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While some of 168澳洲幸运5开奖网:World of Warcraft: Dragonflight's dungeons are integral parts of the main story, others are designed more for thematic purposes. Located in Northern Thaldraszus, the Algeth'ar Academy was once a place where all dragonkind could participate in higher learning. Though it's been closed for many years, Headteacher Doragosa seeks to reopen the esteemed Academy, but must first contend with its current inhabitants.
This guide will provide a complete look at the Algeth'ar Academy dungeon, including how to beat the bosses and trash, the best routing, Mythic Plus tips and tricks, and what loot is available for successful adventurers.
Overgrown Ancient Trash
At the very start of the dungeon, you will take a Wind Gate over to the main part of the island. Here, you will find that the five Dragonflights have congregated for the reopening of the school. Your first priority is to talk to one of the five Recruiter NPCs. They will provide you with a permanent buff, the type of which changes depending on whi🅷ch Flight they belong to.
NPC |
Buff |
Black Dragonflight Recruiter |
5 Percent Critical Strike |
Blue Dragonflight Recruiter |
Flat Mastery (varies between spec) |
Bronze Dragonflight Recruiter |
5 Percent Haste |
Green Dragonflight Recruiter |
10 Percent increased Healing received |
Red Dragonflight Recruiter |
5 Percent Versatility |
Pick whichever buff suits your class the best, the Green being especially good if you are Tanking, and proceed towards the right-hand stairs.
Once up the stairs, you will find a garden filled with large packs of plants and patrolling dragonflies. With proper coordination, you can make up a large amount of time here, by doing one or two huge pulls. Most of the enemies are low damaging or have av🌟oidable abili♛ties, so if your Tank can successfully hold or kite them around, you can rack up a high trash percentage in a short space of time.
Enemy |
Abilities |
Description |
Strategy |
Vile Lasher x3 |
Detonation Seeds |
Spawns multiple large green swirlies that deal huge damage and disorient players hit for six s♎econds. |
Your priority is to dodge this at all costs. The Vile Lashers cannot be crowd-controlle🐭d or interrupted, so this cast will always go off. |
Aggravated Skitterfly x6 |
Agitation |
Self-cast that provides a stack of Enrage, increasing their damage by 50 percent. Can stack🃏 multi🔥ple times. |
The Enrage buff can either be soothed or purged, but the Skitterflies are stunnable, so try to stop them from getting the ca♌st off in the first place. |
Darting Sting |
Jump to and sting an enemy, dealing moder𒅌ate Nature ꦉdamage. |
The most dangerous part of these packs, the Sting target can be struck by multiple Flies, and on high Mythic Plus keys, this can easily insta-kill you. Try to keep the Flies in place using crowd control and focus them down. |
|
Hungry Lasher x24 |
None |
N/A |
All these Lashers do is auto-attack, so they can effectively b💟e ignored and cleaved down with the rest of the enemies. |
Overgrown Ancient
Once you have killed every lasher in t🍰he room, and after a short NPC dialogue, the Overgrown Ancient boss will become targetable.
Despite being listed third in the Adventure Guide, most groups will tackle this big tree first, as he is considered the most difficult boss of the dungeon, and using a cooldown such as Heroism/Bloodlust is typically recommended. Hisꦇ fight can be quite hectic and requires not just decent mechanical awareness but also high AoE damage and healing from your group.
Ability |
Description |
Strategy |
|
Germinate |
Spawns three brown swirlies underneath players, that erupt after a few seconds, dealing Nature damage and spawning a Dormant Lasher. |
Try to remain as stacked🐷 as possible, in order to effectively be able♎ to burst down the Dormant Lashers. |
|
Burst Forth |
Causes all Dormant Lashers to turn into Hungry Lashers, and inflicts AoE Nature damage to all players. |
This is the most dangerous part, as the lashers inflict a stacking poison DoT onto the Tank, so try to croཧwd control and kill them quickly, or elsไe make sure to dispell the DoT. |
|
Branch Out |
Causes an Ancient Branch to spawn at a player's location, amidst a large area of effect damage zone. |
Dodge the large brown swirlie. |
|
Ancient Branch |
Healing Touch |
Attempts to heal an Ally for a large amount. |
Nuke down the Anc🦂ient Branch while keeping it interrup♛ted. |
Abundance |
Upon death, creates a green cloud around itself, that explodes after a few seconds, healing all players and enemies and removing any stacks of Splinterbark. |
It is imperative that you stack inside the Abundance cast to remove Splinterbark, so try to time the Branch's death to desync from the Germinate cast. |
|
Splinterbark |
Upon spawning an Ancient Branch, inflicts a perma☂nent Bleed effect onto all players, which can🍃 stack. |
Anything that can remove Bleeds is great here, as it means you can avoid having to stack inside Abundance. |
|
Barkbreaker |
L🍸arge Tank hit, that leaves a Physical damage taken increase effect. |
Use mitigation, especi🃏al꧑ly if there are Hungry Lashers up. |
Crawth Trash
After defeating the Overgrown Ancient, proceed Northwards, and take the Wind Gate over to the floating platform. Here you will only find one enemy, and the path to Crawth has relatively little trash in general. Once you have killed the Guardian Sentry, take the next North Wind Gate to Crawth's platform.
