The Azure Vault Dungeon Guide: Location, Boss Strategies, Trash, and Loot
Getting into The Azure Vault
The Azure Vault is a dungeon in the Dragonflight Mythic+ Season 1 set in the new zone of The Azure Span in the Dragon Isles, designed for level 70 players. To find the dungeon entrance, travel to the Azure Archives flight point for both Alliance and Horde players, and head down a short distance.
In this guide, we will provide a comprehensive overview of The Azure Vault dungeon, including important information to complete it on all difficulties (Normal, Heroic, and Mythic). We will also cover the abilities of the most notable trash enemies and all three boss fights. If you’re interested in learning about other Dragonflight Dungeons or the upcoming Mythic+ season, you can find our overviews linked below. Let’s get started!
The Azure Vault Layout
Teleports in the Dungeon
After defeating the first boss of the dungeon, you will encounter an NPC named Sindragosa, who will offer you teleports to different areas of the dungeon. The first teleport will be available after defeating Leymor, the second one will be to the left after defeating Azureblade, and the final teleport will be just before heading down to the last boss, Umbrelskul. The exact locations of these teleports are shown below for your convenience:
Profession Bonuses in The Azure Vault
In The Azure Vault dungeon, there is a profession bonus available for Inscription, which can be found in the later stages of the dungeon. To activate it, one member of your team must have at least 25 skill points in Dragon Isles Inscription. However, there is also an alternative way to activate the bonus: by having a Dracthyr in your party. Dracthyrs are special creatures that can be found throughout the dungeon, and interacting with them will trigger their abilities.
Dracthyrs have different abilities, depending on their type and location, and some of them can even be used to activate hidden passages or shortcuts. To get the most out of them, it is recommended to explore the dungeon thoroughly and experiment with their abilities.
There will be 2Tome of Transmogrification throughout the whole dungeon (see the minimaps below to find out the exact locations).
Using your Extra Action Button will trigger its effect.
Once you acquire the power, you will gain a Reverse Trap buff, lasting for 2 minutes. Keep in mind there is only one charge of the buff and only one member of your team can get it.
It works similar to the Polymorph Circles located around the area leading towards Azureblade. Cast it on untriggered “trap” on the ground, let the mobs inside and upon triggering it will crowd-control them.
It is yet uncertain how much damage exactly you need to do the mobs for the effect to break, but from the initial testing, it seems like it is quite a lot. Uncertain about the target cap on it too.
Dungeon Bonus Auras and How to Obtain Them
After defeating the first boss, Leymor, you will proceed down the stairs towards The Upper Chamber where you will come across the first Book of Translocation. Upon using it, one of the floor-buffs will be randomly assigned to a member of your party. These buffs include Scornful Haste, Viscous Toads, Sluggish Adoration, Shrinking Form, or Hardening Scales, each providing different effects that last for 1 minute. It’s important to note that receiving a buff is not guaranteed, and they only work in the Upper Chamber area, before reaching Azureblade. Below is additional information about these buffs.
Scornful Haste is quite tricky as any member of your party that stays within the 10-yard radius circle will gain 15% Haste, but if enemies stay within, they will gain 30% Haste. Make sure you do not let any nearby enemies get inside!
Viscous Toads is the less valuable aura, it is good for crowd control as it incapacitates enemies every 10 seconds.
Shrinking Form increases your movement speed by 25%, but increases all damage taken by 5%.
Hardening Scales reduces your movement speed by 25%, but also reduces all damage taken by 5%.
The Arcane Conservatory and Leymor
Notable Trash Before Leymor
If you do not stop Shrieking Whelp‘s Shriek cast, it will activate 2 incredibly powerful mobs: Crystal Fury and Crystal Thrasher. The mobs only trigger if you enter their “aura” and let it finish the Shriek cast, hence why it is important to either stop it or completely walk around it and not engage the mob.
In case you trigger Crystal Fury, the most important ability you should pay attention to is its Piercing Shards frontal. It all goes in the direction your tank is facing, and if hit, it also leaves a stackable DoT on you; avoid this at all costs.
Walk out of melee to avoid Crystal Thrasher‘s Crystalline Rupture, as it will not only do massive damage to you, but also root you. The mob will periodically cast Splintering Shards on a random member of your party. Since this is unavoidable damage, it is an excellent opportunity to use your defensives. Just make sure to have enough distance so that you do not overlap the circles and take even more damage.
Conjured Lasher is one of the mandatory mobs you will meet along the way to the first boss. They have only one important ability to stop, Mystic Vapors. If you cannot interrupt it, you can use Stun effects (it will not recast!). Multiple Mystic Vapors casts going through are going to turn lethal as the damage-over-time effect stacks, though the good thing is that it is dispellable.
The last important trash mob is Arcane Tender. You must defeat all 3 them in order to activate Leymor (the first boss). They have 2 abilities, the first being the Wild Eruption projectile, which also leaves Infused Ground ichor on the ground that you must not step in. The second one is Erratic Growth, which must be interrupted. You can also dispel the effect so that you do not have to stay stunned for the full duration!
