WoW SoD Phase 3: Sunken Temple Boss Guide

       by        Game: WOW Classic Season Of Discovery Guide       

The raid for WoW Season of Discovery Phase 3 is the level 50 Sunken Temple(Temple of Atal'Hakkar), featuring 8 bosses awaiting your challenge. Today, MMOJUGG is sharing some tips and experiences for each boss battle based on our team's experience.

1. Atal'alarion - Guardian of the Idol - Difficulty rate: 1


Skills: 

Pillar Drop:

Five pillars randomly fall from the sky. Each pillar increases the boss's damage; the more pillars, the higher the boss's damage. 

Group Knockback:

Knocks back the entire group, dealing significant damage (approximately one-third of each player's health).

Strategy:
Positioning: The entire group should spread out in a circle to quickly reach the pillars.

Skill Handling:

Pillar Drop:

When pillars fall, each pillar must have a player standing in front of it, with their back to the pillar and facing the boss. This ensures they will break the pillar when knocked back. Players with a clear line of sight or range should continue attacking the boss; those without should wait for the knockback.After being knocked back, players will collide with and break the pillars. Priority should be given to having one player at each pillar. If a pillar is unoccupied, players must automatically fill in the gaps. Tanks should find the nearest pillar to avoid being knocked back too far, which could cause aggro loss. Knockback resets tank aggro, so tanks need to taunt immediately. Ranged DPS should pause to allow tanks to regain aggro.

Group Knockback:

After each knockback, healers must ensure the group's health is above 70% before the next knockback to keep everyone safe. Each group should have one healer who focuses solely on their group to avoid wasting heals.

2. Festering Rotslime - Difficulty rate: 3 

 (Aggro on the nearest target? OR no aggro, establish initial aggro)

Skills:

Poison Spit:

Standing in the water deals with continuous poison damage. Avoid standing in the poisoned water. Do not run around aimlessly; the group should retreat in an orderly manner. If players line up, poison spit will create poison in front and behind them, greatly reducing the available movement space. The more concentrated the group, the less poisoned water after the spit.

Disease:

Slows movement by 75%. Paladins should dispel this immediately (since Retribution Paladins have limited damage opportunities at this stage, they should focus on dispelling diseases to save mana for Priests). If not dispelled, players may be unable to move quickly, potentially leading to death from prolonged poison exposure or significantly increased healing pressure.

Items on the Path:

Tombstone:

Slows the boss's movement speed.

Candle:

Dispels poison water in a certain range.

Mask:

Reduces the boss's damage.

Drum:

Frees a swallowed player.

Strategy:

Boss Stops:

The boss stops for about 20 seconds after eating 5 items, during which the group should deal as much damage as possible. Do not use items during this period, as the boss will not move, and using them would be a waste.

Melee Strategy:
Prioritize using the items, then the boss. Stand at the maximum attack distance and avoid the boss's red circle to avoid being swallowed. Manage item distances carefully; items have 2000 health and disappear 5 seconds after being destroyed. Use items within 5 seconds before the boss reaches them to ensure it eats them.

Bug Strategy:
Assign two high DPS players (Rogue or Warrior) to stay inside the boss, dealing continuous damage with full rage. Healers should focus on these two players, as they take minimal damage while the boss moves and significant damage when it stops. Do not use the drum to rescue players if exploiting this bug; players should remain inside the boss for continuous damage. The goal is to compensate for low DPS, which can lead to prolonged fights and increased healing pressure.

Item Handling:
Place only two melee DPS on items to avoid premature destruction. One melee DPS and the ranged group should move collectively, damaging each encountered item to around 400-500 health. The other melee DPS should time the final blows, with a ranged DPS assisting if the boss is very close.

Additional Notes:
Sometimes, items may fly towards or away from the boss when destroyed. It appears items may be pushed in the direction the player is facing. Avoid standing with your back to the boss when destroying items. Testing suggests having two melee DPS managing items works best, with one damaging and the other finishing the items and a ranged DPS as a backup.

3. Atal'ai Defenders - Six Trolls (Fixed Activation Order: Paladin → Witch Doctor → Shaman → Berserker Warrior → Protection Warrior → Warlock) - Difficulty rate: 2

(Note: The boss activation order may randomly change each CD.)

Mechanics:
Each troll activates only after the previous one is killed. Upon death, a spirit will revive on the corpse. If there are many Priests, they should use Shackle Undead; if there are fewer Priests, Hunters should use Freezing Trap. Priests can help by using Shackle Undead during the Hunter's Freezing Trap cooldown (15 seconds). Control the spirits of the first four trolls. The fifth troll, the Protection Warrior, has no significant abilities; a tank can kite it away.