Enemy |
Ability |
Description |
Strategy |
Guardian Sentry x1 |
Deadly Winds |
Creates a swirling tornado at a nearby location that randomly moves around, stunning players hit an🦄d dealing larg♕e damage. |
Try to ba✅🍌it the tornados away from the Sentry, as he can take a while to die, and you will have multiple up. |
Storm Slash |
Nature damage Tank buster. |
Use a defensive to mitigate the damage. |
|
Expel Intruders |
Creates a large area of wind, that will inflict a huge knockback effect and deal high damage upo🌄n casting. |
You can either run fully out of the area, or hideᩚᩚᩚᩚᩚᩚᩚᩚᩚ𒀱ᩚᩚᩚ behind one of the pillars, in order to avoid taking the effects. |
|
Alpha Eagle x3 |
Gust |
Frontal wind ability that does damage and knocks ♏back. |
Sidestep Gust. |
Dive Bomb |
The enemy will spawn in a small area of wind. |
Easy enough to dodge. |
|
Call of the Flock |
A long cast that🐎 increases the attack speed of all nearby Eagles. |
Make sure to interrupt this, as the Eagles can go from being extremely easy to deadly i𒅌n a matter of seconds. |
|
Territorial Eagle x13 |
Peck |
Stacking bleed effect. |
Normღally the Eagles should die quickl𒐪y enough before this becomes an issue. If not, kite them around the platform. |
Dive Bomb |
The enemy will spawn in a small area of wind. |
Dodge the blue swirlies. |
Crawth
A seemingly easy encounter, Crawth can quickly become one of the most irritating bosses in the Algeth'ar Academy, and you will benefit from ending this encounter as quickly as possible. The main mechanic is centered around scoring three goals on ei✨ther ꦿof the goals on the sides of the platform.
To score a goal, run over one of the spawned balls, and then move into one of the goal areas. You will then be prompted to use an extra action button, Play Ball!, and this will toss the ball away, scoring one goal. The goals will spawn at 75 percent and 45 percent of the boss' health, and each goal can only be used once.
To spawn Crawth, you must first score three times in either goal. The goal you 🎃choose does not matter at this stage.
Ability |
Description |
Strategy |
Goal of the Searing Blaze |
Upon scoring thꦗree goals in the East goal, Crawth will become stunned for 12 seconds, and take 75 percent increased damage for the duration. |
The best time to u𝐆se damage cooldowns, as Crawth takes massively increased damage. |
A Firestorm will then become active for the remainder of the fight꧂. |
Firestorm will deal massive damage to you but is easy to dodge unless Gale Force is currently active. |
|
Goal of the Rushing Winds |
Upon scoring three goals in the West goal, tornados will begin to spawn on the platform, and Gale Force will constantly push all players a﷽round for ꦫthe remainder of the flight. |
On the edges of the arena spawn some grey motes that can be picked up for a large Haste buff and im🦂munity to Gale Force f🐓or 20 seconds. |
Deafening Screech |
Inflicts large Na⛎ture damage to all players and causes damage to erupt around them in a 🍨small area. |
Stay loosely spread to avo♐id clipping🦋 each other with the AoE. |
Sonic Vulnerability |
Increases all plℱayers damage taken from Deafening Screech by 50 percent, stacking up. |
This is dispelled upon scoring in either of the goals, so if the fight goes long, you can delay scoring your second goal in order to cleanse more stacks |
Overpowering Gust |
Front🐼al gust attack that does massive damage 🦄and knocks back. |
Fairly eas🎐y to sidestep, but be careful when the winds are blowing, so ꦡtry to stay close to the boss. |
Savage Peck |
Tank buster, that leaves a 10-second bleed. |
Use active mitigation to lessen the damage. |
Groups will typically score in the Fire goal first, in order to burst down the boss. The longer that figh🐭t goes on, the more damage Crawth will wrack up, and the more tornados will spawn, meaning you want to try to limit the amount of time you spend fighting against the winds by scoring in the Wind goal second.
