Eye of Azshara is the dungeon that concludes the main questline in Azsuna, which will award you one of the all-important Pillars of Creation if you have completed the preceding questline. It's accessible in Normal Mode from Level 98 and up, and in Heroic / Mythic / Mythic + for players with either the appropriate item level or a pre-made group. In our Eye of Azshara guide, we’ll suggest how to best navigate this dungeon, and provide tips and strategies to help you deal with each boss.
While you can certainly wait until you complete Azsuna’s major questline before heading into the Eye of Azshara - which, along with the Pillar of Creation, will provide you with a high item level quest reward - this is a good dungeon for levelling from 98 up, as it has a lot of trash enemies which are not obviously avoidable and award plentiful XP. You are also likely to return several times, as the dungeon is the target of several repeatable Word Quests, as well as Class Hall questlines.
Eye of Azshara contains a large number of trash fights, and it's recommended that your party try to skip as many of these as possible, otherwise it could take you a long time to clear the dungeon. We'll provide some indication of which are the good paths to take when available, but in most cases it is simply a matter of managing your distance and not accidentally pulling packs. Do not attempt to cut through the big body of water in the middle of the dungeon, however, as it will prove fatal until the final boss is unlocked.
The good news is that most non-boss enemies aren't terribly challenging here, so while we will point out some key abilities when we feel it is beneficial to do so, we won’t detail every last enemy skill and ability, as doing so would make this guide needlessly cumbersome.
Most enemies are Humanoid, Beast or Elemental, with some Giants making an appearance at the end. The dungeon features four bosses arranged on the map in a diamond pattern. Defeating all four will unlock a fifth and final boss on the center of the diamond. While the order in which you fight the bosses is largely flexible, we find the most obvious path to be the best - starting with Warlord Parjesh on the lower tip of the diamond, and moving clockwise from his corpse.
As bosses are defeated, environmental hazards - such as lightning strikes aimed at players, or winds that buffet them around - start showing up with greater frequency. These affect the whole dungeon, and need to be taken into account during both boss fights and trash fights.
While this initial version of our Eye of Azshara guide is based on completing Normal mode, the same tactics will largely apply to Heroic. Later, we’ll update the guide with specific tips for Heroic, Mythic and Mythic + difficulties.
Warlord Parjesh - Strategy and Tips
The path up to Parjesh has a lot of trash, and we recommend you avoid as much of it as possible by walking up to the wall to your left as you enter the dungeon, and hugging it as you move towards the boss.
If for some reason this is not feasible and you have to wade through the full trash leading up to the boss, the most important thing to be aware of as any class is to interrupt / stunlock Hatecoil Stormweavers and Hatecoil Oracles as much as possible. The former’s spells deal big chunks of damage, and the latter casts powerful healing magic that will needlessly prolong the fight.
Warlord Parjesh himself is a simple “tank and spank” boss with an Enrage component once he reaches 30% health. His abilities do not change upon Enrage, and this is a good time to unleash your damage-increasing cooldowns.
Warlord Parjesh will periodically summon reinforcements. These aren’t a big threat if tanked, but their spells can heal the boss or deal damage to all the party, and as such should be interrupted.
He will also target a random player with Impaling Spear, a massive damage-over-time attack that will strike not necessarily the target, but the first thing it hits on its way to the target. The direction of this attack will be denoted by a red arrow at the boss’s base.
Finally, every 30 seconds or so, he will do a front-facing charge attack that has a casting time and is untargeted, and as such can be sidestepped with a little fancy footwork.
The Tank should make sure he picks up the adds and keeps Parjesh facing away from the party so that the need to sidestep his charge is minimized. He should also stay away from the arrow signalling Impaling Spear’s direction at all costs.
Damage Dealers and Healers should be aware of when they are being targeted by Impaling Spear, and move in such a way that they have one of the Naga reinforcements between them and the boss. Doing so will make Impaling Spear hit and kill the enemy, leaving Damage Dealers free to focus on the boss. If a player is hit by Impaling Spear, he or she will require a combination of dedicated healing, as well as the use of defensive cooldowns, to stay alive.
