Vault of the Wardens Mythic+ Guide (Legion 7.0.3)
Table of Contents
Mythic+ Affixes
When you reach level 4 in your Mythic+ dungeons, you will start to see affixes attached to the keystone which add additional effects to enemies within the dungeon. Each tier (4, 7, and 10) cannot be duplicated within one keystone, so you will have one of each at higher levels and they will cycle each week. Combinations can vary in difficulty and how much they synergise with each other and the instance in question, but all of them have an impact and have to be dealt with in different ways.
Tier 1 Affixes (Active at 4+ Keystones)
Raging. When targets reach 30% health, they Enrage, and deal 100% bonus damage. This encourages burning enemies down individually when they reach this point, or saving hard crowd control like stuns for when they reach this point during AoE.
Bolstering. Whenever an enemy dies, it buffs other enemies in combat with an additional 20% health and damage, which heavily encourages killing them at the same time, or within a small window of each other. In larger groups, this can be deadly if mis-managed. Note this does not, however, interact with adds summoned via boss mechanics.
Sanguine. When enemies die, they leave a small pool on the ground which deals damage to players and heals enemies standing within them. This increases the awareness requirement, and means you need to reposition groups quickly around them.
Teeming. The dungeon itself will generate additional lesser adds, which increases the number of targets in pulls. This mostly increases the difficulty of pulls as additional enemies will be active in each pack.
Bursting. When minions die within the dungeon, all party members inside will receive a stacking debuff that deals 5% of their maximum health every 2 seconds for 4 seconds. This requires the party to kill targets in a staggered fashion to prevent it stacking too high and killing off players, and for the healer to be acutely aware of the state of the party health when it is applied.
Tier 2 Affixes (Active at 7+ Keystones)
Volcanic. This causes random patches on the ground to spawn that will deal high pulsing damage if standing within them. Managing this is mostly on players avoiding them whenever they appear, and will by extension result in reduced DPS due to players avoiding them.
Necrotic. All enemies will apply a stacking debuff that deals flat ticking damage, and reduces healing/absorption received by 3%, stacking up to 10 with additional hits. This increases the intensity of tank healing and adds an additional component to the damage they receive.
Skittish. Enemies will randomly drop all threat on their current target. This makes it significantly more dangerous for DPS and adds an extra factor for tanks to account for, as dangerous mobs will require additional attention to keep in check.
Explosive. Enemies will occasionally spawn Explosive Orbs nearby with a small amount of health. These will will detonate after 6 seconds if not killed, dealing 50% of the all party members' maximum health. These orbs are immune to AoE and crowd control, so need to be switched to and killed quickly throughout the dungeon.
Quaking. All players will periodically cause a Shockwave 8 yards around their character, dealing 20% of players' maximum health to any players standing inside it after 3 seconds and interrupting casts. Players should remain spread to avoid taking more than one hit.
Grievous. Any players that falls below 90% health will be afflicted by a Grievous Wound, dealing a percentage of the player's maximum health every 3 seconds, stacking up to 5 times. This is permanent throughout the dungeon, so the healer needs to be aware of the stacks and heal players back above 90% to remove the debuff.
Tier 3 Affixes (Active at 10+ Keystones)
Tyrannical. Increases the health of boss targets by 40%, and their damage by 20%. This intensifies bosses significantly and must be noted when dealing with some of the more dangerous ones, as it also affects abilities alongside extending the duration of the fights in question.
Fortified. Increases the health of minions within the dungeon by 20%, and the damage they deal by 40%. This intensifies the trash pulls significantly and in some cases can limit how many extra you can pull at once, which will slow your pace between bosses.
Vault of the Wardens Timer: 33 Minutes
Vault of the Wardens has a number of tricky large pulls early on, but after the first boss, it evens out quickly and becomes a rush between bosses. This is a very mechanically-heavy dungeon through and through, so be prepared to manage these mechanics correctly.
After entering, head through the path to Tirathon Saltheril and then the elevator:
After descending, take the following path through the mini-bosses, defeating the 3 bosses in the Vault then descend down the final elevator:
Finally, follow the path to avoid some of the hidden trash leading to Cordana Felsong by dropping down the gap in the wall:
Tirathon Saltheril
Important Trash to Note
Leading up to the first boss will be a number of large Satyrs and Demon Hunter packs, alongside a small mini-boss, Glayvianna Soulrender, in the first room. These packs can be dealt with individually or as groups, depending on how comfortable your tank is with the high incoming damage and affixes present.
