Uldaman: Legacy of Tyr Mythic+ Dungeon Guide

uldaman-legacy-of-tyr Boss Image
Last Updated: 21st Apr, 2024


Hey everyone, and welcome to the Uldaman: Legacy of Tyr M+ guide for season 4 of Dragonflight! In this guide I’ll be covering the abilities of all the trash mobs and bosses throughout the dungeon, as well as how I recommend you deal with them. I will also be including a recommended, PUG friendly route via the Mythic Dungeon Tools addon for anyone interested.

A bit about me, my name is Tactyks and I am an avid M+ player, achieving every 0.1% M+ title that has existed as well as competing in The Great Push in season 4 of Shadowlands. I also create M+ and Raid guide content on my YouTube and Twitch channels, so be sure to stop by and say hi!

If you are using the Mythic Dungeon Tools addon, you can import the recommended route using the following link: https://wago.io/Yi8KLP-cW

Mining Profession Bonus and Mole Machine Checkpoints

Throughout the first half of the dungeon you’ll find some Crumbling Rock Veins, which players that have at least 25 skill points can interact with to uncover a Lost Tome of Tyr, giving your group a stacking 10% movespeed buff out of combat. Three of these veins exist, all of which are marked in the MDT string above. This buff is fairly minor, so it’s not important to your success in the dungeon.

On top of this, checkpoints work a bit differently in this dungeon. Instead of updating as you progress, you’ll always spawn at the entrance but will be able to interact with a nearby Neglected Mole Machine, allowing you to teleport to other Mole Machines. “Alpha” takes you to Bromach, “Beta” takes you to Emberon, and the final machine takes you to halfway between Emberon and Chrono-Lord Deios.

Video Guide

The Lost Dwarves Trash

  • Ambush targets a random player, pre-spread out slightly to avoid the splash damage
  • Chain Lightning targets a random player, use an interrupt or CC to stop the cast
  • Stone Spike targets the tank, use any spare interrupts on this
  • This mob is immune to CC
  • Diseased Bite targets the tank, use a defensive if needed
  • Avoid the Brutal Slam swirly around the mob
  • When Reckless Rage is cast soothe any dangerous mobs to reduce their damage done
  • Chomp targets the tank, use defensives or bleed cleanses at higher stack counts
  • Use an interrupt or CC to stop the Spiked Carapace cast, if it goes off use a purge to remove the magic effect
  • Avoid the random target swirly from Throw Rock

The Lost Dwarves Boss Fight

Tanks make sure to face Baelog away from your group, as he has a frontal in Wild Cleave, as well as a line attack in Heavy Arrow. While you cannot avoid the former, the latter can be sidestepped.

Use a defensive if targeted by Olaf’s Ricocheting Shield, and be sure to interrupt his Defensive Bulwark channel as quickly as possible.

Eric “The Swift” spams Dagger Throw at random players, so be aware if this overlaps with other mechanics. He will also jump at a random player with Skullcracker, so be sure to avoid this swirly. Ranged can also try to not be too far from the bosses so that Eric doesn’t jump out too far.

When a boss reaches 100 energy or 10% health, they’ll jump into the longboat and begin channeling Searing Cannonfire. Avoid the Burning Pitch puddles these leave on the ground, and heal through the pulsing damage caused by Fiery Surge at the same time. Note that the rate of fire increases with more dwarves in the boat thanks to Hasty Rearming, so you want to try and evenly cleave them so you defeat them around the same time.

Bromach Boss Fight

When Call of the Deep happens get a ranged interrupt on the single Stonevault Geomancer to allow the tank to group up all the mobs easily. Just like the trash, make sure Chain Lightning doesn’t go off, but otherwise you shouldn’t be focusing these mobs over the boss.

Avoid the Thundering Slam AoE around the boss.

When the Quaking Totem spawns swap to it ASAP as the Shocking Quake damage is extremely high. Healers be prepared with throughput and everyone else should be ready to use defensives. On death the totem will cause a Tremor within its circle, allowing you to easily finish off any remaining Troggs. You want to try and trigger this before the boss does Bloodlust to avoid the large damage increase it provides.

Sentinel Talondras Trash

  • Tanks point the Cleave frontal away from the group, on its own this ability isn’t too scary but it can be if you pull multiple other Earthen mobs
  • This mob gains stacks of Ancient Power over time, use a stun to remove the stacks and trigger Systemic Vulnerability
  • Jagged Bite targets the tank, back away from the mob to avoid the hit, this will not put the ability on cooldown but it will drastically reduce your damage intake. If you do get hit use a defensive or bleed cleanse
  • Hail of Stone deals AoE damage to the party, use a CC to stop the channel
  • Stone Bolt targets the tank, use any spare interrupts to prevent these casts

Sentinel Talondras Boss Fight

At the start of the fight the boss will gain Inexorable, becoming immune to 2 stun effects. At full energy the boss will use Titanic Empowerment, becoming immune to CC and gaining a 50% damage increase, but you can stop this by stunning the boss. Due to Inexorable, you will have to stun the boss 3 times before instead of just once.

When the boss does get stunned she gains a stack of Unrelenting, so you don’t want to just continuously stun her, otherwise the damage of her other abilities will get out of hand.