Individual Troll Skills:

Paladin:

Interrupt all cast abilities. Warlocks should use Curse of Tongues to increase cast times. Arrange interrupts to avoid wasting cooldowns.

Witch Doctor:

Casts Thorns. If not interrupted, immediately dispel it; otherwise, melee will die quickly from reflected damage. Melee should stop attacking if Thorns are active and wait for it to be dispelled.
Note: Thorns may be uninterruptible; watch for the cast bar and stop attacking until dispelled. Summons Snake Ward (1 HP each, around 9 snakes). Melee should switch to destroy them immediately. Each snake deals 300 fixed damage.

Shaman:

Summons totems. Destroy them immediately.

Warlock:

Summons minions and skeletons periodically; deal with them promptly.

Protection Warrior:

Disarms the tank, resetting threat. Tanks should taunt immediately when disarmed.

Berserker Warrior:

Whirlwind (spins with two axes): Melee should run away immediately. Disarm to mitigate damage; if unable to disarm, apply disarm when it reaches 8 stacks of Enrage to prevent further stacking. Enrage stacks indefinitely if not managed.

Strategy:

Spirit Control:

Use Priest's Shackle Undead or Hunter's Freezing Trap to control spirits. Priests should assist Hunters by using Shackle when Freezing Trap is on cooldown. Control the spirits of the first four trolls. The Protection Warrior's spirit can be kited by a tank without special control.

Interrupts:

Arrange interrupts for each troll's cast abilities, using Warlock's Curse of Tongues to extend cast times and ensure no interrupts are wasted.

Witch Doctor's Thorns:

Prioritize dispelling Thorns immediately. Melee should stop attacking if Thorns are active and wait for it to be dispelled to avoid lethal reflected damage.

Snake Ward:

Melee should switch to destroy summoned snakes quickly.

Totems:

Shaman's totems must be destroyed immediately to avoid their effects.

Disarm Management:

The Protection Warrior disarms the tank, requiring immediate taunts to regain threat. 
The Berserker Warrior's Whirlwind must be avoided by melee; apply disarm when necessary to control Enrage stacks. 

4. Dreamscythe and Weaver (Twin Dragons) - Difficulty rate: 4


Mechanics:

Poison Breath Buff:

The dragons apply a stacking poison buff with their frontal breath attack. Tanks should swap at 2 stacks. The tank with 2 stacks should move to the other dragon to wait for the debuff to expire (in phase 1, they can return to the group or stand behind the boss as these dragons do not have a tail swipe). Once the debuff disappears, they should taunt and retake the boss.

Wind Gust:

Both dragons will blow wind from the front, causing all players in the path to be knocked back and take around 500 nature damage (1000 if both dragons use it simultaneously). Each dragon's gust has a 20-yard knockback range; with both dragons, it extends to 40 yards. Positioning is crucial to avoid being knocked into the outer poison pools or the well.

Key Challenges in Phase 3:

Separating the Dragons:

The two tanks must pull the dragons apart, facing them away from the group.

Positioning:

Tanks should maintain separate aggro on each dragon. When swapping, the tank with 2 stacks calls for the switch ("I'm [Name], I have 2 stacks, need a swap"). Move to the side and let the other tank take over.
Tanks need to manage their cooldowns and buffs carefully. If your debuff hasn't expired, do not attempt to taunt back immediately; wait for it to expire.

Detailed Tank Management:

Swapping Tanks:

When a tank reaches 2 stacks, they should call out for the swap. The other tank should wait for their debuff to expire before taunting. For example, "I have X seconds left on my debuff, I will take X dragon soon."

Post-Knockback Handling:

Tanks should not rush directly towards the dragon after a knockback. As long as they maintain aggro, they should reposition slightly to the side, forcing the dragon to move along the edge rather than through the middle. This path adjustment can cause the dragon to use its breath attack during the approach, reducing the stack count on the tank.

Phase 3 Specifics:

Dragon Positioning:

The dragons need to be positioned facing away from the group and from each other. If the positioning is off, both dragons might use their breath attacks simultaneously, instantly applying 2 stacks to the tanks.

Group Positioning:

Keep the group near the well to avoid random movements and to ensure the dragons move toward the tank without affecting the DPS.

Tips:

Minimize Knockback:

Always adjust positioning after a knockback to minimize the risk of being pushed into hazardous areas.

Communication:

Tanks should communicate constantly regarding debuff stacks and cooldowns.

Cooldown Management:

Healers need to be prepared to heal tanks after breath attacks and knockbacks. Use cooldowns efficiently to mitigate heavy damage phases.

5. Jammal'an the Prophet and Ogom the Wretched - Difficulty: 3

On April 11th - Boss updated to Paladin and Holy Priest (easier).

