Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (2024)

Table of Contents

  • +1. Mythic+ Affixes
    • 1.1. Tier 1 Affixes (Active at 4+ Keystones)
    • 1.2. Tier 2 Affixes (Active at 7+ Keystones)
    • 1.3. Tier 3 Affixes (Active at 10+ Keystones)
  • 2. Vault of the Wardens Timer: 33 Minutes
  • +3. Tirathon Saltheril
    • 3.1. Important Trash to Note
      • 3.1.1. Felsworn Infester/Shadow Hunter
      • 3.1.2. Glayvianna Soulrender
      • 3.1.3. Viletongue Belcher
      • 3.1.4. Felsworn Myrmidon/Immoliant Fury
      • 3.1.5. Fel-Infused Fury
    • 3.2. Tirathon Saltheril Encounter
      • 3.2.1. Quick TL;DR
      • 3.2.2. Overview
  • +4. Inquisitor Tormentorum
    • 4.1. Important Trash to Note
      • 4.1.1. Blazing Imp/Foul Mother
    • 4.2. Inquisitor Tormentorum Encounter
      • 4.2.1. Quick TL;DR
      • 4.2.2. Overview
  • +5. Ash'Golm
    • 5.1. Important Trash to Note
      • 5.1.1. Dreadlord Mendacius
    • 5.2. Ash'Golm Encounter
      • 5.2.1. Quick TL;DR
      • 5.2.2. Overview
  • +6. Glazer
    • 6.1. Important Trash to Note
      • 6.1.1. Blade Dancer Illiana
    • 6.2. Glazer Encounter
      • 6.2.1. Quick TL;DR
      • 6.2.2. Overview
  • +7. Cordana Felsong
    • 7.1. Important Trash to Note
      • 7.1.1. Grimhorn the Enslaver
      • 7.1.2. Elune's Light
      • 7.1.3. Barbed Spiderling
      • 7.1.4. Spirit of Vengeance
      • 7.1.5. Aranasi Broodmother
    • 7.2. Cordana Felsong Encounter
      • 7.2.1. Quick TL;DR
      • 7.2.2. Overview

1.

Mythic+ Affixes

When you reach level 4 in your Mythic+ dungeons, you will start to seeaffixes attached to the keystone which add additional effects to enemies withinthe dungeon. Each tier (4, 7, and 10) cannot be duplicated within onekeystone, so you will have one of each at higher levels and they will cycleeach week. Combinations can vary in difficulty and how much they synergise witheach other and the instance in question, but all of them have an impact andhave to be dealt with in different ways.

1.1.

Tier 1 Affixes (Active at 4+ Keystones)

Raging. When targets reach 30% health, they Enrage, and deal 100%bonus damage. This encourages burning enemies down individually when theyreach this point, or saving hard crowd control like stuns for when they reachthis point during AoE.

Bolstering. Whenever an enemy dies, it buffs other enemies in combatwith an additional 20% health and damage, which heavily encourages killing themat the same time, or within a small window of each other. In larger groups,this can be deadly if mis-managed. Note this does not, however, interact withadds summoned via boss mechanics.

Sanguine. When enemies die, they leave a small pool on the groundwhich deals damage to players and heals enemies standing within them. Thisincreases the awareness requirement, and means you need to reposition groupsquickly around them.

Teeming. The dungeon itself will generate additional lesser adds,which increases the number of targets in pulls. This mostly increases thedifficulty of pulls as additional enemies will be active in each pack.

Bursting. When minions die within the dungeon, all party membersinside will receive a stacking debuff that deals 5% of their maximum healthevery 2 seconds for 4 seconds. This requires the party to kill targets in astaggered fashion to prevent it stacking too high and killing off players,and for the healer to be acutely aware of the state of the party health whenit is applied.

1.2.

Tier 2 Affixes (Active at 7+ Keystones)

Volcanic. This causes random patches on the ground to spawn that willdeal high pulsing damage if standing within them. Managing this is mostly onplayers avoiding them whenever they appear, and will by extension result inreduced DPS due to players avoiding them.

Necrotic. All enemies will apply a stacking debuff that deals flatticking damage, and reduces healing/absorption received by 3%, stacking up to10 with additional hits. This increases the intensity of tank healing and addsan additional component to the damage they receive.

Skittish. Enemies will randomly drop all threat on their currenttarget. This makes it significantly more dangerous for DPS and adds an extrafactor for tanks to account for, as dangerous mobs will require additionalattention to keep in check.

Explosive. Enemies will occasionally spawn Explosive Orbs nearbywith a small amount of health. These will will detonate after 6 seconds ifnot killed, dealing 50% of the all party members' maximum health. These orbsare immune to AoE and crowd control, so need to be switched to and killedquickly throughout the dungeon.

Quaking. All players will periodically cause a Shockwave 8 yardsaround their character, dealing 20% of players' maximum health to any playersstanding inside it after 3 seconds and interrupting casts. Players should remainspread to avoid taking more than one hit.