Resonating Orb targets 2 players, on expiration you drop a circle on the ground that will stun anyone who touches it, including the boss. At the same time, a 3rd orb drops somewhere randomly in the room. I recommend dropping these close together, potentially even stacking them to help make removing stacks of Inexorable easier.

My recommendation is to have your tank drag the boss through 2 Resonating Orbs fairly quickly, then once the Titanic Empowerment cast begins you can use any regular stun your party has, or drag the boss through the final orb to trigger the stun.

Outside of this, Earthen Shards deals heavy damage to a random player, so use a defensive or bleed cleanse if this targets you. This is especially dangerous when it overlaps with the Crushing Stomp AoE, so healers make sure you focus that player and get people topped between stomps.

Emberon Trash

  • Curse of Stone targets a random player, use an interrupt or CC to stop the cast, and if one does get through use a curse dispel or snare removal before the target gets petrified
  • Earthen Ward shields a random mob, use any spare interrupts or CCs to stop the cast, or use a purge to remove the magic effect, but this isn’t a high priority
  • This mob is immune to CC
  • Fissuring Slam targets the tank, use a defensive and avoid the puddles this cast spawns underneath every player
  • Earthquake deals heavy ticking damage for 6s, use defensives and healing CDs to survive
  • Venomous Fangs will stack up a DoT on the tank, use a poison dispel to remove the effect when possible
  • Pounce targets a random player and deals minor physical damage
  • Use an interrupt or CC to prevent the Sonic Burst cast

Emberon Boss Fight

At the start of each boss phase Emberon will cast Activate Keepers, causing 4 of the dormant mobs around the room to shoot Seeking Flame tornados at random players which you’ll want to avoid.

Tanks be sure to point the boss away from your group for the Searing Clap frontal and use a defensive for the hit. This also applies the Burning Heat magic DoT to the entire party, so healers be ready for this damage intake, and use things like Mass Dispel and dwarf racial if you have them. I recommend tanking near a wall by inactive keepers so you are able to easily dodge Seeking Flame while having the frontal point to a safe place..

Loosely spread out to avoid cleaving other players with your Unstable Embers circle, and use a defensive if you’re low before the detonation.

At 100 energy, the boss will run to the middle of the room and become immune thanks to Sacred Barrier, which also divides the room in half with a massive, rotating fire beam. To end this phase you need to kill the 4 keepers that were shooting at you in the boss phase while rotating around the room and taking constant damage from Fire Wave, so make sure your party is all in the same half.

Chrono-Lord Deios Trash

  • This mob is immune to CC
  • Thunderous Clap deals a big hit of nature damage to the party, on higher fortified keys it can be beneficial to line of sight this cast around a nearby wall or pillar
  • This mob is immune to CC
  • Bulwark Slam targets the tank, use a defensive if needed
  • Blessing of Tyr is a large circle around the mob, make sure players avoid it and tanks do your best to get the other mobs out of it
  • Time Blade targets the tank, use a CC to stop the cast
  • Use an interrupt or CC on the Hasten cast, if it goes through you can also purge the magic effect
  • Stolen Time applies a stacking magic DoT and haste reduction to the party, use things like Mass Dispel, dwarf racial or line of sight to clear your stacks when needed

Chrono-Lord Deios Boss Fight

Time Sink applies to 3 random players, use a magic dispel, dwarf racial, or snare removal to get rid of the DoT and avoid the Time Eruption swirly.

Wing Buffet deals a large hit and knocks back all players. This is especially scary when it happens during Time Sink debuffs, so use a defensive on this overlap and whenever needed.

Eternity Orbs will spawn on random players, reducing the bosses energy by 20 and slowly falling from the ceiling, eventually making an Eternity Zone that you should avoid. Try to play relatively close together so you bait these bad zones close together, then slowly rotate around the room as you fill up space.

At 0 energy the boss casts Rewind Timeflow, causing these zones to now give you a 50% haste buff and begin to shrink, so get in them as quickly as you can and if possible save damage for when this happens.

Tanks point the Sand Breath frontal away from your group and use a defensive for the hit.

Uldaman: Legacy of Tyr Mythic+ Dungeon Route

If you are using the Mythic Dungeon Tools addon, you can import this route using the following string:
Import MDT Route

When you first start the dungeon one of the mining bonuses is just on your right, so make sure to pick it up if possible before the first pull. There is another one at the back of the room where you fight The Lost Dwarves as well, then the final one is in Bromach’s room. For reference all locations are marked in the provided MDT string.

Moving past Bromach, the grouping for pull 8 can sometimes be tricky, if you want you can send your healer down to tag Refti Custodian 3 so that the tank can use the entire hallway to backstep Jagged Bite casts. Trash pulls are otherwise fairly straightforward until you get past Emberon.

For pull 15 I recommend tanking the pull next to a pillar and having someone tag Earthen Weaver 9. This allows you to easily group the casters and line of sight any Thunderous Clap casts. Similarly, for pull 17 you should either tank on the wall near the stairs, or in the corner near the vault entrance, which allows your group to line of sight as they need to.

For pull 18 you can once again tank near a pillar or hallway to allow for LoS, then once you’ve killed the golem you can chain whatever is left into the Infinite Dragonflight portion of the dungeon. Once you get down the stairs and finish pull 19, you can either invis/shroud/lock gate past G37, or you can jump up onto the ledge on the right side and walk around them to get to the final boss.