Introduction
Hey everyone, and welcome to the Nexus-Point Xenas dungeon guide for season 1 of Midnight! In this guide I’ll be going over the abilities of all the trash mobs and bosses throughout the dungeon, as well as how I recommend you handle them. I’ll be focusing on the mythic and M+ versions of the dungeon, but most of this article will apply to both normal and heroic difficulties as well. I’ll also be including my recommended, PUG friendly route via the Mythic Dungeon Tools addon for anyone interested.
Some background on myself, my name is Tactyks and I am an avid M+ player, achieving the 0.1% M+ title numerous times on 5 different specs, as well as competing in The Great Push in season 4 of Shadowlands. I also create M+, Raid, and tank guide content on my YouTube and Twitch channels, so be sure to stop by and say hi!
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Starting Trash
This dungeon is split into 3 distinct wings, each with a different mob type. In the west you’ll find ethereals, to the east there’s various void mobs, and then once you’ve defeated both of those you’ll unlock the light section in the north. That being said, the initial room you enter at the start of the dungeon actually has forces from all 3 wings fighting each other.
Environmental Objects and Rogue / Engineering Bonus
If you opt to go left at the start of the dungeon you’ll head towards the ethereal wing and Chief Corewright Kasreth, which contains several different environmental objects that both players and mobs can interact with.
Starting with the Arcane Tripwires, these are set in static positions throughout the wing and will Daze anyone who crosses them, dealing some arcane damage and stunning for 5s. That being said, if you have either a rogue or an engineer you’re able to defuse these traps, potentially opening up new pathing in this part of the dungeon.
Outside of this, there are some Broken Pipes along the walls of this wing, which will occasionally use Flux Collapse on random players, shooting out circles that leave behind a puddle, so a little bit of area denial you’ll have to deal with sometimes on top of the pack you’re fighting.
Next up are the Mana Batteries, which generally appear in clusters along the wall, and while these are harmless on their own they can be quite dangerous when activated by a Circuit Seer. When this happens they’ll begin a 12s cast in Corespark Overload, which applies a nasty DoT to your entire group if successful, so you’ll want to make sure you swap to these ASAP and destroy them before the cast completes.
To add a kiss/curse effect into the mix, there are a few Corespark Conduits spread across this part of the dungeon, which a player can stand in to gain stacks of Corespark Surge. This can be a great offensive boost if you time it with your cooldowns, but you’ll need to be careful of the stacking DoT and be ready to use defensives and health potions as needed.
Finally, something that exists both in this wing and the void wing are conduits, which are located after the boss in each area and can be channeled into for a short time to activate them, allowing you to quickly transport yourself back to the centre of the dungeon, which saves you quite a bit of run time.
Chief Corewright Kasreth Trash
On top of the previously mentioned Corewright Arcanists, this wing has a few other ethereal mobs for your group to fight through.
Flux Engineer
- Suppression Field targets a random player, pre-spread to avoid cleaving allies and if targeted move as little as possible to reduce the bonus damage you take
- On death these mobs drop an active Mana Battery, make sure you swap to it and destroy it ASAP
Nexus Adept
- Umbral Bolt targets a random player, use spare interrupts on this cast
Circuit Seer
- This mob is immune to CC
- Be ready with defensives and healing CDs for the Arcing Mana channel
- Avoid the circles created by both Erratic Zap and Power Flux, moving away from any puddles created by the latter
- Watch out for any nearby Mana Batteries that can be activated by Circuit Sense, quickly swapping to and destroying them as needed
Chief Corewright Kasreth Boss Fight
This encounter heavily focuses on space management, with multiple different abilities that will limit your group's positioning. First up are the Leyline Arrays, which are positioned on the outer edge of the platform and occasionally cut across the room, dealing arcane damage and slowing anyone who crosses them. Luckily you are able to stop these beams thanks to the Reflux Charge ability, which deals DoT damage to the player until they come into contact with a Leyline Array, at which point it explodes, stunning the player for a second while also removing any beams you were in contact with. This means that if any of the beams are overlapping you’ll want to prioritize standing on that intersection to open up the most space possible.
Outside of these beams, the other main source of area denial comes in the form of puddles, which are spawned by 2 different abilities and persist for 75s without any way for your group to clear them. Flux Collapse is the most frequent cast, which causes several 2yd circles to target a single player over a few seconds, where each leaves behind a small puddle. The other source of puddles comes from Corespark Detonation, which the boss casts at full energy, hurling a massive orb at a random player that knocks everyone back, applies a DoT that persists until a large healing absorb is removed, and leaves behind a massive puddle covering the impact zone.
Since both of these abilities are targeted on players, I recommend baiting puddles near the edges of the room or close to existing puddles whenever possible in order to maximize your room. On top of that, your whole group will want to watch their positioning after Corespark Detonation has locked in a location, as you want to avoid being knocked into any puddles or through any leylines. This is also the best time to use things like group defensives or healing cooldowns, as the DoT damage can be quite heavy if the healing absorb isn’t quickly removed.
Outside of this, tanks beware that this boss does not use melee swings, instead hitting the tank for arcane damage with the instant cast Arcane Zap ability.
Corewarden Nysarra Trash
After using the conduit to return to the start of the dungeon, you can move over to the east wing which is focused on void mobs, one of which is the Hollowsoul Scroungers that you encountered in the initial room.
