Introduction
Hey everyone, and welcome to the Hard Mode Tazavesh dungeon guide for season 3 of The War Within! In this guide I’ll be going over the base mythic difficulty version of the dungeon, which has increased difficulty and additional mechanics compared to other mythic dungeons, as scaling-wise it is similar to a +10 keystone. These additional mechanics are solely on the boss encounters, so that's what I’ll be focusing on in this guide, however if you’re interested in what the trash does or the standard boss abilities you can check out the Tazavesh: Streets of Wonder and Tazavesh: So’leah’s Gambit guides.
Some background on myself, my name is Tactyks and I am an avid M+ player, achieving the 0.1% M+ title in every season it has existed, 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!
Socials:
- YouTube: https://www.youtube.com/@Tactyks
- Twitch: https://www.twitch.tv/tactyks
- Twitter: https://twitter.com/tactyks
How to Start a Hardmode Run
Hard mode is the only version of the dungeon available if you run the base Mythic difficulty, so no extra steps are required in order to access it! In order to actually start your run you’ll need to talk to Al’dalil near where you zone in, who will give you a 2 minute timer to prepare yourself before the trash becomes hostile. You are able to skip this timer if you want by having your entire group talk to him and clicking the “We are ready” dialogue option.
Standard and Deathless Rewards
In exchange for the increased difficulty, this dungeon also has increased rewards compared to regular mythic and even some M+ dungeons, dropping hero track gear from every boss on the standard weekly lockout. If you manage to get through the entire run Deathless on your first attempt of the week there’s also a bonus chest at the end of the dungeon which grants a random un-tradeable myth track piece to everyone in the group, making it the only 5man source of myth track loot outside of the great vault.
Currently this Deathless bonus loot is tied to the Street Smart buff, which everyone gains at the start of every week and the entire group loses if anyone in the group dies during a hard mode run. This cannot be regained by resetting the dungeon, so you only get 1 attempt at a Deathless run each week! Because of the limited attempts, my general recommendation is to take things slow, and remember you can change talents whenever you want which can be very useful for some boss encounters that want niche utility!
Video Guide
Zo’phex the Sentinel
As you enter the city you’ll notice that Zo’phex is already in the first room, making the hard mode version of this encounter one where you fight the boss and Portalmancer Zo’honn at the same time. To start, I recommend slowly clearing all the trash in this first room, just to ensure you have the maximum amount of space. When you finally engage the boss, make sure you do so with all your damage cooldowns available and pop your Bloodlust on pull to burn down the Portalmancer as fast as possible, as once he’s dead this is just the regular version of the fight.
Anything that can immune magical effects or remove stuns remains valuable, especially while the Portalmancer is still alive, as the Rift Blast lines can overlap with the cage going out which is very dangerous for that player if they can’t break themselves out, so if this happens make sure your group immediately swaps to the cages to destroy them quickly.
The Grand Menagerie
For this encounter there are no additional mechanics, instead the boss spawn timers are static from when you pull instead of being based around the health of the current boss. This means that Achillite will join the fight roughly 15s in, followed by Venza around the 55s mark. My advice is to always focus down the lowest health boss, particularly early on as things can get extremely chaotic very quickly if all 3 bosses are ever alive at the same time.
Generally you’ll come here after the first boss so you won’t have bloodlust available, however you can choose to wait for the cooldown to come back, in which case I would recommend bloodlust ~1min into the fight when Venza joins.
In terms of things that can kill you, the most dangerous moments happen when both Achillite and Venza are alive, as any overlaps between Purification Protocol and either of Whirling Annihilation or Chains of Damnation can easily combo a player if they don’t use a defensive.
Mailroom Mayhem
There is only one significant change to this boss fight, and that’s related to the Unstable Goods that spawn at 100 energy, as they will now root you when you pick them up. You are still able to use things like blinks and disengages to move a bit, plus freedom effects also allow you to run around making them very powerful.
If you don’t have those, there are a couple other strategies, first you can assign one player to position in range of the active mail portal and throw them the bombs one at a time, or if you prefer you can actually throw bombs to yourself, as once you’ve thrown them you are no longer rooted, allowing you to go and catch the package you just threw assuming you don’t send it too far.
This is also a boss I recommend bloodlusting on, as doing so means you’ll ideally kill the boss before the 2nd set of Unstable Goods expire, so you’d only have to worry about delivering the first set. It also means that you can ignore the 2nd set of Hazardous Liquid soaks, making the encounter much safer.
Myza's Oasis
For this 3 wave encounter the first and last wave you face remains the same as normal, just be careful if you’re a non-tank player and make sure you move away from where the Security mobs spawn so they don’t immediately aggro you. Since you used Bloodlust in the Mailroom you likely won’t have it here, but it honestly is not a big deal and you’d rather save it for So’azmi anyways (unless you want to play it extra safe, and don't mind waiting for bloodlust between bosses).