Lady Hatecoil - Strategy and Tips
The trash leading to Lady Hatecoil is both easier to fight and to avoid than the previous mobs. You need, however, to kill at least two Hatecoil Arcanists in order to unlock the boss. These are stationary along the path, and may or may not be accompanied by other enemies. There are no dangerous abilities here, but if the party faces a Hatecoil Wavebinder it’s worth noting that when they shield themselves with Bubble Shield. Damage Dealers should push through the shield instead of having a caster dispel it, as breaking the shield will stun the Wavebinder and have them take 100% increased damage.
Taking down Lady Hatecoil requires good awareness and movement. The main gimmick of the fight is the pair of of abilities that she constantly cycles through: Static Nova, which deals heavy damage and stuns players standing in the water of her arena, and Focused Lightning ,which deals heavy damage to targeted players. It also clears nearby sand dunes, and spreads its damage to nearby players.
In order to deal with this threat, players should fight Lady Hatecoil while standing in the water, near (but at least 5 feet away from) a sand dune, and loosely spread apart (again, 5 feet). This will prevent a good chunk of damage from Focused Lightning. As she starts to cast Static Nova (a 4-second cast), all players should move onto a nearby dune, preventing all damage. As soon as she stops casting Static Nova, players should resume their original positions or as near to this spot as possible.
Small enemies called Saltsea Globule will periodically spawn over the course of the fight, and should be picked up by the Tank and killed by Damage Dealers. Upon death, they deal light damage to nearby players, but more importantly they slow affected players by 20% for 6 seconds. Take this into account and adjust accordingly before a Static Nova forces movement.
Finally, Hatecoil will cast Curse of the Witch on random players. This is a harmless debuff that will knock back anyone in front of the target when it expires after 12 seconds or is dispelled, and as such can disrupt the movement strategy. Simply turn away from any allies when the debuff is near expiration. The cone knockback will also eliminate any Globules in its path, so feel free to use it for that purpose - so long as no players are caught in the blast, that is.
More WOW Legion dungeon guides:
|Black Rook Hold guide||Court of Stars guide|
|Darkheart Thicket guide||Eye of Azshara guide|
|Halls of Valor guide||Maw of Souls guide|
|Neltharion's Lair guide||The Arcway guide|
|Vault of the Wardens guide||Violet Hold guide|
More WOW Legion guides:
Serpentrix - Strategy and Tips
This is a rare example of where you'll want to clear the majority or even all the trash around the boss, as the fight is very movement-intensive and prone to players pulling unkilled trash packs. These will often prove disruptive enough to cause a wipe, although they are mostly beasts with no notable abilities when engaged separately from the boss.
Serpentrix presents a three-phase fight to the party. During the first phase, players will fight Serpentrix by himself. The second phase is triggered at 66% health, when the boss will disappear and reappear at a random location in the arena, accompanied by two other enemies with a similar model but a much smaller health pool, that cast party-wide damage AoE spells. This will happen again once the boss reaches 33% health.
During the course of the fight, the boss will cast two spells, Poison Spit and and Toxic Wound. Poison Spit will periodically target two areas in the ground, upon which damaging puddles will appear. Awareness and fast movement will help avoid this damage altogether.
Toxic Wound will make a player drop a similarly damaging puddle on the ground every second. In this case, the targeted player should run as far away from other players as possible and deposit the puddles in a safe place. Keep moving or the puddles will stack over time and kill you.
The Tank should always locate and be in Serpentrix’s melee range. Failing to do so will make the boss use Poison Spit at a much increased rate, rendering movement impossible and ultimately wiping the party.
Damage Dealers should immediately switch to the summoned enemies as soon as they appear and kill them as fast as possible, while interrupting as many AoE casts as they can. Damage dealt to these enemies will splash into the boss.