Felsworn Infester/Shadow Hunter
Leading up to the first mini-boss, you will encounter a number of
Felsworn Infester Satyrs, and Shadow Hunter Demon Hunter
enemies, coming in pairs. We would advise moving down the right side to avoid
the Immoliant Fury targets on the left. Felsworn Infesters
will alternate between casting 
 Corrupt, which will deal moderate
Shadow damage to a random player in the group, and 
 Nightmares which
will stun a random non-tank player for 4 seconds. When this expires, 4
projectiles will be launched out from the affected player, dealing moderate
Shadow damage to anyone hit.  Whilst Nightmare can be dispelled if applied, it
should be a high priority to interrupt to avoid the stun and remove the effect
of the projectiles.  Shadow Hunters will cast 
 Metamorphosis at 40%
health, and proceed to deal massive tank damage through 
 Vital Strike,
so use cooldowns if you are pulling a large number of these.
Glayvianna Soulrender
Glayvianna Soulrender will follow after the first path of trash,
blocking the way ahead. She operates as a mini-boss, and will deal particularly
heavy tank damage. After engaging, she will regularly hit the tank with
 Double Strike which deals a high amount of Physical damage and leaves a
powerful DoT. Alongside this, Glayvianna will throw out 
 Glaive
projectiles that will deal high Physical damage to anyone hit. She will also
regularly cast 
 Swoop, which will cause her to leap through the tank,
dealing high Physical damage and knocking any players back in the path she
travels, so be careful of positioning and remain spread.
At 50% health, Glayvianna will cast 
 Metamorphosis, increasing all
damage dealt by 50% and gaining access to a new ability in 
 Fel Trap,
alongside those she used previously. This will create three circles around the
room in random locations that will create large green telegraphs, and any
player who is in them after 3 seconds will trigger 
 Fel Detonation. This
deals high Fire damage to the player who triggers it and anyone else within 5
yards, and knocks players hit into the air. Take note that during the
Metamorphosis phase, her abilities are especially deadly and should be avoided
if possible due to the damage buff.
Viletongue Belcher
Large groups of Viletongue Belchers block the path upward and will be pulled together with the more dangerous enemies. They do nothing important aside from tank damage and being present in large numbers.
Felsworn Myrmidon/Immoliant Fury
In this area you will first encounter these two enemies, as you missed them
in the first room by moving down the right side. Felsworn Myrmidons
will deal heavy tank damage and also routinely cast 
 Deafening Screech,
which cannot be interrupted and will silence any players in front for 3 seconds
upon cast completion. These should be faced away from the group or stunned, to
prevent this stopping the healer from keeping the group healthy.
Immoliant Fury enemies will also present a high tank threat, regularly
casting 
 Strike on their target followed up briefly after by
 Cleave, which will hit all players in front of them. Much like the
Myrmidons, these should be faced away from the group due to Cleave. Lastly,
they will cast 
 Slide, which will position them behind the tank,
followed up by a Strike/Cleave combo, so be aware of this
when it happens.
Fel-Infused Fury
Fel-Infused Fury Demon Hunters will cast 
 Metamorphosis at
50% health, and buff their damage dealt by 50% much like the mini-boss before
them.  When they get to 20% health or lower, they will begin to cast
 Unleash Fury, which will deal lethal Fire damage to the party and must
be stunned or interrupted, else this will result in a wipe.
Tirathon Saltheril Encounter
Quick TL;DR
Ranged DPS should spread to avoid chaining 
 Swoop, and interrupt the
subsequent 
 Furious Blast. Avoid 
 Furious Flames and
 Fel Mortar telegraphs. The tank should use active mitigation during
 Darkstrikes. When the boss is in the Havoc form, avoid the
 Hatred laser; when he is in the Vengeance form, dodge glaive chains
from 
 Glaive.
Overview
The Tirathon Saltheril encounter has three phases, the first beginning when you engage him and lasting until 70% health, and the second lasting until 40% health, as he cycles between his Metamorphosis forms, with the third and final phase lasting until you kill him.