Updated Kill Order:
The Paladin is initially invulnerable; kill the Holy Priest first. The Holy Priest has similar abilities as before, mainly avoiding Holy Stars.
The Paladin has Consecration, Holy Storm, and Mass Judgment. Consecration: Tank pulls the Paladin out of the Consecration area.

Holy Storm:

Pulls everyone in front of him and casts Holy Storm. Run out immediately.

Mass Judgment:

Stuns most players for about 5 seconds. It's not particularly threatening.

Previous Twin Boss Mechanism (as of April 9th, for reference):

Phase 1: Dual Targets


Main Tank: Holds Ogom.
Off-Tank: Holds Jammal'an.
Target Priority: Focus on Ogom. Jammal'an takes no damage; the off-tank only needs to hold aggro.

Holy Priest Skills:

Holy Stars:

Random target ground skill. The stars explode on impact, following a 2-second parabolic trajectory. Track the trajectory and move preemptively to reduce healing pressure. Avoid spreading Holy Stars across the battlefield.
Shadow Priest Skills (Ogom):

Interruptable Skills:

Interrupt all cast skills. Shadow Priest's AoE curse cannot be interrupted. Only the Holy Priest's Smite can be interrupted (not sure).

Phase 2: Single Target (Post Shadow Priest Death)

Holy Priest Skills:

Pain:

Dispel this immediately.

Mass Penance:

Occurs every 20 seconds. Ensure everyone's health is above 70% before it hits.

Shield:

Dispel the shield instantly to avoid significant DPS loss, as it absorbs substantial damage.
Other Skills:

Mass Fear:

Fears nearby players. Dispel quickly to avoid them running into Holy Stars.

Holy Fire:

Dispel it.

Curses:

Mages and Druids should be ready to remove curses.

Additional Tips:

P1 Collective Movement:

Move as a group to avoid spreading Holy Stars. Reducing healing consumption in this phase ensures more mana for later healing.

Interrupt Management:

Prioritize interrupting critical spells to minimize damage.

Tank Coordination:

Tanks must communicate effectively for taunting and positioning, especially during phase transitions.

6. Morphaz and Hazzas - Difficulty rate: 3.5 (Boss has been nerfed multiple times, making it relatively straightforward)


Phase 1:

Tank Switching:

Boss must be held in position, switching tanks after 1 stack of debuff. The debuff causes 1050 damage every 1.5 seconds per stack, necessitating a tank swap after each stack.

Switching Mechanics:

The incoming tank should taunt from the front to avoid the boss turning and tail-sweeping melee or ranged players. The previous tank should move to the melee group or across from them, ensuring no unnecessary boss rotation.

Breath Attack:

Boss applies a stacking debuff with its breath attack. Tanks must switch after 1 stack. Ranged should stand 20 yards away, slightly to the side of the boss (not directly behind to avoid tail sweep).

Corruption:

Randomly applies a DoT to 5 players. Healers must prioritize these targets.

Phase 2 (at 80% Health):

Dream Phase:

The boss flies to the center and begins a 30-second cast, pulling players into a dream.
Summons Flames: Five small flames spawn. Focus fire on one, while tanks handle the other four. Each flame has ~50k HP.

Eternal Slumber:

After the first cast, the boss starts a second 30-second cast, instantly killing anyone still in the dream.

Wake-up Mechanic:

One or two players who received a buff from the flames (giving a speed boost) need to quickly wake up the other players by running into them. Prioritize waking tanks and melee first, then ranged. Players should be grouped together to facilitate this.
Inside the Dream: There are roots that, when destroyed, have a chance to open a door, similar to the mechanics in the Blackfathom Deeps boss. However, the simplest strategy is to wait for the designated players to wake everyone up.

Phase 3 (at 30% Health):

Final Dream Phase:

All players are pulled into the dream and must kill the boss before the end of the second 30-second cast.
All cooldowns and burst abilities should be saved for this phase. The boss is stationary and does not deal damage during this time.

Inside the Dream:

Avoid the rolling stone ball (similar to the fireball in Blackfathom Deeps). Spread out to mitigate damage and focus on killing the boss.

Important Notes:
The boss is vulnerable during this phase, taking increased damage. Utilize all high-damage abilities.
Typically, players with sufficient DPS (~500+) can bring down the boss within the timeframe.

7. Shade of Eranikus - Difficulty rate: 5


Phase 1

Tank Positioning and Switching:

Tank the boss in place. Switch tanks after 2 stacks of the breath debuff to prevent the third stack, which reduces armor by 99% and makes the tank highly vulnerable. If the debuff cooldown is short, switch after 1 stack to reduce healing pressure and increase DPS.

Breath Attack:

Boss uses a breath attack on the tank that reduces armor. Switch tanks at 2 stacks.

Dull Roar:

Interrupt this skill every 20 seconds. It's the highest priority interrupt.

