Opera Encounter Tips and Tricks - Lower Karazhan Mythic+
Return to Karazhan Lower has been one of the hardest dungeons to time this Season, and even though it was nerfed several times, the majority of the Mythic+ population can still find it difficult. In today's guide we are going to be focusing on the most important boss in this dungeon, The Opera Event, covering all
fight scenarios. We're going to have a boss by boss breakdown, supportive tips and much more, giving you the full detailed guide to how to play this boss . Without further to do, let's begin:
Opera Events and Rotation
events that can be encountered during this Season of Mythic+ and all of them rotate weekly. Now keep in mind that every region has a different order, but regardless of it, all the regions will experience each event:
Opera Hall: Wikket
Opera Hall: Westfall Story
Opera Hall: Beautiful Beast
Opera Hall: Westfall Story
Let's begin with the hardest event - Westfall Story. Here there are several important abilities to watch out, depending on the phase you are. There are
total phases you must go through in order to defeat the boss:
you will fight
. Your main goal as a team is to kill the
as quick as possible, as they will attack (deal initial damage) and leave a nasty DoT to a random party members -
. Keep in mind you can also use any party utilities to help yourself during the fight like slows (
as an example), stuns (
as an example), immobilize effects (
as an example) and other effects (
as an example).
It is important to note that
will periodically cast
to members of your party leaving
behind. Here is the trick, move as soon as he is done casting
to avoid the damage from the Tornado. This specifically hurts on the higher end keys as it becomes lethal. As always, melee players must watch out for
and run away before the cast goes through. Once the
, Phase 1 is over (even if
At the start of
, your main goal is to kill
as fast as possible while doing your best to interrupt as many
as you can. Keep in mind that, you can also use disruption abilities (stuns, knockbacks, etc.) and even if the casts go through, you side-step them (watch the video below).
Now, you also want to pay attention to
, especially the
which becomes lethal on the higher end keys. The best strategy to side-step the incoming waves is to position yourself somewhere in the middle where you have enough reaction time to avoid being hit by them.
At last, periodically
on all the party members. This is unavoidable damage (immunities work if needed), so here will be a good opportunity for you to use your personal-defensive. Be spread enough so neither of the circles clip any party members and you will be fine. After
are alive, hence why you want to finish them first), the final Phase begins.
is going to be the "burn" phase. Here is when you usually want to keep your
(or a similar effect) for. You have both
with all of their spells. However, neither of their representative adds will spawn. Even tho it might sound easy, this part is one of the hardest during the whole encounter as it becomes extremely messy to play it (watch the video below).
A common strategy however is to kill
since he is far more dangerous, spawning
on top of each player after each dash, which can become overwhelming to dodge while paying attention to the
Once you kill one of the bosses, the fight becomes a lot easier, hence why this is called the "burn" phase (see the whole Phase down in the video).
Opera Hall: Beautiful Beast
This is one of the most challenging bosses across all dungeons this Season. The hard part is due to lack of communication (voice comms) or pre-set assignments what each player should do or focus on. As there are several orders of defeating the boss, today I will show you what have worked for me in all of my keys with no issues:
you will have
adds to deal with -
. Keep in mind that, whatever order you decide to kill them, as soon as one dies the rest will get fully healed and receive a stackable buff -
I always focus
first because I believe it creates the most pressure. The most important ability that you should always pre-assign a specific member of your party to interrupt is
. At last,
is a ground fire that can be side-stepped, hence why it will always be in the lowest priority to interrupt.
So what do we exactly interrupt then?
You will always focus on kicking as many
as possible (coming from
), and you can ignore interrupting
(melees just run away from melee). Keep in mind if you get the
, you can walk over any remaining
as possible. Just never kite the
because it will gain the
magic buff (which can be dispelled) and will reach you quite fast.
After you have defeated
, you want to focus on killing
, while being careful of how you kite it, as well as, keeping the interrupt order. Since now
is dead, you will have one extra kick (previously assigned for
) to interrupt
and make it easier on you.
At last, you will finish by killing
while keeping some major offensive cooldowns for when Phase 2 will begin.
To summarize, neutralizing one caster first is crucial to prevent dying from lack of interrupts in the party. If you decide to kill
first, you will be left with
casters enhanced by
, which will make it tough on your healer to heal, hence, why the order that I have described I consider the best for uncoordinated groups, as well as, pre-made groups.
After the nerf of the dungeon, any order might work here, as long as there is a prior communication.
You can find a show-case of Phase 1 down below (even tho it is a different order, you can pay attention to how the boss is played visually).
begins shortly after you have defeated the
is now available to be attacked (immune to be DPS-ed during Phase 1 due to =
). This is the 'burn' phase of the fight simply racing against the time, you as a team must focus all
spawns as soon as you can.
They leave a nasty DoT -
on any random party member, which hits quite hard if you don't have any sort of personal-defensive to use.
In addition to this, they will hurt your tank once you combine the
, so the best strategy is to kill them as fast as possible. Keep in mind you can use stuns, slows and any other effects on them in case of a high-pressure situations.
At last, interrupt
at all times while make sure you avoid staying in
Opera Hall: Wikket Event
This is the easiest event out of the
, however there are several key details you should not neglect if you want to make it alive.
Let's begin by saying there are no phases here (giant
), throughout the whole fight you will fight
. It is important to note that they share health -
. It is extremely important to interrupt as many
as you can, to reduce the incoming damage to your party members.
Apart from that, periodically you will get spawn of
, they (
) will cast
on a random party members (yes they can hit one target multiple times) and the cast is non-interrupt but can be disturbed by a stun and knock back effects. Therefore, it is crucial to interrupt the casts coming up from boss to prevent over-laps from unavoidable damage dealt to you, which can cause a sudden death.
Now you need to watch out for when
, this ability will probably be lethal to you (depending on the key difficulty) if you do not take
prior to the impact of the spell (or you can use an immunity like Hunter's
etc.). One small detail to note that, throughout the fight
will spawn the
on the ground, which you should avoid taking until the
cast. Here is a good moment to use personal-defensive before going up, because you can never know if you are going to get random hit from
while you are in the air.
At last, focusing on the
will be the main goal, as you can stack them all together and nuke them down quickly, you will get overwhelmed by adds if they don't until the next wave spawns, hence why it will be a focus. This will continue until the boss dies.
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