Leymor Boss Guide
Upon defeating the 3Arcane Tenders, the boss, will activate and be ready to be engaged. Here is what you should do:
All Roles
Everyone is responsible to clear Ley-Line Sprouts with Explosive Brand. Make sure you communicate about who goes where as the initial slam of the boss will push you back and reposition you.
Use defensives when the boss casts Consuming Stomp. Remember that the more active sprouts there are, the more damage the boss will do, due to Arcane Power.
The only Mythic Difficulty difference is that upon clearing the Ley-Line Sprouts, Volatile Sapling will spawn. They do not do much melee damage, but beware once they explode, as Stinging Sap will deal massive damage to you. Avoid this at all costs.
Tank
Beware of Infused Strike, and use active mitigation to reduce the incoming damage.
The Erupting Fissure is a frontal spell that will help you clear the Ley-Line Sprouts. Do your best to pre-position the boss so that that it does not cleave any of your party members and also clears as many Sprouts as possible.
Healer
Watch out when Explosive Brand is happening, and make sure people get topped up quickly once it goes through.
Depending on how many Ley-Line Sprouts are left, you might take more damage from Consuming Stomp. Account for this and use any healing cooldowns if needed.
Mausoleum of Legends and Azureblade
Notable Trash Before Azureblade
During your journey towards the second boss, Azureblade, you will come across additional Shrieking Whelps. It is advisable to avoid aggroing them, as doing so will trigger the Crystal Fury and Crystal Thrasher enemies, which can be quite challenging to defeat.
After using the first Book of Translocation, you may receive two buffs that can help speed up the rest of the trash in the dungeon. It’s important to watch out for circles on the ground as they will activate and polymorph you for 20 seconds if you step on them. However, there is a small grace period to move out of the circle before the effect takes place, and the effect is dispellable. Prior to engaging Azureblade, there are several notable trash mobs to be aware of.
Sidestep the Forbidden Knowledge cast from Unstable Curator. Failing to do so will disorient you and can quickly lead to death by other mechanics. Any spare interrupts should go towards the Heavy Tome single-target cast.
Beware when fighting Arcane Construct, as it will periodically cast Arcane Bash which can knock you off the platform if you are too close to the edge. Move to the middle! They also cast Conjured Barrier, but that should not trouble you as much; you can burn through it!
Astral Attendant is another important mob to pay attention to. Even though there is nothing to interrupt here, beware of the Unstable Power cast. This, combined with any other effect (Rune Seal keeper‘s Icy Bindings, for example) will turn lethal.
Vault Guard is a dangerous “tank-buster” trash mob. Use active mitigation when it casts Ice Cutter. The mob will periodically cast Brilliant Scales, which will make it a lot more resistant to magic damage. Use a Purge effect to remove it.
Finally, we have the Scalebane Lieutenant. The mob itself will have a tank-buster ability called Ice Cutter (just like Vault Guard), and it will also have a Mage Hunter’s Fervor aura, increasing the damage dealt by nearby enemies by 25% if they stay in it, hence why you want to focus it first. The mob will periodically also cast Brilliant Scales, which will make it a lot more durable against magic damage; use Purge effects to remove it.
Azureblade Boss Guide
The boss fight consists of two phases that alternate throughout the battle. The first phase involves the boss using the Summon Draconic Image and Ancient Orb abilities, while the second phase features the boss using Overwhelming Energy in combination with Draconic Illusion. It’s important to note that during the second phase, the boss cannot be damaged until you defeat the four Draconic Illusion adds, which will stop the Seal Empowerment and cause the first phase to repeat.
Fully focus the Draconic Illusion adds during the second phase of the encounter. This is a good place to use your personal defensives. On Mythic difficulty, upon defeating the Draconic Illusion, it will trigger the Unstable Magic ground animation; do your best to sidestep it.
Tank
Beware of how you position Azureblade because of its Arcane Cleave. It has a 10-yard frontal effect, so you should never face it towards your party.
Do your best to position the boss next to the Draconic Images to allow your damage dealers to effectively “cleave” the add, and deal damage to both targets.
Healer
The Overwhelming Energy phase is going to be the most healing-intensive part of the whole encounter. This is a good place to use your offensive and defensive cooldowns.
Lower Chamber and Telash Greywing
Notable Trash Before Telash Greywing
After defeating Azureblade, you will descend into a cave and proceed towards the next boss, Telash Greywing. Similar to the previous area, you will encounter circles on the ground that will polymorph you for 20 seconds upon stepping on them. It is important to avoid them. Along the way to Telash, there are several non-boss enemies that you should be aware of.
Drakonid Breaker will charge a random player of your party with Shoulder Slam. This can be tricky as it does have a knockback effect, potentially knocking you in a Rune on the ground, which can then Polymorph you.
