The Nokhud Offensive Dungeon Guide: Location, Boss Strategies, Trash, and Loot
Getting into The Nokhud Offensive
The Nokhud Offensive dungeon is situated in the Ohn’ahran Plains zone on the west coast of the Dragon Isles, primarily designed for leveling purposes. Both Horde and Alliance players can reach the nearest flight point at Maruukai, Ohn’hran Plains, which is located just a short distance south of the dungeon entrance.
In this guide, we will provide a detailed overview of the Nokhud Offensive dungeon, including important information for completing it on all difficulties: Normal, Heroic, and Mythic. We will cover all three boss fights and highlight notable trash enemies and their abilities. If you’re interested in learning about other Dragonflight Dungeons or the upcoming Mythic+ season, check out our linked overviews below. Otherwise, let’s get started!
Dragonflight Dungeons Overview Dragonflight Mythic+ Season 12.
The Nokhud Offensive Layout
Boss Order in The Nokhud Offensive
Players have the freedom to choose which boss they want to fight first in The Nokhud Offensive, except for Balakar Khan, who must be the final boss. The typical route for this dungeon is to begin with Granyth and progress through The Raging Tempest, Teera, and Maruuk before ending with Balakar Khan. However, since there are no checkpoints, if players die during the dungeon, they will be sent back to the entrance.
Dragonriding in The Nokhud Offensive
In a unique feature, The Nokhud Offensive dungeon allows players to use Dragonriding mounts to travel between bosses. Additionally, tornadoes located throughout the map can be used to increase Dragonriding speed and travel faster. This feature adds an extra layer of skill to the instance, as players with better Dragonriding abilities will be able to complete the dungeon faster. It is worth noting that each tornado has a set location, which can help players plan their route to their preferred boss.
Field of Spears and Granyth
Notable Trash Before Granyth
After entering the dungeon, you can mount your Dragonriding mount and proceed towards Granyth, but you will not be able to engage the boss until you defeat the 3 Nokhud Lancemaster guarding him. Along the way, there are other non-boss enemies that you should be aware of:
Nokhud Longbow is one of the few static mobs in this dungeon. You should pay attention to it because of its unavoidable damage on random targets coming from Shoot. In addition, side-step the Rain of Arrows ground animation and their 40 yardsMulti-Shot frontal cone.
Another important mob from this area is Nokhud Warspear, with their only important non-interruptible ability being Pierce. The ability is cast on the highest-threat target (your tank) and applies a stacking Bleed effect, hence why you should prioritize killing it quickly.
You can try to use Stun or Disruption effects to stop the Rally the Clan coming from Nokhud Hornsounder, as this will make the surrounding mobs gain 50% increased Physical damage done, making them much harder to deal with.
Finally, you have the Nokhud Lancemaster; not only does he have the most health, but it will also be important how your tank positions it because of Cleaving Strikes. Never stay in front of your tank. This is followed by War Stomp, which you must run out of melee to avoid being stunned by, and Disruptive Shout, which must be interrupted at all cost or you will end up “locked” out of spellcasting for 6 sec, in addition to taking AoE Physical damage.
Granyth Boss Guide
It takes approximately 10 seconds to use the Dragonkiller Lance, which means you will need to use it before the Eruption cast reaches around 90%. It is also important to note that only one player can use the lance at a time, so your group should decide who will use it beforehand. Additionally, the player who uses the lance will receive a debuff called Dragonkiller’s Respite, which will prevent them from using the lance again for a period of time. Finally, on Mythic difficulty, Granyth will have an additional ability called Blinding Blaze, which will blind all players within a certain radius. Players will need to move out of the radius quickly to avoid taking damage from this ability.
The boss randomly activates one of the three Dragonkiller Lance ballista a few seconds prior to Eruption cast.
You cannot shoot the Dragonkiller Lance before the boss activates them, hence why you should always pre-assign a person to be ready to “click” on the lance.
It is the only way to stop Eruption before it wipes your team.