During the first phase, Tirathon will deal high tank damage and regularly
cast 
 Fel Mortar, creating a large circular green telegraph in the room
that players should quickly avoid. If you are present after 2 seconds, high
Fire damage will be taken from the blast followed by a patch of
 Furious Flames in the area, dealing periodic damage.
Throughout the encounter, Tirathon will regularly spawn Fel Fury
enemies in sets of 3. These will come roughly every 30 seconds, and will cast
 Scorch on random players dealing moderate Fire damage and intensifying
with each subsequent cast. If they are not killed after 10 casts, they will
explode via 
 Fel Detonation, which is lethal to the group, so these
should be cleaved down quickly to prevent this.
Next, Tirathon will target a random ranged player with 
 Swoop,
leaping toward them, dealing high Physical damage, and knocking away players in
his path and at the final destination. After landing, a cast of
 Furious Blast will immediately follow. This will deal massive damage to
the party if it completes, so it must be interrupted. To counteract the effects
of Swoop, the party should try to remain spread.
Tirathon will periodically apply 
 Darkstrikes to himself, that will
increase his damage dealt for 10 seconds. If a tank is hit without active
mitigation (such as 
 Demon Spikes or 
 Shield of the Righteous)
during this period, the boss will gain a significant absorption shield, so
tanks should maintain their defense until the 10 second buff is over to avoid
extending the encounter.
At 70% health, Tirathon will change into his 
 Metamorphosis
form.
Vengeance 
 Metamorphosis will reduce all damage taken by 25%,
extending the duration of the fight and removing the
 Swoop/
 Furious Blast mechanics. In exchange, Tirathon will
start the phase with 
 Throw Glaive, spawning two whirling glaives in the
room that will be connected by a 
 Fel Chain. Any player standing between
these (in the chain) will take massive Fire damage every second, so try to
manage your positioning to avoid getting caught by this. The boss will also
have to regularly be repositioned as the glaives (and chain) move, so be
prepared for that.
At 40% health, Tirathon will change into his 
 Metamorphosis form,
which will last until he dies.
 Metamorphosis will increase all his damage dealt by 25%,
enhancing the danger of all previous mechanics significantly, whilst losing the
 Fel Mortar mechanic. He will deal moderate Fire damage every 5 seconds
to the entire group via 
 Immolation Aura, which the healer must be aware
of.  Finally, he will gain 
 Hatred, which will form a beam on a
specific target that will move around the room. If you stand in the beam or the
area it is being cast in, you will suffer massive Fire damage every second, so
make sure to avoid this.
Inquisitor Tormentorum
Important Trash to Note
Following Tirathon Saltheril there is a short gauntlet of Blazing Imps in the next corridor, and a single Foul Mother blocking the path to the elevator to deal with.
Blazing Imp/Foul Mother
The mass of Blazing Imps will all cast 
 Fireblast at random
players, but they are vulnerable to interrupts and mass crowd control, which,
if possible, should be used while AoEing this group down. Upon death, they will
begin an 
 Implosion cast that will draw in players within 10 yards when
it completes, and then deal heavy Fire damage to those dragged in. This should
simply be moved away from to prevent this from happening.
The Foul Mother blocks the entrance to the elevator, which will be
surrounded by a 
 Foul Stench aura. This deals light Nature damage to
players too close to the Foul Mother, reduces chance to hit by 75%, and reduces
Haste by 50% of any player affected, so stand at maximum range. In between
this, she will alternate between casting 
 Mortar and
 A Mother's Love.  The first, Mortar, will leave a telegraph underneath
random players that will deal moderate Fire damage upon impact. A Mother's Love
will cause her to face a random player and spew a cone effect, leaving a cloud
that will deal high Nature damage every second to any players remaining in it.
Finally, she will routinely spawn additional Blazing Imps whilst
engaged, which should be cleaved down.
Inquisitor Tormentorum Encounter
Quick TL;DR
Use an unimportant spell to trigger the 
 Sap Soul ability cooldown.
Face Orbs during 
 Inquisitive Stare casts to avoid being disoriented,
and stack up adds after the boss 
 Teleports.
Overview
Inquisitor Tormentorum will regularly cast 
 Sap Soul, which
cannot be interrupted. This will debuff players so that the next ability cast
is put on a 10-second cooldown. You should try to burn off this debuff with non
important abilities such as a self heal as a DPS, or a non-important utility
tool such as 
 Blessing of Freedom or 
 Hex.