Vexamus Trash
While you can technically begin the dungeon with this trash section, you will typically come from Crawth, and so will end up clearing your way back to the start. Take the Western Wind Gate from the Guardian Sentry platform to reach Vexamus' section.
Enemy |
Abilities |
Description |
Strategy |
Corrupted Manafiend x14 |
Mana Void |
A small Arcane do💖t on a player that explodes for AoE damage and drains mana from nearby players. |
Not🌺 especially notable if it is allowed to go off, but it is the priority interrupt on this enemy. |
Surge |
Single target ranged cast. |
Save your interrupt for Mana Void instead, as Surge only does mediocre damage. |
|
Spellbound Battleaxe x7 |
Severing Slash |
Inflicts Physical dama🍒ge to its target and a six-second Bleed. |
The Bleed can be qu✨ite nasty, so make sure 🧸you have an appropriate defensive cooldown to survive. |
Spellbound Scepter x4 |
Mystic Blast |
Large AoE arcane blast to all players. |
Interrupt Mystic Blast at all costs, this hits very hard on F𒅌ortifie🎀d weeks, and should not be allowed to go off. |
Arcane Rain |
Channels Arcane Missiles at player locations for three 🍬✤seconds. |
Arcane Rain is fine to let through, as the projectiles are dodgeable, 🃏albeit a bit difficult to see, due to their muted color. |
|
Arcane Ravager x2 |
Vicious Ambush |
Targets a player, before leaping to their location and immediately performing Riftbreath. |
Most dangerous enemy of this section, the leap can be prevented using abilities such as Feign Death or Vanish. |
Riftbreath |
Fires a high damage frontal Arcane beam; very deadly if y൲ou happen to be caught by it. |
Once the Ravager has jumped, watch what direction the Riftbreath is faced in. The mob will not turn during the cast so position yourself beforehand. |
|
Arcane Forager x4 |
Vicious Lunge |
Low damage replica of Vicious Ambush. |
A low priority enemy, nothing special. |
Unruly Textbook x4 |
Monotonous Lecture |
Chan🍌nels a lengthy Sl🤡eep effect onto the target player. |
Kick this cast immediately. You d💯o not want to be slept whilst Arcane Rains and Riftbreaths are going off around you. |
Vexamus
Despite being first in the Adventure Guide, most groups will tackle Vexamus as the third boss. He has some high impact abilities, but is a relatively simple fight, provided everyo💙ne 🎃spaces out well and is proactive about soaking the Arcane Orbs.
Ability |
Description |
Strategy |
Arcane Orbs |
Five orbs will spawn periodically at the edges of the room, and slowly move towards Vexamus. Absorbing an Orb applies Oversurge to the player, increasing damage tak♏en by Arcane Orbs by 200 percent for 20 seconds. |
Five orbs means one for each player, but your Healer can dispell the debuff, meaning ranged players can soak multiple and leaving the melee to continue damaging the boss. Soaking them quickly is handy to prevent overlaps with other mechanics, and avoid letting them reach Vexamus at all costs. |
Arcane Fissure |
At 100 energy, Vexamus explodes, dealing daꦦmage to all players, pushing them back, and causing multip🍒le fissures to erupt at their location. |
Important to stay on the move, as the 🎶fissures explode quite rapidly after spawning, but they will only f🍨ollow you for around three to four seconds. |
Mana Bombs |
Up to three players are targeted with a bomb, which leaves behind a pool of Corrupted Mana when it explodes. |
Try to position yourself at the edge of the room with the bomb, to prevent l🅷eaving pools in the way of soaking an Arcane Orb. |
Arcane Expulsion |
Frontal beam of Arcane damage that targets and follows the h𝓰ighest aggro playജer. |
Ma🗹ke sure to not turn Vexamus d🦩uring this cast, and if there is an Arcane Orb coming in from that direction, let the Tank soak it. |
Doragosa Trash
After defeating Vexamus and clearing the pathway back to the start, you will head up back to the Overgrown Ancient's area, before taking a right turn and heading up another flight of stairs. The following enemies can be tricky if you pull too many, but with coordination you can also make up a good amount of time here, as many of their abilities are avoidable.
