This guide assumes that you have a knowledge of the mechanics of both bosses and trash in the dungeon and will take a more monk focused approach. For more information on the mechanics of all the different mobs and bosses in the dungeon check out the guide over at Wowhead.
The damage talents selected are taken due to being the current best setup in all scenarios, there is no real deviation in talents for aoe/st.
Ring of Peace is useful in Upper as you can use it to skip the 2nd banshee at the bottom of the stairs right at the beginning of the dungeon, it also helps with tank with big Mana Wrym pulls on Necrotic allowing him to kite down the hallway and not get loads of stacks. Additionally there isn’t really much to stun in upper so Leg Sweep isn’t really needed.
Tiger’s Lust has no application in terms of dispelling a root but I find Chi Torpedo to be very annoying in Medivh’s room as it has a much longer travel distance and sends you flying into a wall if you try and use it most of the time. Mostly this row is personal preference in the end.
WW Specific Tips
-Your main focus in phase 1 of the fight should be focusing the Volatile Energy add’s down and cleaving on to the boss, WW is incredibly strong at this and FoF and SoTW can be delayed and used to cleave onto the boss.
-It takes roughly 55s for Evocation to start, meaning you should save your ToD on pull and instead use it during Evocation, you can also use 1 stack of SEF during the first phase of the fight, saving a 2nd stack to combine with ToD for massive damage during Evocation due to how ToD double dips damage on vunerable targets.
-The first stacks can be used on pull for boss damage; however, the higher the key you push there is a much higher need to burst the adds down, and you can save your SEF stacks to burst any adds down that could become and issue.
WW specific tips:
-The main thing to do here is dodging Inferno Bolt using Transcendence. To do this place your sprit down in melee range of the boss and when you are targeted by Inferno Bolt you run or Roll out, when the bolt has fired (the cast has ended) simply Transcendence: Transfer back and you won’t receive any damage. This also allows you to save defensives for Flame Wreath which deals massive ticking damage on higher keystone levels.
WW specific tips:
-There isn’t really anything WW specific to do on this fight as we can’t soak all the orbs without dying and there aren’t many mechanics beyond that to interact with.
WW specific tips:
-Most groups employ a strategy of lusting on the 2nd platform of the fight so making sure you have a charge of SEF for this is advised.
-You can dispel yourself if you get targeted by Chaotic Shadows by using Diffuse Magic.
-If your group is in a really bad spot HP wise you can even place a Trasncendence down, jump off the platform, dispel yourself and Transfer back up to have your group avoid any potential damage from the balls you spawn.
Notable casts/mobs to paralyze:
Mobs skippable with Paralysis:
-It requires a class/race that can drop combat from itself (Hunter, Mage, Rogue, Night Elf) to complete these skips. You paralyze the mob and then the player who can drop combat has to run past the mob first, as only the first person to run past gets placed in combat. Then they just drop combat using whatever their class has (Feign Death, Invisibility, Vanish, Shadowmeld), it’s also not recommended to skip all the skippable mobs as you may run into trash count issues.