Avoid the Null Stomp ground animation coming from Nullmagic Hornswog. Note that it does knock you back upon contact.
Beware of Tarasek Looter‘s Tear Flesh cast; it will deal direct damage and will add a bleed effect to the highest threat target (your tank). Keep in mind that this effect stacks, and can be cleared with Blessing of Protection, Stoneform, etc.
Telash Greywing Boss Guide
The boss in question, Telash Greywing, has an intermission phase known as “Absolute Zero” which triggers when he reaches 100 Energy. During this phase, he will cast “Glacial Shield” to shield himself and create a “Vault Rune” on the ground. To survive, players must stay under the Vault Rune before the Absolute Zero cast ends. Failing to do so will likely result in death unless players use their own immunity or defensive abilities to survive. It’s important to note that on Mythic difficulty, the Vault Rune becomes inactive after protecting players from Absolute Zero.
Here is a breakdown of the boss fight with Telash Greywing:
Phase 1:
Telash will cast Frost Nova on the tank, dealing frost damage and rooting them for 5 sec.
He will also cast Frostbite on a random player, which will deal frost damage and root them for 3 sec.
Additionally, he will cast Frozen on random players, dealing frost damage and slowing their movement speed by 30% for 6 sec.
Intermission:
When Telash reaches 100 Energy, he will cast Absolute Zero, which will deal massive frost damage to the entire group and shield himself with Glacial Shield.
He will also spawn a Vault Rune, which players must stay under to survive the Absolute Zero damage.
Phase 2:
Telash will cast Chain Lightning on random players, dealing nature damage to them and any other players within 5 yards of them.
He will also cast Frozen Beam on random players, dealing frost damage to them and anyone within a 5 yard cone in front of them.
Draconic Empowerment:
Every time Telash is hit with a spell, he will gain a stack of Draconic Empowerment. Each stack increases his damage dealt by 5% and his casting speed by 10%.
This effect can stack up to 99 times.
Overall, the key to defeating Telash Greywing is to manage the Absolute Zero intermission phase and avoid taking unnecessary damage from his spells during the rest of the fight.
All Roles
The boss will periodically cast Frost Bomb on everyone in your group, followed by Frozen Ground upon expiration. Make sure you do not overlap each other and spread accordingly to avoid additional damage. It is important to also put the bombs close to each other for better space management, due to Frozen Ground.
Throughout the whole fight, Telash Greywing will cast Icy Devastator on a random member of your party. This is a good place to use your defensives and immunities. Remember that abilities that reset combat can fully neglect this boss mechanic, such as the Night Elf Shadowmeld racial, Rogue’s Vanish, Hunter’s Feign Death, Mage’s Invisibility, and the like.
Tank
Tank the boss close to the Frozen Ground ground puddles to reduce the downtime of your melee DPS, as they put the next puddles close to the existing ones for better space management.
Healer
Be ready to top up your party once the boss has finished his Absolute Zero cast.
Here are some additional details about the Umbrelskul boss fight:
The boss has two primary abilities during the fight: Ravenous Swarm and Soul Feast.
The Ravenous Swarm ability will summon a swarm of bats that will fly around the room, dealing damage to any player they come into contact with. The swarm can be avoided by moving out of its path.
The Soul Feast ability is the boss’s primary source of damage. It will deal a large amount of damage to a random player and will heal the boss for the amount of damage dealt. The ability can be interrupted, and players should prioritize interrupting it whenever possible.
During the Brittle intermissions, the boss will take increased damage for a short period of time. It is recommended to save offensive cooldowns and burst damage abilities for these intermissions to take advantage of the increased damage.
The boss will also periodically spawn Soul Crystals during the fight, which will move towards the boss and heal him if they reach him. Players should prioritize killing these crystals before they reach the boss.
At the end of the fight, the boss will become empowered and gain access to a new ability called Soul Siphon, which will deal damage to the entire party and heal the boss for the amount of damage dealt. Players should use defensive cooldowns and avoid standing in front of the boss during this phase.
All Roles
The Mythic-exclusive additional mechanic of Oppressive Miasma will be present throughout the whole fight; the more you move the slower you will become. Since it is a Curse effect, any curse-dispel or magical-immunity can work to remove it.
Once the boss enters the Brittle intermission, immediately focus the Detonating Crystals. This is the highest priority of the whole fight, as failing to do so will apply a group-wide damage-over-time effect called Fracture. In addition, on Mythic difficulty, the boss will mark one of the Detonating Crystals as a Hardened Crystal, which has a similar effect as the regular crystal, but instead will have Crystallize absorb barrier that you must break first.
Dodge the ground effect coming from the Arcane Eruption cast. In addition, it will create a lingering Crackling Vortex effect that will damage you if you stand in it.
Defeat Umbrelskul without being hit by a Polymorph Trap or triggering a Shriek in The Azure Vault on Mythic difficulty.
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