kill boss and hop in barrel. Hug the wall to the right and skip the first group. When you successfully skip that first group, you grab the pat, and pull him forward. There is a drummer on an island, and a dude walking a gator around it. You pull all the way to the drum, and grab all that trash along the way burn the drum right away. Use your DPS cooldowns incase the damage dealers in your group aren’t paying attention. Once the drum is dead, focus the gator you picked up with the Pat, and make sure you interrupt him or he’ll ‘freeze’ you or one of your party members.

Once that’s dead you have a group of three. Burn them down and head to the hulk guy. Interrupt his little friend and keep them both from facing the group.

Now go up the ramp and you can pull this room however you want. It’s going to be based on your group. I have one pulled almost the whole room before with the boss. And other times I just pull one group at a time. If you move with a purpose you will multi chest either way.

Kill boss.

Run over the hill and grab the group of three that are sitting next to the snail track. Burn them up and then head to boss #3. (DO NOT PULL GATORS FROM THE POND)

Grab the first group of two, and pull them down to the group of three. Burn the fire geode first, and then nuke any grubs that pop up while burning down this group.

Hop down and grab all the rest of the trash before the boss. Round them up and burn. Might need a cool down. Watch for grubs, those become priority when they pop up.

Kill boss.

Hop down, grab the first two trash mobs and pull them to the right into the group of 3. Burn all five down.

Hope down into the final boss room and grab the group on the left. When mostly dead and healer is okay, grab group on the right.

Kill final boss.

Now- every thing from the ‘barrel game’ boss, to the final boss, is your time crunch. You can make up a butt load of time in here if you lost some in the beginning.

Beastmaster Hunter WeakAuras

The auras are pretty self-explanatory. They have the same icon as the spell they represent. In this screen clipping you can see the dinosaur; it shows up when you don’t have an active pet (something that is very important for a Beastmaster hunter LOL).

The top row is the rotation, starting from near the hunter and moving outwards in order of importance. Kill command being the most important spell that you’ll want to cast every time it becomes available. Next Dire Beast, and finally A Murder of Crows.

The second row is the cooldowns. Bestial Wrath you want to cast almost every time it’s off cooldown, unless you have a Heroism, Potion or buff coming soon. With only 1.5 minute cooldown you can use it nearly every other pull in a dungeon.

I put defensive cooldowns to the right of the character, in this case the only one I included is the run speed boost for helping you get away from danger quicker.

In my opinion showing all the bulk of the important spells off cooldown is much more effective than something simply telling you what spell to use, because eventually you’ll start to choose different spells in different situations. For the most part, on a boss fight the goal is to keep all the auras off your screen.

One final thing to note, when there are no other spells worth casting AND you have focus to burn, an aura for Cobra Shot will show up. If you are fighting three or more mobs, you’ll want to replace that spell with Multi Shot.
WeakAuras can be downloaded from Curse here.

Place the file in:
(path to your WoW directory)/World of Warcraft/WTF/Account/(Your Account name)/SavedVariables/

Right click and select download or “Save link as…” depending on your browser:

Ark Inventory Settings

World of WarCraft bags can be a frustrating thing. There are several AddOns for combining bags and sorting inventory. The one I chose to use is Ark Inventory. The developer’s GitHub page for Ark Inventory can be found here and the AddOn itself can be downloaded from Curse here.

Here is an example of what my inventory looks like with all my rules in place:

Anyway, there are several people that use my rules/settings for Ark Inventory so I decided to write a post so that people can easily download the file.

Place the file in:
(path to your WoW directory)/World of Warcraft/WTF/Account/(Your Account name)/SavedVariables/

Right click and select download or “Save link as…” depending on your browser:

Raided G Kills Nythendra

Nythendra Kill

On December 7th 2016 our group got together at 7:00 PM Central time to begin our journey through the Emerald Nightmare.

We’re a bit late to the party. Emerald Nightmare (EN for short) opened September 20th, giving other groups 97 days to beat on it before we showed up. Clearly we are by no means a hard core progression group. In fact some of the members we plan to be raiding with haven’t even hit 110 yet. What we do have is a group of respectful mostly parents or children, whose focus is clean execution and friendly socialization. Downing bosses is really just a byproduct.

Congratulations everyone who was there. May it be the first of many.