Grievous. Any players that falls below 90% health will be afflictedby a Grievous Wound, dealing a percentage of the player's maximum health every3 seconds, stacking up to 5 times. This is permanent throughout the dungeon,so the healer needs to be aware of the stacks and heal players back above 90%to remove the debuff.

1.3.

Tier 3 Affixes (Active at 10+ Keystones)

Tyrannical. Increases the health of boss targets by 40%, and theirdamage by 20%. This intensifies bosses significantly and must be noted whendealing with some of the more dangerous ones, as it also affects abilitiesalongside extending the duration of the fights in question.

Fortified. Increases the health of minions within the dungeon by 20%,and the damage they deal by 40%. This intensifies the trash pulls significantlyand in some cases can limit how many extra you can pull at once, which willslow your pace between bosses.

2.

Vault of the Wardens Timer: 33 Minutes

Vault of the Wardens has a number of tricky large pulls early on, but afterthe first boss, it evens out quickly and becomes a rush between bosses. This isa very mechanically-heavy dungeon through and through, so be prepared to managethese mechanics correctly.

After entering, head through the path to Tirathon Saltheril and thenthe elevator:

Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (1)

After descending, take the following path through the mini-bosses, defeatingthe 3 bosses in the Vault then descend down the final elevator:

Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (2)

Finally, follow the path to avoid some of the hidden trash leading toCordana Felsong by dropping down the gap in the wall:

Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (3)

3.

Tirathon Saltheril

3.1.

Important Trash to Note

Leading up to the first boss will be a number of large Satyrs and DemonHunter packs, alongside a small mini-boss, Glayvianna Soulrender, inthe first room. These packs can be dealt with individually or as groups,depending on how comfortable your tank is with the high incoming damage andaffixes present.

3.1.1.

Felsworn Infester/Shadow Hunter

Leading up to the first mini-boss, you will encounter a number ofFelsworn Infester Satyrs, and Shadow Hunter Demon Hunterenemies, coming in pairs. We would advise moving down the right side to avoidthe Immoliant Fury targets on the left. Felsworn Infesterswill alternate between casting Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (4) Corrupt, which will deal moderateShadow damage to a random player in the group, and Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (5) Nightmares whichwill stun a random non-tank player for 4 seconds. When this expires, 4projectiles will be launched out from the affected player, dealing moderateShadow damage to anyone hit. Whilst Nightmare can be dispelled if applied, itshould be a high priority to interrupt to avoid the stun and remove the effectof the projectiles. Shadow Hunters will cast Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (6) Metamorphosis at 40%health, and proceed to deal massive tank damage through Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (7) Vital Strike,so use cooldowns if you are pulling a large number of these.

3.1.2.

Glayvianna Soulrender

Glayvianna Soulrender will follow after the first path of trash,blocking the way ahead. She operates as a mini-boss, and will deal particularlyheavy tank damage. After engaging, she will regularly hit the tank withVault of the Wardens Mythic+ Guide (Legion 7.0.3) (8) Double Strike which deals a high amount of Physical damage and leaves apowerful DoT. Alongside this, Glayvianna will throw out Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (9) Glaiveprojectiles that will deal high Physical damage to anyone hit. She will alsoregularly cast Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (10) Swoop, which will cause her to leap through the tank,dealing high Physical damage and knocking any players back in the path shetravels, so be careful of positioning and remain spread.

At 50% health, Glayvianna will cast Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (11) Metamorphosis, increasing alldamage dealt by 50% and gaining access to a new ability in Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (12) Fel Trap,alongside those she used previously. This will create three circles around theroom in random locations that will create large green telegraphs, and anyplayer who is in them after 3 seconds will trigger Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (13) Fel Detonation. Thisdeals high Fire damage to the player who triggers it and anyone else within 5yards, and knocks players hit into the air. Take note that during theMetamorphosis phase, her abilities are especially deadly and should be avoidedif possible due to the damage buff.

Large groups of Viletongue Belchers block the path upward and willbe pulled together with the more dangerous enemies. They do nothing importantaside from tank damage and being present in large numbers.

3.1.4.

Felsworn Myrmidon/Immoliant Fury

In this area you will first encounter these two enemies, as you missed themin the first room by moving down the right side. Felsworn Myrmidonswill deal heavy tank damage and also routinely cast Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (14) Deafening Screech,which cannot be interrupted and will silence any players in front for 3 secondsupon cast completion. These should be faced away from the group or stunned, toprevent this stopping the healer from keeping the group healthy.Immoliant Fury enemies will also present a high tank threat, regularlycasting Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (15) Strike on their target followed up briefly after byVault of the Wardens Mythic+ Guide (Legion 7.0.3) (16) Cleave, which will hit all players in front of them. Much like theMyrmidons, these should be faced away from the group due to Cleave. Lastly,they will cast Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (17) Slide, which will position them behind the tank,followed up by a Strike/Cleave combo, so be aware of thiswhen it happens.

3.1.5.