Reformed Voidling
- On death these mobs turn into a Smudge which attempts to awaken a nearby Nascent Dreadflail, use CCs and cleave them down before that happens
Cursed Voidcaller
- On death these mobs cast Creeping Void, be ready for this hit of damage and use Curse dispels as needed
Duskfright Herald
- This mob is immune to CC
- Entropic Leech channels into a random player, use a combat drop or remove the healing absorb it applies to stop it
- Beware of the pulsing damage and projectiles fired out by Dark Beckoning
Grand Nullifier
- Make sure to interrupt every cast of Nullify
- Avoid the fear zones created by Dusk Frights
- On death these mobs turn into a Smudge which attempts to awaken a nearby Nascent Dreadflail, use CCs and cleave them down before that happens
Dreadflail
- This mob is immune to CC
- Tanks make sure to face the mob away from your group and use a defensive during Void Lash
- Avoid the Flailstorm AoE, kiting if you’re the player fixated
Null Sentinel
- This mob is immune to CC
- Nullwark Blast targets the tank, be ready with a defensive for the hit and DoT
- Watch your positioning when the Dreadbellow knockback is cast and be ready with healing to handle the AoE DoT it applies
Corewarden Nysarra Boss Fight
After defeating a couple waves of trash at the end of the wing you’ll finally be able to take on Corewarden Nysarra herself, who notably starts the encounter at only 60% health. Don’t be fooled by the relatively low percentage though, as the actual health value is much higher than a normal boss due to a massive 300% damage amp during Lightscar Flare, which happens roughly 30s into the encounter and then every 1min after that.
When this happens Lothraxion will appear, aiming a beam of light at the boss that will deal damage to and disorient anyone hit for 5s, so make sure to avoid it. After that the boss will be stunned for 18s while shooting out a cone of light, dealing damage to anyone inside it while also providing that previously mentioned 300% damage amp in addition to a 30% healing amp.
Because this damage amp is so large it’s very important that you line up your cooldowns with it, which includes healers as the entire group will be taking a significant amount of damage by standing in the frontal effect. If absolutely needed don’t be afraid to briefly step out of the effect to stop your damage intake, but obviously the less you need to do that the faster you’ll defeat the boss.
As for the bosses other abilities, the group damage comes from Eclipsing Step, which puts a large AoE around 2 players that applies a DoT to anyone hit, so make sure you spread away from your allies and use a defensive if needed.
On top of this the boss will intermittently summon mobs with Null Vanguard, which brings out a Dreadflail and 2 Grand Nullifiers which we discussed earlier. Tanks will want to make sure to quickly pick these mobs up and point the Dreadflail away when they gain Void Lash, while everyone will want to keep interrupts on the Grand Nullifiers. It’s important that you cleave the adds down before the end of the damage amp phase, as once the boss becomes unstunned they’ll use Devour the Unworthy on any remaining adds which you want to avoid.
Outside of that there’s a tank channel in Umbral Lash, which not only knocks back upon concluding but also applies a 50% damage taken increase for 10s, which can be very dangerous when adds are alive, so make sure you have good defensive coverage on those overlaps.
Lothraxion Trash
When both wing bosses have been defeated you can take the conduit back to the start of the dungeon where the console there will now have the option to interact with it, causing a bridge to form towards Lothraxion’s platform which is guarded by several light related mobs, including the Lingering Images you fought earlier.
Radiant Swarm
- These mobs fixate random players, kite them if targeted
- Note that these mobs take extra damage from AoE attacks thanks to Cluster Weakness
Flarebat
- If possible use a purge to remove the Holy Echo buff, otherwise beware of the AoE damage and healing zone these mobs drop on death
Lightwrought
- Holy Bolt targets a random player, keep this ability interrupted
- Burning Radiance applies to 2 random players, use a Magic dispel to remove one ASAP then focus healing or use defensives for the other
Lothraxion Boss Fight
Once both Lingering Images on the boss platform have been defeated, Lothraxion will jump down to the platform and you’ll be able to start the encounter. For tanks you’ll be dealing with a familiar ability in Searing Rend, though notably the puddles that the boss version leaves behind do remain for the duration of the encounter, so you’ll want to try and drop these out of the way, particularly if you didn’t clear the entire boss platform.
For some additional area denial as well as group damage there’s the Brilliant Dispersion cast, which targets 3 players, dealing damage and applying a DoT to anyone within 8yds, while also spawning 2 Fracture Images each. You’ll want to make sure you loosely spread to avoid cleaving, use defensives and healing cooldowns as needed, and that you steer clear of these images as they will lash out at anyone who comes within 5yds with Mirrored Rend, leaving behind additional puddles and knocking them back. To make avoiding them a bit more difficult, occasionally the boss will use Flicker, causing some of these images to dash in a line at a random player, so be ready to avoid this attack.
The last major ability is Divine Guile, where the boss jumps away, disguising himself among many clones while dealing pulsing group damage. To end this intermission you need to find the boss and interrupt him, but be careful because if you interrupt a clone it triggers Core Exposure which makes it much harder to survive.
In terms of how to identify the correct mob, the boss will be the only one without horns of light on his head, so if you find a bald image that’s the one you need to interrupt. Some abilities like Hunter’s Mark allow you to cheat a bit, as this mark will remain above the boss's head even while he’s hidden, allowing you to find him almost instantly. After interrupting the boss the regular phase just continues as normal, and the fight repeats from there.