King Deepbeard - Strategy and Tips
The trash leading to King Deepbeard is not particularly challenging on its own but can be fatal if two or more packs are pulled at once during a failed skip attempt. As such it is recommended that inexperienced parties actually kill them instead of trying to avoid them. For people new to the dungeon, it may not be obvious that the path to the second-to-last boss is actually through the cavern to the east of the Serpentrix fight.
Particular care should be taken when dealing with the packs of sea giants (Skrogs), as most of their abilities deal heavy party-wide damage. When faced with such enemies, it’s important to focus damage on one at a time, and prioritise the Skrog Wave Crashes, as their abilities get stronger with each use.
King Deepbeard himself has three abilities of note. Ground Slam is an attack with a 2.5 second cast time that deals massive damage to an area centered on the Tank’s position. Quake deals damage to all party members and multiplies with nearby players, before leaving a damage-dealing area under each player. Gaseous Bubbles is a shield that actually protects two random players by absorbing a lot of damage for 20 seconds. If it is still active at the end of those 20 seconds though, it will deal massive AoE damage and potentially wipe the party.
The way to win the fight is to pay attention to how all of these mechanics can interact with one another. In order to minimize Quake damage, all players should be spread apart. Additionally, the Tank and melee Damage Dealers should move away from the area targeted by Ground Slam, as it ignores armour and could potentially prove fatal. As soon as a Quake ends, players with the Gaseous Bubble should find the Aftershock damaging area in the ground and stay on it, absorbing the damage and getting rid of the shield before it explodes and wipes the party.
Additionally, puddles of damaging water will periodically spawn during the fight. The damage dealt by these is negligible and you can focus on the other mechanics unless at very low health.
Wrath of Azshara - Strategy and Tips
Once all of the four initial bosses are dead, the summoners in the central body of water will lose their shields, becoming killable. Doing so will unlock the final boss in the small island in the middle of said body of water. By this point, the area will be periodically crossed by tidal waves that deal heavy damage to any player in their path. These move slowly and must be avoided during both the trash fights and the final boss fight.
The summoners have several abilities, but the only notable one is a debuff on a randomly targeted player called Arcane Bomb. This will suspend a large, slowly-falling ball of arcane energy over a player's head. Upon reaching the player, it will explode, dealing heavy AoE damage and stunning everyone caught in the blast for 6 seconds.
Dispelling this will cause the ball to detach from the player but still carry on its fall and subsequent effect. As such, the affected players should run away from the party, whereupon a healer should dispel them. The player can then return to the fray while the bomb explodes safely at a distance.
Wrath of Azshara is a big elemental-type boss that is stuck in the middle of the island. All of the damage during this fight is environmental - lightning strikes, tornadoes, tidal weaves and the like - and as such can be fully avoided, with three notable exceptions.
Massive Deluge is a huge attack centered on the Tank that mirrors King Deepbeard’s Ground Slam and should be dealt with in the same way. Heaving Sands is constant, periodical damage that hits the entire party and is unavoidable, meaning that healers will always have people to heal even if the mechanics are executed perfectly. Finally, Wrath will use Arcane Bomb just like the summoners before.
The Tank should keep at melee range even while dodging Massive Deluge. Failing to do so will make Wrath deal massive, unavoidable party-wide damage.
Damage Dealers should focus on avoiding environmental effects in order to minimize the strain they place on healers.
Healers need to carefully keep track of the players with Arcane Bomb and their position, so as to dispel them at the right moment.
At 10% health, Wrath of Azshara will massively intensify the environmental effects being thrown around. From here, the storm will quickly become unhealable and as such you must race through the boss's health pool and end the fight.
Congratulations, the Eye of Azshara is conquered! While most of the advice above is equally valid for Heroic - and should be enough to take you through that difficulty - the next update of this guide will provide specific tips for that difficulty setting, and for Mythic as well.
Did we miss something? Please share your thoughts and experiences in the comments!