Fel-Infused Fury

Fel-Infused Fury Demon Hunters will cast Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (18) Metamorphosis at50% health, and buff their damage dealt by 50% much like the mini-boss beforethem. When they get to 20% health or lower, they will begin to castVault of the Wardens Mythic+ Guide (Legion 7.0.3) (19) Unleash Fury, which will deal lethal Fire damage to the party and mustbe stunned or interrupted, else this will result in a wipe.

3.2.

Tirathon Saltheril Encounter

3.2.1.

Quick TL;DR

Ranged DPS should spread to avoid chaining Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (20) Swoop, and interrupt thesubsequent Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (21) Furious Blast. Avoid Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (22) Furious Flames andVault of the Wardens Mythic+ Guide (Legion 7.0.3) (23) Fel Mortar telegraphs. The tank should use active mitigation duringVault of the Wardens Mythic+ Guide (Legion 7.0.3) (24) Darkstrikes. When the boss is in the Havoc form, avoid theVault of the Wardens Mythic+ Guide (Legion 7.0.3) (25) Hatred laser; when he is in the Vengeance form, dodge glaive chainsfrom Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (26) Glaive.

3.2.2.

Overview

The Tirathon Saltheril encounter has three phases, the first beginningwhen you engage him and lasting until 70% health, and the second lasting until 40% health,as he cycles between his Metamorphosis forms, with the third and final phase lastinguntil you kill him.

During the first phase, Tirathon will deal high tank damage and regularlycast Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (27) Fel Mortar, creating a large circular green telegraph in the roomthat players should quickly avoid. If you are present after 2 seconds, highFire damage will be taken from the blast followed by a patch ofVault of the Wardens Mythic+ Guide (Legion 7.0.3) (28) Furious Flames in the area, dealing periodic damage.

Throughout the encounter, Tirathon will regularly spawn Fel Furyenemies in sets of 3. These will come roughly every 30 seconds, and will castVault of the Wardens Mythic+ Guide (Legion 7.0.3) (29) Scorch on random players dealing moderate Fire damage and intensifyingwith each subsequent cast. If they are not killed after 10 casts, they willexplode via Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (30) Fel Detonation, which is lethal to the group, so theseshould be cleaved down quickly to prevent this.

Next, Tirathon will target a random ranged player with Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (31) Swoop,leaping toward them, dealing high Physical damage, and knocking away players inhis path and at the final destination. After landing, a cast ofVault of the Wardens Mythic+ Guide (Legion 7.0.3) (32) Furious Blast will immediately follow. This will deal massive damage tothe party if it completes, so it must be interrupted. To counteract the effectsof Swoop, the party should try to remain spread.

Tirathon will periodically apply Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (33) Darkstrikes to himself, that willincrease his damage dealt for 10 seconds. If a tank is hit without activemitigation (such as Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (34) Demon Spikes or Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (35) Shield of the Righteous)during this period, the boss will gain a significant absorption shield, sotanks should maintain their defense until the 10 second buff is over to avoidextending the encounter.

At 70% health, Tirathon will change into his Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (36) Metamorphosisform.

Vengeance Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (37) Metamorphosis will reduce all damage taken by 25%,extending the duration of the fight and removing theVault of the Wardens Mythic+ Guide (Legion 7.0.3) (38) Swoop/Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (39) Furious Blast mechanics. In exchange, Tirathon willstart the phase with Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (40) Throw Glaive, spawning two whirling glaives in theroom that will be connected by a Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (41) Fel Chain. Any player standing betweenthese (in the chain) will take massive Fire damage every second, so try tomanage your positioning to avoid getting caught by this. The boss will alsohave to regularly be repositioned as the glaives (and chain) move, so beprepared for that.

At 40% health, Tirathon will change into his Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (42) Metamorphosis form,which will last until he dies.

Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (43) Metamorphosis will increase all his damage dealt by 25%,enhancing the danger of all previous mechanics significantly, whilst losing theVault of the Wardens Mythic+ Guide (Legion 7.0.3) (44) Fel Mortar mechanic. He will deal moderate Fire damage every 5 secondsto the entire group via Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (45) Immolation Aura, which the healer must be awareof. Finally, he will gain Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (46) Hatred, which will form a beam on aspecific target that will move around the room. If you stand in the beam or thearea it is being cast in, you will suffer massive Fire damage every second, somake sure to avoid this.

4.

Inquisitor Tormentorum

4.1.

Important Trash to Note

Following Tirathon Saltheril there is a short gauntlet ofBlazing Imps in the next corridor, and a single Foul Motherblocking the path to the elevator to deal with.

4.1.1.

Blazing Imp/Foul Mother

The mass of Blazing Imps will all cast Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (47) Fireblast at randomplayers, but they are vulnerable to interrupts and mass crowd control, which,if possible, should be used while AoEing this group down. Upon death, they willbegin an Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (48) Implosion cast that will draw in players within 10 yards whenit completes, and then deal heavy Fire damage to those dragged in. This shouldsimply be moved away from to prevent this from happening.