It stuns the boss for 5 sec and also removes 5% of its health.
All Roles
Run away from Tectonic Stomp. Failing to do so will knock you away and deal massive damage.
On Mythic difficulty, focus on killing the Nokhud Saboteur at all cost to prevent them from casting Dismantle. Stun, disruption, knockback, slow, and immobilize effects work on them.
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Tank
On Mythic difficulty, move Granyth closer to the Nokhud Saboteur, allowing your team to “cleave” both targets and deal with them more quickly.
Healer
Watch out for Shards of Stone; the unavoidable damage is not to be underestimated.
If an Eruption cast goes through, it will deal massive damage to the entire party. Be ready with healing cooldowns in case you see a second “tick” of the cast going through!
Ohn’iri Springs and The Raging Tempest
Notable Trash Before The Raging Tempest
In the area around The Raging Tempest, there are several non-boss enemies that you need to be aware of, including Nokhud Stormsurge, Nokhud Tempestguard, Nokhud Skystriker, and Nokhud Tempestcaller. These enemies have abilities such as Chain Lightning, Static Surge, and Wind Shear, which can deal significant damage to your group and disrupt your abilities. It is important to prioritize killing the Stormsurges to break the boss’s immunity and avoid getting overwhelmed by the other enemies.
Primalist Stormspeaker is the most dangerous caster in this area and there are several abilities to watch out for. First, Stormbolt will always go on the highest-threat target (your tank), but any spare interrupts can be used to stop it. Finally, assign one player to ALWAYS stop Tempest, as it deals massive AoE damage to everyone. However, if the Tempest cast goes through, the damage-over-time effect can be dispelled.
Primalist Thunderbeast will cast Chain Lightning on a random player. The targeted person must not be within 10 yards of anyone so the spell will not bounce. Make sure you run out of its Thunder Clap ability if you are in melee, to avoid being hit.
Primal Stormshield is the last trash mob you need to watch out for! Having a Purge effect will have immense value because of its reflective Stormshield absorb.
The Raging Tempest Boss Guide
Before entering the Electrical Storm phase of The Raging Tempest boss fight, it’s important to keep in mind a few things. Firstly, the boss’s Energy bar is initially set to 50 and it takes around 30 seconds to enter the phase. During the phase, it’s recommended to use personal defensives in combination with your healer’s cooldowns. Secondly, once the phase is over, the cycle will repeat with the boss recharging energy, casting abilities, and entering the Electrical Storm phase again.
All Roles
Periodically, every player of your party will get Lightning Strike. It is important to be spread so you do not accidentally “clip’ each other, similar to the Quaking affix in Mythic+.
Collecting the orbs of Uncontrollable Energy on the ground will grant you 5% increased damage and healing for 15 seconds, stacking. Be aware, they will deal damage each time you “consume” one, though a common strategy is to let your DPS have more so you can speed up the fight.
Do not stay under the boss so you can avoid being hit by the The Raging Tempest ability. Worry not, for The Raging Tempest has a big melee range so you can stay few feet away and still auto-attack!
If you want to collect the Uncontrollable Energy as a tank, be mindful of Wind Burst; stay in melee range at all times to avoid it!
Beware of Energy Surge hits, which are a good time to use your mitigation.
Healer
When the Electrical Storm “phase” is active, make sure to have cooldowns to cover the AoE damage hitting for your party in the next 15 sec.
Dispel the buff coming from Energy Surge as quick as you can.
Teerakai, Teera, and Maruuk
Notable Trash Before Teera and Maruuk
To reach the Teera and Maruuk boss encounter, use your Dragonriding mount and the Tornado spawns to move faster. However, before the boss encounter begins, you must defeat four Soulharvesters (Soulharvester Duuren, Soulharvester Galtmaa, Soulharvester Tumen, and Soulharvester Mandakh) located in four different packs around the area. They have the same abilities as the Stormcaller mobs located around The Raging Tempest’s area. Understanding how one of them works will give you insight into what you can expect for the remaining Soulharvesters. Additionally, there are a few more trash mobs that you should pay attention to.
