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The Dawnbreaker Mythic Boost
Information
The Dawnbreaker is a dynamic dungeon in World of Warcraft: The War Within, located in Hallowfall at Tenir's Ascent (/way 54.7 62.7). It features three bosses and requires Skyriding to navigate between encounters, making it unique and challenging, especially in Mythic+ environments. This guide provides strategies for bosses, trash mobs, a recommended route, and tips for success in pick-up groups (PUGs).
Dungeon Overview
Location: Hallowfall, Tenir's Ascent.
Bosses: Speaker Shadowcrown, Anub'ikkaj, Rasha'nan.
Key Features: Skyriding for transitions, heavy interrupt and dispel requirements, and positioning-dependent mechanics.
Recommended Addon: Mythic Dungeon Tools (MDT) for route planning.
Trash Mobs
The Dawnbreaker’s trash mobs are dangerous, with many CC-immune enemies and high-damage abilities. Below are key mechanics for each area.
Speaker Shadowcrown Trash Area
Nightfall Curseblade:
Darkblade: Non-interruptible cast empowering autos with shadow damage and stacking attack speed. Dispel (soothe) or use tank defensives for Intensifying Aggression enrage.
TL;DR: Soothe enrage, tank defensives.
Nightfall Shadowmage:
Night Bolt: Interruptible filler cast dealing moderate shadow damage.
Ensnaring Shadows: Curse debuff on a random player, dealing damage and slowing. Dispel or use defensives.
TL;DR: Interrupt Night Bolt, dispel Ensnaring Shadows.
Nightfall Ritualist (Lieutenant):
Immune to CC.
Tormenting Ray: Non-interruptible channel dealing heavy damage to two players. Focus healing and defensives.
Stygian Seed: Magic debuff on a random player; move away from allies and dispel to avoid AoE explosion and knockback.
TL;DR: Dispel Stygian Seed away from group, heal through Tormenting Ray.
Nightfall Commander (Lieutenant):
Immune to CC.
Abyssal Howl: Interrupt to prevent a Magic shield buffing nearby enemies’ damage by 10%.
Tainted Slash: Stacking bleed on tank. Use defensives or bleed cleanses (e.g., Evoker’s Cauterizing Flame).
TL;DR: Interrupt Abyssal Howl, manage tank bleed.
Sureki Webmage (Lieutenant):
Immune to CC.
Web Bolt: Interruptible Nature damage cast on a random player.
Bursting Cocoon: Debuff on a random player, dealing ticking Nature damage and exploding after 6 seconds. Move away and use defensives.
TL;DR: Interrupt Web Bolt, spread for Bursting Cocoon.
Tips:
Prioritize interrupts on Night Bolt, Abyssal Howl, and Web Bolt.
Dispel Ensnaring Shadows and Stygian Seed strategically to avoid group damage.
Use soothes (e.g., Hunter’s Tranquilizing Shot, Druid’s Soothe) for enrage effects.
Navigation to Speaker Shadowcrown
Upon entering, ignore mobs fighting friendly NPCs (they don’t grant enemy forces count).
Engage the first pack of five mobs (two rush immediately, three follow). Then, board the Dawnbreaker airship.
On the ship, pull the pack of three mobs and the subsequent pack from the raised platform. Ignore mobs in combat with NPCs.
After clearing, an NPC signals Skyriding. Fly to the first enemy airship (opposite the NPC’s direction), clear trash, and plant a bomb (yellow outline, clickable by one player).
Fly to the second airship, clear trash, plant another bomb, then return to the Dawnbreaker for the first boss.
Anub'ikkaj Trash Area
Nightfall Darkcaster:
Tormenting Beam: Interrupt or CC after the channel starts to stop heavy damage.
Umbral Barrier: Interrupt or purge the Magic shield to prevent permanent health gain.
TL;DR: Interrupt Tormenting Beam, purge Umbral Barrier.
Nightfall Tactician:
Black Edge: Frontal cone; tanks face it away from the group.
Tactician’s Rage: Enrage increasing damage by 100% but slowing movement. Soothe or kite with defensives.
TL;DR: Face Black Edge away, soothe or kite enrage.
Nightfall Shadowalker:
Shadowblades: Stacking healing reduction and shadow damage on tank. Use AoE CC to drop stacks.
Umbral Rush: Dashes to tank, dealing no damage in Season 3.
TL;DR: CC to drop Shadowblades stacks.
Manifested Shadow:
Immune to CC, interrupts, silences.
Abyssal Rot: Heavy shadow DoT on a random player. Heal through or use defensives.
Black Hail: Avoid 4.5-yard comet impact circles.
TL;DR: Heal Abyssal Rot, dodge Black Hail.
Animated Darkness:
Instability: Explodes on death for AoE damage unless CC’d (e.g., AoE stuns). Save stuns for pull’s end.
TL;DR: Stun before killing to negate explosion.
Mini-Bosses (Iken’tak, Vis’coxria, Ixkreten the Unbreakable):
Must kill all three to spawn Anub'ikkaj, as they grant him Empowered Might (stacking buff).
Deathscreamer Iken’tak (Immune to CC):
Dark Orb: Line attack on a random player; aim at distant terrain to reduce group damage. Avoid the orb (Dark Scars DoT).
Abyssal Blast: Heal through heavy damage on a random player.
Ascendant Vis’coxria (Immune to CC):
Shadowy Decay: 3-second channel with party-wide shadow DoT. Use healing CDs and defensives.
Abyssal Blast: Same as Iken’tak.
Ixkreten the Unbreakable (Immune to CC):
Terrifying Slam: 15-yard AoE on tank, knocking back and fearing others. Tanks position against a wall or use movement abilities (e.g., Warrior’s Charge).
Abyssal Blast: Same as above.
