Tol Dagor Dungeon Ability Guide
Tol Dagor is a max-level dungeon located in
. It is available to Level 115 Alliance players on Normal difficulty and level 120 players on Heroic, Mythic, and Mythic+ difficulties.
This guide will outline strategies and important role-based responsibilities for each of the 4 bosses in Tol Dagor, as well as some tips on particularly threatening trash mobs.
When running this dungeon in Mythic+, additional affixes will be present on the enemies in the dungeon, affecting the way they behave.
You can complete the achievements
. These can only be completed on Mythic difficulty.
also has a chance to drop from end-of-dungeon bosses until January 22nd at which point
will start to drop.
is a drop from Mythic Tol Dagor.
Loot drops at ilvl 310 on Normal mode for level 120 players, ilvl 325 on Heroic and ilvl 340 on Mythic.
For Mythic+ Dungeons, loot does not drop per boss. At the end of the dungeon, a special chest will spawn that contains loot from the dungeon, for which the base ilvl increases based on the Mythic Keystone level. The loot is personal, so each player should loot it to see what their reward is. Two pieces of loot are guaranteed and the items will be appropriate to the player's class/spec.
In addition, all loot in Battle for Azeroth is on an ilvl spectrum. Most loot has a base ilvl and a progressively smaller chance to appear as a Warforged version, increasing in intervals of +5 ilvls. Learn more about loot in the
BfA Gearing Guide
Dungeon loot can also be found at random on World Quests, including quests that send you into the dungeon, as well as quests to kill random elites.
Mythic+ Loot and Timer
Tol Dagor Mythic+ Times
For Mythic+ Dungeons, loot does not drop per boss. At the end of the dungeon, a special chest will spawn that contains epic items from the dungeon's loot table, for which the base ilvl increases based on the Mythic Keystone level. The loot is personal, so each player should loot it to see what their reward is. Two pieces of loot are guaranteed for the party, and the items will be appropriate to the player's class/spec.
In addition, if you successfully complete a Mythic+ dungeon within the time allotted, the Keystone that was used to start the attempt will become upgraded by at least 1 level. The faster you clear the content, the larger the upgrade, up to a maximum of 3 levels higher.
If the party upgrades the keystone by more than one level, they will also receive the corresponding number of loot chests.
Notable Trash Mobs (Sand Queen)
Upon zoning into the instance, players will find themselves on the beach next to the prison. Players need to clear a path to the open sewer pipe and go inside, but not before dealing with the trash mobs and Sand Queen boss in the area.
Beware patrolling swarms of
Players will find 3 uniquely named trash mobs around this beach area, in multiple configurations. Not all trash enemies need to be killed before the group can progress further into the instance, however a sizeable amount should be removed around the area the group will fight
crocolisks will bite down on the tank with
. This deals a burst of physical damage and reduces the targets maximum health by 5% for 12 seconds.
When fighting a single crocolisk, this debuff isn't very notable. However, when engaging a large amount of the beasts, the tank will have their max health reduced by a significant amount as the debuff stacks.
The group should either avoid pulling a large amount of these, or the tank may wish to utilise crowd control and movement abilities to kite the
s when they have many
s are found in groups, four to five strong. They will cast
on a random player within 10 yards, dealing damage every second and rooting the player for 6 seconds.
This ability can deal significant damage to a solo melee player if the group is engaging a large amount of crabs at once, as the crabs have a habit of casting
on the same target simultaneously.
Therefor, the group should be careful when pulling multiple
groups at once!
s will patrol along the beach. Upon engaging the party, they will begin to apply
to nearby players, dealing damage and applying a 6 second dot.
s have very little health and should be quickly cleaved down to ensure that the
stacks do not get to high.
Abilities & Strategy
is a single phase encounter which mainly relies on players positioning correctly to avoid taking excessive damage.
Do not move into the
will spawn several
s near the locations of players. Running into a
will deal a burst of damage, knock up and stun the player for 4 seconds.
Players need to ensure that they identify the locations of these traps and do not run into them. Towards the end of the encounter there may be many
s, making this significantly harder.
