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where to Find Sanquine Quill

Venthyr Covenant Power

Venthyr players tin can click the Anima Cages that are scattered around the dungeon to actuate them for 20 seconds. Drag mobs over to the Anima Cage to debuff them with Anima Drain ; the muzzle has a range of twoscore yards and the debuff will permit yous know if you lot are shut enough.

45 seconds later when the Anima Muzzle deactivates, the entire political party gets ane stack of Sinfall Boon for each mob that died inside its range. This volition increase your harm and healing done by 5% per stack for 1 minute. This makes this mechanic a high-take a chance, loftier-reward play equally you can become a relatively large increase if yous practice a large (but dangerous) pull, in preparation for the next pull. Attempt and plan how and where yous volition use Sinfall Boon as optimally as possible as it does only last for 15 seconds and you lot want to become as much employ out of it as possible.

If you are not trying to optimize, even merely killing the nearest pack to each Anima Cage will give you a pocket-sized boost for the next pack.

The locations of these Anima Cages are on the map beneath:


The entirety of this dungeon is extremely linear and skips are simply possible with the use of Invisibility, Expiry Skips with a brez, or Combat Drops ( Hunters , Rogues , Mages , and Night Elves). Every bit a outcome, pulling in a style that follows the path is going to be the most mutual, just if you accept skip options bachelor to you, follow an MDT path that utilizes them for optimal count % and Prideful timings.

Dreadful Huntmaster

  • Dread Shot - unavoidable impairment - deals shadow impairment to random party members with its auto attacks
  • Volatile Trap - throw traps out, dealing harm when triggered

Noble Skirmisher

  • Breathing Weapon - stunnable - bandage that summons an Animated Weapon; should be avoided as the Weapon is not worth fighting
    • Blithe Weapon - deals shadow harm so keep up magic mitigation up while fighting them or kite

Famished Tick

  • Drain Essence - interrupt - deals damage to a target and vitrify themselves with Essence Surge
    • Essence Surge - purge - 25% damage increase vitrify

Regal Mistdancer

  • Echoing Thrust - frontal cone ( avoidable)  - targeted whichever style the mob is facing
    • Each bandage of Echoing Thrust creates a red shadow clone of the Mistdancer that volition mimic future casts of Echoing Thrust
    • Keep the mob facing away from the group and either overlap the clones or gradually kite down the hallway
  • Sanctified Mists - cocky buff - when standing in the red mist they drop at their feet they deal 50% increased impairment; drag them out of it

Insatiable Brute

  • Consuming Strikes - priority target - They heal for 25% of the melee damage they practise
  • Slam - tank striking - deals heavy physical damage
  • Umbral Crash - group damage - he will target a random political party member's location (non the histrion themselves and then they tin can run away!) and leap to them.
    • He will do unavoidable party wide harm to the entire grouping regardless of distance simply if y'all are inside half dozen yards of the impact he will too leech wellness based on the damage washed so run away

Ravenous Dreadbat

  • Sap Lifeblood - interrupt - bandage that deals harm and leeches health back to them

Gluttonous Tick

  • Engorge - interrupt - channel that deals heavy magic impairment to a party member
    • Gain stacks of a vitrify every time the aqueduct ticks on someone
    • Gluttonous Outburst - when they die or when they accomplish 20 stacks of the buff they explode dealing damage based on how many stacks they have to anybody within 40 yards

Kryxis the Voracious

SANGUINE DEPTHS - Boss #1

  • Juggernaut Rush - everyone move into his path to absorb the hit
  • Hungering Drain - interrupt asap
  • Severing Smash - run over the balls so they don't hitting him
  • Fell Headbutt - Tank hit with a knock dorsum, put upward mitigation

Juggernaut Rush - grouping soak - he charges a targeted player, dealing a large corporeality of impairment . This damage is reduced for every other actor hitting by him and then everyone should be moving into his path to soak.

Hungering Drain - interrupt - he deals group damage and gains a stacking buff increasing his damage done past 2% per stack

Savage Headbutt - tank hit - he will hit the tank, dealing harm and doing a knock back. Position yourself with your back to a wall to prevent moving the boss too much, or if it'south right after a Severing Smash use the knockback to kite away from orbs. Be careful during this overlap every bit the harm from Headbutt in combination with the damage from orbs being soaked can easily kill you on tyrannical if you lot are unprepared.

At 100 Free energy he casts Severing Boom:

  • This deals unavoidable group harm and knocks back all players. Each actor leaves behind an orb of Living Essence that will slowly move towards the boss.
  • Each orb that hits the boss volition heal him for 12% HP.
  • You need to group up together away from the boss and have i person stagger running over the orbs before they reach him.
  • They deal group-wide damage each time they are picked upward and on higher keys will cause you to wipe if you do them all at the same fourth dimension.
  • Depending on how high your key level is, be prepared to kite the boss away from the orbs while the healer heals the party up in between hits

DK: Anti-Magic Zone is corking to use when anybody is grouped before the Severing Smash . This allows you to exist at higher health from the larger hit and your group can run back into it while the orbs are being picked up to minimize damage

Wicked Oppressor

  • Curse of Suppression - interrupt - silences a player; tin can be decursed if information technology goes off
  • Wrack Soul - interrupt - direct magic harm to the tank and a Magic DoT

Bedchamber Sentinel

  • Appear to be made of stone until you approach them -- random ones are triggered in each run so make sure you lot move next to each one in the hallway leading up to boss 2 (Executor Tarvold) to avoid unintentional pulls during the fight
  • Stoneskin - interrupt - buff that reduces their physical harm taken by 65%
  • Severing Slice - tank hit - deals damage and applies a bleed; tin be outranged if you are quick enough (no longer cleaves!)