The Foul Mother blocks the entrance to the elevator, which will besurrounded by a Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (49) Foul Stench aura. This deals light Nature damage toplayers too close to the Foul Mother, reduces chance to hit by 75%, and reducesHaste by 50% of any player affected, so stand at maximum range. In betweenthis, she will alternate between casting Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (50) Mortar andVault of the Wardens Mythic+ Guide (Legion 7.0.3) (51) A Mother's Love. The first, Mortar, will leave a telegraph underneathrandom players that will deal moderate Fire damage upon impact. A Mother's Lovewill cause her to face a random player and spew a cone effect, leaving a cloudthat will deal high Nature damage every second to any players remaining in it.Finally, she will routinely spawn additional Blazing Imps whilstengaged, which should be cleaved down.

4.2.

Inquisitor Tormentorum Encounter

4.2.1.

Quick TL;DR

Use an unimportant spell to trigger the Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (52) Sap Soul ability cooldown.Face Orbs during Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (53) Inquisitive Stare casts to avoid being disoriented,and stack up adds after the boss Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (54) Teleports.

4.2.2.

Overview

Inquisitor Tormentorum will regularly cast Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (55) Sap Soul, whichcannot be interrupted. This will debuff players so that the next ability castis put on a 10-second cooldown. You should try to burn off this debuff with nonimportant abilities such as a self heal as a DPS, or a non-important utilitytool such as Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (56) Blessing of Freedom or Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (57) Hex.

Tormentorum also infrequently spawns a number of Tormenting Orb,which will periodically cast Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (58) Inquisitive Stare on the party. This willspawn a beam from the Orb to all players, and if players are not facing thebeam when the cast completes, they will be disoriented for 3 seconds. As thefight goes on, more orbs will be spawned, increasing the frequency of beams.Due to this, you should be ready to change your facing depending on new beamcasts.

At two times in the encounter at 70% and 40% health, Tormentorum willVault of the Wardens Mythic+ Guide (Legion 7.0.3) (59) Teleport to a random corner in the room and activate the cells in thatarea, releasing one of four different groups of enemies. Below, going in aclockwise path around the room, is a list of what to expect in each group.

The North East block will release a number of Faceless creatures,containing a Void-Touched Juggernaut, Deranged Mindflayer, andFaceless Voidcaster. The Juggernaut will deal the highest melee damage,and cast Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (60) Cleave that will deal high Physical damage to the tank and toother nearby party members. At 50% health, it will cast Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (61) Enrage andincrease its melee attack speed by 150% for 10 seconds. Cooldowns should beused by the tank whilst this is up, and killing the Juggernaut is important toprevent multiple casts of this.

The Deranged Mindflayer and Faceless Voidcaster are caster addsthat will need to be interrupted to re-position them. The Voidcaster willrepeatedly cast Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (62) Voidbolt, dealing moderate Shadow damage to a randomplayer, and Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (63) Shadow Crash, firing a slow-moving missile toward a playerthat will detonate for moderate Shadow damage and leave behind a high damagepool of shadow. Mindflayers will channel Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (64) Mind Flay on random players,dealing moderate Shadow damage every second and slowing them, which can beinterrupted. Finally, Mindflayers will cast Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (65) Frightening Shout which isthe highest priority to be interrupted. This fears all players within 10 yardsfor 4 seconds, which will likely signal a player death, or lead to someonebeing disoriented and killed.

The South East block will spawn 5 Lingering Corruption Sha,which can comfortably be AoEd down. Upon death, they will applyVault of the Wardens Mythic+ Guide (Legion 7.0.3) (66) Corrupted Touch to a random player, which after 10 seconds willdetonate for high Shadow damage to all allies within 8 yards. Do not dispelthis, and when afflicted, watch the timer and move out to avoid stacking upmultiple splashes on the group.

The South West block will contain enemies from Outland, with oneFelguard Annihilator, one Shadowmoon Warlock, and oneShadowmoon Technician. The Annihilator presents a tank threat, and willcast Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (67) Uppercut for massive Physical damage and knock the tank back outof position; be ready to react to this. Next, Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (68) Intercept will be caston a random ranged player routinely, causing the Annihilator to charge at themand stun them for 3 seconds. Finally, Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (69) Pummel can follow anIntercept, interrupting a nearby player if the Annihilator is in rangewhile they are casting.

The Shadowmoon Warlock tries to cast at range, and can only be movedif interrupted. The Warlock will focus on casting Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (70) Seed of Corruption onrandom players in the group, applying a heavy Shadow DoT to the targetedplayer. After 18 seconds, either when dispelled or when the player hasreceived roughly 500,000 damage from any source, this will detonate for thesame damage to all nearby players within 10 yards. Due to this, when afflictedtry to move out of the group. Alongside this, it will applyVault of the Wardens Mythic+ Guide (Legion 7.0.3) (71) Curse of Tongues which can be decursed, slowing cast speed by 50% for 15seconds. Outside of these two important casts, it will try to fill time withrepeat casts of Shadow Bolt on its current target for light Shadowdamage.