The group may wish to move the boss once an area becomes saturated with
s, as to make movement around the space less dangerous.
The boss will occasionally summon a
, dealing damage and pushing all players in the group in a direction over 12 seconds.
Although the ability is unavoidable, players need to ensure that they are not pushed into any nearby
s during the
, as the combined damage could prove lethal.
will burrow under the ground before marking a player for
. Moments later the boss will appear at that location, dealing damage and knocking up all nearby players.
The target of the
cannot avoid the damage, but the rest of the group can. Make sure the targeted player is away from the rest of the group as to avoid excess damage going onto the group.
On heroic difficulty, each time
spawns a set of
s will also spawn from those locations.
s act similarly to the
trash before-hand, dealing damage to nearby players via their Itchy Bite but not using standard melee attacks.
dies they will apply an
buff to the boss. This increases her damage done and haste by 5% for 4 seconds and this can stack.
Players can either quickly dispatch the
s and then soothe the buff off the boss, or wait until she has cast
. If the group waits until she just goes under the ground, the buff will drop before she reemerges.
Notable Trash Mobs (Jes Howlis)
Disturbing the garbage piles will spawn packs of
, players should proceed into the open sewer pipe. As the group moves through the pipe, they will disturb the garbage on the ground, spawning packs of
Continuing further up the pipe will lead the group into a large room with many
s. Be careful not to pull to many as their
will stack quickly on the tank.
The path towards the next boss is largely linear, with the occasional room off the path full with more trash. The group will also find locked Prison Gates that can be picked by your friendly neighbourhood Rogue!
As the group follows this path, they will encounter 6 new uniquely named trash mobs.
s have a 3 sec interruptible cast called
. This will deal burst of magic damage and apply a debuff reducing all damage done by 50% for 8 seconds to all players within 40 yards.
The group should interrupt this cast as a high priority, as it substantially slows the rate in which the group clears the dungeon.
s will cast
at the player with highest threat, dealing a small amount of physical damage.
Due to the low threat posed by these enemies, the group should instead focus on more dangerous foes before burning down the
Rogues can pick the Prison Gates to open up shortcuts!
s will hit the tank with
, dealing a burst of magic damage and applying a 16 second magic debuff which deals ticking damage.
The healer should attempt to remove this debuff as frequently as possible. Do note that when engaging multiple arsonists at once, it is possible for the
debuff to stack.
s will cast
to the target with highest threat, teleporting them to their location. This also increases the haste of the looter by 50% for 12 seconds.
buff can be purged as it is a magic buff, however the group will frequently find the
s in large packs together, making AoE purges more ideal (such as Arcane Torrent or Mass Dispel).
s will spam cast
at the tank, dealing a small burst of magic damage. Although this ability can be interrupted, the group should look to instead interrupt the Seaspeakers ability with more impact:
applies a magic buff to all nearby trash mobs which reduces all incoming damage by 75% for 8 seconds. This buff also applies a damage absorption shield.
should be interrupted when possible. If the cast goes through, the buff should either be dispelled or removed asap by damaging through the absorption shield.
The hallways of the prison will also be filled with
s. These neutral enemies will simply melee hit the target with highest threat. Due to their placement within the instance, it is likely that the group will engage these groups passively when dealing with the more hostile enemies on the path.
When the group reaches the floor which houses
, we recommend that you clear most, if not all, trash on the floor. This is because the boss will run around the entire floor during the encounter, pulling any trash that the group skipped on their way to him.
Abilities & Strategy
Create a line of sight barrier when
is a two phase encounter in which the group needs to use the environment to create line of sight for one of the bosses key abilities.
The bosses ability with the most impact is
. After a 6 second cast, Jes will deal a near lethal amount of damage and knock back all players within line of sight.
All players within the group should hide behind a nearby pillar to ensure they are not hit by this ability. The tank can also hide during this time as Jes remains stationary during the cast.
An interruptible ability
. After a 3 second cast, all players in the group will become feared for 6 seconds. This fear is a magical effect and can be dispelled.
