The Violet Hold is a 5-man dungeon located in the central hub of your Broken Isles adventures, Dalaran. It sits in the south-eastern corner of the city and is available for players to delve into from level 105 and upwards, and in Heroic / Mythic difficulties for players with the appropriate item level or in a premade group.
Notably, due to its unusual format and mechanics, it is not available in Mythic + mode. In our Violet Hold guide, we'll explain how these unique mechanics work, and how to best deal with the assorted bosses and mini-bosses that you will face during the dungeon run.
The Violet Hold is featured in several Class Hall questlines and is a required visit for many players wanting to progress in their crafting professions. It does not have any fixed bosses as such - instead, you will fight two bosses chosen from a pool of 6 possible bosses, and a final third boss chosen from a pool of 2.
Our aim with this guide is to provide the big picture, instead of bogging you down in the minutiae with exhaustive lists of obstacles and enemy abilities. We want to center on practical, actionable advice that will result in a quick and successful dungeon run. This means we're going to focus on positioning, and the specific roles each kind of character should play during each encounter, as well as how to deal with any important / unusual mechanics that show up in any given boss fight.
In the first version of our Violet Hold guide, we're focussing on the Normal difficulty setting, but you can aim to use these tactics as a starting point for running higher difficulties as well. Further updates of the guide will be focused on conquering enemy abilities specific to the Heroic and Mythic modes.
Mini-Bosses and "Trash" Enemy Waves - Strategy and Tips
Between each of the Violet Hold's bosses you will have to fight several enemies emerging from Legion Portals. Some portals will spawn Legion Elite Squads and then close up, while others will be kept open by a Portal Keeper mini-boss, who will keep spawning enemies while its open.
The party will have between 2 minutes to 90 seconds to defeat each wave of enemies before the next one comes. At any given time, a player may trigger one of the Crystal Defense System sconces in order to activate the Hold's defenses and fully clear one wave. There are four crystals and each one is depleted after being used, so we recommend you use them all to skip the four waves between the second and third bosses.
By that point, each wave - especially the Legion Elite Squads - becomes increasingly difficult to deal with and will wipe the party more easily than some of the bosses themselves.
Here are the major enemies that might spawn, and how to deal with them:
Portal Guardian - Inquisitor
The Inquisitor will throw three small eyeballs to locations near players. Each Eyebomb will detonate after 4 seconds, dealing moderate damage to nearby players. These should be avoided.
When the enemy channels Shield of Eyes, attacking it triggers a Mind Spike which deals moderate damage to the attacker. Shield of Eyes should be interrupted to avoid this.
Portal Guardian - Jailer
The Jailer will deal heavy tank damage, and so the tank should be the healer's priority during this fight.
He will also create green vortices near random players. These vortices will pull players into their centre. If a player gets close enough to the centre, an explosion will trigger, dealing huge damage to everyone nearby. Players should run away from the pull of the vortex at any cost, as the explosion damage can prove fatal.
Portal Keeper - Dreadlord
While the Dreadlord should be tanked, all of its abilities are targeted at random players and so healers need to be on their toes.
The Carrion Swarm and Vampiric Cleave abilities deal damage to everyone in front of him, so whenever he picks his target, the remaining players should move behind or to the sides of the Dreadlord to avoid being caught. Ideally, these spells should be interrupted as often as possible too.
Portal Keeper - Felguard
The Felguard will randomly place a damaging AoE source near the party. This is signalled by a fallen axe on the floor, but the radius might be hard to spot. Everyone should avoid this area and the tank should adjust themselves accordingly. The Felguard's other party-wide damage ability is Fel Destruction. This is a channeled ability that should be immediately interrupted, otherwise the party risks a wipe.
The Felguard also damages all targets in front of him, affecting them with Soul Slash, a debuff that reduces healing effectiveness. Due to this, he should be tanked facing away from the party, and healers should prioritize dispelling Soul Slash from the tank.
Elite Legion Squad - Demons
Getting demon-themed Elite Legion Squads means that the final boss you face will be Fel Lord Betrug.
These are the easiest of the squads to deal with, and mainly require good tanking and tank healing, as they often inflict big damage spikes. They should still be tanked facing away from the party, and only one of the main attacks, Shadow Slash, may be avoided entirely via the tank side-stepping the AoE cone.
Most of the attacks from this trash leave the target suffering from a damage-over-time effect, one that should be dispelled by the healers, with the tank being the priority.
Elite Legion Squad - Spiders
Getting spider-themed Elite Legion Squads means that the final boss you face will be Sael'orn.
This trash is the toughest of the instance and it is especially recommended that you save the Crystal Defense System activations for it, particularly between the second and last bosses.