G Overseer

  • Overbearing Presence - priority target - Applies a stacking debuff to the entire political party, reducing their harm and healing done by 2% per stack -- he needs to exist focused downwards as this can get out of mitt on a longer pull.
    • A stack applies every 5 seconds.
  • Dread Bindings - avoidable damage - tethers party members to the Overseer, inflicting Shadow damage and reducing movement speed by 25% for xv sec.
    • Moving away from the mob breaks this outcome
    • Snare removal effects like Blessing of Freedom, Shapeshift ,  and Tiger's Lust can be used to remove this besides
  • Gloom Burst - low priority interrupt - deals damage to random party members

Head Custodian Javlin

  • Bludgeoning Bash - tank hit - heavy physical harm with a knockback
  • Motivational Clubbing - Periodically buffs a nearby dredger, increasing their haste by 100% for iv sec and their health past 300% permanently (they will become large and carmine so y'all tin can observe which ane is afflicted)
  • Sweeping Slash - frontal cone (avoidable) - deals physical damage and knocks back anyone hitting by it
    • He will too create a grit tornado facing a random histrion and shoot information technology out at them when the cast is done.

Javlin can be skipped without using invisibility if you wait for him to walk to the left side of the room and hug the correct side of the room when running past.

Depths Warden

  • Crushing Strike - tank hit - concrete damage
  • Barbed Shackles - interrupt - if it goes through information technology roots the target and deals harm to them

Research Scribe

  • Explosive Vellum - avoidable damage - summons a scroll that explodes and damages everyone inside six yards
  • Throw Research - deals damage to random players, not interruptible

Remnant of Fury

  • Explosive Anger - interrupt - deals heavy magic impairment to a random role player and upon expiration explodes on players around them

Vestige of Doubt

  • These have been nerfed and simply melee the tank :)

Infused Quill-plumage

  • Fiery Cantrip - interrupt - deals a moderate corporeality of damage to a random party member

Frenzied Ghoul

  • Frenzy - enrage (soothe) - after a few seconds in combat they volition enrage
  • Shadow Claws - tank hitting - deals a large amount of magic harm to the tank,
  • Yous can utilise defensives for i-two of these mobs but any more than than that and information technology's safer/easier to kite them

Executor Tarvold

SANGUINE DEPTHS - Boss #two

  • Pull the dominate dorsum away from his starting position
  • Contrivance the orbs rotating effectually the circle
  • Castigate - Motion away from the person information technology'southward being cast on
  • Fleeting Manifestations - impale them chop-chop and motion from the puddles they get out behind

At the start of the fight, two orbs will start rotating around the prison in opposite directions.

  • I volition be in the inner lane and one in the outer lane
  • You will want to move the boss back away from where they originate as that is where they cross over and y'all will have problem dodging them
  • If yous are moving the dominate back towards the management you came, y'all should stay in the inner lane until the orb passes then move to the outer lane right after to dodge both.
  • Touching an orb inflicts shadow damage and applies a DoT that also reduces haste by 25%.

Castigate - spread out - practical to a random party member and anyone within eight yards of them volition take impairment

  • Anyone with a drop combat ability can employ information technology to cease this power once information technology is targeting them ( Feign Death , Greater Invisibility , Vanish etc)

He starts the fight with ii Fleeting Manifestations and periodically summons more than with Coagulate Manifestation

  • When they're alive they inflict shadow damage to all players every second
  • When they dice or attain 100 energy they create a puddle that damages anyone who stands in it
    • The size of the puddle spawned is based on the amount of energy the add had -- it is a proficient idea to impale them rapidly to keep the pools pocket-sized and harm low.
  • The two original Fleeting Manifestations are at 100 energy when the pull starts and then you immediately go 2 large pools from the become go.