Players can not line of sight this cast, instead they should make sure they interrupt it as a high priority.
Jes will target a player and throw a
at them after a short cast. This player will take a burst of damage and gain a 12 second poison debuff that deals ticking damage and slows movement speed by 50%.
This debuff should be dispelled if possible, as the reduced movement speed can make moving for the
cast more difficult.
Upon reaching 70% health, the boss will throw down some
, stunning the entire group for 6 seconds. Jes will then proceed to run along the catwalk around the edges of the room, opening up cells as he goes.
Each cell contains an
add which doesn't have any abilities, but will melee hit the target with the highest threat.
The tank should attempt to gain threat on all adds as the entire group follows Jes around the catwalk. DPS may need to hold off a moment to ensure that the tank can easily gain aggro on these adds.
Once Jes reaches the end of the catwalk he will begin to channel
, a 45 second channel which buffs himself every 2 seconds with Motivated, a 10% stacking damage increase that lasts 12 seconds and reduces the damage he takes by 90%.
Quickly damage off the
shield to interrupt the
As soon as Jes begins his cast, a player should interrupt him to keep damaging him. Make sure that a member of the group has saved an interrupt as Jes will cast
The encounter now reverts back to normal. The group should quickly kill the
adds before finally finishing off
On Heroic difficulty, Jes will release
from the last cell during the
has two key abilities the group needs to deal with.
Bobby shares the
cast with Jes. This needs to be interrupted to ensure the group isn't locked out of combat for 6 seconds due to the fear.
Bobby's unique ability is
. He will jump on a player and stun them whilst dealing damage over 30 seconds. Bobby also gains a damage absorption shield which prevents interrupts during this time.
Players must quickly remove the
damage absorption shield so that they can interrupt the
If the group is too slow, it is likely the targeted player will die from the damage or from a
cast from Jes.
Notable Trash Mobs (Valyri)
, the group should head to the northwestern door towards the rest of the instance. During this time the group will encounter 5 new trash enemies.
AoE Stun the
to interrupt it!
s will buff themselves and any trash within 10 yards when they channel
. This reduces incoming damage by 75% and
redirects all spells back to the player that cast them.
All spell casters should avoid casting on the Jailer or nearby trash whilst
As the Jailer will remain stationary during the channel, other trash mobs can be dragged away from him and out of the
AoE crowd control spells can be used to interrupt the
s will will cast
on a random player. This will deal ticking damage, pacify, silence and slow movement speeds by 75% of the player over 6 seconds.
This cast should be interrupted as the highest priority, as the spell effectively makes a player useless for 6 seconds.
The officers also have access to the
ability. This should be dealt with in the same manner as the
is dealt with.
s do not melee attack the tank, instead they will spam
them. This forces the tank to bring other enemies over to the Marines to allow the group to cleave efficiently.
Make sure you are not within rangeof the barrel when it explodes!
The Marines also cast
on the tank. After a 4 second cast, they will blast the tank with a short range frontal cone, dealing a burst of damage and applying a 12 sec magic debuff which deals ticking damage.
cannot be moved out of, as the Marine will follow the tanks movement to ensure that they always hit their target. All other players should avoid standing in front of the Marine when this cast goes off.
Aside from casting
, which deals a burst of magic damage to their current target,
s will also cast
After a 4 second cast, an area underneath a randomly selected player will be marked. A few moments later this area will explode, dealing substantial fire damage to anyone stood within it.
The Flamecasters should be interrupted as often as possible, as both their
casts can be devastating.
The group will encounter a single
just before they reach the outside area of the instance. These act similarly to the Marines, by spam casting
, however they will ignite a single munitions barrel that lays in front of them when the group engages the Spotter in combat.
The group should ensure that they move out of the clearly indicated munitions barrels explosion radius before it explodes, as otherwise they will take a large burst of fire damage.
Once the group reaches the outer walkway, they will see the Heavy Cannons for the first time. These neutral mobs can be mounted by right clicking on them.