Tormentorum also infrequently spawns a number of Tormenting Orb,
which will periodically cast 
 Inquisitive Stare on the party. This will
spawn a beam from the Orb to all players, and if players are not facing the
beam when the cast completes, they will be disoriented for 3 seconds. As the
fight goes on, more orbs will be spawned, increasing the frequency of beams.
Due to this, you should be ready to change your facing depending on new beam
casts.
At two times in the encounter at 70% and 40% health, Tormentorum will
 Teleport to a random corner in the room and activate the cells in that
area, releasing one of four different groups of enemies. Below, going in a
clockwise path around the room, is a list of what to expect in each group.
The North East block will release a number of Faceless creatures,
containing a Void-Touched Juggernaut, Deranged Mindflayer, and
Faceless Voidcaster. The Juggernaut will deal the highest melee damage,
and cast 
 Cleave that will deal high Physical damage to the tank and to
other nearby party members. At 50% health, it will cast 
 Enrage and
increase its melee attack speed by 150% for 10 seconds. Cooldowns should be
used by the tank whilst this is up, and killing the Juggernaut is important to
prevent multiple casts of this.
The Deranged Mindflayer and Faceless Voidcaster are caster adds
that will need to be interrupted to re-position them. The Voidcaster will
repeatedly cast 
 Voidbolt, dealing moderate Shadow damage to a random
player, and 
 Shadow Crash, firing a slow-moving missile toward a player
that will detonate for moderate Shadow damage and leave behind a high damage
pool of shadow. Mindflayers will channel 
 Mind Flay on random players,
dealing moderate Shadow damage every second and slowing them, which can be
interrupted. Finally, Mindflayers will cast 
 Frightening Shout which is
the highest priority to be interrupted. This fears all players within 10 yards
for 4 seconds, which will likely signal a player death, or lead to someone
being disoriented and killed.
The South East block will spawn 5 Lingering Corruption Sha,
which can comfortably be AoEd down. Upon death, they will apply
 Corrupted Touch to a random player, which after 10 seconds will
detonate for high Shadow damage to all allies within 8 yards. Do not dispel
this, and when afflicted, watch the timer and move out to avoid stacking up
multiple splashes on the group.
The South West block will contain enemies from Outland, with one
Felguard Annihilator, one Shadowmoon Warlock, and one
Shadowmoon Technician. The Annihilator presents a tank threat, and will
cast 
 Uppercut for massive Physical damage and knock the tank back out
of position; be ready to react to this. Next, 
 Intercept will be cast
on a random ranged player routinely, causing the Annihilator to charge at them
and stun them for 3 seconds.  Finally, 
 Pummel can follow an
Intercept, interrupting a nearby player if the Annihilator is in range
while they are casting.
The Shadowmoon Warlock tries to cast at range, and can only be moved
if interrupted. The Warlock will focus on casting 
 Seed of Corruption on
random players in the group, applying a heavy Shadow DoT to the targeted
player.  After 18 seconds, either when dispelled or when the player has
received roughly 500,000 damage from any source, this will detonate for the
same damage to all nearby players within 10 yards. Due to this, when afflicted
try to move out of the group.  Alongside this, it will apply
 Curse of Tongues which can be decursed, slowing cast speed by 50% for 15
seconds. Outside of these two important casts, it will try to fill time with
repeat casts of Shadow Bolt on its current target for light Shadow
damage.
The Shadowmoon Technician presents the largest threat to the group,
due to its high damage output. The Technician's main cast will be
 Throw Dynamite, which deals moderate damage to a random player and
splashes to others within 5 yards, so remain spread. It will also cast
 Throw Proximity Bomb, which will place a mine on the ground that, if any
player steps over, will trigger 
 Proximity Bomb Explode for moderate Fire
damage to the player that triggers it and to others within 5 yards. Finally, it
will also attempt to cast 
 Silence on ranged players, interrupting and
silencing the player for 5 seconds, making this a priority target.
The North West block contains creatures from Mogu’shan Vaults, with a
single Enormous Stone Quilen, and two Mogu'shan Secret-Keepers.