Enemy |
Ability |
Description |
Strategy |
Algeth'ar Echoknight x7 |
Astral Whirlwind |
A long channel that deals hefty damage to 🍸surrounding enemies. |
Either move out of range, or use hard crowd-control to knock them out of th🌠𓃲is cast. |
Spectral Invoker x6 |
Astral Bomb |
Imbues a𒉰 random player wi☂th a bomb, that detonates after three seconds, dealing large damage to anything caught in the radius. |
You can use this bomb to damage the enemies, which can significantly speed up this section, so try to keep an Invܫoker alive throughout thes𒊎e trash pulls. |
Arcane Missiles |
A channeled sp🥂ell onto the current t🧸arget, dealing moderate Arcane damage. |
Make sure to interrupt this, as they will not do much 🧸auto-atta🌄ck damage in comparison. |
|
Ethereal Restorer x2 |
Celestial Shield |
Places a shield upon an ally, absorbing damage and increasing their spe⛄ll haste by 50 percent. |
This cannot be interrupted, and will be cast at low health, so e♉ither DPS through it or Purge it from the enemies. |
Echo Of Doragosa
Found in the last room of the Dungeon, this spectral me🌳mory is a deceptive fight that becomes harder the longer it goes on. Making good use of the room, and avoiding any unnecessary mechanics, wi💧ll help you greatly in finishing off the dungeon.
Ability |
Description |
Strategy |
Overwhelming Power |
Every one of Doragosa's abilities will apply a stack, giving you five percent increase damage per stack. At three stacks, you will consume them to spawn an Arcane Rift at your location, which occasionally spits out Uncontrolled Energy. |
The key to this fight is managing your stacks, keeping one or two for the extra damage will make it go a lot faster. If you are going to spawn an Arcane Rift, try to position it at the edges of room, as the♌ Uncontrolled Energy 🌄orbs will become increasingly harder to avoid. |
Astral Breath |
A frontal beam dealing high Spellfrost damage. |
Dodge at all costs. |
Energy Bomb |
Afflicts a pla🔜yer with a delayed ex♛plosion, dealing Arcane damage around them. |
Make sure you are not next to any other player wh🎶en this explodes. |
Power Vacuum |
Sucks all players to her, and begins a long expܫlosion cast, that deals huge Arcane damage to any player remaining inside. |
This is the ti♈me to us🦂e any movement abilities, as you do not want to remain inside the explosion |
Arcane Missiles |
Targets a random player with a ♛burst of Arcane damage. |
Not much can be done about this. Its main f𝄹unction is to apply Overwhelming Power stacks |
Algeth'ar Academy Loot
Overgrown Ancient |
||
Item |
Slot |
Stats |
Algeth'ar Hedgecleaver |
Strength Two-Handed Axe |
Versatility, Mastery |
Mystakria's Harvester |
Warglaives |
Crit, Versatility |
Potion-Stained Cloak |
Back |
Haste, Versatility |
Frenzyroot Cuffs |
Leather Wrists |
Haste, Mastery |
Experimental Safety Gloves |
Cloth Hands |
Crit, Versatility |
Boots of Explosive Growth |
Mail Feet |
Crit, Haste |
Crawth |
||
Item |
Slot |
Stats |
Obsidian Goaltending Spire |
Agility Staff |
Crit, Versatility |
Bronze Challenger's Robe |
Cloth Chest |
Crit, Mastery |
Ruby Contestant's Gloves |
Leather Hands |
Versatility, Mastery |
Azure Belt of Competition |
Mail Waist |
Versatility, mastery |
Dragon Games Equipment |
Strength Trinket |
Fires three ba🌳lls at your enemy, dealing Physical damage (two-minute cooldown). |
Emerald Coach's Whistle |
Intellect Trinket |
Select a target friendly playꦰer to coach, give both of you a c♊hance to gain Mastery. |
Vexamus |
||
Item |
Slot |
Stats |
Spellbane Cutlass |
Strength One-Handed Sword |
Haste, Versatility |
Spellboon Saber |
Intellect One-Handed Sword |
Haste, Mastery |
Vexamus' Expulsion Rod |
Off-Hand |
Crit, Haste |
Paltinum Star Band |
Ring |
Crit, Mastery |
Echo of Doragosa |
||
Item |
Slot |
Stats |
Final Grade |
Intellect Staff |
Haste, Mastery |
Organized Pontificator's Mask |
Cloth Head |
Crit, Haste |
Scaled Commencement Spaulders |
Mail Shoulders |
Crit, Mastery |
Breastplate of Proven Knowledge |
Plate Chest |
Crit, Versatility |
Venerated Professor's Greaves |
Plate Legs |
Crit, Versatility |
Algeth'ar Puzzle Box |
Srength/Agility Trinket |
Grants a high amount of Mastery (three-minute cooldo🍃w🐈n). |