Interrupt a Soulharvester‘s Death Bolt Volley at all costs, as it does massive Shadow damage to everyone. Beware when they cast Shatter Soul. Though they will only cast it on 3 random players from your party, you will deal 30% less damage until you collect your soul or the duration expires. Finally, watch out for Harvest Soul. It will harvest the souls of dead allies within 20 yards and gain the Consumed Soul buff, increasing the caster’s Shadow damage done. This is why it is always best to throw all of your offensive resources at this mob!
Ukhel Deathspeaker is another high-importance caster mob that will periodically cast the Grasp of the Dead Curse effect on 2 random players from your party, dealing damage over 6 sec and rooting them upon expiration; using abilities like a Monk’s Tiger’s Lust or a Paladin’s Blessing of Freedom will remove the root. Besides that, there is one more ability that must be addressed here: Chant of the Dead. It is important to stay at least 10 yards away from the mob to avoid being damaged. When the Deathspeaker is casting the spell, do your best to not have any Undead enemies in combat to prevent him from buffing their offensive and defensive toolkit by 50%. If the cast goes through, you can use an Enrage Dispel to remove the Enrage effect from the nearby mobs.
Once you engage Ukhel Beastcaller, pay attention to his Devour Spirit where he will “feast” upon his allies and gain Soul-Infused Weapon. The mob also does heavy tank damage because of Heavy Slash and the ability to call reinforcements with Desecrating Roar, which can only be stopped with Stun or disruption effects).
Last but not least, it is extremely important to interrupt Dominate coming from Ukhel Willcrusher. Failing to do so will result in being mind-controlled and attacking your allies for 6 sec. Using a Shaman’s Tremor Totem will neutralize the effect, so simply pre-place a totem before the Dominate cast and let it through!
Teera and Maruuk Boss Guide
It’s essential to note that the two legendary centaurs, Teera and Maruuk, share health through a Life Link mechanic. Thus, the most effective approach would be to tank them together, allowing the DPS to cleave them efficiently. In terms of Energy, Teera begins with 50, while Maruuk starts at 0. Once their Energy reaches 100, they will use their respective signature abilities, Gale Arrow for Teera and Earthsplitter for Maruuk. Here’s a more comprehensive overview of the boss encounter:
Place Gale Arrow away from the boss’ locations, as this will help you have less ground effects to worry about. The ability is cast on 4 members from your party.
Beware of the pushback effect from Guardian Wind. The cast is interruptible, so the faster you stop it, the better!
Dodge Maruuk‘s Earthsplitter at all cost. You have 2 seconds to avoid being hit by it; in case you cannot, remember that the damage is Physical so any immunities will help you survive here.
Tank
Tank Teera and Maruuk together because of the Life Link passive. This will allow your DPS to “cleave” both targets and speed up the fight significantly.
On Mythic difficulty, the bosses must be no more than 20 yards away from each other to avoid the Ancestral Bond buff, which will increase their damage by 5% every 1 sec they spent further than 20 yards apart.
When Teera casts Spirit Leap, quickly move to her for better boss stacking to cleave both targets.
Use your active mitigation upon Brutalize being cast to avoid dropping to a critical health level.
Healer
Watch out for Teera‘s Quick Shot; it is unavoidable damage to a random player of your party.
Nokhudon and Balakar Khan
Notable Trash Before Balakar Khan
It’s important to note that Balakar Khan is a challenging encounter and requires coordination among the group. He has an Energy bar that starts at 0 and slowly fills up over time. Once it reaches 100, he will unleash his most devastating abilities, so it’s important to keep an eye on his Energy bar and plan accordingly.
Here are some key things to keep in mind during the Balakar Khan fight:
Balakar has several abilities that deal massive damage, including a frontal cone attack, an AoE attack that damages all players in the area, and a knockback ability that can send players flying off the platform.