The two Secret-Keepers cannot be moved, but the Quilen must be picked up
immediately by the tank and moved over to a chosen Secret-Keeper to cleave
down. The Quilen will deal massive tank damage via 
 Monstrous Bite, and
repeatedly cast 
 Petrification every 2 seconds, culminating in a
permanent stun to players if this reaches 100 stacks.
Stone-Keepers will cast 
 Flesh to Stone every 10 seconds, which will
slow all players by 5% per stack. At 10 stacks, this will petrify players,
permanently stunning them and likely causing a wipe. This can be dispelled if
it becomes too high and there is a risk of a player being petrified. The
Stone-Keepers' primary cast, however, is 
 Stone Block, which will create
a telegraph on the ground. After 2 seconds, this will deal light Physical
damage to any players who are hit by it, and knock them back 10 yards.
Ash'Golm
After defeating the Inquisitor, you are presented with two separate named mobs within The Vault that block the way to the bosses behind them. Blade Dancer Illianna blocks Glazer, and Dreadlord Mendacius blocks Ash'Golm. We would recommend moving to Ash'Golm first and dealing with the Dreadlord.
Important Trash to Note
Dreadlord Mendacius
Dreadlord Mendacius will deal heavy tank damage, and regularly cast
 Thunderclap. This deals light Nature damage to players within 20
yards, but is otherwise unimportant. 
 Meteor will be cast on a random
player and will create a large, green circular telegraph that after 3 seconds
will deal massive Fire damage to the player. This is split among all players in
the area, so everyone should stack together in this area. When engaged, he will
quickly cast 
 Summon Grimguard, which will spawn a nearby
Grimguard. These will deal massive damage and cast
 Mortal Strike on the tank, reducing healing. They will also cast
 Charge on random players, dealing damage to anyone standing in their
path. Ideally, the Grimguards should be crowd controlled when they spawn, but
if that is not possible be prepared for the increased damage.
Ash'Golm Encounter
Quick TL;DR
Avoid fire effects in 
 Lava Wreath, 
 Fissure, and
 Volcano.  Soak up 
 Lava before it reaches the Embers
spawned, and kill them if needed. Reset the fight using the Owl Statue when
things get overwhelming and use cooldowns to burn down the boss.
Overview
Ash'Golm contains a lot of highly dangerous mechanics. Once in the
fight, however, you will be able to effectively reset the fight by clicking one
of Owl Statues at the edge of the fighting area. This is a one time use, and
will freeze Ash'Golm, remove all ground effects, and apply
 Brittle to the boss and any Elementals in the room for 20 seconds,
which will increase all damage taken by 25%. This should be used in conjunction
with cooldowns and 
 Heroism/
 Bloodlust if possible, to limit
the amount of time spent with dangerous mechanics active. Try to hold off on it
until the room becomes particularly dangerous, however, and the group is
beginning to struggle, using it as a reset mechanic to recover a bit.
Throughout the fight, Ash'Golm will be damaging the entire group via
 Smoldering for light Fire damage every 3 seconds. This should just be
healed through and presents a constant source of incoming damage the group must
account for. Ash'Golm will also repeatedly cast 
 Pyroclast on
the group in short intervals, which will create a red telegraph beneath a
random ranged player. Ash'Golm will then throw a boulder at that
location, which lands after roughly 2 seconds. When it does, this deals heavy
Fire damage to any players in the area and knocks them back. Pay particular
attention to the edge of the platform if targeted, as you can be knocked off.
After landing, the boulder will spawn a 
 Volcano, which will spew gouts
of flame at random locations in the room.
On top of this, Ash'Golm will place 
 Lava across the
platform using two mechanics, 
 Lava Wreath and 
 Fissure. Lava
Wreath will create a small ring of flame that will turn into 6 gouts that will
spread outward from the spawn point and then begin to rotate. Fissure will
extend two lines from Ash'Golm to the edge of the room. These will rotate around
the room slowly. Any player that walks over one of these patches will soak it
up and remove it, however it will place a significant Fire damage DoT on that
player, which can stack up if multiple pools are soaked.
Finally, Embers will spawn roughly every 30 seconds, which will
begin to chain cast 
 Sear on random players in the group for light Fire
damage. This is the only thing that is interruptible in the fight, so using
interrupts on this is a good idea. If they are not defeated after 40 seconds,
the Embers will begin to cast 
 Detonate, dealing heavy Fire damage to
the group. If, however, the Ember comes into contact with any moving patches of
 Lava in the room, it will be absorbed and the Ember will immediately
begin to cast Detonate. This can be avoided by either focusing the Ember down
quickly before any patches can reach it, or soaking up any stray patches that
are moving toward it. This depends on whether you want to focus DPS on the boss
to shorten the fight, or go for safety.