These enemies will deal heavy party-wide damage, as well as place several poisonous debuffs that should be dispelled. Part of the damage can be avoided if the tank makes the squad face away from the party, but a lot of the damage is proximity-based and is hard to avoid, especially due to attacks that also pull the players toward the enemies, or root them in place.
These encounters, even when handled properly, will be more taxing on the healers than any boss in Violet Hold.
Lord Malgath is the final mini-boss, and you always fight him immediately before triggering the final boss fight. He deals heavy damage to anyone in front of him with Fel Slash, and as such must be tanked facing away from the party.
Damage dealers should interrupt his Shadow Bolt Volley and kill the Shadow Beasts he periodically summons. Once dead, these Shadow Beasts will leave behind a damaging puddle of shadows that will prove fatal if stepped upon, so both the tankn and the melee damage dealers need to pay extra attention as the fight goes on.
No more Legion forces arrive during this encounter.
On this page:
1. WOW Legion: Violet Hold guide
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:
Anub'esset - Strategy and Tips
Anub'esset is one of the six possible bosses for the first and second boss encounters in Violet Hold. He randomly targets a ranged player for Impale, which is a narrow cone attack that deals heavy damage and knocks any players struck by it into the air. The targeted player has 3.5 seconds to move to a position where the attack won't affect other players.
The boss attacks the tank with Mandible Strike every 20 seconds. This attack also reduces incoming healing by 50% for 10 seconds. Periodically, Anub'esset will also use Call of the Swarm, summoning three Spitting Scarabs that scatter around the room. These are stationary and cast Poison Spit on random targets, dealing moderate damage and leaving a Poison effect behind.
Tanks must brace themselves with defensive cooldowns and active mitigation in order to survive Mandible Strike. A unmitigated Mandible Strike will be fatal more often than not.
Healers must top the tank up before each Mandible Strike, or risk losing them!
Damage dealers must prioritize killing the Scarabs, and also avoid Impale.
On this page:
1. WOW Legion: Violet Hold guide
Blood-Princess Thal'ena - Strategy and Tips
Blood-Princess Thal'ena is one of the six possible bosses for the first and second boss encounters in Violet Hold. Due to the nature of the fight mechanics, she must be killed in 90 seconds or less.
Soon into the fight, she turns the healer into a vampyr. This will increase the healer's damage done by 100% for 25 seconds, after which the player will have 10 seconds to bite another player (via a new button on their action bar), turning them into a vampyr as well - under the same conditions - and earning 25 extra seconds of increased damage for themselves. You cannot bite other vampyrs, and if a vampyr bites no-one within 10 seconds after the buff wears off, they will become mind controlled by the boss, and likely to cause a wipe.
The party should follow this general biting strategy: when the buff wears off, the healer bites damage dealer #1. This will rebuff the healer, and grant the buff to damage dealer #1.
Once the buffs expire again, the healer bites damage dealer #2, and damage dealer #1 bites damage dealer #4. Now all players have a 100%-damage buff and should kill the boss within the next 25 seconds, sparing no cooldowns.
If the boss is not dead by this point, one player must bite the tank, and the two of them must finish off the boss quickly, while the other three players become mind-controlled. If comes to this, you should try to stun or root the affected players, although victory is unlikely at this point.
Tanks should move the boss away from the pools of AoE damage that are periodically placed on the floor.
Damage dealers should save cooldowns for when they are turned into a Vampyr - in other words, affected by the damage-increasing Essence of the Blood Princess.
Healers should try to damage the boss as often as possible, as this is not a healing-intensive fight and any extra damage done to the boss is certainly welcome.
On this page:
1. WOW Legion: Violet Hold guide
Festerface - Strategy and Tips
Festerface is one of the six possible bosses for the first and second boss encounters in Violet Hold. Soon after the start of the fight, and every 50 seconds after, the boss will face the center of the room and cast Congealing Vomit. All players should avoid this attack or suffer heavy damage. This attack will spawn three Congealing Goo adds.
While these adds are alive, the party takes heavy, unavoidable damage, so they need to be killed as quickly as possible. Upon death, they will leave a damaging puddle on the floor, and will revive themselves after 12 seconds. Kiting the boss to this puddle will eliminate it and stop the revival.
Tanks should kite the boss to any pools of Icky Goo that form after Congealed Goo is destroyed, and wait for him to cast Yum and consume it before moving onto the next.
Damage dealers must burst down the Congealed Goo as fast as possible, and use personal defensive cooldowns to survive while they are active.
Healers should anticipate heavy, party-wide damage after Festerface casts Congealing Vomit.