Grand Proctor Beryllia

SANGUINE DEPTHS - Boss #iii

  • Rite of Supremacy - deals a huge corporeality of damage, each thespian needs to pick up at least 3 glowing orbs to minimize the striking
  • Endless Torment - dodge the yellow puddles
  • Iron Spikes - tank hit, put upwardly concrete mitigation

Rite of Supremacy - a cast that deals a huge amount of shadow impairment to the entire group. In order to minimize the harm you will need to take advantage of:

  • Fragment of Radiance - xv pocket-sized glowing orbs will spawn. Each orb that y'all pick up will reduce the damage taken from Rite of Supremacy by 20%. Stacking up to v times
    • If split evenly each person tin can get 3 orbs (sixty% damage reduction), but as a tank y'all really only need ii on most key difficulties.
    • On higher keys you may demand to utilize an amnesty or have the tank pop a strong defensive and have fewer orbs in order to give other party members more stacks.
  • Rite of Supremacy also applies Afflict , an 8 second long shadow damage DoT to all players hitting by it

Endless Torment - grouping damage - will deal damage to the entire party and spawn pools of light that you need to avoid for the elapsing of the channel

  • This is an extremely dangerous cast as healers will need to be on the move during the entire cast to avoid pools and won't exist able to practise much healing for its duration
  • Dodging the puddles should be your elevation priority here equally the already big group damage and strain on the healer will probable lead to a death if you take avoidable damage

Iron Spikes - tank striking - large corporeality of physical damage, she will do a ii.5 2nd wind up and and then do a 2 second channel -- keep mitigation upwards for when she is channeling information technology and if you have self-healing capabilities, have a heal banked as well.


In one case the boss is over, sew the stairs and grab the glowing fragment. This volition give you access to Shining Radiance through your actress action button. It will create a barrier around you, reducing damage taken past 65% to all nearby allies, remove applications of Wicked Gash , and make them allowed to knockbacks. It is on a 35 second cooldown so for the side by side ii trash packs experience free to utilise information technology whenever you lot like merely to minimize your own harm intake or exercise both packs together if you lot are confident in information technology.

The pull right earlier the Gauntlet with the Chamber Sentinel, Grand Overseer, and Mistdancer tin look VERY intimidating but the Chamber Scout is not actually attached to the other ii mobs. So you lot tin can taunt him out and deal with him on his own first earlier tackling the other two mobs.

Boss Gauntlet: One time you laissez passer the minor hallway you will open upward into a wider area, yous fight the boss along with some remaining trash along the rest of the path. She will spawn several times as you lot are moving along and disappear at 90%, 80%, and 70% wellness respectively. This means when yous appoint her in the actual dominate fight she will start at lxx% health. You volition need to utilize the Shining Radiance bandage on her Gloom Squallmerely if you use information technology IMMEDIATELY on pull when engaging her at each indicate in the gauntlet, it volition be upwardly in time for Gloom Squallagain. Don't forget to likewise use it on whatever packs where y'all are not fighting her for free damage reduction.

Stonewall Gargon

  • A pair of Gargons will spawn on a timer during your time in this gauntlet then it'due south best to keep moving as quickly as you are able to

Sanguine Cadet

  • Unified Front - they eternalize each other, getting a 20% damage increment for every other cadet within ten yards of them. If affixes let, focus them downward one or 2 at a time to reduce harm and you may need to run in with a defensive cooldown, establish threat so kite them
  • Pierce - tank hit - physical damage

General Kaal

SANGUINE DEPTHS - Boss #4

  • Gloom Squall - grouping harm with a knock upwardly, tank needs to use extra activeness button for this with everyone stacked
  • Wicked Rush - players targeted should spread out. It applies a drain that ican be removed by continuing in the bubble
  • Piercing Blur - Dodge the big ruby lines going across the room
  • Fight her in a gauntlet with trash mobs from 100% HP to lxx% HP; Boss encounter starts at seventy% HP and ends at 50%

She is defeated at 50% wellness and starts the encounter at 70% wellness

Gloom Squall - She casts this at 100 Energy and volition do group impairment and a knockback

  • Put down Shining Radiance for this bandage and all party members volition need to be stacked in information technology, information technology will remove the drain from the Wicked Rush at the same time.

Wicked Rush - General Kaal marks multiple players to charge. After a few seconds, she rushes to each and applies Wicked Gash to them and anyone inside 5 yards of them. Spread out a little flake for this ability.

  • Wicked Gash - is a permanent bleed that lasts until the cease of the encounter, just tin be removed by standing in the Barrier bandage by Shining Radiance . Since it is being cast regularly with Gloom Squall and anybody is already standing in the bulwark there is no real need to think nearly this bleed as well much unless someone gets multiple stacks.
    • Paladins tin can use Approving of Protection to remove the bleed from someone if they are in danger of dying before the next Shining Radiance cast
    • Mages tin can glimmer right before the Wicked Blitz hits them to avoid getting a stack of Wicked Gash
    • Most ranged players can stand up at maximum range from the dominate and merely move out of the Wicked Rush before it reaches them to avoid getting the Wicked Gash drain

Piercing Mistiness - avoidable impairment - summons several echoes of the boss which rush forwards in a straight line in front of them, dealing harm to anyone they hit. Only make sure your group side steps this. These are positioned on the sides of the platform and can exist either horizontal or vertical and the blitheness is very obvious.

The near unsafe part of this boss is that all of these abilities can overlap, and so y'all volition need to dodge Piercing Mistiness while simultaneously spreading autonomously for Wicked Rush or stacking for Gloom Squall

Affixes

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Source: https://tanknotes.com/mythic-plus/sanguine-depths

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