Glazer
Important Trash to Note
Following Ash'Golm, you can potentially skip the extra mob if you are fine on the mob counter by pathing around through the side path. This can be beneficial for some affixes, particularly with Bolstering.
Blade Dancer Illiana
Blade Dancer Illianna will regularly attack the tank with
 Pierce as her main ability, dealing heavy Physical damage. She will
apply 
 Gift of the Doomsayer to a random player in the group, which will
replicate any heal received by the player onto Illiana. This can be decursed,
and if possible you should avoid healing players with this active unless
necessary.  
 Deafening Shout will be cast rarely and will interrupt any
spellcasting in the group, so watch for this and stop casting.
Illiana will also be accompanied by 4 Malignant Defilers. These will
regularly cast 
 Drain on a random player, which is a channel that can
be interrupted. This will apply a 5 second dispellable debuff that will stun
the player for 5 seconds, and leech health each second. Upon death, they will
cast 
 Detonate, dealing high Fire damage to the group and also applying
 Immolated to other Defilers. This increases the damage of their own
Detonate when they die, so be wary if these are killed at the same time.
Glazer Encounter
Quick TL;DR
Ranged players should move out of 
 Lingering Gaze patches, and
everyone should dodge 
 Pulse Orbs coming from the cast so they damage
the boss. During 
 Focusing, reposition the lenses so they bounce back onto
the boss, and kill the Overloaded Lens before the beam hits.
Overview
Glazer is a high damage encounter with a very dangerous puzzle
phase after 30 seconds, in the 
 Energize cast.
First however, the main phase must be explained briefly. The most important
thing are the casts of 
 Pulse, which will spawn 4 orbs in each corner
of the boss's model, and then launch them out to the edge of the room. When
they hit the mirrors on the walls, they will bounce back toward
Glazer. If these collide with the boss, they will deal moderate Arcane
damage to the boss, which you should aim to do. If, however, they hit a player,
it will deal heavy Arcane damage to them and split into 4 smaller purple
Pulse orbs, which will split out in the same way as the initial Pulse cast.
These smaller orbs will be destroyed if they collide with either player or
Glazer alike, and deal the same damage as a regular orb, but will not
split.
There is an opportunity here to increase the damage dealt to the boss via
 Pulse by getting hit by the initial orbs, and splitting them into 4.
This will, however, significantly amplify the number of projectiles the group
needs to avoid, and is quite dangerous. Do this only if you are comfortable
with the encounter and need additional damage to make the timer in the
dungeon.
Alongside this, Glazer will cast 
 Lingering Gaze on a random
ranged player, spawning 3 fast-moving projectiles that will land after 1
second.  This deals no direct damage, but will spawn a Lingering Gaze pool on
the ground, dealing heavy Shadow damage every second and slowing players who
remain within it. These should be moved out of quickly, and avoided at all
times to prevent complications with 
 Pulse orbs.
After 30 seconds, Glazer will cast 
 Energize and teleport to the
centre of the room, and begin channelling 
 Focusing. This reduces all
damage taken by Glazer by 99% and stops any casts of abilities usually
used in up to this point; instead, Glazer will channel a beam directly in front
of him (dealing high damage to any players it comes in contact with), and he
will begin rotating slowly while this is happening. At the same time, multiple
mirrors will spawn around the room, alongside 1 Overloaded Lens. The
Overloaded Lens must be killed quickly, due to its 
 Overload,
which deals lethal Fire damage to the party if Glazer's beam ever comes into
contact with it.
When Glazer's beam comes in contact with a mirror, he will stop rotating, and simply channel the beam. Players will have to adjust the mirrors around the room (by clicking them; doing so causes them to rotate to the right slightly each time) to redirect the beam back around to hit Glazer. This means players should quickly spread out and adjust lenses in between burning down the Overloaded Lens. It is recommended to wait and see which direction Glazer is rotating in to establish how the mirrors should be arranged (based on the first one he will hit with his beam).