Throughout the fight, Balakar will periodically spawn adds that must be killed quickly. These adds are called Nokhud Invokers and Nokhud Champions and have different abilities that can pose a threat to the group.
During the fight, players will need to be aware of their positioning and avoid standing in the fire that Balakar leaves on the ground. This fire deals damage over time and can quickly kill players who aren’t paying attention.
Finally, it’s important to note that Balakar Khan is immune to crowd control effects, so players will need to rely on their damage output and coordination to take him down.
With these tips in mind, you should be ready to take on Balakar Khan and emerge victorious from the Nokhud Offensive dungeon!
Beware of Nokhudon Warspear and its Swift Stab ability; it charges on a random player and leaves a Bleed effect on them, so approach this mob with caution.
Nokhud Stormcaller is the most dangerous caster in this area because of Storm Shock hitting random targets. This ability will also leave a lingering damage-over-time effect on the targeted player, so use a personal defensive if you get two consecutive ones.
Beware of NokhudonHoundsman‘s Shoot, as the unavoidable damage goes on random party members. Do your best to use stun or disruption effects to stop the Command: Seek cast.
Batak and Balara are mini-bosses that players can choose to engage before reaching Balakar Khan, the final boss of the Nokhud Offensive dungeon. If players choose to engage them, it’s important to note that killing them simultaneously will prevent the Raging Kin buff from being present.
Batak is a large Nokhud creature that has a melee and ranged attack. His melee attack, Thunderous Slam, deals high damage in a cone in front of him. His ranged attack, Thunderbolt, deals moderate damage to players and has a chance to stun them.
Balara, on the other hand, is a powerful caster that can inflict heavy damage to the group. She has a few abilities that players should watch out for, including Chain Lightning, which hits multiple players with a bolt of lightning, and Thunderstorm, which summons a storm cloud that rains down lightning bolts in a designated area.
It’s important to note that both of these mini-bosses can be skipped if players choose to do so. However, they do provide additional loot and experience if defeated.
The encounter with Balakar Khan is a challenging 2-phase boss fight that will push your party to their limits with intricate mechanics. During the intermission phase, you will battle against a number of Khan’s trusted minions. Here’s a detailed explanation of the fight:
All Roles
Balakar Khan will cast Iron Spear on a random target from your party, followed up by an immediate charge to “collect” his spear with Iron Stampede. A common strategy is to “bait” the charge near a wall to shorten his “charge” and have higher DPS uptime.
Dodge the Upheaval and Crackling Upheaval abilities at all cost, as failing to do so will drop you to critical health. On Mythic difficulty, there will be a follow up spell called Quake, creating a lingering AoE pool on the ground that does damage upon contact.
Interrupt the Storm Bolt cast coming from the Nokhud Stormcaster during the Intermission. This will allow for better stacking on the mobs and enable “cleaving”, which will speed up the phase.
Dodge the Lightning on the ground at all times during the Intermission.
Balakar Khan will cast Static Spear on a random player from your party; upon impact, it will pull the existing party members to its location. You have a short time to react and get away from it to avoid being hit by the Iron Stampede (same charge as in Phase 1).
Tank
Pay attention to Rending Strike as it leaves a nasty Bleed effect and it increases the damage from Savage Strike by 500%. It is best to use active mitigation or any sort of defensive at this moment.
Do your best to stack Nokhud Stormcaster during the intermission to allow your team to effectively cleave.
Healer
During the intermission phase, your entire team will be taking damage from Stormwinds, which is why you want to kill the Nokhud Stormcaster as quickly as possible to end the phase. Here is a good place to use your healing cooldowns.
Dispel the effect from Conductive Strike as quick as you can. This is a very important dispel!
Defeat Teera and Maruuk while holding while holding the Spear of Tolui, War Axe of Berke, and Bow of Sartaq in The Nokhud Offensive on Mythic difficulty.
Defeat The Raging Tempest after striking a single player with 5 Lightning Strikes simultaneously and defeating a Storm Elemental in The Nokhud Offensive on Mythic difficulty.
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