The Shadowmoon Technician presents the largest threat to the group,due to its high damage output. The Technician's main cast will beVault of the Wardens Mythic+ Guide (Legion 7.0.3) (72) Throw Dynamite, which deals moderate damage to a random player andsplashes to others within 5 yards, so remain spread. It will also castVault of the Wardens Mythic+ Guide (Legion 7.0.3) (73) Throw Proximity Bomb, which will place a mine on the ground that, if anyplayer steps over, will trigger Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (74) Proximity Bomb Explode for moderate Firedamage to the player that triggers it and to others within 5 yards. Finally, itwill also attempt to cast Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (75) Silence on ranged players, interrupting andsilencing the player for 5 seconds, making this a priority target.

The North West block contains creatures from Mogu’shan Vaults, with asingle Enormous Stone Quilen, and two Mogu'shan Secret-Keepers.The two Secret-Keepers cannot be moved, but the Quilen must be picked upimmediately by the tank and moved over to a chosen Secret-Keeper to cleavedown. The Quilen will deal massive tank damage via Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (76) Monstrous Bite, andrepeatedly cast Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (77) Petrification every 2 seconds, culminating in apermanent stun to players if this reaches 100 stacks.

Stone-Keepers will cast Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (78) Flesh to Stone every 10 seconds, which willslow all players by 5% per stack. At 10 stacks, this will petrify players,permanently stunning them and likely causing a wipe. This can be dispelled ifit becomes too high and there is a risk of a player being petrified. TheStone-Keepers' primary cast, however, is Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (79) Stone Block, which will createa telegraph on the ground. After 2 seconds, this will deal light Physicaldamage to any players who are hit by it, and knock them back 10 yards.

5.

Ash'Golm

After defeating the Inquisitor, you are presented with two separate namedmobs within The Vault that block the way to the bosses behind them.Blade Dancer Illianna blocks Glazer, andDreadlord Mendacius blocks Ash'Golm. We would recommend movingto Ash'Golm first and dealing with the Dreadlord.

5.1.

Important Trash to Note

5.1.1.

Dreadlord Mendacius

Dreadlord Mendacius will deal heavy tank damage, and regularly castVault of the Wardens Mythic+ Guide (Legion 7.0.3) (80) Thunderclap. This deals light Nature damage to players within 20yards, but is otherwise unimportant. Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (81) Meteor will be cast on a randomplayer and will create a large, green circular telegraph that after 3 secondswill deal massive Fire damage to the player. This is split among all players inthe area, so everyone should stack together in this area. When engaged, he willquickly cast Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (82) Summon Grimguard, which will spawn a nearbyGrimguard. These will deal massive damage and castVault of the Wardens Mythic+ Guide (Legion 7.0.3) (83) Mortal Strike on the tank, reducing healing. They will also castVault of the Wardens Mythic+ Guide (Legion 7.0.3) (84) Charge on random players, dealing damage to anyone standing in theirpath. Ideally, the Grimguards should be crowd controlled when they spawn, butif that is not possible be prepared for the increased damage.

5.2.

Ash'Golm Encounter

5.2.1.

Quick TL;DR

Avoid fire effects in Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (85) Lava Wreath, Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (86) Fissure, andVault of the Wardens Mythic+ Guide (Legion 7.0.3) (87) Volcano. Soak up Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (88) Lava before it reaches the Embersspawned, and kill them if needed. Reset the fight using the Owl Statue whenthings get overwhelming and use cooldowns to burn down the boss.

5.2.2.

Overview

Ash'Golm contains a lot of highly dangerous mechanics. Once in thefight, however, you will be able to effectively reset the fight by clicking oneof Owl Statues at the edge of the fighting area. This is a one time use, andwill freeze Ash'Golm, remove all ground effects, and applyVault of the Wardens Mythic+ Guide (Legion 7.0.3) (89) Brittle to the boss and any Elementals in the room for 20 seconds,which will increase all damage taken by 25%. This should be used in conjunctionwith cooldowns and Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (90) Heroism/Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (91) Bloodlust if possible, to limitthe amount of time spent with dangerous mechanics active. Try to hold off on ituntil the room becomes particularly dangerous, however, and the group isbeginning to struggle, using it as a reset mechanic to recover a bit.

Throughout the fight, Ash'Golm will be damaging the entire group viaVault of the Wardens Mythic+ Guide (Legion 7.0.3) (92) Smoldering for light Fire damage every 3 seconds. This should just behealed through and presents a constant source of incoming damage the group mustaccount for. Ash'Golm will also repeatedly cast Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (93) Pyroclast onthe group in short intervals, which will create a red telegraph beneath arandom ranged player. Ash'Golm will then throw a boulder at thatlocation, which lands after roughly 2 seconds. When it does, this deals heavyFire damage to any players in the area and knocks them back. Pay particularattention to the edge of the platform if targeted, as you can be knocked off.After landing, the boulder will spawn a Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (94) Volcano, which will spew goutsof flame at random locations in the room.

