The Nokhud Offensive Mythic Plus Dungeon Guide

December 01, 2022 20 minutes

Today I will talk about The Nokhud Offensive Mythic Plus dungeon in Dragonflight. I've been testing all the dungeons in beta and wanted to make a quick and easy-to-understand guide. Remember that this guide covers Mythic mechanics, so some of this may be missing if you're running the dungeon on normal or heroic.

The Nokhud Offensive is one of the most extensive dungeons ever created, containing many different mob types. I'll do my best to review everything as quickly as possible without skipping anything important. You'll have to travel across the Ohn'Ahran Plains and defeat four bosses, all fortified in different areas. Most groups are traveling toward Granyth first, but technically you can start anywhere. This is the only dungeon where you can utilize Dragonriding, and I recommend taking a bit of time to get familiar with this system and unlocking your talent tree or most of it before attempting the dungeon. This will make it impossible to mess up your flying from area to area. Also, mark your tank or group leader with a significant, colorful marker to see where they land much more effortlessly.

Granyth

  • Granyth Notable Trash Mobs

The granite area is littered with tons of Centaur patrols. I'd recommend taking out as many as possible first, so you don't get ambushed while fighting another pack. Nokhud Hornsounders cast Rally the Clan, which Buffs all nearby allies damaged by 50 percent. This should be stopped whenever possible.

Disruptive Shout from the Nokhud Lancemasters deals heavy damage and interrupts cast, so that should be kicked. These packs generally deal large amounts of physical damage, some charging bleeds, some archers, and lots of swirlies and frontals. Try your best to stay on the opposite side of the tank while dodging any avoidable damage.

To make the boss activate, you must first clear out the three ballistas, but I recommend eliminating many nearby patrols first. You'll need the enemy forces by the end anyway.

  • Granyth Boss Fight

Once Granyth spawns, one of the three ballistae will have a progress bar above it showing how long it takes until it's activated.

You want to make your way there because Nokhud Saboteur mobs will spawn and run toward it, trying to disable it. If any ballistae get disabled before you can shoot it, it's a quick wipe as you need it to interrupt a deadly cast from the boss: Eruption. Each ballista shot stuns Granyth and also deals 5% of its maximum health and damage. This means you can dedicate lots and lots of damage to killing the ads because the boss will slowly take damage from the ballista either way. The boss also has a big circle AOE and some group damage, but the main focus of the fight will be protecting and shooting the ballista.

The Raging Tempest

  • The Raging Tempest Notable Trash Mobs

After Granyth goes down, you must drag and ride to the next area. You can use the uplifts to gain height to make the ride easier. In the Springs (southern) part of the zone, you have to kill 4 Stormcallers to make the boss vulnerable. These packs deal heavy group damage from Totemic Overload and the Elementals blowing up. Be sure to press defensives early in these packs to help reduce the group damage and try and interrupt the Stormbolts and Tempest casts when possible.

This area has some of the most challenging trash in the dungeon, tons of lethal casters, and melee mobs. I recommend skipping as much of this as possible, only going for the four Stormcallers needed to activate the boss.

You may also want to kill the Primalist Thunderbeast that patrols around the middle area as it can accidentally be pulled during the boss fight.

Primalist Arcblades melee the tank but also have a chain lightning effect that would bounce to nearby players if they were close. Overall, just take your time with this area, interrupting as much as possible and using your big defensives and healing cooldowns.

  • The Raging Tempest Boss Fight

The Raging Tempest is another excellent boss fight that is a significant DPS and HPS check. The boss will buff itself with Energy Surge, gaining considerable damage and haste buff. This needs to be purged, or your tank will take a beating.

The boss will summon orbs throughout the room that slowly get pulled back into him. These orbs must be soaked, or they will deal heavy group damage. You want to be soaking these anyway because they grant stacking damage and healing buff Uncontrollable Energy. You can extend the buff indefinitely up to 10 Stacks, so try to grab an orb every 10 seconds to keep it rolling.

Occasionally, the boss casts Lightning Strike, putting a large circle on each player that deals heavy group damage to everyone inside the circle. It also destroys any orbs caught inside, so try to collect as many as possible before the strike goes off, or else you will lose them.

Once the boss reaches 100 energy, it will cast Electrical Storm. This deals heavy group damage for 15 seconds straight. This is where you want to press defensive and healing cooldowns. It's also essential that the Healer grabs orbs because he will need them for healing prolonged group damage that the boss deals. Once the storm is over, the boss repeats the cycle.