Doing so will give the user inside access to the Cannon Blast ability. This deals an incredibly high burst of damage and knocks back
within its targeting zone. This includes players.
Due to its friendly fire, the Heavy Cannons are a dangerous tool to be used. The user should ensure that they only hit trash enemies with the Cannon Blast, not their allies!
Due to the knock back from the blast, the Heavy Cannon can be used to annihilate trash packs on the ramparts and early in the expansion it probably be quicker just to let the cannon and ranged dps kill the trash whilst melee players sit back and wait.
Cannon Blast hurts enemies and your teammates!
Abilities & Strategy
is a single phase encounter which revolves entirely around the idea of preventing Munition Barrels from exploding via the bosses fire damage spells!
At the beginning of the encounter, players can find 4 Munition Barrels in the relatively small encounter space. If the Munition Barrels are hit by any form of fire damage, they will explode after 6 seconds via
. This deals near lethal fire damage to all players within 20 yards, whilst also dealing damage to other barrels within 20 yards.
This can set of a
chain reaction, as each explosion causes another barrel to explode.
Shortly after a Munition Barrel explodes, another barrel will appear in the encounter space to ensure that there are always four barrels in play.
There are four barrels at the start of the fight!
Make sure barrels are not hit by fire damage, otherwise they explode!
To prevent the Munition Barrels from exploding, players can right click them to pick them up. This will grant the
buff, pacifying the player.
Players should pick up Munition Barrels, move them out of incoming damage and then place them on the ground by using the
extra action button.
This needs to be done throughout the fight and players must be careful not to allow a barrel to explode in the centre of the encounter space as it leaves little to no room for the group to safely stand in.
has three abilities the group needs to deal with.
You have 15 seconds to move barrels outof the
is cast, zones will appear underneath the locations of players or Munition Barrels. After ~15 seconds, the zones will explode, dealing near lethal damage to players and igniting barrels within the zones.
Players should use the 15 second window between the zones spawning and detonating to safely move the Munition Barrels out of the zones.
in the direction of a randomly selected Munition Barrel.
After the 7 second cast, a large frontal cone of fire will spew in the direction the boss was facing, dealing damage and igniting any barrels within the area.
Players should do their best to move any Munition Barrels out of this frontal cone. Barrels that are far away from the boss may prove to be difficult to save due to the shape of the spell.
The boss will apply a 5 second magic debuff on a player when she casts
Players afflicted with this debuff deal ticking fire damage to themselves over the course of the debuff. If a player is handling a barrel during this time, the barrel will drop to the floor and ignite.
This debuff should be dispelled as soon as possible and the player afflicted by the debuff should avoid handling any barrels until the debuff is removed.
It is likely that barrels will explode during this encounter. The group just needs to do it's best to ensure that explosions do not chain off each other, as this can leave very little room to dodge the bosses abilities.
Notable Trash Mobs (Korgus)
Watch out for the
Once the Knight Captain has been slain, the group should head out the northeastern door towards the final boss.
s have two notable abilities.
They will frequenly gain the
buff. This increases their damage dealt by 100%, but reduces their movement speed by 50%.
Tanks who find it difficult to stay alive whilst fighting the buffed
s should kite them, which is pretty easy due to their reduced movement speed.
s will also cast
. After a 2.5 uninterruptible cast, they will deal a burst of damage and root all players within 6 yards for 4 seconds.
Players should make sure to avoid standing within the
area of effect. Make sure to pay extra attention when the tank is kiting the warden!
s also have two important casts.
Don't stand in
is an uninterruptible 3 second cast which deals a burst of damage to all players within 8 yards as well as applying a magic debuff which disorients and deals additional ticking damagfe over 8 seconds.
Players should ensure that they do not stand within the
area of effect... because like... why would you do that?
The priests also have an interruptible 1.5 sec cast called
. If the cast goes through, this will buff all nearby trash, healing them for 10% max hp every second and increasing their damage done by 5%.
This should interrupted as the highest priority, as this buff can increase the time it takes to defeat enemies by a large amount.