When you get to wave 2, those mobs are entirely replaced by members of the band that played before you, who each have their own ability.
For group damage there’s Hips, who just occasionally channels Drumroll.
There’s also a couple things to dodge, one from Verethian who will leap at the saxophone player and use Infectious Solo, so just make sure everyone gets out of this effect. There’s also a random target frontal in Rip Chord which is cast by Vilt, so once again you’ll want to dodge here, likely playing fairly close to the bosses to make this easier to avoid. Your drum player will also need to avoid this, so make sure they get up during this wave.
For some additional damage, Dirtwhistle will channel into the trumpet player, so be aware whoever has that instrument will take a bit more damage.
Finally we’ve got the interrupts from Evaile, where you want to assign one person to kick every cast of Dischordant Song as that will likely wipe your group, then all other kicks can go into the Screeching Note cast to reduce damage taken.
So'azmi
This is another encounter I recommend having Bloodlust for, as things get a lot more difficult due to Divide happening on pull, meaning you’ll want to make sure your whole group starts in the same quadrant to prevent yourself from being separated.
On top of that, Double Technique has been replaced by Triple Technique, meaning you now need 3 total interrupts in the same 15s duration, plus every time an interrupt goes off the boss teleports to a new quadrant.
To handle this I recommend trying to get the first 2 interrupts as quickly as possible, as all 3 casts share the same total cast time. To do so it may be beneficial to not have your entire group pursue the boss, and instead have 1-2 players wait in the other quadrants. Using port abilities to quickly move between specific quadrants can also be valuable if classes in your group can do that (just make sure they are done carefully).
Hylbrande
In this boss fight there’s a couple new things to worry about, most importantly being the new add that spawns called the Stormbound Breaker, which just continuously tries to cast Lightning Nova so you need to keep it interrupted. This can be a bit problematic with the adds that already exist on this fight, so my recommendation is to always focus the Breaker add when it spawns, and also to not stop the Empowered Defense channel from the Vault Purifiers, as they will never cast their random target Valorous Bolt while they are channeling.
This does have the downside of meaning the boss will have a damage reduction for a bit, so the encounter will be longer, however it is significantly safer to do it this way as otherwise you risk running out of kicks for the Lightning Nova or letting Valorous Bolt go over at the same time as other sources of damage.
On top of that, when you get to the intermission, the console at the front of the room now only displays the symbols for the channeling player, so they’ll need to communicate which colours go where to the rest of your group. Overall this encounter isn’t too bad if you play it safe, so it’s another fight that doesn’t require bloodlust (but you can wait for it to come off cooldown to be extra safe, if you don't mind waiting).
Timecap’n Hooktail
This is looking to be the most difficult encounter in the dungeon, as now all the Corsair Brute adds have a buff that makes them immune to damage from the first Infinite Breath that hits them, meaning you’ll need to have a lot better control to keep them away from your group. It’s important to talent into as many CC abilities as you can here, with things like AoE slows, roots, and long duration CCs being extremely valuable to help keep mobs locked down and easy to hit with the tank frontal.
Even with a lot of CCs you’ll still have brutes occasionally avoid the frontal, so be ready to swap to it if that happens and quickly kill it off, as the mobs themselves don’t have a lot of health. Just be careful if you’re a melee player and the mob is fixating you specifically, as you don’t want to run in there and get smacked down just before another damage event.
At the same time you still need to be careful with your fire placement, as the more chaotic this gets the less space you’ll have to actually deal with the adds, so try your best to stay as a group and cluster puddles together.
So’leah
For the final boss there are 2 major changes to existing abilities to be aware of.
Collapsing Star
First is the Collapsing Star, which now applies the Star Vulnerability debuff to the soaker increasing their DoT damage taken, so you’ll need to either soak with an immunity or spread out who soaks.
My recommendation for non-immune soaks is to have your tank soak the first 2 hits, your tankiest DPS soaks the third hit, and then you either let the final hit expire or you have a 2nd dps player soak it depending on your healing situation. This spreads out the debuffs onto your more durable players, while also giving your healer the ability to plant and keep everyone healthy. This persists throughout the fight, so you’ll be dealing with it in both phase 1 and phase 2.
Hyperlight Jolt
Speaking of phase 2, there’s also a change here, as now all 5 relics must be hit in a single cast of Hyperlight Jolt otherwise the boss continues casting it. This gets dangerous fast, so it’s important people position themselves to get this done on the first cast if possible. To make that a bit more difficult, the boss will actually now relocate the relics immediately before the first cast of Hyperlight Jolt, so everyone needs to be ready to quickly adjust.
I recommend assigning 1 player to each quadrant of the room, leaving your most mobile player as a floater that can quickly move to wherever the 5th relic gets placed. It can be useful to pre-position here, and then plant as soon as possible next to the relic you plan to hit so that the floater knows where they need to go. Using pings here is also a great option!