Toxin:

The boss randomly applies a toxin to 5 players. This needs to be cleansed quickly.

Poison Clouds:

Boss throws 3 poison clouds at the farthest targets. These clouds have a visible trajectory and can be avoided. Designate 3 players to bait and control where the clouds land, keeping them organized to minimize chaos.

Nightmare Awakening:

During the cast, the whole raid needs to step into a poison cloud to avoid taking 30,000 damage. The poison cloud will deal with 300 damage and apply a debuff that reduces damage taken by 99%, reduces healing received by 99%, and stuns for over 10 seconds.

Phase 2 (at 70% Health)

Swamp Creatures:

Boss summons 2 controllable swamp crawlers. These need to be controlled and killed quickly.

Venom:

Swamp crawlers have a cast ability that must be interrupted. Rogues and warriors can handle this with their interrupts.

Summoning Phase:

Every 10 seconds, the boss summons 5 small dragons with 6000 HP each. These need to be handled with AoE attacks. All raid members should be stacked in melee range to maximize AoE effectiveness.

Phase 3 (at 40% Health)

Swamp Creatures:

Similar to Phase 2, 2 swamp crawlers are summoned and need to be controlled and killed.

Medium Dragons:

Every 10 seconds, a medium dragon is summoned with 17,000 HP. These need to be controlled and killed quickly. Medium dragons cast Acid Rain, which must be interrupted.

Acid Rain:

Medium dragons cast this, causing 1000 damage per tick in an area. Players must move out of the affected area. If it appears underfoot, move to the opposite side of the boss.

Phase 4 (at 10% Health)

Rush Phase:

All previously summoned adds and 2 swamp crawlers will be present. The situation will become chaotic.

Ignore Adds:

Focus all DPS on the boss and ignore the adds. Use abilities like Fear and crowd control to manage the adds temporarily.

Use Defensive Abilities:

Tanks should use mass taunts and defensive cooldowns to hold the adds while the rest of the raid focuses on the boss.

Important Notes:

Poison Cloud Positioning:

Ensure poison clouds are placed methodically to avoid cluttering the battlefield. Ideally, place the second or third cloud where melee can step into it when needed.

Handling Adds:

Efficiently managing and killing the medium dragons before rushing the boss is crucial. The more adds dealt with early, the easier the final rush phase will be.

Clearly communicate during tank swaps, interrupt assignments and poison cloud placements. Coordinate DPS cooldowns for the final rush phase to ensure the boss is defeated quickly before adds overwhelm the raid.

8. Avatar of Hakkar - Difficulty rate: 3


Phase 1

Positioning:

Range should stack together. Move collectively when dodging abilities.

Blood Spray:

Leaves blood pools on the ground, similar to the Acid Rain from Boss 7. These pools do not disappear, so dodge them systematically to maintain a clear area for Phase 2.

Curse:

Targets melee with a curse that must be dispelled quickly. The cursed player should move away from the group to prevent spreading.

Fear:

Interrupt the fear cast immediately.

Phase 2

Positioning:

Range continues to stack together.

Curse of Tongues:

Mages should dispel this curse as quickly as possible.

Frenzy:

Randomly targets a player, turning them hostile. The player can control themselves, so they should move away from the group to avoid accidental damage. This effect can be dispelled but may cause a small AoE damage when removed. If the affected player starts losing health, polymorph them to heal.

Corrupted Blood:

Affected players deal 300 damage per second to nearby allies. They should immediately leave the group and run to a designated safe spot behind the tank, staying at least 10 yards from others. The debuff is removed when the boss uses Blood Spray on the player.

Debuff Interaction:

Be cautious if a player has Frenzy and Corrupted Blood. The player should wait out the Frenzy before moving to the front to get hit by Blood Spray.

Healing Reduction:

The boss's Blood Spray applies a debuff, reducing healing received by 200% for 3 seconds. During this time, healers should shield the tank, and an off-tank should be ready to taunt if needed.

Key Points

Phase Transitions:

Ensure tanks have solid aggro during phase changes. Allow tanks to position the boss correctly before resuming DPS.

Dodging Pools:

Blood pools are persistent; move systematically to ensure clear areas for later phases.

Communication:

Clear communication on when to cleanse curses, interrupt fears, and handle corrupted Blood effectively.

Crowd Control:

Use Polymorph to manage players under Frenzy if necessary, and ensure players with Corrupted Blood do not spread the debuff.

Here is the SOD Phase 3 Sunken Temple guide brought to you by MMOJUGG. We hope it helps you in your adventures. We currently offer Season of Discovery gold delivery services. US players can click the link wow SOD gold purchase, and EU players can click the link wow SOD gold EU. Use the discount code - mmojugg to enjoy a discount.

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