Glazer will also pulse with 
 Radiation on the party during
this part of the fight, dealing heavy Arcane damage every 3 seconds and
increasing the damage taken from subsequent Radiation casts via
 Radiation Level. This puts a timer on doing this part of the fight, as
a healer will quickly become overwhelmed by the damage on the entire group, so
adjust the mirrors as soon as possible to expedite this phase.
When the beam hits Glazer, he will have 
 Beamed applied,
taking 100% additional damage for 15 seconds. Offensive cooldowns should ideally
be timed to coincide with this.
Cordana Felsong
Important Trash to Note
After both Glazer and Ash'Golm are defeated, there will be
another mini-boss leading to the final elevator. This introduces the
 Elune's Light mechanic, that is required to reveal enemies in the
subsequent area to be able to attack them. Any that are still in darkness will
be untargettable. You are able to jump down on the far left and miss most of
the path, to minimise the trash required after descending, but this is up to
your group. On the final bridge leading to Cordana Felsong, any Elune's
Light held by players should be dropped, as anyone holding one will be stunned
for 8 seconds when crossing, and drop the Light. This is to prevent extra Light
being available during the Cordana encounter.
Grimhorn the Enslaver
The final named mob in The Vault is Grimhorn the Enslaver, which will
block the way to the elevator. He will regularly cast 
 Imprison on a
random non-tank player, triggering 
 Torment. This roots the player in
place and causes them to deal high damage both to themselves and players around
them. To counteract this, healers should keep them topped and others should
move away from the afflicted player. He will also cast 
 Anguished Souls,
that will spawn a number of green telegraphs around the area, which after 6
seconds will spawn a pool in the area dealing high Shadow damage to players
standing in it.  If this is cast upon a player who has already been hit by
Imprison, they will need a lot of healer attention and likely a personal
defensive cooldown to survive.
Elune's Light
Whilst this is not an enemy, it is a core ability in this area of the
dungeon.  As you advance, you will see a pillar that you can interact with.
When a player does so, the pillar disappears and the player is imbued with
 Elune's Light. This causes them to shine a light around them, revealing
hidden enemies. This player also has an extra action button that can be used to
create a pillar at a target location, removing Elune's Light from the player.
The new pillar reveals hidden enemies around it, and can be interacted with by
another player so that they may receive the Light (allowing you to pass it
around, essentially).
 Elune's Light can be knocked away by some enemy abilities that target
the tank, so we would advise placing this on a reliable melee or healer.
Barbed Spiderling
Barbed Spiderlings will spawn in groups, and there will also be a
large patrol consisting of 10 spiders moving up and down the right side ramp on
the second floor. These will deal heavy tank damage and upon reaching 50%
health, will retreat away to the darkness and repeatedly cast
 Barbed Web on random players. This will deal moderate Physical damage
to those hit, and ideally they should be stunned just before they move away to
give more time to get them low; after they move away they will spread out and
cannot all be revealed by a single 
 Elune's Light efficiently. When this
happens, hunt the lowest-health ones down first to reduce group damage.
Spirit of Vengeance
Each Spirit of Vengeance will wait in the darkness, but have a very
high aggro radius so be careful, as once pulled they will teleport to a random
player in range after a certain distance. They will remain in place otherwise,
and deal massive damage to their closest target if no tank is present. They
will regularly cast 
 Throw, dealing high Physical damage at random
players in the group. Alongside this, they will cast a
 Knockdown Kick/
 Turn Kick combo on their current target (usually
the tank), stunning and then knocking back the player hit. If the player is
holding 
 Elune's Light during Knockdown Kick, it will be dropped onto the
ground, so putting it on the tank is not ideal.
Aranasi Broodmother
Lastly, Aranasi Broodmothers will cast 
 Razors, spawning 3
large brambles around her, which will arm over 2 seconds. If any player moves
inside the brambles after this, they will be trapped in a root and suffer
moderate Physical damage every 3 seconds. After these brambles are spawned, the
Broodmother will cast 
 Pull, which will try to drag all players into
this area, and players should run against this to prevent the root.
Cordana Felsong Encounter
Quick TL;DR
A ranged player should grab the 
 Elune's Light buff. Stand in
 Deepening Shadows to disperse them. Kill the Avatar of Shadow
when it spawns to retrieve the Light, and move to Cordana to reveal her, whilst
avoiding all 
 Fel Glaive and 
 Detonating Moonglaive casts. Tank
must be aware of 
 Knockdown Kick, to not be thrown off the platform.