Sureki Militant (Do Not Pull):
Entwining Threads: Targets a random player; run out if followed by Tacky Nova.
TL;DR: Avoid pulling due to high density and tough mechanics.
Tips:
Clear mini-bosses in Mereldar: one in the church, one behind the inn (land behind to avoid courtyard mobs), and one in a small house (hot-drop on worms behind to avoid excess pulls).
Prioritize interrupts on Tormenting Beam and Umbral Barrier. Soothe Tactician’s Rage.
Avoid Sureki Militant patrols near Anub'ikkaj.
Rasha'nan Trash Area
Nightfall Dark Architect (Mini-Boss, Immune to CC):
Tormenting Eruption: Targets two players, dealing shadow damage and splashing nearby allies. Spread out.
Usher Reinforcements: At 75%, 50%, and 25% health, summons three weakened Nightfall mobs (80% less damage, 70% less health).
Dark Fervor: Shadow damage on attacks. Tanks use defensives.
TL;DR: Spread for Tormenting Eruption, interrupt Night Bolt, cleave adds.
Other trash: Similar to previous areas (Nightfall Shadowmage, Darkcaster, Shadowalker). Focus interrupts and dispels.
Tips:
After Anub'ikkaj, fly back to the Dawnbreaker and clear this mini-boss to spawn Rasha'nan.
Spread for Tormenting Eruption and interrupt Night Bolt.
Boss Fights
Speaker Shadowcrown
Overview: A positioning-heavy fight with Skyriding at 50% and 0% health. Coordinate interrupts and avoid lethal beams.
Key Mechanics:
Shadow Bolt: Interruptible cast on tank. Assign an interrupt rotation to reduce damage.
Collapsing Night: Spawns two void zones under random players (prioritizes ranged), growing over 30 seconds. Bait zones away from the boss to keep melee uptime.
Obsidian Beam: Heavy shadow damage to tank and group, followed by three rotating beams (four after 50% health) for 7 seconds. Avoid beams (lethal) and ensure clear space around the boss.
Burning Shadows: Magic DoT on a random player, applying Shadow Shroud (healing absorb) on dispel. Dispel when the group is healthy.
Darkness Comes: At 50% and 0% health, the boss becomes immune, creating a lethal purple dome. Mount up, fly away, and collect gold orbs for vigor if needed. Return after the 50% cast; at 0%, fly to Mereldar for the next area.
Strategy:
Tanks: Interrupt Shadow Bolt and use defensives for Obsidian Beam. Position the boss centrally.
DPS: Ranged players bait Collapsing Night far from the boss. Avoid Obsidian Beam and maintain interrupt rotation.
Healers: Dispel Burning Shadows strategically, heal through Obsidian Beam, and prepare for Darkness Comes.
If melee-heavy, move as a group for Collapsing Night or kick the boss to reposition before Obsidian Beam.
Anub'ikkaj
Overview: A fight with familiar mechanics from mini-bosses, amplified. Kill all three mini-bosses (Iken’tak, Vis’coxria, Ixkreten) to avoid Empowered Might buffs.
Key Mechanics:
Dark Orb: Line attack on the furthest player, exploding on impact. Aim down a clear path (e.g., out of Mereldar) to minimize group damage. Avoid the orb (Dark Scars DoT).
Terrifying Slam: 15-yard AoE on tank, knocking back and fearing others. Tanks position against a wall or use movement abilities.
Shadowy Decay: 5-second channel (1 second longer than Vis’coxria’s), dealing increasing shadow damage (+10% per tick). Use healing CDs and defensives, especially if overlapping with Dark Orb.
Animate Shadows: Spawns adds casting Congealed Shadow on random players. Interrupt or CC adds and cleave them under the boss.
Strategy:
Tanks: Position on the path out of Mereldar, facing the boss away. Defensive Terrifying Slam and avoid knockback.
DPS: Aim Dark Orb down the path, interrupt Congealed Shadow, and cleave adds.
Healers: Ramp healing for Shadowy Decay and Dark Orb overlaps. Spot-heal Abyssal Blast targets.
Stack for easier healing but spread for Dark Orb targeting.
Rasha'nan
Overview: A two-phase fight with Skyriding at 64% health. Phase 1 uses Arathi Bombs; Phase 2 adds web mechanics.
Phase 1 (100% to 64%):
Rolling Acid: Targets a random player, shooting waves in a direction. Position away from the group; players hit are stunned for 1.5 seconds and take Nature damage.
Erosive Spray: Stacking party-wide DoT. Save healing CDs and defensives.
Arathi Bombs: Three bombs spawn (yellow outline, clickable). DPS pick them up (tanks/healers avoid due to ticking damage) and throw at the boss via an extra action button (5.8% health damage per bomb). Bombs explode after 20 seconds, wiping the group if not used.
Intermission (64%): Mount up, chase Rasha'nan, and soak gold orbs for vigor. Land on the new platform.
Phase 2 (64% to 60%):
Rolling Acid and Erosive Spray: Same as Phase 1.
Spinneret’s Strands: Debuffs two players, creating damaging web tethers on the floor. Break tethers by moving away and drop them on arena sides. Rolling Acid clears webs, leaving smaller acid pools.
Acidic Eruption: Interrupt immediately upon landing in Phase 2.
Tacky Burst: Wipes the group if the tank isn’t in melee range.
Strategy:
Tanks: Stay in melee range to avoid Tacky Burst. Use defensives for Erosive Spray.
DPS: Prioritize bomb pickups and aim Rolling Acid away. Break Spinneret’s Strands on arena edges.
Healers: Ramp for Erosive Spray, dispel Rolling Acid stuns, and heal bomb carriers.
Spread for Rolling Acid and Spinneret’s Strands but stack for healing during Erosive Spray.
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