On top of this, Ash'Golm will place Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (95) Lava across theplatform using two mechanics, Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (96) Lava Wreath and Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (97) Fissure. LavaWreath will create a small ring of flame that will turn into 6 gouts that willspread outward from the spawn point and then begin to rotate. Fissure willextend two lines from Ash'Golm to the edge of the room. These will rotate aroundthe room slowly. Any player that walks over one of these patches will soak itup and remove it, however it will place a significant Fire damage DoT on thatplayer, which can stack up if multiple pools are soaked.

Finally, Embers will spawn roughly every 30 seconds, which willbegin to chain cast Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (98) Sear on random players in the group for light Firedamage. This is the only thing that is interruptible in the fight, so usinginterrupts on this is a good idea. If they are not defeated after 40 seconds,the Embers will begin to cast Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (99) Detonate, dealing heavy Fire damage tothe group. If, however, the Ember comes into contact with any moving patches ofVault of the Wardens Mythic+ Guide (Legion 7.0.3) (100) Lava in the room, it will be absorbed and the Ember will immediatelybegin to cast Detonate. This can be avoided by either focusing the Ember downquickly before any patches can reach it, or soaking up any stray patches thatare moving toward it. This depends on whether you want to focus DPS on the bossto shorten the fight, or go for safety.

6.

Glazer

6.1.

Important Trash to Note

Following Ash'Golm, you can potentially skip the extra mob if youare fine on the mob counter by pathing around through the side path. This canbe beneficial for some affixes, particularly with Bolstering.

6.1.1.

Blade Dancer Illiana

Blade Dancer Illianna will regularly attack the tank withVault of the Wardens Mythic+ Guide (Legion 7.0.3) (101) Pierce as her main ability, dealing heavy Physical damage. She willapply Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (102) Gift of the Doomsayer to a random player in the group, which willreplicate any heal received by the player onto Illiana. This can be decursed,and if possible you should avoid healing players with this active unlessnecessary. Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (103) Deafening Shout will be cast rarely and will interrupt anyspellcasting in the group, so watch for this and stop casting.

Illiana will also be accompanied by 4 Malignant Defilers. These willregularly cast Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (104) Drain on a random player, which is a channel that canbe interrupted. This will apply a 5 second dispellable debuff that will stunthe player for 5 seconds, and leech health each second. Upon death, they willcast Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (105) Detonate, dealing high Fire damage to the group and also applyingVault of the Wardens Mythic+ Guide (Legion 7.0.3) (106) Immolated to other Defilers. This increases the damage of their ownDetonate when they die, so be wary if these are killed at the same time.

6.2.

Glazer Encounter

6.2.1.

Quick TL;DR

Ranged players should move out of Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (107) Lingering Gaze patches, andeveryone should dodge Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (108) Pulse Orbs coming from the cast so they damagethe boss. During Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (109) Focusing, reposition the lenses so they bounce back ontothe boss, and kill the Overloaded Lens before the beam hits.

6.2.2.

Overview

Glazer is a high damage encounter with a very dangerous puzzlephase after 30 seconds, in the Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (110) Energize cast.

First however, the main phase must be explained briefly. The most importantthing are the casts of Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (111) Pulse, which will spawn 4 orbs in each cornerof the boss's model, and then launch them out to the edge of the room. Whenthey hit the mirrors on the walls, they will bounce back towardGlazer. If these collide with the boss, they will deal moderate Arcanedamage to the boss, which you should aim to do. If, however, they hit a player,it will deal heavy Arcane damage to them and split into 4 smaller purplePulse orbs, which will split out in the same way as the initial Pulse cast.These smaller orbs will be destroyed if they collide with either player orGlazer alike, and deal the same damage as a regular orb, but will notsplit.

There is an opportunity here to increase the damage dealt to the boss viaVault of the Wardens Mythic+ Guide (Legion 7.0.3) (112) Pulse by getting hit by the initial orbs, and splitting them into 4.This will, however, significantly amplify the number of projectiles the groupneeds to avoid, and is quite dangerous. Do this only if you are comfortablewith the encounter and need additional damage to make the timer in thedungeon.

Alongside this, Glazer will cast Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (113) Lingering Gaze on a randomranged player, spawning 3 fast-moving projectiles that will land after 1second. This deals no direct damage, but will spawn a Lingering Gaze pool onthe ground, dealing heavy Shadow damage every second and slowing players whor*main within it. These should be moved out of quickly, and avoided at alltimes to prevent complications with Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (114) Pulse orbs.

After 30 seconds, Glazer will cast Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (115) Energize and teleport to thecentre of the room, and begin channelling Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (116) Focusing. This reduces alldamage taken by Glazer by 99% and stops any casts of abilities usuallyused in up to this point; instead, Glazer will channel a beam directly in frontof him (dealing high damage to any players it comes in contact with), and hewill begin rotating slowly while this is happening. At the same time, multiplemirrors will spawn around the room, alongside 1 Overloaded Lens. TheOverloaded Lens must be killed quickly, due to its Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (117) Overload,which deals lethal Fire damage to the party if Glazer's beam ever comes intocontact with it.