Find the gaps in the waves of Ghosts during 
 Creeping Doom and use these
to avoid taking damage. Throw the light at Avatar of Vengeance spawns to
make Cordana vulnerable.
Overview
Cordana Felsong is a lethal encounter with a huge number of
mechanics that can immediately wipe the group if played incorrectly, so taking
care is very important. There will be one 
 Elune's Light orb available in
one of the four corners for players to grab before the encounter begins, and
ideally this should be placed on a ranged DPS.
Cordana herself will deal high tank damage, and repeat the
 Knockdown Kick/
 Turn Kick combo from the previous trash. The
knockback is more substantial, however, moving the tank 20 yards, so be very
careful of going anywhere near the edges of the platform so that this does not
punt you off. Whilst this is not an instant death, as a Felbat will carry you
up, the boss will be loose on the platform and it will very likely signal a
wipe.
Cordana will also cast 
 Detonating Moonglaive at a random ranged
player, which will launch a glaive toward them and then return to Cordana. If
this hits anyone in its path, it will trigger 
 Detonation for massive
Fire damage to players within range, and amplify all damage taken by players
hit by 50% for 10 seconds. This means players should be very aware of where it
has been launched from and avoid the path, and note the path it is going to
return on. If this does go off, make sure to use a lot of defensive cooldowns
to survive through the debuff.
On top of this, Cordana will spawn 
 Deepening Shadows throughout the
encounter, which will create a pool in a random location in the room. This will
grow every second unless dealt with, dealing heavy Shadow damage every second
to those who remain within. These are shrunk by having players holding
 Elune's Light stand on them, as they are immune to the damage, and the
light will shrink the pool, eventually removing it. Make sure to prioritise
clearing pools that are in the pathway of the group.
20 seconds into the fight, Cordana will summon an Avatar of Shadow,
which will immediately cast 
 Steal Light, removing the
 Elune's Light from the player holding it until the Avatar is defeated.
Cordana will also cast 
 Shadowstep, which will remove her from the
fight and place her into stealth until she is revealed by 
 Elune's Light.
While stealthed, Cordana will fire out 8 
 Fel Glaives every 3 seconds,
which deal high Fire damage to any player hit, so avoid them. The Avatar will
then cast 
 Shadow Strike on a random player forhHeavy Shadow damage,
without a threat table. This means killing the Avatar quickly is extremely
important, and the player should retrieve the 
 Elune's Light to find
Cordana. This can either be done manually by running toward the path of the
 Fel Glaive source, or more safely by throwing the light toward her
current path.
At 40% health, Cordana will begin a channel of 
 Creeping Doom, which
will move her to the centre of the room and make her immune to damage. She will
then immediately create a wave of Ghosts, and 3 more waves after that, each
one 5 seconds apart. The Ghosts move across the platform, and cannot be attacked
or otherwise stopped. They are visible just as they appear, but then they go
into stealth. Within each wave, there is a gap (a missing Ghost) at a random
location. If a player comes into contact with a Ghost, they will take massive
Fire damage. Therefore, players will have to use the gaps in the lines of
Ghosts to avoid taking damage.
The player holding 
 Elune's Light can reveal the Ghosts and you can
move accordingly to path your way through them. Some stealth reveal mechanics,
such as 
 Spectral Sight from Demon Hunters can also reveal the location
of the ghosts to the player. This can be helpful if there is a situation where
players have perhaps lost track of the gap, or are overwhelmed by the speed of
the wave spawns.
When she lands, Cordana will be attackable again. At 25% health, she will
summon an Avatar of Vengeance that will shield her, reducing all damage
taken by 99% through 
 Vengeance. You should quickly reveal the Avatar
using 
 Elune's Light, by tracking the source of the 
 Fel Glaive
being thrown, and burn it down. Be extremely careful moving the boss, as she
will still use 
 Turn Kick, and the Avatar will always spawn by the edge
in a corner of the room.
Finally, roughly a minute after casting 
 Creeping Doom, Cordana will
fire off two waves of Ghosts at once, but not gain immunity. Navigating this is
difficult, so you should prioritise moving through one wave first and then
positioning so the second wave passes through you.
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