The group will also have access to more Heavy Cannons during this time. Utilizing these cannons can quickly dispose of both the Wardens and the Priests, just watch out for your allies.
Abilities & Strategy
is a single phase encounter which relies on players positioning to deal with the many different area of effect spells the boss throws out.
will periodically buff himself with two different azerite rounds:
causes all of the boss' abilities to apply an 8 second dot to any player who takes damage from a mechanic.
This DoT can no longer stack.
The healer needs to ensure that they keep the group healthy during
periods, as incoming group damage can be high.
causes all of the boss' abilities to knock back any player who takes damage from a mechanic.,
Players need to ensure that they are not knocked back into any other ability
will create several cone shaped zones around him when he casts
. Anyone who remains within these zones at the end of the 3.7 sec cast will take a near lethal amount of damage.
Players need to quickly react to the zones and position themselves so that they stand in between two of them.
will mark several players in the group with
. After 4 seconds these players will explode, dealing damage to themselves and anyone within 5 yards.
Players need to ensure that they are spread at least 5 yards to prevent splash damage. These zones will cause the player to be knocked back if the boss has
Stand in betweenthe
Spread 5 yards when targetedby
if you do not have a debuff.
The boss will focus on a player and cast
. This creates a large arrow facing towards that player and at the end of the cast, the boss will fire a projectile towards that player.
The first person to be hit by the projectile will absorb it, taking a large burst of damage and receiving a 1.3 min debuff which increases the damage taken by
The group needs to ensure that a player isn't hit by a
if that player has already taken a
recently, as the damage increase will cause the shot to be deadly.
This is easily done, by making sure you absorb the projectile for the player by standing between them and
Watch out for the cannons
A cannon around the edge of the encounter space will periodically face a direction and begin to charge up a
The cannon will discharge its blast after the 4 second charge up time, dealing damage and knocking back all players in a frontal cone.
Players need to ensure they do not stand in front of the cannon that is due to fire
, whilst also making sure that they do not move into anything else that will put them in danger.
to all players at the beginning of the encounter.
This debuff causes players to gain an alternate energy bar. This bar will fill with energy as players move and slowly deplete as players stand still.
If the bar fills up to 100%, the player will be stunned for 8 seconds. At the end of the stun the energy bar will reset back to 0%.
Players need to restrict their movement as much as possible, saving it for times where they need to move from a mechanic, such as
Mythic+ Dungeon Advice
Need more Mythic+ tips for your spec? Our class writers wrote guides to the best talents, azerite, and strengths in Mythic+ for all specs:
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Arcane Mage M+ Guide
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Holy Priest M+ Guide
Shadow Priest M+ Guide
Assassination Rogue M+ Guide
Outlaw Rogue M+ Guide
Subtlety Rogue M+ Guide
Elemental Shaman M+ Guide
Enhancement Shaman M+ Guide
Restoration Shaman M+ Guide
Affliction Warlock M+ Guide
Demonology Warlock M+ Guide
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About the Author
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(made and usable with
(made and usable with
) can also be used in
to pick the locked gates for shortcuts.
For the love of all that is holy, interrupt
or you will just sit there and pound on the
s over and over and over again.
We tried keeping them together, keeping them apart, interrupting
, and finally got around to
. That fight took us, no joke, 5 minutes to blindly figure out.
Make sure you bring a rogue with you (or someone with
who can make either
); you can open all the gates in the room with the second boss, so you don't have to deal with the adds in the second phase of the bossfight (Bobby Howlis will still spawn during the fight).
(And as already mentioned in another comment, you can also pick locks to make your way through the dungeon faster, and free friendly NPCs to get a buff.)
You can also pick the locks with the Legion Jewelcrafting
As I have not been able to find the information elsewhere i felt it prudent to report my findings here, all of the Classic Engineering craftable Seaforium Charges (
) DO NOT work in the Battle for Azeroth Dungeon Tol Dagor, hope i saved my fellow engineers some time!
What item lvl is needed to do solo on normal?
What item lvl is needed to do solo on normal?
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