When Glazer's beam comes in contact with a mirror, he will stop rotating,and simply channel the beam. Players will have to adjust the mirrors aroundthe room (by clicking them; doing so causes them to rotate to theright slightly each time) to redirect the beam back around to hit Glazer. Thismeans players should quicklyspread out and adjust lenses in between burning down the Overloaded Lens.It is recommended to wait and see which direction Glazer is rotating in toestablish how the mirrors should be arranged (based on the first one he willhit with his beam).

Glazer will also pulse with Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (118) Radiation on the party duringthis part of the fight, dealing heavy Arcane damage every 3 seconds andincreasing the damage taken from subsequent Radiation casts viaVault of the Wardens Mythic+ Guide (Legion 7.0.3) (119) Radiation Level. This puts a timer on doing this part of the fight, asa healer will quickly become overwhelmed by the damage on the entire group, soadjust the mirrors as soon as possible to expedite this phase.

When the beam hits Glazer, he will have Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (120) Beamed applied,taking 100% additional damage for 15 seconds. Offensive cooldowns should ideallybe timed to coincide with this.

7.

Cordana Felsong

7.1.

Important Trash to Note

After both Glazer and Ash'Golm are defeated, there will beanother mini-boss leading to the final elevator. This introduces theVault of the Wardens Mythic+ Guide (Legion 7.0.3) (121) Elune's Light mechanic, that is required to reveal enemies in thesubsequent area to be able to attack them. Any that are still in darkness willbe untargettable. You are able to jump down on the far left and miss most ofthe path, to minimise the trash required after descending, but this is up toyour group. On the final bridge leading to Cordana Felsong, any Elune'sLight held by players should be dropped, as anyone holding one will be stunnedfor 8 seconds when crossing, and drop the Light. This is to prevent extra Lightbeing available during the Cordana encounter.

7.1.1.

Grimhorn the Enslaver

The final named mob in The Vault is Grimhorn the Enslaver, which willblock the way to the elevator. He will regularly cast Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (122) Imprison on arandom non-tank player, triggering Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (123) Torment. This roots the player inplace and causes them to deal high damage both to themselves and players aroundthem. To counteract this, healers should keep them topped and others shouldmove away from the afflicted player. He will also cast Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (124) Anguished Souls,that will spawn a number of green telegraphs around the area, which after 6seconds will spawn a pool in the area dealing high Shadow damage to playersstanding in it. If this is cast upon a player who has already been hit byImprison, they will need a lot of healer attention and likely a personaldefensive cooldown to survive.

7.1.2.

Elune's Light

Whilst this is not an enemy, it is a core ability in this area of thedungeon. As you advance, you will see a pillar that you can interact with.When a player does so, the pillar disappears and the player is imbued withVault of the Wardens Mythic+ Guide (Legion 7.0.3) (125) Elune's Light. This causes them to shine a light around them, revealinghidden enemies. This player also has an extra action button that can be used tocreate a pillar at a target location, removing Elune's Light from the player.The new pillar reveals hidden enemies around it, and can be interacted with byanother player so that they may receive the Light (allowing you to pass itaround, essentially).

Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (126) Elune's Light can be knocked away by some enemy abilities that targetthe tank, so we would advise placing this on a reliable melee or healer.

7.1.3.

Barbed Spiderling

Barbed Spiderlings will spawn in groups, and there will also be alarge patrol consisting of 10 spiders moving up and down the right side ramp onthe second floor. These will deal heavy tank damage and upon reaching 50%health, will retreat away to the darkness and repeatedly castVault of the Wardens Mythic+ Guide (Legion 7.0.3) (127) Barbed Web on random players. This will deal moderate Physical damageto those hit, and ideally they should be stunned just before they move away togive more time to get them low; after they move away they will spread out andcannot all be revealed by a single Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (128) Elune's Light efficiently. When thishappens, hunt the lowest-health ones down first to reduce group damage.

7.1.4.

Spirit of Vengeance

Each Spirit of Vengeance will wait in the darkness, but have a veryhigh aggro radius so be careful, as once pulled they will teleport to a randomplayer in range after a certain distance. They will remain in place otherwise,and deal massive damage to their closest target if no tank is present. Theywill regularly cast Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (129) Throw, dealing high Physical damage at randomplayers in the group. Alongside this, they will cast aVault of the Wardens Mythic+ Guide (Legion 7.0.3) (130) Knockdown Kick/Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (131) Turn Kick combo on their current target (usuallythe tank), stunning and then knocking back the player hit. If the player isholding Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (132) Elune's Light during Knockdown Kick, it will be dropped onto theground, so putting it on the tank is not ideal.

7.1.5.

Aranasi Broodmother

Lastly, Aranasi Broodmothers will cast Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (133) Razors, spawning 3large brambles around her, which will arm over 2 seconds. If any player movesinside the brambles after this, they will be trapped in a root and suffermoderate Physical damage every 3 seconds. After these brambles are spawned, theBroodmother will cast Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (134) Pull, which will try to drag all players intothis area, and players should run against this to prevent the root.

7.2.

Cordana Felsong Encounter

7.2.1.