Teera and Maruuk

  • Teera and Maruuk Notable Trash Mobs

Once The Raging Tempest is down, you can reach the Undead area. Like the first two areas, you'll need to kill all Сhampion mini-bosses to make the boss active. The Champions gain strength when their allies die, so you want to focus them down with a single Target DPS. Otherwise, they'll start dealing high amounts of damage with their casts. These packs are pretty deadly and have a ton of mechanics.

Shatter Soul separates three players from their souls, reducing their damage and healing by 30 percent. You'll need to find a ghost of your body and walk over it to reclaim it to get rid of this debuff.

Desecrating Roar summons adds, so that should be kicked.

Grasp of the Dead puts a curse out on several players, which deals damage and slows them. This should also be kicked.

Death Bolt Volley is cast by the Champion mobs. It doesn't deal too much but you'll need to kick it if the mob gets stacks. There are also frontals and many other telegraphed attacks.

After all of the mini-bosses on the top of the hills are clear, the boss will become active. I'd recommend grabbing some extra count from some of these mobs in the sides of the area if you're below 85 percent. Even though the mobs on the hills are tough, the other patrols and side mobs are relatively straightforward.

  • Teera and Maruuk Boss Fight

The third boss of this dungeon is a council fight: Teera and Maruuk. These bosses share health, so you can hit either one, but preferably cleaving both when you can. This fight is actually pretty straightforward and well-telegraphed.

There are circles and lines to dodge, as well as Tornadoes. All the while, they're both jumping around and shooting your party. The one thing to note is Gale Arrow. Each player will be marked with an arrow, and after a few seconds, they take a burst of damage and shoot tornadoes out from each direction. This means that you'll want to be far enough away that you can react and Dodge them or just stack up as the tornadoes are spaced out enough for you to do that.

Even though this fight is simple, it can be incredibly annoying for melee. Stay patient and don't walk into the ground swirlies or tornadoes, as they will eventually be lethal.

Balakar Khan - Final Boss

  • Balakar Khan Notable Trash Mobs

Once you have three bosses down and you're happy with your enemy forces count, you can move toward the final area. This area is guarded differently. Once you approach it, you will be forcibly dismounted. You can switch to a regular round Mount to move faster, but Dragonriding mounts will be shot out of the sky.

We found this area quite tricky with many mobs that don't count towards enemy forces, and some of the ones that did were pretty dangerous. There are some mobs here to clear if you need the forces, but we skipped as much as possible. Again, there are so many mobs here that I will cover only some of them. Many of them are similar to mobs in the first area; some new mobs include Nokhud Thunderfist, that cast Deadly Thunder which deals group damage and should be kicked. The Defenders have Bloodcurdling Shout, and I feel like a broken record here, but this is a lethal group fear and needs to be kicked.

The last two mobs in the dungeon are Batak and Balara mini-bosses that guard the final boss. If you try to sneak by them and pull the boss, they will pull with him, so these are really the only mandatory mobs in this area for you to kill. They will each Target random players with a charge, so try to stick near them and watch the direction they're facing. Batak also has the same fear as the Defenders and a big frontal. After you take care of these two, you can safely pull the final boss.

  • Balakar Khan Boss Fight

The final boss Balakar Khan is quite simple but has some mechanics that can be deadly if you don't do them correctly. He will Target a player with a spear-throwing it at them and then immediately charging towards it. Be sure not to get hit by the spear so you can Dodge out of the way. Ideally, you also want to position yourself, so the boss doesn't run too far away.

In Phase 2, the spear will also pull everyone to that location, so you'll have to be ready to move even if you're not targeted.

This boss also puts a nasty bleed on the tank Rending Strike. Later in Phase 2, it has a new combo: along with Rending Strike, the boss also gives the tank damage taken debuff Conductive Strike that needs to be dispelled very quickly or else the tank takes hefty magic damage.

At 60% health, the boss moves toward the back of the room, and the four Stormcasters become active. One of them pulses AOE damage while the other adds an attempt to cast Storm bolts. These bolts are scary, and it's a good idea to have everyone assigned to kick one specific one and bring them together to Nuke them down. This is an excellent time for healing cooldowns and defensives because it's the most severe damage of the fight.

Once the adds are killed, the boss becomes active again with all of the abilities Amplified. as I mentioned earlier. There will also be some additional swirlies and puddles. However, the boss from the area is so big that as long as you don't go too crazy, you should be safe. DPS down the boss, and you should be done with the dungeon.

Final Thoughts

That covers my quick rundown of The Nokhud Offensive dungeon for Dragonflight. I hope it was helpful. You can also check out the short video guide below.

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