Quick TL;DR

A ranged player should grab the Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (135) Elune's Light buff. Stand inVault of the Wardens Mythic+ Guide (Legion 7.0.3) (136) Deepening Shadows to disperse them. Kill the Avatar of Shadowwhen it spawns to retrieve the Light, and move to Cordana to reveal her, whilstavoiding all Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (137) Fel Glaive and Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (138) Detonating Moonglaive casts. Tankmust be aware of Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (139) Knockdown Kick, to not be thrown off the platform.Find the gaps in the waves of Ghosts during Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (140) Creeping Doom and use theseto avoid taking damage. Throw the light at Avatar of Vengeance spawns tomake Cordana vulnerable.

7.2.2.

Overview

Cordana Felsong is a lethal encounter with a huge number ofmechanics that can immediately wipe the group if played incorrectly, so takingcare is very important. There will be one Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (141) Elune's Light orb available inone of the four corners for players to grab before the encounter begins, andideally this should be placed on a ranged DPS.

Cordana herself will deal high tank damage, and repeat theVault of the Wardens Mythic+ Guide (Legion 7.0.3) (142) Knockdown Kick/Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (143) Turn Kick combo from the previous trash. Theknockback is more substantial, however, moving the tank 20 yards, so be verycareful of going anywhere near the edges of the platform so that this does notpunt you off. Whilst this is not an instant death, as a Felbat will carry youup, the boss will be loose on the platform and it will very likely signal awipe.

Cordana will also cast Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (144) Detonating Moonglaive at a random rangedplayer, which will launch a glaive toward them and then return to Cordana. Ifthis hits anyone in its path, it will trigger Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (145) Detonation for massiveFire damage to players within range, and amplify all damage taken by playersh*t by 50% for 10 seconds. This means players should be very aware of where ithas been launched from and avoid the path, and note the path it is going toreturn on. If this does go off, make sure to use a lot of defensive cooldownsto survive through the debuff.

On top of this, Cordana will spawn Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (146) Deepening Shadows throughout theencounter, which will create a pool in a random location in the room. This willgrow every second unless dealt with, dealing heavy Shadow damage every secondto those who remain within. These are shrunk by having players holdingVault of the Wardens Mythic+ Guide (Legion 7.0.3) (147) Elune's Light stand on them, as they are immune to the damage, and thelight will shrink the pool, eventually removing it. Make sure to prioritiseclearing pools that are in the pathway of the group.

20 seconds into the fight, Cordana will summon an Avatar of Shadow,which will immediately cast Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (148) Steal Light, removing theVault of the Wardens Mythic+ Guide (Legion 7.0.3) (149) Elune's Light from the player holding it until the Avatar is defeated.Cordana will also cast Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (150) Shadowstep, which will remove her from thefight and place her into stealth until she is revealed by Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (151) Elune's Light.While stealthed, Cordana will fire out 8 Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (152) Fel Glaives every 3 seconds,which deal high Fire damage to any player hit, so avoid them. The Avatar willthen cast Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (153) Shadow Strike on a random player forhHeavy Shadow damage,without a threat table. This means killing the Avatar quickly is extremelyimportant, and the player should retrieve the Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (154) Elune's Light to findCordana. This can either be done manually by running toward the path of theVault of the Wardens Mythic+ Guide (Legion 7.0.3) (155) Fel Glaive source, or more safely by throwing the light toward hercurrent path.

At 40% health, Cordana will begin a channel of Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (156) Creeping Doom, whichwill move her to the centre of the room and make her immune to damage. She willthen immediately create a wave of Ghosts, and 3 more waves after that, eachone 5 seconds apart. The Ghosts move across the platform, and cannot be attackedor otherwise stopped. They are visible just as they appear, but then they gointo stealth. Within each wave, there is a gap (a missing Ghost) at a randomlocation. If a player comes into contact with a Ghost, they will take massiveFire damage. Therefore, players will have to use the gaps in the lines ofGhosts to avoid taking damage.

The player holding Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (157) Elune's Light can reveal the Ghosts and you canmove accordingly to path your way through them. Some stealth reveal mechanics,such as Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (158) Spectral Sight from Demon Hunters can also reveal the locationof the ghosts to the player. This can be helpful if there is a situation whereplayers have perhaps lost track of the gap, or are overwhelmed by the speed ofthe wave spawns.

When she lands, Cordana will be attackable again. At 25% health, she willsummon an Avatar of Vengeance that will shield her, reducing all damagetaken by 99% through Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (159) Vengeance. You should quickly reveal the Avatarusing Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (160) Elune's Light, by tracking the source of the Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (161) Fel Glaivebeing thrown, and burn it down. Be extremely careful moving the boss, as shewill still use Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (162) Turn Kick, and the Avatar will always spawn by the edgein a corner of the room.

Finally, roughly a minute after casting Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (163) Creeping Doom, Cordana willfire off two waves of Ghosts at once, but not gain immunity. Navigating this isdifficult, so you should prioritise moving through one wave first and thenpositioning so the second wave passes through you.

Vault of the Wardens Mythic+ Guide (Legion 7.0.3) (2024)

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